Here's another idea I've had for a while. Since there is a nightsister team, why not make a rebel pilots team with 2 new character like Luke Skywalker (X-wing pilot) and the Rebel pilot that is in the game but not an actual character. Also a rework on Biggs and Wedge' skill if this ever happens
In all seriousness - I would like to see Imperial Scout Trooper, as well as Jedi Temple Guardian - these guys are already in-game and should be easy to release in a simple marquee event.
Droideka, B1 Roger droid, Padme, Jar Jar, C3P0, FO Praetorian, Gen. Hux and Snoke.
Also I think Jabba would be very different as well as very cool.
So my game hasn’t loaded for a few days, and I’m nervously waiting out the time for another update to see if it will fix it. But in the meantime, I’ve created some character ideas for this game, and although them becoming a thing is doubtful, I’d LOVE to see these characters join the game. I’m also very much open to feedback, as I will be here posting for many days to come. Let’s see what you guys think!
Focused Fire: (Basic)
Physical Damage. For each Clone ally, Gree has a 60% chance to gain 10% meter.
Sturdy Defense: (Special)
Cooldown 4
Grant all allies Defense Up for 3 turns. Clone allies heal 20% max health, and other allies heal half that.
Trooper At War: (Special) ZETA
Cooldown 3
Physical Damage to all enemies. If a Separatist enemy is damaged by this attack, Gree gains 100% turn meter. If a Jedi enemy is damaged by this attack, Clone allies gain Critical Chance Up for 3 turns. If any enemy Evades this attack, Gree gains Health Steal for 1 turn and Clone allies gain 20% turn meter.
One Army, One Man: (Leader) ZETA
Clone allies have +30% Evasion and other allies have half that. Clone allies have +20% chance to assist other Clone allies. Clone allies with buffs gain 80% Counter Chance.
Forest Realm: (Unique)
When Gree's turn ends, he has an 80% chance to grant a random ally Foresight. Gree gains Taunt for 3 turns whenever a Clone ally falls below half health.
Character #2:
(This one was pretty lazy, but it’s for CPace)
Pre Vizsla: 25 shards
Dark Side, Death Watch, Attacker
Shot In The Dark: (Basic)
Physical Damage. Pre Vizsla attacks again for each Death Watch ally. Grant a random ally Speed Up for 3 turns.
Dark Saber: (Special)
Cooldown 5
Physical Damage. Stun the target enemy for 1 turn. Pre Vizsla gains 10% turn meter for each Jedi enemy.
Join My Cause: (Special)
Cooldown 5
Dispel all buffs on all enemies. Pre Vizsla gains all the buffs dispelled for 1 turn, and then gains 5% turn meter for each buff on him.
Patient Domination: (Leader)
Allies gain 10% turn meter when any unit gains a buff. Death Watch allies gain +10 Speed for each buff on them and other allies gain half that.
Aurra Sing: 25 shards
Dark Side, Scoundrel, Bounty Hunter, Attacker
Blind Point: (Basic)
Physical Damage. This attack has +20% Critical Chance for each Scoundrel ally.
Dastardly Dangerous: (Special)
Cooldown 3
Physical Damage. Aurra gains Critical Damage Up for 3 turns.
Persuasion: (Special)
Cooldown 7
All allies heal 100% max health. Inflict Defense Down for 2 turns on Jedi enemies. Aurra gains 20% turn meter for each Scoundrel ally.
Pricy Work: (Unique)
Aurra gains Foresight for 2 turns whenever she scores a Critical Hit. Jedi enemies cannot Evade Aurra's attacks.
Hondo Ohnaka: 50 shards
Dark Side(Light, dark, it’s debatable), Scoundrel, Tank
Sly Blaster: (Basic)
Physical Damage. Hondo has a 70% chance to inflict Critical Chance Up for 2 turns on target enemy.
Raise the Bar: (Special)
Cooldown 5
Inflict Offense Down on all enemies. Hondo gains Taunt and Health Up for 3 turns.
Pirate Lord: (Leader)
Scoundrel allies have +25 Defense. Jedi enemies do -20% damage.
Cunning Coward: (Unique) ZETA
Critical Hits do -70% damage to Hondo, and Hondo gains Taunt for 1 turn that cannot be dispelled when an enemy gains Critical Chance Up. Allies gain Foresight for 1 turn when a Jedi enemy is defeated.
Shot Of Hope: (Basic)
Physical Damage. Mon has a 50% chance to grant a random ally Defense Up for 3 turns. This attack can't be countered.
