UNIT NAME: CT-5555 "Fives" ALIGNMENT: Light CATEGORIES: Light Side, Tank, Leader, 501st, Clone Trooper, Galactic Republic Tank with high Defense, enemy Speed reduction, and team-wide stat bonuses
Old Text Highlighted in Red Updated Text Highlighted in Green
ABILITIES:
Basic: Dual DC-17 Blasters
FINAL TEXT: Deal Physical damage to target enemy and inflict Speed Down for 2 turns. If the enemy was already inflicted with Speed Down, attack again.
Special 1: Cover Fire (Cooldown 3)
FINAL TEXT(OLD): Deal Physical damage to target enemy and call a random ally to Assist. If the Assisting ally is a Clone, both attackers deal 75% more damage. FINAL TEXT(UPDATED): Deal Physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone Trooper or 501st, both attackers deal 35% more damage. At the end of his turn if no allies are Taunting, Fives Taunts for 2 turns.
Leader: Veteran Clone Trooper
FINAL TEXT(OLD): Clone allies gain 65 Defense, and other allies gain half that amount. . FINAL TEXT(UPDATED): Clone Trooper allies have +50% Defense, and other allies gain half that amount. 501st allies gain Protection Over Time (5%) for 2 turns whenever they are critically hit.
Unique 1: Domino Squad
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage. FINAL TEXT(UPDATED): (ZETA) Fives has 85% counter chance. Fives gains 15% Turn Meter whenever another Clone Trooper or 501st ally takes damage and half that amount for other allies.
If Echo is present, Fives has +100% Defense when Taunting, or deals 100% more damage when not Taunting.
Unique 2: Tactical Awareness
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
So, does Fives taunt (if no-one is taunting) after each of his turns, or only after using Cover Fire? Wording seems like he should taunt after each of his turns, but this part being under Cover Fire is a bit confusing, and pointing only to only after using Cover Fire
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
You're not getting a refund. Look at his other unique. They just switched the names. His other unique is the same one that had the zeta before with basically the same ability plus an additional bonus if Echo is in the squad.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
The zeta is mostly the same though (check the first unique). The unique you quoted is new.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
That is a new unique ability
He still has his old zeta that is renamed as Domino Squad
EDIT: oh, you want domino squad refunded because of the new unique that kills fives
Well both of the new uniques are zeta abilities and are originally from 1 zeta unique ability. Who knows if they’ll make both zetaed or if it will only be one of the abilities.
Anyways, his second unique seems to be really strong. Also imagine this boost with Rex and his aerial assault attack.
Lets be real clear about something. The clones have always had good kits on paper, unfortunately, their damage has always been lacking. I've got well geared clones too, but I'm not excited about anything until I see them in action.
Lets be real clear about something. The clones have always had good kits on paper, unfortunately, their damage has always been lacking. I've got well geared clones too, but I'm not excited about anything until I see them in action.
I've got screen shots off all the old damage stats from swgoh.gg so when we get a update we will have to compare but on paper it looks decent ,unless sarge gets a rework think he might get dropped lol
Lets be real clear about something. The clones have always had good kits on paper, unfortunately, their damage has always been lacking. I've got well geared clones too, but I'm not excited about anything until I see them in action.
I've got screen shots off all the old damage stats from swgoh.gg so when we get a update we will have to compare but on paper it looks decent ,unless sarge gets a rework think he might get dropped lol
Base stats don't usually change in reworks, they add things into the kids like "deal's an additional 20% damage", or whatever
Lets be real clear about something. The clones have always had good kits on paper, unfortunately, their damage has always been lacking. I've got well geared clones too, but I'm not excited about anything until I see them in action.
I've got screen shots off all the old damage stats from swgoh.gg so when we get a update we will have to compare but on paper it looks decent ,unless sarge gets a rework think he might get dropped lol
Let us know if the values change or if it doesn’t change
Lets be real clear about something. The clones have always had good kits on paper, unfortunately, their damage has always been lacking. I've got well geared clones too, but I'm not excited about anything until I see them in action.
I've got screen shots off all the old damage stats from swgoh.gg so when we get a update we will have to compare but on paper it looks decent ,unless sarge gets a rework think he might get dropped lol
Base stats don't usually change in reworks, they add things into the kids like "deal's an additional 20% damage", or whatever
You clearly didn't see what they did to count dooku then ?
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
Pretty sure it won't be the base stats and will be the stats at the time of his death which means it would factor in boosts from leads and unique.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
Pretty sure it won't be the base stats and will be the stats at the time of his death which means it would factor in boosts from leads and unique.
