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dosman2233
Seasoned Ace
3 months ago

All versions of Han Solo

After all the versions of Chewbacca were covered, I'd though about doing his partner-in-crime, Han Solo

1. Han Solo (Episode IV: A New Hope)
Light Side, Attacker, Rebel, Scoundrel, Smuggler, Mercenary

Relic Amplifier: DL-44 Heavy Blaster Pistol

Attacks and Abilities

Basic: Quick Draw
Deal Physical damage to target enemy. If the target has less than 50% Turn Meter, deal 75% more damage. Otherwise, remove 35% Turn Meter. This attack can't be Evaded.

Special 1: Deadeye (Cooldown: 3)
Deal Physical damage to target enemy and Stun them for 1 turn. Gain Turn Meter equal to Han's Critical Chance.

Special 2: Never Tell Me The Odds (Cooldown: 4)
All allies gain Critical Chance Up and Evasion Up for 2 turns. Han gains 50% Turn Meter and Critical Damage Up for 2 turns.

Unique: 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.

2. Stormtrooper Han ('Episode IV: A New Hope', infiltrating the Death Star Prison Block)
Light Side, Tank, Leader, Rebel, Scoundrel

Relic Amplifier: E-11 Blaster

Attacks and Abilities

Basic: Wary Shot
Deal Physical damage to target enemy with a 70% chance to gain 35% Turn Meter. This attack has high damage variance.

Special: Draw Fire (Cooldown: 4)
Han Taunts for 3 turns, and all other allies gain 30% Turn Meter. In addition, all other allies gain 20% Turn Meter when Han is damaged while his Taunt is active.

Leader: Plan B
All allies gain 40% Defense while above 50% Health and 35% Offense while below 50% Health.

Unique: Bluff
Han has a 25% chance to remove 30% Turn Meter from each enemy at the start of each of his turns. In addition, Han recovers 5% Protection and has a 25% chance to remove 10% Turn Meter from each enemy when he is damaged.

3. Captain Han Solo (Episode V: The Empire Strikes Back)
Light Side, Support, Rebel, Scoundrel

Relic Amplifier: Droid Caller

Attacks and Abilities

Basic: Disabling Shot
Deal Physical damage to target enemy and inflict Daze for 2 turns. Empire targets can't Resist or Evade and take double damage from this attack. If Han has full health, gain 30% Turn Meter.

Special 1: Hunker Down (Cooldown: 10)
Dispel all debuffs on Han and target other ally, and they both recover Health equal to 40% of Han's Max Health and gain 25% Turn Meter. Then, if the target ally has full Health, they also recover 20% Protection.

This ability's cooldown is reduced by 1 whenever an ally suffers a Debuff.

Special 2: Search and Rescue (Cooldown: 6)
Revive a random defeated ally at 1% Health and 0% Turn Meter. If that ally is a Rebel, they recover 50% Health and gain 50% Turn Meter.

Unique: 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.

4. Veteran Smuggler Han Solo (Episode VII: The Force Awakens)
Light Side, Attacker, Mercenary, Resistance, Scoundrel, Smuggler

Relic Amplifier: Remote Detonator

Attacks and Abilities

Basic: Trueshot
Deal Physical damage to target enemy with 50% chance to attack again. The chance is doubled if the target is debuffed. Han inflicts Stagger for 2 turns when he attacks again.

Special: Can I Try That? (Cooldown: 3)
Deal Physical damage to all enemies. Stun the primary target for 1 turn and inflict Ability Block on all enemies for 1 turn.

Unique 1: Resistance Rapport
Han has +25% Critical Chance and +50% Health Steal. When Veteran Smuggler Chewbacca or a Resistance ally in the leader slot takes damage, Han gains 20% Critical Damage (stacking) until he scores a Critical Hit. When Veteran Smuggler Chewbacca or a Resistance ally in the leader slot is defeated, Han gains 100% Turn Meter, his cooldowns are reset, and he takes an additional turn after his next turn (max 1 bonus turn).

Unique 2: 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.

5. Young Han Solo (Solo: A Star Wars Story)
Light Side, Attacker, Crimson Dawn, Mercenary, Scoundrel, Smuggler

Relic Amplifier: Aurodium-Plated Dice

Attacks and Abilities

Basic: Trick Shot
Deal Physical damage to target enemy and inflict Speed Down for 2 turns. Han becomes Prepared if target was below 50% Turn Meter.

Special 1: Upper Hand (Cooldown: 2)
Han gains Protection Up (100%) and Retribution for 2 turns. Han also gains +50 Speed for rest of the encounter. This effect can stack up to +200 Speed.

Special 2: Just in Time (Cooldown: 3)
Deal Physical damage to target enemy. This attack deals 25% more damage for each other Prepared ally. Target other ally recovers Protection equal to 50% of damage dealt.

