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dosman2233's avatar
dosman2233
Seasoned Ace
3 months ago

Award for Most Character Variations on the Holotables

Chewbacca!!! With six versions.

1. Chewbacca (Original Trilogy)
Light Side, Attacker, Rebel, Scoundrel, Smuggler, Wookiee

Relic Amplifier: Bowcaster

Attacks and Abilities

Basic: Overcharged Shot
Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns.

Special 1: Pulverize (Cooldown: 4)
Dispel all buffs on all enemies, then deal Physical damage to all enemies. Chewbacca gains Offense Up and Critical Chance Up for 2 turns. This attack ignores Defense.

Special 2: Furious Bowcaster (Cooldown: 3)
Deal Physical damage to target enemy and Stun them for 1 turn. Then, if the target has no Protection, reset Pulverize's ability cooldown. This attack can't be Evaded.

Unique 1: Loyal Friend
At the start of the battle, grant Guard to the weakest ally and Han Solo until Chewbacca is defeated. Chewbacca Assists when a Guarded ally uses any ability during their turn, doing 20% less damage, limited once per turn. When Chewbacca deals damage to an enemy, Chewbacca and all Guarded allies recover 3% Health and 3% Protection.

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

Unique 2: Raging Wookiee
Chewbacca is immune to Ability Block and Cooldown Increase. When Chewbacca deals damage to an enemy with an attack, he deals bonus damage equal to 20% of their Max Health. When Chewbacca takes damage from an attack, he gains +25% Offense and +25% Critical Chance until the end of his next turn. When Chewbacca or a Guarded ally takes damage from an attack, reduce Furious Bowcaster's cooldown by 1.

2. Clone Wars Chewbacca (From 'Episode III: Revenge of the Sith')
Light Side, Tank, Leader, Galactic Republic, Scoundrel, Wookiee

Relic Amplifier: Bowcaster

Attacks and Abilities

Basic: Bowcaster
Deal Physical damage to target enemy with a 55% chance to remove 50% Turn Meter.

Special 1: Wookiee Rage (Cooldown: 3)
Chewbacca Taunts and gains 30% Health Up for 2 turns.

Special 2: Defiant Roar (Cooldown: 3)
Chewbacca dispels all debuffs from himself, recovers 50% of his Max Health, gains Defense Up for 3 Turns, and has a 50% Chance to gain 25% Turn Meter.

Leader: Wookiee Resolve
All allies have +50 Defense, and a 50% chance to gain Defense Up for 3 turns whenever they are damaged.

3. Veteran Smuggler Chewbacca (Sequel Trilogy)
Light Side, Attacker, Scoundrel, Smuggler, Resistance, Wookiee

Relic Amplifier: Pyro Denton Explosive

Attacks and Abilities

Basic: Explosive Bolts
Deal Physical damage to target enemy and inflict Daze for 2 turns.

Special: Furious Blow (Cooldown: 3)
Deal Physical damage to target enemy. Dispel all buffs on them and Stun them for 1 turn. Inflict Speed Down on all enemies for 2 turns.

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

Unique 2: Let the Wookiee Win
At the start of each enemy turn, Chewbacca gains 12% Offense (stacking) until he uses 2 abilities.

4. Vandor Chewbacca ('Solo: A Star Wars Story')
Light Side, Tank, Mercenary, Scoundrel, Smuggler, Wookiee

Relic Amplifier: SX-21 Scatterblaster

Attacks and Abilities

Basic: Unchained
Deal Physical damage to target enemy. If it's Chewbacca's turn, he also gains Advantage for 2 turns. This attack ignores Defense.

Special: Freedom Fighter (Cooldown: 4)
Deal Physical damage, based on Chewbacca's Max Health instead of his Attack Damage, to target enemy twice. Target other ally recovers Health equal to 50% of the damage dealt. Then, Chewbacca and target other ally gain Protection Up (30%) for 2 turns.

Prepared:
If Chewbacca is Prepared, he deals double damage for this attack, recovers Health equal to 50% of the damage dealt, reduces this ability's cooldown by 2, and grants all Prepared allies Protection Up (30%) for 2 turns. Then, Chewbacca is no longer Prepared.

Unique 1: The Beast
Chewbacca has 40% less Max Protection, but 80% more Max Health. In addition, all enemies deal -25% damage while Chewbacca is buffed.

Unique 2: Ferocious Protector
While Chewbacca is buffed, he has 100% Counter Chance. At the end of each turn while Chewbacca is buffed, if any ally took damage from an attack and Chewbacca did not, he recovers Protection equal to 10% of his Max Health and other Scoundrel allies recover half of that amount. When Chewbacca recovers to Max Protection this way, he becomes Prepared. When another light side Scoundrel ally is defeated, Revive that ally at 60% Health, if Chewbacca is Prepared. Then, Chewbacca is no longer Prepared.

