Kit Reveal: Embo & Keibu
September 11, 2026

UNIT NAME: Embo & Keibu
ALIGNMENT: Dark
CATEGORIES: Attacker, Leader, Bounty Hunter, Hutt Cartel, Large Character, Mercenary, Scoundrel
Character Intro
Few bounty hunters cut as unmistakable a silhouette as Embo. Beneath the wide-brimmed war hat is a veteran hunter who has endured a galaxy of shifting conflicts, dangerous employers, and increasingly deadly contracts through patience, precision, and ruthless adaptability.
Inspired by their appearance in Star Wars: The Mandalorian & Grogu™, Embo & Keibu enter battle together as a single Large Character unit. They embody the fantasy of a seasoned Bounty Hunter and Mercenary duo capable of tracking down the galaxy’s most dangerous targets and bringing them in warm or cold. For Embo, business is business; but no contract is handled alone.
Embo & Keibu are a new Dark Side Attacker and Leader who bring a coordinated Bounty Hunter Mercenary squad to the hunt. Their kit revolves around stripping enemy buffs, locking down a quarry with Captive, and creating role-based bonus turns for Attacker, Support, and Tank allies.
BASIC ABILITY:

Final Text: Deal Physical damage and inflict 2 stacks of Bleed (max 6) on target enemy until end of the encounter, which can't be resisted. If the enemy did not have any buffs, remove 20% Turn Meter from them and Embo & Keibu gain that much.
If all allies are Bounty Hunter Mercenaries: Dispel debuffs from all allies and, on Embo & Keibu's turn, if target enemy is inflicted with Bleed, a random other Attacker ally gains a bonus turn.
Synergies: Flush Out the Quarry removes the target's buffs, making them eligible for the Turn Meter swing on Anooba Ambush. The unresistable Bleed also enables the Attacker bonus turn, which immediately feeds Business Is Business by reducing that ally's cooldowns and adding a Stun plus extra damage to the ability used on the bonus turn. The full-team debuff dispel helps keep the turn engine moving.
Inspiration: This ability establishes Keibu as an active half of the unit rather than simply a companion standing beside Embo. Her bite inflicts Bleed because she is physically tearing into the quarry, giving the duo a persistent way to pressure their target.
FAQ/Clarity: The Turn Meter Embo & Keibu gain is equal to the amount actually removed. If the target has only 15% Turn Meter, they gain 15%, not 20%. The Attacker bonus turn only checks during Embo & Keibu's own turn, and the random Attacker must be another ally.
Every ally must have both the Bounty Hunter and Mercenary tags for the full-team condition. Under Business Is Business, allied B1 Mercenary Droid gains the Bounty Hunter tag and can qualify.
SPECIAL 1: KYUZO HAT TRICK

Final Text: Deal Physical damage to target enemy 3 times. If this attack is evaded, target enemy loses 20% Health (excluding Galactic Legends and Raid Bosses). If the target enemy is a Tank, this ability has +200% Health Steal. Otherwise, it has +100% Defense Penetration. Bounty Hunter Mercenary allies gain 50% Offense (stacking) for 2 turns.
If target enemy had no buffs, a random Bounty Hunter Mercenary Support ally gains a bonus turn.
Synergies: The three hits make Kyuzo Hat Trick a strong way to build toward Ambushed, which is reached after an enemy with Ambush is damaged six times. Against Tanks, the Health Steal helps Embo & Keibu stay in the fight; against other roles, the Defense Penetration pushes the attack toward a finisher.
Flush Out the Quarry can remove the target's buffs immediately before this ability, enabling the Support bonus turn. That turn gains all of the Business Is Business benefits, while the stacking Offense increase magnifies the team's following attacks.
Inspiration: This ability is intended to showcase Embo’s personal combat skill and his signature weapon. The three instances of damage represent the different parts of his attack sequence, combining close-quarters strikes with the repeated impact of his Kyuzo war hat.
