Author Topic: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker  (Read 1605 times)

Tide

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So yeah, I've joked about how if NEB ever made a stat topic on FE Heroes, I will go out and be dumb and make the Star Wars gacha game topic.

I did not expect that to actually happen :(

Right now, this post is mainly a placeholder. There is a database that has all the details of the game, with every character at max level and max ability level, etc. This is what I will be basing this topic off of. Needless to say, some traditional DL soft rules needs to be taken with a grain of salt. Getting one character to the max level and max gear along with maxed out abilities takes a couple of months at least. Is this reasonable for the norm? Maybe based on the average length for phone games!

Some quick notes about this game.

- It is largely squad oriented or team oriented. As a result, many characters by themselves will not do much. So expect to see a lot of Lights/Low Middles. There are a couple that come to mind as possibly making Heavy, but this is not the norm.

- Because it is a squad oriented game, some characters have leader abilities. These abilities are sometimes allocated to an entire faction or group. Whether or not other DL characters may fit into these groupings is questionable. For example, should Lando's +15 Speed/29% Crt Damge to all Scoundrels/Rebels also apply to characters like Locke? At the very least however, they should always be in effect for that particular Hero in a duel. You may consider an exception in other team matches when someone else has a leader ability (like say Ike10) since only one leader can be set.

- The game has two health bars. One is actual HP and the other is Protection or Shield. Traditionally, the Protection of a character must be reduced to zero before HP can be damaged. This is not always the case, but is true about 99% of the time. So as a result, average HP can be viewed as either: Summation of HP + Protection or treat them separately. Treating them separately would mean characters have grossly inflated HP pools in the DL (which seems odd), but makes skills that heal HP better. Treating them as one pool means that healing skills are worse since Protection usually cannot be recovered. While the in-game mechanic treats them as two pools, in practice, it really is only one because healing in-game is very underwhelming and reflecting the state of things as they are seems to make more sense to me than just the theoreticals.

- Speed is linear. Characters receive a turn when they accumulate 1000 CT.  Important to note is that there is no residual CT. What this means is that Speed ends up working similarly to FFX. You can get turns faster if you break certain tiers of speed, but higher speed within that tier only ensures that you beat the tie (still in important but means double turn speed is weaker).

- An crucial mechanic in the game is the Assist. Several characters have abilities where they call another ally to do damage. In game, this is usually a guaranteed skill but obviously useless in the DL where there is no assist to call. So one way of doing this is the phantom assist or you can treat as no assist possibly. Just to be clear, I would be onboard with phantom assists it does not require a named character. You will always have 5 characters in a squad, but there is no guarantee that you will always have K2SO in the same squad as Cassian.

- Turn meter changes are a big deal in the game's current state. Many characters have the ability to influence turn gauges. You can treat these as similar to delay effects. An important note is that these turn meter attacks are treated similarly to status in that it CAN be resisted. In-game, there is a stat called Tenacity that increases status resistance. You may see the average tenacity as being average delay resistance since its so prevelant in the game to casts across other games.

Stats and their meanings:
- Protection: The amount of shielding before actual HP is hit. Protection is essentially a second, non-recoverable life bar (in 95% of the cases).
- HP: Lose these and become Bantha fodder
- Speed: Linear. First to 1000 gets a turn. See above.
- Potency %: Base effectiveness with status. The higher this is, the more likely status will be applied. Potency % is added to the attack's base status rate and then reduced by the target's tenacity.
- Tenacity %: Base effectiveness to resist status. Higher this is, more like status will be guarded. There is always a base resist chance of 15%
- Strength: Influences HP and defenses primarily and a little bit of attack power. High Strength characters will often be tankier than others
- Agility: Influences Damage and a little bit of speed. High Agility characters will hit harder and tend to be faster
- Tactics: Influences Special damage and special resistance. High Tactics characters do more special damage and take less from their attacks.
- Health Steal: Amount of HP healed from attacks if any. Many characters have this, but the effect is usually neglgible as it cannot restore Protection.
- Evade/Deflection: Base chances of avoiding physical/special damage type attacks
- Accuracy Bonus: Any bonus to hit rate. Goes directly against Evade/Deflection
- Crit Rate: Chance to score a crit
- Crit Damage: Damage multiplier from crits.

Relevant buffs / debuffs:
- Stat Up/Down (HP/Power/Def/Speed/Evade/Potency/Crit/Tenacity): What it says on the tin. For Power/Def/Potency, the effects are +/- 50%. For Crit and Speed, +/- 25%. For HP and Evade, +/- 20%. Tenacity Up/Down is different than the others in that Tenacity Up pretty much makes you status immune while Tenacity Down reduces your status resistant chances down to base minimum of 15%.
- Damage over Time (DoT): Basically poison in other games. Of particular note is that it can stack. 5% MHP damage at the end of every turn for that character.
- Ability Block: Shuts down special commands while active
- Heal Immunity: Obvious
- Buff Immunity: Also obvious
- Daze: Prevents the character from being able to assist, receiving turn meter bonus and counterattacking
- Expose: Every hit deals an additional 20% MHP damage. Can stack.
- Deathmark: See above, but every hit does 50% MHP damage. In addition, a deathmark'd target is auto locked on to (meaning your characters must attack that target)
- Stun: Incapacitated for the current turn (cannot act/counter/assist)
- Shock: Heal/Buff Immunity and Daze rolled into one.
- Stagger: Target loses all current CT if hit by an attack
- Instant Death: Duh. Note that unlike status, ID in this game cannot be resisted. Those that have it when used will always hit the target.
- Advantage: Guarantees the next attack has a 100% critical hit
- Foresight: Guarantees that the next attack will be evaded. Loses to ITE.
- Crit Damage Up: Increases damage from crits by 50%
- Taunt: Forces enemies to attack the target
- Stealth: Removes character from being targettable. In addition, stealthed characters cannot be countered.
- Retribution: Guarantees a counter attack if struck while buff is active
- Protection Up: Grants additional Protection (25%) over the current amount
- Heal over Time: Regen. These can restore varying amounts of health (from 5% to 20%) and like DoTs, can stack.

More later. For now, enjoy the coming apocalypse.
« Last Edit: April 13, 2017, 03:16:20 PM by Tide »
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Tide

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Re: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker
« Reply #1 on: October 16, 2017, 04:02:14 PM »
I thought about organizing this by faction, but some characters get lumped into multiple groups, so this is sorted alphabetically. Enjoy:

AAYLA SECURA - Republic, Jedi
HP: 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 - Rebel
HP: 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, Jedi
HP: 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) - Rebel
HP: 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 - Nightsister
HP: 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, Separatist
HP: 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, Jedi
HP: 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 - Rebel
HP: 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, Droid
HP: 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 - Rebel
HP: 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 - Rebel
HP: 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, Scoundrel
HP: 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 - Rebel
HP: 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, Scoundrel
HP: 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 Order
HP: 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 - Rebel
HP: 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 Trooper
HP: 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 - Ewok
HP: 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 - Jawa
HP: 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 - Rebel
HP: 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, Droid
HP: 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 Trooper
HP: 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). Light

CLONE WARS CHEWBACCA - Republic, Scoundel
HP: 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 - Republic
HP: 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, Sith
HP: 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 Trooper
HP: 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 Trooper
HP: 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 Trooper
HP: 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).
« Last Edit: October 20, 2017, 03:32:17 PM by Tide »
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Tide

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Re: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker
« Reply #2 on: October 30, 2017, 05:38:45 AM »
Going to go out of order for a bit since there's a lot of better characters, but it takes a while to get there due to large cast. Once again, Crtl+F is your friend!


DARTH MAUL - Sith
HP: 26165 (31398 with Unique)
Protection: 12733
Combined:  38898 (44131 with Unique)
Speed: 100
Potency: 0% (94% with Unique)
Tenacity: 24%
Draining: 20% of damage dealt
Phys Crit Rate: 50.08%
Sp. Crit Rate: N/A

Passives:
Dancing Shadows (Leader) - All Sith allies have 20% evasion. At the start of each battle, and whenever they evade, all Sith allies get +20 CT and gain Stealth for 1 turn. If Stealth is gained from this ability, also gain Crit Immunity and when Stealth expires, gain Advantage for 2 turns. The Stealth and CT gain from the ability ignores Taunting allies.

Power of Hatred - Darth Maul has +20% Max HP and Potency equal to 0.3% of his Max HP. When he attacks, Maul also gains +10% Max HP equal to the damage dealt. Whenever an enemy is defeated by Maul, he gains these bonuses for  the rest of the encounter: 1st Enemy - 25% Crit, 2nd Enemy - +25% Evasion, 3rd Enemy - Restore 25% Max HP from every attack. 

Abilities:
Raging Storm  - 5618 Phys damage. On a killing blow, Maul gets an instant turn and Offense Up for 2 turns. Deals double damage to Jedi faction characters.

Whirling Blades - 5455 MT Physical Damage. Inflicts Daze to all enemies. Deals double damage to Jedi faction characters. 3 turn Cooldown on use.

Comments:
Maul is weird. He's very slow and quite fragile. That's a bad combo and is almost certainly a Light, but he does bring a few tricks. Most notable is his leadership ability. It gives his durability a little extra boost, since he becomes Crit immune under it along with the evasion. To really bring out his best though, he needs a bunch of other fodder enemies to slaughter first. This way he can chain kill and get big bonuses. Without them, he's going to be operating at a fraction of his potential. Such a shame this is the DL, eh?


DARTH NIHILUS - Sith
HP: 26259 (64413 with Leadership)
Protection: 38154 (0 with Leadership)
Combined:  64413
Speed: 120
Potency: 58%
Tenacity: 46%
Draining: 15% of damage dealt (165% due to Leadership)
Phys Crit Rate: 0% (due to Leadership)
Sp. Crit Rate: 0% (due to Leadership)

Passives:
Lord of Hunger (Leader) - All Sith allies gain +60% Offense and 150% Health Steal. Converts all Protection into HP and cannot score crits or restore HP by normal means.

Wound in the Force - At the start of each turn, Nihilus inflicts a DoT for 2 turns on a random enemy that doesn't have debuffs. If all enemies are debuffed, Nihilus inflicts Max HP Down on them instead.


Abilities:
Ceaseless Craving  - 6786 Phys damage. Dispels all buffs on hit. If any buffs were removed in this way, reduce the cooldown on Drain Force by 1.

Force Drain - 2932 MT Special Damage. 50% chance to increase the cooldowns of all targets by 1. If the target is debuffed, this chance increases to 100%. For every cooldown that is increased in this way, reduce the cooldown on Annihilate by 1. 3 turn Cooldown on use.

Annihilate -  Begins on a 9 turn Cooldown. ITE and ID's a target. Targets hit by this attack cannot be revived. When an enemy is defeated in this way, Nihilus adds their Max HP Pool to his own. Against targets that have ID resistance, this attack deals 99999 damage instead.

Comments:
Nihilus really does create this sense of urgency against his targets because even if you resist ID, Annihilate will pretty much OHKO on raw damage alone. So, 9 turns but every ability in his kit is meant to either prolong his survival or make you more vulnerable to dying from just damage. His unique ensures Force Drain will always reduce Annihilate's cooldown and after turn 2, the 20% max HP reduction means his hits do more relative damage. Force Drain is also pretty cool because its not directly a status effect, which means that in game, it's impossible to block it. When it does hit, the cooldown increase robs his opponent's often of their best abilities and damage. This combined with his leadership, which boosts his offense pretty notably along with 165% Health steal makes it tough to bring him down since he will be constantly restoring a lot of HP every round. He's also rather durable too, with HP that is similar to a tank (even though he isn't classified as one). His major downfall is his speed. Nihilus is rather sluggish, so being faster than him and shutting down his own abilities is a great way to mitigating him in-game. DL wise, you want either heavy damage or a way to quickly status him. In practice, he probably pulls off Annihilate in about 4-5 turns but he's only 87.5% average speed. My guess is that he's probably a Low Heavy - gives most Middles too much trouble with the parasitic healing and damage but the speed is a problem in the tiers of Heavy.


DARTH SIDIOUS - Sith
HP: 23499 (45823 with Unique)
Protection: 15755
Combined:  39274 (61598 with Unique)
Speed: 161
Potency: 45% (95% with Unique)
Tenacity: 51%
Draining: 25% of damage dealt
Phys Crit Rate: 43.71% (58.71% with Leadership)
Sp. Crit Rate: N/A

Passives:
Ultimate Power (Leader) - All allies have +15% Crit and +30% Crit Damage. Sith allies gain +2% Offense until the end of battle whenever they score a Crit.

Sadistic Glee - Sidious recovers 20% of his Max HP and gains 50 CT whenever any unit is defeated. In addition, he has +35% Evade against Jedi enemies, +50% Potency and gains Max Health equal to his Potency Percentage 

Abilities:
Deathstroke  - 5132 Phys damage. Inflicts Healing Immunity for 3 turns with a 50% chance to ITD. If the target is already suffering from a status effect, this chance doubles.

Demoralizing Blows - 4074 MT Physical Damage. Inflicts one DoT and Expose for 2 turns. On a crit, this attack inflicts 2 additional DoTs. 4 turn Cooldown on use.

Comments:
He doesn't look like it, but Sidious piles up the damage quickly, thanks to his Potency rate running along with Demoralizing Blows. It doesn't deal a ton of damage on the outset, but when it crits, it adds a 15% HP damage to the target along with the Expose that deals a fixed 20% Max HP. Also busts healers in the gonads with his basic adding Healing Immunity. The 2% Offense building is pretty useless, but it will discourage Stallfests if Healing Immunity doesn't. The rest of his stats are solid too - good HP thanks to his unique and one of the fastest speeds in the game. My guess is that he's a solid Middle. Not sure if the tricks are good enough for Heavy.


DARTH VADER - Empire, Sith
HP: 26646
Protection: 35283
Combined:  61929
Speed: 121
Potency: 31%
Tenacity: 33%
Draining: 15% of damage dealt
Phys Crit Rate: 30.25%
Sp. Crit Rate: 11.88%

Passives:
Inspiring through Fear (Leader) - All Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This turn removal cannot be resisted. As long as Vader is alive, DOTs inflicted on characters do not expire.