5. Threepio and Chewie (Episode V: The Empire Strikes Back' on Cloud City)
Light Side, Attacker, Droid, Rebel, Scoundrel, Wookiee

Relic Amplifier: 3PO's Broken Parts

Attacks and Abilities

Basic: Frantic Shot
Deal Physical damage to target enemy and inflict Evasion Down for 2 turns.

Special 1: Shining Distraction (Cooldown: 2)
Dispel all debuffs on Threepio & Chewie. Rebel allies recover 15% Protection and gain Advantage for 2 turns. Dispel all buffs from all enemies and Blind them for 2 turns. This ability can't be evaded.

Special 2: Chewie's Rage (Cooldown: 3)
Deal Physical damage to all enemies. Deal damage an additional time (up to 5 additional times) for each enemy that has been defeated during the battle. Threepio & Chewie gain 10% Offense (stacking) until the end of battle whenever this ability defeats an enemy.

Unique: I Must Tell The Others
If the allied Leader is a non-Galactic Legend Rebel, Threepio & Chewie gain 40% of the Leader's Max Health, Max Protection, Offense, Defense, Potency, and Tenacity at the start of the first encounter, and Rebel allies gain half that amount. Rebel allies have +15% Critical Avoidance.

Whenever another Rebel ally uses an ability, Threepio & Chewie are called to assist, dealing 30% less damage (limit once per turn). If they were defeated, Threepio & Chewie are revived with 50% Health and Protection whenever another Rebel ally is revived.

While enemies are Blinded, they have -50% Tenacity and can't attack out of turn.

6. Yoda and Chewie ('Episode III: Revenge of the Sith' escaping Order 66)
Light Side, Support, Galactic Republic, Jedi, Wookiee

Relic Amplifier: Wookiee Escape Pod

Attacks and Abilities

Basic: May The Furce Be With You
Deal Special damage to target enemy three times and Yoda & Chewie gain Speed Up for 1 turn.

Special 1: One With The Furce (Cooldown: 4)
All Wookiee allies recover 20% Health and Protection and gain Foresight for 2 turns.

If Tarfful was the ally in the Leader slot at the start of battle, all Wookiee Support allies gain Frenzy for 1 turn, which can't be copied or dispelled.

Special 2: The Furce Awakens (Cooldown: 4)
Dispel all buffs on all enemies and deal Special damage to them, and Distract target enemy for 1 turn.

If Tarfful was the ally in the Leader slot at the start of battle, Yoda & Chewie assist, dealing 55% less damage and all Wookiee allies gain Advantage for 2 turns.

Unique: The Furce Is My Ally
At the start of each encounter, Wookiee allies gain Foresight for 2 turns.

If all allies were Wookiees at the start of battle:

- Wookiee Jedi gain Master's Training until the end of battle
- Whenever an enemy attacks an ally out of turn, that ally gains 5% Turn Meter
- Whenever an ally gains Foresight, they gain 10% Offense (stacking, max 100%) until the end of battle (once per turn) and 5% Turn Meter and whenever Foresight expires on an ally, inflict a stack of Off Balance on a random enemy who didn't already have it for 1 turn (once per turn)

While in Grand Arenas and if there are no Galactic Legend enemies: 
Wookiee allies gain 25 Speed and 40% Critical Damage.

If all allies were Wookiees at the start of battle:

- All allies gain Master's Training until the end of battle
- Whenever an ally attacks out of turn, they inflict the target enemy with a stack of Damage Over Time for 1 turn
- Whenever an ally gains Foresight, they also gain Retribution for 2 turns and whenever Foresight expires, remove 5% Turn Meter from all enemies
- The first time each ally defeats an enemy, inflict all enemies with Fear for 1 turn and all allies gain Foresight for 1 turn
- At the start of each of Yoda & Chewie's turns, inflict all enemies with Vulnerable for 1 turn
- Whenever Yoda & Chewie use a Special ability while they have Foresight, they trigger all stacks of Damage Over Time on all enemies and inflict Disarm on the target enemy for 2 turns or until Yoda & Chewie are defeated and remove it from all enemies, which can't be copied, dispelled, evaded, or resisted

Bonus:

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

Which version is your favourite?

3 Replies

  • Haven't used much but I think it's gonna be with Yoda and they probably have 6 versions of chewy is because he is the only one who has been in the most starwars films is my guess I think he's only not in phantom menace and attack of the clones that is my guess but way to many they could even make a new character that we only got a quick shot in one of the movies 

  • dosman2233's avatar
    dosman2233
    Seasoned Ace
    3 months ago

    Now we need a sixth version of his buddy, Han Solo

    And two more versions of Leia

    Another version of Lando

    And so on

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