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    Home » Cobb Vanth Revealed To Join Star Wars Galaxy of Heroes Roster

    Cobb Vanth Revealed To Join Star Wars Galaxy of Heroes Roster

    By Bespin BulletinApril 8, 2026 Star Wars Galaxy of Heroes
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    Cobb Vanth has been confirmed to be the latest character joining the humongous Star Wars Galaxy of Heroes roster. The title developed by EA’s Capital Games is the most successful Star Wars game of all time raking in around $2 billion in revenue with no game coming close.

    Capital Games announced in a blog post this week that the fan favourite as seen in The Mandalorian will be a Light Side Leader, Attacker and Constable. He’ll also feature Timothy Olyphant’s likness. You can check out the kit reveal below:

    Basic – Think It Through

    Deal Physical damage to target enemy and gain Tenacity Up for 1 turn. If the target enemy was Dark Side, they are inflicted with Offense Down and Constable allies gain Offense Up for 1 turn. If the target enemy was Light Side, they are inflicted with Defense Down and Constable allies gain Defense Penetration Up for 1 turn. If the target enemy was Outlaw, dispel all buffs on them and inflict Buff Immunity for 1 turn, which can’t be resisted, and dispel all debuffs on all Constable allies.

    Special 1 – Justified (CD=4)

    Deal Physical damage to all enemies and grant a bonus turn to another random Constable ally. Allies that have been damaged since their last turn gain Retribution for 2 turns, otherwise they gain Alert for 2 turns. Enemies that damaged Constable allies since Cobb’s last turn are Ability Blocked for 1 turn, otherwise they are Vulnerable for 1 turn.

    Special 2 – High Noons (Cooldown = 12) Zeta + Omi

    Deal Physical damage to target enemy increased by 50% per other active Constable ally. If this attack is the first time this ability has been used against the enemy they lose 50 Speed and are Distracted until the end of encounter, which can’t be dispelled or resisted, and can’t deal damage to another Constable ally until damaging Cobb. 

    If all allies are Constable, Jawa, or Tusken, they gain buffs until the end of encounter that can’t be dispelled or prevented for each unique enemy attacked by this ability:

    1+: Defense Up

    2+: Speed Up

    3+: Execution

    This ability can’t be evaded. 

    Execution: Whenever this character uses a Special ability, instantly defeat the target enemy then remove this buff from all allies

    While in Territory Battles: Dispel all debuffs on all allies and they gain 10% Max Health (stacking) for the rest of the battle. Constable allies recover 25% Health and Protection and gain 25% Turn Meter. If the target enemy is Outlaw, call all Constable allies to assist. Constable allies take reduced damage from Percent Health damage effects until the end of encounter. Reduce this ability’s cooldown by 6. If this ability defeats an enemy, revive all allies.

    Unique 1 – The Marshal (Zeta + Omi)

    Cobb has +10 Speed per active Constable ally. At the start of battle, if there is a Jawa ally, Cobb gains Bounty Hunter’s Resolve until the end of encounter. If there is a Tusken ally, Cobb is immune to Damage Over Time. Whenever a Constable ally is damaged by an enemy, that enemy is inflicted with Burning for 1 turn, which can’t be resisted, and can’t recover Health or Protection while Burning. Jawas and Tuskens gain 25% Turn Meter whenever another Constable ally uses a Special ability.

    Dark Side enemies have -100% Critical Damage. Dark Side enemies lose 50 Speed for 1 turn whenever they are critically hit by a Constable ally. Light Side enemies have -100% Tenacity. Light Side enemies dispel their buffs whenever they critically hit a Constable ally. Constable allies can ignore Taunt effects to target Outlaw enemies and can’t have their Turn Meter reduced by Light Side enemies or cooldowns increased by Dark Side enemies on their respective enemy turns.

    All Constable allies recover Health and Protection equal to the damage enemies have taken during Cobb’s turn. Whenever an enemy starts their turn reduce the cooldown of High Noons by 1 (2 if the enemy is Outlaw). Distracted Outlaw enemies can’t assist.

    While in Territory Wars and there are no Galactic Legend allies: If there are at least 3 Constable allies, Tuskens start the battle with Deputize. Tuskens no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks. If there is a Tusken ally, Stunned enemies can’t gain bonus Turn Meter. All Distracted enemies can’t assist. At the start of their turn, Constable allies can ignore Taunt effects if they have at least 10 Momentum. Whenever Tusken allies use Deputize, revive Cobb and Tusken allies with 100% Health. Tusken allies are immune to Damage Over Time. Whenever Tusken allies use a Special ability, Cobb gains Protection Up (100%) for 1 turn.

    Leader -They Look to Me to Protect Them (Zeta + Omi)

    At the start of battle, Constable allies gain 25% Defense, Max Health, and Offense and 25 Speed (tripled if they are Supports). At the start of the encounter, enemy Hutt Cartel, Pirates, Scoundrels, and Smugglers gain the Outlaw tag. Whenever Outlaw enemies gain bonus Turn Meter they can’t gain it again for 1 turn.

    Constable Support allies at the start of battle:

    • Reset the cooldowns of their Special abilities whenever they use a Basic ability on their turn
    • Whenever they use a Special ability, all allies gain 10% Turn Meter and Constable allies gain 5% Max Health (stacking) until the end of encounter
    • Whenever they debuff an enemy, at the end of the turn, they also Expose the enemy, which can’t be resisted, until the end of encounter
    • Whenever they deal damage, deal an additional instance of True damage
    • Chance effects are increased to 100% at their max rank
    • Can’t be defeated while Cobb is active and gain Stealth for 2 turns whenever they reach 1% Health

    Granted Ability – Deputize (Jawa)

    Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. Inflict a Thermal Detonator on all enemies for 2 turns.

    At the start of a Constable ally’s turn, if there is an active Jawa ally, inflict a Thermal Detonator on all enemies for 2 turns. Whenever a Thermal Detonator deals damage to an enemy, Constable allies recover 10% Health and gain 100% Offense for 1 turn. Enemies with a Thermal Detonator deal 25% less damage.

    Limit one use per battle.

    Granted Ability – Deputize (Tusken)

    Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. The strongest enemy without Ambushed is Ambushed until the end of encounter, which can’t be dispelled, evaded, or resisted.

    All Constable allies gain 10 Momentum for 3 turns. Whenever a Constable ally is targeted by an enemy and they have at least 10 stacks of Momentum, consume all stacks of Momentum and Stun all attacking enemies for 1 turn, which can’t be resisted.

    Whenever Constable allies use an ability while they have at least 10 stacks of Momentum, deal bonus True damage equal to 25% of the target enemy’s Max Health, then consume all stacks of Momentum. Constable allies gain 5 Momentum for 3 turns at the end of their turn if there is an active Tusken ally.

    Limit one use per battle.

    You can check out the full kit reveal here. For all of the latest Star Wars news, stay tuned to Bespin Bulletin. If you like our work, please consider supporting us on Patreon for ad-free articles.

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    Being passionate about Star Wars led to the beginning of Bespin Bulletin in 2019. The goal was to create a publication for well-sourced information and add insights not found elsewhere for fans. So far, many exclusive stories have been published by Bespin. This has paved a long, reputable track record. Large outlets such as IGN have sourced the Bulletin's reporting.

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