Forum Discussion

Tonyrob715762's avatar
6 years ago

Mace Windu Rework





Mace Windu

Light Side, Tank, Jedi, Galactic Republic, Fleet Commander

Aggressive Jedi Tank with devastating damage if left unchecked


General Stats

  • Health: 46,805 (30% increase)
  • Protection: 39,209
  • Speed: 143
  • Critical Damage: 150%
  • Potency: 46%
  • Tenacity: 47%
  • Health Steal: 15%


Invincible Assault (Basic): Deal physical damage to target enemy and inflict potency down and speed down for 2 turns. Then Mace Windu gains Protection Up (15%) for 1 turn. (Damage: 7744 - 8558, increased by 50%)

Smite (Special, Cooldown of 3): Deal special damage to target enemy and remove all positive status effects. Mace Windu deals 30% more damage for each effect removed. If the target has shatterpoint this attack can not be evaded and the cooldown of this attack is reduced by 1. (Damage: 8668 - 9580)

Jedi Of The Republic (Leadership): Galactic Republic and Jedi allies gain +4% Offense and +2% Critical Chance for each Jedi ally, and +4% Max Health and +2% Max Protection for each Galactic Republic ally. Clones receive double the amount of Max Health and Max Protection bonus. When a Jedi scores a critical hit, they recover 8% of their max health, and all other allies gain 5% turn meter.

Shatterpoint (Unique 1): At the start of each of his turns, Mace has a 55% chance to inflict Shatterpoint on a random enemy. In addition, Whenever another ally suffers damage from an enemy, he has a 45% chance to inflict shatterpoint on the attacking enemy. This effect can not be evaded, resisted or dispelled.

Shatterpoint (Debuff): This Unit cannot gain bonus turn meter or attack out of turn. Mace Windu is able to target this enemy regardless of any taunts. If Windu attacks this unit, they lose 20% of their Max Health when hit. If this unit is defeated by Windu, they cannot be Revived. This effect can only be dispelled when this unit suffers damage from an attack.

Vaapad (Unique 2): Mace gains 10% tenacity (stacking to 100%) each time he dispels enemy buffs, gains 5% counter chance (stacking to 100%) whenever he resist a detrimental effect, and gains 2.5% offense (stacking to 100%) whenever he counters an enemy. While Mace has no debuffs, he gains defense equal to his tenacity percentage, an additional 50% health steal and is immune to daze, stun and shock.
  • This might be one of the best rework idea's I've seen of Mace Windu. I do have some feedback for it thou.
    "Tony12345;d-192939" wrote:
    Invincible Assault (Basic): Deal physical damage to target enemy and inflict daze for 2 turns. If the target is a Sith, this attack has a 50% chance to inflict Healing Immunity as well. Then Mace Windu gains 10% turnmeter and recovers 10% protection. (Damage: 7112 - 7858, increased by 60%)

    First, due to Traya and her unique the Healing Immunity is going to be practically useless in end game content. And I really want him to be a viable option in TW, even without his current bonuses. So I think you need to make the Healing Immunity undispellable or just add damage increase.
    But this is just a minor thing. What actually works against him is the turn meter gain. While the 10% turn meter gain doesn't seem bad at all it actually really works against him. His 2nd unique can grant him all kinds of buffs when he falls below 35% health. But due to the 1 turn limitation this turn meter gain pretty much guarantees that it wont last long. A few attacks at most. On top of that he already has large amounts of TM gain trough his leadership. I recommend removing it.

    Smite (Special, Cooldown of 3): Deal special damage to target enemy and remove all buffs from them. Then Mace Windu gains all non-unique buffs that were dispelled. If the target was a bounty hunter, this attack deals 50% more damage. If the target was exposed, reduce the cooldown of this attack by one. If this attack defeats the target while they are exposed, they cannot be revived. This attack can not be evaded. (Damage: 8229 - 9093, increased by 10%.)

    You say he gains all non-unique buffs dispelled, but you don't specify for how long he gains those buffs. Other than that I've got nothing. Great ability.

