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8 years ago

FULL Phoenix Squadron Abilities(Comments and questions) ***MEGATHREAD***

"EA_Jesse;98150" wrote:
Greetings holotable heroes,

Now that Phoenix Squadron is starting to roll out we wanted to share with you their full ability kits. Remember, their unique abilities are shared with one another when Hera Syndulla is the squad leader!

Hera Syndulla
DESCRIPTION: Cunning Phoenix Support that allows Phoenix allies to share their Unique abilities with each other
CATEGORIES: Rebel, Phoenix, Support
ABILITIES:

Basic: Outwit
Base: Deal Physical damage to target enemy. If that enemy was the healthiest enemy, also Expose them for 1 turn.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +5% Damage
  • Upgrade 4: +15% Damage
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +15% Damage

 

Unlocks at Tier IV
Special 1: Play to Strengths
Base: Call another target ally to Assist. That ally's attack has +10~25% Potency and deals 10~35% more damage. (Cooldown 3)

  • Upgrade 1: +5% Bonus Damage
  • Upgrade 2: +5% Bonus Damage
  • Upgrade 3: +5% Potency
  • Upgrade 4: +5% Bonus Damage
  • Upgrade 5: +10% Potency
  • Upgrade 6: +10% Bonus Damage

 

Special 2: Backup Plan
Base: Target other ally gains the Backup Plan buff for 3 turns. (Cooldown 5) (Backup Plan: Recover 10% Health per turn, Revive with 20~80% Health and 0~30% Turn Meter when defeated. Can’t be Dispelled.)

  • Upgrade 1: +10% Health
  • Upgrade 2: +10% Health
  • Upgrade 3: +10% Health
  • Upgrade 4: +10% Turn Meter Gain
  • Upgrade 5: +15% Health
  • Upgrade 6: +15% Health
  • Upgrade 7: +20% Turn Meter Gain

 

Unlocks at Tier II
Leader: Rise Together
Base: Each active Phoenix ally grants their Unique ability to other Phoenix allies. In addition, whenever a Phoenix ally uses a special ability, they gain 5~20% Turn Meter if Hera is active.

  • Upgrade 1: 1% Turn Meter Gain
  • Upgrade 2: 2% Turn Meter Gain
  • Upgrade 3: 2% Turn Meter Gain
  • Upgrade 4: 2% Turn Meter Gain
  • Upgrade 5: 3% Turn Meter Gain
  • Upgrade 6: 5% Turn Meter Gain
  • Upgrade 7: Turn Meter Gain doubled for allies with less than full Health


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Kanan Jarrus
DESCRIPTION: Durable Tank that keeps enemy Offense crippled and allies healthy
CATEGORIES: Rebel, Jedi, Tank
ABILITIES:

Basic: Disarming Strike
Base: Deal physical damage to target enemy and inflict Offense Down until the start of Kanan's next turn. If this attack scores a Critical Hit, this effect can't be Resisted.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +5% Damage
  • Upgrade 4: Add +5% Critical Chance per ally under full Health
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +10% Critical Chance

 

Special 1: Intervene
Base: Deal Physical damage to target enemy and Taunt for 2 turns, then Dispel all debuffs on another target ally. While Kanan has this taunt buff, his tenacity is doubled (Cooldown 4~3)

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +15% Damage
  • Upgrade 4: +5% Damage
  • Upgrade 5: +15% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: Cooldown - 1

 

Unlocks at Tier II
Special 2: Total Defense
Base: Kanan Dispels all debuffs from himself, then grants himself and another ally Protection Up (20% ~ 40%) (Cooldown 4~3)

  • Upgrade 1: +2.5% Protection
  • Upgrade 2: +2.5% Protection
  • Upgrade 3: +5% Protection
  • Upgrade 4: Cooldown - 1
  • Upgrade 5: +5% Protection
  • Upgrade 6: +5% Protection

 

Unlocks at Tier IV
Unique 1: Clear Mind
Base: Kanan has 30~70% Counter Chance and recovers 10~ 25% health whenever he suffers a debuff.

