2009.04.02 03:45 Satur /r/SAT!
2008.05.22 12:43 Shreddit
2014.08.16 01:32 genron1111 Letterkenny
2024.05.17 13:25 PorpleKorby FGO Lostbelt 6.5 Randomizer
So basically i was bored of finishing Lostbelts with the same party (oberon, arjuna alter and molay). submitted by PorpleKorby to grandorder [link] [comments] Decided to make my own randomizer and this is how it works step by step:
5-2. Than you take the a number between 1 and (insert your class number) [my example: 19 sabers], that will decide the servant of that specific class.
7-2. You randomize a number between 1 and 10 to choose the "class" 7-3. Have the filter set to Login and Old than randomize a number between 1 and 30 (there are more than 30 supports sometimes but i just use 30 out of comodity), and count. 8-1. Mystic code is also randomized, count how many you got and choose a number between 1 and (example:9). 8-2. After losing a battle you must randomize your Mystic Code and start counting by the one you have currently equipped.
10-1. You get 3 swaps at the start of the run; Mystic Code, Servant, Craft Essence. 10-2. the only way to regain a swap is after beating a boss with break bars or a grand battle.
12-2. After reviving the death of a servant will be only counted once (if the servant dies twice in a battle only one mark (I) will be applied [check point 15.]
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2024.05.17 13:23 n3rding Next Tuesday: Ask Me Anything with Avon and Somerset Police
2024.05.17 13:22 Snushy_101 Hostfully Pricing: Decoding Fees & Taxes
Looking to optimize your vacation rental business with the right pricing strategy and cost plan? Wondering how Hostfully's pricing and cost can help you maximize profits, reservations, and occupancy rates effortlessly? Dive into this insightful guide to discover how Hostfully's pricing solutions can revolutionize your rental property management game. Explore the benefits of dynamic pricing, tailored strategies, and seamless integration for a stress-free experience. Stay ahead of the competition and elevate your rental business with Hostfully's innovative pricing options. submitted by Snushy_101 to ReviewsFactory [link] [comments] Useful Links: Key Takeaways
Understanding Hostfully Pricing1. StarterAll the Main Features to Get Your Vacation Rental Business StartedFor vacation rental businesses just starting, the Starter plan provides essential tools at an affordable price. Priced at $119 USD per month, this plan covers up to 4 listings, making it ideal for new property managers or small-scale operations.Features
https://preview.redd.it/z4lba4j61z0d1.png?width=874&format=png&auto=webp&s=c29137b15dd75c315062ff8237be28caf4d75924 2. Pro & Pro PlusEverything You Need for Growing Your BusinessAs your vacation rental business grows, the Pro and Pro Plus plans offer enhanced features to manage a larger portfolio of properties. These plans are designed to provide additional support and advanced functionalities to cater to the needs of growing businesses.ProPro is the most popular plan, priced at $215 USD per month. This plan supports up to 11 listings and includes all features from the Starter plan, plus additional benefits.Pro PlusPro Plus costs $269 USD per month and supports up to 19 listings. This plan includes all the Pro plan features, with further enhancements to accommodate larger operations.Additional FeaturesBoth the Pro and Pro Plus plans offer the following additional features:
3. PremiumBest for Scaling Businesses with Advanced Property NeedsFor vacation rental businesses that have scaled significantly, the Premium plan offers the most comprehensive set of features. This plan is ideal for businesses managing 20+ listings and is tailored to meet the needs of large-scale operations.FeaturesThe Premium plan includes all the features from the Pro Plus plan, with additional capabilities to support advanced property management needs:
Summary of Features by PlanHere’s a quick summary of the features included in each plan:Starter
Pro
Pro Plus
Premium
Understanding ReservationsWhen comparing Hostfully pricing with Airbnb fees, hosts must understand the nuances of reservations. Airbnb charges hosts a service fee ranging from 14-16% on each booking, impacting overall earnings.To optimize revenue, hosts should strategically adjust their pricing to account for Airbnb's service fee. By setting competitive rates while considering cleaning fees and other charges, hosts can attract guests without compromising profitability. Managing Cancellation PoliciesHosts using Hostfully need to grasp Airbnb's cancellation policy to mitigate potential financial losses. Different cancellation policies, such as strict or flexible, influence the amount refunded to guests in case of cancellations.By selecting an appropriate cancellation policy aligned with their business goals, hosts can safeguard their income and reputation. Effective communication with guests regarding cancellation terms is crucial for maintaining positive reviews and trust. Enhancing Traffic SourcesDiversifying traffic sources can help hosts reduce dependency on Airbnb and minimize associated fees. By leveraging multiple platforms like VRBO or Booking.com, hosts can reach a broader audience and decrease reliance on a single source.Strategically optimizing listings across various platforms ensures consistent bookings and revenue streams. Hosts should monitor bounce rates and performance metrics to identify effective traffic sources and allocate resources accordingly. Exploring Host Service FeesHost Fees OverviewHostfully, a popular platform for managing vacation rentals, charges host service fees to cover the costs of providing services to hosts. These fees typically range from 3% to 5% of the booking subtotal.Comparison with Other PlatformsWhen comparing host service fees across different vacation rental platforms like Airbnb and Vrbo, Hostfully's fees are relatively lower, making it an attractive option for hosts looking to maximize their earnings.
Managing Service Fees EffectivelyTo optimize their earnings, hosts can employ strategies such as adjusting nightly rates to offset service fees or offering discounts for longer stays. By understanding the fee structures of various platforms, hosts can make informed decisions to maximize profitability.Closing ThoughtsYou now have a comprehensive understanding of Hostfully pricing, setting up fees and taxes, navigating Airbnb fees, and exploring host service fees. By mastering these aspects, you can optimize your rental property management and maximize your profits. Remember to regularly review your pricing strategy to stay competitive in the market and attract more guests.Take the time to analyze your expenses, factor in all fees, and set a pricing structure that reflects the value of your property. By staying informed and proactive in managing your rental business, you can ensure long-term success and profitability. Implement these strategies today and watch your rental income soar! 📈 Do less, earn more! Boost your rentals with Hostfully. Start your free trial today! 