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Ardent Bladework
Deal Physical damage to target enemy and if the target was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends). The weakest Light Side ally without Defense Penetration Up gains it for 2 turns. If this ability is used during Jedi Master Kenobi's turn, he gains 9% Ultimate Charge.
I Will Do What I Must
Deal Physical damage to target enemy and inflict Vulnerable and Healing Immunity for 2 turns, which can't be dispelled or resisted. Call target Light Side ally to assist, dealing 50% more damage. If Jedi Master Kenobi was selected, he is not called to assist and instead gains 12% Ultimate Charge, doubled if he is the Leader, and this ability deals 50% more damage on subsequent uses (stacking, max 10 stacks).
Hello There
Light Side allies recover 40% Health and Protection and gain Foresight and Tenacity Up for 3 turns. Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns. Target other Galactic Republic ally gains Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and their cooldowns are reset (excludes granted abilities).
Jedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies.
Harmonious Will
All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns.
While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.
Jedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).
May The Force Be With You
Jedi Master Kenobi ignores Taunt effects during his turn. While Jedi Master Kenobi has the High Ground, he dispels Stealth from all enemies at the start of his turn.
When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery.
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).
Galactic Legend
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
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Deception
Deal Special damage to target enemy. If that enemy wasn't Deceived, they become Deceived for 2 turns, increased to 3 turns if they are a Jedi. Deceived can't be copied, dispelled, or resisted. Sith Eternal Emperor gains Speed Up for 2 turns. This ability can't be countered.
Deceived: Can't target Sith Eternal Emperor during their turn if another Sith enemy is active; when an ability is used, Sith Eternal Emperor gains 2% Ultimate Charge
So Be It, Jedi
Deal Special damage to target enemy and call all other Dark Side allies to assist, dealing 10% more damage for each Deceived enemy. Dark Side allies recover 50% Protection. Jedi enemies defeated this turn can't be revived.
Unraveled Destiny
Dark Side allies gain Retribution for 3 turns, and Dark Side Tank allies gain Taunt for 2 turns. Remove Linked from all enemies. Then, target enemy becomes Linked until a Linked enemy is defeated or until the end of encounter. Sith Eternal Emperor gains the granted ability Entwined Fate and takes a bonus turn.
During this bonus turn, Sith Eternal Emperor may only use Entwined Fate, can't be ability blocked, ignores taunt effects, and may not target a Linked character.
Linked: This character is Linked
Entwined Fate: Target enemy becomes Linked. This ability is removed and can't be used again until Unraveled Destiny is used.
Sith Eternal
Dark Side allies have +25% Mastery, +30% Potency, and +20 Speed, doubled for Sith allies.
Whenever a Deceived or Linked enemy uses an ability, Sith Eternal Emperor gains 10% Mastery (stacking) until the end of encounter and other Sith allies gain half that amount. Whenever a Linked enemy uses an ability, Sith Eternal Emperor gains 8% Ultimate Charge.
After the start of each encounter, whenever an enemy gains a buff that can't be dispelled, Sith allies gain 5% Turn Meter.
Whenever a Sith ally is defeated, dispel all debuffs on other Sith allies and they recover 100% Health and Protection. Sith allies can't be revived, and they ignore defense when targeting a Jedi enemy.
Sow Discord
Sith Eternal Emperor is immune to taunt effects and Turn Meter reduction. Deceived enemies can't counter attack, and Deceived Rebel and Jedi enemies can't gain bonus Turn Meter.
At the start of Sith Eternal Emperor's turn, if no enemies are Deceived, the weakest Light Side enemy becomes Deceived for 2 turns. Whenever a Deceived enemy uses an ability, their weakest ally without Deceived becomes Deceived for the max duration Sith Eternal Emperor could inflict on them (limit once per turn), and Sith Eternal Emperor recovers 2% Protection. Deceived can't be copied, dispelled, or resisted.
At the start of each Linked enemy's turn, Linked enemies lose 20% Max Protection, quadrupled for Jedi, and Sith Eternal Emperor gains 25% of the amount lost. Linked raid bosses instead gain Expose for 2 turns, which can't be resisted.
Linked enemies can't critically hit, and damage they deal is decreased by 25% (excludes Galactic Legends).
Galactic Legend
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
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Indomitable Blast
Inflict Buff Immunity on target enemy for 2 turns and deal Special damage to them. Luke gains 2% Max Health (stacking, max 20%) until the end of encounter. This attack will critically hit if able and can't be countered.
They Grow Beyond
Inflict Tenacity Down on target enemy for 2 turns, then Daze them for 2 turns. Increase their cooldowns by 1.
Raid Bosses: Inflict Tenacity Down on target enemy for 2 turns, then inflict 3 Expose for 2 turns on them.
Call target other Light Side ally to assist, then grant them and Jedi Master Luke Skywalker Advantage and Critical Damage Up for 2 turns.
If target other ally is a Jedi, that ally gains Jedi Lessons for 3 turns, which can't be copied. If they already have Jedi Lessons, the duration for all current stacks on them resets to 3 turns (max 3 stacks).
This ability can't be resisted or evaded.
Jedi Lessons: +20% Mastery per stack
Efflux
Deal Special damage to all enemies. Then, remove 20% Turn Meter from them and inflict Ability Block and Breach for 2 turns. Deal 10% more damage and remove an additional 5% Turn Meter for each ally with Jedi Lessons or Jedi Legacy.
All Jedi allies gain 15% Turn Meter and Critical Hit Immunity for 1 turn.
Legend of the Jedi
All Light Side allies have +10% Max Health and Max Protection, doubled for Jedi allies. All Jedi allies have +30% Offense and +40 Speed.
If all allies are Jedi at the start of battle (excluding summoned allies), Jedi Master Luke Skywalker Taunts while he has Protection.
The first time each other Jedi ally falls below 100% Health, they dispel all debuffs on themselves and gain Critical Hit Immunity, Defense Up, and Tenacity Up for 2 turns. Then, Luke Taunts for 2 turns, which can't be copied, dispelled, or prevented.
At the start of battle, Jedi allies gain the granted ability Inherited Teachings.
Inherited Teachings: Gain Jedi Lessons for 3 turns and call target other Light Side ally to assist, dealing 90% less damage. Then, they deal true damage to the target enemy based on 60% of Jedi Master Luke Skywalker's base Max Protection, which can't be evaded.
If that ally is a Jedi, they gain Jedi Lessons for 3 turns and 15% Turn Meter, recover Protection equal to 5% of Luke's base Max Protection, and reduce the cooldown of their Inherited Teachings ability by 1.
This ability can't be used if there are no other Jedi allies. (Cooldown: 2)
Jedi Legacy
Jedi allies may gain Jedi Lessons.
The first time each other Light Side ally falls below 100% Health, they recover 25% Health and Protection, doubled for Jedi allies.
At the start of battle, Jedi Master Luke Skywalker gains Jedi Legacy until the end of battle, which can't be copied, dispelled, or prevented.
Jedi Legacy: +100% Mastery and ignores Taunt effects during their turn; can't gain Jedi Lessons
Galactic Legend
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
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Furious Slash
Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st.
If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able.
Telekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker's ability cooldowns by 1.
The Chosen One
General Skywalker uses an additional ability during his turn.
Whenever General Skywalker critically hits an enemy during his turn, increase their cooldowns by 1 (excluding raid bosses and Galactic Legends), which can't be resisted.
If he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can't critically hit.
If the target enemy has no Protection when General Skywalker uses an ability, reduce their current Max Health by 20% for rest of the battle (stacking, excluding raid bosses and Galactic Legends), which can't be resisted.
