Pitorth 745-792-852

Galactic Power
6,271,001 6.3M
3,557,884 3.6M
2,713,117 2.7M
Zetas
86/321
Gears
Character Zetas
85
6
8
Supreme Leader Kylo Ren
Brutal Assault
Inflict Buff Immunity for 2 turns on target enemy and deal Physical damage to them twice. If the target was Stunned, deal damage again and gain Advantage for 2 turns. If it's Kylo's turn, he gains 10 [c][F0FF23]Siphon until the end of the encounter.

[c][F0FF23]Siphon: This unit will gain 1% of a stat per stack and the target will lose the amount gained
Furious Onslaught
Deal Physical damage to all enemies. Kylo [c][FFA500]Siphons Mastery from target enemy, doubled if they were Stunned, which can't be resisted. Then, dispel all debuffs on all Dark Side allies and grant them Advantage for 2 turns.

[c][FFA500]Siphon Mastery: Gain a percentage of Mastery equal to this unit's Siphon until the end of the encounter and the target loses that much Mastery (stacking, excludes raid bosses and Galactic Legends)
Press the Advantage
Supreme Leader Kylo Ren is immune to Stagger and can't gain taunt effects, and enemies defeated during his turn can't be revived.

Whenever a Dark Side ally loses Turn Meter, they gain 10% of their current Max Health and Max Protection (stacking) until the end of battle.

Whenever a Dark Side ally gains bonus Turn Meter, they lose 10% of their current Max Health and Max Protection (stacking) until the end of battle.
Supreme Leader
Dark Side allies have +30 Speed, +40% Mastery, and +50% Critical Damage, and they can't be critically hit while they have Advantage.

Whenever a Dark Side ally loses Advantage without scoring a critical hit, they gain Advantage for 1 turn at the end of the turn.

Whenever a Dark Side ally gains Advantage, if they didn't already have it, they gain a bonus based on their role:
- [c][B5E7F5]Tanks Taunt for 2 turns
- [c][B5E7F5]Attackers gain Critical Damage Up for 2 turns
- [c][B5E7F5]Supports and [c][B5E7F5]Healers gain 20% Turn Meter
Stasis Strike
Dispel all buffs on all enemies and Stun target enemy for 2 turns, which can't be copied, dispelled, or resisted. Then, deal Physical damage to target enemy and Kylo gains 20 Siphon until the end of the encounter. On a critical hit, Kylo gains 40 Siphon instead. This attack can't be evaded.
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%.
85
6
8
Rey
Relentless Advance
Deal Physical damage to target enemy. If it's Rey's turn, she deals damage a second time, has +50% Health Steal, and ignores 50% of the target's Armor. This Health Steal is doubled while Rey is under 50% Health.
Lifeblood
Rey loses 25% Health and target Light Side ally gains bonus Protection equal to the amount lost. All other Light Side allies gain half of that amount. If Rey is at full health when she uses this ability, all Light Side allies gain Critical Hit Immunity for 2 turns.

Target other ally gains Lifeblood until they are defeated or until Lifeblood is granted to a different ally, which can't be copied, dispelled, or prevented. Rey can't be defeated by this ability.

Lifeblood: Damage received decreased by 30% and damage dealt increased by 30%
Sudden Whirlwind
Deal 2x massive damage to target enemy, dealing 7% more damage per Relic Amplifier level. Then, deal Physical damage to all enemies. Enemies defeated by this ability can't be revived. This attack can't be countered or evaded.

This ability can't be used unless a Light Side ally dropped below 60% Health since its last use. A Light Side ally needs to have dropped below 60% Health in order to use this ability for the first time.
Wisdom of the Sacred Texts
Light Side allies have +40% Mastery, +30 Speed, and +30% Max Health. Whenever an enemy gains bonus Turn Meter, Inspired Light Side allies gain 5% Mastery (stacking) until the end of the encounter.