Because the hat is both a weapon and a tool for controlling space, the attack should remain threatening even against highly evasive enemies. If the attack is evaded, the target still loses Health, ensuring that avoiding the direct strike does not allow the quarry to escape the pressure completely.
FAQ/Clarity: The 20% Health loss works as negative recovery, so it still applies if the target is resistant to Max Health damage.
SPECIAL 2: FLUSH OUT THE QUARRY

Final Text: Dispel all buffs on target enemy and deal Physical damage to them. Embo & Keibu gain Critical Damage Up for 2 turns.
If there is an active Embo & Keibu's Captive or Tortured enemy, a random Bounty Hunter Mercenary Tank ally gains a bonus turn.
If all allies are Bounty Hunter Mercenaries:
- Inflict Captive on target enemy (excluding Galactic Legends) until the start of Embo & Keibu's next turn, which can't be dispelled, evaded, or resisted
- Inflict a stack of Ambush on the Strongest enemy if they don't already have Ambush or Ambushed until the start of Embo & Keibu's next turn, which can't be dispelled, evaded, or resisted
Ambush: -50 Speed (max -50); gain an additional stack upon receiving damage; at 6 stacks, lose all stacks of Ambush and gain Ambushed until the end of the encounter
Ambushed: -50 Speed (max -50); Protection is disabled, immune to Protection Up and bonus Protection, this effect persists through defeat
While in Territory Battles: Bounty Hunter Mercenary allies take reduced damage from Percentage Health damage effects and gain 30% Max Protection (stacking) until end of battle and recover 75% Health and Protection.Dispel buffs on target enemy and deal Physical damage to them. Embo and Keibu gain Critical Damage Up for 2 turns.
Synergies: This is the setup ability for the rest of the kit. It strips the selected target's buffs, enabling the Turn Meter removal on Anooba Ambush and the Support bonus turn on Kyuzo Hat Trick. Captive then holds the quarry in place while Business Is Business tracks enemy behavior for Ransom.
An active Captive or Tortured enemy also enables a Tank bonus turn. Ambush can be placed on the same enemy as Captive, and the triple hits from Kyuzo Hat Trick plus the additional damage created by bonus turns help push Ambush toward Ambushed. Critical Damage Up also stacks naturally with the Payout and Soldier of Fortune.
Inspiration: This ability represents Embo & Keibu working together to isolate and capture a target. Keibu draws the enemy’s attention while Embo moves into position and sets the trap, allowing the pair to control the battlefield without needing to overpower every enemy at once.
FAQ/Clarity: Only one active Captive enemy can exist. If a Captive is already active, the ability still dispels buffs and deals damage, but it does not move Captive to a new target. Captive and Ambush can be applied to the same unit; however, Ambush is placed on the Strongest enemy, so it may land on a different enemy from the selected target.
UNIQUE 1: PAYOUT
Final Text: When Embo & Keibu receive a Reward from a Contract, they also gain the following Payout. (Contracts are granted by certain Bounty Hunter Leader abilities.)
Embo & Keibu's Payout: Bounty Hunter Mercenary allies gain 50% Critical Damage until the end of battle. Embo & Keibu gain 10 Speed (stacking, max 100) whenever they resist a debuff until the end of battle.
Synergies: The teamwide Critical Damage increase combines with Critical Damage Up from Flush Out the Quarry and the temporary Critical Damage gained from Soldier of Fortune. The stacking Speed from resisted debuffs helps Embo and Keibu cycle back to their control abilities and place Captive on new targets
Inspiration: Since it is expected that Embo and Keibu will receive Ransom stacks and higher Tenacity based on that, they will get Speed on resisting debuffs, which seemed like an appropriate choice.
UNIQUE 2: SOLDIER OF FORTUNE (Omicron)
Final Text: At the start of battle, Embo & Keibu gain 2 stacks of Soldier of Fortune per Relic Amplifier level they have.