Abilities:
Terrifying Swing  - 4789 Phys damage. 80% chance to inflict Ability Block for a turn. If the target is a Jedi, this attack is ITE and its effect cannot be resisted/

Force Crush - 2770 MT Special Damage. Inflicts Speed Down and 3 DOTs on all targets for 2 rounds. 5 turn Cooldown on use

Culling Blade - 8195 ITE Phys Damage. Dispels all negative status effects on the target. For every effect dispelled in this way, this attack gains 50% more damage. If this attack defeats the target, Darth Vader gets another turn. 4 turn Cooldown on use

Comments:
Vader! Everyone's favourite Sith! So how strong is he in a duel? Well, the high Ability Block rate on basic means he can lock down enemies that require use of their spells or special abilities. More importantly though is his leadership. Inflicting DOTs that do not expire means that enemies will slowly suffocate to death unless they take out Vader quickly. This helps with his sluggish speed since those DOTs do damage on the enemy's own turn and not his. If they are foolish enough to try to extend their welcome, they are at risk of a highly damaging and dangerous Culling Blade. He's not the godlike terror you would expect for being such an important Star Wars figure, but he's probably at least a Middle. Pretty durable too for an attacker.


DEATH  TROOPER - Empire, Imperial Trooper
HP: 26388
Protection: 35155
Combined:  61543
Speed: 124
Potency: 56%
Tenacity: 46%
Draining: 10% of damage dealt (20% with unique)
Phys Crit Rate: 43.83%
Sp. Crit Rate: N/A

Passives:
Krennic's Guard - Whenever Death Trooper scores a crit, he and Krennic recover 20% of their HP. Death Trooper has a 50% chance to gain an instant turn whenever Krennic takes damage. As long as Death Trooper is alive, Krennic has Crit Immunity and all Imperial Troopers have +10% Health Steal.

Abilities:
Track Down  - 4345 Phys damage. 70% chance to inflict Daze for 3 turns. If the target was already Dazed, Stun them for 1 turn instead. Death Trooper attacks twice against Rebel faction targets.

Death Trooper Grenade - 1229 MT Physical Damage. Dispels all buffs and has a 70% chance to inflict Healing Immunity for 2 turns. Enemies who were not buffed have their Cooldowns increased by 1. 4 turn Cooldown on use. 

Terminate - 9759 Physical damage. If the target is suffering from any debuffs, this attack will always Crit. If any enemies were previously defeated, Death Trooper also inflicts Death mark for 2 turns. This effect cannot be resisted. Targets defeated by this attack cannot be revived. 3 turn Cooldown on use.

Comments:
Death Trooper is really solid. He's a little sluggish, but past that, lots of nasty status, plenty durable for an attacker and his damage isn't total junk. He'll likely hit a status by turn 2, at which point, he nails you for Terminate for a ton of damage. His grenade is an all purpose utility move that can delay enemies from accessing their best abilities and discourages mass buffing. Best paired with Krennic obviously, but standalone, he works pretty well too. High Middle of some sort most likely.


DENGAR - Scoundrel, Bounty Hunter
HP: 29230
Protection: 33112
Combined:  62342
Speed: 109
Potency: 51%
Tenacity: 39%
Draining: 15% of damage dealt
Phys Crit Rate: 34.71%
Sp. Crit Rate: N/A

Passives:
Grizzled Veteran - Dengar gains Stealth for 2 turns if he's hit by a crit and Tenacity Up if he's hit by negative status. When an enemy evades an attack from Dengar, he gains 60 CT.

Abilities:
Track Spotted  - 4015 Phys damage. As long as the target is suffering from a debuff, Dengar has a 60% chance to call an ally to assist. If the assisting ally is a Scoundrel, the assist will always Crit.

Blast & Smash - 6924 Physical Damage. 50% chance to inflict Speed Down for 3 turns. If the target has 50 CT or more, also Stuns them for 1 turn. 3 turn Cooldown on use. 

Mini-Mine Mayhem - 2957 MT Physical damage. Inflicts status effects depending on the number of crits scored. 0 - nothing, 1 - Tenacity Down for 3 turns, 2 - DoT for 3turns, 3+ - removes 50 CT. 4 turn Cooldown on use.

Comments:
And back to slow as molasses characters. Thankfully, Dengar has a fair bit of HP, so he has somewhat of a fighting chance. However, the rest of his abilities just don't lend themselves too well for a duel. He does a little of everything, but just isn't great at them. For example, Grizzled Veteran gives him a variety of defensive abilities but some of them (such as Stealthing) are almost  useless. Mini-Mines would be great with more targets since those effects can stack, but with only 1 target, it's basically a 35% chance to inflict Tenacity Down - much less impressive. His damage is passable, but nothing to write home about. My guess is High Light/Low Middle border.

DIRECTOR ORSON KRENNIC - Empire
HP: 24482
Protection: 22240
Combined:  46772
Speed: 129
Potency: 47% (72% with leadership)
Tenacity: 34%
Draining: 10% of damage dealt
Phys Crit Rate: N/A
Sp. Crit Rate: 18.13% (43.13% with leadership)

Passives:
Director of Advanced Weaponry Research (Leader) - All Empire Allies have +25% Crit and +25% Potency. On a crit, Empire allies restore 10% Protection. Debuffed Enemies who are hit by a crit during an Empire ally's become Ability Blocked for 1 turn. This effect cannot be resisted. 

Immeasurable Power - Krennic gains +10% Crit Damage for each debuffed enemy and +10% Critical Damage for each Rebel enemy. If Death Trooper is present, he also gains these bonuses.

Abilities:
Test their Defenses  - 10288 Special damage. Inflicts Tenacity Down for 3 turns

Death Trooper Assault - 2805 MT Physical Damage. 70% chance to inflict Stagger for 2 turns. If Death Trooper is alive, he will assist against the primary target. If Death Trooper is dead, revive him with +20% HP for each enemy suffering from a debuff. 3 turn Cooldown on use.

Experimental Weaponry - 7691 Special damage. Inflicts a Debuff depending on the role of the target. Attacker - Stun, Healer/Support - Ability Block, Tank - Buff Immunity. If the target is of the Rebel faction, inflict Speed Down as well. These status effects last for 2 turns. 3 turn Cooldown on use.

Comments:
10k damage from a basic and inflicts Tenacity Down *psyduck*. Krennic hits like a truck and like Death Trooper, he has a ton of nasty status flying around, which his basic sets up. He doesn't have to use it though since unlike the other characters, he doesn't need his specials to do great damage. This gives him a bit more freedom of when and where to drop them. His leadership also makes  it such that he's constantly dropping Ability Blocks all over the place, so he's a nuisance to take out if you can't resist or don't have a good base physical. On the downside, Krennic has below average durability and he's merely average speed. High Middle


EETH KOTH - Republic, Jedi
HP: 26307
Protection: 17686
Combined:  43993
Speed: 144
Potency: 55%
Tenacity: 37%
Draining: 10% of damage dealt
Phys Crit Rate: 23.13%
Sp. Crit Rate: 17.92% (43.13% with leadership)

Passives:
Stalwart Jedi Defender (Leader) - All Jedi Allies gain 60 Defense

Anti-Droid Specialist - Eeth Koth has +35% Crit and +20% Crit Damage against Droids

Abilities:
Breaching Strike  - 3311 Physical damage. 50% chance to inflict Defense Down for 3 turns. This chance is doubled against Droid targets.

Force Push - 5018 Special Damage. 75% chance to Stun for 1 turn. Against Droids, also has a 100% chance to inflict Ability Block for 3 turns. 3 turn Cooldown on use. 

Comments:
Here's the most garbage Jedi unit in the game and a strong contender for one of the worst chars in the game. Eeth Koth brings to the table marginal benefits against Droids at best, so I don't know what CG is smoking when they claim he's an anti-droid specialist. Against other targets, he is just a sad bastard. Many of his abilities are underwhelming or just bad. This includes his damage and durability. His speed is decent but that's not going to save him. He's so bad in game that in a raid against a bunch of droids, he's not even included. Ima Gun Di is a better anti-droid and he's not even a specialist >_>. Low Light


EMPEROR PALPATINE - Empire, Sith
HP: 24999 (32999 with Leadership)
Protection: 18955
Combined:  43954 (51953 with Leadership)
Speed: 122
Potency: 47% (79% with Leadership)
Tenacity: 34%
Draining: 0% of damage dealt (20% with Leadership)
Phys Crit Rate: N/A
Sp. Crit Rate: 21.46%

Passives:
Emperor of the Galactic Empire  (Leader) - All Empire and Sith allies have +32% Potency and Max HP. All Jedi and Rebels have -32% Potency and Evasion. Whenever an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. Whenever a Sith ally inflicts a debuff during their turn, they recover 20% of their max HP.

Crackling Doom - At the end of each of his turns, Palpatine deals Special damage to all Shocked enemies and then deals Special damage  to all Jedi and Rebel enemies. No damage estimate.  Note that this damage cannot defeat enemies.

Abilities:
Lightning Strike  - 7690 Special damage. Shocks target for 3 turns. Palpatine gains 15 CT for every Shocked enemy.

Power of the Dark Side - 3466 MT Special Damage. 70% chance to Stun targets for a turn. Shocked targets who get hit by this attack are Stunned for 2 turns and have Shock dispelled. 4 turn Cooldown on use

Let the Hate Flow - All allies gain Offense Up for 2 turns but lose 5% oftheir Max HP. Palpatine recovers HP equivalent to 150% of the total amount lost. For each Shocked enemy, Palpatine regains 50 CT and refreshes the Shock duration on any enemies for 2 more turns. 3 turn Cooldown on use

Comments:
Go for Papa Palpatine! The Emperor is one of the early Legendary characters but he is quite powerful on his own or in a duel. Shock shuts down buffs and healing, meaning enemies have to duke it out with Palps as is. But by no means does the Emperor play fair. By shocking his enemies, he now gains 15 CT after every attack. Because he is both Sith and Empire, every time he attacks, he's essentially refreshing the Shock duration, which means he gains both the additional 20 CT bonus and drains 20% of the damage dealt. The one saving grace for most duelers is that Palps starts out a little slow, which may catch him off guard before he sets his game up. Heavy


EWOK ELDER - Ewok
HP: 27549
Protection: 26448
Combined:  53977
Speed: 122
Potency: 15%
Tenacity: 39%
Draining: 15% of damage dealt
Phys Crit Rate: 38.96%
Sp. Crit Rate: N/A
 
Abilities:
Guiding Strike  - 3516 Physical damage. 60% chance to recover 50 CT. When this effect triggers, all Ewok allies gain half this bonus and all other allies gain 10 CT.

Tribal Healer - Dispels all debuffs from all allies and recover health on them equal to 30% of Ewok Elder's Max HP. This ability also has a 35% chance to revive a defeated ally, bringing them back at 15% HP. 4 turn Cooldown on use.

Power of the Forest - Revive a random defeated ally with 40% HP. Ewok Elder has a 55% chance to recover 40 CT. If the revived ally is an Ewok, they instantly perform an assist. Whenever an Ewok ally is defeated, this ability's Cooldown is reduced by 1. 7 turn Cooldown on use.

Comments:
Standalone healers/revivers often aren't very good due to the lack of damage. We saw that with Barris, but it is the same thing here with Ewok Elder. He has two reviving abilities and MT heal, but those don't mean much when he is on his own. Light


EWOK SCOUT - Ewok
HP: 25685
Protection: 23792
Combined:  49477
Speed: 140
Potency: 35%
Tenacity: 38%
Draining: 15% of damage dealt
Phys Crit Rate: 45.17%
Sp. Crit Rate: N/A

Passives:
Tribal Tactics - Ewok Scout gains +5% Evade for every living Ewok Ally. Whenever Ewok scouts dodges an attack or lands a crit, he gains 30 CT.

Abilities:
Ewok Ambush  - 5088 Physical damage. 55% chance to remove 50 CT

Ruthless Assault - 8657 Physical Damage. Calls another ally to assist. This attack has +50% Crit. 3 turn Cooldown on use.

Comments:
Erm...I'm honestly impressed. He's one of the very first characters in the game, and at first, you would imagine he would be completely useless. Well he ends up having much better long term value than your other starters and fits in well with an Ewok squad or even just pure evade whoring. Ewoks don't screw around in this game, pt 2. On stats, his only bad base stat is HP, which isn't even that terrible compared to other attackers. He's above average in speed, and actually hits pretty hard thanks to his high crit. His passive gives him extra CT on crits to boot, so he ends up much faster in practice between the Delay chance and the passive. Then his special is pretty much a guaranteed crit and hurts quite a bit. Tentatively, he's probably a Middle. And yes, we've come to a point where not one, but 2 Ewoks are better than a dark lord of the Sith. Never change Galaxy of Heroes.


EZRA BRIDGER - Rebel, Phoenix, Jedi
HP: 27310
Protection: 28928
Combined:  56238
Speed: 143
Potency: 46%
Tenacity: 44%
Draining: 15% of damage dealt
Phys Crit Rate: 36.29%
Sp. Crit Rate: N/A

Passives:
Push Through - Ezra gains +10% Offense at the end of his turn, to a maximum of 40%. If Ezra is defeated, this bonus resets itself.

Abilities:
Rushing Strike  - 4417 Physical damage. 40% chance to attack twice. This chance doubles as long as Ezra is not suffering from a status effect.

Flourish - 9894 Physical Damage. Adds Defense Up for 2 turns on Ezra and dispels all buffs on the target. If the target had no buffs, then the cooldown of this ability is reduced by 1 and Ezra gains 75 CT instead. 3 turn Cooldown

Watch and Learn - Ezra and target selected ally attack together, receiving a +20% damage bonus. Both characters receive a bonus effect based on their role - Attackers have a 100% crit on the attack, Tanks gain 40% Protection Up for 2 turns and Supports gain 40 CT. 3 Turn Cooldown

Comments:
Most of the Phoenix squadron members don't tend to do well outside of their own little group, but Ezra is the exception to the rule. It's not terribly surprising when you look at it on paper though. He's above average speed and he hits like a tank. Against standard sluggers, he deals about 8000 damage normally which then gets stronger every turn. Then every couple of turns, he smacks you with Flourish, which not only has better damage but a crazy fast recharge rate if you aren't buffed since it also has less than a full turn recovery. He's probably a High Middle/Low Heavy borderliner. He trades up some speed compared to other glass cannons for better durability and some versatility (although you don't see this in a duel). Just very well rounded overall as an attacker. Oh, and he has good faction tags too. That helps a bunch.


