Kit Reveal - Merrin

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CG_Tusken_Meathead
362 posts EA Community Manager
edited April 2023
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UNIT NAME: Merrin
ALIGNMENT: Dark Side
CATEGORIES: Nightsister, Support

ABILITIES:
BASIC: Ichor Bolt
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Final Text: Deal Special damage to target enemy and inflict 2 stacks of Plague for 3 turns.

SPECIAL 1: Shadow Stride - Cooldown 3 (ZETA) - Unlocks at Gear 12
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Final Text: Inflict 2 stacks of Plague on all enemies for 3 turns and all Nightsister allies recover 10% Health and Protection. Then, Merrin dispels all buffs and debuffs on herself and gains Magick Stealth. The next time another ally is inflicted with a debuff or defeated, Merrin loses Magick Stealth, dispels all debuffs on all allies, and revives a random Nightsister ally with 50% Health
Magick Stealth: Can't be targeted, defeated, damaged, or gain Turn Meter; immune to buffs, debuffs, and taunt effects; if no allies are present, lose Magick Stealth

SPECIAL 2: Dathomir Will Be Your Grave - Cooldown 3
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Final Text: Deal Special damage to target enemy and Stun them for 1 turn. If this defeats target enemy, inflict 4 stacks of Plague on all enemies for 3 turns. Dispel buffs on each enemy with 2 or more stacks of Plague on them.

UNIQUE 1: Last of the Nightsisters (OMICRON) - Unlocks at Gear 4

Final Text: The first time a Nightsister ally is defeated each encounter, Merrin gains 100% Turn Meter, which can't be prevented. Whenever a Nightsister ally is defeated or revived, Merrin gains 15% (+2% per Relic Amplifier level of the defeated or revived character) Turn Meter, which can't be prevented.
While Merrin has allies, her speed is set to 0 and she is immune to Turn Meter gain and removal.
While in Grand Arenas: Whenever an ally is defeated or revived, Merrin gains 100% Turn Meter, which can't be prevented. At the start of Merrin's turn, inflict all enemies with 1 stack of Plague for 3 turns.

UNIQUE 2: Vengeful Bond (ZETA) - Unlocks at Gear 6

Final Text:Whenever an ally is inflicted with a debuff, if Merrin has 0% Turn Meter, dispel all debuffs from that ally and Merrin gains 25% Turn Meter, which can't be prevented. If Merrin has more than 0% Turn Meter, she gains 10% Turn Meter instead, which can't be prevented.
Whenever an enemy is damaged, all Nightsister allies recover 5% Protection.
Whenever a Nightsister ally is revived, grant all allies Instant Defeat Immunity for 2 turns, which can't be copied, dispelled, or prevented, and there is a 20% chance (+10% per Relic Amplifier level, max 100% total) to inflict all enemies with 1 stack of Plague for 3 turns at the end of the turn.


Key Attributes:
  • Amplifies the Nightsisters’ Plague application and revives
  • Add effective Protection Recovery to this heal heavy team
  • Provides reactive cleanses to keep debuffs off her team
  • Aids Nightsisters in weathering the storm of current counters


Inspiration:
  • This is the version that hounds Cal Kestis on his journey through Dathomir
  • (Spoiler Alert) Merrin’s battle alongside Cal gave us her Special Ability Dathomir Will Be Your Grave, which she uses to defeat Taron Malicos
  • Merrin’s ability to come and go with alacrity was the inspiration for the Shadow Stride and Magick Stealth
  • Nightsisters!!


Strategy Tips:
  • User Shadow Stride to preemptively defend against debuffs and prepare to revive a Nightsister
  • Merrin is a unique character in Galaxy of Heroes. She has 0 Speed and can’t gain Turn Meter unless an ally is debuffed, defeated, or revived. In order to effectively use her, you will need to use her abilities strategically. She was built from the ground up to support her sisters through her abilities with revives and Plague spread.
  • Don’t use your Speed mods here
  • Plague distribution from Unique 2 is dependant of the Potency of the revived character