    Jedi Of The Republic (Leadership): Galactic Republic and Jedi allies gain +8% Offense and 4% Critical Chance for each Jedi ally, and +8% Max Health and 4% Max Protection for each Galactic Republic ally. When a Jedi scores a critical hit, they recover 10% of their max health, and all other allies gain 15% turn meter.

    Neat idea. I really would like to se how something like this works out in both 5v5 and 3v3. Only problem is the 15% Turn meter gain. More specifically how it applies to all other allies. This means that you can place any ally in here and they can benefit from this. Which seems to kinda go against the Galactic Jedi synergy. Not to mention it could easily lead to unintended broken teams. I recommend making the turn meter gain for all other Galactic Republic allies. To prevent unintended consequences and solidify the Galactic Jedi synergy.

    Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has a 70% chance to expose a random enemy until the end of his turn. In addition, Whenever Mace suffers damage from an enemy, he has a 55% chance to expose the attacking enemy (prior to countering) till the end of that enemy’s turn. This effect can not be evaded or resisted. Mace can ignore taunt, stealth and marked to target an exposed enemy. Mace gains 25% turn meter whenever he attacks an exposed enemy.

    Great unique here. Especially when combined with the other unique. Only thing I don't like is the Ignore taunt, stealth and marked aspect. There is no mechanic in the game that allows you to ignore stealth. This is a really complicated solution to an easy problem. I personally don't think it should be handled this way. Just let mace mark exposed enemies. Something like this:
    "Whenever an enemy becomes Exposed, Mace inflicts Marked on them until they are no longer Exposed, which can't be Evaded or Resisted."
    Shatterpoint in battle seems to work more in the sense that it allows him to know which action to take, but it never specifies that he is the one who has to take that action. So I personally believe it could be used to guide his allies as well. Which this marked would definitely help doing as well (in certain situations).

    Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking) each time he dispels enemy buffs, he gains 5% counter chance (stacking) whenever he resist a detrimental effect, and gains 2% offense (stacking) whenever he counters an enemy. In addition, Mace is immune to daze, stun, and shock. While Mace has no debuffs, he gains defense equal to his tenacity percentage and gains 50% health steal. The first time Mace Windu is reduced below 35% max health, he dispels all debuffs on himself and he gains taunt, damage immunity, tenacity up, retribution and health steal up for 1 turn. These buffs can not be dispelled or prevented.

    I definitely agree Vaapad shouldn't be a leader ability and I absolutely love what you made of it. However, as I have already mentioned in the feedback of his basic, the buffs lasts too short and can be countered to easily. If this effect is triggered while he has 95% turn meter, he is pretty much guaranteed to immediately lose them. I recommend increasing the duration to 2 turns and adding an immediate bonus turn on trigger. This bonus turn I recommend to not make the duration too long. Cause due to the bonus turn he will use 1 of the 2 turn duration. Thus guaranteeing that he has these effects at 0% turn meter. Other idea I had was making him immune to turn meter gain while he has taunt but that seemed to go against his leadership. But the option is yours.

    When all is said and done, this is still a fantastic kit idea.

  • "Ichiraikou;c-1793764" wrote:
    This might be one of the best rework idea's I've seen of Mace Windu. I do have some feedback for it thou.
    "Tony12345;d-192939" wrote:
    Invincible Assault (Basic): Deal physical damage to target enemy and inflict daze for 2 turns. If the target is a Sith, this attack has a 50% chance to inflict Healing Immunity as well. Then Mace Windu gains 10% turnmeter and recovers 10% protection. (Damage: 7112 - 7858, increased by 60%)

    First, due to Traya and her unique the Healing Immunity is going to be practically useless in end game content. And I really want him to be a viable option in TW, even without his current bonuses. So I think you need to make the Healing Immunity undispellable or just add damage increase.
    But this is just a minor thing. What actually works against him is the turn meter gain. While the 10% turn meter gain doesn't seem bad at all it actually really works against him. His 2nd unique can grant him all kinds of buffs when he falls below 35% health. But due to the 1 turn limitation this turn meter gain pretty much guarantees that it wont last long. A few attacks at most. On top of that he already has large amounts of TM gain trough his leadership. I recommend removing it.