General of the 501st
All units can't be revived. All 501st allies have +50% Critical Damage. When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter.
While there are other active 501st allies, General Skywalker: - Can't drop below 100% Health - Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn - Removes all other status effects when he takes Cover - Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated
Advance: - Taunt, which can't be dispelled or prevented - Other 501st allies can't lose Health Cover: - Can't be targeted - Immune to damage and status effects - Speed set to 0 - Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented
Hero with no Fear
At the start of battle, General Skywalker gains 25% Defense, 15% Max Protection, and 25% Tenacity for each other 501st ally until all other 501st allies are defeated.
If all allies are 501st at the start of battle, General Skywalker gains the following:
- 100% counter chance and 50% Critical Chance
- When all other allies are defeated, General Skywalker can't be critically hit and gains 35% Turn Meter after every enemy turn
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Inspiring Through Fear
Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them.
No Escape
At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy.
Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies.
Merciless Massacre
Gain Merciless and take a bonus turn after this one. All enemies gain Merciless Target, which can't be evaded or resisted. When Darth Vader uses an ability, Merciless Target is removed from the target enemy and Darth Vader takes a bonus turn. If the target did not have Merciless Target, Merciless expires and Merciless Target is removed from all remaining enemies. Darth Vader can ignore taunt effects when targeting enemies with Merciless Target.
Merciless: +50% Offense (does not stack with Offense Up), +50% Critical Chance, and +50% Critical Damage; immune to Fear, Stun, and Turn Meter manipulation and Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain
Merciless Target: Darth Vader must target a unit with this or a taunt effect, can ignore Taunt to target this unit, and takes a bonus turn after using an ability while targeting this unit
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Rebel Maneuvers
Rebel allies have +50% Counter Chance, +50% Defense, and +15% Offense. Whenever an enemy Resists a detrimental effect, Rebel allies gain 5% Turn Meter.
Learn Control
While Luke doesn't have Call to Action, he has +50% Counter Chance, +50% Critical Avoidance, +50% Defense, +100% Tenacity, and gains 10% Turn Meter whenever another Rebel ally takes damage.
It Binds All Things
Luke has +40% Potency. Whenever Luke Resists a detrimental effect he recovers 5% Health and 5% Protection. Whenever Luke inflicts a debuff he gains 10% Turn Meter and other allies gain half that amount.
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Suborbital Strike
Dispel all buffs on Light Side enemies. Deal Physical damage to all enemies and inflict Daze for 2 turns. Allies with Inevitable Failure gain 2 stacks. If this attack defeats an enemy, inflict Fear on all enemies for 1 turn and allies with Inevitable Failure gain 5 stacks. This Fear can't be copied, dispelled, or resisted.
The Emperor's Trap
Admiral Piett has +60% counter chance. Piett gains 5% Turn Meter whenever another Empire ally takes damage.
Whenever an Empire ally begins a turn or attacks out of turn, all Empire allies gain a stack of The Emperor's Trap until the start of the next enemy turn, non-Empire ally's turn, or the end of battle. The Emperor's Trap can't be copied, dispelled, or prevented.
If Darth Vader is an ally: Darth Vader and Admiral Piett have +20% Accuracy, Potency, and Tenacity.
The Emperor's Trap: +6% Offense and Potency per stack
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Battle Meditation
Yoda gains Tenacity Up, Protection Up (30%), and Foresight for 2 turns, then grants each ally every non-unique buff he has (excluding Stealth and Taunt) for 2 turns. Yoda grants himself +35% Turn Meter and an additional +10% Turn Meter for each other living Jedi ally.
Grand Master's Guidance
Jedi allies have +30% Tenacity. Whenever a Jedi ally Resists a debuff, they gain the following: 30% Turn Meter, Critical Chance Up for 2 turns, and Critical Damage Up for 2 turns. Whenever they suffer a debuff, they gain Tenacity Up for 1 turn at the end of that turn. Grand Master Yoda is immune to Shock.
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Combat Analysis
While R2-D2 is active, all allies gain 10% Critical Chance and 10% Accuracy. While R2-D2 is active, whenever a Light Side ally scores a Critical Hit, dispel all debuffs on them.
Number Crunch
At the start of battle, R2-D2 gains 10% Max Protection for each Droid ally, 10% Offense for each Galactic Republic ally, 10% Max Health for each Rebel ally, and 10% Potency for each Resistance ally.
At the start of battle, and when R2-D2 revives, other Droid, Galactic Republic, Rebel, and Resistance allies gain 10% of R2-D2's Max Protection, Offense, Max Health, and Potency until R2-D2 is defeated.
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Notorious Reputation
Jango Fett has +100% Defense Penetration and +50% Max Health. Enemies defeated on his turn cannot be Revived.
At the start of encounter, and whenever he defeats an enemy, Jango Fett recovers 100% Protection and gains [c][F0FF23]Bounty Hunter's Resolve until he is defeated.
[c][F0FF23]Bounty Hunter's Resolve: this unit ignores Taunts during their turn. When defeated, revive at 100% Health. Can't be Dispelled or prevented.
Anything to Get Ahead
Scoundrel allies have +30 Speed. Enemies have -20% Potency for each debuff on all Bounty Hunter allies and -40% Tenacity. Enemies that are Burning can't gain bonus Turn Meter. Bounty Hunters have +35% Offense while they have Bounty Hunter's Resolve. When Jango Fett is in the Leader slot, and not the Ally slot, the following Contract is active:
[c][F0FF23]Contract: Damage a debuffed enemy 20 times. Enemies must be debuffed before the start of an attack to count progress. (Only Bounty Hunter allies can contribute to the Contract.)
[c][F0FF23]Reward: All Bounty Hunters gain Bounty Hunter's Resolve at the start of their next turn and +25% Critical Chance. All Bounty Hunters have their Payouts activated.
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Bounty Hunter's Resolve
At the start of encounter, and whenever he defeats an enemy, Boba Fett recovers 100% Protection and gains Bounty Hunter's Resolve until he is defeated.
Bounty Hunter's Resolve: This unit ignores Taunt effects during his turn. When defeated, revive at 100% Health. Can't be Dispelled, prevented, or stacked.
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Virtuous Protector
When another ally suffers a debuff, or when another Resistance ally gains Secret Intel, Rey gains 8% Turn Meter. When Rey suffers a debuff, she has a 40% chance to Dispel all debuffs on herself.
Insight
At the start of each encounter, Rey gains Foresight until she Evades. When Rey Evades, she recovers 5% Health and 5% Protection.
At the end of Rey's turn: - Rey gains Foresight until she Evades - If Rey has Foresight, she gains Critical Damage Up until she is damaged - If Rey has Critical Damage Up, she gains Offense Up until she is damaged
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Gnawing Terror
Darth Malak Taunts for 1 turn whenever an enemy is inflicted with Shock or Fear. Sith enemies can't gain bonus Turn Meter (excludes raid bosses and Galactic Legends). At the end of each turn, enemies who inflicted Damage Over Time on Darth Malak or critically hit him this turn are inflicted with Fear for 1 turn, which can't be resisted or evaded.
Jaws of Life
Darth Malak takes reduced damage from percent Health damage effects, and at the start of battle he loses all Protection and gains that much Max Health.
Darth Malak gains 35% Critical Avoidance, Health Steal, Tenacity, and Defense while he has less than 75% Health, doubled while he has less than 50% Health, and tripled while he has less than 25% Health.
