Deal Physical damage to target enemy with an 80% chance to inflict Healing Immunity and Buff Immunity for 2 turns.
More Details
Level 7:
Deal Physical damage to target enemy with a 55% chance to inflict Healing Immunity and Buff Immunity for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
76
5
43800
+25% Healing Immunity and Buff Immunity chance
7
66
16
13
9
24700
+5% Damage
6
56
10
9
6
8200
+5% Damage
5
46
7
7
5
4100
+15% Damage
4
36
5
5
4
2100
+5% Damage
3
26
4
4
1400
+15% Healing and Buff Immunity Chance
2
16
3
700
+5% Damage
1
Description: Deal Physical damage to target enemy with a 40% chance to inflict Healing Immunity and Buff Immunity for 2 turns.
Overpowering Assault Special Level 8 3 Turn Cooldown
Deal Physical damage to all enemies and grant all allies Offense Up and Critical Chance Up for 2 turns. For each enemy critically hit, grant Protection Up (10%, stacking) to each Galactic Republic ally for 1 turn. If Padmé Amidala is an ally, dispel all buffs on all enemies. This attack can't be evaded.
More Details
Level 7:
Deal Physical damage to all enemies and grant all allies Offense Up and Critical Chance Up for 2 turns. If Padmé Amidala is an ally, dispel all buffs on all enemies. This attack can't be evaded. (3 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
78
5
80400
For each enemy critically hit, grant Protection Up (10%, stacking) to each Galactic Republic ally for 1 turn
7
68
12
10
7
45200
Grant all allies Critical Chance Up for 2 turns
6
58
8
7
5
15100
+10% Damage
5
48
5
5
4
7500
+10% Damage
4
38
4
4
3
3800
+10% Damage
3
28
3
3
2500
+10% Damage
2
18
2
1300
+10% Damage
1
Description: Deal Physical damage to all enemies and grant all allies Offense Up for 2 turns. If Padmé Amidala is an ally, dispel all buffs on all enemies. This attack can't be evaded. (3 Turn Cooldown)
On the Offensive Leader Level 8
Jedi and Clone allies have +30% Offense and +20% Critical Damage and other allies have half that amount. Whenever an ally is evaded, they gain Advantage for 2 turns.
Omega
More Details
Unlocks at Gear Level 2.
Level 7:
Jedi and Clone allies have +22% Offense and +20% Critical Damage and other allies have half that amount. Whenever an ally is evaded, they gain Advantage for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
80
3
51200
+8% Offense
7
70
9
7
5
28800
+5% Critical Damage
6
60
6
5
4
9600
+4% Offense
5
50
4
4
3
4800
+2% Offense
4
40
3
3
2
2400
+5% Critical Damage
3
30
2
2
1600
+4% Offense
2
20
2
800
+2% Offense
1
Description: Jedi and Clone allies have +10% Offense and +10% Critical Damage and other allies have half that amount. Whenever an ally is evaded, they gain Advantage for 2 turns.
Righteous Fury Unique Level 8
Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn, and his next attack deals 100% more damage if all allies were Galactic Republic at the start of battle. If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin's bonus turns.
More Details
Unlocks at Gear Level 4.
Level 7:
Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn, and his next attack deals 100% more damage if all allies were Galactic Republic at the start of battle.
Level
Unit Level
Ability Material
Credits
Adds
8
82
30
13
20
125000
If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin's bonus turns
7
72
10
9
6
32900
+10% More damage
6
62
7
6
4
11000
+10% More damage
5
52
5
4
3
5500
+10% More damage
4
42
3
3
3
2700
+10% More damage
3
32
3
3
1800
+10% More damage
2
22
2
900
+10% More damage
1
Description: Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn, and his next attack deals 40% more damage if all allies were Galactic Republic at the start of battle.
Righteous Fury
Recommendations
Abilities
Omega and Zeta Rankings
Ability Name
Ability Type
Cost
Get OPTIONS:Yes,No<br />This field is just a quick reference of whether an ability is worth the mats investment at all.
Priority Number in order of most important, 1, to least important
Best for OPTIONS:Raid, PVP, PVE, All<br />This field is used to specify abilities that may be really good to have but only for specific content.