Combined Support: (Special)
Cooldown 2
Grant target ally Tenacity Up for 2 turns. If that ally is a Rebel, they also gain 70% turn meter. All allies with Defense Up assist.
Strong Relations: (Special)
Cooldown 4
Grant all allies Evasion Up for 3 turns, and a random ally assists. Rebel allies also gain 10% turn meter. Mon gains Stealth, Foresight, and Defense Up for 2 turns.
Heart Of The Rebellion: (Leader) ZETA
All allies have +20% Defense, and +50% Counter Chance. Rebel allies gain Defense Up for 1 turn when they counter. Rebel allies with buffs have +40 Speed, and whenever a Rebel ally loses a buff, that ally gains Stealth for 1 turn.
Rebel Intelligence: (Unique) ZETA
Mon has 100% Counter Chance, and gains Foresight for 2 turns when critically hit. While Mon is active, Rebel allies have +30% max health.
I know more rebels is not wanted, but would she not be really cool?
Padmé Amidala: 25 shards
Light Side, Galactic Republic, Support
Strong Shot: (Basic)
Physical Damage. Padmé gains 70% bonus turn meter if the target enemy is a Separatist. Other Galactic Republic allies gain Speed Up for 2 turns if the target enemy is a Sith.
Jarring Defense: (Special) Cooldown 6
Grant all allies Defense Up for 3 turns. Target ally also gains Tenacity Up for 3 turns. If the target ally is a Galactic Republic ally, they also gain Foresight for 2 turns and 50% bonus turn meter.
Unforgettable Blows: (Special) Cooldown 6
Special Damage. Inflict Stun for 1 turn, and call all allies to assist. Galactic Republic allies attack twice.
Hard Negotiations: (Leader) ZETA
All allies gain +5 speed for every buff on them. Galactic Republic allies gain Defense Up and Critical Hit Immunity for 3 turns that cannot be dispelled whenever an ally is defeated and at the start of the encounter.
Member of the Senate: (Unique) ZETA
Whenever a Galactic Republic ally gains or loses a buff, Padmé gains 5% turn meter. Galactic Republic allies do 10% more damage for each buff on all allies. Padmé is immune to turn meter removal.
She could be a valuable counter to Grievous depending on his new kit. Would you like to see Padmé in game?
Please stop with the new overpowered characters and ships. Revan and millennium Falcon are far too overpowered. This game would be a whole lot more fun if strategy is the key to winning a match and not who has the top character of the month.
Darth Nox: 25 shards
Dark Side, Sith, Sith Empire, Support
Force Strike: (Basic)
Special Damage. This attack does +20% damage for each Sith ally. Darth Nox and a random ally gain Speed Up for 3 turns.
Ferocious Thrust: (Special)
Cooldown 2
Physical Damage. Inflict Daze, Speed Down, and Offense Down for 2 turns. When these debuffs expire, inflict Daze for 2 turns that cannot be dispelled or prevented.
Member of the Sith Council: (Unique)
Darth Nox has +15% Potency and Health Steal for each Sith ally and Sith enemy. Whenever Darth Nox has a debuff, she has Offense Up that cannot be dispelled or prevented.
Sith Alchemist: (Unique)
Whenever Sith allies gain a buff, they gain +10 Speed for the rest of the encounter. Whenever they inflict a debuff, they gain +10% Defense and Max Health for the rest of the encounter.
General Hux: 25 shards
Dark Side, First Order, Support
Deadly Dedication: (Basic)
Physical Damage. Hux gains Critical Hit Immunity for 2 turns. Grant a random First Order ally 10% turn meter.
Obliterate Them: (Special) ZETA
Cooldown 4
Special Damage. This attack does +20% damage for each Resistance enemy, and Hux gains 20% turn meter for each First Order ally.
True Power: (Special)
Cooldown 3
Grant all allies Health Steal Up for 2 turns. First Order allies also gain 45% turn meter.
Long Live Supreme Leader (Leader)
First Order allies have +50% Max Protection. Whenever a First Order ally uses a special ability, call another random ally to assist. If that ally is First Order, all allies heal 5% protection. Whenever a First Order ally is damaged by an attack, grant a random First Order ally 10% turn meter.
2nd In Command: (Unique) ZETA
Whenever a First Order ally is Critically Hit, Hux heals 5% health and 5% protection. Hux has +50% Offense when he has Critical Hit Immunity.
