I thought about organizing this by faction, but some characters get lumped into multiple groups, so this is sorted alphabetically. Enjoy:
AAYLA SECURA -
Republic, JediHP: 26236
Protection: 28731
Combined: 54967
Speed: 125
Potency: 41%
Tenacity: 41% (81% with Leadership)
Draining: 15% of damage dealt
Phys Crit Rate: 40.83% (50.83% with her passive)
Sp. Crit Rate: N/A
Passives:Jedi Valor (Leader) - Jedi allies gain 40% Tenacity. Whenever a status effect is resisted, recover 10% HP
Superior Riposte - +10% Crit, +65% Counter Rate and deal 50% more damage Counter damage. If Aayla crits on a swing, stuns the target for 1 turn.
Abilities:Inspiring Strike - 4533 Phys damage. Has a 35% chance to call a character to assist with a basic. If Assisting ally is a Jedi, they deal 50% more damage
Survivor - 8290 phys damage. Restores 65% of damage dealt as HP. 3 Turn Cooldown on use
Comments:She has a counter draining game, which helps offset the below average speed. She's fairly tanky with plenty of health recovery, so depending on how one views Protection, she can become annoyingly hard to kill. If you treat it as one pool, the health restoration will be pretty minimal and likely only matter in extremely close matches (we're talking about 65% at best on a 4 digit number with 5 digit HP). Treat it as two pools, and its obviously way more relevant. The high status resist chances along with stunning on a crit with a notable crit rate all help too. Probably some form of a
Middle.
ADMIRAL ACKBAR -
RebelHP: 26856
Protection: 19200
Combined: 46056
Speed: 119 (144 with Leadership)
Potency: 36%
Tenacity: 40% (50% with Leadership)
Draining: 5% of damage dealt
Phys Crit Rate: 23.08%
Sp. Crit Rate: N/A
Passives:Rebel Coordination (Leader) - All Rebel Allies have +25 Speed and 10% Tenacity. Whenever an ally performs an ability that does not deal damage, a random Rebel ally will be called to Assist.
Abilities:Quick Shot - 4610 Phys damage. Has a 55% chance to gain 45 CT after attacking
It's a Trap! - Ackbar removes all negative effects from allies and restores 9% of Max HP to that ally for every effect removed. Has a 25% chance to gain 40 CT after use. 4 turn Cooldown on use
Tactical Genius - Provides the unique buff, "Tactical Genius" (which is dispellable) to all allies. Tactical Genius allows a character to instantly regain 100 CT when a special ability is used and restores 30% of their max HP. The first ally to use a special command consumes the Tactical Genius buff for the entire party. The effect disappears as soon as Ackbar receives his next turn. 3 turn Cooldown on use.
Comments:Ackbar has his uses, but he is god awful alone so he is god awful in the DL. He can poke someone for fairly negligible damage, and have a ~50% chance to receive a half turn from that. Um...okay. Even his healing isn't good since he has to have people status him first and there's always a chance that shuts down the ability itself. The rest of his stats are somewhat passable but having no damage or useful special makes him an unspecial
Light. In a team, he's notably better. Tactical Genius gives someone an instant double and if he has other Rebels on the team, they can cut in and attack just from buffing!
AHSOKA TANO -
Republic, JediHP: 23102
Protection: 16056
Combined: 39158
Speed: 105 (150 with Passive)
Potency: 23%
Tenacity: 33%
Draining: 35% of damage dealt
Phys Crit Rate: 49.08% (64.08% with Passive)
Sp. Crit Rate: N/A
Passives:Quick Steps (Leader) - Ahsoka and other Jedi and Nightsister allies have 14% Evade. When an attack is evaded, gain 20 CT
Daring Padawan - At the start of every battle, Ahsoka has +45% Max HP, +45 Speed and +15% Crit. If she gets hit by crit, she loses one effect (starting with HP and working down). If an enemy is defeated, she instantly regains all of these bonuses. If Jedi Knight Anakin is in the same team, then Ahsoka gains also crit immunity for 2 turns and can restore these bonuses whenever she uses her special ability.
Abilities:Energetic Slash - 5491 Phys damage. Ahsoka restores 20% of her max HP on use. On a crit, restore 30% max HP. Stacks on top of her passives.
Protective Maneuver - 7763 phys damage. This attacks restores 30% of Ahsoka's Max HP to all allies if the enemy has more than 50% of their HP. If the enemy has 50% or less of their Max HP, then this attack gains 50% more damage instead. 3 Turn Cooldown on use
Comments:Ahsoka hits pretty damn hard and has pretty decent speed ! ... as long as she doesn't get hit by a crit. This ends up working in her benefit much more in the DL versus in-game. She's definitely one of those "can dish it out, but can't really take it" type of molds thanks to her low Protection. I suppose the draining is supposed to make up for this on paper. In practice, there's way too much burst damage in-game so she's not really meta but there's hope in the DL with all that draining. Might make
Low Middle.AHSOKA TANO (AGENT FULCRUM) -
RebelHP: 26600
Protection: 26452
Combined: 53052
Speed: 148
Potency: 38%
Tenacity: 44%
Draining: 15% of damage dealt
Phys Crit Rate: 41.21%
Sp. Crit Rate: N/A
Passives:Perseverance - Fulcrum is immune to Damage over Time effects and reduces crits against her by 30%. At the end of each turn, Fulcrum dispels all debuffs/status on herself and loses 10% Max HP for each effect dispels. Then she heals 5% max HP for each buff on her. This health loss can't KO Fulcrum
Abilities:Balanced Strike - 7912 Phys damage. Fulcrum gains Protection Up buff (+40% Protection) and also grants this buff to another random ally that does not have this effect yet for 2 turns.
