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CG_SBCrumb
New Spectator
5 years ago

Kit Reveal: Jedi Master Luke Skywalker






UNIT NAME: Jedi Master Luke Skywalker
ALIGNMENT: Light
CATEGORIES: Galactic Legend, Light Side, Tank, Leader, Jedi
The wizened Jedi master of legend who empowers his Jedi allies with the knowledge and skills he has obtained

ABILITIES:

Basic: (ZETA) Indomitable Blast



FINAL TEXT: Inflict Buff Immunity on target enemy for 2 turns and deal Special damage to them. Luke gains 2% Max Health (stacking, max 20%) until the end of encounter. This attack will critically hit if able and can't be countered.

Special 1: (ZETA) They Grow Beyond (Cooldown 4)



FINAL TEXT: Inflict Tenacity Down on target enemy for 2 turns, then Daze them for 2 turns. Increase their cooldowns by 1.

Raid Bosses: Inflict Tenacity Down on target enemy for 2 turns, then inflict 3 Expose for 2 turns on them.

Call target other Light Side ally to assist, then grant them and Jedi Master Luke Skywalker Advantage and Critical Damage Up for 2 turns.

If target other ally is a Jedi, that ally gains Jedi Lessons for 3 turns, which can't be copied. If they already have Jedi Lessons, the duration for all current stacks on them resets to 3 turns (max 3 stacks).

This ability can't be resisted or evaded.

Jedi Lessons: +20% Mastery per stack


Special 2: (ZETA) Efflux (Cooldown 4)



FINAL TEXT: Deal Special damage to all enemies. Then, remove 20% Turn Meter from them and inflict Ability Block and Breach for 2 turns. Deal 10% more damage and remove an additional 5% Turn Meter for each ally with Jedi Lessons or Jedi Legacy.

All Jedi allies gain 15% Turn Meter and Critical Hit Immunity for 1 turn.

Breach: -25% Speed, -25% Defense (Does not stack with Speed Down or Defense Down)

Unique 1: (ZETA) Jedi Legacy

FINAL TEXT: Jedi allies may gain Jedi Lessons.

The first time each other Light Side ally falls below 100% Health, they recover 25% Health and Protection, doubled for Jedi allies.

At the start of battle, Jedi Master Luke Skywalker gains Jedi Legacy until the end of battle, which can't be copied, dispelled, or prevented.

Jedi Legacy: +100% Mastery and ignores Taunt during their turn; can't gain Jedi Lessons

Unique 2: (ZETA) Galactic Legend

FINAL TEXT: This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.

This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.


Leader: (ZETA) Legend of the Jedi

FINAL TEXT: All Light Side allies have +10% Max Health and Max Protection, doubled for Jedi allies. All Jedi allies have +30% Offense and +40 Speed.

If all allies are Jedi, Jedi Master Luke Skywalker Taunts while he has Protection.

The first time each other Jedi ally falls below 100% Health, they dispel all debuffs on themselves and gain Critical Hit Immunity, Defense Up, and Tenacity Up for 2 turns. Then, Luke Taunts for 2 turns, which can't be copied, dispelled, or prevented.

At the start of battle, Jedi allies gain the granted ability Inherited Teachings.

Inherited Teachings: Gain Jedi Lessons for 3 turns and call target other Light Side ally to assist, dealing 90% less damage. Then, they deal true damage to the target enemy based on 60% of Jedi Master Luke Skywalker's base Max Protection, which can't be evaded.

If that ally is a Jedi, they gain Jedi Lessons for 3 turns and 15% Turn Meter, recover Protection equal to 5% of Luke's base Max Protection, and reduce the cooldown of their Inherited Teachings by 1.

This ability can't be used if there are no other Jedi allies. (Cooldown: 2)

Ultimate: Heroic Stand (Must charge to 100% before use)



FINAL TEXT: Jedi Master Luke Skywalker gains 8% Ultimate Charge whenever a Jedi ally gains Jedi Lessons or the duration of all their current stacks of Jedi Lessons is reset.

Jedi Master Luke Skywalker transforms into Jedi Master Luke Skywalker (Heroic) and dispels Jedi Lessons from all Jedi allies.

Dispel all debuffs on all Jedi allies and reset the cooldowns of their Special abilities. All Jedi allies gain Critical Chance Up and Critical Damage Up for 2 turns and gain Jedi Legacy and 35% Offense until the end of battle.

When Luke transforms, the max cooldown for They Grow Beyond and Efflux is reduced by 2.

99 Replies

  • It's not rocket science, folks. If you don't want DR to walk all over your team, don't put the permataunt tank in the leader slot
  • "Kyno;c-2178269" wrote:
    @Iker4ATM

    I asked just to make sure and recieved confirmation, that yes the designer for his kit didnt want him to have any base mastery due to the +100% mastery he gains from his kit.