FAQ:
Why does Shadow Stride unlock at Gear 12?
This is an incredibly powerful ability and we want to avoid concepts like “Paper Zombie” from creeping back into action
Does this help with Secrets and Shadows?
As Nightsisters have struggled with the higher tiers of Secrets and Shadows, Merrin is intended to help players get over that hump with that team
How does the Turn Meter Gain work?
JMK interaction – she is immune to Turn Meter manipulation since she can only gain TM in specific ways
Merrin’s own TM gain can’t be prevented (otherwise she’d never take a turn in some situations).
Instant Defeat Immunity -
It blocks instant defeat effects, like The Mandalorian and Nihilus
Why is she Dark Side?
We wanted Merrin to not only be used with Nightsisters, but also to be used in Territory Battles
She also will have a new special mission added to Dathomir in the Rise of the Empire TB soon after her release
This is the version of Merrin on Dathomir early in the game before she joins the Mantis Crew
What does Plague do again?
Lose 5% (0.01% for raid bosses) Health, per stack, when inflicted and at the start of their turn, is immune to allied Dispels, and loses all stacks of Plague when healed to full Health. This damage ignores protection.
Have a question about Merrin’s Kit? Fill out this form here:
CLICK HERE
Question Deadline: 04/04/2023, 11:59 PM PT

Replies

  • Ultra
    11502 posts Moderator
    edited April 2023
    Options
    Kit implies she takes a turn at 100% TM while speed is set to 0 but fracture sets speed to 0 and units never take a turn when they get 100% TM

    hope this isn’t bugged on release
  • 90MikeG
    15 posts Member
    edited April 2023
    Options
    Dark side? Lol. Even if it’s before she joined the Mantis she wasn’t dark sided
  • Options
    Locking an ability to 7*, not a fan.
  • Options
    Interesting kit. Will take some hands on use before I think I will actually grasp it though lol. I understand why they went with DS and pairing her with NS, but would have been nice to eventually have her on a Cal (Jedi) team. Maybe still will? Seems unlikely though given the NS/plague synergy. Wonder if that means there will be another neutral or LS version?
  • Options
    No Unaligned Force User tag? Disappointing
  • Options
    So much linked to relic amplifier levels of ally’s. Over complicating everything with greed.
  • hozo5454
    5 posts Member
    edited April 2023
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    Well time to add nightsisters to passive farming soon
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    Such a cool kit! Gotta gear up some Nightsisters so I can play around with it.

    Also...I really REALLY hope all the call outs to this specific version of Merrin means we'll get another one to represent for when she joins Cal's journey.
  • Phoenixeon
    1842 posts Member
    Options
    So now we have 9 nightsister chars now, rest 4 are left on the bench crying?

    Btw, nice animation.
  • Miccool9
    22 posts Member
    edited April 2023
    Options
    For all those confused on Speed being 0 and not taking turns I got something for you all. Fracture, NS Zombie, and GAS (in cover) have their Speed set to -1 instead of 0. This prevents them from taking turns because they lose Turn Meter in between turns instead of gaining Turn Meter. This keeps them at 99% Turn Meter at a maximum.

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  • Options
    Ultra wrote: »
    Kit implies she takes a turn at 100% TM while speed is set to 0 but fracture sets speed to 0 and units never take a turn when they get 100% TM

    hope this isn’t bugged on release

    The same with NS Zombie on 2 red stacks. It can be at 100% tm but never take a turn. Maybe it's reliant on tm overflow to "trigger" her turn? Or a separate clause for her that just let's her take a turn at 100% tm
  • Options
    Also...is that a new zombie model?
  • StarSon
    7437 posts Member
    Options
    Ultra wrote: »
    Kit implies she takes a turn at 100% TM while speed is set to 0 but fracture sets speed to 0 and units never take a turn when they get 100% TM

    hope this isn’t bugged on release

    The chance that this unit is released in a state that is WAI is the same as her speed.
  • Ratinira
    412 posts Member
    Options
    Vonraad wrote: »
    Also...I really REALLY hope all the call outs to this specific version of Merrin means we'll get another one to represent for when she joins Cal's journey.