Prepared: If Young Han Solo is Prepared, target other ally becomes Prepared and Han is no longer Prepared. Then, all Prepared allies gain Critical Damage Up for 1 turn and Han recovers Protection equal to 50% of damage dealt.

Unique: Ready For Anything
When Han starts his turn with Protection Up, he gains +10% Offense (stacking) and +10% Critical Chance (stacking) until the end of battle. While Prepared, Han has 70% chance to Assist another Scoundrel ally's attack during their turn, limited once per turn.

Bonus:

6. General Solo (Episode VI: Return of the Jedi)
Light Side, Attacker, Leader, Rebel, Rebel Fighter

Relic Amplifier: Camouflaged Trench-Coat

Attacks and Abilities

Basic: A Good Blaster
Deal Physical damage to target enemy and inflict Accuracy Down for 2 turns. If it’s General Solo’s turn, deal damage 2 more times. Otherwise remove 20% Turn Meter.

Special 1: Shoulder Charge (Cooldown: 4)
Dispel all Buffs, deal Physical damage based on General Solo’s Max Health instead of his Attack damage, and inflict 3 stacks of Off Balance on target enemy for 2 turns. If that target had no Protection, this attack deals 40% more damage and ignores Armor.

Special 2: Big Bang (Cooldown: 4)
Deal Physical damage to target enemy and inflict Stagger and Burning for 3 turns. Deal 20% less damage to all other enemies and inflict Stagger for 1 turn. When Stagger expires from an enemy, they become Confused and Off Balanced for 3 turns, which can’t be evaded or resisted. All Rebel or Ewok allies gain Critical Chance Up and Critical Damage Up for 3 turns.

Leader: Strike Team
Rebel and Ewok allies gain 20% Accuracy, Evasion, Max Health, Potency, and Tenacity. At the start of each encounter or whenever another Rebel or Ewok ally gains Stealth, General Solo gains Taunt, Critical Hit Immunity, and Evasion Up for 2 turns. Whenever a Rebel or Ewok ally evades an attack or scores a critical hit, they gain 8% Turn Meter and all other Rebel or Ewok allies gain half that amount.

While in Territory Battles: 
Rebel and Ewok allies gain an additional 20% Accuracy, Evasion, Max Health, Potency, and Tenacity for every Ewok or Rebel ally (excluding General Solo). In addition, Ewok and non-Droid Rebel allies gain Offense equal to 20% of their Max Health, and Droid Rebel allies gain 100 Speed. Whenever a Rebel or Ewok ally uses their basic ability during their turn, all other Rebel or Ewok allies are called to assist (limit once per turn).

Unique: Sorry About the Mess
Rebel and Ewok allies are immune to Daze. General Solo has +40% Critical Chance, +40% Critical Damage, and gains Max Protection equal to 40% of his Max Health.

Whenever a Rebel or Ewok ally deals damage to an Off Balanced enemy, General Solo recovers 8% Protection and gains 8% Turn Meter. If General Solo is in the allied Leader slot, this Protection recovery is doubled and he reduces the cooldowns of Ewok Tank and Healer allies by 1 when Taunt is dispelled from him and when he is defeated.

If the allied leader is Leia Organa at the start of battle, General Solo gains Keen Stratagem until the end of battle and Jedi Tank allies gain Taunt for 2 turns at the start of each encounter and whenever a non-Tank Rebel ally falls below 80% Health.

Off Balance: Lose 10% Health and 10% Turn Meter if damaged by an attack.

7. Han and Chewie (Episode IV: A New Hope)
Galactic Legend, Light Side, Attacker, Leader, Scoundrel, Smuggler, Wookiee

Relic Amplifier: Detonate Charge

Attacks and Abilities

Basic: Collaborative Strike
Deal Physical damage to the target enemy twice and gain 10% Critical Damage (Stacking) against the target enemy until the end of the encounter. Inflict Stagger for 1 turn on all enemies, which cannot be resisted and gain Defence Up for 1 turn. Grant a random ally Defence Up, who didn’t already have it. Then deal Physical damage to the healthiest enemy, ignoring Taunt effects.

Special 1: Laugh It Up, Fuzzball (Cooldown: 4)
Play a hand of Sabacc

If Han Solo wins the hand: Gain 50 stacks of Profit

If Han Solo loses the hand: All other Light Side Scoundrel or Wookiee allies gain Backup Plan for 1 turn, duration doubled for Prepared allies. Han & Chewie become Prepared and lose all stacks of Profit.

Deal Physical damage to the target enemy and Stun them 1 turn, if this Stun is resisted. Inflict Speed Down for 1 turn, which cannot be resisted. All allies gain Defence Up and Tenacity Up for 2 turns, and grant a target ally Guard until Han & Chewie’s next turn. Allies who already have Guard cannot be targeted.

Han is always dealt a bad hand.