Meditate - Fulcrum gains Foresight, Retribution and each non-unique buff (other than Taunt) on other allies for 2 turns, then she gains 15 CT for each buff on her. 3 turn Cooldown on use
Whirlwind - 4293 Physical damage. Consumes all non-unique buffs on Fulcrum and for each buff consumed in this way, deal an additional hit in the attack. This attack is ITE and ignores 1/2 of the target's Defense. 3 turn Cooldown on use.
Comments:Neat on paper and in team fights, but I'm not so sure standalone. Grown up Ahsoka has better stats as a whole and the auto-cleansing makes her effectively close to status immune. However, in terms of staying power and overall mix, young Ahsoka might be better. Fulcrum does deal more damage normally and if her opponent gives her time to set up, she deals way more damage. But since this is the DL, I kind of doubt she has those 2/3 turns to set up her big damage shenanigans. Probably still a
Middle. Vastly prefers you give her form choice of course since the two forms have very different styles.
ASAJJ VENTRESS -
NightsisterHP: 24345
Protection: 18158
Combined: 42503
Speed: 104 (147 with Unique and Leadership)
Potency: 23%
Tenacity: 32%
Draining: 55% of damage dealt
Phys Crit Rate: 39.42%
Sp. Crit Rate: 10.63%
Passives:Nightsister Swiftness (Leader) - Nightsister allies gain 28 Speed. Nightsister allies that fall below 100% HP will instant gain 50 CT and receive a 50% chance to remove 20 CT whenever they deal damage. This delay effect cannot be resisted.
Rampage - Whenever any ally or enemy is defeated, Ventress gains Offense Up and Crit Up for 2 turns and instantly receive 50 CT. For every enemy that is not buffed, Ventress gets an additional 15 Speed.
Abilities:Cruel Strike - 6232 Phys damage. Has a 35% chance to Stun.
Strike Fear - Dispels all positive status on enemies and Ventress recovers 40% of her Max HP. In addition, every effect that is dispelled restores an additional 9% to Ventress and a 50% chance to remove 10 CT from the targets. 3 turn cooldown on use.
Endless Wrath - 3522 MT Special damage. Resets all cooldowns if this attack defeats any enemy. 4 turn Cooldown on use.
Comments:Strike Fear is pretty interesting since with her leadership and unique, Ventress gains enough speed to have a chance to get the first turn and take out Start type buffs. Past that though, she hits decently hard but mehish stats elsewhere leaves something to be desired. Maybe a
Low Middle or
High Light.
B2 Super Battle Droid -
Droid, SeparatistHP: 28207
Protection: 37758
Combined: 65965
Speed: 111
Potency: 53%
Tenacity: 53%
Draining: 15% of damage dealt
Phys Crit Rate: 22.29%
Sp. Crit Rate: N/A
Passives:Relentless Barrage - Anytime any other ally is attacked or an ally's attack misses, B2 has a 40% chance to get an instant turn.
Abilities:Heavy Arms - 2963 Phys damage. Adds Evasion Down for 2 turns
Mow Down - 2501 Physical damage. Dispel all positive status on enemies and has a 65% chance to add Buff Immunity for 2 turns. 3 turn Cooldown on use.
Comments:So bad in a duel. Slow, poor damage and a passive that does nothing. I guess the durability is okay though.
Light. ON THE OTHER HAND, in a team match, a complete whore. Attack anyone else and risk a 40% chance of B2 getting a turn. Then he blasts you with Mow Down and removes your buffs and makes you unable to buff for a few turns. This can be quite devastating on many team fights.
BARRISS OFFEE -
Republic, JediHP: 29943 (35932 with Leadership)
Protection: 31100
Combined: 61043 (67032 with Leadership)
Speed: 116
Potency: 20%
Tenacity: 29%
Draining: 10% of damage dealt
Phys Crit Rate: 31.54%
Sp. Crit Rate: N/A
Passives:No one left Behind (Leader) - Jedi allies have +20% Max HP. Other allies receive half this amount. In addition, at the start of their own turn, all Jedi allies will heal for 8% of Barriss' Max HP, while other allies will heal for 4%
Swift Healer - At the end of each of her own turns, Barriss dispels all debuffs from the ally with the lowest HP, then gains 10 CT for each effect removed. If an ally takes a Critical Hit, they recover 20% of their max HP and Barriss gains 10 CT. This effect is disabled once Barriss is killed
Abilities:Invigorating Strike - 2883 Phys damage. 45% chance to restore the entire party by 6% of Barriss' Max HP
Force Healer - Equalizes the Health pool of all allies, then restores 15% HP and adds Defense Up for 2 turns. 4 turn Cooldown on use
Comments:Barriss is often considered the best healer in the game, and her abilities do tend to showcase that. While her actual healing is lowish, the regen from her leadership, passives and Force Healer ability can keep a party in the fray. Pity, you know, about the damage. "Hits like a wet noodle" describes Barriss' offense pretty well in-game and is a pretty accurate descriptor in the DL.
