Cunning Jawa Tank with Stealth synergies who can reduce cooldowns
Unlocks at 3 Stars (50 Shards)
Available from: Squad Arena Shipments
BASIC Attack – Sheltering Shot:
Deal Physical damage to target enemy with a 55% chance to grant Protection Up equal to 10% of Nebit's Max Health for 2 turns to a random ally who is not Stealthed.. [Ability Upgrades Increase Damage, Buff Chance, and Protection amount granted]
Distracting Negotiations – Nebit taunts for 1 turn with a 55% chance to gain Heal Over Time for 1 turn. Reduce the cooldowns of all Jawa and Droid allies by 1. [Ability Upgrades increase Taunt & HoT Duration as well as the chance to gain a HoT.]
Desert Ambush - Deal Physical damage to target enemy and call a random ally to Assist dealing 20% less damage. If the Assisting ally is a Jawa or a Droid, call another random ally to Assist. All Jawa called to Assist gain Stealth for 2 turns. [Ability Upgrades increase Damage, reduce cooldown and increase Stealth Duration.]
Jawa and Droid allies gain 10% Critical Chance and inflict Critical Chance Down for 1 turn on a Critical Hit. [Ability Upgrades increase Critical Chance and Critical Chance Down Duration.]
Chief Nebit is a Jawa Tank with a lot of Defensive utility through taunting and granting protection to his allies. He could be considered a support tank in that he not only Taunts the enemy, but he can grant protection, provide stealth and reduce the cooldowns of his allies.
The Obvious synergy will be with other Jawa allies, as they can gain stealth for 3 turns when called by his assist and benefit from Cooldown Reduction when Chief Nebit Taunts.
He will have a strong general synergy through the use of his basic which at max level will have a 70% chance to grant a protection shield equal to 20% of Chief Nebit’s Max Health.
In addition to his Jawa Synergies, Chief Nebit will increase the critical chance of his Droid allies in addition to a chance to apply critical chance down to the enemy, increasing the team’s survivability.
Where to Use
In general, Chief Nebit should perform well in most game modes. He will round out the Jawa party, enabling the completion of the higher difficulty Mod Challenges as well as enhance the performance of the Jawa team in our AAT raid. The unique ways in which he offers support in addition to taunt should see him used to great effect in a variety of teams.
Jawa teams are currently not viable enough in Arena.
In a droid team with JE, he becomes a threat and can effectively replace RG.
HK 47 (Lead)
With JE'S TM boost, he can use his assist early on and will call 2 allies. If it's 86 and 88, it's probably a kill shot. They will also probably crit and gain 50% TM thanks to 47's lead.
His taunt is good, but should not be used before QGJ uses his dispell.
Please note that with Omega upgrade, he taunts for 2 turns.
Maxed out stats/skills:
His droid synergy is crazy. He's the synergizing tank we were waiting to replace RG.
Yes yes yes! Glad someone else sees how awesome GG is. Can't tell you how many people on this forum argue that 86 is better than GG. Crazy.
I'm running HK (L), B2, JE, 88, GG right now and have tweaked the speeds such that JE still always goes first (253 speed), and his recalibrate brings GG and HK to 100% TM but 88 only to 95%. So it's a coin flip whether HK or GG goes first, but they both go before 88, which sets up his AoE nicely with all their debuffs.
Working pretty well for me (haven't slipped below 3 since mods launched on a Nov shard with lots of whales), but I'd love to get Nebit in the mix. Got him at gear 9, omega abilities, 5 * and already he's killing it. Also working on Scav to get those top-tier crit damage shards with a Jawa team, but curious to get some advice on my arena team.
Nebit would be a fantastic addition, but who should I remove? GG and 88 do a ton of damage. Can't take out JE. And B2 is crucial with all the RGs and Sun Facs on my shard. What would you do?
One crazy idea is to sub in Nebit for HK as the lead...I know it sounds crazy cause HK's lead is so strong but my logic is laid out here: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/56922/is-nebit-lead-better-than-hk-for-hybrid-droid-jawa-teams#latest
What do you all think?
neibit lead....yeah maybe, not sure. Think you'll be in lack of speed against dodge meta or double tank meta
If you have to stay whit hk lead, sorry but B2 is out, otherwise not enough dps
Wont be a huge factor but might be fun to protect those squishies that never see arena use, even without the droid synergy he's still a tank with an assist
I have Omega for his Taunt and Assist already.