🚀 Frequently Asked QuestionsWhat factors determine Hostfully pricing?Hostfully pricing is determined by various factors such as the type of property, location, seasonality, and additional services offered. The pricing strategy aims to optimize revenue while remaining competitive in the market.How are fees and taxes set up on Hostfully?Fees and taxes on Hostfully can be easily set up through the platform's user-friendly interface. Hosts can input the necessary details for each fee or tax category, ensuring transparency and accuracy in financial transactions.What should hosts know about Airbnb fees when using Hostfully?When utilizing Hostfully with Airbnb, hosts should be aware of the different fees imposed by Airbnb for their services. Understanding these fees helps hosts calculate their overall expenses accurately and plan their pricing strategies effectively.How does Hostfully navigate host service fees?Host service fees on Hostfully are managed efficiently to ensure fair compensation for the services provided. By clearly outlining these fees to hosts, Hostfully maintains transparency and fosters trust among users, promoting a positive experience for both hosts and guests.Can hosts explore additional services beyond basic fees on Hostfully?Hosts using Hostfully have the opportunity to explore various additional services that can enhance their guests' experience. By offering extra amenities or personalized services, hosts can differentiate their listings and attract more bookings, ultimately maximizing their revenue potential.Useful Links: |
2024.05.17 13:07 Ok-Discount-1804 Low motility and 0% morphology 4 months after varicocele embolization
2024.05.17 12:52 NoblePink Event Megathread - Platinum Star Tiara ~Upper Dog~
Event Ranking Card | Requirements |
---|---|
SR (STARDOM ROAD[Ⅱ]) Serika Hakozaki | MR0: Top 50,000 ranking or 30,000 event points) |
MR1: Top 25,000 ranking | |
MR2: Top 10,000 ranking | |
MR3: Top 5,000 ranking | |
MR4: Top 2,500 ranking |
Event Points Card | Requirements |
---|---|
SR (STARDOM ROAD[Ⅱ]) Tomoka Tenkubashi | MR0: 6,000 event points |
MR1: 10,000 event points | |
MR2: 16,000 event points | |
MR3: 22,000 event points | |
MR4: 30,000 event points |
Event Points |
---|
45,000, 55,000, 70,000 |
Mission | Reward | Expires |
---|---|---|
Clear 1 LIVE | Daily Spark Drink (1 unit) | Every day 00:00 JST |
Complete 1 JOB | Daily Spark Drink (1 unit) | Every day 00:00 JST |
Gather 100 event tokens | Million Jewel (25 unit) | Every day 00:00 JST |
Daily Spark Drink 30 (1 unit) | ||
Gather 180 event token | Event token (540 unit) | End of event |
Limited-time AutoLivePass (5 unit) | ||
Clear event song 10 times | Platinum Star Piece (1 unit) | End of event |
Clear event song 10 times | Million Jewel (200 unit) | End of event |
Course | Stamina Cost | Score Rank S | Score Rank A | Score Rank B | Score Rank C/D/lower |
---|---|---|---|---|---|
2MIX (Solo/Unit) | 15 | 35 | 34 | 33 | 32 |
4MIX | 20 | 49 | 48 | 47 | 45 |
2MIX+ | 25 | 62 | 60 | 59 | 58 |
6MIX | 25 | 64 | 63 | 62 | 60 |
MMIX | 30 | 85 | 83 | 80 | 79 |
OMIX | 30 | 85 | 83 | 80 | 79 |
Token Cost | Score Rank S | Score Rank A | Score Rank B | Score Rank C/D/lower |
---|---|---|---|---|
180 | 537 | 525 | 514 | 504 |
No | Request |
---|---|
1 | Clear 1 LIVE |
2 | Complete 1 JOB |
3 | Clear Sweet Sweet Soul 1 time |
4 | Clear event song 1 time |
5 | Complete 1 JOB |
6 | Clear catch my feeling 1 time |
7 | Clear event song 1 time |
8 | Complete 1 JOB |
9 | Clear LOVE is GAME 1 time |
10 | Clear event song 1 time |
11 | Complete 1 JOB |
12 | Clear 産声とクラブ 1 time |
13 | Clear event song 1 time |
14 | Complete 1 JOB |
15 | Clear Girl meets Wonder 1 time |
Episode | Event Points Needed |
---|---|
Prologue | Interact with Misaki at the Theater's Waiting Room |
1 | 0 |
2 | 1000 |
3 | 2500 |
4 | 4500 |
5 | 7000 |
6 | 10,000 |
Epilogue | Unlocks after the event results |
Lounge Ranking | Required Points |
---|---|
1st ~ 10th | 36000 |
11th ~ 50th | 26000 |
51st ~ 100th | 18000 |
101st ~ 250th | 12000 |
251st ~ 500th | 8000 |
2024.05.17 12:43 Mind_Is_Empty Some Yun Tal Wildarrows math for Bel'Veth
2024.05.17 12:37 Vegetable_Throat5545 I made a guide to the base mechanics of dnd, is it good?
2024.05.17 12:27 CG_throwback Whale activity. You see this? #FFIE
We have whales that are putting in $4 call options !!! submitted by CG_throwback to roaringkitty [link] [comments] Has the revolution begun ? It’s number one : FFIE CALL SWEEP BULLISH 06/21/24 $4.00 $32.9K 0 35.4K BABA CALL SWEEP BEARISH 06/21/24 $85.00 $68.3K 36.8K 21.1K AMZN CALL SWEEP BEARISH 06/21/24 $200.00 $66.2K 60.5K 4.2K JD CALL TRADE BULLISH 01/17/25 $62.50 $68.3K 2.3K 1.2K VFS PUT SWEEP BEARISH 06/21/24 $10.00 $30.5K 52 503 HGV CALL SWEEP BULLISH 06/21/24 $45.00 $34.5K 12 496 WYNN CALL SWEEP BULLISH 05/17/24 $94.00 $81.5K 1.5K 438 XPEV PUT SWEEP BULLISH 10/18/24 $9.00 $51.2K 3.9K 246 GME CALL TRADE BULLISH 08/16/24 $27.00 $125.0K 0 210 FIVE CALL SWEEP BEARISH 11/15/24 $165.00 $56.3K 84 64 |
2024.05.17 12:22 asifderebel $730 service b
Is $730 reasonable for service B7. My car is about to hit 10000 miles. I bought it about a year ago at 8000 miles certified pre owned. 2021 Honda Pilot. submitted by asifderebel to Honda [link] [comments] |
2024.05.17 12:17 YachtSinker Old DBStar LED video wall setup help
2024.05.17 12:15 Ishika2337 Movies And Web Series To Look Forward On OTT In May 2024
2024.05.17 12:02 Visual-Ostrich-4108 Sorry for the leaving y'all wondering about thr other two. Here's the favorite innocent bundle of anxiety, Jackson Kayuri!
2024.05.17 11:55 CommanderRoku Fully Explained: Star Cards for Blaster Heroes (Part III)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Star Cards for Blaster Heroes (Part III) · Boba Fett o Quick Refill: The 8.3% per second refill rate for jetpack fuel is faster when not being used. At EPIC rarity, it is 12.3% per second. Normal Refill Time: 12 seconds; EPIC Rarity: 10.5 seconds. (S1) § Refill Rate per Second: ? / ? / ? / 12.3% o Born to Fly: Reduces the cooldown times of CONCUSSION ROCKET, FOR THE HUNT, and ROCKET BARRAGE when flying with a jetpack. Health regeneration is delayed from 5 seconds to 6.5 seconds as a result. FOR THE HUNT’s Duration: 8 seconds. