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- Phasma lead: -15% assist penalty, first order assist chance is now tripled instead of doubled and first order allies gain 20% potency
Rey unqiue: if she uses an ability while having no debuffs she'll inflict daze for 2 turns that can't be resisted - Darth Vader Lead: +25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them while Darth Vader is alive.
Darth Sidious Unique: 100% Turn Meter Gain Chance, +50% Potency, and gain Max Health equal to Potency percentage.
Luminara Lead: +2% Heal and whenever an ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns.
Barriss Unique: Whenever an ally is Critically Hit they recover 20% of their Max Health.
Qui-Gon Lead: +5 Speed, Jedi allies gain Offense equal to 3 times their Speed, and gain Foresight for 2 turns at the start of each encounter and whenever any unit is defeated.
Yoda Battle Meditation: Cooldown - 1 and gain Foresight for 2 turns.
Yoda Lead: +5% Tenacity, +5% Turn Meter Gain, and whenever a Jedi ally suffers a debuff they gain Tencacity Up for 1 turn at the end of that turn.
Those are the only ones I can see, I'm sure there are more than that. - Asajj Ventress
Nightsister Swiftness - Level 82
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, Nightsisters gain 50% Turn Meter when they fall below 100% Health
Rampage - Level 84
Turn Meter Gain Chance +100%, +15% Turn Meter Gain, Buff Duration + 1
Barriss Offee
Swift Recovery - Level 82
Whenever an ally is Critically Hit they recover 20% of their Max Health
Captain Phasma
Fire at Will - Level 82
-15% Damage Penalty, triple Assist chance for First Order, and First Order allies gain 20% Potency
CC-2224 "Cody"
Ghost Company Commander - Level 82
+5% Critical Chance, +10% Defense, and Clone allies recover 5% of their Max Protection whenever they use a Basic ability
Clone Wars Chewbacca
Defiant Roar - Level 82
+25% Turn Meter Gain Chance, +10% Heal, and dispel all debuffs from self
CT-5555 "Fives"
Tactical Awareness - Level 82
Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage
Darth Maul
Dancing Shadows-Level 82
Sith allies gain Stealth for 1 turn on Evade, can't be Critically Hit while Stealthed, gain Advantage for 2 turns whenever Stealth expires, and gain all "on Evade" bonuses at the start of each encounter
Darth Sidious
Sadistic Glee - Level 82
100% Turn Meter Gain Chance, +50% Potency, and gain Max Health equal to Potency percentage
Darth Vader
Inspiring Through Fear - Level 82
+25% Turn Meter Reduction Chance, +10% Turn Meter Reduction, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them while Darth Vader is alive
Grand Master Yoda
Grand Master's Guidance - Level 82
+5% Tenacity, +5% Turn Meter Gain, and whenever a Jedi ally suffers a debuff they gain Tenacity Up for 1 turn at the end of that turn
Battle Meditation - Level 84
Cooldown - 1 and gain Foresight for 2 turns
Luminara Unduli
Elegant Steps - Level 82
+2% Heal and whenever any ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns
Qui-Gon Jinn
Agility Training - Level 82
+5 Speed, Jedi allies gain Offense equal to 3 times their Speed, and gain Foresight for 2 turns at the start of each encounter and whenever any unit is defeated
Rey
Focused Strikes - Level 82
Whenever Rey uses a Special ability, if she has no debuffs, she inflicts Daze for 2 turns which can't be Resisted
Stolen from my Line chat - I think the majority of the new zeta abilities are too impossible to obtain and are yet another cash grab but what else is new. is this getting boring yet?
"chakhae1;770909" wrote:
I think the majority of the new zeta abilities are too impossible to obtain and are yet another cash grab but what else is new. is this getting boring yet?
Why should it be impossible to work on your fleet to unlock the according challenge which gives you zeta material? It just needs some time.- Thanks for these everybody :) gonna make for lots of new set ups soon enough then!
- https://forums.galaxy-of-heroes.starwars.ea.com/discussion/78070/game-update-11-22-2016#latest
"Achilles;770949" wrote:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/78070/game-update-11-22-2016#latest
Aha brilliant! Cheers"Gank_Killer;770938" wrote:
Emo girls always find something to whimper over.
until their favorite band 'breaks up'- For all the talk of zetas being OP, there only seem to be 2 that are really OP. QGJ leading a Jedi team, especially one with Yoda with his zeta'd ability in it. Entire team with almost permanent foresight.
The rest are not very interesting. Vader's zeta is pretty cool, but presumably only works for natural loss and not for dispells. I guess it might cause some interesting meta shifts, with maybe AA and EE seeing more play, but Rex already dispells, and is a staple in many meta teams.
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