Light.
BAZE MALBUS -
RebelHP: 28481 (34177 with passive)
Protection: 39152
Combined: 67633 (73329 with passive)
Speed: 90
Potency: 48%
Tenacity:32%
Draining: 15% of damage dealt
Phys Crit Rate: 30.17%
Sp. Crit Rate: N/A
Passives:For Jedha - At the start of every battle, Baze gains Taunt and Retribution for 1 turn and these effects refresh whenever an enemy is defeated or Chirrut Imwe falls below 100% HP. Baze gains 5 CT whenever an enemy receives a buff.
Dauntless Courage - Baze has +20% Max HP. If Chirrut Imwe is present, he also gains that same amount of Max HP.
Abilities:Heavy Repeater Cannon - 2910 Phys damage. 70% Chance to inflict Speed Down for 3 turns. If Chirrut is present, he gains 10 CT when this attack is used.
Unload - 1785 MT Phys damage. Removes all buffs from enemies. Enemies from the Empire faction who were not buffed take additional damage equal to 25% of their Max HP. If Chirrut is present, he will perform an assist on the primary target. 3 turn cooldown on use.
Fierce Reprisal - 8358 Phys damage. Removes all buffs from the target and inflicts the opposing debuff for 2 turns. 3 turn cooldown on use.
Comments:Every 3 turns, Baze has pretty notable damage. So unlike most tanks, Baze has at least some semblance of offense. The problem? Speed. Baze is the slowest character in the entire game, clocking in at an amazing 63.64% of average. This has advantages in game (makes that opening Taunt last longer), but is a complete liability in the DL barring a team match. To make up for this, he does gain CT in other ways (such as his enemy buffing), but then his basic damage is still ass. I have my doubts that he will manage to break out of the
Light/Middle border as a result.
BB-8 -
Resistance, DroidHP: 25270
Protection: 30427
Combined: 55697
Speed: 162
Potency: 47%
Tenacity:39%
Draining: 5% of damage dealt
Phys Crit Rate: 23.75%
Sp. Crit Rate: N/A
Passives:Roll with the Punches - 80% Counter chance. Anytime BB-8 attacks out of turn, it calls a random Resistance ally to assist.
Self Preservation Protocol - BB-8 has a 50% chance to gain Foresight for 2 turns whenever he takes damage. At the start of each fight, BB-8 gives all Droid allies 8 CT for every Droid on his team. If BB-8 evades an attack, all Droid allies recover 8% HP and 8% Protection.
Abilities:Arc Wielder - 5902 Phys damage. Inflicts Tenacity Down for 2 turns. If the target is already effected by Tenacity Down, then add Daze for 2 turns instead.
Covert Data Transfer - BB-8 provides the Secret Intel unique buff for 3 turns to any random ally that does not currently have this effect. On use, BB-8 also gains 8 CT for each ally with Secret Intel. If BB-8's entire party are all Droids, then he also receives Taunt for 1 turn.
Secret Intel provides +25% Potency to the target and whenever another ally uses a special ability they will gain the Secret Intel buff as well. At the end of the target's turn, Secret Intel reduces the cooldown on Illuminated Destiny by all allies who have the Secret Intel buff.
Illuminated Destiny - Dispels all debuffs on all allies and adds Expose to all enemies for 2 turns. All allies receive 80 CT on use and gain Advantage, Crit Up, Critical Damage Up, Offense Up and Speed Up for 4 turns. All Droid and Resistances allies recovery 20% Protection. Droid allies can also reduce the cooldown of this ability by 1 whenever they score a crit. Starts on Cooldown for 70 turns
Comments:We go from one of the slowest characters to one of the fastest ones. BB-8's damage isn't bad, and the 80% counter chance probably makes him at least a passable
Middle. His real shine like many of the other characters is in team matches. Illuminated Destiny's crazy cooldown is offset by the fact that if he pulls it off, the match is essentially over. The fact that he gets faster and faster as he gets started means its never as far off as you would think. So he'd be pretty decent in the DL too if he was surrounded by other allies such as Wren, KOS, Berle,etc.
BIGGS DARKLIGHTER -
RebelHP: 15692
Protection: 19594
Combined: 35286
Speed: 108
Potency: 51%
Tenacity:26%
Draining: 0% of damage dealt
Phys Crit Rate: 44.29%
Sp. Crit Rate: N/A
Passives:Adrenaline Rush - Whenever Biggs is hit by a Crit, he gains the Evasion Up buff for 4 turns and an instant turn. These bonuses also apply if he is attacked by anyone from the Empire faction.
Abilities:Cadet's Aim - 4354 Phys damage. 50% chance for Biggs to gain Critical Damage Up Buff for 2 turns. If Biggs crits, he also gives this buff to another ally for 2 turns.
Comrade in Arms - 5263 Phys damage. Biggs calls Wedge (if present) and another character to Assist. All attacks coming from this ability have a +75% Crit Rate. 2 turn Cooldown on use.
Comments:Pretty garbo in a duel alone. Well he has more damage than like B2 but also much less durability. Probably a
Light since even taking Comrade in Arms at 50% more damage doesn't really help him all that much. Biggs has no self sustaining abilities like say Ahsoka so this hurts in the DL. In-game or a team match, is much better (noticing a trend?). Calls another person to come attack, that person pretty much has a guaranteed crit as well and he can do this every two turns. If he's paired up with say like Raquel, Orlandu or someone else with a nasty physical, this gets quite scary. His passive is pretty great in-game but much less useful here.