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Normal Cooldown Times by order of mention (And “Intense Barrage”): 15 seconds; 10 seconds; 20 seconds; 13 seconds. Hypothetical EPIC Rarity: 12 seconds; 8 seconds; 16 seconds; 10.4 seconds. § Reduced Cooldown Time: 5% / 10% / 15% / 20% https://preview.redd.it/orm1dg8jly0d1.jpg?width=225&format=pjpg&auto=webp&s=d5ecaf78692ae925016f53d99afdbb2f2933ceee o Extended Exposure: Enemies stay revealed for additional seconds after FOR THE HUNT’s 8-second duration ends. Ability Cooldown Time: 10 seconds; Total Reveal Time: 10 / 11 / 12 / 14 (S1) § Additional Seconds: 2 / 3 / 4 / 6 o Acute Concussion: Adds seconds to the 5-second duration of the concussive effect caused by CONCUSSION ROCKET. Extended Effects: blurring of vision; disabling of lightsaber attack target lock-on. Duration in Seconds: 5.5 / 6.0 / 6.5 / 7.0 § Added Seconds: 0.5 / 1.0 / 1.5 / 2.0 o Augmented Gear: If CONCUSSION ROCKET hits the number of enemies stated below, flying with a jetpack can be used without fuel consumption. Normal “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; New “Fuel Efficiency” Jetpack Flight Time in Seconds: 9.00 / 9.25 / 9.40 / 9.55 / 9.75; FOR THE HUNT Duration: 8 seconds; “Quick Refill” Refill Time: 12 seconds / 10.5 seconds. § Number of Enemies: 5 / 4 / 3 / 2 § No Fuel Consumption Time in Seconds: 2 / 2 / 3 / 4 o Fuel Efficiency: Decreases the consumption rate of jetpack fuel, increasing the 5-second flight time. Jetpack Flight Time in Seconds: 5.25 / 5.40 / 5.55 / 5.75 § Decreased Consumption Rate: 5% / 8% / 11% / 15% o Intense Barrage: If 500 damage points are dealt to enemies within a single use of ROCKET BARRAGE, the following 20-second cooldown time is reduced. “Focalize” Rocket Damage: 75 / 79 / 81 / 83 / 85; “Focalize” on Two Enemies: 150 / 158 / 162 / 166 / 170; “Focalize” Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425; Cooldown Time: 16 / 15 / 14 / 13 § Seconds Removed from Cooldown Time: 4 / 5 / 6 / 7 o Death From Above: Damage reduction is received when using ROCKET BARRAGE while flying with a jetpack. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Health Points: 600 / 648 / 660 / 672 / 690 § Damage Reduction: 8% / 10% / 12% / 15% o Focalize: ROCKET BARRAGE rockets deals bonus damage within a 1-meter radius of the center of the explosion. Rocket Damage: 75 / 79 / 81 / 83 / 85; On Two Enemies: 150 / 158 / 162 / 166 / 170; Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425 § Bonus Damage: 4 / 6 / 8 / 10 · Bossk o Name Your Poison: Health is regained each in-game tick within DIOXIS GRENADE’s cloud of gas. Ability Duration: 6 seconds. Total Health Regained: 90 / 120 / 150 / 180 § Health regained per Second: 15 / 20 / 25 / 30 o Trap Arming Speed: PROXIMITY MINES arm faster when deployed, reducing activation time. At EPIC rarity, it reduces by 65%. Arming Speed in Seconds: 4 / 2.8 / 2.4 / 2 / 1.6 (S1) § Reduced Activation Time: ? / ? / ? / 65% OR 30% / 40% / 50% / 60% o Spreading The Disease: This card does nothing. (BF1; R1) o Sniper Expert: A headshot defeat with the sniper scope resets removes blaster heat. Blaster Overheat: 8 shots. § No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5 o Unrelenting Predator: For every enemy defeated while PREDATOR INSTINCTS is active, the 20-second cooldown times of DIOXIS GRENADE and PROXIMITY MINES are reduced. Ability Duration: 25 seconds; Cooldown Times in Seconds: 19.0 / 18.4 / 17.8 / 17.2 § Reduced Cooldown Time: 5% / 8% / 11% / 14% o Predator Resilience: Damage Reduction is received while PREDATOR INSTINCTS is active. Ability Duration: 25 seconds; Health Points: 600 / 660 / 678 / 696 / 720 § Damage Reduction: 10% / 13% / 16% / 20% o Multi-Traps: Adds two additional PROXIMITY MINES. All mines also have an extended detonation radius. Mine Damage: 76; All Five Mines: 380; Detonation Radius: 6 / 6.5 / 6.9 / 7.2 / 7.5; Inner Detonation Radius: 5 / 5.5 / 5.75 / 6 / 6.25 § Extended Detonation Radius: 10% / 15% / 20% / 25% o Ultimate Predator: For every enemy defeated with micro-grenades or proximity-mines and while active, PREDATOR INSTINCTS’s 25-second duration is extended. (S1) § Extended Duration: 15% / 20% / 25% / 30% o Lingering Dioxis: Adds seconds to DIOXIS GRENADE’s 6-second duration. At EPIC rarity, it deals up to 238 damage. Duration: 8 / 9 / 10 / 12 (R4) § Added Seconds: 2 / 3 / 4 / 5 · Chewbacca o Bonus Health: Increases maximum base health. Maximum Base Health: 700 / 750 / 775 / 800 / 850 § Health Added: 50 / 75 / 100 / 150 o Echoing Roar: For every enemy defeated with FURIOUS BOWCASTER, its 25-second duration is extended. Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (S1) § Extended Duration: 15% / 20% / 30% / 40% o Extended Shock: Extends SHOCK GRENADE’s duration of 1.1 seconds. The 15-second cooldown time is extended by 50% as a result. At EPIC rarity, the shock duration is extended 20%. EPIC Rarity: 1.3 seconds; New Cooldown Time: 22.5 seconds. (S1) § Extended Shock Duration: ? / ? / ? / 20% o Charging Frenzy: Even more damage reduction is added to the 30% damage reduction received while sprinting with CHARGE SLAM. Cooldown Time: 10 seconds; Total Damage Reduction: 50% / 60% / 70% / 80%; Health Points: 910 / 1050 / 1120 / 1190 / 1260; And “Bonus Health”: 850 / 1105 / 1275 / 1360 / 1445 / 1530; And “Impervious” Only: 938 / 1219 / 1407 / 1501 / 1595 / 1688; “Bonus Health” And “Impervious”: 1139 / 1481 / 1709 / 1822 / 1936 / 2050; “Bonus Health” And “Furious Resilience”: 1020 / 1326 / 1530 / 1632 / 1734 / 1836; “Impervious” And “Furious Resilience”: 1126 / 1464 / 1689 / 1802 / 1914 / 2027 (S1) § Additional Damage Reduction: 20% / 30% / 40% / 50% o Multi-Shock: SHOCK GRENADE splits into even more missiles, increasing area of affect. Missiles: 5 / 6 / 7 / 8 / 9 § Added Missiles: 1 / 2 / 3 / 4 https://preview.redd.it/1j4npupply0d1.jpg?width=225&format=pjpg&auto=webp&s=edb83a0b5c986b492d6ec259e6ae715fd7dca063 o Impervious: Every 200 damage points dealt to enemies while any ability is active permanently adds damage reduction by 2%. As a bonus, if an enemy hero is thrown off a ledge using CHARGE SLAM and they die from the void within 3 seconds, the additional damage reduction received will be set to the maximum value possible. The effect resets after being defeated. Maximum Health Points Possible: 700 / 854 / 882 / 910 / 938; And “Bonus Health”: 850 / 1037 / 1071 / 1105 / 1139 (S1) § Maximum Damage Reduction: 22% / 26% / 30% / 34% o Shocked And Vulnerable: Enemies shocked by SHOCK GRENADE receive Damage Vulnerability for the shock duration of 1.1 seconds. § Damage Vulnerability: 3% / 5% / 7% / 9% o Slammed: CHARGE SLAM deals bonus damage to enemies within half of its 8-meter radius. Cooldown Time: 10 seconds; Total Damage to Troopers: 200 / 220 / 230 / 240 / 250; Heroes: 150 / 170 / 180 / 190 / 200 (BF1) § Bonus Damage: 20 / 30 / 40 / 50 o Furious Resilience: Blaster damage reduction is received while FURIOUS BOWCASTER is active. Ability Duration: 25 seconds. Health Points: 700 / 735 / 770 / 805 / 840; And “Bonus Health”: 850 / 893 / 935 / 978 / 1020; And “Impervious Only: 938 / 985 / 1032 / 1079 / 1126;“Bonus Health” And “Impervious”: 1139 / 1196 / 1253 / 1310 / 1367 § Blaster Damage Reduction: 5% / 10% / 15% / 20% · Han Solo o Broad Shoulders: Damage reduction is received while sprinting with SHOULDER CHARGE. Cooldown Time: 10 seconds; Health Points: 650 / 813 / 845 / 878 / 910 § Damage Reduction: 25% / 30% / 35% / 40% o Sharpshooter's Calm: Decreases SHARPSHOOTER’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 3 / 3.3 / 3.45 / 3.6 / 3.75 § Decreased Time Reduction: 10% / 15% / 20% / 25% o Keep Your Head Cool: Every headshot defeat removes all blaster heat. Blaster Overheat: 8 shots. § No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5 o Big Bang: After 5 seconds of being attached, DETONITE CHARGE’s 10-meter outer blast radius is extended. Unknown if the 5-meter inner blast radius remains the same or extends as well. Inner Blast radius Damage: 200; Outer Blast Radius Damage: 60; Inner Blast Radius in Meters: 5.5 / 5.75 / 6 / 6.25; Total Blast Radius in Meters: 11 / 11.5 / 12 / 12.5 (BF1; S1) § Extended Blast Radius: 10% / 15% / 20% / 25% o All In: A defeat with SHOULDER CHARGE reduces the cooldown times of all abilities. The effect is permanent until the ability is used again or when defeated. At EPIC rarity, SHOULDER CHARGE’s cooldown time reduces by 75%, while DETONITE CHARGE and SHARPSHOOTER reduces by the values stated below. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 5 seconds; 9 seconds; 7.5 seconds; And “Smuggler’s Wits”: 6 seconds; 10 seconds; 8.5 seconds. (BF1; R1) § Reduced Cooldown Time: 20% / 30% / 40% / 50% o Air Burst: DETONITE CHARGE’s damage increases if it is detonated in the air before attaching itself to a surface. Damage: 200 / 220 / 226 / 232 / 240 § Increased Damage: 10% / 13% / 16% / 20% o Smuggler's Wits: An extra dodge is ready for use. Seconds are added to the cooldown times to DETONITE CHARGE, SHARPSHOOTER, and SHOULDER CHARGE as a result. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 12 seconds; 20 seconds; 17 seconds. § Added Seconds: 3.5 / 3.0 / 2.5 / 2.0 o Heavily Modified Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 8 / 9 / 9 / 10 / 11 § Blaster Heat Reduction: 10% / 14% / 18% / 25% · Iden Versio o Pulse Cannon Mastery: PULSE CANNON reveals enemies that are hit by it. § Reveal Time in Seconds: 1 / 2 / 3 / 4 o Sturdy Shield: Increases DROID SHIELD’s health. Health: 750 / 825 / 848 / 870 / 900 § Increased Health: 10% / 13% / 16% / 20% o Alternative Methods: Decreases the cooldown time of the main weapon’s alternative fire. Cooldown Time: 2.3 / 1.8 / 1.7 / 1.6 / 1.5 § Reduced Cooldown Time: 10% / 15% / 20% / 25% o Shock Reach: Extends STUN DROID’s 25-meter area of effect for searching for viable targets. (BF1; R1) § Extended Area of Effect: 15% / 20% / 25% / 30% o Shield Sustain: Adds seconds to DROID SHIELD’S duration. Duration: 12 / 16 / 17 / 18 / 22 § Added Seconds: 4 / 5 / 6 / 10 o Acquiring Targets: Extends STUN DROID’s area of effect that shocks enemies. (BF1; R1) § Extended Area of Effect: 25% / 30% / 35% / 40% o Shocking Weakness: STUN DROID reveals enemies within 25 meters. § Reveal Time in Seconds: 4 / 6 / 8 / 10 o Droid Batteries: Reduces the cooldown times of STUN DROID and DROID SHIELD. STUN DROID Cooldown Time in Seconds: 20 / 18 / 17 / 16 / 15; DROID SHIELD Cooldown Time in Seconds: 12.0 / 9.0 / 8.5 / 8.0 / 7.5 § Reduced Cooldown Time: 10% / 15% / 20% / 25% o Cooled Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 52 / 53 / 55 / 57 § Blaster Heat Reduction: 8% / 10% / 12% / 15% · Lando Calrissian o Disabler Lifetime: Adds seconds to the 25-second duration of DISABLER. Area of Effect: 20 meters; Duration in Seconds: 33 / 35 / 37 / 40 § Added Seconds: 8 / 10 / 12 / 15 o Hot and Cold: Increases maximum base health. Maximum Base Health: 700 / 725 / 750 / 800 § Health Added: 50 / 75 / 100 / 150 o Welcome To Cloud City: This card does nothing. (BF1; R1) o Maximized Efficiency: If three enemies or more are targeted, SHARP SHOT’s cooldown time is reduced. Cooldown Time in Seconds: 12 / 9 / 8.4 / 7.8 / 7.2 § Reduced Cooldown Time: 25% / 30% / 35% / 40% o Buckle Up, Baby: Every enemy trooper defeated or 100 damage points dealt to enemy heroes permanently reduces the main weapon’s blaster heat by 2%. The effect resets after being defeated. Maximum Blaster Shots Possible: 15 / 17 / 18 / 19 / 20 § Maximum Blaster Heat Reduction: 10% / 18% / 26% / 34% o Lingering Smoke: Adds seconds to the 10-second duration of SMOKE GRENADE. Duration in Seconds: 12 / 13 / 14 / 16 § Added Seconds: 2 / 3 / 4 / 6 o Disabler Growth: After 5 seconds of being attached, DISABLER’s 20-meter area of effect is extended. At EPIC rarity, it extends by 25%. Area of Effect in Meters: 23 / 24 / 25 / 26 (S1; YB1) § Extended Area of Effect: ? / ? / ? / 25% OR 15% / 20% / 25% / 30% o Quick Shock: After 5 seconds of being attached, DISABLER’s shock duration of 1.1 seconds is extended. At EPIC rarity, it extends by 20%. Shock Duration in Seconds: 1.265 / 1.32 / 1.375 / 1.43 (S1; YB1) § Extended Shock Duration: ? / ? / ? / 20% OR 15% / 20% / 25% / 30% o Wide Eyed: Extends SHARP SHOT’s 40-meter targeting reach distance. At EPIC rarity, it extends by 40%. Reach Distance in Meters: 50 / 52 / 54 / 56 (S1) § Extended Reach Distance: 25% / 30% / 35% / 40% · Leia Organa o Optimized Shield Deployment: Decreases SQUAD SHIELD’s 20-second cooldown time. At EPIC rarity, it reduces 25%. Ability Duration: 30 seconds. EPIC Rarity: 15 seconds. (S1) § Reduced Cooldown Time: ? / ? / ? / 25% o High Spirit: More health can be regenerated. Health Regeneration: 200 / 225 / 250 / 275 / 300 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Fearless: This card does nothing. (BF1; R1) o Rebel Heart: Damage reduction is received when RAPID FIRE is active. Duration: 8 to 25 seconds; Health Points: 650 / 715 / 748 / 780 / 812.5; And “Stay Together”: 660 / 726 / 759 / 792 / 825 § Damage Reduction: 10% / 15% / 20% / 25% o Stay Together: If two allies or more are within 15 meters, damage reduction is received. Allies also receive this damage reduction. Health Points: 600 / 625 / 636 / 648 / 660 § Damage Reduction: 4% / 6% / 8% / 10% o Handy Device: Removes seconds from THERMAL DETONATORS’ cooldown time. Cooldown Time in Seconds: 13.00 / 12.50 / 12.00 / 11.75 / 11.50 § Removed Seconds: 0.50 / 1.00 / 1.25 / 1.50 o Laser Brain: The main weapon’s alternate fire deals extra damage. Alternate Fire Charge-Up Time: 1.5 seconds; Total Damage: 145 / 165 / 170 / 175 / 180 § Extra Damage: 20 / 25 / 30 / 35 o Relentless Firing: Decreases RAPID FIRE’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 8.0 / 10.0 / 10.8 / 11.6 / 12.4 § Decreased Time Reduction: 25% / 35% / 45% / 55% o Shield Durability: Increases SQUAD SHIELD’s health. Health: 3000 / 3300 / 3450 / 3600 / 3750 § Increased Health: 10% / 15% / 20% / 25% · Finn o In Charge: For every enemy trooper defeated or 100 damage points dealt to enemy heroes while UNDERCOVER TEAM is active, 2% damage reduction is permanently received whether UNDERCOVER TEAM is active or not. Any ally within 15 meters also receives this damage reduction. The effect resets after being defeated. Health Points: 600 / 696 / 744 / 780 / 816; With BIG DEAL: 930 / 1079 / 1153 / 1209 / 1265 § Damage Reduction: 16% / 24% / 30% / 36% o Beacon Of Hope: Extends BIG DEAL’s 15-meter radius if two allies are affected. Radius in Meters: 17.25 / 18 / 19.5 / 21 (S1) § Extended Radius: 15% / 20% / 30% / 40% o No More Running: DEADEYE deals extra damage. Minimum Damage: 20 / 25 / 28 / 30 / 22; Maximum Damage: 30 / 35 / 38 / 40 / 42 (R1) § Extra Damage: 5 / 8 / 10 / 12 o Come Get It: Headshots extend BIG DEAL’s duration. Normal Duration: 10 seconds. § Extended Duration: 5% / 9% / 12% / 15% o I Can Do This: Enemies stay revealed for additional seconds after UNDERCOVER TEAM’s duration ends. Area of Effect: 15 meters; Ability Duration: 5 to 25 seconds; Ability Cooldown