Flametrooper: 25 shards
Dark Side, First Order, Attacker
Fire Spray: (Basic)
Physical Damage. Inflict Burn for 3 turns. If the enemy already had Burn, inflict Damage Over Time x2 for 2 turns.
Flame Run: (Special)
Cooldown 3
Special Damage to all enemies. Inflict Damage Over Time for 2 turns on all enemies. This attack does +30% damage to Resistance enemies.
Crash And Burn: (Unique)
Flametrooper has +10% Potency for each First Order ally. Enemies have -20% Offense for each debuff on them.
Profound Swipe: (Basic)
Physical Damage. Shaak gains Tenacity Up for 2 turns. Grant a random Galactic Republic ally 10% Protection Up for 2 turns.
Defender: (Special)
Cooldown 4
All allies heal 30% health. Galactic Republic allies gain 10% turn meter, and 20% more if they have Protection Up.
Exceptional Skills: (Special)
Cooldown 4
Physical Damage. Shaak does 20% more damage for each Jedi ally. Inflict Health Down for 2 turns on Separatist enemies.
Head Of Kamino: (Leader)
Galactic Republic allies gain +50% Tenacity and Defense. Galactic Republic allies have +10 Speed for each Jedi ally.
Master Of Defenses: (Unique) ZETA
Whenever Shaak Ti takes damage from an attack, she gains 5% Defense (stacking) for the rest of the encounter. Jedi allies gain 10% Protection Up for 2 turns whenever they deal damage. Shaak Ti heals 5% Health and Protection whenever an ally loses Protection Up.
She would be a valuable ally in the new GR Jedi team...
Add inquisitor teams from rebels, this will also be a team for the Grand Inquisitor: See below
The Grand Inquisitor
Shards: 80
Blades of Death: (Basic) Deals damage to enemy target, gains 20% offense if the target is a Phoenix ally.
The will of the Emperor: (Special) Throws his lightsaber, gaining a 50% turn meter if another inquisitor is present with a 10% chance to give an extra 20% protection given to each inquisitor present.
Power is Glory: (Special) The inquisitor grants all inquisitor and night sister allies penetration up and calls all inquisitor allies to assist in the attack, dealing 20% less damage. For every inquisitor ally, the Grand inquisitor gains 10% offense in this attack
The Inquisitors: (Leader) Sith and Inquisitor allies gain 30% defence, Inquisitors gain 40% critical damage. If the enemy team has a member of the Phoenix ally present, inquisitors gain 50% of the Grand Inquisitors health when the Grand Inquisitor uses his “The will of the Emperor” ability.
The force is destruction: (Unique) If Hera is in the leader slot on the enemy team, the Grand inquisitor has counter attack for every attack against him until she dies. Every time a Jedi uses a special ability, the Grand inquisitor joins in on the next attack to assist an ally. If his attack is next, if another inquisitor ally is present, they will assist him with 70% critical chance.
Cutting Blades: (Basic) The 5th Brother deals 20% more damage if the target has protection. He has a 10% chance of 30% critical damage and gains stack of “Forces of Horror”
Forces of Horror: (Special) Stacked ability which when eventually used, unleashes critical damage, calling in the ally with lowest health to attack any random target. All Inquisitors are immune from counter attacks for 3 turns and can’t recieve any de buffs for 1 turn. THIS ABILITY CAN ONLY BE ACTIVIATED WHEN THE 5TH BROTHER GAINS A STACK OF 8!
Allies of blood: (Special) When this attack is used, the enemy target gains stagger and is stunned for 1 turn. They lose all protection but do not lose any health unless they have no protection and have at least 50% health left. If they have no protection they lose 10% of their health when over 50% health.
The Inquisitor’s Bond: (Unique) If the Grand Inquisitor is the leader of the squad, The 5th Brother gains 10% more health and has a 50% penetration up.
Servants of the Dark: (Basic) Deal physical damage with a 70% chance of inflicting ability block for 1 turn. If this ability has the finishing blow, 7th Sister gains a turn meter. If the target was a rebel, she also gains foresight when she has the finishing blow.
Dark Apprentice: (Special) Uses the Force, all Inquisitors gain 30% tenacity for 1 turn and all de buffs are dispelled. Any ally is chosen at random and that ally ignores taunts for 3 turns.
End the Jedi: (Unique) 7th Sister gains 20% more health when there are 3 Inquisitors on the team. If the Grand Inquisitor is the leader of the squad, 7th Sister gains 20% offense bonus. If Asajj Ventress is an ally, 7th Sister has her special ability reduced by a cooldown of 1.
