Forum Discussion
7 years ago
"CG_Kozispoon;d-157365" wrote:
UNIT NAME: Emperor Palpatine
Leader: Emperor of the Galactic Empire
FINAL TEXT: (ZETA) Empire and Sith allies have +35% Potency and 35% Max Health. Jedi and Rebel enemies have -35% Potency and -35% Evasion. When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health. When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter.
"CG_Kozispoon;d-157527" wrote:
UNIT NAME: Sith Marauder
ABILITIES:
Basic: STRENGTH THROUGH PASSION
FINAL TEXT: Deal Physical damage to target enemy and inflict Offense Down for 2 turns.
Special 1: VICTORY THROUGH POWER
FINAL TEXT: Deal Physical damage to target enemy and grant all allies Potency Up for 2 turns.
Unique: THE FORCE SHALL FREE ME
Sith Marauder has +5% Defense, +5% Health Steal and +5% Tenacity for each buff on all characters. Sith Marauder has +2% Critical Chance, +2% Offense and +2% Potency for each debuff on all characters. When an enemy uses an ability outside of their turn, Sith Marauder gains 20% Turn Meter.
EP lead will make SM's basic Offense Down stick more often and give SM 20% recovery whenever that Offense Down gets applied. He also will have +35% max health, so the health recovery and health steal will just keep him that much more alive.
Question is if the Potency boost will be worth it since his first special grants Potency Up to all allies. The better help might be the fact that EP will make sure all the allies' debuffs land more often, so SM gets more Critical Chance, Offense, and Potency from additional debuffs.
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