The first time Darth Malak reaches each of these thresholds, he gains a bonus turn and the cooldown of Drain Life is reset.
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Crackling Doom
While Palpatine is active, at the start of each enemy turn, they take damage equal to 20% of their Max Health for each of the following: they are Shocked; they are a Jedi; they are a Rebel. This damage can't defeat enemies. Palpatine has +50% Max Protection, and, when he inflicts Shock, he gains 5% Max Protection until the end of the encounter.
Emperor of the Galactic Empire
Empire and Sith allies have +35% Potency and 35% Max Health. Jedi and Rebel enemies have -35% Potency and -35% Evasion. When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health. When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter.
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Return of the Jedi
All Light Side allies have +15% Critical Chance and Critical Damage, doubled for Jedi allies.
At the start of each of Jedi Knight Luke Skywalker's turns, all enemies are reduced to his base Speed until the end of the encounter, and their base Speed can't be increased after their Speed is limited this way (his base value is recorded at the start of the encounter before any buffs or debuffs are applied). This Speed limitation does not affect raid bosses, and it does not activate if Luke has less than 40 Stamina in a Conquest battle or the enemy side has a Speed limiting ability or a Galactic Legend.
At the start of encounter, all Jedi allies (excluding Old Republic Jedi) gain the granted ability Heroes Arise.
Heroes Arise: Dispel all debuffs on all allies, then call all Jedi allies to assist, dealing 20% less damage. All Jedi allies (excluding Old Republic Jedi) recover 25% Health and Protection and gain Jedi's Will for 2 turns. Then Jedi Knight Luke Skywalker is granted 100% Turn Meter.
This ability is on a shared cooldown between allies who have Heroes Arise and is immune to cooldown manipulation (Cooldown: 10).
Jedi Knight's Resolve
Each time Jedi Knight Luke Skywalker is damaged, he gains 5% Turn Meter and 5% Offense (stacking, max 25%) until he uses Prevailing Strike on his turn.
When he attacks out of turn or is critically hit, he gains 2 Speed (stacking, max 20) until end of encounter.
At the end of each other Jedi ally's turn (excluding Old Republic Jedi), Jedi Knight Luke Skywalker gains 10% Turn Meter.
Jedi Knight Luke Skywalker is immune to Stun and Fear.
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Soresu
At the end of his turn, General Kenobi has a 65% chance to gain Foresight for 2 turns.
Whenever another ally is critically hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi Taunts for 1 turn.
If all allies are Galactic Republic, General Kenobi Taunts for 1 turn whenever another Galactic Republic ally loses any Protection Up.
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Lord of the Sith
Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuffs. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns.
If all allies are Sith Empire at the start of battle (excluding summoned allies), Sith Empire allies have +50% Critical Damage.
At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn if Darth Revan is in the leader slot and not the ally slot. This Deathmark can't be copied, dispelled, evaded, or resisted.
Conqueror
Darth Revan has +100% Defense Penetration. At the start of each Sith Empire ally's turn, dispel all Foresight on all enemies, which can't be evaded.
When a Sith Empire ally is inflicted with Ability Block or Stun, they dispel that debuff and gain Ferocity for 2 turns.
Enemies can't assist or attack again if their attack is targeting Darth Revan.
Villain
When Darth Revan uses an ability during their turn, if the selected target is already inflicted with Deathmark, Fear, or Corrupted Battle Meditation, Darth Revan immediately uses Lacerate.
When Fear expires on an enemy, they also dispel all buffs on themselves.
When Darth Revan's Health falls below 50%, it is equalized with the other healthiest ally.
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Unity Wins War
Clone Trooper allies have +35 Speed. Clone Trooper allies recover 5% Health and Protection when they attack out of turn.
For each Clone Trooper ally at the start of battle (excluding summoned allies), Galactic Republic allies have +15% Max Health, +5% Max Protection, and +15% Offense.
Heightened Reflexes
Whenever Shaak Ti or a Clone Trooper ally takes damage from an attack, Shaak Ti gains 20% Turn Meter.
Whenever Shaak Ti or a Clone Trooper ally takes damage from an attack, they gain Retribution for 2 turns at the end of that turn.
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Daunting Presence
All enemies have -40% Critical Avoidance and -50% Defense. Whenever a Dark Side Droid ally is resisted, that Droid gains 10% Potency (stacking) for the rest of the encounter. Target Locked enemies can't counter attack.
When a Target Locked enemy is damaged, each Droid and each Separatist ally gains 2% Turn Meter, doubled for Grievous. When damaged by an attack, Dark Side enemies lose 5% Turn Meter, and Light Side enemies lose 2% Potency (stacking).
Metalloid Monstrosity
At the start of Grievous' turn, all other Droid allies take damage equal to 8% of his Max Health, doubled for Light Side Droids and he gains 5% Max Health and Potency for each other Droid ally for the rest of the encounter. This damage cannot defeat characters.
At the start of every character's turn, if Grievous is below 100% Health, he dispels all debuffs on himself and inflicts Marked on the other healthiest Droid ally until the end of the turn. Whenever a Droid or Separatist ally is defeated, Grievous dispels all debuffs on himself, resets all ability cooldowns, and gains 1 bonus turn.
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Starkiller
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Imbued Lightsaber Strike
Deal Physical damage to target enemy twice. If it's Starkiller's turn, inflict Shock for 1 turn to target enemy and deal Physical damage to all other enemies which can't be countered.
Unleashed: Reduce Special ability cooldowns by 1
Force Energy
Starkiller has +30% Counter Chance, Critical Chance, Defense, Defense Penetration, and Offense, and he is immune to Fear.
Starkiller gains 4 stacks of Force Energy (max 100 stacks) each time he deals damage to an enemy, increased to 5 stacks on a critical hit. At 100 stacks, he loses all stacks of Force Energy and gains Unleashed until the end of the battle.
When Starkiller gains Unleashed: - He gains +70% Counter Chance, Critical Chance, Defense, Defense Penetration, and Offense - He dispels all debuffs on himself - He takes a bonus turn - His cooldowns are reset - If there are no Galactic Legend allies, gains the Special ability Size Means Nothing.
Force Energy: At 100 stacks, lose all stacks and gain Unleashed
Unleashed: Abilities gain additional effects; can't gain Force Energy
Size Means Nothing: Limit one use per battle.
Deal damage equal to 80% of Starkiller's Max Health to all enemies and Stun them for 1 turn, which can't be resisted. All allies recover 100% Health and Protection. If this ability defeats an enemy, Starkiller takes a bonus turn. This ability can't be evaded.
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Direct Focus
Inflict Buff Immunity and Marked on target enemy for 2 turns (these effects can't be copied, dispelled, or resisted). Increase target enemy's cooldowns by 1, which can't be resisted, and reduce their Turn Meter by 50% and Stun them for 1 turn. This attack can't be evaded. Call all Jedi allies to assist dealing 50% less damage.
Marked: All enemies will target this unit
General
For each Jedi and each Old Republic ally at the start of battle (excluding summoned allies), Jedi and Old Republic allies gain +5 Speed, +5% Crit Chance and +5% Offense. At the start of battle, Jedi allies gain Tenacity Up for 1 turn. While Revan is in the leader slot and not the ally slot, units are immune to bonus Turn Meter effects from Leader abilities until the start of the first turn of battle.
Whenever a Jedi ally attacks out of turn, they recover 20% of their Max Protection and deal 35% more damage. When a Jedi ally uses a Basic ability on an enemy with Bonus Protection, reduce the target enemy's Max Health by 10% (stacking, doesn't work against Raid Bosses). At the start of each Jedi ally's turn, they gain Strategic Advantage if no ally has Strategic Advantage. A Jedi ally with Strategic Advantage can't be countered.