Guard: Can't be critically hit, immune to Daze and Stun, +25% Critical Chance

Special 2: Explosive Takedown (Cooldown: 4)
Deal Physical damage to all enemies twice, dealing 50% more damage to the healthiest enemy and the enemy in the leader slot. If the enemy in the leader slot is already defeated, deal 50% more damage to the weakest enemy instead. Inflict 4 Damage Over Time, Protection Disruption and Daze for 2 turns on all enemies. Prepared allies gain 12% Mastery (Stacking) until the end of battle. Mastery gain is doubled for Light Side Scoundrels and Wookiee allies.

Prepared: If Han & Chewie were Prepared, a random ally who is not Prepared becomes Prepared, and Han & Chewie are no longer Prepared. If all other allies are already Prepared, all allies gain 4 stacks of Confidence.

Leader: Don't Get Cocky
Light Side Scoundrels and Wookiee allies gain 25% Mastery, and 40% Critical Chance and 40% Defence; these are doubled for Prepared allies.

Light Side Scoundrels and Wookiee allies have a 50% chance to deal an additional instance of damage when using their basic attack during their turn, dealing 50% less damage (every additional instance of damage lowers the chance by 15%). Whenever a Light Side Scoundrel or Wookiee ally damages the same enemy multiple times from a single ability, that ally gains a stack of Confidence for each additional instance of damage.

While Light Side Scoundrels and Wookiee allies are Prepared, they cannot be instantly defeated and have their chance to deal an additional instance of damage when using their basic attack during their turn increased by 25%, and gain the following bonuses based on their role.

Attacker: Gain 15% Defence Penetration for each Prepared ally.
Support or Healer: Gain 15 Speed for each Prepared ally.
Tank: Gain a stack of Resilient Defence whenever a Prepared ally is damaged.

Confidence: +8% Offence and Defence per stack. (Max 10 Stacks). Lose 1 stack when being critically hit. When gaining a stack while at more than 5 stacks, become Prepared. While 10 stacks, effects are increased 25% and gain 30% Mastery. If all stacks are lost, and this unit was Prepared, they are no longer Prepared.

Unique 1: Calculated Gamble
At the start of the encounter, Han & Chewie take a bonus turn, and if they have at least 2 Light Side Scoundrel allies, they also gain Calculated Gamble for 1 turn. During this turn, they can only use their Basic ability.

Whenever an ally becomes Prepared, Han & Chewie gain 2% Max Protection and 2% Critical Chance (Stacking) until the end of the encounter. If a Rebel, Light Side Scoundrels, or Wookiee has their cooldowns manipulated, they gain 100% Offence during their next turn (once per turn).

At the start of battle, if the enemy in the leader slot is a Bounty Hunter, Han & Chewie gain High Value Bounty until the end of the battle. While Han & Chewie have High Value Bounty, they gain 50 speed.

At the start of the Battle, if all allies are Wookiees, whenever a Wookiee ally becomes Prepared, they gain 15% Defence (Stacking) until the end of the encounter.

Calculated Gamble: Ignore Taunt effects. When dealing damage during their turn, gain 10 stacks of Confidence, grant all allies 50% turn meter, Evasion Up and Critical Hit Immunity for 2 turns.

High Value Bounty: Contracts from Bounty Hunter leader abilities can only be progressed against this unit.

Unique 2: Large Character
This character can't be used in the ally slot or with another large character, and summons are prevented for allies.

Unique 3: 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%.

Ultimate: Got A Really Good Feeling About This

Requires 100% Ultimate Charge to activate.

Ultimate Charge: Han & Chewie gains 3% Ultimate Charge whenever an allied Light Side Scoundrel or Wookiee becomes Prepared or ends their turn with Prepared, and 2% Ultimate Charge whenever an ally gains a stack of Confidence.

Dispel all debuffs from all allies, reset their cooldowns and grant them a bonus turn. All  Light Side Scoundrel or Wookiee allies gain 50% Mastery, and recover 100% Health and Protection, then all Light Side Scoundrel or Wookiee allies gain an additional 5% Mastery for each stack of Confidence across allies. All allies take a bonus turn; enemies defeated during this bonus turn cannot be revived.

If any enemies were inflicted with Ability Block, Protection Disruption or Daze, the duration is increased by 1.

Han & Chewie gain Calculated Gamble for 1 turn and Outmanoeuvre for 2 turns, which cannot be prevented. Han & Chewie gain 5 stacks of Profit.

Profit: +10% Critical Chance and Critical Damage per stack until the end of battle

Outmanoeuvre: +25% Evasion, can't be countered, and can't be targeted if other allies are present, unless Taunting

1 Reply

  • Man you left out Han Solo Bespin torture victim, Han Solo in Carbonite, Han Solo Bespin gear, Han Solo Tatooine Skiff, Han Solo on a lightsaber, and Ghost of Han Solo.  Do Han proud!  

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