[Top 10] Star Wars Galaxy of Heroes Best Characters (2022 Edition)

Galaxy of Heroes, best characters Galaxy of Heroes
Updated:
18 Feb 2022

10. Commander Tano

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The enlightened Commander Ahsoka has found the perfect balance in the force

One of my favorite characters, Ahsoka Tano finally got justice in this version. While her previous (Fulcrum) version may have been a good attacker, Commander Tano is equipped with 3 zeta abilities

Commander Tano Unique Abilities:

  • Jar’Kai Master: Deal Special damage to target enemy twice. If another Galactic Republic or Scoundrel ally is present, Ahsoka gains Advantage for 3 turns.
  • Shien: Ahsoka and Galactic Republic or Scoundrel ally gain Shien for 4 turns, Evasion Up for 2 turns, Ahsoka swaps Turn Meter with them and calls them to assist dealing +20% more damage. Shien Form can't be copied, dispelled, or prevented. Shien Form: Whenever this unit evades or attacks out of turn, Commander Ahsoka Tano's Force Leap cooldown is reduced by 1, and damage is increased by 50% (stacking) until the next time it is used
  • Force Leap: The first time Force Leap is used during an encounter, instantly defeat the target enemy and each Light Side ally gains 35% Turn Meter. Deal Special damage to target enemy and gain Critical Damage Up for 3 turns. Reduce this ability's cooldown by 4. If Commander Ahsoka Tano has Shien, inflict Armor Shred until the end of the encounter. Force Leap on Raid Bosses: Call all other Galactic Republic allies to assist, dealing 10% more damage. This ability starts on cooldown and can't be evaded.
 

9. Darth Malak

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Powered through fear and hate, Darth Malak is one of the strongest Sith to ever walk

One of the strongest Dark side characters in-game, Darth Malak should be teamed up with other Sith such as Darth Sion, Darth Traya, or Sith Eternal Emperor. 

Darth Malak Unique Abilities:

  • Rend: Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns.
  • Torture: Deal Physical damage to target enemy, dispel all buffs on them, and Shock them for 2 turns. If the target already had Shock or Fear, Stun them for 2 turns.
  • Drain Life: Deal damage to target enemy equal to 100% of their Max Health, and gain a stack of Dark Infusion until the end of the battle, which can't be copied, dispelled, or prevented. Then, recover Health equal to the damage dealt. This ability can't be countered or evaded and starts on cooldown. Dark Infusion: +35% Offense per stack (max 3 stacks). At max stacks, these bonuses are doubled and Basic attacks also inflict Healing Immunity for 2 turns.

8. Jedi Knight Revan

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A conflicted force-use, Revan proves to be a leader in both the Light and Dark sides.

This Jedi should be teamed up with Galactic Legends or Old Republic allies for maximum effectiveness.

Jedi Knight Revan Unique Abilities:

  • Ferocious Charge: Deal Special damage to target enemy. This attack deals 25% more damage to Dark Side enemies. If the target is Marked, Revan gains a 20% Turn Meter.
  • Master Strategist: Deal Special damage to all enemies. Revan dispels all debuffs on Jedi and Old Republic allies, then Revan heals all Jedi and Old Republic allies by 10% for each Jedi and each Old Republic ally. Revan gains Critical Damage Up and Foresight for 3 turns. Swap Turn Meter with target other Jedi ally
  • General: For each Jedi and each Old Republic ally at the start of battle (excluding summoned allies), Jedi and Old Republic allies gain +5 Speed, +5% Crit Chance and +5% Offense. At the start of battle, Jedi allies gain Tenacity Up for 1 turn. While Revan is in the leader slot and not the ally slot, units are immune to bonus Turn Meter effects from Leader abilities until the start of the first turn of battle.
  • Whenever a Jedi ally attacks out of turn, they recover 20% of their Max Protection and deal 35% more damage. When a Jedi ally uses a Basic ability on an enemy with Bonus Protection, reduce the target enemy's Max Health by 10% (stacking, doesn't work against Raid Bosses). At the start of each Jedi ally's turn, they gain Strategic Advantage if no ally has Strategic Advantage. A Jedi ally with Strategic Advantage can't be countered.
  • Strategic Advantage: Dispel all debuffs on target other Jedi ally. They gain Strategic Advantage and assist, using their Basic ability. This character uses their Basic ability and loses Strategic Advantage.

7. Darth Revan

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He lays a path of destruction in his wake

Darth Revan is a fan favorite. This Dark side user works best when paired with Bastilla Shan (Fallen) and other Sith.