FINN - Resistance
HP: 30522
Protection: 34100
Combined:  64622
Speed: 119
Potency: 36%
Tenacity: 40%
Draining: 25% of damage dealt
Phys Crit Rate: 29.13%
Sp. Crit Rate: N/A

Passives:
Balanced Tactics (Leader) - All Resistance allies have +30% Offense and +60% Defense. All other allies receives half this bonus. Whenever a Resistance ally loses Foresight, they gain Advantage for 2 turns. Whenever an enemy takes damage from Expose, reduce the cooldowns of all Resistance allies by 1 and grant them 35 CT.

Abilities:
Crack Shot  - 4645 Physical damage. Deals 100% more damage to any targets that have not yet been hit by this attack.

Hold the Line - Gain Advantage and Defense Up for 2 turns and Dispels all debuffs from all allies. Finn and Poe Dameron (if deployed) gain Heal over Time (20%) for 2 turns.  3 turn Cooldown

Takedown - 5292 Physical Damage. Expose target for 2 turns and has a 80% chance to Stun for 1 turn. 2 Turn Cooldown

Comments:
Finn's pretty balanced, all things considered. By far and away the most interesting thing about him is his Leadership ability. Sure, the offense and defense boost is nice, but the real kicker are the special effects, specifically the one where all Resistance allies can gain CT. If he's in a team with a few other individuals who can apply consistent Exposes, they can essentially freeze time and eliminate all opposition without a single enemy acting in between (outside of counters). You can actually do this in-game, which is what makes Resistance really powerful on offense.

On his own, he's not bad either. He has his own Expose attack and it has a quick cooldown, so he can use it every other turn and whenever it does hit, his next turn will come 35% faster. This helps a ton since he's sluggish on base. The attack also has a decent chance of Stun too, so it's very solid. He can also heal/cleanse himself and gain a small one-two turn boost from it which isn't terrible either. Probably a solid Middle, with the speed holding him back from reaching higher divisions. His tricks, while good, I don't think let him slide into Heavy.


GAR SAXON - Empire
HP: 26701
Protection: 30467
Combined:  57168
Speed: 127
Potency: 42%
Tenacity: 35%
Draining: 20% of damage dealt
Phys Crit Rate: 29.63%
Sp. Crit Rate: N/A%

Passives:
Mandalorian Retailiation (Leader) - Empire allies have +50% Counter Chance and +40% Defense. Anytime an Empire ally attacks with their basic, they recover 5% HP

Viceroy's Vengeance - Whenever an ally attacks out of turn, Gar Saxon has a 100% chance to assist.

Abilities:
On the Hunt  - 3438 Physical damage. 70% Chance to Inflict Speed Down. If the target is already hit by Speed Down, then Gar Saxon reduces his cooldowns by 1.

Calculated Ambush - 7310 Physical Damage. This attacks deals 100% more damage to all enemies below 50 CT and removes 30 CT from all enemies above 50 CT. 5 turn Cooldown on use.

Comments:
Pretty junky when alone. His passive basic never works in a duel and his big damage move has way too big of a cooldown. In a team setting, this isn't an issue because if he gives his whole team counter chance and it kicks in, Saxon automatically assisting with his basic essentially makes the recover on Calculated Ambush much more reasonable. But without allies and just him? It's just too slow. 50% Counter chance and very minute healing - probably makes him a Light of some variety. The damage on basic is not good and his tricks just don't work.


GENERAL GRIEVOUS - Separatist, Droid
HP: 32627 (35890 with unique)
Protection: 23213
Combined:  55840 (59103 with unique)
Speed: 109
Potency: 31%
Tenacity: 42%
Draining: 10% of damage dealt
Phys Crit Rate: 40.54%
Sp. Crit Rate: N/A

Passives:
Daunting Presence (Leader) - All enemies have -20% Crit and -20% Crit Damage

Tactical Retreat - Grievous has +10% Max HP for each droid ally. Whenever Grievous falls below 50% HP, he gives another random ally the Taunt status for 1 turn, as long as no other ally is current Taunting. If an ally receives Taunt in this way, they also gain an instant turn. Grievous then Dispels all negative effects from himself.

Abilities:
Furious Assault  - 5488 ITE Physical damage. Cannot be countered.

Grievous Wounds - 3616 MT Special Damage. 65% chance to inflict Healing Immunity for 1 turn. 4 turn Cooldown on use.

Sinister Laugh - Inflict Max HP Down  for 2 turns and has a 55% chance to remove 30 CT on all enemies. These chances are doubled against Jedi enemies. 4 turn Cooldown on use.


Comments:
His basic is good, but otherwise the Separatist General is really awful. God awful slow (77% Double turn speed) and he doesn't have much else. His abilities might as well do nothing (since they wear off pretty quick and the recharge on them isn't good) and his other stats are pretty middling. I guess -20% Crit Chance is cool, but how far does that really get him when alone? The "Rando taunt on caution" can also cause more harm than good if it hits the wrong person. Unless you're running in a team of all durable people, it's much more likely to get someone else you need killed. Grievous is often referred to as a running joke in-game because of his difficulty to farm status and the actual PC is complete junk. Light.


GENERAL VEERS - Empire, Imperial Trooper
HP: 22449
Protection: 30852
Combined:  53301
Speed: 137 (157 with Leadership)
Potency: 46%
Tenacity: 31%
Draining: 5% of damage dealt
Phys Crit Rate: 29.92% (44.92% with unique)
Sp. Crit Rate: 13.54%

Passives:
Imperial Assault Commander (Leader) - Empire allies have +30% Offense. Imperial Trooper allies also have 20 Speed and gain 10 CT whenever they receive a buff.

Aggressive Tactician - Whenever an enemy is defeated and Veers  is active, Imperial Trooper allies gain Offense Up for 2 turns, gain 50 CT and recover10% Protection. While Veers is active, all Imperial Troopers have +15% Crit.

Abilities:
Daring Attack  - 5488 Physical damage. 70% chance to give Veers and a random Imperial Trooper Speed Up for 2 turns.

Ruthless Assault - 3616 MT Special Damage. 55% chance to inflict Ability Block. This attack deals 10% more damage for every enemy from the Rebel faction. Calls all  Imperial Trooper to assists, dealing 60% of their normal damage. 4 turn Cooldown on use

Comments:
Fast and has a decent enough basic, but that's about it. A lot of his other passives don't really kick in without a team to back him up. Probably a Light as a result.


GRAND ADMIRAL THRAWN - Empire
HP: 26987
Protection: 30185 (34713 with Leadership)
Combined:  57172 (64898 with Leadership)
Speed: 150
Potency: 35%
Tenacity: 45%
Draining: 20% of damage dealt
Phys Crit Rate: N/A
Sp. Crit Rate: 15.83%

Passives:
Legendary Strategist (Leader) - All Empire allies have +15% Max Protection and +25% Offense. Gain 20 CT whenever a status effect is used against them (doesn't have to hit). Whenever a status effect is expired from an Empire ally, that ally recovers 2% Protection. As long as Thrawn is alive he grants all Empire characters the "Maneuver" ability.

Maneuver dispels all debuffs on a character who uses it and they gain 50 CT after use. 3 turn Cooldown on use.

Ebb and Flow - Thrawn has 100% Counter chance, +100% Tenacity and -50% Speed while any enemy is suffering from Fracture (more on this later). Whenever an Empire ally uses a Special ability and Thrawn is active, that character gains 15 CT and both Thrawn and the Fractured character lose 15 CT.

Abilities:
Manipulate  - 8896 Special damage damage. Adds Speed Up to the target for 1 turn. When the Speed Up expires, the target is Ability Blocked for 1 turn. If the target already has Speed Up, this attack Stuns for 1 turn instead. These effects cannot be resisted. Against Raid bosses, this attack inflicts Defense Down for 2 turns instead.

Fracture - 3599 Special Damage for 4 hits (combined 14396). Dispels all buffs on the target, inflict Fracture to the target and removes 50 CT. Fracture lasts until the start of Thrawn's next turn (or until he is defeated). This attack cannot be resisted. 3 turn Cooldown on use.

Fracture sets the speed of the enemy to 0 and stops them from gaining any CT while in effect. They also cannot receive buffs or perform assists as long as the effect persists. On Raid bosses, it reduces the boss speed by 50%, stops buffs and reduces the boss' counter chance by 30%.


Grand Admiral's Command - Thrawn swaps turns with another ally. Both recover 40% Protection. 3 Turn Cooldown on use.

Comments:
He's the toughest legendary character to acquire (the fights with him are hard), but it's also not too surprising to see why. Thrawn is at his best in a team, where his Fracture command essentially shuts down a target for at least a turn. It's possibly longer due to his Ebb and Flow passive and it works on every PC since it can't be resisted. On Raid Bosses, the minus 30% Counter chance and -50% Speed are big deals since it slows down how much damage they deal and how early they become enraged.

In a duel, Thrawn is much less good. Fracture doesn't automatically let him win, but what it does is it gives him a built-in 4-3 against anyone who has the same speed that he does. In order to complete negate this turn advantage, you have to double his speed, so this is very unlikely to happen. Other than that does, he does good damage, solid durability and his base speed isn't terrible either. The speed up basic into Ability Block is cute, but it's more likely to net him a death sentence if he's up against someone who really takes advantage of it. The stun does play into his turn game and lets him lap more frequently. Probably a Low Heavy is my guess. He also discourages status to be used against him, lest you want to help him restore his shielding.


GRAND MASTER YODA - Republic, Jedi
HP: 28667
Protection: 16325
Combined:  44992
Speed: 157
Potency: 51%
Tenacity: 39% (69% with leadership)
Draining: 5% of damage dealt
Phys Crit Rate: 24.17%
Sp. Crit Rate: 16.67%

Passives:
Grand Master's Guidance  (Leader) - All Jedi allies gain 30% Tenacity and whenever they resist a status effect, they gain 30 CT. Whenever they are hit by a debuff, they gain Tenacity Up for one turn at the end of that turn.

Abilities:
Ataru  - 4457 Phys damage. As long as the target has more than 50% of their Max HP, Master Yoda gains Foresight for 2 turns and recovers 40 CT.

Masterstroke - 2583 MT Special Damage. For every positive effect the target has (with the exception of Unique effects), Yoda also gains those effects for 3 turns. 3 turn Cooldown on use.

Unstoppable Force - 5338 Special Damage. 70% chance to reduce 70 CT from the target. If the target has less than 100% of their  HP, they are also stunned for 1 turn. 4 turn Cooldown on use

Battle Meditation - Yoda gains Tenacity Up and Foresight for 2 turns. For every non-unique buff currently on Yoda, spread all these effects to all allies (Taunt/Stealth are exceptions). Master Yoda has a 50% chance to recover 35 CT. 4 turn Cooldown on use.

Comments:
Get rekt, you will. Master Yoda is very interesting as a dueler, even though this is a phone game. There are a couple of things that make him quite nasty. Compared to Palps, Yoda trades in some durability and status control for better speed and more status resistance. This works better with Yoda's game which is more about outlasting. First, Ataru pretty much means that unless you are significantly faster than Yoda, you'll always be fighting him at 50% MHP if not less. Foresight that doesn't wear off for 2 turns providing perfect Evade and MEvade makes it very tough to actually hit him. Then once his Foresight generation stops, his Unstoppable Force pretty much will set you back by 2 turns - 1 from the Stun and the second from the CT loss. This means, by the time you can FINALLY hit Master Yoda, you've lost 50% of your HP and another 2 turns. You can't really status him due to Battle Meditation (or at the very least, its tough) and buffing against him is dangerous since he can steal all your buffs. Multi-hit attackers do get around his tricks and he's not terribly durable, but yikes, what a monster. High Heavy


GRAND MOFF TARKIN - Empire
HP: 25156
Protection: 23132
Combined:  48288
Speed: 134 (164 with Leadership)
Potency: 43%
Tenacity: 41%
Draining: 20% of damage dealt
Phys Crit Rate: 23.83%
Sp. Crit Rate: N/A

Passives:
Tighten the Grip - All Empire allies have +30 Speed and inflict Defense Down and Expose for 2 turns on enemies that fall below max HP whenever an empire ally receives a turn. These effects can't be resisted.

Callous Conviction - Tarkin gains a +% Defense bonus equal to his Potency. He gains +20% Potency for each debuffed enemy.

Abilities:
Grand Moff's Attack  - 4496 Phys damage. Gains 10% more power for each living ally. Tarkin gains +50% Potency until the next time Ultimate Firepower is used. This effect stacks cumutively.

Ultimate Firepower -  1584 MT Special Damage. Removes 50 CT to all enemies. This attack gains power equal to Double Tarkin's Potency percentage. 4 Turn Cooldown on use.

Intimidation Tactics - Tarkin gives himself Potency Up for 3 turns, then inflicts Critical Chance Down and Offense Down to all enemies. For each debuffed enemy, Tarkin recovers 15 CT. Rebel enemies cannot resist these debuffs. 3 turn Cooldown on use

Comments:
Once upon a time, Tarkin was utter garbage. He was basically a guy you used for ships maybe, but he was so awful as a PC that it was considered a waste of time to invest in him. When the Empire faction got reworked back around May, Tarkin received a complete makeover, and boy, is he actually good now. Now he's the go-to guy for ships and there are even some end game comps with him that rock PvE.

Intimidation Tactics is an excellent crowd control maneuver since it neuters the opposition's offense, and the more enemies there are, the more value it gets. Then when enemies are debuffed, Tarkin can use his pistol to build up his giant orbital cannon to nuke your entire team into oblivion. In the DL, his leadership and unique do amazing things since the leadership makes it such that he will always do pretty good damage from the Expose and the unique gives a big boost to his longevity. My guess is that he's some flavour of a High Middle. The speed + expose damage + threat of a big damage nuke makes him pretty neat. God help you if you're in a team match with him and you can't KO him quickly.


GREEDO - Bounty Hunter, Scoundrel
HP: 25121
Protection: 15733
Combined:  40854
Speed: 134
Potency: 39%
Tenacity: 39%
Draining: 10% of damage dealt
Phys Crit Rate: 37.92% (52.92% with unique)
Sp. Crit Rate: N/A

Passives:
Ambuscade  - All Scoundrel allies have +50% Crit Damage

If at First you don't Succeed... - Greedo has +15% Crit and a 50% chance to attack twice whenever he crits.

Abilities:
Who Shot First?  - 6231 Phys damage. 45% chance to gain Evasion Up.

