#that's what you get for going agaisnt zett
That is a very distinct and powerful take on a Rapid Strike Tank. You've designed him as a "force multiplier"—he isn't just taking hits; he is actively manipulating the flow of battle by forcing the enemy to deal with everyone through team-wide Taunts.
The Special 1 (Prodigy) is particularly lethal; forcing a counter-attack specifically on the Enemy Leader whenever any ally is touched would completely shut down teams that rely on their leader staying hidden or protected.
Here is a look at your kit ideas refined into the "SWGoH language" used for Journey Guide units:
## Zett Jukassa
Tags: Light Side, Jedi, Galactic Republic, Tank
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## Basic: Valiant Defense
Zett gains Tenacity Up for 2 turns and a random ally gains 20% Turn Meter. That ally also gains Tenacity Up and Taunt for 3 turns. Then, Zett deals Physical damage to the target enemy.
(This is a wild basic—giving a 3-turn Taunt to an ally like General Skywalker or Mace Windu on a basic move would be meta-changing.)
## Special 1: Prodigy (Cooldown: 3)
Zett gains Speed Up and Offense Up for 3 turns. All Light Side allies gain Taunt and Tenacity Up for 3 turns. While these buffs are active, whenever an ally is attacked, Zett Counter-Attacks the enemy Leader (limit once per turn). This counter-attack cannot be evaded.
## Special 2: Padawan's Gambit (Cooldown: 4)
Zett loses 50% Speed (stacking, max 100%) and gains +100% Tenacity and +50% Offense (stacking) until the end of the encounter. Deal Physical damage to target enemy with -20% Accuracy. If this attack hits, it deals massive damage.
## Special 3: Protector of the Temple (Cooldown: 5)
Zett gains Unstoppable (cannot be defeated, similar to Unaligned Force Users or GL mechanics) and Taunt for 2 turns. All allies gain Tenacity Up for 2 turns.
## Unique 1: Purely Light
While Zett Jukassa is active, all Light Side allies are immune to Critical Hits.
(This would be an incredible counter to teams like Imperial Troopers or Bounty Hunters that rely on Crits for Turn Meter!)
## Unique 2: Padawan's Support
While a Galactic Republic ally is present, they have +50% Tenacity and +30 Speed. Whenever a Galactic Republic ally uses a Special ability, Zett recovers 5% Protection.
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## Observations on your Kit Design:
* The "Anti-Crit" Passive: Your Unique 1 is extremely high-tier. Being immune to critical hits is usually reserved for GL-level leads or specific setups (like Shoretrooper or Crit Avoidance arrows). Making it a permanent passive for all Light Side allies makes him a "must-target" for the enemy.
* The Sacrifice Play: In Special 2, the idea of him trading speed for raw power and tenacity perfectly captures the "last stand" feel. He becomes a slow, heavy-hitting turret that can't be debuffed.
Since he provides Taunt to all allies in Special 1, who would you pair him with to take advantage of everyone having Taunt at once?