    Yeh, reskin N1, reskin N2, reskin N3... So few characters in Star wars, nothing to add except dublicates one after another 😅
  • Options
    So Talzin lead revives NS allies whenever someone basics and then "immediately defeats* them afterwards (ability wording). Merrins unique will grant instant defeat immunity to all allies whenever they revive. I pressume these two things won't interact and cause allies revived this way to stay revived? Otherwise this team will be beyond broken
  • StarSon
    7437 posts Member
    Options
    Rampage231 wrote: »
    So Talzin lead revives NS allies whenever someone basics and then "immediately defeats* them afterwards (ability wording). Merrins unique will grant instant defeat immunity to all allies whenever they revive. I pressume these two things won't interact and cause allies revived this way to stay revived? Otherwise this team will be beyond broken

    You actually want them to be defeated again, because that lets Asajj and Daka ramp up.
  • LordDirt
    5003 posts Member
    Options
    “Does this help with Secrets and Shadows?
    As Nightsisters have struggled with the higher tiers of Secrets and Shadows, Merrin is intended to help players get over that hump with that team”

    Excellent!
    Why wasn't Cobb Vanth shards a reward for the Krayt Dragon raid? Why wasn't Endor Gear Luke shards a reward for the Speeder Bike raid?
  • Options
    LordDirt wrote: »
    “Does this help with Secrets and Shadows?
    As Nightsisters have struggled with the higher tiers of Secrets and Shadows, Merrin is intended to help players get over that hump with that team”

    Excellent!

    And they locked the ability that does it behind a g12 wall… I do find it funny that they basically had to come up with an entirely new mechanic to make SaS viable.

    Also, love the zombie art update.
  • StarSon
    7437 posts Member
    Options
    LordDirt wrote: »
    “Does this help with Secrets and Shadows?
    As Nightsisters have struggled with the higher tiers of Secrets and Shadows, Merrin is intended to help players get over that hump with that team”

    Excellent!

    And they locked the ability that does it behind a g12 wall… I do find it funny that they basically had to come up with an entirely new mechanic to make SaS viable.

    Also, love the zombie art update.

    You can't use her in the AB until she's 7* anyway, so the g12 gate hardly matters in this case.
  • Ultra
    11502 posts Moderator
    Options
    Don't see the problem with gear locking nightsister units since they are subject to cheese (which the Q&A mentions)

    also the kit encourages lots of relic levels so she isn't that utilized below g13 anyways
  • Options
    Vonraad wrote: »
    Also...is that a new zombie model?

    Thought the same thing. Maybe a kit upgrade coming soon?
  • Options
    I feel like a 10th NS that is another TANK is going to be needed soon.
    Something for Assaj to lead or a leader themselves.
  • Options
    I feel like a 10th NS that is another TANK is going to be needed soon.
    Something for Assaj to lead or a leader themselves.

    Or just give talia a zeta on her leader?
  • Options
    Ultra wrote: »
    Don't see the problem with gear locking nightsister units since they are subject to cheese (which the Q&A mentions)

    also the kit encourages lots of relic levels so she isn't that utilized below g13 anyways

    Is this the first ability locked to g12? Just not a fan of the creep… make it g11…or make her like Hux where we can g12 without 7*
  • Options
    Ultra wrote: »
    Don't see the problem with gear locking nightsister units since they are subject to cheese (which the Q&A mentions)

    also the kit encourages lots of relic levels so she isn't that utilized below g13 anyways

    Than whats the point of gear 12 lock if she is better at max relic? The problem with paper zombie was people who invested in her got a worse character compared to people who didnt invest any gear in her, but here it looks to be total opposite except now its just casually hidden behind a pay wall unless they are letting us to get her to gear 12 without being at 7 star thus showing to the player base this isnt a cash grab move an actual reason locking her zeta behind gear 12. They did it with general hux so maybe its the same plan for her, maybe you can ask them to clarify
  • Avy3414
    39 posts Member
    Options
    Could've made her neutral to be able to use with NS tbh.
  • dgree
    521 posts Member
    Options

    Why does Shadow Stride unlock at Gear 12?
    This is an incredibly powerful ability and we want to avoid concepts like “Paper Zombie” from creeping back into action
    TBH it's hard to believe this. The required gear level could easily be g11 instead, but g12 requires 7 stars. So it looks more like starting to require 7 star characters to unlock abilities.

    Not a fan and not a good direction to start going down!
  • Options
    So, two questions:
    Special 1 states she can’t gain turn meter. Is this bonus turn meter, or just turn meter in general?
    Unique 1, her turn meter gain can’t be prevented, much like a raid boss. Does this mean she would still gain turn meter under an enemy JMK lead?
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