  • Upgrade 1: +5% Counter Chance
  • Upgrade 2: +5% Counter Chance
  • Upgrade 3: +5% Counter Chance
  • Upgrade 4: +5% Heal
  • Upgrade 5: +5% Counter Chance
  • Upgrade 6: +5% Counter Chance
  • Upgrade 7: +10% Heal and 15% Counter Chance

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Garazeb Orrelios
DESCRIPTION: Versatile Phoenix Tank with wide variety of effects for allies or enemies with or without debuffs
CATEGORIES: Rebel, Phoenix, Tank
ABILITIES:

Basic: Bash
Base: Deal Physical damage to target enemy and Daze them for 2 turns. If that enemy was already Dazed, Staggered, or Exposed, they are Stunned for 1 turn instead.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +5% Damage
  • Upgrade 4: +15% Damage
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +30% Damage against debuffed targets

 

Unlocks at Tier IV
Special 1: Staggering Sweep
Base: Deal Physical damage to target enemy and Stagger them for 1 turn. If the target wasn't debuffed, this attack deals 25% more damage and can't be Resisted. (Cooldown 4)

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +5% Damage
  • Upgrade 4: +15% Damage
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage

 

Special 2: Honor Guard
Base: Zeb and target ally gain Protection Up (15~50%) for 2 turns. They also gain Tenacity Up for 2 turns if they aren't debuffed and Retribution for 2 turns if they are. (Cooldown 5~4)

  • Upgrade 1: +5% Protection
  • Upgrade 2: +5% Protection
  • Upgrade 3: +5% Protection
  • Upgrade 4: Cooldown - 1
  • Upgrade 5: +5% Protection
  • Upgrade 6: +5% Protection
  • Upgrade 7: +10% Protection

 

Unlocks at Tier II
Unique 1: Shrug Off
Base: Zeb has bonus Max Protection equal to +10~30% of his Max Health, and recovers 10~15% Protection at the start of his turn. This recovery is doubled if Zeb is debuffed.

  • Upgrade 1: +4% Max Protection
  • Upgrade 2: +4% Max Protection
  • Upgrade 3: +4% Max Protection
  • Upgrade 4: +5% Protection Recovery
  • Upgrade 5: +4% Max Protection
  • Upgrade 6: +4% Max Protection
  • Upgrade 7: +10% Max Protection

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Ezra Bridger
DESCRIPTION: Versatile Phoenix Attacker that can perform a variety of effects based on the Roles of allies
CATEGORIES: Rebel, Jedi, Phoenix Squad, Attacker
ABILITIES:

Basic: Rushing Strike
Base: Deal Physical damage to target enemy with a 20~40% chance to attack again. This chance is doubled while Ezra isn't debuffed.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +15% Damage
  • Upgrade 3: +5% Damage
  • Upgrade 4: +10% Multi-Attack Chance
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +10% Multi-Attack Chance

 

Unlocks at Tier IV
Special 1: Flourish
Base: Deal Physical damage to target enemy and Dispel all buffs on them. If the enemy had no buffs, this attack's cooldown is reduced by 1 and Ezra gains 50% Turn Meter instead. (Cooldown 3)

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +15% Damage
  • Upgrade 4: +5% Damage
  • Upgrade 5: +15% Damage
  • Upgrade 6: +5% Damage

 

Special 2: Watch and Learn
Base: Target ally Assists, and then Ezra Assists them. Both attackers gain a bonus effect based on the chosen ally's role: (Cooldown 3)

  • Attacker: +100% Critical Chance
  • Tank: Protection Up (20~40%) for 2 turns
  • Support: +20~40% Turn Meter


    • Upgrade 1: +5% Damage
    • Upgrade 2: +10% Turn Meter Gain
    • Upgrade 3: +5% Damage
    • Upgrade 4: +5% Damage
    • Upgrade 5: +10% Protection
    • Upgrade 6: +5% Damage
    • Upgrade 7: +10% Turn Meter Gain and +10% Protection


 

Unlocks at Tier II
Unique 1: Push Through (Phoenix)
Base: Ezra gains 5~10% Offense at the end of his turn (stacking, maximum 10~40%). This bonus is reset when Ezra is defeated.

  • Upgrade 1: +1% Offense
  • Upgrade 2: +1% Offense
  • Upgrade 3: +1% Offense
  • Upgrade 4: Max Stacks + 1
  • Upgrade 5: +1% Offense
  • Upgrade 6: +1% Offense
  • Upgrade 7: Max Stacks + 1

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Sabine Wren
DESCRIPTION: Aggressive Phoenix Attacker that permanently strips Defense and punishes slower enemies
CATEGORIES: Rebel, Phoenix, Attacker
ABILITIES:

Basic: Blasters Akimbo
Base: Deal Physical damage to target enemy twice. This attack scores an additional hit (each) if the target has less than 70% Turn Meter, less than 30% Turn Meter, and if the target is debuffed. Hits after the first deal 75% less damage.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +15% Damage
  • Upgrade 4: +5% Damage
  • Upgrade 5: +15% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +15% Damage

 