The first time each Light Side ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and recover 50% Health when it expires.
Manifest Inspiration
At the start of her turn, Rey becomes Inspired. If she is already Inspired, she instead Inspires the healthiest Light Side ally who isn't. Inspired Light Side allies dispel all debuffs on themselves when they use a Basic ability during their turn. Light Side allies with Inspired or Damage Immunity can't have their Turn Meter reduced.
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%.
85
6
7
Sith Eternal Emperor
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%.
85
7
Rey (Jedi Training)
Inspirational Presence
Resistance allies have +30% Critical Chance and +30% Critical Damage. When they score a Critical Hit, they have a 70% chance to inflict Expose for 2 turns (this effect can't be Resisted). Resistance allies gain 10% Turn Meter when an enemy is Exposed.

When a Resistance ally uses a Special ability:
- All Exposed enemies lose 5% Turn Meter (this effect can't be Resisted)
- If the Resistance ally has no debuffs, reduce their Cooldowns by 1
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
85
7
Darth Vader
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
85
7
Kylo Ren (Unmasked)
Merciless Pursuit
First Order allies have +40% Critical Damage and +30 Speed. When a First Order ally scores a Critical Hit, they gain 20% Turn Meter. When a First Order ally gains a status effect, they recover 5% Health and 5% Protection.
Scarred
When Kylo takes damage, he recovers 8% Health and a random First Order ally who doesn't have it gains Advantage for 2 turns. Kylo has +50% Counter Chance, doubled while he has Taunt. Kylo takes reduced damage from Percent Health damage effects and gains Taunt for 1 turn at the start of each encounter.
85
7
Emperor Palpatine
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.
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.
85
7
BB-8
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.
85
5
Commander Luke Skywalker
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.
85
5
Jedi Knight Revan
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.
85
5
Darth Revan
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.
85
5
Darth Malak
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.
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.
85
5
Admiral Piett
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
85
5
Padmé Amidala
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.
85
7
Jedi Knight Anakin
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.
XII
85
General Skywalker
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.
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.
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
85
5
Grand Master Yoda
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.
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.
85
3
C-3PO
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.
85
6
Grand Admiral Thrawn
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.
85
6
Count Dooku
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.
85
5
Bossk
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.
85
5
Boba Fett
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.
85
5
Bastila Shan (Fallen)
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.
85
5
General Hux
Boundless Ambition
General Hux gains Advantage for 2 turns at the start of each encounter. If the allied leader is First Order, all other First Order allies also gain Advantage for 2 turns at the start of each encounter.

If all allies are First Order at the start of battle, enemies can't gain bonus Turn Meter while General Hux has Advantage.
85
3
Chewbacca
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.
85
5
General Kenobi
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.
85
5
Ahsoka Tano
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.
85
5
Carth Onasi
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).
85
4
Droideka
Deflector Shield Generator
Droideka gains 10% Turn Meter and 1 stack of Charge for 1 turn whenever an enemy takes a turn. Additionally, Droideka recovers 10% Protection whenever it damages a Target Locked enemy.

Droideka has +50% Speed and +25% Evasion unless it has Damage Immunity. If Droideka has Damage Immunity, it has -50% Speed and a 35% chance to assist dealing 50% less damage whenever another Separatist ally uses an ability (limit once per turn).

Charge: +5% Offense per stack
85
3
Jolee Bindo
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.
85
3
Grand Moff Tarkin
Callous Conviction
Grand Moff Tarkin gains Defense equal to his Potency Percentage and 20% Potency per debuffed enemy.
XII
85
HK-47
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
85
3
Han Solo
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.
85
3
Threepio & Chewie
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.
XII
85
Geonosian Brood Alpha
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
85
3
General Veers
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.
85
3
Colonel Starck
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.
85
2
B1 Battle Droid
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
85
3
Royal Guard
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.
XII
85
R2-D2
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.
XII
85
The Mandalorian
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.
XII
85
Hermit Yoda
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.
XII
85
Zaalbar
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.
XII
85
Mission Vao
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.
XII
85
Canderous Ordo
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.
XII
85
Chief Chirpa
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.
IX
85
Wat Tambor
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