In all seriousness - I would like to see Imperial Scout Trooper, as well as Jedi Temple Guardian - these guys are already in-game and should be easy to release in a simple marquee event.
Droideka, B1 Roger droid, Padme, Jar Jar, C3P0, FO Praetorian, Gen. Hux and Snoke.
Also I think Jabba would be very different as well as very cool.
If they ever release Jar Jar i swear here in front of you all: I'll definitely quit and never ever come back. that would be the last drop for me.
Replies
Anything is possible. Except porkins as a character apparently
(Joke)
Droideka, B1 Roger droid, Padme, Jar Jar, C3P0, FO Praetorian, Gen. Hux and Snoke.
Also I think Jabba would be very different as well as very cool.
Commander Gree: 80 shards
Light Side, Clone Trooper, Galactic Republic, Tank
Focused Fire: (Basic)
Physical Damage. For each Clone ally, Gree has a 60% chance to gain 10% meter.
Sturdy Defense: (Special)
Cooldown 4
Grant all allies Defense Up for 3 turns. Clone allies heal 20% max health, and other allies heal half that.
Trooper At War: (Special) ZETA
Cooldown 3
Physical Damage to all enemies. If a Separatist enemy is damaged by this attack, Gree gains 100% turn meter. If a Jedi enemy is damaged by this attack, Clone allies gain Critical Chance Up for 3 turns. If any enemy Evades this attack, Gree gains Health Steal for 1 turn and Clone allies gain 20% turn meter.
One Army, One Man: (Leader) ZETA
Clone allies have +30% Evasion and other allies have half that. Clone allies have +20% chance to assist other Clone allies. Clone allies with buffs gain 80% Counter Chance.
Forest Realm: (Unique)
When Gree's turn ends, he has an 80% chance to grant a random ally Foresight. Gree gains Taunt for 3 turns whenever a Clone ally falls below half health.
(This one was pretty lazy, but it’s for CPace)
Pre Vizsla: 25 shards
Dark Side, Death Watch, Attacker
Shot In The Dark: (Basic)
Physical Damage. Pre Vizsla attacks again for each Death Watch ally. Grant a random ally Speed Up for 3 turns.
Dark Saber: (Special)
Cooldown 5
Physical Damage. Stun the target enemy for 1 turn. Pre Vizsla gains 10% turn meter for each Jedi enemy.
Join My Cause: (Special)
Cooldown 5
Dispel all buffs on all enemies. Pre Vizsla gains all the buffs dispelled for 1 turn, and then gains 5% turn meter for each buff on him.
Patient Domination: (Leader)
Allies gain 10% turn meter when any unit gains a buff. Death Watch allies gain +10 Speed for each buff on them and other allies gain half that.
Aurra Sing: 25 shards
Dark Side, Scoundrel, Bounty Hunter, Attacker
Blind Point: (Basic)
Physical Damage. This attack has +20% Critical Chance for each Scoundrel ally.
Dastardly Dangerous: (Special)
Cooldown 3
Physical Damage. Aurra gains Critical Damage Up for 3 turns.
Persuasion: (Special)
Cooldown 7
All allies heal 100% max health. Inflict Defense Down for 2 turns on Jedi enemies. Aurra gains 20% turn meter for each Scoundrel ally.
Pricy Work: (Unique)
Aurra gains Foresight for 2 turns whenever she scores a Critical Hit. Jedi enemies cannot Evade Aurra's attacks.
Character #4:
Hondo Ohnaka: 50 shards
Dark Side(Light, dark, it’s debatable), Scoundrel, Tank
Sly Blaster: (Basic)
Physical Damage. Hondo has a 70% chance to inflict Critical Chance Up for 2 turns on target enemy.
Raise the Bar: (Special)
Cooldown 5
Inflict Offense Down on all enemies. Hondo gains Taunt and Health Up for 3 turns.
Pirate Lord: (Leader)
Scoundrel allies have +25 Defense. Jedi enemies do -20% damage.
Cunning Coward: (Unique) ZETA
Critical Hits do -70% damage to Hondo, and Hondo gains Taunt for 1 turn that cannot be dispelled when an enemy gains Critical Chance Up. Allies gain Foresight for 1 turn when a Jedi enemy is defeated.
Mon Mothma: 145 shards
Light Side, Rebel, Support
Shot Of Hope: (Basic)
Physical Damage. Mon has a 50% chance to grant a random ally Defense Up for 3 turns. This attack can't be countered.