Strategic Advantage: Dispel all debuffs on target other Jedi ally. They gain Strategic Advantage and assist, using their Basic ability. This character uses their Basic ability and loses Strategic Advantage.
Hero
Jedi Knight Revan is immune to Stun and Ability Block. Revan has +10% Tenacity, Health Steal, Max Health, Max Protection, Critical Hit Avoidance, Defense and Critical Damage. Other Light Side allies gain half these bonuses while Revan is active. These bonuses are doubled while Revan is in the leader slot and not the ally slot.
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Groundwork
At the start of each encounter all Rebel allies gain Protection Up (20%) for 3 turns, all Rebel Attackers gain Defense Up for 3 turns, all Rebel Supports gain Potency Up for 3 turns, and all Rebel Tanks gain Tenacity Up for 3 turns. If K-2SO is present, he gains all of these buffs.
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Shien
Ahsoka and target other Galactic Republic or Scoundrel ally gain Shien for 4 turns, Evasion Up for 2 turns, Ahsoka swaps Turn Meter with them and calls them to assist dealing +20% more damage. Shien Form can't be copied, dispelled, or prevented.
Shien Form: Whenever this unit evades, or attacks out of turn, Commander Ahsoka Tano's Force Leap cooldown is reduced by 1 and damage is increased by 50% (stacking) until the next time it is used
Force Leap
The first time Force Leap is used during an encounter, instantly defeat target enemy and each Light Side ally gains 35% Turn Meter.
Deal Special damage to target enemy and gain Critical Damage Up for 3 turns. Reduce this ability's cooldown by 4.
If Commander Ahsoka Tano has Shien, inflict Armor Shred until the end of the encounter.
Force Leap on Raid Bosses: Call all other Galactic Republic allies to assist, dealing 10% more damage.
This ability starts on cooldown and can't be evaded.
Her Own Path
Ahsoka has +50% Offense and Critical Damage and if another Light Side Unaligned Force User, Galactic Republic, or Scoundrel ally is present, she also has +50% Health and Defense and shares all of these bonuses with her Light Side allies.
If there are currently fewer allies than enemies, the bonuses to Offense, Critical Damage, Health and Defense are increased by 10% for each Galactic Republic or Scoundrel ally.
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Legendary Strategist
Empire allies have +15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection. Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter (Cooldown 3).
Ebb and Flow
Thrawn has +100% Counter Chance, +100% Tenacity, and -50% Speed while any enemies are Fractured. Whenever another Empire ally uses a Special ability while Thrawn is active, that ally gains 15% Turn Meter and, if any enemies are Fractured, Thrawn and Fractured enemies lose 15% Turn Meter.
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Oh My Goodness!
C-3PO gains Potency Up and Stealth for 2 turns, then he and target other ally gain Translation for 3 turns. C-3PO inflicts Confuse twice on target enemy for 3 turns, then calls all other allies with Translation to assist, dealing 50% less damage.
(See Protocol Droid for a description of Translation.)
Wait for Me!
C-3PO and R2-D2 have +10% Evasion for each of their own stacks of Translation. At the start of encounter, C-3PO and R2-D2 gain Translation for 3 turns. When there are no other allied combatants, C-3PO escapes from battle.
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Loyal Friend
At the start of the battle, grant Guard to the weakest ally and Han Solo until Chewbacca is defeated. Chewbacca Assists when a Guarded ally uses any ability during their turn, doing 20% less damage, limited once per turn. When Chewbacca deals damage to an enemy, Chewbacca and all Guarded allies recover 3% Health and 3% Protection.
Guard: Can't be Critically Hit, immune to Daze and Stun, +25% Critical Chance
Raging Wookiee
Chewbacca is immune to Ability Block and Cooldown Increase. When Chewbacca deals damage to an enemy with an attack, he deals bonus damage equal to 20% of their Max Health. When Chewbacca takes damage from an attack, he gains +25% Offense and +25% Critical Chance until the end of his next turn. When Chewbacca or a Guarded ally takes damage from an attack, reduce Furious Bowcaster's cooldown by 1.
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85
5
Darth Malgus
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Unfettered Rage
Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is a Jedi. On the second attack, Darth Malgus gains 20% Max Health (stacking, max 100%) until the end of the encounter. These attacks can't be countered or evaded. Sith Empire allies gain Critical Damage Up for 2 turns.
Dark Deception
Deal true damage to target enemy equal to 40% of Darth Malgus' Max Health and inflict Doubt on them for 2 turns. If Darth Malgus is in the Leader slot and not the ally slot, this Doubt can't be resisted. Increase target enemy's cooldowns by 1, which can't be resisted. Darth Malgus gains Protection Up (20%) and additional Protection Up (5%, stacking) for each debuff on each ally for 2 turns.
Doubt: Can't gain bonus Turn Meter or buffs or recover Protection
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85
7
Dash Rendar
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Hotshot
Scoundrel allies gain 20% Max Health, 20% Potency, and 20% Offense. Whenever a Prepared ally scores a critical hit, all Prepared allies gain 2% Turn Meter.
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On The Hunt
All Bounty Hunters gain +50% Max Protection and +50% Tenacity. All Bounty Hunter allies gain +100% Defense while at full Health. Whenever an enemy suffers a debuff or Resists, all Bounty Hunter allies recover 5% Health and Protection. When Bossk is in the Leader slot, and not the Ally slot, the following Contract is active:
[c][F0FF23]Contract: Deal damage to the weakest enemy 10 times. (Only Bounty Hunter allies can contribute to the Contract.)
[c][F0FF23]Reward: All Bounty Hunter allies gain +50 Speed for the rest of battle and their Payouts are activated.
Trandoshan Rage
Bossk has +50% Defense and +50% Max Health while he has Taunt and gains +50% Offense and +50% Health Steal while attacking buffed enemies. When Bossk loses Taunt, he gains Taunt for 1 turn if the weakest enemy has Protection.
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Chewie's Rage
Deal Physical damage to all enemies. Deal damage an additional time (up to 5 additional times) for each enemy that has been defeated during the battle. Threepio & Chewie gain 10% Offense (stacking) until the end of battle whenever this ability defeats an enemy.
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Righteous Fury
Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn, and his next attack deals 100% more damage if all allies were Galactic Republic at the start of battle. If Padmé Amidala is an ally, she takes a bonus turn after each of Anakin's bonus turns.
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85
7
Captain Rex
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Master Marksman
Deal Physical damage to target enemy and Stun them for 1 turn. If this attack scores a critical hit, all allies recover 15% Health and Protection. If this attack defeats the target enemy, reset the cooldowns of all Clone Trooper and Phoenix allies.
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Sadistic Glee
Darth Sidious recovers 20% of his Max Health and gains 50% Turn Meter whenever any unit is defeated. In addition, he has +35% Evasion against Jedi attacks, +50% Potency, and gains Max Health equal to his Potency percentage.
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Control the Situation
Call all Imperial Trooper allies to assist, dealing 30% less damage. All units lose 100% Turn Meter, which can't be resisted. Allies gain 25% Turn Meter. Tank allies Taunt for 2 turns, Attacker allies gain 50% Offense for 2 turns, and Support allies gain 100% Protection Up.
Tactical Deployment
Dark Side allies have +30% Max Health and Max Protection, and Imperial Trooper allies have +15% Offense.
