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.