Galaxy of Heroes: Top 10 Leaders
As your characters increase in level, you can strengthen their abilities, including their Leader power. For the purposes of this review, we'll be examining the maxed-out abilities, so you can see them at their peak.
As you may know, every squad of five heroes in Galaxy of Heroes can have one Leader. That character applies their Leader ability to the whole team during combat. Some boost attack strength, some bolster defenses, and a few even debuff your opponents.
But which Leaders stand above the others? Today, we'll take a quick look at ten awesome leader abilities to help you choose which champion to guide your assaults. Note that GOH constantly adds new characters, many of which will have awesome Leader abilities (we'll cover them in a future review, I'm sure!), so don't fret if your favorite fighter is nowhere to be seen.
10. Clone Wars Chewbacca
Wookie Resolve: All allies gain 50 Defense. Additionally, whenever an ally is damaged, they have a 50% to gain Defense Up for three turns.
Chewie's Wookie Resolve provides an awesome defensive power for any team. Unlike several Leader abilities, this power applies to all units, regardless of their designation. Fifty Defense is nice (though a bit negligible in high-tier play), but reliably gaining Defense Up for three turns immensely fortifies your units. Chewie isn't the best tank in the game (I'd take Royal Guard or Stormtrooper Han), but he's worth a look for Wookie Resolve alone.
9. Darth Sidious
Unlimited Power: Grants all allies an extra 30% Critical Damage and 14% Critical Chance.
Next, we have an another ability that will affect any unit regardless of their classification. Unlimited Power works especially well with critical-hit oriented teams by boosting both Critical Chance and Critical Damage. Sidious himself has an attack that deals Damage Over Time if it lands a critical. Stack this with similar units (Luke Skywalker applies negative effects when he lands criticals, and Resistance Pilot gains extra Turn Meter) to ravage opponents with a nimble and deadly assault.
8. Boba Fett
Dead Or Alive: Grants all allies an extra 50% Critical Damage and 10% Critical Chance.
An ability quite similar to Unlimited Power; however I'll take 20% Critical Damage over 4% Critical Chance any day. Just like before, use Dead or Alive to demolish foes with frequent, boosted criticals.
Unfortunately, Boba Fett himself isn't as strong as Darth Sidious; here's hoping he'll be buffed in a future update. Still, he's a superb Leader.
7. Obi-Wan Kenobi (Old Ben)
Old Jedi Knight: Grant all allies an additional 15% Evasion, and give them 30% Turn Meter whenever they evade an attack.
Yet another boost that applies to your entire team, Old Jedi Knight lets your warriors dodge more often, and gives them Turn Meter when they do. Both effects are useful, and stack well with characters who can give themselves Evasion Up or Foresight to help generate those evades. Ben Kenobi himself can do so; consider utilizing Rey, Grand Master Yoda, Luminara, and Resistance Pilot.
6. Count Dooku
Master Tactician: Grants all allies an extra 15% Evasion, and give them Offense Up for 2 turns whenever they evade an attack.
Similar to Old Jedi Knight, Master Tactician provides 15% Evasion for your assembly, but provides them with Offense Up instead of extra Turn Meter when they dodge. Again, both effects are useful. Master Tactician wins out perhaps only because Dooku is such an amazing unit (100% counter-attack chance? Yes please!), and both Kenobi and Dooku make great Leaders for any legion.
5. Ima-Gun Di
Jedi Strategist: Gives all allies 30 Defense. All gives Jedi allies 35% Counter Chance, and 25% Counter Damage.
Next comes an obscure Jedi from the Clone Wars, Ima-Gun Di. His ability gives all allies extra defense, but you really only want its effect in Jedi-teams, because he'll also bestow Counter Chance and Counter Damage to Jedi. This seriously increase the offensive potential of Jedi teams, while also slightly boosting their defenses, making Di a no-brainer when choosing a Jedi Leader. Well, except for..
4. Jedi Knight Anakin
Always on the Offensive: Jedi and Clone allies gain 30% Offense and 20% Critical Damage, and other allies gain half that amount. Whenever an ally is evaded, they gain Advantage for two turns.
You could debate whether Always On the Offensive trumps Jedi Strategist for best Jedi-team ability, but it wins here because its effects also extend to Clones (and half as much to other units). An extra 30% Offense and 20% Critical Damage massively increases your force's power, and as a bonus, they'll gain Advantage whenever they miss. Advantage guarantees the next attack will be a Critical (assuming it hits), helping take advantage (edit: unintended pun) of the boosted Critical Damage. In short, an excellent, versatile Leader ability.
Assassin Protocol: Grants Droid allies 30% Critical Chance and 50% Turn Meter whenever they score a Critical Hit.
Assassin Protocol only effects Droid units, but it is deadly. 30% extra Critical Chance, plus the right Mods on your units, almost guarantees each hit will be a Critical, increasing damage and letting your Droids gain 50% Turn Meter, so they're halfway to their next attack already. Plus, if a Droid uses an ability that hits multiple opponents (which many Droids have), and scores at least two Criticals, they'll gain 100% Turn Meter and immediately attack again. Watch your foes crumble to the nimble, lethal assault HK's Leader ability provides.
2. Admiral Ackbar
Rebel Coordination: Rebel allies have an extra 25 Speed and 10% Tenacity. Whenever an ally uses an ability that isn't an attack, they call a Rebel ally to Assist.
Let's break this awesome ability down. 25 Speed greatly hastens your Rebel troops, and the extra tenacity helps wards off detrimental effects. Those bonuses by themselves would be great, but then Ackbar lets his team call a Rebel Assist whenever an ability that isn't an attack is used (such as heals, buffs, and non-damaging debuffs). Note that the ability to trigger the assist doesn't have to come from a Rebel, though the assist will always be a Rebel ally. Ackbar himself has two Specials that aren't attacks, letting him make great use of Rebel Coordination. Combine him with Rebel characters like Princess Leia and Stormtrooper Han to assemble a nimble, resistant, assist-calling A team. Just watch out for Leaders who can demolish Rebels like..
1. Emperor Palpatine
Emperor of the Galactic Empire: Empire and Sith allies have an extra 32% Health and Potency. Jedi and Rebel enemies lose 32% Health and Evasion. Whenever an Empire ally inflicts a debuff during their turn they gain 20% Turn Meter. Whenever a Sith ally inflicts a debuff during their turn they recover 20% of their Max Health.
Emperor Palpatine is, quite bluntly, overpowered, and his Leader ability is no exception. First, it greatly boosts Health and Potency (which increases chances of overriding a foe's Tenacity when applying detrimental effects) by a large margin for Empire and Sith allies. Then, Rebel and Jedi foes lose an alarming portion of their Health and Evasion. Finally, your Empire units will gain Turn Meter, and your Sith units Health, whenever they apply a debuff on their turn. Note that some units, like Palpatine himself and Darth Vader, classify as both Empire and Sith, so they receive both effects when inflicting a debuff. Truly a fearsome Leader.
Which Leader do you prefer?
Hopefully you're now already forming ideas for assembling your next squad. As we await the arrival of future characters and game modes, feel free to vote for your favorite Leader, and stay tuned for more Galaxy of Heroes countdowns!
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© 2016 Jeremy Gill