    Smite (Special, Cooldown of 3): Deal special damage to target enemy and remove all buffs from them. Then Mace Windu gains all non-unique buffs that were dispelled. If the target was a bounty hunter, this attack deals 50% more damage. If the target was exposed, reduce the cooldown of this attack by one. If this attack defeats the target while they are exposed, they cannot be revived. This attack can not be evaded. (Damage: 8229 - 9093, increased by 10%.)

    You say he gains all non-unique buffs dispelled, but you don't specify for how long he gains those buffs. Other than that I've got nothing. Great ability.

    Jedi Of The Republic (Leadership): Galactic Republic and Jedi allies gain +8% Offense and 4% Critical Chance for each Jedi ally, and +8% Max Health and 4% Max Protection for each Galactic Republic ally. When a Jedi scores a critical hit, they recover 10% of their max health, and all other allies gain 15% turn meter.

    Neat idea. I really would like to se how something like this works out in both 5v5 and 3v3. Only problem is the 15% Turn meter gain. More specifically how it applies to all other allies. This means that you can place any ally in here and they can benefit from this. Which seems to kinda go against the Galactic Jedi synergy. Not to mention it could easily lead to unintended broken teams. I recommend making the turn meter gain for all other Galactic Republic allies. To prevent unintended consequences and solidify the Galactic Jedi synergy.

    Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has a 70% chance to expose a random enemy until the end of his turn. In addition, Whenever Mace suffers damage from an enemy, he has a 55% chance to expose the attacking enemy (prior to countering) till the end of that enemy’s turn. This effect can not be evaded or resisted. Mace can ignore taunt, stealth and marked to target an exposed enemy. Mace gains 25% turn meter whenever he attacks an exposed enemy.

    Great unique here. Especially when combined with the other unique. Only thing I don't like is the Ignore taunt, stealth and marked aspect. There is no mechanic in the game that allows you to ignore stealth. This is a really complicated solution to an easy problem. I personally don't think it should be handled this way. Just let mace mark exposed enemies. Something like this:
    "Whenever an enemy becomes Exposed, Mace inflicts Marked on them until they are no longer Exposed, which can't be Evaded or Resisted."
    Shatterpoint in battle seems to work more in the sense that it allows him to know which action to take, but it never specifies that he is the one who has to take that action. So I personally believe it could be used to guide his allies as well. Which this marked would definitely help doing as well (in certain situations).

    Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking) each time he dispels enemy buffs, he gains 5% counter chance (stacking) whenever he resist a detrimental effect, and gains 2% offense (stacking) whenever he counters an enemy. In addition, Mace is immune to daze, stun, and shock. While Mace has no debuffs, he gains defense equal to his tenacity percentage and gains 50% health steal. The first time Mace Windu is reduced below 35% max health, he dispels all debuffs on himself and he gains taunt, damage immunity, tenacity up, retribution and health steal up for 1 turn. These buffs can not be dispelled or prevented.

    I definitely agree Vaapad shouldn't be a leader ability and I absolutely love what you made of it. However, as I have already mentioned in the feedback of his basic, the buffs lasts too short and can be countered to easily. If this effect is triggered while he has 95% turn meter, he is pretty much guaranteed to immediately lose them. I recommend increasing the duration to 2 turns and adding an immediate bonus turn on trigger. This bonus turn I recommend to not make the duration too long. Cause due to the bonus turn he will use 1 of the 2 turn duration. Thus guaranteeing that he has these effects at 0% turn meter. Other idea I had was making him immune to turn meter gain while he has taunt but that seemed to go against his leadership. But the option is yours.

    When all is said and done, this is still a fantastic kit idea.



    Thanks for the Feedback. Did my best to address what you said and after going back and forth for several days this what I end up with.
    -Added an extra 20% against Sith on Basic but I think adding a non-dispelable healing immunity is a little strong for a rework. So I guess Traya wins but that’s okay with me. He does not have to beat every Sith team, and he won’t be the only character on the team.
    - Took out the turn meter gain in his basic
    - Left the turn meter gain as is on his leadership
    - Took out ignore stealth from Shatterpoint, guess that could be it’s weakness.
    - And like I said I went back and forth with his unique a couple of times. At one point I had it that he debuffed, gained a bonus turn, became immune to turn meter gain and then gain all those buffs. That just seemed like to much. So I changed it to always activate whenever he is below 35%, and then simplified it to debuff and gain 3 buffs.