BISTAN -
RebelHP: 28049
Protection: 22588
Combined: 50637
Speed: 145
Potency: 38%
Tenacity:33%
Draining: 15% of damage dealt
Phys Crit Rate: 39.54%
Sp. Crit Rate: N/A
Passives:Amped Up - Increases Bistan's Potency by 10% for every ally and enemy that is debuffed (so 10% max in a duel)
Abilities:Blast 'Em - 4653 Phys damage. 70% chance to inflict DoT for 3 turns.
Frenzy - Bistan gains the 'Frenzy' unique buff for 4 turns. On use, all other allies receive 20 CT. 7 Turn Cooldown on use. When Frenzy is up, anytime an ally uses a special ability, Bistan gains an instant turn.
Gunner Tactics - 10737 Phys damage. Removes turn meter from the target equal to Bistan's Potency (so ~40 CT). 3 turn cooldown on use.
Comments:Well Frenzy isn't much alone but Gunner Tactics packs pretty high damage and the Delay effect may let him double faster. And he's above average speed, so even though the damage frequency is like Baze, he'll probably be better in the DL. Which is weird, cause Baze is Meta in game and Bistan isn't. Might swing
Low Middle. In a team setting, he gets really interesting. Frenzy means that all those below average speed characters will now go before average, then anytime they do something that isn't a regular attack, Bistan sneaks a turn in and can delay someone to further set them back. I imagine this can be pretty damn decisive. And the best part? This boost isn't faction locked, so he can work in any team composition, even in the DL.
BOBA FETT -
Bounty Hunter, ScoundrelHP: 23193 (34557 with Passive)
Protection: 19913
Combined: 43106 (54471 with Passive)
Speed: 147
Potency: 49%
Tenacity:45%
Draining: 10% of damage dealt
Phys Crit Rate: 41.29% (51.29% with Passive)
Sp. Crit Rate: N/A
Passives:Dead or Alive (Leader) - All allies have +50% Crit damage and +10% Crit Rate. Boba and other Bounty Hunter allies have +15 Speed for each debuffed enemy and have +Max HP% equal to the potency of all Bounty Hunter allies. Whenever a Thermal Detonator explodes, all bounty hunters gain 15 CT.
Bounty Hunter's Resolve - Boba Fett ignores taunts and restores all HP once per fight when defeated. This passive goes away when Boba is killed and cannot be dispelled. Whenever Boba defeats an enemy, he instantly restores all Protection and refreshes Bounty Hunter's Resolve. This refresh cannot be prevented.
Abilities:EE3 Carbine - 5327 Phys damage. 50% chance for Boba to double attack. 70% chance to inflict DoT for 2 turns on every attack.
Death from Above - 3675 MT Phys damage. Has an 80% chance to inflict Ability block for a turn (2 turns on primary target) and a 50% chance to inflict DoT for 2 turns. 4 turn cooldown on use.
Execute - 8628 ITE, Phys damage. Removes all status changes from the target. For every status change removed in this way, Execute gains a 30% damage bonus. Enemies defeated by this attack cannot revive and will refresh all of Boba's cooldowns by 1. 3 turn cooldown on use
Comments:After a trail of pretty disappointing duelists, we get to Mr. Bob A Feet. And Christ, is he a step up from the other characters. Boba has a few things that make him better than the other chars thus far. 1) Damage. Double attacking on his EE3 Carbine racks up pretty notable damage, especially if even just one hit crits. 2) Execute really discourages people from stacking buffs (Hi Cecilia), so if you're going that route, you need to cast buffs that have huge impacts on the initial casting or risk having it all blown away and setting yourself up for a OHKO. 3) That Auto-Revive. It's not as potent nowadays because it doesn't restore Protection, but it still gives him a second chance and if you rely on generating support to help you win, well he can get all the Protection back too. While not distinctly meta in-game, Boba has a reputation of being one of the few characters who can come back from a 3 on 1 and still win, and it shows. A good team player too since he's above average in speed and can inflict Ability Block first thing. Probably rides the
Middle/Heavy border somewhere, which is impressive.
BODHI ROOK -
RebelHP: 26837
Protection: 22621
Combined: 49458
Speed: 132
Potency: 27%
Tenacity:42%
Draining: 10% of damage dealt
Phys Crit Rate: 29.38%
Sp. Crit Rate: N/A
Passives:Double Duty - As long as Bodhi is alive, he will grant Offense Up to a random ally who doesn't have it for 2 turns. Any ally who already has this buff has also +50% Defense.
Abilities:Call Targets - 4822 Phys damage. Inflicts Evasion Down for 2.
Spotter - Inflicts Evasion Down on a target for 2 turns then calls an ally to assist. This ally receives Offense Up and Potency Up for 2 turns. If Bodhi calls a Rebel ally, he gains 30 CT. 4 turn Cooldown on use.
Intercept Communications - Removes 10 CT from all enemies (doubled on Empire faction) and adds 10 CT to all allies (doubled if Rebel faction). 4 turn Cooldown on use.