Reasons
Deft Bladework
Basic
5
Yes
2
PvP
Overpowering Assault
Special
5
Yes
1
Everything
On the Offensive
Leader
3
No
4
Exremely Early Game Light Side Leader
Righteous Fury
Unique
30
13
20
Yes
3
Everything
Mods
The best mods are Critical Damage (x4) and Critical Chance (x2)
Arrow (Receiver) - Speed
Triangle (Holo-Array) - Critical Damage
Circle (Data-Bus) - Health. Protection in extremely rare cases when your ONLY use for Anakin is under Kelleran Beq
Cross (Multiplexer) - Offense if under Qui-Gon's leadership, otherwise Health/Potency
As for secondaries, these are the stats in order:
Offense %
Critical Chance %
Health %
Flat Health and Offense and Potency %
Synergy
What Factions and Characters he works with
Galactic Republic - High Synergy
Great damage dealer, his AoE gives allies Protection Up, + if all allies are Galactic Republic then his Bonus Turn deals double damage Jedi - Medium Synergy
Strong Jedi character that can fit in many teams Padmé Amidala - Very High Synergy
When with Padmé, Anakin's AoE attack will dispel buffs on all enemies, which can't be Evaded. Qui-Gon Jinn - High Synergy
Paired with Qui-Gon's Omicron, Anakin's AoE can one-shot most characters in the game
Unit Strategy
Jedi Knight Anakin has four main mechanics:
Buff and Healing immunity - Anakin's basic has an 80% chance to inflict Buff immunity and an 80% chance to inflict Healing immunity. These are both useful buffs to prevent an opponent from healing up quickly, so you have more time to kill them. It's very useful against teams like Bad Batch and Nightsisters.
Protection Up, Offense Up and Critical Chance Up - Anakin's special grants all allies Offense Up and Critical Chance Up, which are mostly irrelevant, but the Protection Up for Galactic Republic allies is extremely useful, especially with Padmé on the team. Try to save it for the Bonus Turn so that these effects will trigger when you need them most.
Clearing Debuffs - if Padmé is on the team, Anakin's special will clear all debuffs on enemies, this can not be dodged and is incredibly powerful considering how effective it often is. Use it whenever you need to remove their buffs, are able to kill somebody, or are about to call a mass assist.
Bonus Turn - Whenever an ally goes below 50% health or dies, Anakin gets a bonus turn. If all allies were Galactic Republic at the start of battle, on this bonus turn he deals double damage. Padmé also gets a bonus turn, so she can heal the entire team with her first special ability. This bonus turn often saves the whole team multiple times a game, and breaks enemy turn meter trains.
Team Strategy
Jedi Knight Anakin has two main teams:
Qui-Gon Jinn Omicron
This strategy requires Qui-Gon's Omicron Ability and can only be used in Grand Arenas (GAC). First we need to know what the Omicron Does: If all allies are Jedi, and there are no Galactic Legends on either side
All allies gain extra base offense equal to 30x their speed, doubled while you have foresight. A lot of extra damage that will not expire, and you get foresight whenever an ally dies.
No allies can die while Qui-Gon is still alive. This means that your opponent's first move should be to kill Qui-Gon
When Qui-Gon dies all allies recover 100% Health and Protection. This means that all your units are now fresh and fully healed, notably they don't cleanse their debuffs.
All allies gain extra offense equal to 4x Qui-Gon's offense for 2 turns. Even more extra damage for 2 turns!
Now we know what Qui-Gon's Omicron does, what is our strategy?
Save Anakin's AoE ability for until Qui-Gon is dead. Until then only use his basic. (There are exceptions)
Try to keep Anakin from getting stunned, you can do this with Dispels, Taunts and by Stunning/Killing the Stunner on enemy team.
Once Qui-Gon dies, your Righteous Fury unique will activate giving you a bonus turn with doubled damage, + 4x Qui-Gon's offense, + foresight, which means that your starter offense of 30x of speed becomes 60x of speed. Overall this is a LOT of damage to be inflicted in one turn. Victory!
Padmé Amidala
This is a team of Galactic Republic units, that can be used in any context or gamemode.
Use his Basic whenever an opponent is dying, to prevent any healing, or to direct his Courage
Use his Special as often as you can, because:
The Protection Up all Galactic Republic allies get, which translates into a few more stacks of Courage
Removing all buffs on all enemies, which is pretty much always good
Dealing good damage
And finally, the faster you use the Ability the faster you can use it again, and in a Padmé Amidala team you want as much Protection Up as possible to get more Courage
Kit Counters
How to counter his Abilities
Deft Bladework - Cleansing characters like General Kenobi or Grand Admiral Thrawn will clear these debuffs, allowing for resumed healing and buffing
Overpowering Assault - Use Offense Down, Ability Block or Stun against it. Try characters like Old Ben and Grand Moff Tarkin
On the Offensive - This is an early game Light Side leadership, and it does almost nothing. ignore it!
Righteous Fury - Make sure to keep Anakin Stunned in order to not take this big hit. Characters like Kylo Ren (Unmasked) and Count Dooku are reliable stunners.
Trivia
Jedi Knight Anakin is the first character you unlock in this game.
In Jedi Master Mace Windu's leadership ability, he prevents Jedi Knight Anakin from getting Mastery. This is a reference to how Mace Windu denied Anakin the rank of Master in Revenge of the Sith