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Kit Reveal: Colonel Ward

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CG_SBCrumb
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6 days ago

UNIT NAME: Colonel Ward

ALIGNMENT: Light

CATEGORIES: Support, New Republic

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Colonel Ward uncovers looming threats to the New Republic while pursuing dangerous targets across the galaxy. Colonel Ward is a Support unit designed to slot right into the rest of the New Republic squad helmed by Captain Carson Teva. She specializes in inflicting debuffs and punishing her enemies.

 

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Basic Ability: A180 Blaster Pistol

Final Text: Deal Physical damage to target enemy and inflict Evasion Down for 1 turn. If it’s Ward's turn, also inflict Defense Down for 1 turn.

 

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Special 1: New Republic's Most Wanted (Cooldown 3)

Final Text: Dispel all debuffs on target ally. The next time the target ally counterattacks, they inflict Evasion Down to the target enemy for 1 turn.

Dispel Stealth from all enemies. Each enemy that lost Stealth this way is Marked for 2 turns. Inflict all enemies with Critical Damage Down and Expose them for 2 turns. 

Synergies: By picking out enemies that should otherwise be Stealthed and Marking them, Ward excels at funneling New Republic’s powerful and frequent out-of-turn attacks to the most significant enemy targets.

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Special 2: X-haul Fly-by (Cooldown 4)

 

Final Text: Deal Physical damage to all enemies, inflict them with Burning and Healing Immunity for 2 turns. 

Synergies: This ability’s Healing Immunity can be even more lethal when timed well with other New Republic abilities, such as R5-D4’s Bad Motivator. Additionally, in her Unique ability, New Republic Officer, using this ability in the correct scenario can trigger a mass assist.

Inspiration: This ability name and ability is inspired by the ship that she pilots, playing into a big hero moment for her that we wanted to capture thematically. 

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Unique 1: New Republic Officer (Zeta + Omicron)

Final Text: Whenever a Support or Healer ally is damaged by an enemy ability while an ally is Taunting, Ward inflicts the enemy with Evasion Down for 1 turn.

Whenever the enemy dispels Retaliate on any ally, New Republic allies gain 10% Offense (stacking, max 50%) when attacking enemies out of turn. Whenever allies trigger Expose out of turn, they gain Critical Damage Up for 1 turn. Whenever Ward uses X-haul Fly-by, if any enemies have On the Run, all New Republic allies assist the next time any ally counterattacks.

If all allies were New Republic at the start of battle: Whenever a Taunting Tank ally is damaged, the enemy that damaged them is Ability Blocked for 1 turn. If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle, whenever a Healer or Support ally is damaged by an enemy ability while an ally is Taunting, increase all cooldowns of the enemy who damaged them (excluding raid bosses and Galactic Legends) and the enemy gains 1 stack of On the Run.

While in Grand Arenas: At the start of battle, all New Republic allies gain 10% Potency and Tenacity for each New Republic ally until the end of battle. 

If all allies are New Republic at the start of battle, enemies start the battle with 2 stacks of On the Run. If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle, whenever enemies gain a stack of On the Run, Ward inflicts them with an additional stack of On the Run (once per target enemy’s turn). When enemies take damage from On the Run, they are also Exposed for 1 turn.

Synergies: This ability heavily punishes the enemy for targeting Healer or Support New Republic allies when an ally is Taunting. It also heavily punishes AoE abilities (that are typically used to circumvent Taunt mechanics) because it could mean gaining multiple stacks of On the Run at once. 

Ward functions best in a counterattack centric squad, giving Offense bonuses when attacking out of turn, and triggering mass assists with counterattacks. This part of her kit synergizes with the rest of the New Republic squad, and allows her to be a key support unit in this team.

FAQ/Clarity: 

Q: “What is On the Run again?”

A: On the Run:  -10% Evasion and Tenacity per stack; at 10 stacks, lose all stacks, take 20% Max Health damage (can't be defeated by this damage), and all enemies gain a bonus turn; whenever stacks of On the Run are reset, inflict 2 stacks to this character and 1 stack to all other allies

Q: “If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle” is a very verbose and confusing condition. Can you explain what this means?

A: The ability will work if:

  • There are no GLs
  • If there are GLs, there needs to be an allied New Republic GL present

The ability will not work if:

  • There is a GL/multiple GLs but none of them are New Republic (on ally side)

Q: “But there’s no New Republic Galactic Legend in the game yet.”

A: Don’t worry about it.

Published 6 days ago
Version 1.0

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