At the start of battle, if all allies are Imperial Troopers and Moff Gideon has exactly one Tank ally, two Attacker allies, and one additional Support ally, excluding summoned allies (in 3v3 Galactic Challenges or Grand Arenas, if all allies are Imperial Troopers and Moff Gideon has any combination where the team includes no more than one Tank, two Attackers, and/or an additional Support ally the conditions of this ability will be met):
- Whenever an enemy with the Leader tag uses an ability, Imperial Trooper allies gain 10% Offense (stacking) until the end of the encounter - Whenever an enemy with the Leader tag takes a turn, Moff Gideon gains 1 stack of Insight - Imperial Trooper allies have an additional +25% Offense and revive with 50% Health and Protection the first time they are defeated each encounter
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Mass Manufacture
At the start of battle, Wat gains a bonus turn and access to the following Tech in the form of abilities. When Wat uses a piece of Tech, the target other ally gains its effects until defeated or the end of battle.
The cooldown of each piece of Tech is set to max and can't be reduced if all allies have Tech or if it is active on an ally. Tech can't be copied, dispelled, or prevented, and an ally can only have one piece of Tech.
Chiewab Medpac: Recover 5% Health and Protection at the start of every character's turn, and 5% bonus Protection if this character is a Separatist
Baktoid Shield Generator: At the start of turn, recover 30% Protection and dispel own debuffs; Tanks Taunt while they have Protection
BlasTech Weapon Mod: Gain 15% Turn Meter at the start of each enemy's turn; enemies defeated by this character can't be revived
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85
7
Scout Trooper
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Strategic Assessment
Dispel all debuffs on all allies if the allied Leader is Imperial Remnant. Imperial Trooper allies gain Critical Damage Up for 2 turns. Imperial Remnant allies gain Speed Up for 2 turns. Scout Trooper Stealths for 2 turns. Call target other ally to assist, dealing 75% less damage.
Inflict Expose and Stagger on all enemies for 2 turns. Daze target enemy for 2 turns, which can't be resisted.
If the ally in the Leader slot is Imperial Remnant, allies gain Advantage for 2 turns, Scout Trooper's Imperial Precision ability gains 40% bonus damage (stacking) until the end of the battle, and the assisting ally is not affected by the damage penalty.
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85
7
Captain Drogan
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Coordinated Shot
Deal Special damage to target enemy. If the ally in the Leader slot is a Tank, this attack can't be evaded.
If it's Drogan's turn, Stun target enemy for 1 turn. If it's not Drogan's turn and the enemy is Empire, inflict Offense Down for 1 turn.
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If You Strike Me Down
Whenever another Jedi or Rebel ally takes damage, Old Ben gains 5% Turn Meter. The first time Old Ben is defeated, all allies gain Offense Up and Speed Up for 2 turns, recover 50% Health and 50% Protection, and gain 25% Turn Meter.
Devoted Protector
Old Ben gains Taunt for 2 turns. When this Taunt expires, Old Ben gains Taunt for 1 turn. All allies gain Defense Up for 2 turns.
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Geonosian Swarm
Geonosian allies have +15,000 Max Health and Max Protection, and +50% Health Steal. Geonosian allies recover 3% Protection when they use their Basic ability. Basic abilities of Geonosian allies deal 10% more damage for each buffed enemy.
Queen's Will
Geonosian Brood Alpha has +60% Tenacity. All Geonosian allies have the Hive Mind buff while Geonosian Brood Alpha is active, which can't be dispelled or prevented. When another Geonosian ally is defeated, reduce the cooldown of Conscription by 1. At the start of the encounter, summon a Geonosian Brute who Taunts for 1 turn.
Hive Mind: Assist whenever another Geonosian ally uses an ability during his turn, dealing 50% less damage; equalize Health and Protection with Hive Mind allies whenever an enemy uses an ability
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Alliance Chancellor
At the start of battle, if Mon Mothma is in the Leader slot, she and all Rebel Fighter allies gain 8% of their combined base Max Health, Max Protection, Offense, Defense, Potency, and Tenacity.
Mon Mothma and Rebel Fighter allies have a 100% chance to assist each other whenever they use an ability during their turn, dealing 90% less damage (limit once per turn per ally). If that ability dealt no damage, the damage penalty is reduced to 45% less damage and that ally dispels all debuffs on the healthiest Rebel ally.
This Is Our Rebellion
Mon Mothma has +50 Speed. Mon Mothma can't be targeted and is immune to taunt effects.
If there are no other allied combatants at the start of a turn, Mon Mothma escapes from battle.
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85
7
Princess Kneesaa
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Yub Nub
Deal Physical damage to all enemies, Stun target enemy for 1 turn and remove 100% Turn Meter, and Princess Kneesaa gains Critical Damage Up for 2 turns.
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Strength Flows From the Force
All allies have their current Health percentages equalized. (Health equalizing effects ignore Healing Immunity.) Then, all allies recover 20% Health and Protection and Jedi allies gain Foresight for 2 turns.
Do or Do Not
Whenever an ally with Master's Training is defeated, Yoda gains 100% Turn Meter and resets all of his cooldowns.
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Tactical Awareness
Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated at the end of that turn.
If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Domino Squad
Fives has +85% counter chance. Fives gains 15% Turn Meter whenever another Clone Trooper or 501st ally takes damage and half that amount for other allies.
If CT-21-0408 "Echo" is present, Fives has +100% Defense when Taunting, or deals 100% more damage when not Taunting.
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Unwavering Courage
Light Side allies have +50% Max Health, and while they have Protection Up they resist all debuffs and can't be critically hit.
At the start of their turn, Galactic Republic allies dispel Protection Up buffs on themselves and gain 1 stack of Courage for each 5% Protection Up dispelled this way. Courage can't be copied, dispelled, or prevented.
Courage: When damaging the target enemy with an ability, for each 5 stacks of Courage, dispel 5 stacks and deal bonus damage equal to 40% of the target's Max Health
Always a Choice
Padmé is immune to Fear. Whenever a Light Side ally loses Protection Up, they recover 5% Health. Allies can't gain or lose bonus Turn Meter.
Whenever an enemy attacks out of turn against a Galactic Republic ally, that ally gains Protection Up (10%, does not stack with itself) for 1 turn, increased to 40% if Padmé is their leader. This Protection Up can't be prevented or dispelled.
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85
5
Mara Jade, The Emperor's Hand
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Ultimate Predator
Dispel all buffs and inflict Stun and Vulnerable for 1 turn on target enemy. Then, deal Special damage to all enemies and inflict Tenacity Down for 1 turn. This ability deals double damage to Shocked enemies and Jedi.
Infiltrate and Disrupt
Deal Special damage to all enemies and inflict Offense Down, Shock, and Stagger for 2 turns. Mara Jade gains Stealth for 2 turns and 1.25% Turn Meter for each debuff inflicted by this ability. If Emperor Palpatine is the leader, he also gains 1.25% Turn Meter for each debuff inflicted by this ability.
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Flawless Riposte
Count Dooku has 100% counter chance. In addition, whenever he attacks outside of his turn, he deals 30% more damage, gains 15% Turn Meter, recovers 15% Protection, and gains Critical Hit Immunity for 1 turn.
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Shoots First
Han has +35% counter chance and +20% Critical Chance. The first time each turn that Han uses his Basic ability he attacks again, dealing 50% less damage.
At the start of encounter Han takes a bonus turn. During this turn he can only use his Basic ability, can ignore Taunt effects, and Stuns the target enemy for 1 turn, which can't be resisted.