Thermal Detonator -  10% of target's Max HP as Physical Damage. Places 2 thermal detonators on all enemies, that explode after 2 of their turns. When they explode, Greedo has a 40% chance to gain 25 CT. 5 turn Cooldown on use.

Comments:
Poor Greedo. He is always shafted, whether it be in the movies or in this game. You might have noticed for example, Greedo's Leadership ability is basically a discount Boba Fett. You may have also noticed that aside from Who Shot First? Greedo doesn't do much. Doing 20% of a target's Max HP after a 2 turn wait is awful. Incidentally, Thermal Detonators are probably the least understood mechanic in the game as I have not been able to find any notes regarding how much damage they do. Since Thermals can be resisted, this leaves Greedo with pretty much nothing but hoping he rolls for double shots. DL wise, he's some flavor of Light. Might be a High Light, but basically having nothing but a decent basic kinda dooms him. Oh well, at least his name is First?!

HAN SOLO (EP IV) - Rebel, Scoundrel
HP: 26003
Protection: 21291
Combined:  47294
Speed: 136
Potency: 12%
Tenacity: 35%
Draining: 10% of damage dealt
Phys Crit Rate: 56.96% (76.96% with unique)
Sp. Crit Rate: N/A

Passives:
Shoots First  - Han has a 35% Counter Rate and +20% Crit. At the start of each fight, Han takes an immediate turn (First Strike), where he ignores Taunts but can only use his basic. During this turn, his attack has 100% Stun that cannot be Resisted. The first time each turn Han attacks with his basic, he takes a second shot, dealing 50% less damage.

Abilities:
Quick Draw  - 4617 ITE Phys damage. If the target has less than 50 CT, Han deals 75% More damage. If the target has less than 50 CT, Han delays the target by 35 CT.

Deadeye - 9232 Physical Damage. Stuns the target for 1 turn. Han recovers CT equal to his Crit rate. 3 turn Cooldown on use.

Never Tell Me the Odds - All allies gain Critical Chance Up and Evade Up for 2 turns. Han recovers 50 CT and receives Critical Damage Up as well for 2 turns. 4 turn Cooldown on use.

Comments:
I hope you have some Crit immunity cause Han hurts like a freight train. ~75% crit, which he can then boost it some more (never tell him the odds!) to near 100. At which point, every hit he makes hurts like bricks and Deadeye suddenly has pretty much an instant turn after. The first turn helps the damage race to boot. Han's problem? He's all physical and his speed is merely average. Still, he reminds me a little of Lawfer. Killer damage out by turn 2 by very one dimensional.  Heavy

STORMTROOPER HAN SOLO (STHan) - Rebel, Scoundrel
HP: 30484
Protection: 22350
Combined:  52384
Speed: 126
Potency: 26%
Tenacity: 28%
Draining: 15% of damage dealt
Phys Crit Rate: 38.46%
Sp. Crit Rate: N/A

Passives:
Plan B (Leader)  - All allies have +40% Defense when over 50% Max HP and +35% Offense when below.

Bluff - STHan has a 25% chance to remove 30 CT from all enemies at the start of his turn. Whenever STHan takes damage, he recover 5% Protection and has a 25% chance remove 10 CT from all enemies.

Abilities:
Wary Shot  - 3710 Phys damage. Has a 70% chance to gain 35 CT

Draw Fire  - Gains Taunt for 3 turn and grants all allies 30 CT on use. During this time, whenever STHan is damaged, all allies gain 20 CT. 4 turn Cooldown on use.

Comments:
Han in a Stormtrooper outfit. He's devastating against a team that can't dispel taunts and was meta for awhile as a result. Instantly giving your team 30 CT and then 20 CT every time you are hit thereafter results in a very dead enemy team pretty quick since it leads to a lot of your own team's turns. He can also further reduce enemy CT when he's hit and Wary Shot helps speed him up for that Bluff effect to kick in. Pretty much a top tier Light pick. Light? LIGHT?! Well see how well these abilities translate to a duel when STHan is by himself. It says a lot about a character standalone when their best contribution in a team match is to effectively die. Standard Han is better when alone. Oh well, boring conversation anyway.


CAPTAIN HAN SOLO (EP:V) - Rebel, Scoundrel
HP: 27432
Protection: 32592
Combined:  60024
Speed: 129
Potency: 50%
Tenacity: 39%
Draining: 30% of damage dealt
Phys Crit Rate: 33.96% (48.96% with unique)
Sp. Crit Rate: N/A

Passives:
Nick of Time  - Captain Solo has +15% Crit chance and +30% Crit Damage. At the end of his turn, Han recovers HP equal to 10% of his Max health. If Han is at full health, then the least healthy ally is healed instead. Whenever Captain Solo uses his basic attack, he gains +10% Max HP for 3 turns. This effect can stack cumulatively.

Abilities:
Disabling Shot  - 3069 Phys damage. Inflicts Daze on 2 turns. If target is Empire affiliated, then this attack becomes ITE, gains double the damage and its status effect becomes irresistable. If Captain Solo is at max HP, recover 30 CT.

Hunker Down - Dispels all debuffs on Captain Solo and target other ally. Both Captain Solo and target other ally recover HP equal to 40% of Captain Solo's Max HP and gain 25 CT. If either target was already at full health, then recover 20% Protection instead. This ability's cooldown is reduced by 1 whenever an ally suffers from a status effect. 10 Cooldown on use.

Search and Rescue - Revive a random defeated ally at 1% HP. If that ally is a rebel, Restore 50% HP and grant them 50 CT. 6 turn Cooldown on use.

Comments:
Unlike say Commander Skywalker and Officer Leia, Captain Solo is clearly a downgrade since its quite evident he is meant to be a team supporter/healer. This has horrible translation issues in the DL, including cooldown times that effectively become OPB, abilities that basically do nothing and really bad damage. In a team, he gets much more interesting because Hunker Down now has a much faster recharge rate and the revival actually has use - even if its 1%! It gives characters like Raquel an instant turn and others like Harken killer damage. Alone though, yeah, he's bad. Light. Oh well, he can at least stick to his Ep: IV form.


OLD MAN HAN SOLO (EP:VII) - Scoundrel
HP: 26054
Protection: 31152
Combined:  57206
Speed: 145
Potency: 47%
Tenacity: 33%
Draining: 20% of damage dealt (70% with unique)
Phys Crit Rate: 36.42% (61.42% with unique)
Sp. Crit Rate: N/A

Passives:
Partner in Crime - Han has +25% Crit Chance and +50% Health Steal. Whenever Old Man Chewbacca takes damage, Old Man Han gains 20% Crit Damage. This effect keeps stacking until he scores a crit. When Old Man Chewbacca is defeated, Old Man Han gains 2 instant turns and refreshes all his cooldowns.

Swindle - Whenever an enemy gains a buff, Old Man Han gains +25% Counter chance. Whenever Old Man Han is hit by negative status he gain+50% Defense until his next turn. Whenever Old Man Han gains any status effect, he receives 50 Armor Penetration. These effects keep stacking until the next time Old Man Han takes turn.

Abilities:
Trueshot  - 5080 Phys damage. 50% chance to attack twice. If the target is suffering from a status effect, the chance is doubled. If Han attacks twice, then he inflicts Stagger for 2 turns on his second attack.

Can I Try That? - 3374 MT Phys damage. Stuns the primary target for 1 turn and has a 80% chance to inflict Ability Block to all other targets for 1 turn. 3 turn Cooldown on use.

Comments:
Old Man Solo is built around the ever continuing Speed metagame. He has a lot of continuous stacking effects, which means that the longer it takes for him to take a turn, the more dangerous of a target he is until then. The problem with this strategy in-game and in the DL is that Old Man Solo isn't super durable. He's better than his EP IV form, but compared to other characters, he's around average. Maybe a little above. His other abilities help with that since Stagger can delay turns and his high health steal means he can recover HP pretty effectively. I'm not convinced though that this form is better than his EP IV form still. Probably a Low Middle of some sort.


HK-47 - Droid
HP: 25598
Protection: 30636
Combined:  56234
Speed: 103
Potency: 29%
Tenacity: 33%
Draining: 5% of damage dealt
Phys Crit Rate: 33.92% (63.92% with Leadership)
Sp. Crit Rate: N/A

Passives:
Assassin Droid Protocol (Leader) - All Droid allies have +30% Crit and whenever they crit, gain 50 CT

Reconstruction - HK-47 has a 75% chance to Revive with 30% HP the first time he is defeated

Abilities:
Superior Firepower - 4600 Phys damage. 55% chance to gain Offense up for 3 turns.

Meatbag Mayhem - 2555 MT Phys damage. 25% chance to inflict each of the following statuses for 1 turn: Ability Block, Speed Down, Offense Down, Defense Down, DoT. Against Jedi enemies, the chances are doubled. 3 turn Cooldown on use.

Comments:
HK is the undisputed Droid leader. His leadership is one of the best in the game by far since both IG bros have high crit rates, and it turns them both from being somewhat sluggish to having crazy fast recovery time like Quick Hit. In fact, the standard droid squad is IG-bros + HK + Jawa Engie, with Engie giving the team a starting 1st turn speed, then HK for sustained speed as the IG bros dish it out. The last person can be anyone, but usually is either Nebit or K2S0 as a tank.

ON HIS OWN THOUGH, wow is HK bad. He is slow as hell and his damage isn't good. Bad combo as previously noted. Also doesn't help the rest of his kit doesn't mesh well alone. Meatbag Mayhem is Cassian's Shock Grenade nerfed into oblivion and Reconstruction might as well not exist compared to Boba's Bounty Hunter's Resolve. In a team, these things aren't bad since it allows HK to prolong his time for the IG bros to do their job, but in a duel, it means he's stuck with a bad auto res and pretty much just a regular basic. Light.


IG-86 - Droid
HP: 24687
Protection: 17131
Combined:  41818
Speed: 119
Potency: 54%
Tenacity: 37%
Draining: 10% of damage dealt
Phys Crit Rate: 46.5% (50% with unique)
Sp. Crit Rate: N/A

Passives:
Droid Squad Tactics - IG-86 has +20% Crit damage. For each living Droid ally, he gains +4.5% Crit.

Abilities:
Precision Strike  - 6387 Phys damage. Has a +50% chance of scoring a crit

Assassin Droid Tactics - 7735 Phys damage. Calls another ally to assist. If the assisting ally is a droid, both attackers gain 75% Crit Damage. 2 turn Cooldown on use.

Comments:
Um...OW. IG-86 does one thing and one thing only. DAMAGE. Has a 100% Crit rate on his basic and with 20% more crit damage means that he deals about 10,000 damage regularly. In a duel, Assassin Droid Tactics still has use since IG-86 still gains the +75% Crit damage bonus. So every turn he hits like a brick and every other turn, those bricks becomes like tanks, hitting close to 15,000 damage. Unfortunately, IG-86 is sluggish and a little frail. He's most probably a Middle and would be higher if he can fix those but can't win 'em all.


IG-88 - Bounty Hunter, Scoundrel, Droid
HP: 23490
Protection: 14077
Combined:  37567
Speed: 127
Potency: 26%
Tenacity: 38%
Draining: 20% of damage dealt
Phys Crit Rate: 44.42% (64.42% with leadership)
Sp. Crit Rate: N/A

Passives:
Resourceful Pursuer (Leader) - All allies have +20% Crit and inflict a DoT when they score a crit.

Adaptive Aim Algorithm - IG-88 has +45% Crit damage. For every enemy suffering a negative status, IG-88 deals 20% more damage.

Abilities:
Mortal Wound  - 5447 Phys damage. Has a +60% chance to inflict Healing immunity for 2 turns.

Rapid Fire - 3391 MT Phys damage. 55% chance to inflict Ability Block for 1 turn and 50% chance to inflict Defense Down for 2 turns. 4 turn Cooldown on use.

Comments:
The other half of  the IG-bros team and he's the less impressive of the two in a duel. He's a little faster, but no where near as damaging and is somehow even more frail. This is trouble and probably brings him into the Light/Middle borderline. The Healing Immunity gives him something to work with, but otherwise, IG-88 doesn't really shine standalone. He needs to be in a group and against multiple enemies so his MT and unique have a bigger effect.


IMA-GUN DI (IGD) - Republic, Jedi
HP: 34443
Protection: 28875
Combined:  63318
Speed: 125
Potency: 34%
Tenacity: 31%
Draining: 20% of damage dealt
Phys Crit Rate: 30.96%
Sp. Crit Rate: N/A

Passives:
Jedi Strategist (Leader) - All Jedi allies have +35% Counter Chance, +25% Counter damage and +30 Defense

Last Stand - Whenever he receives a critical hit, Ima Gun Di recovers 15% of his Max HP for 3 turns.

Abilities:
Sunder - 5383 Phys damage. 50% chance to inflict Defense Down. Against Droid faction characters, this attack deals 100% more damage and has a 100% chance to inflict Defense Down.

Rebuke - 8632 Phys damage. Adds Defense Up to all allies for 3 turns.  3 turn Cooldown on use.

Comments:
On paper, IGD is actually pretty solid. His counter chance is low, but he has pretty good durability and defense up buffing, which gives him more chances to dish out the counters. His Last Stand unique makes him more sturdy since he will recover HP after taking a crit, which means more counters. In practice, IGD isn't as amazing because the Jedi faction is pretty weak overall. In the DL, he's solid and probably a decent enough Middle. His damage isn't junk, so getting a few extra swings in here (compared to say Kit Fisto) matters more. Also helps that the rest of his kit synergizes more than the other Jedi scrubs.
« Last Edit: December 01, 2017, 03:18:07 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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Re: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker
« Reply #3 on: October 30, 2017, 02:48:44 PM »
JAWA ENGINEER - Jawa
HP: 24555
Protection: 16561
Combined:  41116
Speed: 153 (163 with unique)
Potency: 43%
Tenacity: 35%
Draining: 10% of damage dealt
Phys Crit Rate: 24.21%
Sp. Crit Rate: N/A

Passives:
Crunch Time  - Jawa Engineer has +10 Speed for every Droid and Jawa ally.

Abilities:
Miniaturized Detonator  - 5% of target's Max HP as Physical Damage. Places 1 thermal detonator on the target, that explodes after 1 enemy turn.

Patch Up  -  Revives a random droid ally at 1% Max HP, then recovers the entire party for 30% of their Max HP. 4 turn cooldown on use.

Recalibrate - All allies gain Crit Chance Up for 2 turns. All Jawa and Droid allies gain 45 CT. 5 turn Cooldown on use.

