Adaptable Scoundrel attacker that Stuns and inflicts Tenacity Down.
Unlocks at 2 Stars (25 Shards)
Available from Guild Store
Abilities BASIC Attack – Target Spotted:
Deal Physical damage to target enemy. If the target is suffering from any negative effects, there is a 40% chance to call an Ally to assist. If the assisting ally is a Scoundrel, the attack is guaranteed to be a Critical Hit. [Ability Upgrades Increase the Assist Chance & Damage of this Attack]
Blast & Smash – Deal Physical damage to target enemy with a 50% chance to inflict Speed Down for 2 turns. If the target had 50% Turn Meter or more, 75% chance to Stun the target for 1 turn. [Ability Upgrades Reduce Cooldown, increase damage, Increase Speed Down Duration and Increase the Stun Chance]
Mini-Grenade Mayhem – Deal Physical damage to all enemies. If this attack scores at least one Critical Hit, inflict Tenacity Down for 2 turns. [Ability Upgrades add Damage, Damage over time (2 critical hits), Remove Turn Meter (3 critical hits), and increase the duration of these effects.]
Unique Ability Grizzled Veteran – Whenever Dengar receives a Critical Hit, he gains Stealth for 1 turn.
Upgrade 1: Whenever an enemy evades Dengar’s attack, he gains +20% Turn Meter.
Upgrade 2: Stealth Duration + 1
Upgrade 3: Whenever Dengar suffers a negative status effect, he gains Tenacity Up for 1 turn.
Upgrade 4: +20% Turn Meter on enemy evade
Upgrade 5: Tenacity Up Duration + 1
Upgrade 6: +20% Turn Meter on enemy evade
Upgrade 7: Tenacity Up Duration + 1
Dengar is extremely adaptable and thus will work in almost any team he is placed into. His relatively high health combined with extreme survival abilities will see him lasting through raid battles and helping your team through PVE and PvP Battles. His ability to apply Tenacity down, stun, and remove enemy turn meter grants him an incredible amount of utility.
Dengar will obviously synergize well with existing scoundrel parties and his Tenacity Down will go a long way to ensuring that negative effects are even more powerful in those teams.
Dengar is also flexible enough to be used in most team makeups. Heroes that apply Detrimental effects but lack potency will greatly benefit from Dengar’s Tenacity Down and other Detrimental effects.
Where to Use
Dengar’s High Health and Defensive Toolkit will allow him to succeed in most gameplay areas. Tenacity Up, will help him survive difficult challenges such as “The Pit” In phase one, he will be able to add utility and control to the adds and the captain and in phases 2-4 he will bring more survivability and increased damage through his Tenacity Down.
Community Manager for Star Wars: Galaxy of Heroes | Follow me on Twitter - Darokaz
For now. I think like Magmatrooper he'll be released to f2p quickly once the month is over. I hope he's better than Magmatrooper..
It seems like we are gonna get Dengar unlocked at the end of the month, but to star him the rest of the way will be chromium only...
At the end of the month once he's unlocked from the dailies
What happens if both buffs exist at the same time?
Just like having a guy with offense up who gets hit with offense down, it's like there's no buff or debuff there. Say I'm using geonosian soldier who gets offense up but then say savage hits him with offense down. He doesn't lose any damage just does as much damage as he would do without any buffs at all. I would imagine having two opposite things of any kind of buff would cause the same thing to happen
This is from @EA_Jesse and it states in there that it's from chromium and monthly login...
His turn meter bonus he gets whenever opponent evades is quite nice though. Could get some use out of that in the dodge meta
Some people got JE or GG up fairly quickly, but yeah it's slower than most other FTP sources (other than hard modes), and even slower now that they rotate 3 toons. They should change it so that the first slot is always one of JE/GG/Dengar, but the other two can also have their shards too.
Isn't it that way already?
No the first item is always either JE, GG or Dengar but I've never seen any of them in the other two slots.
That's just how the games Potency vs. Tenacity works.
I think it's pretty dumb that they have
1. chance for effect to trigger
2. chance for effect to be resisted
Just make it one or the other, not both, it makes the mechanics too complicated and frustrating for players.
Yea it is stupid. Its like X% chance to do a potency v tenacity check and then if you win that trigger the effect.
However having tested it, the tenacity down debuff is never resisted, and once you apply it, negative status effects are still frequently resisted.
Is this a mistake? Is tenacity down supposed to make all debuffs stick? or is it supposed to only make debuffs more likely to stick