Special 1: Darksaber Strike
Base: Deal Physical damage to target enemy and reduce their Armor by 20~50% for the rest of the battle (stacking.) This effect can't be Resisted, but is halved against units with the Fearsome Foe ability. (Cooldown 3~2)

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +10% Defense Reduction
  • Upgrade 4: +5% Damage
  • Upgrade 5: Cooldown - 1
  • Upgrade 6: +5% Damage
  • Upgrade 7: +20% Defense Reduction

 

Unlocks at Tier IV
Special 2: Demolish
Base: Deal Physical damage to all enemies, then Expose and Stagger target enemy for 2 turns. This attack can't be Countered or Evaded. (Cooldown 5)

  • Upgrade 1: +5% Damage
  • Upgrade 2: +5% Damage
  • Upgrade 3: +15% Damage
  • Upgrade 4: +5% Damage
  • Upgrade 5: +15% Damage
  • Upgrade 6: +5% Damage

 

Unlocks at Tier II
Unique 1: Take It Back
Base: Sabine has +5~25% Critical Chance and 10~25% Critical Damage.

  • Upgrade 1: +2% Critical Chance
  • Upgrade 2: +2% Critical Chance
  • Upgrade 3: +3% Critical Chance
  • Upgrade 4: +3% Critical Chance
  • Upgrade 5: +5% Critical Chance
  • Upgrade 6: +5% Critical Chance
  • Upgrade 7: +15% Critical Damage

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Chopper
DESCRIPTION: Surly Phoenix Support who Taunts and Dispels, and can recover Phoenix cooldowns
CATEGORIES: Droid, Rebel, Phoenix Squad, Support
ABILITIES:

Basic: Nuts & Bolts
Base: Deal Physical damage to target enemy and grant a random Phoenix ally Offense Up, Defense Up, or Speed Up at random for 2 turns, with a 30~60% chance to also reduce that ally's cooldowns by 1.

  • Upgrade 1: +5% Damage
  • Upgrade 2: +10% Cooldown Reduction Chance
  • Upgrade 3: +5% Damage
  • Upgrade 4: +10% Cooldown Reduction Chance
  • Upgrade 5: +5% Damage
  • Upgrade 6: +5% Damage
  • Upgrade 7: +10% Cooldown Reduction Chance

 

Special 1: Cantankerous Clanker
Base: Chopper gains Taunt for 1 turn. While he has this Taunt buff, Chopper gains 10~30% Evasion. (Cooldown 3)

  • Upgrade 1: +2% Evasion
  • Upgrade 2: +3% Evasion
  • Upgrade 3: +2% Evasion
  • Upgrade 4: +3% Evasion
  • Upgrade 5: +2% Evasion
  • Upgrade 6: +3% Evasion
  • Upgrade 7: +5% Evasion

 

Unlocks at Tier II
Special 2: Metal Menace
Base: Dispel all buffs on target enemy. For each buff dispelled this way, all enemies lose 5~10% Turn Meter and Chopper gains 10~25% Protection. Droid targets are also Stunned for 1 turn. (Cooldown 4)

  • Upgrade 1: 1% Turn Meter Reduction
  • Upgrade 2: 1% Turn Meter Reduction
  • Upgrade 3: 1% Turn Meter Reduction
  • Upgrade 4: 5% Protection
  • Upgrade 5: 1% Turn Meter Reduction
  • Upgrade 6: 1% Turn Meter Reduction
  • Upgrade 7: 10% Protection

 

Unlocks at Tier IV
Unique: Maintenance Protocols (Phoenix)
Base: At the start his turn, Chopper recovers 5~15% of his Max Health. In addition, whenever he is damaged by an attack, he gains Protection Up (5~15%) for 2 turns if he doesn't have Protection Up.

  • Upgrade 1: +1% Heal
  • Upgrade 2: +1% Protection
  • Upgrade 3: +2% Heal
  • Upgrade 4: +2% Protection
  • Upgrade 5: +3% Heal
  • Upgrade 6: +3% Protection
  • Upgrade 7: +4% Heal and +4% Protection


105 Replies

  • "angrythumbs;986159" wrote:
    "Woodroward;985296" wrote:
    "angrythumbs;984825" wrote:
    the lack of group ally/enemy buff/cleanse/debuff or a pretaunt is pretty hard to overcome. I dont think that they will beat the zaul meta going on right now, the zaul/ep team will like get a daze and group stun before phoenix can even go and they can target a single toon if they want. does anybody have experience w/ high level game play w/ them?

    they seem awfully expensive for a GW team...