Time: 15 seconds; Minimum Reveal Time Possible: 8.0 / 9.0 / 9.5 / 10.0; Maximum Reveal Time Possible: 28.0 / 29.0 / 29.5 / 30.0 (S1) § Additional Seconds: 3.0 / 4.0 / 4.5 / 5.0 o Stay Calm: For every enemy defeated and while active, DEADEYE’s duration is extended. Cooldown Time: 15 seconds; Normal Duration: 5 to 25 seconds (S1) § Extended Duration: 15% / 20% / 30% / 40% o One Resistance: If used on three or more allies, BIG DEAL’s cooldown time is reduced. § Reduced Cooldown Time: 15% / 20% / 30% / 40% o Never Going Back: For every enemy defeated and while active, UNDERCOVER TEAM’s duration is extended. Normal Duration: 5 to 25 seconds (R1) § Extended Duration: 15% / 20% / 30% / 40% o Raised To Do One Thing: This card does nothing. (YT6, Timestamp: 6:37-8:48) · Captain Phasma o The More the Better: FIRST ORDER SENTRY DROID’s motor capacity is improved, decreasing the time it takes to make a 6-second full rotation. At EPIC rarity, motors are used at 150% capacity, making the full rotation now 4.5 seconds, a 25% decrease in time. Full Rotation in Seconds: 5.4 / 5.1 / 4.8 / 4.5 (S1, Comment: ajschefflerbackup) § Increased Motor Capacity: 20% / 30% / 40% / 50% o Blaster Inspection: Every enemy defeated permanently reduces the main weapon’s blaster heat by 3%. Any ally within 15 meters also receives this blaster heat reduction. The effect resets after being defeated. Maximum Blaster Shots Possible: 58 / 68 / 72 / 75 / 79; And “Easy Shots”: 77 / 91 / 95 / 100 / 105 § Maximum Blaster Heat Reduction: 18% / 24% / 30% / 36% o Easy Shots: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 62 / 67 / 72 / 77 (S1) § Blaster Heat Reduction: 30% / 40% / 50% / 60% o Finish Them Off: This card does nothing. (S1; YB1) o Safety First: SURVIVOR gives even more bonus health. Total Bonus Health: 200 / 220 / 240 / 250 / 260; Total Health: 700 / 900 / 920 / 940 / 950 / 960 § Extra Bonus Health: 20 / 40 / 50 / 60 o Laser Wall Durability: Card’s Actual Name: “All for Myself”. After defeating four enemies with STAFF STRIKES, the 20-second cooldown times of SURVIVOR and FIRST ORDER SENTRY DROID are permanently reduced. At EPIC rarity, they reduce by 30%. The effect resets after being defeated. New Cooldown Time: 14 seconds. (S1) § Reduced Cooldown Time: ? / ? / ? / 30% o Come Closer: After defeating three enemies or more while FIRST ORDER SENTRY DROID is active, the shock area of effect is extended. The effect is permanent until the sentry droid is disassembled or destroyed. Total Shock Duration: 0.8 seconds; Shock Area of Effect in Meters: 15.0 / 18.0 / 19.5 / 21.0 / 22.5 (S1) § Extended Shock Area of Effect: 20% / 30% / 40% / 50% o There's No Escape: After shocking an enemy, the next unique individual to get shocked by the FIRST ORDER SENTRY DROID will suffer an extended shock duration. The seconds added are permanent until the sentry droid is disassembled or destroyed. Total Shock Duration in Seconds: 0.8 / 1 / 1.05 / 1.1 / 1.15 (S1) § Seconds Added to Shock Duration: 0.20 / 0.25 / 0.30 / 0.35 o Not Hard Enough: Damage Reduction is received while SURVIVOR is active. Health Points: 900 / 1080 / 1170 / 1260 / 1350; And “Safety First”: 960 / 1152 / 1248 / 1344 / 1440 § Damage Reduction: 20% / 30% / 40% / 50% · BB-8 o Self Repairs: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Shielded Roll: Damage reduction is received while ROLLING CHARGE is active. Cooldown Time: 10 seconds; Health Points: 650 / 845 / 910 / 975 / 1040 § Damage Reduction: 30% / 40% / 50% / 60% o Headfirst: ROLLING CHARGE deals extra damage. Cooldown Time: 10 seconds; Damage to Troopers: 200 / 220 / 225 / 235 / 240; Damage to Heroes: 150 / 170 / 175 / 180 / 190; With RESISTANCE BACKING to Troopers: 210 / 231 / 236 / 247 / 252; With RESISTANCE BACKING to Heroes: 158 / 179 / 184 / 189 / 200; And “Uncover” to Troopers: 235 / 259 / 264 / 276 / 282; And “Uncover” to Heroes: 176 / 200 / 206 / 212 / 223 § Extra Damage: 20 / 25 / 35 / 40 o Whirlwind: CABLE SPIN deals extra damage. Area of Effect is also extended. Ability Duration: 8 seconds; Damage per 0.3 Seconds: 45 / 47 / 49 / 51 / 53; Total Damage: 1170 / 1222 / 1274 / 1326 / 1378; With RESISTANCE BACKING per 0.3 Seconds: 47 / 49 / 51 / 54 / 56; With RESISTANCE BACKING Total: 1229 / 1283 / 1338 / 1392 / 1447; And “Uncover” per 0.3 Seconds: 53 / 55 / 58 / 60 / 62; And “Uncover” Total: 1375 / 1436 / 1497 / 1558 / 1619; Area of Effect in Meters: 5 / 5.5 / 6.0 / 6.5 / 7.0 § Extra Damage per 0.3 Seconds: 2 / 4 / 6 / 8 § Extended Area of Effect in Meters: 0.5 / 1.0 / 1.5 / 2.0 https://preview.redd.it/4he3tdhsly0d1.jpg?width=225&format=pjpg&auto=webp&s=15df742a6722d8ab68dbf6db1dc239b3029a5e6f o Spared Batteries: For every three enemy troopers defeated or 300 damage points dealt to enemy heroes, 1 damage point is permanently added to basic attack damage. As a bonus, if an enemy hero is thrown off a ledge using ROLLING CHARGE and they die from the void within 3 seconds, the extra attack damage will be increased to the maximum value possible. The effect resets after being defeated. Basic Attack Damage: 29 / 31 / 33 / 35 / 36; With RESISTANCE BACKING: 30 / 33 / 35 / 37 / 38; And “Uncover”: 34 / 36 / 39 / 41 / 42 (S1) § Maximum Extra Damage: 2 / 4 / 6 / 7 o Spinner: Hitting the number of enemies stated below with CABLE SPIN removes seconds from the following cooldown time. Cooldown Time in Seconds: 25 / 21 / 19 / 17 / 15 § Number of Enemies: 4 / 3 / 2 / 2 § Removed Seconds: 4 / 6 / 8 / 10 o Trusty Droid: If an enemy revealed by RESISTANCE BACKING is defeated, allies nearby will regenerate health. [Unknown if it is health regeneration per second or health gained as bonus health] § Area of Effect in Meters: 1 / 2 / 3 / 4 § Extra Health: 5 / 7 / 10 / 12 o Uncover: Even more damage weakness is received to enemies revealed by RESISTANCE BACKING. Area of Effect: 20 meters; Duration: 12 seconds; Cooldown Time: 18 seconds; Damage Weakness: 5% / 10% / 12.5% / 15% / 17.5%; Basic Attack Damage per 0.3 Seconds: 29 / § Additional Damage Weakness: 5% / 7.5% / 10% / 12.5% o Roll Together: Adds additional percentage reduction to the already 6% reduced cooldown time of allies' abilities through SWIFT REACTION. Total Reduced Cooldown Time: 11% / 15% / 18% / 21% (R1; S1) § Additional Reduced Cooldown Time: 5% / 9% / 12% / 15% · BB-9E o Full Reconstruction: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Hearty Exhaust: SMOKE SCREEN’s area of effect is extended. Duration: 12 seconds; Cooldown Time: 18 seconds; Area of Effect: 30 / 31 / 31.3 / 31.6 / 32 § Extended Area of Effect in Meters: 1.0 / 1.3 / 1.6 / 2.0 o I See You: Enemies stay revealed for additional seconds after SMOKE SCREEN’s 12-second duration ends. Area of Effect: 30 meters; Cooldown Time: 18 seconds; Reveal Time: 14.5 / 15.0 / 15.5 / 16.0 (S1) § Additional Seconds: 2.5 / 3.0 / 3.5 / 4.0 o Spin Me Round: SHOCK SPIN pushes enemies 4 meters away. Seconds are added to its cooldown time as a result. Initial Damage: 90 damage; Normal Cooldown Time: 25 seconds; New Cooldown Time in Seconds: 25 / 31 / 30 / 29 / 28 § Added Seconds: 6 / 5 / 4 / 3 o Linked