Currently (with full mods) my Nebit has 24k health and 14k protection which seems solid for his Star and Gear level.
I Taunt first with him since (at least for Droids) Cooldown Reset is very strong. If nebit survives I use his Assist. His only downside so far is his low speed. It works for Droid opening Attack, but after his Taunt he faces a lot of attacks and stuns (RG is everywhere, some Teams also Runs Aayla) and he rolls out very slowly. I hope he survives better with extra HP / Protection from Gear IX + and Stars to get more turns for him. First impression with Droids is very good (top 5 Arena, but most players will aim my Squad since i have a 5* toon and clearly lack some Squad power without my common "Wall" = RG)
Think about IG100 (and i started farming GG) in the Place of IG86 because reducing AoE CD with Nebit after the JE Start is really good.
Just got Nebit to 5* (maxed gear, all abilities omega, all 5-dot health mods) and have a lot of fun running him, but I find if I sub him in for GG or 88 I don't have enough DPS, and when I sub him in for B2 I have problems with RG, Sun Fac, StH. Any ideas which five out of these six toons I should go with? Whose place can Nebit take on my squad?
Nebits (typically 86)
He ain't quite strong enough to make up for 86's incredible dmg but I believe the basic adding protection and the self-healing taunt will surpass him once he is maxed.
I have seen no Bugs with Nebit, so he works for me (70 shards left until 6*). I don't know why Droid players use so many health mods. I have +30% crit damage mods (and 2 health mods) for IG 86 and IG88, it is way stronger even if it is only a mix from 1 to 4 mod stars.
Nice. Glad to hear he is working well.
Don't know why droid users use so many health mods, or health sets? If it's sets its probably because most don't have tier 3 crit damage sets unlocked yet and are using health sets in the meantime. I know that's the case with me. If it is health mods in place of other things like speed, crit damage, or protection, I don't know. I will for sure use a three dot speed mod on certain toons over a five dot with no speed, crit dmg too.
I do have a lower dot crit dmg set on 86 now, but no point in leveling up any more lower tier crit dmg sets when I'm close to unlocking tier 3. Will probably a week before I can unlock tier 3 crit dmg challenge. Will take some time after that to collect 5 dot sets with the right stats that are worth leveling. Not to mention the credits needed for leveling all the new mods.
I haven't noticed any bugs with Nebit either.
Why didn't they give Droids any love in Mod Challenges??? Unless you have a level 80 account, droid arena teams are a bit out of luck when it comes to Mod Challenges...
If Nebit survives (fun fact if QGJ Dispel the Taunt you still reached the goal for your Droid Abilities) the first turns he is very good, basic is a great idea, sure it is random but protection buff is much better than healing because you will also improve characters that have full health.
I run HK (Ldr) 88 86 phasma and Nebit.
Hahahaha yea Ill just pull out my 7 star grievous hahahaha
He heals protection through GW etc...
Seems only to have a chance to apply where no other debuff is contesting.... In practise, I have only seen it apply from his standard attack and nothing else
Yep still doesn't work worth ****
HK AoE + Regular = 2
88 AoE + Regular = 2
Nibet Assist = 3
86 = 1
86 pulling in a droid = 1
Droid that assisted 86 likely equals 1 more
Droid that assisted Nibet likely equals 1 more
So we're looking at possibly as many as 11 attacks before the opposing teams even takes an action.
I'm currently running a droid team with 1/2* mods set with crit damage and chance set bonuses and have a fairly easy time in arena, usually finishing in the top 10 with a couple of #1 finishes.
I find that it's better to run these sets on lower tier mods than the 5* health mods. Yes, the secondary stats will be better but not better than the +30% crit damage set bonus. Besides, the secondary stats are so random that getting half of them to actually do something worthwhile is just not worth trying to farm them with this purpose.
@opu120 If you don't mind sharing what is the speed you got 88 at so he's not at 100% TM after JE goes?
Gonna depend on how fast your JE is. Check out this link and use the spreadsheet there to figure it out:
Exactly. It's all about the difference between JE and the droids rather than absolute speeds. I'm running JE at 201+50 unique (another guy on my shard has JE at 197 so gotta stay ahead of him), GG at 140, HK at 139, 88 at 130, B2 at 108.
I wish it was as easy to get HK up there in speed as it is JE and the others. 125 is almost at my max without access to higher tier mods. I know I could do health, but the RNG is horrendous in trying to get what you want.