While harder to unlock than most characters, when you finally DO unlock Darth Revan you are in for a fun time. One of the strongest Dark side characters, Darth Revan should team up with other Sith to show off his power. Below I will be highlighting not only Revan’s power but also the ideal teammates to match him with.
5. The Sith Empire: Darth Revan, Darth Malak, HK-47, Sith Empire Trooper, Darth Sion
This team will primarily focus on Darth Malak’s abilities. With Revan’s leadership abilities granting Sith allies 50% Critical Damage: Sionand Malak can provide devastating attacks. Use Sith Empire Trooper and HK-47 for support.
The Sith Empire Unique Team Abilities:
- Darth Malak’s 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.
- Gnawing Terror: Darth Malak Taunts for 1 turn whenever an enemy is inflicted with Shock or Fear. Sith enemies can't gain bonus Turn Meter (excludes Raid Bosses). At the end of each turn, enemies who inflicted Damage Over Time on Darth Malak or critically hit him this turn are inflicted with Fear for 1 turn, which can't be resisted or evaded.
- Darth Sion’s Torment: Deal Physical damage to all enemies and then dispel all buffs on them. Then, inflict Pain on all enemies for 3 turns. Reduce the cooldown of this ability by 1 for each enemy without Pain. This attack can't be Evaded.
4. The Sith: Darth Revan, Darth Traya, Darth Sion, Darth Nihilus, Sith Empire Trooper
This squad should fill your Sith needs. Darth Traya highlights this Sith team, you should focus on getting Revan and Traya Zeta’d with their respective abilities. Sith Empire Trooper provides a useful tank, letting the heavy hitters do their damage.
The Sith Unique Team Abilities:
- Darth Traya’s Isolate: Dispel all buffs on the target enemy, increase their cooldowns by 1, and inflict Isolate on the target enemy until another enemy is Isolated or Traya is defeated. Reduce target ally's cooldowns by 1 and grant them Protection Up (50%) until the end of the encounter. Isolate can't be copied, dispelled, or resisted. This attack can't be evaded or resisted. Isolate: Can't gain buffs; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
- With Lord of Betrayal Zeta’d: When an ally suffers a debuff, Darth Traya gains +10% Bonus Protection (stacking) until the end of her next turn. At the start of each Sith ally's turn, Traya dispels all debuffs on them and deals damage equal to 5% of their Max Health for each debuff dispelled. When allied Darth Nihilus or Darth Sion are Critically Hit or inflicted with a debuff, Traya gains +12% Offense (stacking) for 2 turns.
- Darth Revan’s Villain ability: When Darth Revan uses an ability during their turn, if the selected target is already inflicted with Deathmark, Fear, or Corrupted Battle Meditation, Darth Revan immediately uses Lacerate. When Fear expires on an enemy, they also dispel all buffs on themselves. When Darth Revan's Health falls below 50%, it is equalized with the other healthiest ally.
3. Held By Hatred: Darth Revan, Darth Sion, Darth Nihilus, HK-47, Sith Empire Trooper
One of my favorites, you should aim to unlock Darth Sion’s Held By Hatred ability. This is a 15 turn cooldown, but once used can be a final blow to your opponent. Mod Sion with extra speed. Combined with Darth Nihilus, this is an extremely lethal Dark side team.
Held By Hatred Unique Team Abilities:
- Held By Hatred: Sion dispels all debuffs on himself, recovers 100% Health, and gains 100% Turn Meter. Sion gains Hatred until he is defeated, which can't be dispelled or prevented. This ability starts on cooldown. When Sion inflicts Pain, reduce the cooldown of this ability by 1. Hatred: +25% Critical Chance, +100% Defense, and +100% Offense. When this unit is defeated, they revive with 100% Health and gain 100% Turn Meter
- Lord of Pain: Sion has +100% Defense and +100% Tenacity against enemies with Pain. At the start of each enemy's turn, if they have Pain, Sion gains Taunt until the end of the turn. At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn. When allied Darth Traya or Darth Nihilus are Critically Hit, reduce Held By Hatred's cooldown by 1.
- Darth Nihilus’ Annihilate: Instantly defeat target enemy. Nihilus gains Max Health equal to the target's Max Health. The defeated target can't be Revived. This ability can't be Evaded and starts on cooldown.
2. Soresu: Darth Revan, Darth Sion, Bastila Shan (Fallen), HK-47, General Kenobi
A Jedi teamed with a bunch of Sith? Am I crazy? Hear me out for a second, General Kenobi is a fantastic plug-n-play character, he can be useful to just about any team because of his defense and taunting abilities. Mod Kenobi with Protection and Bastila Shan and Darth Sion with speed mods.
Soresu Unique Team Abilities:
- Soresu: At the end of his turn, General Kenobi has a 65% chance to gain Foresight for 2 turns. Whenever another ally is critically hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi Taunts for 1 turn.
- Darth Revan’s 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
- Darth Revan: 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 falls 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.
1. Sith Apprentice: Darth Revan, Bastila Shan (Fallen), Darth Nihilus, HK-47, Sith Empire Trooper
One of my favorite characters, the number 1 Darth Revan team focuses on the synergy of Darth Revan and Bastila Shan. This team is the perfect mix of support abilities, tank abilities, and offensive power. Without using a Galactic Legend, this is easily one of the strongest Dark side teams in-game.
Sith Apprentice Unique Team Abilities:
- Sith Apprentice: Bastila and the character in the leader slot have +50% Defense, Potency, and Tenacity and gain Foresight for 1 turn at the start of the battle. If Bastila's leader is another Sith, whenever an enemy is inflicted with Deathmark, Fear, Marked, or Shock, they both gain 5% Offense (stacking up to 100%) for the rest of the battle. This ability does not apply to characters in the ally slot.
- If Darth Revan is in the leader slot: Bastila and Darth Revan have +70% Max Health and +70% Health Steal, and Darth Revan also recovers Protection from Corrupted Battle Meditation. Allies are immune to all debuffs during any ability used by an enemy with Corrupted Battle Meditation (excludes debuffs from Raid Bosses). If Jedi Knight Revan is on the enemy squad: Bastila gains Advantage and Foresight for one turn at the start of Jedi Knight Revan's turns.
- Inflict Fear on the target enemy and another random enemy for 1 turn, which can't be copied or dispelled. When each of these Fears expires, inflict Offense Down, Critical Damage Down, Evasion Down, Speed Down, Expose and Stagger for 2 turns. These effects can't be resisted. All other enemies are inflicted with Offense Down, Critical Damage Down, Evasion Down, Speed Down, Expose, and Stagger for 2 turns. Fear: Miss the next turn, can't use abilities, and can't evade. Increase cooldowns by 1 and Fear expires on taking damage from an attack.
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