Comments:Uh...and we're back to scrubs. I guess its understandable since Bodhi was a cargo pilot in R1, so you can't expect him to be Boba calibre. But god damn, that kit is disappointing, even in a team setting. Bistan is probably better of the two, with more HP and faster speed on their CT giving abilities.
Light. Just not very good overall.
CAD BANE -
Bounty Hunter, ScoundrelHP: 27439
Protection: 15086
Combined: 42525
Speed: 113
Potency: 36%
Tenacity: 35%
Draining: 10% of damage dealt
Phys Crit Rate: 40.79%
Sp. Crit Rate: N/A
Passives:Hunter's Reflexes (Leader) - Cad and other Scoundel allies have 20% Evasion. When an attack is evaded, gain 20 CT.
Jedi Hunter - Cad has +35% Crit and deals 20% more crit damage against the Jedi class.
Abilities:Gunslinger - 5205 Phys damage. 55% Chance to attack twice. Each shot has a 50% chance to gain 15 CT
Stun Glove - 5990 Phys damage. Stuns the target and delays them by 40 CT. If used on a Jedi, reduce their CT to 0. 3 turn Cooldown on use.
Comments:Better than Bohdi, but not by a ton. The evade is nice since it gives Cad Bane some extra durability and his damage is alright. Pity about the speed and sustainability in general though. Probably a
Light/Middle borderliner.
CAPTAIN PHASMA -
First OrderHP: 26074
Protection: 29919
Combined: 55993
Speed: 121
Potency: 53%
Tenacity:48%
Draining: 35% of damage dealt
Phys Crit Rate: 32.46%
Sp. Crit Rate: N/A
Passives:Fire At Will - Whenever an ally attacks, 20% chance for another ally to assist. This chance is tripled for all First Order allies. If an ally has the Advantage buff, they regain it on use for 2 turns. For First Order allies under Phasma's lead, they also have +20% Potency and start with Advantage and cannot be critically hit as long as they have the Advantage status.
Abilities:Onslaught - 5026 Phys damage. 50% chance to gain Advantage. On a crit, inflicts Defense down instead
Victory March - Gives the entire party 50 CT and Advantage status. 4 turn Cooldown on use
Fusillade - 2479 MT Phys damage. 90% chance to inflict Speed Down for 2 turns. 4 turn Cooldown on use.
Comments:Really nasty in a team fight since the combination of Victory March + Fire At Will gives Phasma and her team a lot of firepower. By herself, she's a pretty boring slugger. Has decent durability and good damage, but no other real tricks otherwise.
Low Middle maybe?
CASSIAN ANDOR -
RebelHP: 27798
Protection: 25047 (30056 with unique)
Combined: 52845 (57854 with unique)
Speed: 134
Potency: 66%
Tenacity: 39%
Draining: 10% of damage dealt
Phys Crit Rate: 29.83%
Sp. Crit Rate: 17.92%
Passives:Groundwork - Rebel allies have an additional 20% Protection, and then receive a buff at the start of the battle depending on their class for 3 turns. Attackers: Defense Up, Tanks: Tenacity Up, Support: Potency Up. If K2S0 is deployed, he receives all of these buffs.
Abilities:Two Steps Ahead - 5529 Phys damage. 85% chance to inflict Buff Immunity for 2 turns
Shock Grenade - Inflicts Ability Block, Healing Immunity, Defense Down, Offense Down and Speed Down for 2 turns (a check is made for each status). If the targets are from the Empire faction, also inflict Expose on them. Cassian then regains 20 CT for each debuffed enemy. Does no damage unless K2S0 is in the party, in which case, he is called to assist. 2 turn Cooldown on use
Crippling Shot - 10180 Special damage. Inflicts debuffs suffered from other enemies onto the target for 1 turn. 3 turn Cooldown on use.
Comments:Despite having only a few abilities (like all the characters in GoH), Cassian, like Boba is a pretty complete and competent package. His regular attack shuts down buffing games and the quick cooldown on Shock Grenade means that he can keep his enemy pinned under a variety of status effects. These things plus his increased durability from Groundwork means he gets more chances to put down the target with the large damage from Crippling Shot. Not too bad for the Intelligence Captain.
Middle probably.
CC-2224 CODY -
Republic, Clone TrooperHP: 23694
Protection: 16040
Combined: 39734
Speed: 115
Potency: 21%
Tenacity: 31%
Draining: 10% of damage dealt
Phys Crit Rate: 37.54% (67.54% with Leadership)
Sp. Crit Rate: 16.67% (46.67% with Leadership)
Passives:Ghost Company Commander - All clone allies have +30% Crit while allies of other factions receive half this bonus. Cody has +60% Defense for every Clone ally alive in the party while other clone allies receive half this bonus. Whenever a Clone ally uses a basic ability, recover 5% Protection.
Abilities:Alpha Strike - 5523 Phys damage. Recovers 40 CT.
AT-TE Mass Driver Attack - 6181 MT Special damage. This attack only deals full damage to the selected target; all other targets only receive 65% of the damage. If this attack scores more than 2 crits, Stun the primary target for 1 turn. 4 turn Cooldown on use.
212th Attack -
Phys Damage. Calls all Clone allies plus a random ally to assist. These attacks do 40% less damage than normal. For every Crit that occurs during these assists, reduce the cooldown of this ability by 1. 6 turn Cooldown on use
Comments:212th Attack is pretty devastating in a team battle, since if Cody's allies crit pretty frequently, he can in turn spam that ability, leading to more Protection recovery and more 212th being spammed. On his own though, not very good. He's like a variation of Ackbar. More damage and faster recovery after the first turn, but is more fragile and has nothing else in a duel.
