Why doesn't Wampa Apply Bleed?
My thought is Wampa should inflict Bleed. Its been in game since the enemy NPC Nexu (which would be a cool add to the game). The first collectable character to inflict Bleed is Batcher then now the new Maul (Hate-fueled). He has it on basic. Wampa's current basic attack stuns an enemy when the opponent is staggered or exposed. Yet wampa doesnt inflict any. Even with his new Omi. I feel they should change this to allow him to inflict Bleed for 2 turns. His basic is Wampa's Claws which in Empire Strikes back scratched and then Scarred Lukes face. So I feel that Wampa deserves to inflict Bleed on his basic instead of stunning enemies when he doesn't inflict stagger or Expose. So here is my suggestion to his basic, plus a light touch up suggestion for the 2026 year. Wampa deserves to do more and be better. Yet he is only great around his newly added last year Focused Datacron. Suggested changes in Red. Yes to all I know CG won't want to touch up an older character unless its adding an Omicron. Still Wampa deserves to make more Lore since to inflict Bleed on his Basic atleast. Again I also feel since Late Game High Kyber players don't even use Wampa Any more(not counting Focused Datacrons which this new set should have had since it has no Focused DCs.) So a light touch up all around plus a touch up to his Omi would be awesome. Plus if they wanted they could sell a R9 $5 or $10(since he is higher than a Marquee older character) Light Speed bundle. Im sure they pair a Touch up with a Light Speed bundle players would go after it. If my Wampa was alteast R5 I would buy the pack to R9. Yet mine is already R9 about to go to R10 as my second R10 character.
Womp:
Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns and 2 stacks of Bleed (max 6) until the end of the encounter, 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 Imperial Trooper targets.
Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered
Howling Rage:
Wampa has +15% Critical Avoidance, Counter Chance, +25% Offense, Defense, Tenacity, and Potency. All these stats are doubled while 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, +50% Defense against Rebel and Imperial Trooper enemies and takes reduced damage from percent Health damage effects.
While in Grand Arenas: Wampa gains +100% Tenacity. Wampa is Immune to Stun.
If there are no other active allies at the start of battle, Wampa gains +100% 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.
These are my suggested thoughts of how Wampa can inflict Bleed plus be a bit better over all and way more amazing in Grand Arena. Also a side note I added the Hate on Imperial Troopers as CG should do to be a nod to the Deleted Scenes in Empire Strikes back when 3P0 lures Imp Troopers to a Wampa Room. Just like they created the Disguised Clone from the Revenge of the Sith Deleted Scenes. Plus I added more damage and durability for outside of GAC to allow Wampa to be on some random back wall team for TW or some fun other game mode Shenanigans.