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Bombarding Reinforcements
Deal Physical damage to all enemies. If Dark Trooper has 3 or more stacks of Dark Trooper Squad, Imperial Remnant allies gain Advantage for 2 turns, otherwise Dark Trooper gains 1 stack of Dark Trooper Squad.
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Captain of the 501st
All 501st allies have +4% Speed for each 501st ally present at the start of battle. Other 501st Clone Trooper allies reduce their own ability cooldowns by 1 at the start of each of their turns.
If Ahsoka Tano is an ally, she gains Critical Hit Immunity for 2 turns whenever she falls below 100% Health.
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Grizzled Veteran
Whenever Dengar receives a Critical Hit, he gains Stealth for 2 turns. Whenever an enemy evades Dengar’s attack, he gains +60% Turn Meter. Whenever Dengar suffers a negative status effect, he gains Tenacity Up for 2 turns. While Dengar is Stealthed, enemies can't gain Stealth. Whenever this ability's effects trigger, Dengar recovers 3% Health and Protection.
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Total Defense
Dispel all debuffs on Phoenix allies and grant them Defense Up for 3 turns. Kanan grants himself and another target ally Foresight and Protection Up (40%) for 2 turns. When each of these Foresights expire, Kanan gains 100% Turn Meter and other Phoenix allies gain 50% Turn Meter.
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This Party's Over
Deal Special damage to target enemy and call target other ally to assist. If target enemy had Shatterpoint and target ally is Galactic Republic, swap Turn Meter with target ally. If target enemy had Shatterpoint and target ally is Jedi, Mace gains 2 stacks of Resilient Defense (max 8) for the rest of the encounter. Both Mace and target ally recover 30% Protection.
Vaapad
Mace gains 30% Max Health. At the end of each turn, if another ally with Protection was damaged by an attack that turn, Mace gains 3 stacks of Resilient Defense (max 8) for the rest of the encounter if he has not gained Resilient Defense this way since his last turn. While Mace has Resilient Defense, he has +10% Offense per stack and 100% counter chance. Whenever Mace gains Taunt, he dispels it and gains 2 stacks of Resilient Defense.
Resilient Defense: Enemies will target this unit; lose one stack when damaged by an attack
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Sith Apprentice
Bastila and the character in the leader slot have +50% Defense, Potency, and Tenacity and gain Foresight for 1 turn at the start of battle.
If Bastila's leader is another Sith, whenever an enemy is inflicted with Deathmark, Fear, Marked, or Shock, they both gain 5% Offense (stacking up to 100%) for the rest of battle. This ability does not apply to characters in the ally slot.
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Tighten the Grip
Empire allies gain 30 Speed. Inflict Defense Down and Expose for 2 turns on enemies that fall below 100% Health during Empire allies' turn. This effect can't be Resisted.
Callous Conviction
Grand Moff Tarkin gains Defense equal to his Potency Percentage and 20% Potency per debuffed enemy.
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Self-Reconstruction
When a buff expires on an enemy, HK-47 recovers 5% Health and 5% Protection. When HK-47 uses an ability during his turn, it deals 25% more damage if the target has Deathmark or Fear.
Loyalty to the Maker
If HK-47's leader is Darth Revan, HK-47 has the following:
- +50% Defense, Offense, Potency, and Tenacity
- +30% Critical Avoidance for each Jedi enemy at the start of encounter
- Cooldown of Assassination Protocol is reset the first time another Sith Empire ally is defeated
- Enemies with Protection Up can't gain bonus Turn Meter
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Adaptive Aim Algorithm
IG-88 has +45% Critical Damage and recovers 50% Health whenever he damages a Target Locked enemy. In addition, he has +20% Offense for each debuffed enemy and +50% Evasion against Target Locked enemies. While IG-88 is active, Target Locked enemies can't recover Health or Protection.
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85
5
Darth Talon
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Proven Loyalty
If all allies are Sith at the start of battle (excluding summoned allies), whenever the Leader is damaged, all allies gain 5% Turn Meter. The first time they would be defeated while Darth Talon is active, they dispel all debuffs on themselves, recover 100% Health, and gain 100% Turn Meter; then, Darth Talon gains 3 stacks of Loyal Hand (max 20), loses 50% Health, and gains Stealth for 1 turn. Darth Talon can't be defeated by this damage. Additionally, Dark Frenzy's cooldown is refreshed.
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Aggressive Tactician
Whenever an enemy is defeated while Veers is active, Imperial Trooper allies gain Offense Up for 2 turns, gain 50% Turn Meter, and recover 10% Protection.
While Veers is active, Imperial Trooper allies have +15% Critical Chance.
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Droid Battalion
B1 can't score critical hits or be revived. B1 has no Protection, 1 Health, and 100 stacks of Droid Battalion, and can't be defeated or destroyed while they have Droid Battalion. When all stacks of Droid Battalion expire, B1 is immediately destroyed. B1 is immune to Damage Over Time, and their Max Health and Max Protection can't be increased.
When B1 takes damage, they dispel all debuffs on themselves and lose 8 stacks of Droid Battalion. At the start of B1's turn, they gain 3 stacks of Droid Battalion.
B1 is immune to damage from Lord of Betrayal in the Sith Triumvirate Raid.
Droid Battalion: Each stack grants B1 +2% Offense and all Separatist allies +0.5% Tenacity and Critical Avoidance
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Furious Foe
Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded. Wampa gains 40% Accuracy, 40% Critical Chance, and 40% Offense (stacking) until the end of the encounter. Wampa gains 15% Turn Meter for each defeated ally and each active enemy. This ability starts on cooldown.
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Domino Squad
Clone Trooper and 501st allies have +20% Critical Chance. When an enemy evades an attack from a Clone Trooper or 501st ally, Echo deals damage to them equal to 20% of their Max Health, which can't be evaded.
If Fives is present, Echo deals +100% more damage when Fives is Taunting, or has +100% Defense when Fives is not Taunting.
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Daring Padawan
Ahsoka has +40% Max Health, +10% Evasion, +10% Critical Chance, and +25 Speed. These values are doubled while she has Critical Hit Immunity.
If Jedi Knight Anakin is an ally, Ahsoka gains Critical Hit Immunity for 2 turns at the start of each encounter and whenever she uses a Special ability.
If the ally leader is Galactic Republic, Ahsoka is called to assist whenever another Galactic Republic ally uses a Special ability.
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Dauntless
Leia has +10% Offense and +40% Tenacity. The first time each turn Leia Resists a detrimental effect or suffers a debuff she gains 15% Turn Meter and gains 35% Offense (stacking) until the end of her next turn.
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Nick of Time
Captain Han Solo has +15% Critical Chance and +30% Critical Damage. In addition, at the end of his turn, Han recovers Health equal to 10% of his Max Health. If Han already has full Health, the least healthy ally is healed instead. Whenever Han uses his Basic attack he gains +10% Max Health (stacking) for 3 turns.
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Reactive Protocol
B2 has a 40% chance to reduce its cooldowns by 1 whenever a Separatist ally is evaded or damaged by an attack. Whenever B2 inflicts a debuff, all other Separatist Droid allies gain 5% Turn Meter.
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Stunning Strike
Deal Physical damage to target enemy and dispel all buffs on them. Then, Stun them for 1 turn. If no buffs were dispelled, reset the cooldown of this ability.
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85
5
Kyle Katarn
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Power of the Valley
Dispel all debuffs on all Rebel Fighter allies. Rebel Fighter allies gain Defense Up and Speed Up for 2 turns. Deal Physical damage to all enemies and inflict Force Influence on target enemy for 2 turns, which can't be copied.
