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dosman2233
Seasoned Ace
2 months ago

All versions of Lando

"Hello. What have we here?"

1. Lando Calrissian (Episode V: The Empire Strikes Back)
Light Side, Attacker, Leader, Scoundrel, Rebel, Rebel Fighter

Relic Amplifier: DH-17 Blaster Pistol

Attacks and Abilities

Basic: Gambler's Shot
Deal Physical damage to target enemy. This attack has high damage variance and an additional 30% chance of scoring a Critical Hit.

Special: Double Down (Cooldown: 3)
Deal Physical damage to all enemies. If this attack scores more than one Critical Hit, its cooldown is reset and it deals 100% more damage on its next use.

Leader: Fast and Loose
Scoundrel and Rebel allies gain 15 Speed and 29% Critical Damage.

Unique: High Roller
Lando has +15% Critical Chance, and gains Critical Chance Up for 2 turns when he scores a Critical Hit.

2. Young Lando Calrissian (Solo: A Star Wars Story)
Light Side, Attacker, Crimson Dawn, Mercenary, Scoundrel, Smuggler

Relic Amplifier: SE-14R Blaster Pistol

Attacks and Abilities

Basic: Silent Shot
Deal Physical damage to target enemy and inflict Potency Down for 2 turns, this ability deals 25% more damage for each Prepared ally. If it's Young Lando Calrissian's turn, enemies can't gain buffs or bonus Turn Meter during this attack. This attack can't be Countered.

Special 1: Hot Hand (Cooldown: 14)
Deal Physical damage to target enemy and inflict Ability Block for 1 turn. At the end of each turn, there is a 50% chance for each debuffed enemy to reduce the cooldown of this ability by 1.

Special 2: Dealer's Choice (Cooldown: 3)
Dispel all debuffs from target other ally, then grant them Stealth and Potency Up for 2 turns. Young Lando Calrissian gains 50% Turn Meter.

Prepared: If Young Lando Calrissian is Prepared, target other ally becomes Prepared and Lando is no longer Prepared. Then, all Prepared allies gain Speed Up for 2 turns and this ability's cooldown is reduced by 1.

Unique: Perfect Timing
If Young Lando Calrissian is buffed he has +15% Critical Chance and +15% Critical Damage. Additionally, if Young Lando Calrissian is Prepared he has +15% Critical Chance and +15% Critical Damage. At the start of Young Lando Calrissian's turn, he has a 40% chance to become Prepared. Additionally, for each debuffed enemy, he has 50% chance each to become Prepared.

3. Skiff Guard (Lando Calrissian) (Episode VI: Return of the Jedi, infiltrating Jabba's Palace)
Light Side, Attacker, Hutt Cartel, Scoundrel, Smuggler

Relic Amplifier: Helmet

Attacks and Abilities

Basic: Double Dealer
Deal Physical damage to target enemy. Skiff Guard (Lando Calrissian) gains a stack of Deep Cover (stacking: max 5) for the rest of battle. which can't be copied.

Deep Cover: +10% Defense Penetration and Potency

Special 1: Cutter Vibro-Ax (Cooldown: 3)
Deal Physical damage to target enemy. This attack gains 10% Defense Penetration and 20% Offense per stack of Deep Cover on Skiff Guard (Lando Calrissian). If Skiff Guard (Lando Calrissian) has 5 stacks of Deep Cover, inflict target enemy with 2 stacks of Damage Over Time for 2 turns and Armor Shred until the end of battle, and there is a 50% chance to have the cooldown of Cutter Vibro-ax refreshed.

Special 2: Covert Coordination (Cooldown: 3)
Dispel all debuffs on target other ally. Grant stacks of Deep Cover to target other ally equal to the number of stacks on Skiff Guard (Lando Calrissian) for 2 turns. If target other ally is Hutt Cartel, they gain Retribution and Speed Up for 2 turns. If target other ally is Dark Side, they gain Defense Up and Health Up for 2 turns. If target other ally is Light Side, they gain Potency Up and Stealth for 2 turns. Call target other ally to assist, then grant them a bonus turn.

Unique: Agent on the Inside
Skiff Guard (Lando Calrissian) has +15% Defense Penetration. Allies with any stacks of Deep Cover have +15% Defense Penetration and +30% Potency. At the start of his turn, Skiff Guard (Lando Calrissian) gains a stack of Deep Cover (max 5), which can't be copied. If all allies were Hutt Cartel at the start of battle, Skiff Guard (Lando Calrissian) gains 5 stacks of Deep Cover, and while he has 5 stacks of Deep Cover, he gains the granted ability Hutt's Favor.

Hutt's Favor: Deal Physical damage to target enemy and consume all stacks of Deep Cover on Skiff Guard (Lando Calrissian). This attack deals 3% of target enemy's Max Health per debuff on them. Skiff Guard (Lando Calrissian) gains a stack of Trusted Agent (max 5) for the rest of battle, which can't be copied, dispelled, or prevented

Trusted Agent: +30% Defense Penetration and Offense; at 1 or more stacks, attack again when performing a Basic attack

While in Territory Wars:
Allies with Deep Cover gain an additional 10% Defense Penetration, 20% Potency, and 20 Speed. When Skiff Guard (Lando Calrissian) gains a stack of Deep Cover, he grants one stack of Deep Cover to a random ally (excluding Galactic Legends) who doesn't have it, which can't be copied.

Bonus:

4. General Lando Calrissian (Episode VI: Return of the Jedi, Battlefront II)
Light Side, Attacker, Leader, New Republic, Rebel, Rebel Fighter, Scoundrel

Relic Amplifier: X8 Sniper Pistol

Attacks and Abilities

Basic: Head Shot
Deal Physical damage to target enemy twice with a 50% chance to deal damage a third time. If damage is dealt a third time, call all Rebel, New Republic and Scoundrel allies to Assist, dealing 75% less damage.

Special 1: Disruptor Grenade (Cooldown: 4)
Dispel all Buffs on all enemies and inflict Disrupted for two turns. If an enemy is already inflicted with Disrupted, they lose 15% Turn Meter.

DisruptedCan't use Basic ability for 2 turns. Can't be Dispelled, Prevented or Resisted. If the enemies' special abilities are still on cooldown, they miss a turn.

Special 2: Smoke Grenade (Cooldown: 5)
Dispel all Debuffs on all Rebel, New Republic and Scoundrel allies and lose 15% Turn Meter. General Lando gains Stealth, Critical Chance Up and Critical Damage Up for 2 turns.

Leader: Got Responsibilities Now
Whenever a Rebel, New Republic or Scoundrel ally Critically Hits an enemy, all allies with at least one Buff gain 7% Turn Meter. Whenever an ally evades an attack, they have a 55% chance to Dispel a random Debuff (doubled if the attacking enemy is Empire or Imperial Remnant).

While in Territory Wars
All Rebel, New Republic and Scoundrel allies start the battle with 50% Turn Meter. Whenever a Rebel, New Republic or Scoundrel ally scores a Critical Hit, 50% chance to call all allies to assist, dealing 10% more damage.

Unique: Break off the Attack
General Lando Calrissian cannot be damaged by AoE attacks unless he is critically hit. Whenever General Lando Calrissian uses a special ability or when Disrupted expires on an enemy, he gains 15% Turn Meter and all Rebel, New Republic and Scoundrel allies gain half that amount. All enemies have -45% Accuracy and Potency (doubled on Empire and Imperial Remnant enemies).

All Rebel, Scoundrel and New Republic allies gain +20% Offense, Critical Chance and Critical Damage (stacking) whenever they damage an enemy with Disruption.

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