Systems: For every four shocks with shock prod, 1 damage point is permanently added to basic attack damage. The effect resets after being defeated. Basic Attack Damage per 0.3 Seconds: 24 / 26 / 28 / 30 / 32 (S1) § Maximum Extra Damage: 2 / 4 / 6 / 8 o Faster, Faster!: If SHOCK SPIN hits the number of enemies stated below, its damage will be doubled. Duration: 8 seconds; Cooldown Time: 25 seconds; Normal Damage per 0.8 Seconds: 30; Total Damage: 270; Double: 540. § Number of Enemies: 5 / 4 / 3 / 2 o Supercharged: CHARGE UP’s Area of Effect is extended. Duration: 5 Seconds; Cooldown Time: 15 seconds; Area of Effect in Meters: 20 / 24 / 25 / 26 / 27 § Extended Area of Effect in Meters: 4 / 5 / 6 / 7 o Swift Power: Removes seconds from CHARGE UP’s cooldown time. Duration: 5 Seconds; Cooldown Time in Seconds: 15 / 13 / 12 / 11 / 10 § Removed Seconds: 2 / 3 / 4 / 5 o Potent Bacta: BACTA SUPPORT’s Area of Effect is extended. Seconds are added to its cooldown time as a result. Area of Effect in Meters: 7 / 8 / 8.5 / 9 / 9.5; Seconds Health Is Gained: 0.8 / 3.8 / 3.8 / 2.8 / 2.8 § Extended Area of Effect in Meters: 1.0 / 1.5 / 2.0 / 2.5 § Added Seconds: 3 / 3 / 2 / 2 CATEGORIZED BY COLOR https://preview.redd.it/1pk441gyky0d1.png?width=809&format=png&auto=webp&s=1459b21033cf7a8b3fd549122f11c70f2e1e80ad NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/ MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 11:52 HealthyYard6559 Revelation 1:8
2024.05.17 11:48 CommanderRoku Fully Explained: Star Cards for Lightsaber & Force Heroes (Part II)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Star Cards for Lightsaber & Force Heroes (Part II) · Darth Vader o Furious Resilience: Damage reduction is received while FOCUSED RAGE is active. Ability Duration: 10 seconds; “Fueling the Rage” Duration: 16 seconds; Maximum Health Points Possible: 1000 / 1080 / 1100 / 1200 / 1250; And “Bonus Health”: 1150 / 1242 / 1265 / 1380 / 1438 § Damage Reduction: 8% / 10% / 20% / 25% o Bonus Health: Increases maximum base health. Maximum Base Health: 800 / 850 / 875 / 900 / 950 § Health Added: 50 / 75 / 100 / 150 o There Is No Escape: Extends LIGHTSABER THROW’s 20-meter reach distance. At EPIC rarity, it extends by 45%. (BF1; S1; YT1) § Extended Reach Distance: ? / ? / ? / 45% o Punishing Grip: Extends CHOKE’s duration of 1.5 seconds. Duration in Seconds: 1.65 / 1.8 / 1.95 / 2.1; Damage: 126 / ? / ? / ? / 174; And “Last Gasp”: 174 / ? / ? / ? / 262; “Last Gasp” Alone: 126 / ? / ? / ? / 189 (BF1; S1; YT1) § Extended Duration: 10% / 20% / 30% / 40% o Surrounded by Fear: For every enemy defeated, stamina is regained. Swings with 1 Enemy Defeated: 10 / 10 / 11 / 11 / 12; Blocks: 14 / 14 / 15 / 16 / 16; Deflections: 2121 / 2227 / 2333 / 2439 / 2545; With FOCUSED RAGE Swings: 15 / 15 / 16 / 17 / 18; With FOCUSED RAGE Blocks: 21 / 22 / 23 / 24 / 25; With FOCUSED RAGE Deflections: 3181 / 3340 / 3499 / 3685 / 3817; FOCUSED RAGE Duration: 10 seconds. § Stamina Regained: 5% / 10% / 15% / 20% o Deflection Stamina: Decreases stamina drain for deflecting projectiles. Deflections: 2121 / 2333 / 2439 / 2545 / 2651; With FOCUSED RAGE: 3181 / 3499 / 3685 / 3817 / 3976 § Decreased Stamina Drain: 10% / 15% / 20% / 25% o Intensified Lightsaber Throw: LIGHTSABER THROW deals bonus damage to enemies hit by it a second time in a single throw. Individual Hit Damage: 130; Total Damage: 260 / 275 / 280 / 285 / 290; During CHOKE: 65 / 80 / 85 / 90 / 95 § Bonus Damage: 15 / 20 / 25 / 30 o Last Gasp: If two enemies or more are choked, CHOKE’S damage is increased. Damage per second: 86 / 103.2 / 111.8 / 120.4 / 129; Total Damage: 126 / ? / ? / ? / 189; And “Punishing Grip”: 189 / ? / ? / ? / 262; “Punishing Grip” Alone”: 126 / ? / ? / ? / 174 (YT1) § Increased Damage: 20% / 30% / 40% / 50% o Fueling the Rage: Adds 6 seconds to FOCUSED RAGE. The bonus damage gained is reduced as a result. Basic Attack Damage: 145 / 134 / 136 / 138 / 140; Rear Attack Damage: 175 / 164 / 166 / 168 / 170 § Damage Points Removed: 11 / 9 / 7 / 5 · Emperor Palpatine o Lightning Reach: Extends the basic lightning attack’s 14-meter reach distance. At EPIC rarity, it extends by 15%, about 16 meters. § Extended Distance: ? / ? / ? / 15% o Amplified Aura: DARK AURA deals extra damage. Area of Effect: 10 meters. Damage per Tick: 15 / 17.25 / 18 / 18.75 / 19.5; Total Damage: 175 (YT1) § Extra Damage: 15% / 20% / 25% / 30% o Prime Electrocution: If three enemies or more are electrocuted, ELECTROCUTE’s shock and blaster disabling duration of 1.3 seconds is extended. Reach Distance: 15 meters; Shock Duration in Seconds: 1.50 / 1.56 / 1.63 / 1.69. (R1; YT1) § Extended Shock Duration: 15% / 20% / 25% / 30% o Show No Mercy: For every additional enemy hit by CHAIN LIGHTNING, 0.25 seconds are permanently removed from its cooldown time of 14.5 seconds. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Minimum Cooldown Time in Seconds: 11.5 / 10.5 / 9.5 / 9.5 (YT1) § Maximum Seconds Removed: 3 / 4 / 5 / 6 o Growing Darkness: DARK AURA’s 10-meter area of effect extends in distance over time. (R1; YT1) § Extended Area of Effect: 10% / 13% / 16% / 20% o Surge of Lightning: While CHAIN LIGHTNING can already chain up to 6 different enemies, the number of additional enemies hit by CHAIN LIGHTNING will increase the total number of potential targets chained in a single use. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Cooldown Time: 14.5 seconds; Maximum Bounces: 7 / 8 / 9 / 10 (YT1) § Increased Number of Targets: 1 / 2 / 3 / 4 o The Rule of Two: If ELECTROCUTE is used on enemies while already attacking with two-handed basic lightning attacks, the basic lightning attack will deal increased damage. Ability Duration: 1.3 second; Two-Handed Basic Attack Damage per 0.3 Seconds: 28 / 33 / 34.5 / 36 / 37.5; Normal Damage in 1.3 Seconds: 728; New Damage in 1.3 Seconds: 794; And “Prime Electrocution”: 814; Only “Prime Electrocution”: 748 (YT1) § Increased Damage: 15% / 20% / 25% / 30% o In Full Control: Decreases stamina drain for basic lightning attacks. 