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CG_SBCrumb's avatar
CG_SBCrumb
New Spectator
5 years ago

Kit Reveal: Mon Mothma






UNIT NAME: Mon Mothma
ALIGNMENT: Light
CATEGORIES: Light Side, Support, Rebel
Rebel Leader who supports and rallies her allies

ABILITIES:

Basic: Advocate For Peace



FINAL TEXT: Dispel all debuffs on the weakest Rebel ally. Rebel allies recover 6% Health and Protection.

Special 1: Restore Our Republic (Cooldown 5)




FINAL TEXT: Revive a random Rebel Fighter ally with 40% Health and Protection. All Rebel allies have their current Health percentages equalized. Then, Rally Mon Mothma and all Rebel Fighter allies.

Rallied characters act based on their role:

  • Tanks Taunt and gain Critical Hit Immunity for 2 turns
  • Attackers assist
  • Healers and Supports restore 15% Health and Protection to all allies


Special 2: Field Promotion (Cooldown 5)



FINAL TEXT: Summon a Rebel Trooper. If a Rebel Trooper is already present, they are promoted to a Rebel Officer.

If they were already a Rebel Officer, they are promoted to a Rebel Commander.

If they were already a Rebel Commander, dispel all debuffs on them, they recover 25% Health and Protection, and reduce the cooldowns of Mon Mothma and all Rebel Fighter allies by 1.

This ability can only be used if all allies are Rebel at the start of battle.

Leader: (ZETA) Alliance Chancellor (ZETA)

FINAL TEXT: At the start of battle, if Mon Mothma is in the Leader slot, she and all Rebel Fighter allies gain 8% of their combined base Max Health, Max Protection, Offense, Defense, Potency, and Tenacity.

Mon Mothma and Rebel Fighter allies have a 100% chance to assist each other whenever they use an ability during their turn, dealing 90% less damage (limit once per turn per ally). If that ability dealt no damage, the damage penalty is reduced to 45% less damage and that ally dispels all debuffs on the healthiest Rebel ally.

Unique 1: (ZETA) This Is Our Rebellion

FINAL TEXT: Mon Mothma has +50 Speed. Mon Mothma can't be targeted and is immune to taunt effects.

If there are no other allied combatants at the start of a turn, Mon Mothma escapes from battle.

Unique 2: Rebel Trooper

FINAL TEXT:
Light Side, Attacker, Rebel, Rebel Fighter

Basic: Rebel Bravado
Dispel all buffs on target enemy and deal Physical damage.

If this unit has been promoted to Officer or Commander, inflict Daze for 1 turn.

Special: Rebel Morale:(Cooldown 4)
Rebel allies gain Defense Penetration Up for 2 turns.

If this unit has been promoted to Commander, Rally all Rebel Fighter allies.

This ability can only be used if Rebel Trooper has been promoted to Officer or Commander.

Unique 1: Rebellion Tactics
Mon Mothma and Rebel Fighter allies have +15% Critical Damage and +30% Tenacity.

If this unit has been promoted to Commander, these bonuses are tripled.

Unique 2: Summoned
This unit's stats scale with the summoner's stats. This unit can only be summoned to the ally slot if it's available. This unit can't be summoned in raids. This unit can't be revived. If an effect counts defeated units, this unit doesn't count. When there are no other allied combatants, this unit escapes from battle. A unit can't be revived if this summoned unit exists in their slot.
  • HKFactory's avatar
    HKFactory
    Seasoned Rookie
    "Treeburner;c-2147625" wrote:
    "Eleslalegenda;c-2147473" wrote:
    "Therion;c-2147467" wrote:
    "Eleslalegenda;c-2147465" wrote:
    @CG_SBCrumb can you explain the reduced damage penalty?

    If an assist doesn't cause damage how is the penalty reduced? Is it on the next assist or is damage applied anyway after an evade/foresight just with a lower penalty?

    Or is some trickery with a Ackbar?

    If the original ability deals no damage, then the assists have a reduced damage penalty.


    Ah so if the assist is on Mon's basic then the assist is at a 45% penalty. Got it.

    Thanks



    Yeah any rebel fighter that uses a non damaging ability , my heals or taunts buff ups stuff like that will.trigger the 45% to drop in too I believe.