Darth Revan Unique Abilities:

  • Lacerate: Deal Special damage to target enemy. Inflict Buff Immunity on a target enemy and enemy leader for 2 turns. If the target is the leader, reduce Darth Revan's cooldowns by 1.
  • Force Storm: Deal Special damage to all enemies and Shock them for 2 turns. All Sith Empire allies gain 5 stacks of Ferocity for 2 turns. This attack can't be evaded. Ferocity: -15% Defense and Tenacity per stack, +8% Offense and Potency per stack; can't be copied
  • Lord of the Sith: Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuffs. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns. If all allies are Sith Empire at the start of battle (excluding summoned allies), Sith Empire allies have +50% Critical Damage. At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn if Darth Revan is in the leader slot and not the ally slot. This Deathmark can't be copied, dispelled, evaded, or resisted

6. Lord Vader

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"From my point of view, the Jedi are evil..."

Before he donned his cybernetic suit, Lord Vader still possessed the speed which made him notorious throughout the Galaxy. One of the recently introduced characters this past year, Lord Vader was reworked and now possesses better synergy with Sith and Empire counterparts.

Lord Vader Unique Abilities:

  • End of the Galactic Republic: Requires at least 65% Ultimate Charge to activate. Ultimate Charge: Lord Vader gains Ultimate Charge when he uses Dark Harbinger and when debuffed Dark Side allies receive damage he gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. Lord Vader gains 50% of other Dark Side allies' current Mastery (stacking) until the end of the encounter, then they lose that much. Empire and Dark Side Unaligned Force User allies don't lose Mastery from this ability. If 100% Ultimate Charge was used, Lord Vader instead gains 75% Mastery from this ability, dispels all debuffs on himself, takes a bonus turn, reduces his cooldowns by 1, and gains Ashes of the Republic for 5 turns, which can't be copied, dispelled, or prevented. Ashes of the Republic: Lord Vader's abilities gain additional effects; enemies defeated while this is active can't be revived; Lord Vader is immune to Ability Block, Healing Immunity, and Shock; can't gain Ultimate Charge
  • Vindictive Storm: Deal Physical damage to target enemy and if Lord Vader has 30 or more stacks of Underestimated, he deals damage again. Each time this ability deals damage in the same attack, it deals 25% more damage (max 50%). Ashes of the Republic: Deal damage again
  • My New Empire: Dark Side allies have +20 Speed, +20% Mastery, and +15% Max Health, doubled for Empire or Dark Side Unaligned Force User allies. At the start of the battle, other Empire and Dark Side Unaligned Force User allies lose all Protection and gain that much Max Health. If a Dark Side Unaligned Force User ally was present at the start of the battle, for the rest of the battle all Empire or Dark Side Unaligned Force User allies take 30% reduced damage from enemy Light Side Unaligned Force User attacks. If all allies are Dark Side at the start of battle, Empire and Dark Side Unaligned Force User allies are immune to Fear, Empire Tanks gain Taunt for 2 turns, and when an Empire ally loses Taunt, they are inflicted with Marked for 1 turn, which can't be dispelled, prevented, or resisted. Whenever a Dark Side ally loses a buff, Empire and Dark Side Unaligned Force User allies gain 1% Mastery (stacking) until the end of the encounter. Whenever a debuffed Dark Side ally takes damage, Lord Vader gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. Empire and Dark Side Unaligned Force User allies have +35% Critical Chance and Critical Damage when targeting a Galactic Republic enemy. Whenever an enemy critically hits an Empire or Dark Side Unaligned Force User ally, that enemy has -30% Critical Damage (stacking) for 3 turns. While Empire and Dark Side Unaligned Force User allies are at certain Health thresholds, they gain different benefits.
  • While above 35% Health: During an enemy's attack they are immune to Max Health reduction and other damage that is based on Max Health
  • While above 50% Health: They are immune to Damage Over Time and Thermal Detonator effects
  • While below 80% Health: Can't be critically hit

5. Jedi Master Kenobi

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Hello there!

Introduced last year (2021), Jedi Master Kenobi has quickly become one of the strongest characters in Galaxy of Heroes. Paired with the right Light side team, he has potentially the strongest of all leadership abilities.

Jedi Master Kenobi Unique Abilities:

  • It’s Over: Requires at least 50% Ultimate Charge to activate. Ultimate Charge: Jedi Master Kenobi gains Ultimate Charge when he uses his abilities. If Jedi Master Kenobi is the Leader, he also gains 3% Ultimate Charge when another Light Side ally uses a Basic ability, doubled during their turn. If at the start of battle there was a Light Side Unaligned Force User ally that is also Galactic Republic, all Jedi allies ignore Protection when targeting a Sith enemy and Sith enemies can't counter-attack for the rest of battle. Dispel all debuffs on Light Side allies. All other Light Side allies gain a percentage of Mastery (stacking) equal to the amount of Ultimate Charge used with this ability, doubled at 100% Ultimate Charge, until the end of the encounter. If less than 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 2 turns, which can't be copied, dispelled, or prevented. All Galactic Republic allies gain Protection Up (20%) for 3 turns which can't be dispelled or prevented. If 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 5 turns, which can't be copied, dispelled, or prevented. All Light Side allies recover 60% Health and Protection, and all Galactic Republic allies gain Protection Up (50%) for 3 turns which can't be dispelled or prevented. High Ground: Deals 35% more damage with out of turn attacks; +100% Counter Chance; -35% Speed; can't gain Ultimate Charge
  • Harmonious Will: All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns. While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn. At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle, if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns. Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn. Jedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).
  • May the Force Be With You: Jedi Master Kenobi ignores Taunt during his turn. While Jedi Master Kenobi has the High Ground, he dispels Stealth from all enemies at the start of his turn. When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery. When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).