    "Tony12345;c-1786803" wrote:
    "Zombie961;c-1786669" wrote:
    Why is the guy who was defeated by lightning immune to shock, it'd be like making Vader immune to shock it just doesn't make sense. Otherwise great kit, if only the Republic was good enough to make use of his lead


    Simply took that out of battle attuned master of the force and applied it here. Plus Windu withstood Palpaltines lightning. It wasn’t until Anakin cut his arm off and his Lightsaber went flying out the Window that Palpatine was able to use his force lightning on Windu.

    Also, I found a way to make him immune to shock but not fully Immune. So long as Windu has no debuffs he will be immune to shock but as soon as he becomes debuffed he will vulnerable to shock again.


  • "Ichiraikou;c-1793764" wrote:
    This might be one of the best rework idea's I've seen of Mace Windu. I do have some feedback for it thou.
    "Tony12345;d-192939" wrote:
    Invincible Assault (Basic): Deal physical damage to target enemy and inflict daze for 2 turns. If the target is a Sith, this attack has a 50% chance to inflict Healing Immunity as well. Then Mace Windu gains 10% turnmeter and recovers 10% protection. (Damage: 7112 - 7858, increased by 60%)

    First, due to Traya and her unique the Healing Immunity is going to be practically useless in end game content. And I really want him to be a viable option in TW, even without his current bonuses. So I think you need to make the Healing Immunity undispellable or just add damage increase.
    But this is just a minor thing. What actually works against him is the turn meter gain. While the 10% turn meter gain doesn't seem bad at all it actually really works against him. His 2nd unique can grant him all kinds of buffs when he falls below 35% health. But due to the 1 turn limitation this turn meter gain pretty much guarantees that it wont last long. A few attacks at most. On top of that he already has large amounts of TM gain trough his leadership. I recommend removing it.

    Smite (Special, Cooldown of 3): Deal special damage to target enemy and remove all buffs from them. Then Mace Windu gains all non-unique buffs that were dispelled. If the target was a bounty hunter, this attack deals 50% more damage. If the target was exposed, reduce the cooldown of this attack by one. If this attack defeats the target while they are exposed, they cannot be revived. This attack can not be evaded. (Damage: 8229 - 9093, increased by 10%.)

    You say he gains all non-unique buffs dispelled, but you don't specify for how long he gains those buffs. Other than that I've got nothing. Great ability.

    Jedi Of The Republic (Leadership): Galactic Republic and Jedi allies gain +8% Offense and 4% Critical Chance for each Jedi ally, and +8% Max Health and 4% Max Protection for each Galactic Republic ally. When a Jedi scores a critical hit, they recover 10% of their max health, and all other allies gain 15% turn meter.

    Neat idea. I really would like to se how something like this works out in both 5v5 and 3v3. Only problem is the 15% Turn meter gain. More specifically how it applies to all other allies. This means that you can place any ally in here and they can benefit from this. Which seems to kinda go against the Galactic Jedi synergy. Not to mention it could easily lead to unintended broken teams. I recommend making the turn meter gain for all other Galactic Republic allies. To prevent unintended consequences and solidify the Galactic Jedi synergy.

    Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has a 70% chance to expose a random enemy until the end of his turn. In addition, Whenever Mace suffers damage from an enemy, he has a 55% chance to expose the attacking enemy (prior to countering) till the end of that enemy’s turn. This effect can not be evaded or resisted. Mace can ignore taunt, stealth and marked to target an exposed enemy. Mace gains 25% turn meter whenever he attacks an exposed enemy.

    Great unique here. Especially when combined with the other unique. Only thing I don't like is the Ignore taunt, stealth and marked aspect. There is no mechanic in the game that allows you to ignore stealth. This is a really complicated solution to an easy problem. I personally don't think it should be handled this way. Just let mace mark exposed enemies. Something like this:
    "Whenever an enemy becomes Exposed, Mace inflicts Marked on them until they are no longer Exposed, which can't be Evaded or Resisted."
    Shatterpoint in battle seems to work more in the sense that it allows him to know which action to take, but it never specifies that he is the one who has to take that action. So I personally believe it could be used to guide his allies as well. Which this marked would definitely help doing as well (in certain situations).

    Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking) each time he dispels enemy buffs, he gains 5% counter chance (stacking) whenever he resist a detrimental effect, and gains 2% offense (stacking) whenever he counters an enemy. In addition, Mace is immune to daze, stun, and shock. While Mace has no debuffs, he gains defense equal to his tenacity percentage and gains 50% health steal. The first time Mace Windu is reduced below 35% max health, he dispels all debuffs on himself and he gains taunt, damage immunity, tenacity up, retribution and health steal up for 1 turn. These buffs can not be dispelled or prevented.

    I definitely agree Vaapad shouldn't be a leader ability and I absolutely love what you made of it. However, as I have already mentioned in the feedback of his basic, the buffs lasts too short and can be countered to easily. If this effect is triggered while he has 95% turn meter, he is pretty much guaranteed to immediately lose them. I recommend increasing the duration to 2 turns and adding an immediate bonus turn on trigger. This bonus turn I recommend to not make the duration too long. Cause due to the bonus turn he will use 1 of the 2 turn duration. Thus guaranteeing that he has these effects at 0% turn meter. Other idea I had was making him immune to turn meter gain while he has taunt but that seemed to go against his leadership. But the option is yours.

    When all is said and done, this is still a fantastic kit idea.



    Thanks for the feedback. Went back and forth with this couple of times. Ended up changing a few things.
  • "DarthGabriel21;c-1824896" wrote:
    (Special, Cooldown of 3): Deal special damage to target enemy and then remove all buffs from them. Mace Windu deals 30% more damage for each effect removed. If the target had no buffs, this attack removes 50% turn meter instead. If the target was exposed, reduce the cooldown of this attack by one. If this attack defeats the target while they are exposed, they cannot be revived. This attack can not be evaded. (Damage: 8229 - 9093, increased by 10%.)



    I think this is great, just reduce 30% more damage to 5%-10%


    Left it as is because originally I compared its strength to boba fett’s execute.

    "DarthKoon;c-1825679" wrote:
    "AntiFunn;c-1760709" wrote:
    A well considered rework +1.

    However, I reckon IF we turn Shatterpoint into a non-dispellable, non-copieable unique buff that he can gain at the start of his turn, this will remove any overpowered pairings with Resistance teams that heavily utillize Expose. However, If we make him weaker he will still be a bit mediocre even after the updates.
    So as said, the Unique buff Shatterpoint could allow him to ignore Stealth, Taunt and deal bonus health % damage in addition to giving him turn meter. Reason why is if I am correct, only Mace utillized Shatterpoint so it should be unique only to him.


    This makes sense. Otherwise Resistance teams pair way to well with him. Other than that though, great kit. I would love it if they made this real.


    Changed Expose to a new Shatterpoint debuff that has that same effects as expose except it allows Mace to Ignore Taunts and Stealths, and it will no longer create any synergy with any other teams, as mace is the only character capable of use it.
  • Invincible Assault Deals 6650-6850 special damage to target enemy and apply abiity block for 2 turns Unique apply armor shred(18%) stacking until the end of the battle if this attack critical strikes.

    Smite Deal 8668-9580 special damage and remove all positive status effects and apply death mark to the target.This Death mark can't be copied, dispelled or resisted, or evaded and can only be applied by smite. 3 turn cooldown


    Leader Champion of the Galactic Republic Ashoka Tano, General Kenobi, Jedi Knight Anakin Grand master Yoda and Shaak ti gain 25% offense 15% critical chance and also gain retribution for 4 turns and recover 10% of the max health and protection when criting.

    Unique Shatter point Mace gain taunt until the end of the battle(this can not be cleansed) and applies expose to the a the last target he attacked for 2 turns(cannot be cleansed).
    Syngeries Ashoka Tano, Jedi Knight Anakin General Kenob, GM Yoda and Shaak ti