Whenever a buff is dispelled on an enemy, Embo & Keibu gain 7 stacks of Soldier of Fortune.
At the start of each Bounty Hunter Mercenary ally's turn, they have +2% Offense for each Soldier of Fortune stack on Embo & Keibu until the end of that turn.
Whenever Embo & Keibu receive damage from an enemy, if they have more than 10 stacks of Soldier of Fortune, they lose 10 stacks of Soldier of Fortune, the weakest Bounty Hunter Mercenary non-Tank ally recovers 20% Protection, and Embo & Keibu gain 50% Critical Damage (stacking) for 2 turns.
While in Territory Wars: When a Bounty Hunter Mercenary ally receives damage for the first time, they gain Damage Immunity for 2 turns, which can't be dispelled or prevented and Embo & Keibu gain 25 stacks of Soldier of Fortune.
Synergies: Flush Out the Quarry directly fuels Soldier of Fortune by dispelling enemy buffs. Every regular or bonus turn taken by a Bounty Hunter Mercenary ally then converts the current stack total into temporary Offense, so the role-based bonus-turn engine multiplies the value of the stored stacks.
Once Embo & Keibu are above 30 stacks, enemy damage can convert 30 stacks into Protection recovery and stacking Critical Damage. This creates a choice between preserving stacks for team Offense and cashing them in for the pair's survival.
Inspiration: Embo & Keibu are a Mercenary unit so according to the rules, they are supposed to be getting Soldier Of Fortune ability. This ability works as an Offense spreader and a way to passively recover Protection.
FAQ/Clarity: The stacks should only be spent if Embo & Keibu successfully recover Protection. If Healing Immunity, Shock, or another effect prevents the Protection recovery, they retain their Soldier of Fortune stacks.
LEADER:
Final Text: Bounty Hunter Mercenary allies have +100% Defense Penetration and Max Health. If 3 enemies take consecutive turns before any ally has taken a turn, a random other Bounty Hunter Mercenary non-Tank ally gains a bonus turn. After every 2 bonus turns gained by other allies, Embo & Keibu gain a bonus turn.
Whenever a Bounty Hunter Mercenary ally takes a bonus turn, their cooldowns are reduced by 1 and whenever they use an ability on that turn, they Stun the target enemy for 1 turn and they deal an additional instance of damage to target enemy for each bonus turn that ally has gained (max 4), which can't be evaded.
While an enemy is inflicted with Embo & Keibu's Captive, Bounty Hunter Mercenary allies gain Ransom until end of battle whenever the following happens, which can't be copied, dispelled, or prevented:
- Gain 2 stacks whenever an enemy gains a dispellable buff
- Gain 2 stacks whenever an enemy dispels a debuff
- Gain 1 stack whenever an enemy attacks out of turn
Whenever Embo & Keibu inflict Captive, if they gains 30 Ransom stacks before their next turn: At the start of their turn, Embo & Keibu remove their Captive from all enemies and the enemy who had Captive is Exposed for 1 turn. Otherwise, the Captive enemy is inflicted with Torture for the rest of the encounter, which can't be dispelled, evaded, or resisted.
Tortured enemies are immune to Embo and Keibu's Captive.
When Embo & Keibu are in the Leader slot and not the ally slot, the following Contract is active:
Contract: Deal damage to enemies while buffed 20 times.
Reward: Embo & Keibu gain the Granted Ability Smoke and Shadow.
Smoke and Shadow: Stealth for 1 turn. While this Stealth is active, Embo & Keibu and the weakest Bounty Hunter Mercenary non-Tank ally recover 15% Health and Protection at the start of each enemy's turn. When this Stealth expires, reduce the Offense of all enemies who damaged Bounty Hunter Mercenary allies by 30% for 2 turns.
While in Grand Arenas: Bounty Hunter Mercenary allies gain 200 Speed for 1 turn and Bounty Hunter's Resolve until the end of battle.