4. Sith Eternal Emperor

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“Look what you have made”

The reincarnated Emperor remains one of the most powerful Dark side characters in Galaxy of Heroes. Team him up with Sith counterparts to truly become an unstoppable player.

Sith Eternal Emperor Unique Team Abilities:

  • I Am All the Sith: Requires 100% Ultimate Charge to activate Ultimate Charge: Sith Eternal Emperor gains 2% Ultimate Charge whenever a Deceived enemy uses an ability. If Sith Eternal Emperor is the leader, he also gains 8% Ultimate Charge whenever a Linked enemy uses an ability. Sith Eternal Emperor gains Mastery equal to his current Mastery until the end of the battle and transforms into Sith Eternal Emperor (Restored). If he is the leader, all other Dark Side allies gain Mastery equal to their current Mastery until the end of battle. Remove Deceived from all Deceived enemies and inflict Deceived until the end of encounter on those enemies, which can't be copied, dispelled, or resisted. When Sith Eternal Emperor transforms, he loses the abilities Deception and So Be It, Jedi and gains two new abilities. [Basic] Revitalized Shock: Deal Special damage to target enemy and inflict Shock for 2 turns, which can't be copied or dispelled. This attack deals 150% more damage to Deceived Light Side enemies. If the target was already Deceived, reduce the cooldown of Power! Unlimited Power! by 1 for each Deceived enemy. This attack can't be evaded. [Special] Power! Unlimited Power!: Instantly defeat Linked enemies and deal Special damage to all enemies. Then, dispel all buffs on Deceived enemies and deal Special damage to them. Enemies defeated by this ability can't be revived. This attack can't be evaded.
  • So Be It, Jedi: Deal Special damage to target enemy and call all other Dark Side allies to assist, dealing 10% more damage for each Deceived enemy. Dark Side allies recover 50% Protection. Jedi enemies defeated this turn can't be revived.
  • Sith Eternal: Dark Side allies have +25% Mastery, +30% Potency, and +20 Speed, doubled for Sith allies. Whenever a Deceived or Linked enemy uses an ability, Sith Eternal Emperor gains 10% Mastery (stacking) until the end of the encounter and other Sith allies gain half that amount. Whenever a Linked enemy uses an ability, Sith Eternal Emperor gains 8% Ultimate Charge. After the start of each encounter, whenever an enemy gains a buff that can't be dispelled, Sith allies gain a 5% Turn Meter. Whenever a Sith ally is defeated, dispel all debuffs on other Sith allies and they recover 100% Health and Protection. Sith allies can't be revived, and they ignore defense when targeting a Jedi enemy.

3. Jedi Master Luke Skywalker

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“No one’s ever really gone”

The Jedi Master turned recluse (thankfully not forever) empowers his allies with his Legend of the Jedi leader ability. Zeta all of his abilities for maximum effectiveness.

Jedi Master Luke Skywalker Unique Abilities:

  • Heroic Stand: Requires 100% Ultimate Charge to activate. Ultimate Charge: Jedi Master Luke Skywalker gains 8% Ultimate Charge whenever a Jedi ally gains Jedi Lessons or the duration of all their current stacks of Jedi Lessons is reset. Jedi Master Luke Skywalker transforms into Jedi Master Luke Skywalker (Heroic) and dispels Jedi Lessons from all Jedi allies. Dispel all debuffs on all Jedi allies and reset the cooldowns of their Special abilities. All Jedi allies gain Critical Chance Up and Critical Damage Up for 2 turns and gain Jedi Legacy and 35% Offense until the end of the battle. When Luke transforms, the max cooldown for They Grow Beyond and Efflux is reduced by 2.
  • Legend of the Jedi: All Light Side allies have +10% Max Health and Max Protection, doubled for Jedi allies. All Jedi allies have +30% Offense and +40 Speed. If all allies are Jedi at the start of battle (excluding summoned allies), Jedi Master Luke Skywalker Taunts while he has Protection. The first time each other Jedi ally falls below 100% Health, they dispel all debuffs on themselves and gain Critical Hit Immunity, Defense Up, and Tenacity Up for 2 turns. Then, Luke Taunts for 2 turns, which can't be copied, dispelled or prevented. At the start of the battle, Jedi allies gain the granted ability Inherited Teachings. Inherited Teachings: Gain Jedi Lessons for 3 turns and call target other Light Side ally to assist, dealing 90% less damage. Then, they deal true damage to the target enemy based on 60% of Jedi Master Luke Skywalker's base Max Protection, which can't be evaded. If that ally is a Jedi, they gain Jedi Lessons for 3 turns and 15% Turn Meter, recover Protection equal to 5% of Luke's base Max Protection, and reduce the cooldown of their Inherited Teachings ability by 1. This ability can't be used if there are no other Jedi allies. (Cooldown: 2)
  • Jedi Legacy: Jedi allies may gain Jedi Lessons. The first time each other Light Side ally falls below 100% Health, they recover 25% Health and Protection, doubled for Jedi allies. At the start of the battle, Jedi Master Luke Skywalker gains Jedi Legacy until the end of the battle, which can't be copied, dispelled, or prevented. Jedi Legacy: +100% Mastery and ignores Taunt during their turn; can't gain Jedi Lessons

2. Rey

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The heir apparent to the Jedi, Rey has the ability to use force lightning, commonly a Dark side ability.

The latest version of Rey (for the last couple of years) has brought her Galactic Legend abilities to the forefront. If paired with the right team, she can lead the most powerful team in Galaxy of Heroes.

Rey Unique Abilities:

  • Heir to the Jedi: Requires 100% Ultimate Charge to activate. Ultimate Charge: Rey gains 6% Ultimate Charge at the start of every character's turn. Until the end of Rey's next turn, she enters a defensive stance, and the damage Light Side allies receive is reduced to 1. While in this stance, Rey can't act, has 30% less Speed, is immune to all detrimental effects, and can't be defeated. Upon activating this ability again, she deals true damage (ignores defense, but can't critically hit) to the enemy team split among them and all Ultimate Charge is consumed. This attack can't be countered or evaded.
  • Wisdom of the Sacred Texts: Light Side allies have +40% Mastery, +30 Speed, and +30% Max Health. Whenever an enemy gains bonus Turn Meter, Inspired Light Side allies gain 5% Mastery (stacking) until the end of the encounter. The first time each Light Side ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and recover 50% Health when it expires.
  • Manifest Inspiration: At the start of her turn, Rey becomes Inspired. If she is already Inspired, she instead Inspires the healthiest Light Side ally who isn't. Inspired Light Side allies dispel all debuffs on themselves when they use a Basic ability during their turn. Light Side allies with Inspired or Damage Immunity can't have their Turn Meter reduced.

1. Supreme Leader Kylo Ren

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The torn Kylo Ren has ascended to lead the First Order, but for how long?

Supreme Leader Kylo Ren is the strongest character in Galaxy of Heroes due to his overwhelmingly powerful Depths of Rage Ultimate Charge. Pair him with other First Order characters for maximum effectiveness.

Supreme Leader Kylo Ren Unique Abilities:

  • Depths of Rage: Requires at least 60% Ultimate Charge to activate. Ultimate Charge: Supreme Leader Kylo Ren gains 2% Ultimate Charge whenever a Dark Side ally deals Physical or Special damage to an enemy, increased to 5% on a critical hit. Supreme Leader Kylo Ren dispels all debuffs on himself, enters an aggressive stance, and deals Physical damage to all enemies, which can't be evaded. While in this stance, Kylo is immune to damage and detrimental effects, he can't be defeated, his Siphon is doubled, and his abilities have no cooldowns.- 60% Ultimate Charge: Aggressive stance lasts for 1 turn- 85% Ultimate Charge: Aggressive stance lasts for 2 turns- 100% Ultimate Charge: Aggressive stance lasts for 3 turns
  • Supreme Leader: Dark Side allies have +30 Speed, +40% Mastery, and +50% Critical Damage, and they can't be critically hit while they have Advantage. Whenever a Dark Side ally loses Advantage without scoring a critical hit, they gain Advantage for 1 turn at the end of the turn. Whenever a Dark Side ally gains Advantage, if they didn't already have it, they gain a bonus based on their role: - Tanks Taunt for 2 turns- Attackers gain Critical Damage Up for 2 turns - Supports and Healers gain 20% Turn Meter
  • Press The Advantage: Supreme Leader Kylo Ren is immune to Stagger and can't gain taunt effects, and enemies defeated during his turn can't be revived. Whenever a Dark Side ally loses Turn Meter, they gain 10% of their current Max Health and Max Protection (stacking) until the end of the battle. Whenever a Dark Side ally gains bonus Turn Meter, they lose 10% of their current Max Health and Max Protection (stacking) until the end of the battle.

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