1 Hand Duration in Seconds: 9.50 to 11.25 (+1.75); 2 Hands Duration in Seconds: 6.00 to 7.00 (+1.00); 1 Hand Full Stamina Damage: 588 to 714 (+126); 2 Hands Full Stamina Damage: 756 to 896 (+140) (YT1) § Decreased Stamina Drain: 10% / 12% / 14% / 16% o Forked Lightning: Extends ELECTROCUTE’s 15-meter reach distance. Reach Distance in Meters: 16.5 / 16.95 / 17.4 / 18 § Extended Reach Distance: 10% / 13% / 16% / 20% · Kylo Ren o Resilience: If within 15 meters of another force or lightsaber ally, damage reduction is received and basic lightsaber attacks deal extra damage. Health Points: 750 / 780 / 795 / 810 / 825; Basic Attack Damage: 125 / 135 / 138 / 141 / 145; Rear Attack Damage: 165 / 175 / 178 / 181 / 185 (BF1; R1) § Damage Reduction: 4% / 6% / 8% / 10% § Extra Damage: 10 / 13 / 16 / 20 o Closing In: Extends FRENZY’S 10-meter leap distance. Leap Distance in Meters: 11 / 12 / 13 / 14 (R1; YT1) § Leap Distance in Meters: 10% / 20% / 30% / 40% o Total Control: If three enemies or more are frozen, FREEZE’S duration of 2.5 seconds is extended. Freeze Duration in Seconds: 3 / 3.25 / 3.5 / 3.75. (R1; YT1) § Extended Freeze Duration: 20% / 30% / 40% / 50% o Solid Freeze: FREEZE’s 15-meter reach distance is extended. Reach Distance: 17.25 / 18 / 18.75 / 19.5 § Extended Reach Distance: 15% / 20% / 25% / 30% o Power of Darkness: Basic lightsaber attacks deal extra damage for 6 seconds after using FRENZY. Basic Attack Damage: 125 / 130 / 133 / 136 / 139; Rear Attack Damage: 165 / 170 / 173 / 176 / 179; And “Resilience” Basic Attack Damage: 139 / 149 / 152 / 155 / 159; And “Resilience” Rear Attack Damage: 179 / 189 / 192 / 195 / 199 (YT1) § Extra Damage: 5 / 8 / 11 / 14 o Bloodlust: Frenzy deals extra damage. Damage to Troopers: 160 / 165 / 170 / 175 / 180; Damage to Heroes: 115 / 120 / 125 / 130 / 135; 3-Strike Total Damage to Troopers: 480 / 495 / 510 / 525 / 540; 3-Strike to Heroes: 345 / 360 / 375 / 390 / 405; 4-Strike to Troopers: 640 / 660 / 680 / 700 / 720; 4-Strike to Heroes: 460 / 480 / 500 / 520 / 540 § Extra Damage: 5 / 10 / 15 / 20 o Harsh Pull: PULL deals extra damage. Damage: 10 / 30 / 40 / 50 / 60 § Extra Damage: 20 / 30 / 40 / 50 o Power Reach: Extends PULL’s 20-meter reach distance. Reach Distance in Meters: 23 / 24 / 25 / 26 § Extended Reach Distance: 15% / 20% / 25% / 30% o Berserking Tantrum: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 14 / 16 / 16 / 17 / 18 § Decreased Stamina Drain: 8% / 12% / 16% / 20% · Luke Skywalker https://preview.redd.it/3hsvwh5zjy0d1.jpg?width=225&format=pjpg&auto=webp&s=3043ee0fab0be8738ef8240bef4cbe7aba20769e o Epicenter: REPULSE deals bonus damage to enemies within half of its 12-meter radius. The bonus damage breaks through lightsaber blocks. Total Damage to Troopers: 130 / 155 / 160 / 165 / 170; Heroes: 75 / 100 / 105 / 110 / 115. (BF1) § Bonus Damage: 25 / 30 / 35 / 40 o Deflection Mastery: Deflected shots are returned more accurately, reducing deflection spread is reduced from 0.45 to 0.2. Stamina drain is increased by blocked blaster shots as a result. Deflection Stamina Drain Without Card: 1112 damage points. EPIC Rarity: 1,001 damage points. (R1; YT1) § Increased Stamina Drain: 18% / 15% / 12% / 10% https://preview.redd.it/7niqijd2ky0d1.jpg?width=225&format=pjpg&auto=webp&s=dce8567050da9c5a38dd9b609bc5ea657d5aa82c o Intensify: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently adds 2 extra damage points to basic lightsaber attacks. As a bonus, if an enemy hero is thrown off a ledge using a force ability and they die from the void within 3 seconds, the extra attack damage will be set to the maximum value possible. Otherwise, either 18 troopers defeated or 3600 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. Basic Attack Damage: 130 / 148 / 154 / 160 / 166; Rear Attack Damage: 160 / 178 / 184 / 190 / 196 (BF1; S1; YT1) § Maximum Extra Damage: 18 / 24 / 30 / 36 o Stronger Push: PUSH’s 10-meter push distance is extended, force pushing enemies even farther. Push Distance in Meters: 14 / 16 / 18 / 20 § Extended Push Distance: 40% / 60% / 80% / 100% o Rush Immunity: Damage reduction is received for 3 seconds after using RUSH. Health Points: 750 / 810 / 825 / 840 / 863 § Damage Reduction: 8% / 10% / 12% / 15% o Jedi Reflexes: An extra RUSH is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1) § Extended Cooldown Time: 15% / 10% / 5% / 0% o Jedi Fighter: Decreases all stamina drain. The following shows Without Card / EPIC Rarity. Swings: 10 / 16; Blocks: 10 / 16; Deflections: 1112 / 1711 ([S1)]() § Decreased Stamina Drain: 20% / 25% / 30% / 35% o Extended Push Reach: Extends PUSH’s 12-meter reach distance. Reach Distance in Meters: 13.8 / 14.4 / 15 / 15.6 § Extended Push Distance: 15% / 20% / 25% / 30% https://preview.redd.it/6r2c4aw3ky0d1.jpg?width=225&format=pjpg&auto=webp&s=f23097511d0055b022bf1b0206bc8df3b72d3b63 o Strong Repulse: Extends REPULSE’s 12-meter area of effect. Enemies are launched into the air for a 25% longer duration. Area of Effect in Meters: 13.8 / 14.4 / 15 / 15.6 (YT1, Comment: u/anjahupkes4376) § Extended Area of Effect: 15% / 20% / 25% / 30% · Darth Maul https://preview.redd.it/py9jsf16ky0d1.jpg?width=225&format=pjpg&auto=webp&s=bc517079439905b49418da3bde120cbcab88a213 o Lightsaber Defense: Blaster damage reduction is received. Reduction of all damage is also received during the SPIN ATTACK. At EPIC rarity, the damage reduction from SPIN ATTACK is 60%. Blaster Health Points: 700 / 770 / 784 / 798 / 812; Health Points With 60%: 1120 (S1) § Blaster Damage Reduction: 10% / 12% / 14% / 16% o Thrown to Slow: If two enemies or more are choked, CHOKE HOLD deals extra damage. At EPIC rarity, it deals 19 damage points. Cooldown time: 18 seconds; Damage Without Card: 77; Total Damage: 96 (BF1; R1) § Extra Damage: ? / ? / ? / 19 o Ranged Throw: Extends FURIOUS THROW’s 20-meter reach distance. Reach Distance in Meters: 24 / 26 / 28 / 30. (BF1; S1) § Extended Reach Distance: 20% / 30% / 40% / 50% o Fool Me Once: Reduces the cooldown times of all abilities. At EPIC rarity, FURIOUS THROW reduces by 8.4%, CHOKE HOLD by 6.72%, and SPIN ATTACK by the values stated below. Without Card by order of mention: 8 seconds; 18 seconds; 5 seconds. New Cooldown Times in Seconds: 7.2 seconds; 17.0 seconds; 4.5 seconds. (R1; YT1) § Reduced Cooldown Time: 5% / 7% / 9% / 10% o Forceful Thrust: CHOKE HOLD’s throw distance is extended, launching enemies even farther. Throw Distance in Meters: 14 / 16 / 18 / 20 § Extended Throw Distance: 40% / 60% / 80% / 100% o Flow Motion: An extra SPIN ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1) § Extended Cooldown Time: 15% / 10% / 5% / 0% o Savage: If four enemies are hit with SPIN ATTACK within the number of seconds stated below, the 5-second cooldown time will be reduced by 80% for 4 seconds. Rewarded Cooldown Time: 1 second. (S1; YT1) § Number of Seconds: 4.0 / 4.5 / 5.0 / 5.5 o Accelerated Throw: FURIOUS THROW deals extra damage. Individual Hit Damage: 85 / 90 / 95 / 100 / 105 § Extra Damage: 5 / 10 / 15 / 20 o Unrolled Grip: Extends CHOKE HOLD’s 15-meter reach distance. Reach Distance: 17.25 / 18.00 / 18.75 / 19.50 § Extended Reach Distance: 15% / 20% / 25% / 30% · Rey o Balance: An extra dodge is ready for use. Stamina drain is increased as a result. Swings: 10 to 9; Blocks: 14 to 13; Blaster Deflections as Damage: 1112 to ?; Swings with INSIGHT: 20 to 18; Blocks with INSIGHT: 28 to 26; Deflections with INSIGHT: 1112 to ? (YT1) § Increased Stamina Drain: 30% / 25% / 20% / 15% o Far Sight: Extends INSIGHT’s 30-meter area of effect. Area of Effect in Meters: 33 / 36 / 39 / 42 § Extended Area of Effect: 10% / 20% / 30% / 40% o Street Fighter: Decreases stamina drain for basic lightsaber attacks. Swings: 10 to 12; With INSIGHT: 20 to 24; And “Balance”: 18 to 20; “Balance”, No INSIGHT: 9 to 11 § Decreased Stamina Drain: 8% / 10% / 12% / 15% o Resilient Dash: Damage reduction is received when using DASH STRIKE. Health Points: 750 / 938 / 975 / 1013 / 1050 § Damage Reduction: 25% / 30% / 35% / 40% o Damaging Strike: DASH STRIKE deals extra damage. Cooldown Time: 10 seconds; Total Damage: 130 / 149 / 