Character Strategy- R2-D2

Kozispoon
3245 posts EA Staff (retired)
R2-D2
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Versatile Support Droid that inflicts Burning and grants allies Stealth
Unlocks at: 5*
Available from: Daring Droid Legendary Event
Abilities
Basic Attack – Electroshock Prod:
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  • Deal Physical damage to target enemy with a 35-80% chance (Based on Ability Level) to inflict Stun for 1 turn. This attack deals 30% more damage to Burning targets.

Special Attack – Smoke Screen:
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  • Target Ally gains Foresight for 2 turns and all other allies have a 70-100% chance (Based on Ability Level) to gain Stealth for 2 turns. R2-D2 gains 10-40% (Based on Ability Level) Turn Meter. [Cooldown 5-4] (Based on Ability Level)

Special Attack –Improvise:
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  • Deal Special damage to all enemies and inflict Burning for 2-3 turns (Based on Ability Level). This attack can’t be evaded.

Unique Ability –Combat Analysis:
  • While R2-D2 is active, all allies gain 4-10% Critical Chance and 4-10% Accuracy. (Based on Ability Level).
  • (Zeta Upgrade) - While R2-D2 is active, whenever a Light Side ally scores a Critical Hit, dispel all debuffs on them

Unique Ability –Number Crunch:
  • At the start of battle, R2-D2 gains 5-10% Max Protection for each Droid ally, 5-10% Offense for each Galactic Republic ally, 5-10% Max Health for each Rebel ally, and 5-10% Potency for each Resistance ally. (Based on Ability Level).
  • (Zeta Upgrade) - At the start of battle, and when R2-D2 revives, other Droid, Galactic Republic, Rebel, and Resistance allies gain 10% of R2-D2's Max Protection, Offense, Max Health, and Potency until R2-D2 is defeated

General Strategy
  • R2’s kit centers offensively around the new debuff (Burning) this debuff deals damage over time and minimizes the chance to Evade attacks. His basic will also deal increased damage against targets already suffering from burning.
  • Defensively, R2 essentially allows for a targeted “taunt” in that you can apply Foresight to the targeted ally and the rest of the team has a high chance to stealth (100% chance at max level) This allows you to protect some of your higher damage allies who typically also have lower health.
  • R2 offers additional utility in the form of a chance to stun targets on his basic attack as well as improving his allies’ Critical Hit chance and Accuracy.

Hero Synergies
  • R2-D2 will excel with light side teams throughout the game. The zeta upgrades on his unique abilities both offer strong synergies with Light Side, Droid, Galactic Republic, Rebel and Resistance units.
Where to Use
  • In The AAT Raid, Teams built around R2 are strongest in the 2nd and 4th phases of the Raid where his ability to improve both the offensive power and the survivability of his team will keep the team fighting and allow them to fight strong all the way until enrage.
  • In PvP R2-D2 will find success in countering many of the strongest teams currently in the PvP Meta. His burning debuff helps against Maul-led teams and being able to stealth allows you to choose who will be hit by Nihilius’ Annihilate.
Thank you for your patience 8D Forum Guidelines

Replies

  • Poxx
    2288 posts Member
    edited May 2017
    Number crunch. Zeta says other allies, non-zeta says allies. Does R2 consider himself as an ally judging by the wording so he would benefit from 1 rebel, resistance, droid and galactic republic regardless of group comp ?
  • Poxx wrote: »
    Number crunch. Zeta says other allies, non-zeta says allies. Does R2 consider himself as an ally judging by the wording so he would benefit from 1 rebel, resistance, droid and galactic republic regardless of group comp ?

    Yes he would. He gets one of each bonus from himself in addition from the rest of your team. So if you are a pure rebel team, he gets one protection boost, one offense boost, one potency boost and five health boosts. His zeta basically does the same thing for your other allies in giving one of each bonus. He already got one of each. Now it is thier turn. Hope I helped.
  • @CG_Kozispoon
    I always love these character strategies you do. It opens my mind to these toons :)

    Can't wait for Pao's Character Strategy!!
  • Poxx
    2288 posts Member
    Poxx wrote: »
    Number crunch. Zeta says other allies, non-zeta says allies. Does R2 consider himself as an ally judging by the wording so he would benefit from 1 rebel, resistance, droid and galactic republic regardless of group comp ?

    Yes he would. He gets one of each bonus from himself in addition from the rest of your team. So if you are a pure rebel team, he gets one protection boost, one offense boost, one potency boost and five health boosts. His zeta basically does the same thing for your other allies in giving one of each bonus. He already got one of each. Now it is thier turn. Hope I helped.

    Thank u, next question. Which is calculated 1st ?
  • How is the 30% damage increase on enemies who are on fire calculated. is total offense accounted for first or is it based off of his base offense increasing that number by 30%. ALso is the 30% increase added before or after crit damage is calculated?
  • HI, I just want to be crystal clear before I zeta number crunch (already have combat analysis)

    When it says: "(Zeta Upgrade) - At the start of battle, and when R2-D2 revives, other Droid, Galactic Republic, Rebel, and Resistance allies gain 10% of R2-D2's Max Protection, Offense, Max Health, and Potency until R2-D2 is defeated"

    If I have him in a Rebel team, do all the other Rebels just get the Max Health, or do they get all bonuses? Its a tiny bit ambiguous as to whether Protection just applies to Droids, Offence to Gal Rep., etc. as with the first half of the zeta when the bonuses are applying to R2.

    It sounds like it is all of them, but want to make absolutely sure.

    For those that have done this zeta, did it make a noticeable difference?

    Cheers,
    tabber
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