Jedi Knight: Inflict Force Influence on all enemies for 2 turns
Force Influence: Can't assist, counter attack, or gain buffs (raid bosses and Galactic Legends: -30% counter chance)
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Roll with the Punches
BB-8 has 80% Counter Chance. When BB-8 attacks out of turn, he calls a random Resistance ally to Assist.
Self-Preservation Protocol
When BB-8 takes damage he has a 50% chance to gain Foresight for 2 turns. At the start of each encounter, if BB-8 is active, Droid allies gain 8% Turn Meter for each active Droid ally. When BB-8 Evades, Droid allies recover 8% Health and 8% Protection.
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Play to Strengths
Call another target ally to assist. That ally's attack has +50% Potency and deals 35% more damage. If target ally is Phoenix, dispel all debuffs on them, reduce their cooldowns by 1, and grant them 50% Turn Meter.
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ARC Arsenal
ARC Trooper has +35% counter chance. ARC Trooper always has Command while the Blaster Turret is present and summons a Blaster Turret to the ally slot at the start of the encounter and when he revives. The Blaster Turret will assist when ARC Trooper attacks out of turn.
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Bring Them in Cold
Dispel all buffs on target enemy, which can't be evaded. Then call all other Bounty Hunter allies to assist. Allies with Payouts active deal 30% more damage. If the enemy is defeated by this ability, Bounty Hunter allies gain Offense Up, Defense Penetration Up, Critical Damage Up, Critical Chance Up, and Health Steal Up for 3 turns.
Sweeten the Deal
Dispel all debuffs on Bounty Hunter allies. All Bounty Hunter allies gain Retribution for 2 turns and recover 25% Health and Protection, doubled if they have a Payout active. Allies with Payouts active gain Tenacity Up for 2 turns and 50% Turn Meter.
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Dancing Shadows
All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies.
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That Looks Pretty Bad
Dispel all debuffs on target ally and they recover 40% Health. Then, Revive all defeated Jedi allies at 80% Health and grant those allies Crit Immunity for 5 turns.
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85
9
Admiral Raddus
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Inspiring Maneuver
All Rebel allies gain Protection Up (50%) for 2 turns and recover 35% Max Protection. All ally Tanks gain Taunt for 2 turns. All Rogue One allies gain Spark of Rebellion for 3 turns, which can't be copied and call all Rogue One allies to assist. If target enemy is Dark Side and debuffed, increase their cooldowns by 1 (excluding Galactic Legends).
If all allies are Rogue One, reduce the cooldown of Inspiring Maneuver by 2.
Spark of Rebellion: Gain 40% Offense and 30 Speed; when this character attacks, recover 20% Max Health and Protection; Empire enemies defeated by this character can't be revived; if Spark of Rebellion is dispelled, gain 40% Turn Meter, 5% Upload progress, and Protection Up (50%) for 2 turns.
Transmission from Scarif
Admiral Raddus gains 30% Defense and 40% Tenacity.
If Jyn Erso is an ally, she gains Spark of Rebellion at the start of encounter and when Jyn Erso loses Spark of Rebellion, she regains Spark of Rebellion for 3 turns. While Admiral Raddus is active, Jyn Erso can't be defeated.
If Admiral Raddus is in the Leader slot and not the Ally slot, he gains the granted ability, Hope.
Admiral Raddus gains 1% Upload Progress for each detrimental effect resisted by a Rogue One ally. Whenever a Rogue One ally deals damage to an enemy with Expose, Admiral Raddus gains 1% Upload Progress for each stack of Expose on that enemy. Whenever a Rogue One ally uses a Special ability, Admiral Raddus gains 2% Upload Progress. When Jyn Erso uses a Basic or Special ability, Admiral Raddus gains 5% Upload Progress. At 100% Upload Progress, Admiral Raddus gains a bonus turn.
Hope: Limit one use per battle. Requires 100% Upload Progress to activate. Revive all allies, and all allies recover 100% Health and Protection. Then, deal true damage to all enemies and inflict Healing Immunity and Protection Disruption for 4 turns, which can't be dispelled, evaded, or resisted.
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Imperial Intelligence
At the end of his turn, Starck recovers 7% Health and 3% Protection, and removes 1% Turn Meter from all enemies for each active Empire ally (doubled for Imperial Trooper allies).
While Starck is active, Imperial Trooper allies have +50 Armor Penetration.
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Compassion is Weakness
Sith allies have +40% Critical Avoidance and +40% Potency. When a debuffed enemy takes damage, all Sith allies recover 10% Health. When an enemy uses an ability outside of their turn, they take damage equal to 35% of their Max Health. This damage can't defeat enemies. When an enemy gains a buff outside of their turn, they lose 50% Offense until the end of their next turn.
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Cathar Resilience
Juhani recovers 20% of her Max Health at the beginning of each of her turns. While Taunting, Juhani has +35% Counter Chance.
When Juhani drops below 100% Health, she recovers 5% Protection for each active Jedi or Old Republic ally, then gains Offense Up, Health Steal Up and Stealth for 2 turns. If Juhani is Taunting when this condition is met, she loses Taunt.
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Simple Tactics
Ewok allies gain 20% Turn Meter and deal 10% more damage whenever they perform a Basic attack. These effects are halved for other allies. Whenever an Ewok ally uses a Special ability, 60% chance to call another random Ewok ally to Assist.
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Seasoned Tactics
For each Scoundrel ally at the start of battle (excluding summoned allies), Scoundrel allies gain 5% Max Health, Max Protection, and Offense.
Whenever an enemy takes damage, Scoundrel allies gain 2% Turn Meter.
Protective Intuition
The Mandalorian (Beskar Armor) is immune to Ability Block and has +40% Potency and Tenacity.
The first time each Scoundrel ally falls below 75% Health, The Mandalorian (Beskar Armor) dispels all debuffs on himself, gains 1 stack of Whistling Birds, and takes a bonus turn, and the cooldown of Wonder of the Force is reset.
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Lord of Hunger
At the start of each of his turns, Nihilus inflicts Damage Over Time for 2 turns on a random enemy that doesn't have any debuffs. If all enemies are debuffed, inflict Damage Over Time on a random enemy. At the start of each enemy turn, Nihilus inflicts Health Down on them for 2 turns. When allied Darth Sion or Darth Traya are inflicted with a debuff, Nihilus gains 10% Turn Meter and +30% Max Health (stacking) until the end of the encounter.
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Asset Acquisition
All Scoundrel allies have +20 Speed, +35% Tenacity, and +30% Critical Chance. When the Mandalorian is in the Leader slot, and not the Ally slot, the following Contract is active:
[c][F0FF23]Contract: While buffed, score critical hits against enemies 20 times. (Only Bounty Hunter abilities can contribute to this Contract)
[c][F0FF23]Reward: For the rest of the battle, all Bounty Hunter allies have their Payouts activated and gain the following: while a Bounty Hunter ally is attacking, they have +20% Offense and Health Steal for each buffed ally.
Disciplined Bounty Hunter
Each time the Mandalorian scores a critical hit, he gains 30% Turn Meter and other Bounty Hunter allies gain half that amount. At the start of encounter, the Mandalorian has Bounty Hunter's Resolve until he is defeated.
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Unyielding Defender
At the start of the encounter, if the allied Leader is Empire, Royal Guard gains Max Health equal to 5% of the allied Leader's Max Health and then doubles his Health until the end of the encounter.