    Thank you for asking, and this isn’t directed at the messenger, but this is a ridiculous reason. JML has by far the lowest mastery bonus in his kit of any Galactic Legend. He has no way to stack mastery throughout the battle like the other 3. So it would make sense to compensate with a higher starting value. But he starts with only 6 more mastery than Rey/Kylo after the % lead/unique bonuses are applied.
  • "dgree;c-2179842" wrote:
    It's not rocket science, folks. If you don't want DR to walk all over your team, don't put the permataunt tank in the leader slot


    Isn't that the thing which should kit designers test and take care of? We had exactly same situation with SLKR in the past (GAS+1 counter).
  • "Bulldog1205;c-2179875" wrote:
    "Kyno;c-2178269" wrote:
    @Iker4ATM

    I asked just to make sure and recieved confirmation, that yes the designer for his kit didnt want him to have any base mastery due to the +100% mastery he gains from his kit.


    Thank you for asking, and this isn’t directed at the messenger, but this is a ridiculous reason. JML has by far the lowest mastery bonus in his kit of any Galactic Legend. He has no way to stack mastery throughout the battle like the other 3. So it would make sense to compensate with a higher starting value. But he starts with only 6 more mastery than Rey/Kylo after the % lead/unique bonuses are applied.

    JML appears pre-nerfed... I just hope that when more people have it and they analyze it to the fullest and complain, they put the same base mastery as the other legends, sklr obtains mastery to infinity and not for that reason starts from less mastery ...
  • "Hortus;c-2179877" wrote:
    "dgree;c-2179842" wrote:
    It's not rocket science, folks. If you don't want DR to walk all over your team, don't put the permataunt tank in the leader slot


    Isn't that the thing which should kit designers test and take care of? We had exactly same situation with SLKR in the past (GAS+1 counter).

    I mean, I don't think CG really tests much at all. It's not the same situation (the issue with GAS was that they insisted on hardcoding SLKR to murder a normal GAS squad, which could be abused in combination with GAS cooldown reduction). The issue here only seems to be the case when the tank is in the leader slot rather than an ally slot, and there isn't sufficient support on the team to handle or prevent debuffs (people are running a very offensive squad here around JML). I'm not sure what the solution to that is, though, other than changing squad setup--JML is already fear immune, JKL is already fear immune, and GAS cleanses himself when crit (also designed against SE who basically always crit).

    My concern is that CG is using the post-release period to have players test, and that the issues will be poorly understood (probably via poor game mechanic understanding by "game changers" or w/e and clickbaity youtube videos) and the solutions won't be narrowly tailored towards solving those issues (as was the case when they wanted to defend their SLKR AIand ability cooldowns by supercharging SLKR with perm-advantage and all its benefits).

    Like you said, a decent understanding of the kits and some testing would've made a lot of the current issues obvious, just as any serious Sith player could have told CG that EP/Vader would outspeed and run around DR lead with TM gain, using ferocity against them (hence the Malak patch). My hope is that CG is paying attention to the deeper mechanics of the issues here, and is patiently coming up with good solutions. I assume they want people to spend resources on these new GLs (jedi titan squad is already pretty okay under JKR without a GL, and SEE is far worse and often even hurts a DR squad). Otherwise a lot of people may assume that GLs other than SLKR are just luxury toons.
  • I’ve been using a max JML in arena and against all teams, he takes by faaaar the longest to get to ultimate. While I appreciate the meta flexibility now, it makes many players reluctant to invest so much in him because of the easy counters to him. This is not just for arena but GAC & TW.

    For this type of investment his ability to get to ultimate when not in the leader slot needs to been reviewed. Without him as leader the only way to charge his ultimate is through his special “They Grow Beyond” and that will never happen in any of those matches (TW, GAC & Arena).

    Not to mention what I feel like seeing a team of 3 beat a GL, shouldn’t ever happen! While I feel he’s a very good toon, he’s not as good as he could be and I feel making his ultimate easier to trigger will go a long way to making him complete.
  • perfidius44's avatar
    perfidius44
    Rising Newcomer
    5 years ago
    I have an issue with the 60% of protection damage thingy. It seems it's protection with mods but without skills, like +70% thx to GL and +20% leadership. Is it intended ?
    I remember a dev post about see clarifying 'base protection' where it was stated that skills should be part of it but don't remember where...
  • "Starslayer;c-2185015" wrote:
    I have an issue with the 60% of protection damage thingy. It seems it's protection with mods but without skills, like +70% thx to GL and +20% leadership. Is it intended ?
    I remember a dev post about see clarifying 'base protection' where it was stated that skills should be part of it but don't remember where...


    Base stats when in a battle are always with mods and no abilities.
  • perfidius44's avatar
    perfidius44
    Rising Newcomer
    5 years ago
    "Kyno;c-2185021" wrote:
    "Starslayer;c-2185015" wrote:
    I have an issue with the 60% of protection damage thingy. It seems it's protection with mods but without skills, like +70% thx to GL and +20% leadership. Is it intended ?
    I remember a dev post about see clarifying 'base protection' where it was stated that skills should be part of it but don't remember where...


    Base stats when in a battle are always with mods and no abilities.


    Loud and clear, thx !

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