Light.
CHIEF CHIRPA -
EwokHP: 28017
Protection: 28168
Combined: 56185
Speed: 116
Potency: 30%
Tenacity: 26%
Draining: 10% of damage dealt
Phys Crit Rate: 27.83%
Sp. Crit Rate: N/A
Passives:Simple Tactics (Leader) - Ewok allies gain 20 CT and deal 10% more damage with their basic attacks. All other allies receive half this bonus. When a Ewok uses a special ability, 60% chance to call another Ewok ally to assist
Abilities:Bounding Strike - 6044 Phys damage. Recover 35 CT if the enemy has 50 CT or more.
Ancestral Secrets - Restores 20% MHP to all allies and adds 20% Regen for 3 turns. If the ally is an Ewok, the Regen is extended to 4 turns and they gain Retribution. 4 turn Cooldown on use.
Tribal Unity -
Phys Damage. Calls all Ewok allies plus one other random ally to assist. All allies receive Speed Up bonus effect for 2 turns. 4 turn Cooldown on use.
Comments:Ewoks don't fuck around in this game. Chirpa is pretty damn cool. Like Cody, he's sluggish out of the gate, but every turn after, his leadership lets him recover faster and the bonus CT he gains from the basic almost ensures that its difficult to double him. He's also in possession of the rare healing command in this game with pretty potent regen. That alone probably busts most Lights down. In a team match, Tribal Unity + his leadership means bad things if you got a bunch of good physical attackers. He's even more durable than Cody to boot, which is just funny. Some flavor of
Middle most likely.
CHIEF NEBIT -
JawaHP: 34474
Protection: 40275
Combined: 74749
Speed: 115
Potency: 13%
Tenacity: 49%
Draining: 15% of damage dealt
Phys Crit Rate: 26.50% (56.5% with Leadership)
Sp. Crit Rate: N/A
Passives:Raiding Party - Jawa and Droid allies have +30% Crit and inflict Critical Chance Down whenever they score a Crit for 3 turns.
Abilities:Sheltering Shot - 3284 Phys damage. 70% chance to give Protection Up equal 20% of Nebit's MHP to any ally who is not under Stealth
Distracting Negoitations - Nebit taunts for 2 turns and gains 20% Regen for 3 turns. Reduces the cooldown for all Jawa and Droid allies by 1. 3 turn Cooldown on use.
Desert Ambush - 6503 Phys Damage. Calls an ally to assist. If the assisting ally is a Jawa or a Droid, then call an additional ally to assist. All Jawas who assisted in this attack gain Stealth for 3 turns. 3 turn Cooldown on use
Comments:Neither do Jawas apparently, but Nebit is not as strong as Chirpa is when he is alone. He is vastly more durable but also has less tricks and saddled with similar problems of being sluggish and doesn't have Chirpa's damage. Stealth also doesn't work when you are the only person in the party.
Light.
CHIRRUT IMWE -
RebelHP: 16110
Protection: 24866
Combined: 40976
Speed: 153
Potency: 1%
Tenacity: 26%
Draining: 10% of damage dealt
Phys Crit Rate: 39.42%
Sp. Crit Rate: N/A
Passives:Indomitable Will - Chirrut has +17% Counter Rate and Health Steal for every living enemy. If the enemies are of the Empire faction, double these chances. If Baze is deployed, he also receives this bonus.
Resolute Endurance - As long as Chirrut is alive, all allies that are currently under Regen recover an additional 4%MHP at the start of every turn. Whenever an ally is critically hit, they receive 5% Regen for 2 turns.
Abilities:Staff Strike - 4336 Phys damage. 70% chance to grant an ally a 5% Regen effect for 3 turns. If the target is suffering from a debuff, grant an additional 5% Regen effect to a random ally for 3 turns.
As the Force Wills - All allies have their health percentages equalized, and receive Tenacity Up. If the ally is currently suffering from a debuff, dispel it, and replace it with a 5% Regen effect for 4 turns for each effect dispelled in this way. 4 turn Cooldown on use.
Strength of Purpose - 7550 Phys Damage. Deals an additional 20% for every buffed ally. If Baze is deployed, he is called to assist. 3 turn Cooldown on use
Comments:He's pretty frail on HP, which is a shame since he is the Regen machine for death, both in a team match and a duel. He hits you, he gains regen. You damage him, he has a decent counter rate (in a team or against empire) where he will use his basic and he gains regen. You status him, he can regen off that too. With that many Regen effects, it may be too much for those glorious Lights to handle. I do think the Durability holds him back from being anything more than a
Middle though. And probably not a terribly strong one, but it remains to be seen. Gets infinitely better with Baze when paired together as you can probably see. In fact, this dual has such strong synergy that they've plagued the meta for a long while now and only recently seem to be falling out of the limelight.
CHOPPER -
Rebel, Phoenix, DroidHP: 31708
Protection: 29738
Combined: 61446
Speed: 152
Potency: 27%
Tenacity: 31%
Draining: 0% of damage dealt
Phys Crit Rate: 31.63%
Sp. Crit Rate: N/A
Passives:Maintenance Protocol - At the start of his turn, Chopper regens 15% of his MHP. Whenever he is damaged, he receives the Protection Up (15%) if he does not already have it. Anytime a Phoenix member or a Droid uses a special ability, Chopper has a 30% chance to assist (this assistance bonus is not shared between Phoenix allies (more on this later)).