At the end of each turn, if another ally took damage that turn, all Empire allies recover 6% Health. Royal Guard Taunts for 1 turn whenever another ally falls below 50% Health.
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Lord of Pain
Sion has +100% Defense and +100% Tenacity against enemies with Pain. At the start of each enemy's turn, if they have Pain, Sion gains Taunt until the end of the turn. At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn. When allied Darth Traya or Darth Nihilus are Critically Hit, reduce Held By Hatred's cooldown by 1.
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Rampage
When any ally or enemy is defeated, Asajj gains 35% Turn Meter, and, gains 15% Offense, 15% Critical Chance, and 5% Max Health (stacking) until the end of the encounter. Asajj has +15 Speed for each enemy with no buffs.
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Flourish
Deal Physical damage to target enemy and dispel all buffs on them. If the enemy had no buffs, this attack's cooldown is reduced by 1 and Ezra gains 75% Turn Meter instead. Ezra gains Defense Up for 2 turns.
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Focused Strikes
As long as she has no debuffs, Rey has +25% Offense and inflicts Daze for 2 turns whenever she uses a Special ability. This effect can't be Resisted.
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Demolish
Deal Physical damage to all enemies, Stagger them for 2 turns, and Expose target enemy for 2 turns. For each active Mandalorian and Phoenix ally, deal +15% more damage and Expose a random enemy for 2 turns. Mandalorian and Phoenix allies gain Critical Chance Up and Offense Up for 2 turns. If this attack scores a critical hit, reduce Sabine's cooldowns by 2. This attack can't be countered or evaded.
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Staggering Sweep
Deal Physical damage to target enemy and Stagger them for 1 turn. Zeb gains 10% Turn Meter for each active Phoenix ally. If the target has no debuffs, this attack can't be resisted, deals double damage, and deals bonus damage equal to 20% of the enemy's Max Health. If the target has any buffs, ignore their Armor. If the target has any debuffs, this attack has +50% Critical Damage. This attack can't be evaded.
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Balanced Tactics
Resistance allies have +60% Defense, Offense, and Potency, and other allies have half that amount. If an enemy is damaged by a Resistance ally, for each Expose on them: That enemy loses 5% Turn Meter for each Resistance ally, all Resistance allies gain 3% Turn Meter for each Resistance ally, and their cooldowns are reduced by 1.
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Initiative
At the start of the battle, Jedi allies gain 15% Turn Meter and Protection Up (200%, can't be dispelled), and Jedi Tank allies Taunt for 1 turn. While Jedi allies have Protection Up, they have +150% Tenacity and deal 35% more damage.
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Returned to the Light
While Visas Marr has no debuffs, she has +100% Counter Chance and a 60% chance to Assist when another ally attacks Sith enemies once per turn.
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Threaten
All allies gain Critical Chance Up for 2 turns. Reduce target enemy's Turn Meter by an amount equal to Greedo's Critical Chance, which can't be resisted (excludes raid bosses and Galactic Legends). Then, Greedo gains an equal amount of Turn Meter removed this way. If the target is reduced to less than 20% Turn Meter, Stun them for 1 turn, which can't be resisted. Dispel all buffs on target enemy. This attack can't be evaded.
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85
1
Eighth Brother
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Bladed Hilt
If Eighth Brother did not have Stealth this turn, he gains Stealth for 3 turns. Deal Physical damage and consume up to 5 stacks of Purge. For each stack of Purge consumed this way after the first, deal Physical damage again.
- 1+ stack consumed: Inflict Healing Immunity for 2 turns - 2+ stacks consumed: Inflict Speed Down for 2 turns - 3+ stacks consumed: Inflict Ability Block for 1 turn - 4+ stacks consumed: Inflict Buff Immunity for 2 turns - 5 stacks consumed: Inflict Armor Shred for the rest of the battle
These debuffs cannot be resisted by Jedi enemies.
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XII
85
Iden Versio
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First In, Last Out
If no other allies have the Leader tag, and all allies are non-Droid Imperial Troopers, Iden gains 100% Turn Meter at the start of each encounter, and whenever she is defeated she revives with 100% Health and Protection if there is another active Imperial Trooper ally.
While Iden has Protection Up, she has +30% Potency; while she is active, Imperial Trooper allies have +30% Offense.
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Viceroy's Reach
Whenever a Separatist ally inflicts a debuff, they also deal 5% Max Health damage to that enemy, which can't be evaded, and enemies with Extortion have -30% Speed and Offense.
The first time Nute Gunray is defeated, he is revived with 100% Health and Turn Meter. Every time Nute Gunray is revived, he Stealths for 2 turns.
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I Like a Challenge
Canderous deals 50% more damage with Interminable Assault and Overwhelming Firepower to enemies who are Taunting, Deathmarked or Marked. Whenever an enemy is damaged by an attack, Canderous gains 8% Turn Meter. When an enemy gains Taunt, or becomes Deathmarked or Marked, Canderous gains Critical Chance Up and Critical Damage Up for 2 turns.
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Mission's Guardian
Zaalbar has +25% Critical Avoidance. If Mission is present, she also gains this bonus. When any other ally falls below 100% Health, Zaalbar gains Taunt and Retribution for 2 turns. At the start of each of his turns, Zaalbar and Mission recover 10% Protection for each Damage Over Time effect on enemies.
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Me and Big Z Forever
Mission has +50% Offense. If Zaalbar is present, he also gains this bonus. Once per turn, Mission Assists when Zaalbar uses an ability. When Zaalbar takes damage from an attack, Mission gains 10% Offense (stacking) for 2 turns. When Mission deals damage to an enemy, Zaalbar recovers 10% Health.
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Soldier of the Old Republic
Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.
When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).
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Let the Wookiee Win
At the start of each enemy turn, Chewbacca gains 12% Offense (stacking) until he uses 2 abilities.
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Krennic's Guard
Whenever Death Trooper scores a Critical Hit, he and Director Krennic recover 20% Health. Death Trooper has a 50% chance to gain 100% Turn Meter whenever Director Krennic takes damage. Director Krennic can't be Critically Hit while Death Trooper is alive.
While Death Trooper is active, Imperial Trooper allies have +10% Health Steal.
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Swindle
When an enemy gains a buff, Han gains 25% Counter Chance (stacking) until the end of his next turn. When Han gains a debuff, he gains 50% Defense (stacking) until the end of his next turn. When Han gains any status effect, he gains 50 Armor Penetration (stacking) until the end of his next turn.
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Child's Favor
At the start of battle, IG-11 gains Max Protection equal to 20% of his Max Health. If Kuiil is an ally, IG-11 gains 40% instead and Taunts for 2 turns at the start of each encounter.
Whenever another Droid or Scoundrel ally attacks during an enemy turn, IG-11 assists (limit once per ally per turn).
At the start of IG-11's turn, he dispels all debuffs from Droid and Scoundrel allies. For each debuff dispelled this way, IG-11 inflicts Damage Over Time for 2 turns on a random enemy, which can't be evaded.
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Earn Your Signet
The Armorer loses all stacks of Beskar Ingot and grants target other ally a tier of Beskar Armor equal to the number of stacks of Beskar Ingot removed until the end of the encounter, which can't be copied, dispelled, or prevented. This ability can't be used if The Armorer has no stacks of Beskar Ingot or if the target's Tier of Beskar Armor won't be increased.
Beskar Armor - Beneficial effects build based on the cumulative number of stacks: 1 Stack: +50% Defense and +15% Max Health 2 Stacks: Recover 30% Protection at the end of turn 3 Stacks: +100% Counter chance and can't be critically hit
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