Synergies: Anooba Ambush, Kyuzo Hat Trick, and Flush Out the Quarry can grant bonus turns to Attacker, Support, and Tank allies respectively. Business Is Business turns every one of those bonus turns into cooldown reduction, a Stun, and escalating additional damage, then gives Embo & Keibu their own bonus turn after every three bonus turns gained by other allies.
Inspiration: Embo & Keibu are not showcased as a classic leader in the movie. So they lead the team by ensuring that every member of the crew understands the job and knows exactly when to act. The Leader ability is therefore built around converting enemy actions into opportunities for coordinated bonus turns.
FAQ/Clarity: The emergency bonus turn only triggers if three enemies take consecutive turns before any ally takes a turn; any allied turn breaks that sequence. Embo & Keibu's own bonus turns do not advance the "every 3 bonus turns" trigger, which counts bonus turns gained by other allies.
Ransom is only gained while an active Captive enemy is present and after Embo & Keibu have inflicted Captive. The encounter tracks both the stacks gained during the current Captive window and the total Ransom gained during the battle. At the start of Embo & Keibu's next turn, 30 stacks releases the Captive and applies Expose; fewer than 30 converts the target to Tortured, and Tortured enemies cannot be made Captive again.
GRANTED ABILITY: SMOKE AND SHADOW

Stealth for 1 turn. While this Stealth is active, Embo & Keibu and the weakest Bounty Hunter Mercenary non-Tank ally recover 15% Health and Protection at the start of each enemy's turn. When this Stealth expires, reduce the Offense of all enemies who damaged Bounty Hunter Mercenary allies by 30% for 2 turns.
Synergies: Smoke and Shadow is unlocked by completing the Contract in Business Is Business, so it becomes available after the squad has already dealt damage while buffed 20 times. Stealth gives Embo & Keibu a defensive reset while enemies take their turns, and each recovery tick is redirected to the weakest non-Tank Bounty Hunter Mercenary ally whenever the pair are already at full Health and Protection. Enemies who continue attacking the crew during the smoke are recorded for the delayed Offense reduction, helping the squad survive the next exchange.
Inspiration: When we saw Embo running away from the Mandalorian using a Smoke bomb, we knew that we wanted this animation to be played in one of the abilities. Introducing Smoke and Shadow - which gives Embo & Keibu a tactical disengagement after the crew completes its Contract. Embo throws a smoke bomb at his feet, concealing the pair while they regroup. The recovery at the start of each enemy turn represents them using the confusion to patch themselves up; if they are already unharmed, the cover is used to protect the weakest non-Tank member of the crew instead. Enemies who attack through the smoke reveal their positions, so when it clears, those attackers lose Offense. This makes the ability feel less like simple invisibility and more like Embo turning the enemy's aggression into information and leverage.
FAQ/Clarity: Smoke and Shadow is not available at the start of battle. Embo & Keibu gain it only after completing their Leader Contract and receiving its Reward. While Stealth is active, the recovery check occurs at the start of each enemy turn. If Embo & Keibu are at 100% Health and Protection, the weakest other non-Tank Bounty Hunter Mercenary ally receives the recovery instead. Only enemies that damage Bounty Hunter Mercenary allies during this Stealth are marked for the Offense reduction, which applies when Stealth expires and lasts for 2 turns.
Closing Thoughts: Embo has always been one of Star Wars' most visually distinctive bounty hunters, and pairing him with Keibu gave us the opportunity to build a version that feels meaningfully different from his bowcaster-wielding incarnation. The goal was never to make Keibu feel like a separate summoned character; the two are one practiced hunting team, with Embo directing the engagement and Keibu creating the opening.
From locking down a quarry with Captive to chaining role-based bonus turns across the squad, the kit is built around the feeling of a mercenary crew executing a plan. Seeing Keibu answer Embo's command, Embo flip his hat back into place, the pair trap their quarry, and then disappear behind smoke should make Embo & Keibu feel alive as a single unit.