Combined Support: (Special)
Cooldown 2
Grant target ally Tenacity Up for 2 turns. If that ally is a Rebel, they also gain 70% turn meter. All allies with Defense Up assist.
Strong Relations: (Special)
Cooldown 4
Grant all allies Evasion Up for 3 turns, and a random ally assists. Rebel allies also gain 10% turn meter. Mon gains Stealth, Foresight, and Defense Up for 2 turns.
Heart Of The Rebellion: (Leader) ZETA
All allies have +20% Defense, and +50% Counter Chance. Rebel allies gain Defense Up for 1 turn when they counter. Rebel allies with buffs have +40 Speed, and whenever a Rebel ally loses a buff, that ally gains Stealth for 1 turn.
Rebel Intelligence: (Unique) ZETA
Mon has 100% Counter Chance, and gains Foresight for 2 turns when critically hit. While Mon is active, Rebel allies have +30% max health.
I know more rebels is not wanted, but would she not be really cool?
Light Side, Galactic Republic, Support
Strong Shot: (Basic)
Physical Damage. Padmé gains 70% bonus turn meter if the target enemy is a Separatist. Other Galactic Republic allies gain Speed Up for 2 turns if the target enemy is a Sith.
Jarring Defense: (Special) Cooldown 6
Grant all allies Defense Up for 3 turns. Target ally also gains Tenacity Up for 3 turns. If the target ally is a Galactic Republic ally, they also gain Foresight for 2 turns and 50% bonus turn meter.
Unforgettable Blows: (Special) Cooldown 6
Special Damage. Inflict Stun for 1 turn, and call all allies to assist. Galactic Republic allies attack twice.
Hard Negotiations: (Leader) ZETA
All allies gain +5 speed for every buff on them. Galactic Republic allies gain Defense Up and Critical Hit Immunity for 3 turns that cannot be dispelled whenever an ally is defeated and at the start of the encounter.
Member of the Senate: (Unique) ZETA
Whenever a Galactic Republic ally gains or loses a buff, Padmé gains 5% turn meter. Galactic Republic allies do 10% more damage for each buff on all allies. Padmé is immune to turn meter removal.
She could be a valuable counter to Grievous depending on his new kit. Would you like to see Padmé in game?
I’ll start working on it
Dark Side, Sith, Sith Empire, Support
Force Strike: (Basic)
Special Damage. This attack does +20% damage for each Sith ally. Darth Nox and a random ally gain Speed Up for 3 turns.
Ferocious Thrust: (Special)
Cooldown 2
Physical Damage. Inflict Daze, Speed Down, and Offense Down for 2 turns. When these debuffs expire, inflict Daze for 2 turns that cannot be dispelled or prevented.
Member of the Sith Council: (Unique)
Darth Nox has +15% Potency and Health Steal for each Sith ally and Sith enemy. Whenever Darth Nox has a debuff, she has Offense Up that cannot be dispelled or prevented.
Sith Alchemist: (Unique)
Whenever Sith allies gain a buff, they gain +10 Speed for the rest of the encounter. Whenever they inflict a debuff, they gain +10% Defense and Max Health for the rest of the encounter.
Dark Side, First Order, Support
Deadly Dedication: (Basic)
Physical Damage. Hux gains Critical Hit Immunity for 2 turns. Grant a random First Order ally 10% turn meter.
Obliterate Them: (Special) ZETA
Cooldown 4
Special Damage. This attack does +20% damage for each Resistance enemy, and Hux gains 20% turn meter for each First Order ally.
True Power: (Special)
Cooldown 3
Grant all allies Health Steal Up for 2 turns. First Order allies also gain 45% turn meter.
Long Live Supreme Leader (Leader)
First Order allies have +50% Max Protection. Whenever a First Order ally uses a special ability, call another random ally to assist. If that ally is First Order, all allies heal 5% protection. Whenever a First Order ally is damaged by an attack, grant a random First Order ally 10% turn meter.
2nd In Command: (Unique) ZETA
Whenever a First Order ally is Critically Hit, Hux heals 5% health and 5% protection. Hux has +50% Offense when he has Critical Hit Immunity.
Dark Side, First Order, Attacker
Fire Spray: (Basic)
Physical Damage. Inflict Burn for 3 turns. If the enemy already had Burn, inflict Damage Over Time x2 for 2 turns.
Flame Run: (Special)
Cooldown 3
Special Damage to all enemies. Inflict Damage Over Time for 2 turns on all enemies. This attack does +30% damage to Resistance enemies.