Comments:
Aaaaaand here's probably the character with the absolute worse DL translation. Jawa Engie is considered a staple in Droid teams and is often the lynchpin of them thanks to his special Recalibrate. With that, he instant grants the entire team a near half turn, which means that only Jawa Engie has to go fast before the entire team moves. And thanks to his unique stacking up to a maximum of +50 Speed, this is relatively easy to do. Then once all your droid allies go, he can just sit back and watch the carnage unfold.

In the DL, um...5% max HP damage over 2 turns from an effect that can be RESISTED is Alfred Shroedinger's level of awful. And he has NOTHING else that can do damage. Fail. The icing on top of this shit sundae? None of his other abilities do anything for him, so he literally just flails around throwing 5% bombs. Are we sure this is NOT Alfred Shroedinger? *checks*. Nope, Engie at least has speed. Puny.


JEDI KNIGHT ANAKIN - Republic, Jedi
HP: 25059
Protection: 25181
Combined:  50240
Speed: 144
Potency: 41%
Tenacity: 41%
Draining: 10% of damage dealt
Phys Crit Rate: 45.71%
Sp. Crit Rate: N/A

Passives:
Always on the Offensive (Leader)  - All Jedi and Clone allies have +30% Offense and 20% more Critical Damage. Whenever an ally misses with an attack, they gain Advantage for 2 turns.

Righteous Fury - Whenever any ally's HP falls below 50% or is defeated, Anakin gets an instant turn and his next attack deals 75% more damage

Abilities:
Deft Bladework  -  5334 Phys damage. Inflicts Healing and Buff Immunity at 70% chance each.

Reckless Assault  -  5280 MT Physical Damage. For every critical hit scored, Anakin has a 25% chance to gain Advantage for 2 turns. For each enemy not hit, Anakin has a 20% chance to become Exposed. 3 turn cooldown on use.

Comments:
Thematically, Anakin is very cool and plays much like what you'd expect from him. In a duel though, he's pretty boring and not all that stand-out. He shuts down healing and buffing, but his other abilities really don't come into play and is probably more relegated to a High Light/Low Middle. In a team match though, he's very interesting. Righteous Fury is one of the best MT attacks in the game, so it makes Anakin as kind of an indirect tank. If you don't take him out first, he'll gain an instant turn, then smash your entire team with a powerful MT attack. And he can do it multiple times over the course of a fight to really wear you down.


JYN ERSO - Rebel
HP: 23250
Protection: 25787
Combined:  49307
Speed: 163
Potency: 0% (35% with Leadership)
Tenacity: 37%
Draining: 5% of damage dealt
Phys Crit Rate: 41.54%
Sp. Crit Rate: N/A

Passives:
Into the Fray (Leader)  - All Rebel allies have +35% Potency and restore 5% Protection whenever they receive a buff. Enemies that suffer a debuff on a Rebel character's attack have a 50% chance to become Exposed, which cannot be resisted.

Fierce Determination - Jyn is Immune to Stun and gains 10% Potency everytime she Crits.

Abilities:
Press the Attack  -  4113 Phys damage. Jyn has a 70% chance to gain Advantage for 2 turns.

Rebel Counterattack  -  3090 MT Physical Damage. Grants another ally 100 CT and Advantage for 2 turns. As long as Jyn scores at least 1 Crit on this attack, revive a random Rebel ally, restoring 20% of their MHP for every crit scored. 4 turn Cooldown on use.

Truncheon Strike - 5975 Phys damage. Jyn steals all CT from the target and adds it to her own for the next turn. If she scores a crit, stun the target for 1 turn. 2 turn Cooldown on use.

Comments:
Hey, guess who is the strongest character in the game? Yoda? Palps? Commander Skywalker? All three are possible picks, but I bet that you probably didn't see Rogue One's lead as being amongst that pack as well. What makes Jyn really good in a duel? TRUNCHEON STRIKE. This is essentially Rob Turn, with no chance of failure, no MP cost (so infinitely spammable) and Jyn can recover Protection as she's doing this. Steal all the target's CT, use the stolen turn with her basic (which can give her advantage resulting in a little healing), then wait for natural second turn to double. Truncheon Strike is now available again, so you can repeat this loop against anything it works on until they die. In-game this is not as effective since you're often dealing with multiple enemies. But in a duel, this tactic legitimately works. The major downfall to this is the same as other characters that utilize the same strat (Levin, Rean, Wisrapt) - either have really good evade (since Truncheon Strike is a physical. One of its disadvantages versus Rob Turn) or really good speed. Although it's a bit tougher in the latter category because Jyn is fairly fast herself and just being faster isn't enough either since if you can't constantly double, she will be repeating this loop for several cycles, which can result in a lot of Protection recovery. In a team match, she can revive and turn shift too. High Heavy/Low Godlike.


K2SO - Rebel, Droid
HP: 33243
Protection: 38185
Combined:  71428
Speed: 129
Potency: 47%
Tenacity: 41%
Draining: 20% of damage dealt
Phys Crit Rate: 25.83%
Sp. Crit Rate: N/A

Passives:
Enforcer  -  Whenever K2 attacks, he has a 75% chance to Taunt for 1 turn. If K2SO is buffed, increase this chance to 100%. The taunt is dispelled once K2 takes  damage.

Reprogrammed Imperial Droid - K2 has a 97.6% Counter Chance. If K2 is suffering from a status effect, this chance is halved. Whenever K2 takes damage, his max protection increases by 1%

Abilities:
Carboplast Composite Fist  - 3534 Phys damage. 70% chance to inflict Offense Down for 2 turns.

Conductive Charge  -  7253 Physical Damage. Dazes the target. If Cassian is deployed, he is called to Assist. 2 turn Cooldown on use.

Comments:
Trading in Dooku's status, K2 replaces that with around double the durability and a really hard hitting attack that shuts down other counter attackers. The Count is probably still better due to his speed, but K2 really makes things drag on and wear you out since he will drop your offense as he counters. The Max Protection boost is useless outside of Jyn lead so it likely won't ever matter in the DL either. But hey, at least its documented. Middle


KANAN JARRUS - Jedi, Phoenix, Rebel
HP: 31627
Protection: 35600
Combined:  67227
Speed: 95
Potency: 38%
Tenacity: 29%
Draining: 10% of damage dealt
Phys Crit Rate: 42.54%
Sp. Crit Rate: N/A

Passives:
Clear Mind  -  Kanan has 70% Counter Chance and restores 25% HP whenever he is hit by a status effect


Abilities:
Disarming Strike  - 3431 Phys damage. Inflicts Offense Down until Kanan's next turn. When this attack crits, the effect cannot be resisted. This attack gains +15% Crit Chance for every ally that is under full HP.

Intervene  -  7442 Physical Damage. Taunts for 2 turns and Dispels all debuffs on another target ally. When Kanan is under taunt, his tenacity is doubled. 3 turn Cooldown on use.

Total Defense - Dispels all debuffs on all Phoenix allies and gives them Defense Up for 3 turns. Kanan and another ally receives Foresight and Protection Up (40%) for 2 turns. When the Foresights expire from Kanan and the ally, Kanan gets an instant turn. All other Phoenix allies gain 50 CT. 3 turn Cooldown on use.

Comments:
Kanan's got a couple of cool tricks in that he's one of the few tanks that can restore heal (through Intervene). But like Baze, he's held back by 1 noticeable problem - he's ass slow. 95 Speed in this game is like 70% double turn speed, which is just extremely crippling regardless of whether you're in a duel or you're in a team. The silver lining to this is that Kanan has a good counter rate, which means that it hurts a little less, but he will still be slow at getting his specials out. The offense down on crit is pretty neat, but K2 has the same trick, a higher counter rate, better cooldown on his damaging special and more durability. In the end, he's most likely a High Light/Low Middle thanks to the counters + healing, but anemic speed and poor normal damage are not a good combo.


KIT FISTO - Republic, Jedi
HP: 28395
Protection: 30319
Combined:  58828
Speed: 120
Potency: 26%
Tenacity: 33% (58% with Leadership)
Draining: 10% of damage dealt
Phys Crit Rate: 35.92%
Sp. Crit Rate: N/A

Passives:
Jedi Protector (Leader)  -  All allies have +25% Tenacity. Jedi allies also gain 45 Defense

Superior Bladework - Kit Fisto has 35% Counter chance and +20% Offense

Abilities:
Lightsaber Mastery  - 4471 Phys damage. 30% chance to attack twice. Each hit has a 50% chance to gain 15 CT.

Turn the Tide  -  3214 MT Physical Damage. Adds Potency Up to all allies. 4 turn Cooldown on use.

Comments:
Kit Fisto is bad. He's not bad in that he's like Jawa Engie bad from poor translation. He's bad in the sense that he just doesn't do much and his kit is a mish mash of things that don't really work. About the only cool thing is that he has a 35% Counter chance and decent enough durability so he'll get a few more whacks than usual. But other than that, he really has nothing else. Light.

KYLO REN (EP VII) - First Order
HP: 24744
Protection: 32983
Combined:  57727
Speed: 128
Potency: 35%
Tenacity: 25%
Draining: 10% of damage dealt
Phys Crit Rate: 31.58%
Sp. Crit Rate: N/A

Passives:
Unstoppable  - Whenever Kylo takes damage, he gains +50% Defense and +15% Offense for one turn and has a 50% chance to reset his cooldowns. For every status effect inflicted on to Kylo, he gains +10 Speed. Kylo takes greatly reduced damage from percentage health damage (about 1% of original value) and receives a DoT for 2 turns whenever he uses a special ability


Abilities:
Ragged Cut  -  4086 Phys damage. 75% chance to Inflict Healing Immunity for 2 turns and DoT for 3 turns

Lash Out  -  3456 MT Physical Damage. Gain Retribution for 2 turns. This attack cannot crit, but it gains a damage bonus equal to 50% of Kylo's Critical Damage. All First Order allies and allies with advantage gain 25 CT. 4 turn Cooldown on use.

Outrage  -  7079 Physical Damage. Stuns target for 1 turn and restores Protection equal to damage dealt. If Kylo is below full health, this attack gains 75% more damage. 3 turn Cooldown on use.

Comments:
Weird, but good. Like Anakin, also a very thematic dueler in that he hurts himself to get stronger. He heavily punishes those with low damage since he then just spams Outrage all day and status effects that don't incapacitate him only power him up. Healing Immunity further discourages those that might want to get into stallfests with him. Speed is okay, and probably his only downfall off hand, but they have to balance him somehow with his crazy unique. Probably a Heavy of some variety.


LANDO CALRISSIAN - Rebel, Scoundrel
HP: 23447
Protection: 19333
Combined:  42780
Speed: 115 (130 with Leadership)
Potency: 44%
Tenacity: 31%
Draining: 15% of damage dealt
Phys Crit Rate: 44.17% (59.17% with Leadership)
Sp. Crit Rate: N/A

Passives:
Fast and Loose (Leader)  - All Rebel and Scoundrel allies  have +15 Speed and +29% Critical Damage

High Roller - Lando has +15% Crit. Whenever he scores a crit, Lando gains Critical Chance Up for 2 turns.

Abilities:
Gambler's Shot  - 4471 Phys damage. +30% Crit rate on this attack.

Double Down  -  3214 MT Physical Damage. If this attack scores more than 1 critical hit, it is instantly refreshed and the next time Lando uses this attack, it gains +100%  damage. 3 turn Cooldown on use.

Comments:
Before the days of all the AoE countering, let me tell you about what the meta looked like. It came down to how fast your Ackbar and Lando were. Faster Ackbar does Tactical Genius, then Lando does 2x Double Down and pretty much wipes out your team. The solution before the introduction of creating counters around MT was to just get a faster Ackbar/Lando combo. As for how he performs alone, well, he's basically Han minus. Doesn't have the First Strike Stun, lower overall crit rate, but can still hit pretty hard. Still unlike Han's crit parade, Lando's probably a Light/Middle borderliner most likely. Less speed and durability too.


LOBOT - Rebel
HP: 28395
Protection: 16056
Combined:  44451
Speed: 120
Potency: 40%
Tenacity: 33%
Draining: 5% of damage dealt
Phys Crit Rate: 22.54%
Sp. Crit Rate: N/A

Passives:
Cloud Computing - All droid allies gain 25 Speed and +10% Potency

Parallel processing - Lobot has +5.5% speed and +5 Tenacity for each Droid ally

Abilities:
Calculated Aggression  - 3431 Phys damage. 80% chance to inflict Offense down for 2 turns.

Optimize  -  Dispels all negative status effects from all allies. Each ally recovers 7% of their Max Health for each effect dispelled this way. Lobot then gains 8 CT for each living Droid ally, while all Droids gain 4 CT per living Droid ally.  3 turn Cooldown on use.

Comments:
More like LOLBOT amirite? Someone once referred to Lobot as the Walmart Brand Ackbar, which would imply he's probably a Low Light. That's a pretty good descriptor I feel. The salt in the wound here is that his abilities also don't translate in the DL. Check out his amazing passives that don't benefit him and his awful damage. In-game if you're using droids, you run Jawa Engie and HK for speed. Lobot is one of those guys that desperately needs a re-work and it shows.


LOGRAY - Ewok
HP: 28431
Protection: 30052
Combined:  58483
Speed: 127
Potency: 53%
Tenacity: 44%
Draining: 15% of damage dealt
Phys Crit Rate: 26.25%
Sp. Crit Rate: N/A

Passives:
Shaman's Insight - Whenever an Ewok ally scores a Crit, Logray gains 5 CT. As long as Logray is active, whenever an Ewok ally scores a Crit, they gain Health up for 2 turns. At the end of their turn, all Ewok allies with Health Up recover 10% HP.

Abilities:
Mystical Strike - 4267 Phys damage. Gain Tenacity Up for 2 turns. If an Ewok ally calls Logray to Assist, they also gain Tenacity Up for 2 turns.

Hypnotize  -  Inflicts Daze to all enemies for 2 turns. Against the primary target, this attack also Dispels all their buffs and removes 100 CT. 3 turn Cooldown on use.

Prophetic Visions - All allies gain 20 CT. Ewok allies also gain Foresight, Advantage and Offense Up for 2 turns. 4 Turn Cooldown on use.

