Wampa Player Touch up 2026!
First off for all the players on the Forums, yes I don't see CG doing this, even though itd be a banger of a touch up. CG would'nt see any money in it. Unless they made Relic packs for Wampa.
So yes I know there is the seasonal Wampa Datacron, which is Phenomenal. Thats great to boost her to counter newer and bigger teams. Especially in Territory Wars where her Omicrion is not active. I also hope we can see Her Omicron active in the Sandbox mode in the future after the Sandbox mode comes out. But I still Feel Wampa could be a bit better in GAC with her Omicron or maybe giving her other Unique another Omicron. I would slap an Omicron on her in a heart beat if that was the case. She just falls flat with the current Meta. So CG, here are my suggested Touch ups for Wampa to keep her relevant when the Datacron is not around. Yes she can't beat things like Jabba (Well maybe she might without the Jabba Ultimate ability), but its time Wampa has some more relevance. Changes made in Red.
Womp:
Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns. If the target was had 5 or more Damage over time effects on them Inflict Bleed on the target (max6) until end of the battle, which can't be Dispelled. If the target was debuffed, gain 20% Turn Meter. If Wampa isn't debuffed, gain 20% Turn Meter. This attack can't be Evaded. This attack has +100% Offense against Rebel and non-Sith or non-Inquisitor Empire targets.
Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered.
Ice Breaker:
Dispel all debuffs on Wampa. Deal Physical damage to all enemies and Daze and Off-balance them for 2 turns. Wampa gains Protection Up (150%) until the next time this ability is used, which can't be Dispelled or prevented.
Furious Foe:
Inflict Healing Immunity on all enemies for 2 turns, which can't be Evaded. Wampa gains 40% Accuracy, 40% Critical Chance, and 40% Offense (stacking) until the end of the encounter. Wampa gains 15% Turn Meter for each defeated ally and each active enemy. If Wampa started the battle alone, Wampa also gains 15% Turn Meter. This ability starts on cooldown.
Howling Rage:
Wampa has +15% Counter Chance, +25% Critical Avoidance, Defense, Offense, Potency and Tenacity. These stats are Doubled if Wampa has Protection Up.
Cornered Beast:
Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time on each enemy. Wampa takes reduced damage from percent Health damage effects and has +25% Health and Protection.
While in Grand Arenas: Wampa gains +30% Mastery, +30 Speed, and +100% Tenacity. If there are no other active allies at the start of battle, Wampa gains +75% Defense, Max Health, Max Protection, and Offense, doubled if there is only 1 active enemy at the start of battle. Whenever Wampa is damaged by an attack, inflict 2 stacks of Damage Over Time for 3 turns on the attacking enemy, which can't be evaded or resisted, the cooldown of Furious Foe is reduced by 1, and gain +30% Tenacity (stacking) until the end of the encounter. The max of Bleed from Womp is increased to 8.