Captain Han Solo Daring Rebel support that heals, revives allies and dazes enemies
Unlocks at: ??*
Available from: ?????? Abilities Basic Attack – Disabling Shot:
Deal Physical damage to target enemy and inflict Daze for 2 turns. Empire targets can’t Resist or Evade and take double damage from this attack. If Han has full health., gain 30% Turn Meter.
Special Ability – Hunker Down:
Dispel all debuffs on Han and target ally, and they both recover Health equal to 40% of Han’s Max Health and gain 25% Turn Meter. Then, if the target ally has full Health, they also recover 20% Protection. This ability’s cooldown is reduced by 1 whenever an ally suffers a debuff. (Cooldown 10)
Special Ability – Search and Rescue:
Revive a random defeated ally at 1% Health and 0% Turn Meter. If that ally is a Rebel, they recover 50% Health and gain 50% Turn Meter. (Cooldown 6)
Unique Ability – Nick of Time:
Captain Han Solo has +15% Critical Chance and +30% Critical Damage. In addition, at the end of his turn, Han recovers Health equal to 10% of his Max Health. If Han already has full Health, the least healthy ally is healed instead. Whenever Han uses his Basic attack he gains +10% Max health (stacking) for 3 turns.
General Strategy
Daze is one of the most powerful debuffs, and utilizing Captain Han Solo’s "Disabling Shot” to apply Daze to the right targets can greatly swing the battle in your favor.
Keeping Captain Han Solo healthy will go a long way in him keeping everyone else topped off on Health and Protection.
Watch out for Boba-Fett or Darth Nihilus who can prevent the revive from “Search and Rescue”.
Hero Synergies
Captain Han Solo fits under any of the meta Rebel Leaders, and can help sustain annoying Rebel tanks such as Obi-Wan Kenobi and Baze, and even bring them back after they fall.
“Hunker Down” will heal Protection much more often when Captain Han Solo is paired with low Health allies such as Chirrut, Wedge, or Biggs.
Where to Use
Captain Han Solo is a champion when tackling Territory Battles. Many enemies you encounter focus heavily on Counter Attack and Turn Meter Gain, which Daze shuts down. Combine this with the sustain from “Hunker Down”, “Search and Rescue”, and “Nick of Time” and Captain Han solo becomes one of the best choices you can bring on a Strike Mission.
Will we need certain toons to unlock again or will all of this be laid out in an info dump before territory battles drop giving us ample time to work on rosters?
Will we need certain toons to unlock again or will all of this be laid out in an info dump before territory battles drop giving us ample time to work on rosters?
Territory battles is one spicy meatball, so we hope to have breakdowns (on the forums AND social media), guides and copious visual aids to prepare Players in advance of its release.
Why is that Deathtrooper only has 70% chance to apply daze on his basic but, but both rebel characters (Captain Han, and Zeb) have 100%?
Neither of those toons get to double attack on basic or apply stun if daze is already present.
actually Zeb does apply stun when daze stagger or expose is present
Haha I totally forgot about that on Zeb. Either way, they're different characters that are balanced differently based on the total value of their kits. Its not really much of an argument to compare their basics alone without regard to the rest of their kits.
Captain Han Solo
[*] Dispel all debuffs on Han and target ally, and they both recover Health equal to 40% of Han’s Max Health and gain 25% Turn Meter. Then, if the target ally has full Health, they also recover 20% Protection. This ability’s cooldown is reduced by 1 whenever an ally suffers a debuff. (Cooldown 8)
So if Vader's Force Crush applies 3 DoTs and 1 Speed Down (4 debuffs) to just 2 allies (including CHS?), then Hunker Down gets fully reset?
Jeez that is some pitiful damage. Hitting an empire for 3600 means he hits for 1800 otherwise. On his only damaging attack. That's Chief Nebit bad.
It is weak, but by the look of his kit Hoth Han isn't going to be in a team for damage. He's there to keep the attackers going for longer. And to spread daze around the enemy team. Just imagine how many dazes he'll spread on an empire team under Commander Luke.
Replies
I'm confused just like you.
No misses. Just came out today!
Will we need certain toons to unlock again or will all of this be laid out in an info dump before territory battles drop giving us ample time to work on rosters?
Neither of those toons get to double attack on basic or apply stun if daze is already present.
actually Zeb does apply stun when daze stagger or expose is present
Because a) he also stuns on basic of dazed and b) the rest of DTs kit blows the other 2 out of the water.
Territory battles is one spicy meatball, so we hope to have breakdowns (on the forums AND social media), guides and copious visual aids to prepare Players in advance of its release.
Haha I totally forgot about that on Zeb. Either way, they're different characters that are balanced differently based on the total value of their kits. Its not really much of an argument to compare their basics alone without regard to the rest of their kits.
We have Maul at 100% (with potency/tenacity check, of course) and K2 also at 100%?
Neither of those are basic attacks though
So if Vader's Force Crush applies 3 DoTs and 1 Speed Down (4 debuffs) to just 2 allies (including CHS?), then Hunker Down gets fully reset?
Everyone knows... it's cause the game is heavily favoured towards rebels!
You can't dispell once you're ability blocked, fractured, stunned or dead, the worst debuff of all !
And CHS has double damage against Empire
It is weak, but by the look of his kit Hoth Han isn't going to be in a team for damage. He's there to keep the attackers going for longer. And to spread daze around the enemy team. Just imagine how many dazes he'll spread on an empire team under Commander Luke.