Comments:
One of other newly introduced Ewoks (with Paploo and Wicket), Logray is the support engine of the group. In a duel, he's largely status immune if he gets to go first, thanks to built in Tenacity Up on basic. Other than that, he has utility, but I'm not sure. He just doesn't have a lot of damage altogether, which probably hurts him quite a bit more since none of his abilities stand out as a dominant tactic. Mm...Low Middle?


LUKE SKYWALKER (FARMBOY) - Rebel
HP: 24870
Protection: 19920
Combined:  44790
Speed: 125
Potency: 31%
Tenacity: 35% (85% with Leadership)
Draining: 15% of damage dealt
Phys Crit Rate: 46.88% (71.88% with Unique)
Sp. Crit Rate: N/A

Passives:
A New Hope (Leader)  - All allies have +50% Tenacity. Whenever an ally resists a status effect, they gain advantage for  2 turns.

Draw a Bead - Luke has +25% Crit. At the start of each of his turns, Luke gains +10% Critical damage (stacking) until the end of the battle.

Abilities:
Frontier Marksmanship  - 5495 Phys damage. On a crit, Luke gains 40 CT and inflicts DoT for 3 turns.

Bullseye  -  7603 Physical Damage. Inflicts Defense Down and Speed Down for 2 turns. If this attack scores a crit, Stun the target for a turn. If not, dispel all buffs  from the target. 3 turn cooldown on use.

Comments:
If Lando is a poor man's version of Han, then Farmboy Luke is basically discount Lando. He does better here since his special actually matters and hits pretty hard, but there was a reason why Farmboy Luke was worse than Jawas in-game before his rework. Overall in the DL, he suffers from the sin of just being boring. He will crit pretty often and pump out good damage, but he really doesn't do much else. There's an occasional stun and almost half turns from crits in there I guess, so he's probably better than Lando. Doesn't matter though since he never wants this form. Low Middle


COMMANDER SKYWALKER (EP: V Luke) - Rebel
HP: 25266
Protection: 30107
Combined:  5533
Speed: 152
Potency: 11% (51% with unique)
Tenacity: 33% (133% with unique)
Draining: 10% of damage dealt
Phys Crit Rate: 46.92%
Sp. Crit Rate: N/A

Passives:
Rebel Maneuvers (Leader)  - Rebel allies have +50% Counter chance, +50% Defense and +15% Offense. Whenever an enemy resists a status effect, all Rebel allies gain 5 CT.

Learn Control - When Luke is not in "Call to Action" stance, he has 50% Counter chance, 50% Crit Avoid,+50% Defense and +100% Tenacity. Anytime a Rebel ally takes damage, Commander Skywalker gains 10 CT

It Binds All Things - Luke has +40% Potency. Whenever Luke resists a status effect,  he recovers 5% HP and 5% Protection. Whenever Luke succeeds with a status effect, he gains 10CT and all other allies gain 5 CT.

Abilities:
Destined Strike  - 5635 Phys damage. Inflicts Speed Down and Defense Down on an enemy. If the target is already suffering from speed down, they lose 30 CT. If the target was already suffering Defense Down, they are stunned for 1 turn.

Use the Force  -  9422 Physical Damage. Dispels all buffs from target and removes 100 CT (cannot go below 0). Inflicts Buff immunity and Tenacity Down for 2 turns. This ability's cooldown is reduced by 1 if they are not at full health. 4 turn Cooldown on use.

Call to Action - Luke enters "Call to Action" stance and instantly gains an immediate turn and recovers 40% HP  and 40% Protection.While this buff is active, Luke ignores Taunts on his turn, has +50% Accuracy,+50% Crit and +50% Critical Damage.Because this is a stance ability, it cannot be prevented or dispelled and the effect remains until the next time Commander Skywalker activates this ability. 4 turn cooldown on use.

Comments:
He's not called the "best character in the game" without reason. Look at his abilities. He essentially has the perfect balance of offense and defense and his uniques give a lot of CT to team members and makes normally beneficial buffs suddenly have big drawbacks. Alone, he's still a monster. Pretty much status immune thanks to the 100% Tenacity bonus, is fast in practice due to all his CT giving passives (he essentially gains 10 CT pretty much every time he attacks) and his damage is quite brutal thanks to the constant counters to all types of damage. Use the Force into Destined Strike means that the enemy loses like 3 turns before getting a chance to do anything and if they give him a chance to enter Call to Action first, he will pretty much guarantee crit for around 20000 damage. As if that wasn't enough, he can heal himself *psyduck*. High Heavy

LUMINARA UNDULI - Republic, Jedi
HP: 23103
Protection: 20355
Combined:  43458
Speed: 124
Potency: 36%
Tenacity: 24%
Draining: 5% of damage dealt
Phys Crit Rate: 42.67%
Sp. Crit Rate: N/A

Passives:
Elegant Steps (Leader)  - All Jedi allies have +15% Evasion and recover HP equal 8% of Luminara's Max HP at the start of their turns. Non-Jedi allies receive half of this bonus. Whenever any ally gains a buff they do not have, they receive a Regen effect (5%_)for 2 turns)

Abilities:
Flow of the Force  - 4846Phys damage. 50% chance to gain Evade Up for 2 turns.

Force Blast  -  7167 Physical Damage. Inflicts Ability block for 1 turn. 2 turn Cooldown on use.

Master Healer's Blessing - MT Healing that restores HP equal to 45% of Luminara's Max HP. All allies also receive a regen effect (20%) for turns for their next 2 turns. 4 turn Cooldown on use.

Comments:
There was a point in time, before Protection was introduced when every squad had a Lumi or Barriss. She's universally considered the "best healer in-game" but as the meta evolved, this title means very little nowadays. Now, 45% of her max HP worth of healing is basically nothing since when HP is finally hit, you would have already lost about half your actual durability pool.  All that is left then is a mediocre attacker who is poor at bursting.

In the DL though, this doesn't really bother her. The healing is a mis-mash. If you see it effecting one pool, it's ridiculously potent. 85% Healing essentially makes it tough for resource intensive duelers to put her down. If you see there being two pools, it's basically a 50% heal or something, which is kinda inconsequential, but she has other things she's bringing to the table that matter more here. These include her 15% Evade and chance of Evade Up boosting along with the ability to use special abilities every other turn. Overall, probably a Middle, but not a super strong one.


MACE WINDU - Republic, Jedi
HP: 26454
Protection: 21383
Combined:  47837
Speed: 123
Potency: 46%
Tenacity: 47%
Draining: 5% of damage dealt
Phys Crit Rate: 21.21% (30.21% with Leadership)
Sp. Crit Rate: 13.96% (22.96% with Leadership)

Passives:
Vapaad (Leader)  - All Jedi allies have +20% Offense and +9% Crit. Whenever they score a crit, restore 5% Max HP.

Shatterpoint - At the start of each turn, Mace has a 45% chance to Expose a random target until the end of his turn. This effect cannot be resisted. Whenever Mace attacks an Exposed enemy, he gains 25 CT

Abilities:
Invincible Assault - 4565 Physical damage. When Mace has greater than 50% Max HP, this attack deals 50% more damage. When he has below 50% max HP, this attack drains 70% of the damage dealt as HP recovered.

Smite  -  7686 Special Damage. Removes all positive status effects from the target. 3 turn Cooldown on use.

Comments:
Mace Windex has got to be the most disappointing character in this game. Everything about him is pretty awful: Bad damage (he loses to K2S0), his durability (especially for a tank) and heck, even his other abilities or really boring (lol 3 turn cooldown dispel). In the DL, 45% chance for 20% Max HP damage is really garbage when you consider Tarkin has that at a 100% chance. And the best part? He's been reworked TWO TIMES already. Clearly, CG/EA needs to hire Laggy to fix this one. On yeah, rank. Uh...some sort of Light probably.


OBI WAN "BEN"  KENOBI (Ep IV Old Ben) - Jedi, Rebel
HP: 26248
Protection: 31339
Combined:  57587
Speed: 118
Potency: 35%
Tenacity: 45%
Draining: 20% of damage dealt
Phys Crit Rate: 30.13%
Sp. Crit Rate: N/A

Passives:
Old Jedi Knight (Leader)  - All allies have +15% Evade. Whenever they evade an attack, gain 30 CT.

If You Strike Me Down - When a Rebel or Jedi ally takes damage, Ben gains 5 CT. The first time Ben is defeated, he grants all allies Offense Up and Speed Up for 2 turns  and they instantly recover 50% Health, 50% Protection and 25 CT.


Abilities:
Elegant Form - 3973 ITE Phys damage. Inflicts Evade Down for 2 turns and gives Ben Potency Up for 2 turns.

Mind Trick  -  Inflicts Ability Block for 1 turn, Offense down for 2 turns and has an 80% chance to remove 60 CT from all enemies. For each effect resisted, Jedi and Rebel attacks gain 3 CT. This attack cannot be evaded. 5 turn Cooldown on use.

Devoted Protector - Ben Taunts for 2 turns. When his taunt expires (through duration or being dispelled), Ben re-Taunts for 1 turn. Grants all allies Defense Up  on use for 2 turns. 4 turn Cooldown on use. .

Comments:
Old Ben is pretty bad by himself due to the low damage and a lot of the cool stuff he does bring to the table is ineffective in a duel. The Mind Trick and evade might let him win some Light/Middle borderline scrubfests, but the rest of his kit is very much tailored to a team match. Buffs on death + taunts + CT granting passive on resist means that Old Ben is a big pain to deal with if you don't have the tools to handle him. And if you're too slow in taking out important targets, that just let's him Mind Trick again, which is dangerous. In the past, there used to be a tactic called the "Ben Bomb" where you leave Ben pretty weak so he can be defeated instantly when struck. This actually was a legit counter to the Lando/Ackbar meta since it made using Lando's AoE trigger a big counterbuff and might let the enemy gain lost ground.


GENERAL OBI WAN KENOBI (EP: III ) - Republic Jedi
HP: 31124 (40461 with Leadership)
Protection: 44728
Combined:  75852 (85189 with Leadership)
Speed: 127
Potency: 0%
Tenacity: 36%
Draining: 10% of damage dealt
Phys Crit Rate: 23.63%
Sp. Crit Rate: N/A

Passives:
212th Battalion Commander (Leader)  - All Jedi and Clone allies have +30% MHP and +70% Defense. After a Jedi ally uses a team healing special ability, all other allies at full health are called to Assist, dealing 50% less damage. When a Clone Trooper uses a special ability, they gain a buff based on their role for 1 turn (Attacker - Advantage, Support - Stealth,Tank - Taunt)

Soresu -General Kenobi has a 65% chance to gain Foresight for 2 turns at the end of each of his turns. Whenever another ally is hit by crit and General Kenobi is alive, they gain crit immunity for 1 turn and General Kenobi Taunts until his next turn.

Abilities:
Intuitive Strike - 3155 Phys damage. 75% chance to grant Foresight to a random ally that doesn't have it for 2 turns. If all allies are buffed, deals double damage

The Negotiator  -  General Kenobi removes all debuffs from all allies and replaces them with buffs of the opposite effect. Allies who were not under a negative status effect gain Retribution for 2 turns. General Kenobi gains 50 CT after use. 4 turn Cooldown on use.

Lead the Charge - 4786 Phys damage. Gives Offense Up to a random other ally for 2 turns. Then, calls other buffed allies to assist, dealing 30% less damage. 4 turn Cooldown on use.

Comments:
Obi Wan in his prime. And...he's quite a bit better isn't he? Better durability, speed and pretty much everything whether alone or in a team. General Kenobi gains the most when he's with his a group, because then all his Kenobi gangbang abilities will actually have a team of people attacking. Even at reduced damage, that's still going to hurt. Better yet, his constant bouncing taunt means its also hard to focus down on anyone, making it such that you want to take him down early. But he generates Foresight on his own pretty frequently,making him a giant pain to put down.

In a duel, Kenobi is a slower but far more annoying Yoda. Unlike Yoda, he has massive HP and  pretty much constant Foreisght uptime (70% from his basic + 65% from his passive means the chances of General Kenobi not having Foresight is a mere 10.5%) means that unless you constantly double him or have multi-hitting abilities, you are in for a loooooong battle. He can't be status'd effectively since the Negotiator wipes it out so it has to instantly incapacitate (instant death anyone?). On the plus side for rival duelers - Kenobi has low damage. So a strong damaging character can get through him even if they don't have the Belial Speed or Ghaleon Double Acts. High Heavy
« Last Edit: November 30, 2017, 03:06:16 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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Re: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker
« Reply #4 on: November 06, 2017, 06:17:55 AM »
PAPLOO - Ewok
HP: 32889
Protection: 38447
Combined:  71336
Speed: 108 (135 from Unique)
Potency: 40%
Tenacity: 43%
Draining: 5% of damage dealt
Phys Crit Rate: 45.5%
Sp. Crit Rate: N/A

Passives:
Don't Hold Back  - Whenever Paploo receives a status change, he recovers 5% HP and 5% Protection. Whenever Paploo should gain Stealth, he instead gains Taunt for 2 turns. As long as he is not under the Taunt Status, Paploo has +25% Speed.

Abilities:
Vigilant Strike - 1504 Phys damage. Gain Defense Up for 2 turns. If an Ewok ally calls Paploo for an Assist, he also gains Defense Up for 2 turns.

Diversion  -  8303 MT Physical damage. Inflicts Speed Down for 2 turns. Paploo gains Taunt for 2 turns. 3 turn Cooldown

Galvanize - Paploo and another ally dispel all debuffs. If the target other ally is also an Ewok, they perform an Assist and then gain 10 CT. 4 turn Cooldown on use.

Comments:
Another one of the Ewoks that was released under the revamp for them. Paploo is really weird in a duel, because his best damage actually weakens him by slowing him down. However, his regular physical is bad. Like how bad? It's probably the lowest damaging ability outside of Jawa Engie. It might even beat SRP and Barriss. That's a bad sign. It does add Defense Up though so optimally, he wants to use his basic before using his good damage. And then repeat this process. How well does it hold up? I'm not sure. He's very durable and speed is okay when he isn't under Taunt (in-game the speed reduction makes the Taunt last longer). But if his is okay, his damage blows chunks. Light.


PLO KOON - Republic, Jedi
HP: 25896
Protection: 22933
Combined:  48829
Speed: 114
Potency: 37%
Tenacity: 39%
Draining: 5% of damage dealt
Phys Crit Rate: 21.29%
Sp. Crit Rate: 16.04%

Passives:
Overwatch (Leader)  - All allies have a 55% chance to remove Stealth from each enemy at the start of their turn. If Stealth is dispelled in this way, they gain Offense Up  for 1 turn.