Crash And Burn: (Unique)
Flametrooper has +10% Potency for each First Order ally. Enemies have -20% Offense for each debuff on them.
Light Side, Jedi, Galactic Republic, Healer
Profound Swipe: (Basic)
Physical Damage. Shaak gains Tenacity Up for 2 turns. Grant a random Galactic Republic ally 10% Protection Up for 2 turns.
Defender: (Special)
Cooldown 4
All allies heal 30% health. Galactic Republic allies gain 10% turn meter, and 20% more if they have Protection Up.
Exceptional Skills: (Special)
Cooldown 4
Physical Damage. Shaak does 20% more damage for each Jedi ally. Inflict Health Down for 2 turns on Separatist enemies.
Head Of Kamino: (Leader)
Galactic Republic allies gain +50% Tenacity and Defense. Galactic Republic allies have +10 Speed for each Jedi ally.
Master Of Defenses: (Unique) ZETA
Whenever Shaak Ti takes damage from an attack, she gains 5% Defense (stacking) for the rest of the encounter. Jedi allies gain 10% Protection Up for 2 turns whenever they deal damage. Shaak Ti heals 5% Health and Protection whenever an ally loses Protection Up.
She would be a valuable ally in the new GR Jedi team...
The Grand Inquisitor
Shards: 80
Blades of Death: (Basic) Deals damage to enemy target, gains 20% offense if the target is a Phoenix ally.
The will of the Emperor: (Special) Throws his lightsaber, gaining a 50% turn meter if another inquisitor is present with a 10% chance to give an extra 20% protection given to each inquisitor present.
Power is Glory: (Special) The inquisitor grants all inquisitor and night sister allies penetration up and calls all inquisitor allies to assist in the attack, dealing 20% less damage. For every inquisitor ally, the Grand inquisitor gains 10% offense in this attack
The Inquisitors: (Leader) Sith and Inquisitor allies gain 30% defence, Inquisitors gain 40% critical damage. If the enemy team has a member of the Phoenix ally present, inquisitors gain 50% of the Grand Inquisitors health when the Grand Inquisitor uses his “The will of the Emperor” ability.
The force is destruction: (Unique) If Hera is in the leader slot on the enemy team, the Grand inquisitor has counter attack for every attack against him until she dies. Every time a Jedi uses a special ability, the Grand inquisitor joins in on the next attack to assist an ally. If his attack is next, if another inquisitor ally is present, they will assist him with 70% critical chance.
The 5th Brother:
Shards: 25
Cutting Blades: (Basic) The 5th Brother deals 20% more damage if the target has protection. He has a 10% chance of 30% critical damage and gains stack of “Forces of Horror”
Forces of Horror: (Special) Stacked ability which when eventually used, unleashes critical damage, calling in the ally with lowest health to attack any random target. All Inquisitors are immune from counter attacks for 3 turns and can’t recieve any de buffs for 1 turn. THIS ABILITY CAN ONLY BE ACTIVIATED WHEN THE 5TH BROTHER GAINS A STACK OF 8!
Allies of blood: (Special) When this attack is used, the enemy target gains stagger and is stunned for 1 turn. They lose all protection but do not lose any health unless they have no protection and have at least 50% health left. If they have no protection they lose 10% of their health when over 50% health.
The Inquisitor’s Bond: (Unique) If the Grand Inquisitor is the leader of the squad, The 5th Brother gains 10% more health and has a 50% penetration up.
The 7th Sister
Dark Side, Inquisitor, Empire, Attacker, Support
Shards: 25
Servants of the Dark: (Basic) Deal physical damage with a 70% chance of inflicting ability block for 1 turn. If this ability has the finishing blow, 7th Sister gains a turn meter. If the target was a rebel, she also gains foresight when she has the finishing blow.
Dark Apprentice: (Special) Uses the Force, all Inquisitors gain 30% tenacity for 1 turn and all de buffs are dispelled. Any ally is chosen at random and that ally ignores taunts for 3 turns.
End the Jedi: (Unique) 7th Sister gains 20% more health when there are 3 Inquisitors on the team. If the Grand Inquisitor is the leader of the squad, 7th Sister gains 20% offense bonus. If Asajj Ventress is an ally, 7th Sister has her special ability reduced by a cooldown of 1.
If they ever release Jar Jar i swear here in front of you all: I'll definitely quit and never ever come back. that would be the last drop for me.