    Every time someone says that, I have to point out how much this team PROFITS off of getting debuffed. The lack of a group cleanse actually HELPS them. Look at their abilities.


    i appreciate the health up from Kannan and zeb getting protection ... but i guess i'm worried about the zaul teams which tend to have dn, tfp, ep a lot ... you cant gain health when shocked (cant remember if they fixed it so cant gain protection too) or w/ health immunity buff. I think this would be a problem.

    also, w/ no auto taunt (and tanks being slow ... except chopper who aside from evade, cant really tank) the other team can take out Hera or shock/daze/ability block (w/ boba)/reduce your cd w/ the sith squads.

    again, just speculating as I have not seen high level play. i've got them to g7 and 2-4 stars and these are the "early" issues as I see them.

    would love to hear experience from somebody that has used them at high level and has experience w/ them on offense and defense


    Chopper taunts early enough and it will hopefully let kanaan taunt. Healing immunity and buff immunity combined, or shock would prevent their damage mitigation that happens as they get damaged. Shock isn't AoE so that's not really feasible.

    The best way to take down the phoenix is with buff wipes and high damage. Chopper's protection up is a buff, not a heal, so healing immunity alone won't stop them getting "healed" as they are getting damaged.

    If someone managed to sneak past Kanaan and Chopper and kill Hera, I'd laugh at them. She's the smallest threat on the Phoenix team. She doesn't have a unique to share. She doesn't improve offense or defense. She just gives a little tm, and that's all killing her would get rid of. Everyone else's unique will be shared until the person who owns the unique dies.

  • "Woodroward;986369" wrote:
    "angrythumbs;986159" wrote:
    "Woodroward;985296" wrote:
    "angrythumbs;984825" wrote:
    the lack of group ally/enemy buff/cleanse/debuff or a pretaunt is pretty hard to overcome. I dont think that they will beat the zaul meta going on right now, the zaul/ep team will like get a daze and group stun before phoenix can even go and they can target a single toon if they want. does anybody have experience w/ high level game play w/ them?

    they seem awfully expensive for a GW team...



    Every time someone says that, I have to point out how much this team PROFITS off of getting debuffed. The lack of a group cleanse actually HELPS them. Look at their abilities.


    i appreciate the health up from Kannan and zeb getting protection ... but i guess i'm worried about the zaul teams which tend to have dn, tfp, ep a lot ... you cant gain health when shocked (cant remember if they fixed it so cant gain protection too) or w/ health immunity buff. I think this would be a problem.

    also, w/ no auto taunt (and tanks being slow ... except chopper who aside from evade, cant really tank) the other team can take out Hera or shock/daze/ability block (w/ boba)/reduce your cd w/ the sith squads.

    again, just speculating as I have not seen high level play. i've got them to g7 and 2-4 stars and these are the "early" issues as I see them.

    would love to hear experience from somebody that has used them at high level and has experience w/ them on offense and defense


    Chopper taunts early enough and it will hopefully let kanaan taunt. Healing immunity and buff immunity combined, or shock would prevent their damage mitigation that happens as they get damaged. Shock isn't AoE so that's not really feasible.

    The best way to take down the phoenix is with buff wipes and high damage. Chopper's protection up is a buff, not a heal, so healing immunity alone won't stop them getting "healed" as they are getting damaged.

    If someone managed to sneak past Kanaan and Chopper and kill Hera, I'd laugh at them. She's the smallest threat on the Phoenix team. She doesn't have a unique to share. She doesn't improve offense or defense. She just gives a little tm, and that's all killing her would get rid of. Everyone else's unique will be shared until the person who owns the unique dies.



    i thought the uniques are shared while hera is active, now that I read that I guess it is only the TM gain w/ special abilities that depends on hera being alive
  • "BlazeSA;988619" wrote:
    Pheonix seriously lack the "X" factor. Perhaps a Zeta ability or 5 would change that. Not sure why they released 6 toons (even if you just buy 5) that are sub-par. Perhaps there is more to the ships event coming...


    So the best auto defensive capabilities of any team ever released that aren't dependent upon the AI so can't be screwed up isn't anything special to you, huh?

  • "BlazeSA;988619" wrote:
    Pheonix seriously lack the "X" factor. Perhaps a Zeta ability or 5 would change that. Not sure why they released 6 toons (even if you just buy 5) that are sub-par. Perhaps there is more to the ships event coming...


    They all have an ability which is only level 7. This means that CG already plan to put them a zeta to evolve the toons. Only Chopper is maxed.
  • i was really excited about ezra ... but then I started comparing him to QGJ ... and I'm not sure ezra is better now. their kit's are similar and they are both jedi but ezra has the added benefit/problem of being a rebel

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