Abilities:
Quelling Blow - 5284 Phys damage. Dispels a random positive effect, with a 50% chance to dispel all positive status effects. If any effects were dispelled this way, Plo Koon gains Defense Up for 3 turns.

Force Judgment  -  2177 MT Special damage. 70% chance to inflict Offense Down on all enemies for 3 turns. 4 turn Cooldown on use.

Take Charge - All allies gain Defense Up for 4 turns. Clone and Jedi allies instantly gain 50 CT. All other allies gain 25 CT. 4 turn Cooldown on use.

Comments:
No one uses Plo Koon (his ship is another story). He's slightly better than the horrible abomination that is Eeth Koth, but Plo is pretty much just as awful. His dispel has a chance to dispel all status. Meanwhile Nihilus has a 100% to dispel all status. The only buff he gives is Defense Up, which isn't terribly good. He can inflict Offense Down! But it's not as good as say Savage or even Kanan. So what you have left is a guy who can do some what above average for basics and pretty much nothing else. His leadership is also useless. In the days of the Maul Stealth meta, Plo didn't even get used due to his stealth removal not being guaranteed and Maul hitting faction weakness. In short, he's a Light. Probably a bad one. Can have slap fights with Mace and Kit I suppose.


POE DAMERON - Resistance
HP: 25975
Protection: 25625
Combined:  51600
Speed: 150
Potency: 28% (43% with Leadership)
Tenacity: 44% (66% with Unique)
Draining: 10% of damage dealt
Phys Crit Rate: 38.25%
Sp. Crit Rate: N/A

Passives:
Ace of the Resistance (Leader) - All Resistance allies gain +30% Offense and +15% Potency

Stand Firm - Poe has +22% Tenacity and recovers 7.5% of his Max HP whenever he resists a negative status. If Finn is present, he also gets this bonus. When Poe loses Taunt, Finn gains Taunt for 1 turn.

Abilities:
Challenging Shot - 4972 Phys damage. 40% chance to inflict Offense Down for 2 turns. Double this chance if the target is suffering from a negative status.

Resistance Bravado -  Adds Taunt for 2 turns and removes 25 CT from each enemy while inflicting Buff Immunity on the Primary target. Then, has a 65% chance to inflict Expose on all targets for 2 turns. 4 turn Cooldown on use.

Comments:
Like Biggs and Wedge, Finn and Poe have some built in synergy, but their's is arguably much greater. Poe's taunt is really devastating - inflicting a bunch of status effects and then synergizes with Finn's leadership by giving the team Exposes to pop for immediate CT gain and ability refreshing. If in an all Resistance line up, Poe's turn is possibly the only turn where enemies gain any CT at all. While Biggs and Wedge can triple tap for murderous ST damage, Finn and Poe are all about stopping enemies from acting at all. Just..they require much more investment and the faction benefit is smaller (Rebels have many more characters vs. Resistance, which is limited to just 7).

On his own, Poe is...not good, but he's not bottom of the barrel. His durability is rather low for a tank, but he makes up for this by being quite quick. And unlike say ST Han, his Taunt is STILL useful due to all the effects it has. He's a Light, but possibly not a completely awful one.




PRINCESS LEIA - Rebel
HP: 24895
Protection: 15836
Combined:  40731
Speed: 164
Potency: 49%
Tenacity: 39%
Draining: 5% of damage dealt
Phys Crit Rate: 43.38% (63.38% with Leadership)
Sp. Crit Rate: N/A

Passives:
Heart of the Rebellion (Leader)  - All Rebel allies have +20% Crit

Against the Odds - Whenever Princess Leia attacks, she recovers 5% HP, 5% Protection and has a 55% chance to give all allies Crit Up for 2 turns

Abilities:
Hair Trigger - 4146 Phys damage. Leia has a 70% chance to attack twice and a 55% chance to attack three times. Each attack has a 50% chance to restore 10 CT.

Rebel Tactics  -  Leia gains Stealth and Critical Damage Up for 3 turns, then recovers 50 CT. If Leia is already Stealth'd, then receive an instant turn and gain Offense Up and Foresight for 3 turns. 3 turn Cooldown on use.

Comments:
Leia is your quintessential glass cannon (there will be more of these). She's one of the fastest characters in the game, and her basic attack has a decent chance to roll up to 3 hits. Since her crit rate is pretty high, she can unload massive damage in a very short period. Like all glass cannons, she doesn't really take hits well at all. In-game, she gets around this through Stealth, essentially escaping targeting. In the DL, she doesn't have this luxury. The 5% heals is kind of cute, but doubtful to matter in a real serious match up. Probably a Middle due to sheer blitzing power.


OFFICER LEIA ORGANA (EP V) - Rebel
HP: 28176
Protection: 36668
Combined:  64844
Speed: 152
Potency: 38%
Tenacity: 47% (107% with Leadership and Unique)
Draining: 20% of damage dealt
Phys Crit Rate: 32.21% (52.21% with Leadership)
Sp. Crit Rate: N/A

Passives:
Battlefront Commander (Leader)  - All Rebel allies have +20% Crit and Tenacity. Whenever a Rebel ally takes damage from an Empire enemy, they have a 50% chance to gain Foresight for 2 turns. The first time each turn a Rebel ally resists a detrimental effect, they gain 30 CT.

Dauntless - Officer Leia has +10% Offense and +40% Tenacity. The first time Leia resists a status effect or suffers from one, she gains 15 CT and 35% Offense until her next turn.  This offense boost can stack continuously.

Abilities:
Hold Off - 4146 Phys damage. Inflicts Buff immunity for 2 turns and recovers 10 CT. Officer Leia gains and additional 10 CT if the target has full health and another 10 CT if the target is Empire

Rebel Barrage - 2959 Phys damage for 10 hits on random targets. Enemies struck by more than one attack suffer Ability Block for a turn. This ability's cooldown is reduced by 1 whenever Officer Leia scores a crit or suffers a status effect. This attack cannot be countered. 14 Turn Cooldown on use.

Comments:
Lol. More 'DL inflating dueling worth versus in-game performance' happening here. I'll give you ONE guess as to what that is here. Rebel Barrage against a team of 5 isn't super impressive, since its 2 hits a piece maybe and deals fairly low damage since its MT. In a duel though? That's 3000 damage a hit BEFORE crits. On the off chance an enemy can survive the barrage, each crit scored as the ability is used helps reduce cooldown too. So the actual cooldown on average is around 7 - still lengthy, but pretty much guarantees that you don't want to try stalling. With good speed and sky high tenacity this side of Commander Skywalker, Officer Leia is a one trick pony, but a scary one. Go first, drop about 37500 damage on you before you move, then pick at you after if you survive. This is the form she wants most of the time, as it's a clear cut Heavy, although there may be times she will want her Ep IV form instead.

QUI GON JINN - Cheddar Monk, Republic, Jedi
HP: 22288
Protection: 19431
Combined:  41719
Speed: 145 (175 with Leadership)
Potency: 73%
Tenacity: 36%
Draining: 5% of damage dealt
Phys Crit Rate: 23.52%
Sp. Crit Rate: 20.83%

Passives:
Agility Training (Leader)  - All Jedi allies have +30 Speed, gain Offense equal to 3x their speed and begin the battle with Foresight. Whenever any unit is defeated (enemy or ally), Jedi allies regain Foresight for 2 turns.

Abilities:
Quick Strike - 4604 Phys damage. 65% chance to gain 30 CT. 65% chance to remove 30 CT from the enemy.

Harmonious Assault  - 4672 Phys damage. Calls a random other ally to assist. The assisting ally has +75% damage and recovers 20% MHP. 2 turn Cooldown on use.

Humbling Blow - 6490 Special damage. Dispels all positive status. If any status was removed by this attack, Qui Gon and all allies receive Offense Up for 3 turns. 3 turn Cooldown on use

Comments:
Unfortunately, does not have "Summon Bigger Fish". The good news for everyone's favourite Cheddar monk is that he's extremely fast (fastest in the game in fact) and his basic lets him recover CT while depleting his enemy's. This allows Qui Gon to run circles around his enemy and the ever handy Humbling Blow can help scare duelers from buffing. Blocking the first hit in every fight helps too of course. The bad news? Well the only way for Qui Gon to refresh Foresight is to have someone die, and in a duel, that's not very helpful. He's also quite fragile on base, so he's relying a lot on his speed to do the dirty work. Can still probably make a decent High Middle though.


R2-D2 - Rebel, Republic, Resistance, Droid
HP: 32155 (35371 with unique)
Protection: 29560 (32516 with unique)
Combined:  61715 (67887 with unique)
Speed: 157
Potency: 43% (53% with unique)
Tenacity: 56%
Draining: 10% of damage dealt
Phys Crit Rate: 25.38% (35.38% with unique)
Sp. Crit Rate: 13.96%

Passives:
Combat Analysis - As long as R2 is active, all allies have +10% Crit and +10% Accuracy. Whenever a Light Side character scores a critical hit, they dispel all debuffs from themselves

Number Crunch - R2 gains 10% Max Protection for each droid ally, 10% Offense for each Republic ally, 10% Max HP for each Rebel ally and 10% Potency for each Resistance ally. All Droid, Rebels, Resistance and Republic allies gain +10% of R2's max Protection, Offense, Max HP and Potency until R2 is defeated.

Abilities:
Electroshock Pod - 4529 Phys damage. 80% chance to stun a target. If the target is suffering from Burning, this attack deals 30% more damage.

Smoke Screen  -  Target ally gains Foresight and Advantage for 2 turns while all other allies become Stealth'd for 2 turns. R2 recovers 40 CT. 4 turn Cooldown on use.

Improvise - 2799 ITE MT Special damage. Inflicts Burning to all targets (15% Max HP damage POIZN). 4 turn Cooldown on use.

Comments:
Another Legendary event character and often considered the second best character in the game right now after Commander Skywalker. It's not too difficult to understand either. R2 has a bunch of faction tags, which means, he can be slotted into many comps and he gives some excellent bonus to them. Aside from just stats, he also gives them all self cleansing, which is immensely valuable - especially if those chars can get to near 100% crit rates like regular Han. Then we get to his kit, which is just immensely versatile. He has a very high stun rate on his basic, which is already really amazing. But the thing that everybody talks about is Smoke screen. How would you like it if instead of needing someone to taunt first, you can just add the Taunt status to a character? Cause that's what Smokescreen does. Then to top it off, it adds Foresight and R2 is decently quick too. Improvise doesn't see as much use due to all the MT counters, but it has some niche uses. In the DL, R2 is a fast, fairly tanky and annoying stun locker. His damage is pretty bad so he's probably relegated to a Middle, but after Improvise, he then just stuns you with Electropod and hope you die from fire POIZN. 100% Eph, Laggy and RICHARD approved. 



REY (EP VII) - Resistance
HP: 23076
Protection: 16639
Combined:  39715
Speed: 164
Potency: 5%
Tenacity: 28%
Draining: 10% of damage dealt
Phys Crit Rate: 44.42%
Sp. Crit Rate: N/A

Passives:
Focused Strikes - As long as Rey is not suffering a status effect, she has +25% Offense and inflicts irresistable Daze for 2 turns whenever she uses a special ability.

Abilities:
Shifting Strike - 5964 Phys damage. Rey has a 40% chance to gain Foresight for 2 turns. 

Leverage  -  11038 Phys damage. Rey gains Foresight if she doesn't have any positive status effects. If she does, this attack grants Offense Up for 3 turns instead. 4 turn Cooldown on use.

Flurry of Blows - 9546 Phys damage. This attack has a 100% chance to hit twice and a  55% chance to hit thrice. If Rey is currently buffed, then inflict an extra hit. Every hit after the first deals only 50% damage. 4 turn Cooldown on use.

Comments:
Another glass cannon, but Rey brings up that damage to crazy levels, and probably ends up in Heavy because of it. She has one of the best speed scores, which means that she will likely go first. Her basic gives her effective 40% Evasion, which means she's a little more durable then she looks. Then of course, she really makes you want to hit her because if you let her combo off of Leverage, she'll then proceed to smack you for like 36000 damage from Flurry of Blows (due to Offense Up buff). Keep in mind this is before crits, so once those are factored in, she will pretty much one-shot average durability PCs or come very close to it. Her in-game weakness is weak synergy to other teams, but stand alone, she's pretty great and was meta at one point.
« Last Edit: December 01, 2017, 03:38:30 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself

Tide

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Re: Star Wars Galaxy of Heroes: In which Jawas > Luke Skywalker
« Reply #5 on: November 11, 2017, 03:40:02 PM »
SAVAGE OPPRESS - Sith
HP: 28749
Protection: 30556
Combined:  59305
Speed: 123
Potency: 41%
Tenacity: 34% (64% with Leadership)
Draining: 25% of damage dealt
Phys Crit Rate: 34.00%
Sp. Crit Rate: N/A

Passives:
Pain is Weakness (Leader) - Sith allies have +75% Defense and +30% Tenacity. All other allies gain half these bonuses.

Brute - Whenever Savage takes damage, he gains 30 CT and Offense Up, Defense Up and Regen (5%) for 2 turns. At end of his turn, if any Sith allies are suffering from a status effect, Savage dispels all those effects on a random Sith ally and switches them onto himself. When Savage is hit by a crit, he dispels all negative status.

Abilities:
Staggering Blow - 5935 Phys damage. 50% chance to inflict Offense Down. On a crit, this doubles to 100%

Overpower  -  7029 Phys damage. On a killing blow, gain Critical Chance Up and Critical Damage Up for 3 turns. If the opponent has less than 50% HP, this attack deals 99999 damage instead. 3 turn Cooldown on use.

Comments:
Brutal. Savage trades in some speed, but in return, he becomes quite the slugger and you really want a few tricks against him. He does this because his kit is all neatly tied together. With his Leadership, he becomes tougher to status out but also gains a meaty defense bonus, which then stacks with his basic and unique. This effectively turns him into a tank since suffering from Offense Down, hitting a target with Defense Bonus innate means you're not going to be doing much damage. Then when you actually do damage him, he will self buff, becoming even tankier and gains regen to boot. This will normally already be pretty annoying, but Savage then adds to this by gaining a fair amount of CT and offense up from this. So in a straight up slugfest, it gets pretty ugly against him, pretty quickly. His special is pretty cool and deserves a mention. It checks only raw HP and not Protection lost. So it is much more effective here then in-game. The damage is effectively a one-shot kill (since no character has over 99999 HP) but raid bosses do have resistance to it and only take normal damage. How you want to treat it is up to you, although I think in most cases, the 99999 damage is going to be OHKO level damage anyway. As for division, I would say he's probably a Heavy. He's crosses into the High Heavy end the if you see his special working more often than not.