Abilities:Reckless Fling - 4336 Phys damage. Grant a random Phoenix or droid ally Offense Up, Defense Up or Speed Up for 2 turns. 60% chance to reduce that ally's Cooldowns by 1
Cantankerous Clanker - Chopper taunts for 1 turn. While under taunt, Chopper has 30% Evade. 3 turn Cooldown onuse
Metal Menace - Dispels all buffs on enemies. For each buff dispelled in this way, all enemies lose 10 CT and Chopper gains 25% Protection. Droid Targets are also stunned for 1 turn. This stun cannot be evaded. 4 turn Cooldown on use.
Comments:Being above average speed matters quite a bit for Chopper. While taunting itself doesn't really do anything in a duel, Chopper gaining 30% evade does extend his longevity, which seems to be his game plan. He doesn't do a whole lot of damage, but with his unique recovering health and protection and his dispel adding in protection as well, he can ever so slowly whittle you down. The evade adds to it. Since it only lasts for 1 turn, it's only really useful on a double turn. The rest of the time, he pokes you by throwing rocks at you for below average damage and random buffs. Zalmo slayer.
Low Middle I think?
CLONE SERGEANT -
Republic, Clone TrooperHP: 27009
Protection: 19019
Combined: 46028
Speed: 107
Potency: 21%
Tenacity: 25%
Draining: 10% of damage dealt
Phys Crit Rate: 41.67% (46.17% with unique)
Sp. Crit Rate: N/A
Passives:Concentrated Fire - Clone Sarge has +4.5% Crit for every living Clone ally. In addition, he has 10% more crit damage and receives Offense Up for 2 turns when he crits.
Abilities:Z-6 Rotary Blaster - 4627 Phys damage. Gain 50% turn meter on a Crit.
Suppressive Fire - 2948 MT Phys damage. Removes 50% CT from all enemies. 3 turn Cooldown on use
Comments:Decent enough damage thanks to the half turns on crit and delay on his special. The actual speed itself though needs a lot of work and he doesn't do anything else really. That's one of the ways you can tell that a character was released early - when their kit is extremely simple (versus say Chirrut and Chopper).
LightCLONE WARS CHEWBACCA -
Republic, ScoundelHP: 35134
Protection: 31443
Combined: 66567
Speed: 106
Potency: 28%
Tenacity: 29%
Draining: 10% of damage dealt
Phys Crit Rate: 28.42%
Sp. Crit Rate: N/A
Passives:Wookie Resolve (Leader) - All allies have +50% defense and gain a 50% chance to receive Defense Up for 3 turns upon taking damage.
Abilities:Bowcaster - 3247 Phys damage. 55% chance to remove 50% CT.
Wookie Rage - Chewie taunts for 2 turns and receives Max HP Up+30% for 2 turns. 3 turn Cooldown.
Defiant Roar - Chewie Dispels all debuffs from himself, then recovers 50% of his max HP and gains Defense Up for 3 turns. 50% chance to regain 25 CT. 3 turn Cooldown.
Comments:Chewie is so bad in game. He's slow, non damaging and has no real tricks but in the DL he can still give other Lights a problem thanks to his healing and defense boosting (in fact, this has resulted in a strat in-game called the Chewbacca Defense where you line up the entire team with tanky characters that can heal and rotate taunts). However, anyone with decent enough damage and non crap speed will most likely win since Chewie just doesn't do much other than try and draw fire on to himself.
High Light.
CORUSCANT UNDERWORLD POLICE -
RepublicHP: 28338
Protection: 16817
Combined: 45155
Speed: 112
Potency: 28%(58% Potency with unique)
Tenacity: 42%
Draining: 10% of damage dealt
Phys Crit Rate: 37.21%
Sp. Crit Rate: N/A
Passives:Non-Lethal Specialist - Coruscant Underworld Police (CUP) has +30% Potency and gains 20 CT whenever he inflicts a negative status effect.
Abilities:Non-Lethal Takedown - 4627 Phys damage. 50% Chance to Stun the target.
Non-Lethal Crowd Control - 2861 MT Phys damage. 70% Chance to inflict Offense down to all enemies. 3 turn Cooldown on use
Comments:CUP gets the distinction of being the worst character in the game except maybe along the likes of Mob Enforcer. So what's wrong with him? Lowish damage, Lowish speed, no special tricks and not even all that durable. He's pretty much the same in the DL. Oh yay, a 50/50 chance to maybe stun. At least Chewie can self heal.
Light, although probably not the worst character in the cast here.
COUNT DOOKU -
Separatist, SithHP: 19559
Protection: 16692
Combined: 36251
Speed: 167
Potency: 85%
Tenacity: 39%
Draining: 5% of damage dealt
Phys Crit Rate: 33.50%
Sp. Crit Rate: N/A
Passives:Master Tactician - All allies have 15% Evade. Whenever an attack is evaded, gain Offense Up for 2 turns
Flawless Riposte - Count Dooku has a 100% Counter attack rate. Whenever Dooku attacks outside of his turn, he deals 30% more damage, has a 25% chance to gain 45 CT, recovers 10% Protection and gains Crit Immunity for 1 turn.
