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- +100. really tried making him work, taking him to G11 but he is just so bad....
- It's bad when Ima Gun Di is better than mace windu by a lot.
- Invincible Assualt
Deal physical damage to target enemy with a 75% chance to gain damage immunity for one turn. 5k+
Smite (3Turn Cooldown)
Deal special damage to target enemy. For each effect dispelled gain that much TM and reduce that much TM. Gain 5% max health for each effect dispelled. Inflict the opposite debuff for 4turns. Gain damage immunity for 1 turn. 8k+
In Arms We Fight/Together We Fight/To Arms (5 Turn Cooldown)
All allies gain defense and offense up for 2 turns. Clone allies gain critical chance up.
Jedi allies gain health up and a 50% chance to gain damage immunity for 1 turn.
Republic allies gain 25% TM.
Mace Windu gains taunt for 1 turn. If the taunt is dispelled, reset all cooldowns.
Vaapad
Jedi and Republic allies gain 30% offense, 20% critical chance and 20% critical damage and 10% health steal. Whenever a Jedi or Republic ally criticaly hits a target they gain 5% offense. Whenever a Jedi or Republic ally gets criticaly hit they gain 10% max health. Jedi and Republic allies gain 2% max health of the damage they deal.
Shatterpoint
Macewindu has a 70% chance to expose every enemy until the end of his turns. This expose can't be resisted. If mace deals damage to an exposed enemy he gain 50% TM and reduces his cooldowns by 1 and if Mace Windu has: shock, expose, shaken, deathmark, daze, buff immunity, healing immunity, or stagger, dispel those negative status effects (before gaining buffs from basic). If an ally hits an exposed enemy he gains 30% TM with a 50% chance to reduce his cooldowns by one. Mace Windu has 30% counter chance and an additional 60% while taunting.
Damage immunity can't be copied, it can be dispelled/blocked.
Yes/No
OP/JustRight/Underpowered
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