SCARIF REBEL PATHFINDER (SRP) - Rebel
HP: 35234
Protection: 41802
Combined:  77036
Speed: 121
Potency: 40%
Tenacity: 40%
Draining: 30% of damage dealt
Phys Crit Rate: 22.29%
Sp. Crit Rate: N/A

Passives:
Do or Die - If SRP is buffed when he is defeated, he auto revives and 15% Max HP and 20 CT for each remaining rebel ally. Whenever SRP is defeated, he gives all other allies Speed Up for 2 turns.

Abilities:
Dig In - 2731 Phys damage. Gives all allies 15 CT. 70% chance to gain Offense Up for 2 turns.

Explosive Entry  -  1740 MT Phys damage. SRP Taunts for 2 turns. This attack has a 70% chance to inflict Offense Down for 3 turns. 3 turn Cooldown.

Comments:
Junky when alone since his auto-revive doesn't work and that damage is so awful, it's pretty great. Loses to Barriss is pretty appalling. Light. However, as a tank, SRP does his job well with a group of allies. He has tons of durability, his taunt weakens enemies and every time he attacks, he speeds up the rest of the party. The revive on death bit makes him a total pain to kill since Taunt counts as a positive status, so if he dies while he has it, he'll just get right back up. Speed Up on death is cheeky, but its no Old Ben bomb.


SHORETROOPER - Empire, Imperial Trooper
HP: 32620
Protection: 43305
Combined:  75925
Speed: 117
Potency: 47%
Tenacity: 32%
Draining: 20% of damage dealt
Phys Crit Rate: 25.08%
Sp. Crit Rate: N/A

Passives:
Stand Guard - At the start of each battle, Shoretrooper has Taunt for 1 turn. Whenever another allied Empire unit uses a Special ability, if Shoretrooper is taunting, they gain 15 CT and Shoretrooper recovers 10% Max HP. All Imperial Troopers have +10% Max HP as long as Shoretrooper is alive.

Abilities:
Targetting Weapons - 4065 Phys damage. 70% chance to inflict Crit Chance Down for 3 turns.

Regroup  -  All allies recover HP equal to 24% of Shoretrooper's Max HP and then gain Crit Immunity for 2 turns. Shoretrooper Taunts for 2 turns. Whenever Shoretrooper loses a buff, this ability's cooldown is reduced by 1. 4 turn Cooldown. 

Comments:
He's basically SRP, except on crack in-game. Auto taunts, then throws up Crit Immunity and Crit chance down, which is pretty much designed to hose Rebels more or less. Since Shoretrooper also has a bunch of HP, that heal is also pretty potent and he can do it pretty often since the taunt cooldown comes down even if those effects are dispelled instead of expired. In a duel, he's still a Light though since his damage is pretty shoddy but he's great in a team and has been premium for well over a year now (which is a testament to how good he is).


SNOWTROOPER - Empire, Imperial Trooper
HP: 23985
Protection: 26475
Combined:  50460
Speed: 118
Potency: 41%
Tenacity: 39%
Draining: 10% of damage dealt
Phys Crit Rate: 35.54%
Sp. Crit Rate: N/A

Passives:
Assault Training - Snowtrooper gains 30 CT whenever any unit is defeated and other Empire allies receive half this amount. While Snowtrooper is active, all Imperial Troopers have +20% Crit damage.

Abilities:
Assault Shock Troops - 6298 Phys damage. 50% chance to inflict Ability Block for 1 turn

Overwhelming Assault  - 4652 MT Physical damage. Gain Critical Damage Up for 2 turns. For every critical hit scored from this attack, reduce the Cooldown of this ability by 1. 4 turn Cooldown on use.

Comments:
A little sluggish, but his durability and damage are both solid. The real kicker here is his special though. Before his rework, Snowtrooper was junk. Now, he's basically affectionately known as the Dark Side Lando. Overwhelming Assault scoring 3 or more crits isn't hard, and means it refreshes itself and he can spam it repeatedly. Unlike Lando though, Snowtrooper doesn't gain any bonus  damage from it so he's still a little weaker. In a duel, he's kind of mediocre. Chirpa without the healing and CT bonus on hit probably drops him to a High Light as an offhand guess.


STORMTROOPER - Empire, Imperial Trooper
HP: 27508
Protection: 33852
Combined:  61360
Speed: 125
Potency: 38%
Tenacity: 28%
Draining: 0% of damage dealt
Phys Crit Rate: 37.13%
Sp. Crit Rate: N/A

Passives:
Wall of Stormtroopers- Stormtrooper has +40% Defense for each living Empire ally and +40% Offense for each defeated Empire ally. While Stormtrooper is active, all Imperial Troopers have +30% Defense

Abilities:
Imperial Marksmanship - 4500 Physical damage. If this attack is evaded or is not a crit, the target becomes Exposed. This effect cannot be resisted.

Stormtrooper Bravado  - Taunts for 3 turns and adds Defense Up for 3 turns to all Empire allies. Whenever Stormtrooper is hit under Taunt, all enemies lose 10 CT. 4 turn Cooldown on use.

Comments:
Heeeey, it's the classic Stormtrooper! Stormy like Snow, used to be complete junk with middling stats for a tank. Nowadays though, he actually does his job. His durability in terms of HP/Protection isn't as high as say Shore, but his defense is through the roof in an actual Empire comp and makes him a complete pain to kill. Stormtrooper Bravado finally gaining some of that STHan passive also helps a ton and makes him a more dangerous tank. His passive though is weird. Turns him from very strong defensively to more offensively oriented as more people are dead. It's not bad, but if people are dying  in a team match, you're probably in pretty deep. In a duel, he's a Light, sadly. Pretty much only has a basic and good defense, whatever that really means.


TEEBO - Ewok
HP: 30035
Protection: 31136
Combined:  61171
Speed: 118
Potency: 39%
Tenacity: 35%
Draining: 30% of damage dealt
Phys Crit Rate: 32.50%
Sp. Crit Rate: N/A

Passives:
Guerrilla Warfare (Leader) - All allies have a 55% chance to gain Stealth for 1 turn at the beginning of their turns and a 50% chance to gain 25 CT at the end of their turn.

Abilities:
Stealth Takedown - 4644 Phys damage. If Teebo is Stealth, this attack removes 100 CT (cannot go into negatives)

Ewok Scramble Tactics  -  All Ewok allies gain 100 CT and have a 30% chance to gain Stealth for 2 turns. Teebo himself gains Stealth for 3 turns. 5 turn Cooldown on use.

Bring Low - 7205 Phys Damage. Dispels all buffs on the target. If any buffs are removed from this attack, also remove 60 CT. 4 turn Cooldown on use.

Comments:
Uh...he's weird. Teebo is sluggish, but against anyone he is actually faster against, he pretty much instant wins. His basic has a built in turn cancel effect as long as he is in Stealth and in a duel, he has a 55% chance to do be in Stealth on the first turn or 100% chance by using his special. This means that he will usually get somewhere between 3-4 swings in a row and can occasionally 3-2, which racks up damage pretty quick. He's fairly durable too, so he can afford giving up 1 turn to go into stealth if necessary.

Against things that are faster than him though, Teebo is not very good. He can still stop occasional double turns against him, but he also won't be able to do the multi-turn thing himself. His damage is passable, but nothing amazing, so he really wants those multi-turns. Since he is largely dependent on Speed for ranking, my guess is that he's Low Middle since that is around the area where sluggish duelers typically end up.


TIE FIGHTER PILOT (TFP) - Empire
HP: 24995
Protection: 18040
Combined:  43035
Speed: 170
Potency: 63%
Tenacity: 43%
Draining: 20% of damage dealt
Phys Crit Rate: 36.54%
Sp. Crit Rate: N/A

Passives:
Evasive Maneuvers - At the end of each of his turns,  TFP has a 35% chance to gain Foresight and gains 10 CT for each debuffed enemy.

Abilities:
Targeting Computer - 4909 Phys damage. Gains 35% more damage for each enemy suffering a debuff. On crits, inflict Tenacity Down for 2 turns to the target

Tie Strike  -  3154 MT Phys damage. Has 100% chance to inflict Ability Block on the primary target for a turn. 80% chance to inflict Buff Immunity to all other targets for 2 turns. 4 turn Cooldown on use.

Comments:
One of the absolute best glass cannons in the game. Great base speed (best without leadership abilities and passives) means he will often lead first and slam everyone with a status. At which point, he passive gives him like 50 CT immediately and he proceeds to full on maul targets with his basic increased by 175% power. In the DL, he's a little less impressive alone, but probably still enough to make Low Heavy. Buff Immunity/Ability Block take away an opponent's options but to proceed in a slugfest. At which point, TFP is in his element. Once a status hits, he's effectively 155% average speed, so he will lap enemies pretty frequently, which means more likely chances of refreshing Foresight and more firing his pistol off like a machine gun thanks to all the turns he gets. A great character with a simple kit. Too bad there aren't more like him.


WEDGE ANTILLES - Rebel
HP: 16452
Protection: 18177
Combined:  34629
Speed: 110 (119 with Leadership)
Potency: 38%
Tenacity: 27%
Draining: 15% of damage dealt
Phys Crit Rate: 42.25%
Sp. Crit Rate: N/A

Passives:
Rebel Heroism (Leader) - Rebel Allies have 30% more offense and whenever they crit, the recover 10 CT and 15% of their Max HP. When an enemy is defeated, Rebel allies recover 25% of their max HP.

Red Leader - Wedge has +12% Offense and +9 Speed for each ally at full health (including himself). For every ally who is below full health, Wedge has +15 Speed instead. This bonus includes defeated allies. If Biggs is deployed in the same squad, he gains these bonuses as well.

Abilities:
Focused Fire - 5247 Phys damage. Inflicts Defense Down until Wedge's next turn. This attack deals 50% more damage to enemies already suffering from Defense Down

Red Squadron Strike  -  3302 MT Phys damage. Deals 50% more damage to Empire enemies and 50% more damage to enemies with more 50% Max HP. 3 turn Cooldown on use.

Comments:
Man, Wedge. In-game he's one of the best characters due to his synergy with Biggs, allowing Biggs to call in a triple shot with nearly 100% crit for all involved and pretty much one shots anyone. That plus his leadership, which allows you to heal as you're on offense means you can just overwhelm the opposition with great offense (which is what Rebels in-game are good at). In the DL...uh, he is awful. He can never get the damage bonus from his basic (in-game, he has allies). He's slow (119 speed only) and on top of that, he's quite fragile. Light. With a team, becomes great though. That +9 speed can go up to +45 speed (or +36 in a traditional DL team match), meaning Wedge can actually hit things hard and fast.


WICKET - Ewok
HP: 25913
Protection: 30987
Combined:  56900
Speed: 146
Potency: 0%
Tenacity: 32%
Draining: 15% of damage dealt
Phys Crit Rate: 49.00%
Sp. Crit Rate: N/A

Passives:
Furtive Tactics - Wicket gains 10% Critical Damage for each living Ewok and 10% Critical Damage for each Stealthed ally. At the end of each turn, Wicket has a 50% chance to receive an instant turn. If a turn was received in this way, this chance is reduced to 10% for the next turn. Whenever Wicket scores a critical hit, all Ewok allies recover 4% HP and 2% Protection.

Abilities:
Inquisitive Jab - 3778 Phys damage. Gain Critical Chance Up for 2 turns. If another Ewok ally calls Wicket to assist, they also gain Critical Chance Up for 2 turns.

Forest Ambush  - 3466 MT Phys damage. All Ewok allies gain 10 CT for every critical hit scored by this attack. 3 turn Cooldown on use.

Guerrilla Strike -  6576 Phys Damage. Calls another target ally to assist. If Assisting ally is from the Ewok faction, Wicket and the assisting ally both gain Stealth and Critical Damage Up for 2 turns. 3 turn Cooldown on use

Comments:
Part of the newly revamped Ewoks, Wicket's claim to fame for the group is crits. He possesses one of the highest crit rates and lots of his abilities gain bonuses when crits are scored. In a duel though, most of these bonuses don't really work, so he becomes a fairly mediocre slugger. His stats aren't bad, but having the only trick in a duel be "recovers 4% HP and 2% Protection" in a duel kinda relegates you to a Light. Too bad.


ZAM WESELL - Scoundrel, Bounty Hunter
HP: 26032
Protection: 19080
Combined:  45112
Speed: 163
Potency: 47%
Tenacity: 43%
Draining: 15% of damage dealt
Phys Crit Rate: 39.13%
Sp. Crit Rate: N/A

Passives:
Shapeshifter - Zam has +18% Evasion. This bonus is doubled if she is suffering from a negative status effect. Whenever Zam evades, she dispels all negative status from herself. Whenever she is hit by a crit, Zam gains Evade up for 2 turns

Abilities:
Detonating Shot - 4267 Phys damage. Instantly causes all Thermal Detonators to explode. For each Thermal Detonator that explodes in this way, Zam gains 20 CT for each living Scoundrel ally.

See What Sticks  -  Tosses 2 Thermal Deteonators that do 7% damage to all enemies that will explode after 2 enemy turns. Zam has a 70% chance to gain Speed Up for 3 turns. 4 turn Cooldown on use.

Electro-goggle - Inflcits Evade down on all enemies for 4 turns and Expose the primary target for 2 turns. 50% chance for Zam to gain 50 CT after use. 3 Turn Cooldown on use.

Comments:
More Thermal Detonators and more of them showing that they are poorly thought out. Zam has the saving grace though of being able to instantly make them take effect. Some minute evasion and other status round out her kit but unless she's in a team with bounty hunters, she's not really making any waves here. At least she's fast. Light
« Last Edit: November 30, 2017, 02:53:07 PM by Tide »
<napalmman> In Suikoden I, In Chinchirorin, what is it called when you roll three of the same number?
<@Claude> yahtzee

<Dreamboum> Everyone is learning new speedgames!
<Dreamboum> A bright future awaits us gentlemens
<Pitted> I'm learning league of legends
<Dreamboum> go fuck yourself