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ordo801st's avatar
ordo801st
Seasoned Hotshot
22 hours ago

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. 

 

4 Replies

  • Alternative suggestion: Bleed becomes a conditional debuff rather than stacked on the DOTs. My take would be

    Womp! :

    Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns. If the target was debuffed, gain 20% turn meter. If Wampa isn't debuffed, gain 20% turn meter. If the target already has Damage Over Time, instead inflict 1 stack of Bleed (max 6) until the end of the encounter, which can't be dispelled. If the target has Damage Over Time or Bleed, there is a 10% chance to Stun them for 1 turn.

    Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered

    Icebreaker :

    Dispel all debuffs on Wampa. Deal Physical damage to all enemies and Daze 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 10% Turn Meter for each empty ally slot and each active enemy. This ability starts on cooldown.

    Howling Rage :

    While Wampa has Protection Up, it has +20% Counter Chance, +50% Defense, +50% Offense, and +50% Tenacity.

    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.

    While in Grand Arenas: Wampa gains +100% Tenacity and 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.

     

    A tamer touch up, with added Defense on its first unique and exactly your suggestion for the Omi. Since Wampa goes solo, it doesn't gain TM for its defeated allies because there are none, so it instead gains bonuses when it has no allies, similar to Fennec's lead being better when she is solo (though no one ever uses her that way. Ever), toning the TM down from 15% to 10%. The Stun mechanic is reintroduced but at a much less likely chance, because Wampa will almost always be hitting enemies and there still needs to be some balance. Bleed replaces DOTs if the target already has DOTs.

  • ordo801st's avatar
    ordo801st
    Seasoned Hotshot
    18 hours ago

    So yeah the Idea you did with Bleed on the Basic is a bit better than mine for sure. The omi does have 75% currently, but I bumped it to 100% since Wampa is a soloing character a ton of the time. I liked with his first unique was to give him more stats on his own to allow him to hit a bit harder and survive better without the protection up and the survive better with the protection up. Since current stats only allow with the protection up. And unless Wampa starts with Protection up, there are some stat improvement that way. I don't see my suggested update be to broken since the Omi makes him hit harder. Plus Im sure what teams stop Wampa still will and what teams 50/50 that Wampa can beat would be boosted slightly. In addition with the Changing meta and crazy updates to this game and crazy broken teams CG makes this would allow Wampa to punch up more. But  OutrunWhistle​ I do like some of your choices with your suggestions for sure. 

  • ordo801st's avatar
    ordo801st
    Seasoned Hotshot
    18 hours ago

    I don't see it. I see the suggestions I posted or what recently Outrunwhistle posted would boost him up and allow him to punch up. Yeah the improvement to Wampa having Damage resistance to health based damage effect kinda pulls from Lore since Wampas live in the harsh Snow enviroment. Plus yes some teams that rely on those damages won't any more but I still don't see this breaking Wampa. Since Wampa would still lost to a majority of teams. Especially ones with the Massive damage or instakills. Or the ones that take so many turns. Those teams are the ones that even with these changes that I have tested would still loose. Wampa might do better vs some teams. But again I still can see this just boosting him in most cases. I still see him failing against most all GL's. He only really soloed Non Ult Jabbas( I belive) and Sith Eternal with out any Major Sith Empire members, Traya or nihilus. He mostly took on non GL teams. I still see Wampa easily taking on GG teams easy and maybe some lighter newer ones. Wampa still struggles vs Stealth teams though. The countering helps Wampa destroy a bunch of teams and take more turns. 

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