Abilities:Hindering Press - 3507 Phys damage. 50% Chance to Double attack. These attacks have a 25% Chance to Stun and a 25% Chance to inflict ability block. Against Jedi enemies, these status chances are doubled. Count Dooku cannot be countered when using this attack.
Force Lightning - 4698 Special Damage. 50% Chance to Stun and Shock with a further 50% chance to Stun another enemy. These chances are doubled against Jedi enemies. 3 turn Cooldown on use
Comments:Dooku doesn't hit very hard, but he's one of the few alongside Cassian, Boba and Chopper to have a complete set of complementary abilities. In a duel, the Count lays on the pressure with his 140% Double turning speed and the highest Potency rating in the game. This in turn means he is more likely to land his stuns and ability blocking, which means when you FINALLY do get a turn, you may not be able to do much but a basic attack, which runs the risk of being evaded, and then countered for more hits that continue to stun or ability block you. On the off chance that he needs the Stun a bit more reliably, he can go for the Force Lightning. His basic can't be countered and whenever he counters, he recovers some shielding, which extends the length of time he remains in the fight. Overall, outside of his bad HP, he seems very solid.
Middle.
CT-21-0408 "ECHO" -
Republic, Clone TrooperHP: 29166
Protection: 21252
Combined: 50418
Speed: 129
Potency: 26%
Tenacity: 30%
Draining: 5% of damage dealt
Phys Crit Rate: 24.29%
Sp. Crit Rate: 16.25%
Passives:By the Book - Clone Troopers recover 7% of their Max HP whenever they use a basic attack. This effect can only happen twice before their next turn and is disabled if Echo is KO'd
Follow Up - Whenever an ally uses a basic, Echo has a 30% chance to attack with his basic at 60% power. If the attacking ally is a Clone Trooper, this chance is doubled
Abilities:Supporting Fire - 4378 Phys damage. +20 CT to a random ally who has less than 50 CT.
EMP Grenade - 5455 Special Damage. Dispels all positive effects. 4 turn Cooldown on use
Comments:7% Recovery is a little too low to be significant in a duel, but can probably slap around some really bad Lights. Don't think Supporting Fire works on himself though, so that also doesn't help. Light.
CT-5555 "FIVES" -
Republic, Clone TrooperHP: 31787
Protection: 35342
Combined: 67129
Speed: 115
Potency: 35%
Tenacity: 43%
Draining: 20% of damage dealt
Phys Crit Rate: 26.25%
Sp. Crit Rate: N/A
Passives:Veteran Clone Trooper (Leader) - Fives and other Clone Troopers have +65 Defense. All other allies have half this total.
Tactical Awareness - 85% Counter Chance and has +50% damage on Counters. Whenever an ally takes damage, Fives gains 7.5 CT. If the ally taking damage is a clone trooper, double the CT gain.
Abilities:Dual DC-17 Blasters - 3250 Phys damage. Inflicts Speed Down for 2 turns. Against targets who are already suffering from Speed Down, Fives attacks twice.
Combined Fire - 5088 Phys Damage. Calls an ally to assist. If the ally is a Clone Trooper, Fives and the Assist both do 75% more damage.
Comments:I don't know how much 65 Defense translates to. However, despite his simple kit, Fives is pretty nasty. Anytime you damage him, you're likely eating a counter which in turn slows you. If you attack him again during this time, he will double attack and those attacks will have 50% more damage, suddenly turning him from having mehish damage to being quite solid. His slow speed doesn't matter as much when he himself is also slowing his opponent down and he has counters to make up for lost turns. To complete him, his durability is also very solid, which means more counters, which means more double attacks and damage. He also has higher than normal Health Stealing to boot. We're probably looking at a solid
Middle ala FE but that we will have to see where the damage ends up lining to.
CT-7567 "REX" -
Republic, Clone TrooperHP: 20916 (25099 with Leadership)
Protection: 17981
Combined: 38897 (43080 with Leadership)
Speed: 140
Potency: 38%
Tenacity: 39%
Draining: 10% of damage dealt
Phys Crit Rate: 41.88%
Sp. Crit Rate: N/A
Passives:Brothers In Arms (Leader) - All allies have 10% Max HP. Whenever an ally suffers a critical hit, all other allies (including Rex) receive 7.5 CT. These bonuses and effects are doubled for Clone Troopers.
Abilities:Impeding Shot - 4197 Phys damage. Removes 25 CT
Squad Discipline - Dispels all negative effects and gives +30 CT and Tenacity Up for all allies for 3 turns. For every effect dispelled in this way, all allies gain 5 CT. These effects are doubled for Clone Troopers. 4 turn Cooldown on use.
Subdue - 5166 Phys Damage. This attack deals 25% MHP damage on top of the base damage. 4 turn Cooldown on use.
Comments:His durability is pretty bad. Thank goodness his Leadership sorta fixes this. He has two pretty good abilities, but with the large 4 turn Cooldown, he's really only getting a chance to use them once per fight most likely. His basic is pretty fast though since he takes away CT. Might be riding that
Light/Middle line probably. Funny since his Leadership is one of the best in-game and Squad Discipline is massive in a team fight obviously (don't take out Rex? He'll probably make his entire team go first).