    Pretty much most of the rogue one characters have at least one non-damaging move, Cassian, Bodhi, bistan, pao, and chirrut all have non-damaging attacks as well as Hoth rebel soldier.
  • No one's mentioned her passive that increases her speed. We're looking as her base speed + speed gained from gear + mods with 10 speed minimum + 30 speed from triangle + 8 speed from max slice mods + 50 from the zeta. Since I can't really answer what those first two will be, I can tell you those last three will give her 138 speed. That's not even factoring the increase to speed from a speed set either.
    I don't know, you all. I think she's going to be a decent lead for characters that no one really uses.
  • "Ultra;c-2148174" wrote:
    "Astrodude55;c-2148165" wrote:
    No one's mentioned her passive that increases her speed. We're looking as her base speed + speed gained from gear + mods with 10 speed minimum + 30 speed from triangle + 8 speed from max slice mods + 50 from the zeta. Since I can't really answer what those first two will be, I can tell you those last three will give her 138 speed. That's not even factoring the increase to speed from a speed set either.
    I don't know, you all. I think she's going to be a decent lead for characters that no one really uses.


    Holdo also gets +50 speed. It sounds great on paper but without knowing her actual base speed at g13 - it’s moot to discuss


    Big facts, though. She could start off with 60 at g1 and only see 100 at g13. There's no way of knowing until she releases.
    Personally, I think she'll be an alright addition. Once people figure out the optimal team for her, she'll be a little better. For me, Mon Mothma means finally have a place to put Bistan, Bodhi, Pao, and either of the Hoth Rebels.
  • I think the real plan for her is to use rebel fighters and try to use abilities that don't damage to call in 3/4 other assists that do 55% damage after they all had the damage increased by the 8% per Rebel Fighter/Mon Mothma, or try to attack a character with foresight. Initial attack does zero damage but the attacks afterwards could hit big when combined. Considering Mon Mothma deals no damage, the assisting characters could hit really hard in the end every time it's her turn even without the Rebel Trooper assisting.
  • "AM2Rainman;c-2148220" wrote:
    I think the real plan for her is to use rebel fighters and try to use abilities that don't damage to call in 3/4 other assists that do 55% damage after they all had the damage increased by the 8% per Rebel Fighter/Mon Mothma, or try to attack a character with foresight. Initial attack does zero damage but the attacks afterwards could hit big when combined. Considering Mon Mothma deals no damage, the assisting characters could hit really hard in the end every time it's her turn even without the Rebel Trooper assisting.


    Yeah, based on that it leaves me thinking Mon Mothma needs offense and health mods with speed secondaries, and everyone else modded for health and CC.
  • "Darth_Silverblade;c-2148330" wrote:
    What are the event requirements?


    Player level 60. That's the only requirement for marquee events.
  • "Ft10;c-2150321" wrote:
    BTW, Dart Vader still triggers bonus turns of other characters. So, it's not fixed as was mentioned. See here:
    https://youtu.be/5Z0AuFBirgU?t=33


    That’s working correctly. JKA is gaining a bonus turn because of someone else falling below 50% health, not because of Darth Vader gaining a bonus turn.

    “Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain.”

    The only character gaining a bonus turn “based on bonus turns or TM gain” in that video is Padme, but that happens because of Anakin’s turn, not Vader’s.

    I’m guessing that part of Vader’s kit is designed for a future character or something that never made it into the game, because it appears useless at the moment.
  • "Bulldog1205;c-2150342" wrote:
    "Ft10;c-2150321" wrote:
    BTW, Dart Vader still triggers bonus turns of other characters. So, it's not fixed as was mentioned. See here:
    https://youtu.be/5Z0AuFBirgU?t=33


    That’s working correctly. JKA is gaining a bonus turn because of someone else falling below 50% health, not because of Darth Vader gaining a bonus turn.

    “Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain.”

    The only character gaining a bonus turn “based on bonus turns or TM gain” in that video is Padme, but that happens because of Anakin’s turn, not Vader’s.

    I’m guessing that part of Vader’s kit is designed for a future character or something that never made it into the game, because it appears useless at the moment.


    Jedi Knight Luke seems low on zetas ...

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