Dark Moulaga 331-892-118

Galactic Power
5,655,169 5.7M
3,176,643 3.2M
2,478,526 2.5M
Zetas
61/321
Gears
Character Zetas
85
6
7
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
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.
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)
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
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.
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
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
7
Darth Vader
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
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.
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.
85
8
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
7
Rey (Jedi Training)
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
Emperor Palpatine
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.
85
7
Starkiller
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.
85
5
General Skywalker
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
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.
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
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
3
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
Padmé Amidala
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.
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
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.
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.
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
7
Darth Sidious
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.
85
5
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
5
General Grievous
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.
85
5
Mara Jade, The Emperor's Hand
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.
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
5
Bossk
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.
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
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
5
R2-D2
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.
85
5
Wampa
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.
85
5
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
5
B2 Super Battle Droid
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.
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
Resistance Hero Finn
Spark of Resistance
All Resistance allies have +100% counter chance, +50% Defense, and +50% Tenacity while Resistance Hero Finn is Inspired.

Additionally, while Resistance Hero Finn is Inspired, when an ally is prevented from using an ability during their turn, they recover 40% Health and Protection and gain 40% Turn Meter.
85
5
Resistance Hero Poe
Spark of Resistance
If all of Resistance Hero Poe's allies are Light Side, enemies lose 5% Protection whenever they lose a debuff. When Inspired allies deal damage to an enemy with an ability, they also deal bonus damage equal to 10% of the target's Max Health, which can't be evaded. If an enemy critically hits an Inspired ally, all buffs are dispelled from that enemy at the end of the turn.

If Resistance Hero Poe is Inspired when he uses a Special ability during his turn, he can Inspire another target Resistance ally.
85
5
Amilyn Holdo
Quiet Confidence
When another Resistance ally loses Foresight, Amilyn Holdo gains Taunt for 1 turn and Recovers 10% Health. While Amilyn Holdo doesn't have Taunt, she has +50 Speed and all other Resistance allies have +20% Critical Avoidance.
85
5
IG-100 MagnaGuard
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.
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
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.
X
85
Boushh (Leia Organa)
Fearless
Boushh is immune to Fear. At the start of battle, Boushh gains 1 stack of My Kind of Scum until the end of battle, which can't be copied, dispelled, or prevented. At the start of the encounter, all enemies gain Deadly Bluff for 3 turns. At the end of each turn, if an enemy with Deadly Bluff was inflicted with any Thermal Detonators, inflict an additional Thermal Detonator for 2 turns.

If all allies were Hutt Cartel at the start of battle, enemies with Deadly Bluff can't attack out of turn and if they have both Deadly Bluff and Thermal Detonator, they lose 25 Speed. If the ally in the Leader slot is Hutt Cartel and not a Galactic Legend, Boushh is immune to Turn Meter manipulation. Boushh will assist (limit once per turn) whenever another Hutt Cartel ally uses an ability during their turn and target enemy has Deadly Bluff.

My Kind of Scum: +10% Max Health and Defense

Deadly Bluff: Boushh's Abilities gain additional effects against this character
X
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