Most abilities that have a similar mechanic work before leader abilities and uniques like r2 for example when stats are shared its normally base. I hope it's not because I love the clones but I got 115k h/p fives before the shaak ti bonuses not my arena mods neither so if he dies I'm guessing time out lol
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.[/quote]
1. Rename this to "same hearth, same blood" as someone else said under this post
2. Gonna be completely honest, I got goosebumps while reading this ability
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
Pretty sure it won't be the base stats and will be the stats at the time of his death which means it would factor in boosts from leads and unique.
Most abilities that have a similar mechanic work before leader abilities and uniques like r2 for example when stats are shared its normally base. I hope it's not because I love the clones but I got 115k h/p fives before the shaak ti bonuses not my arena mods neither so if he dies I'm guessing time out lol
Yeah but for those abilities the stats are shared at the start of the battle which before bonuses are applied. These stats are applied later in the battle so it should be similar to DN's annihilate which uses the current Max Health not the base Max health.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
Pretty sure it won't be the base stats and will be the stats at the time of his death which means it would factor in boosts from leads and unique.
Most abilities that have a similar mechanic work before leader abilities and uniques like r2 for example when stats are shared its normally base. I hope it's not because I love the clones but I got 115k h/p fives before the shaak ti bonuses not my arena mods neither so if he dies I'm guessing time out lol
Yeah but for those abilities the stats are shared at the start of the battle which before bonuses are applied. These stats are applied later in the battle so it should be similar to DN's annihilate which uses the current Max Health not the base Max health.
FINAL TEXT(OLD): (ZETA) Fives has 85% counter chance and +50% Counter Damage. Fives gains 15% Turn Meter whenever another Clone ally takes damage and 7.5% Turn Meter whenever a non-Clone ally takes damage.
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
Why? His new unique is so overpowered
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
Yeah and his unique then gives all his allies his stats so.
Replies
How about calling this "Same heart, same blood" (direct quotes from Five's)?
Please refund this zeta. This one is a really odd choice in my opinion. I definitely don't want to be forced to have this one if it was had previously.
You're not getting a refund. Look at his other unique. They just switched the names. His other unique is the same one that had the zeta before with basically the same ability plus an additional bonus if Echo is in the squad.
The zeta is mostly the same though (check the first unique). The unique you quoted is new.
Why? His new unique is so overpowered
Wanna add salt to the injury? He should yell "ECHO!" everytime Echo goes down. ****... I just hurt myself.
Because I don't think fives killing himself so easily with such a weak squad is a good thing. If it is, then I'll add it back, but I don't want to be forced to have it. That one ability with the revive mechanic is the only issue.
Keep in mind, were looking at the final text. We don't know what part is the zeta.
He still has his old zeta that is renamed as Domino Squad
EDIT: oh, you want domino squad refunded because of the new unique that kills fives
Anyways, his second unique seems to be really strong. Also imagine this boost with Rex and his aerial assault attack.
I've got screen shots off all the old damage stats from swgoh.gg so when we get a update we will have to compare but on paper it looks decent ,unless sarge gets a rework think he might get dropped lol
Base stats don't usually change in reworks, they add things into the kids like "deal's an additional 20% damage", or whatever
You clearly didn't see what they did to count dooku then ?
If fives kills himself this way the rest of the clone troopers will be virtually impossible to kill. They will be hitting like trucks, have twice the speed of the enemy, and have a ridiculous health/protection pool that they regenerate 5% of every time they attack out of turn under a Shaak Ti lead.
I mean if you get Fives to say 50k Health under a Shaak Ti lead that would be a 80k health boost and a similar protection boost to every other clone trooper.
I think the bonus stats from him are base before any leads or unique.
But the real kicker is if he gives 200 speed to someone and then they get another+ 12% speed from rex's new unique could have a 500 speed clone lol .
Pretty sure it won't be the base stats and will be the stats at the time of his death which means it would factor in boosts from leads and unique.
Most abilities that have a similar mechanic work before leader abilities and uniques like r2 for example when stats are shared its normally base. I hope it's not because I love the clones but I got 115k h/p fives before the shaak ti bonuses not my arena mods neither so if he dies I'm guessing time out lol
FINAL TEXT(UPDATED): (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.[/quote]
1. Rename this to "same hearth, same blood" as someone else said under this post
2. Gonna be completely honest, I got goosebumps while reading this ability
Yeah but for those abilities the stats are shared at the start of the battle which before bonuses are applied. These stats are applied later in the battle so it should be similar to DN's annihilate which uses the current Max Health not the base Max health.
I like , I like : ) 627 speed Rex it is then lol
Oh sweet CG, thank you.
And a healing lead and awesome and lore friendly zeta? Yes!
Yeah and his unique then gives all his allies his stats so.