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medetec's avatar
8 years ago

Jedi Faction Rework Idea

Only listing abilities changed in some way.

Aayla Secura Abilities

Superior Riposte
· Unique · Level 8 (Zeta)
Aayla has +20% Critical Chance, 100% Counter Chance and +50% Counter Damage. In addition, she Stuns her target for 1 turn whenever she critically hits. On Counter Attack she dispels all buffs on the target (applied before damage).

Ahsoka Tano Abilities

Energetic Slash
· Basic · Level 8
Deal Physical damage to target enemy plus bonus damage equal to 25% of the target’s Max Health.
Damage: 4725 – 5221

Protective Manuever
· Special · Level 8
3 turn cooldown
Deal Physical damage to target enemy and restore health and protection equal to 20% of Ahsoka’s Max Health.
Damage: 6659 – 7359

Daring Padawan
· Unique · Level 8 (Zeta)
Ahsoka has +60% Tenacity and +60 Speed. This bonus is doubled the first time Ahsoka defeats an enemy. If Jedi Knight Anakin is present, both he and Ahsoka have +30% Health and gain Critical Hit Immunity for 2 turns at the start of each encounter and whenever they uses a Special ability.

Grand Master Yoda Abilities

Masterstroke
· Special · Level 8
3 turn cooldown
Deal Special damage to all enemies. In addition, dispel all positive effects and for each positive status effect an enemy had, Yoda gains that effect for 3 turns. (Unique status effects can't be copied.)
Damage: 2368 – 2616

Unstoppable Force
· Special · Level 8
4 turn cooldown
Deal Special damage to target enemy with a 70% chance to remove 70% Turn Meter. If that enemy had less than 100% Health, they are also Stunned for 1 turn. If that enemy was Sith, they are also inflicted with Evasion Down and Stagger for 1 turn.
Damage: 4893 - 5407

Grand Master's Guidance
· Leader · Level 8 (Zeta)
Jedi allies gain 30% Tenacity, gain 30% Turn Meter whenever they Resist a debuff. At the start of each battle and whenever they suffer a debuff they gain Tenacity Up for 1 turn at the end of that turn.

Luminara Unduli Abilities

Flow of the Force
· Basic · Level 8
Deal Physical damage to target enemy with a 50% chance to gain Foresight for 2 turns.
Damage: 3982 – 4400

Force Blast
· Special · Level 8
2 turn cooldown
Deal Physical damage to target enemy and inflict Ability Block for 2 turns. All other targets take 50% damage and are inflicted with Ability Block for 1 turn.
Damage: 5889 – 6507

Master Healer's Blessing
· Special · Level 8
4 turn cooldown
Dispel all debuffs from allies. Each ally recovers Health equal to 45% of Luminara Unduli's Max Health, plus an additional 20% of her Max Health on the start of their next 2 turns.

Mace Windu Abilities

Invincible Assault
· Basic · Level 8
Deal Physical damage to target enemy and inflict Buff Immunity for 1 turn. If Mace is below full Health, this attack deals 100% more damage and Mace gains 30% Turn Meter.
Damage: 3577 – 3953

Smite
· Special · Level 8
Smite 3 turn cooldown
Deal Special damage to target enemy and remove all positive status effects. If that target was Exposed or Sith, inflict Deathmark for 2 turns. This effect can't be Resisted.
Damage: 6112 – 6754

Vaapad
· Leader · Level 8 (Zeta)
Jedi allies gain 45% Offense and 30% Critical Chance, and they recover 6% of their Max Protection when scoring a Critical Hit.

Shatterpoint
· Unique · Level 8
At the start of each of his turns, Mace Exposes a random enemy until the end of his turn. This effect can't be Resisted. In addition, Mace gains 25% Turn Meter whenever he attacks an Exposed enemy.

Plo Koon Abilities

Quelling Blow
· Basic · Level 8
Deal Physical damage to target enemy and dispel all positive status effects on them. If an effect is dispelled, Plo Koon gains Protection Up equal to 10% for each effect debuffed for 3 turns.
Damage: 4629 – 5115

Force Judgment
· Special · Level 8
4 turn cooldown
Deal Special damage to all enemies and inflict Offense Down for 3 turns.
Damage: 1830 – 2022

Take Charge
· Special · Level 8
4 turn cooldown
All allies gain Defense Up and Truestrike (Attacks cannot be evaded) for 4 turns. Clone and Jedi allies gain 50% Turn Meter and other allies gain half that amount.

Overwatch
· Leader · Level 8
Each ally has a 80% chance to remove Stealth from each enemy at the start of their turn. If they dispel any enemies, they gain Offense Up for 1 turn and call all allied characters to attack each enemy dispelled. These attacks cannot be evaded or resisted.
  • "Neo2551;970862" wrote:
    By the way, rework the stats of the Jedi as well. They are too squishy. I tested ZGJ this morning in arena and they just get destroyed even with foresight.


    Think that has more to do with the pure AI design then the Jedi themselves. The AI will not single target anything down, there for you lose the foresight advantage far too often.
    Making them more beefy could be an issue, with the already combinations you can already do with the plug and play style of the Jedi since there are a good deal of them. Even now, almost at 85, my Arena team can still sit there taking full rounds of AoEs from the silly Wiggs and Lando teams as STH is in taunt mode. IDK, just my input
  • With GK in the fray now, Jedi seem plenty beefy... they're actually very, very hard to kill in the right setup. I'd be careful about increasing their survive-ability, and prefer the "make their abilities worthwhile" approach to raw stat buffs.

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