156 / 163 / 169 (BF1; R1) § Extra Damage: 15% / 20% / 25% / 30% o Strong Mind: Extends MIND TRICK’s 18-meter reach distance. Reach Distance in Meters: 20.7 / 21.6 / 22.5 / 23.4; Cooldown Time: 20 seconds; Maximum Value: 22.5 (R1; YT1) § Extended Reach Distance: 15% / 20% / 25% / 30% o Focused Sight: Adds seconds to INSIGHT’s duration. Duration in Seconds: 8 / 10 / 11 / 13 / 15 § Added Seconds: 2 / 3 / 5 / 7 o Deep Mind: Extends the 4-second duration of MIND TRICK’s effects on enemies that are revealed by INSIGHT. Duration in Seconds: 4.6 / 4.8 / 5.0 / 5.2 (S1; YT1) § Extended Duration: 15% / 20% / 25% / 30% https://preview.redd.it/sas5j5d8ky0d1.jpg?width=225&format=pjpg&auto=webp&s=13b86952db61251a6401fdd4108a48e6e754967c o Opportunist: Bonus damage is dealt to enemies affected by MIND TRICK, knockdowns, or any other immobilizing effect. Basic Attack Damage: 120 / 128 / 130 / 132 / 135; Rear Attack Damage: 140 / 148 / 150 / 152 / 155; And “Damaging Strike”: 169 / 177 / 179 / 181 / 184 (YT1) § Bonus Damage: 8 / 10 / 12 / 15 · Yoda o Enduring Presence: Bugged card. Adds seconds to PRESENCE’s duration, but the allies who receive bonus health are the ones standing at the previous use of PRESENCE. Duration: 8 / 10 / 11 / 12 / 13 § Added Seconds: 2 / 3 / 4 / 5 o Unleashed: Extends UNLEASH’s initial reach distance by 25%. The damage dealt is reduced from 190 to 160 damage points as a result. The final reach distance remains unchanged. (BF1; S1) § Extended Initial Reach Distance: 10% / 15% / 20% / 25% o Agility: An extra DASH ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1) § Extended Cooldown Time: 15% / 10% / 5% / 0% o Opposing the Dark Side: Basic lightsaber attacks deal bonus damage to enemy heroes. Basic Attack Damage: 125 / 135 / 137 / 139 / 141; Rear Attack Damage: 150 / 160 / 162 / 164 / 166 § Bonus Damage: 10 / 12 / 14 / 16 o Earned It I Have: This card does nothing. (R1) o Jedi Mentor: Damage reduction is received. Maximum Health Points Possible: 700 / 735 / 742 / 749 / 756; With PRESENCE: 850 / 893 / 901 / 910 / 918; And “Feel the Force”: 910 / 956 / 965 / 974 / 983 (YT1) § Damage Reduction: 5% / 6% / 7% / 8% o Feel the Force: PRESENCE gives even more bonus health. Total Bonus Health: 150 / 180 / 190 / 200 / 210; Total Health: 850 / 880 / 890 / 900 / 910 § Extra Bonus Health: 30 / 40 / 50 / 60 o Size Matters Not: If PRESENCE’s bonus health is depleted through damage, additional health is regained by a percentage of the bonus health that was depleted. The 20-second cooldown time is increased by 13 seconds as a result. New Cooldown Time: 33 seconds; Health Points Healed: 75; And “Feel the Force”: 105 (S1; YT1) § Percentage of Bonus Health Regained as Additional Health: 35% / 40% / 45% / 50% o Lightsaber Mastery: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 12 to 15 § Decreased Stamina Drain: 8% / 10% / 12% / 15% · General Grievous o Beating Heart: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Sith Trained: Basic lightsaber attacks deal extra damage. Stamina drain is increased by 25% as a result. Lightsaber Swings: 12 to 10; Basic Attack Damage: 130 / 145 / 150 / 155 / 160; Rear Attack Damage: 160 / 175 / 180 / 185 / 190 § Extra Damage: 15 / 20 / 25 / 30 https://preview.redd.it/6wpincp9ky0d1.jpg?width=225&format=pjpg&auto=webp&s=22ba97c819a84b7dd797fff239969506bf3d25b3 o Jedi Killer: Extends THRUST SURGE’s 15-meter reach distance. Its hitbox’s area of effect is also extended by at least 15 meters. Reach Distance in Meters: 18 / 19.5 / 21 / 22.5 (R5) § Extended Reach Distance: 20% / 30% / 40% / 50% o Cowardly Retreat: Even more damage reduction is received when using CLAW RUSH. Duration: 3.2 seconds; Cooldown Time: 13 seconds; Health Points: 1120 / 1280 / 1360 / 1440 / 1520 § Total Damage Reduction: 60% / 70% / 80% / 90% https://preview.redd.it/ntqor26bky0d1.jpg?width=225&format=pjpg&auto=webp&s=4ec87916373e1ffb829456df7e92693147ed64d0 o Flesh Is Weak: For every 10% of total health missing, damage reduction is added. Damage Reduction takes into effect per hit taken, meaning hits with a small damage output increase the total number of health points compared to those with a larger damage output. Health regeneration rate is halved as a result: 50 health per second to 25 health per second. When used with “Beating Heart”, health regeneration speed is set back to normal. Total Health Points: Varies from 800 to 1500 (S1; YT1, Comment: u/MetaDiscussions) § Damage Reduction Added: 2% / 3% / 4% / 5% o Momentum: THRUST SURGE deals extra damage. Damage: 160 / 170 / 180 / 190 / 200 § Extra Damage: 10 / 20 / 30 / 40 o Ceaseless Assault: Damage reduction is received when using UNRELENTING ADVANCE. Duration: 5 seconds; Cooldown Time: 11 seconds; Health Points: 800 / 880 / 960 / 1040 / 1120 § Damage Reduction: 10% / 20% / 30% / 40% o Deadly Slashes: UNRELENTING ADVANCE deals extra damage. Damage per 0.45 Seconds: 110 / 120 / 130 / 140 / 150 § Extra Damage per 0.45 Seconds: 10 / 20 / 30 / 40 o Line Up, Weaklings: CLAW RUSH deals extra damage. Cooldown Time: 13 seconds; Total Damage: 130 / 150 / 160 / 170 / 180 (R1) § Extra Damage: 20 / 30 / 40 / 50 · Obi-Wan Kenobi o Jedi Resilience: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400 § Added Health to Regeneration: 25 / 50 / 75 / 100 o Perfect Defense: Decreases stamina drain for lightsaber blocks and blaster deflections. Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969 (YT1) § Decreased Stamina Drain: 10% / 20% / 30% / 40% o Give It All: Extends ALL-OUT PUSH’s initial and charged-up reach distance. § Extended Reach Distance in Meters: 0.5 / 1.0 / 1.5 / 2.0 o Think It Over: Adds seconds to RESTRICTIVE MIND TRICK’s duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.3 / 6.7 / 6.9 § Added Seconds: 0.5 / 0.8 / 1.2 / 1.4 o Safeguard: For every lightsaber attack blocked, two abilities blocked, or 5 blaster shots blocked, stamina drain decreases by 2%. Either 40 blocked lightsaber attacks, 40 blocked abilities, or 100 blocked blaster shots are needed to reach the maximum value. The effect resets after being defeated. Swings: 10 to 17; Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969; And “Perfect Defense” Blocks: 25 to 69; And “Perfect Defense” Deflections: 2969 / 3266 / 3563 / 3856 / 4157 § Decreased Stamina Drain: 25% / 30% / 35% / 40% o Quickened Focus: Removes seconds from ALL-OUT PUSH’s charge-up to full duration of 1.2 seconds. Charge-up to Full Duration in Seconds: 1.2 / 1.0 / 0.9 / 0.8 / 0.7 § Seconds Removed: 0.2 / 0.3 / 0.4 / 0.5 o Forward!: DEFENSIVE RUSH deals extra damage. Damage: 140 / 150 / 160 / 170 / 180; Final Strike Damage: 200 / 210 / 220 / 230 / 240 § Extra Damage: 10 / 20 / 30 / 40 o More Doubts: Extends RESTRICTIVE MIND TRICK’s 21-meter reach distance. At EPIC rarity, it extends by 10%. Cooldown Time: 21 seconds; “EPIC” Rarity Reach Distance: 23 meters. (YT1) § Extended Reach Distance: ? / ? / ? / 10% o Critical Deflection: Blaster shots deflected by DEFENSIVE RUSH are critical hits dealing extra damage. Damage: 65 / 106 / 116 / 126 / 136 (YT1) § Extra Damage: 20 / 30 / 40 / 50 · Count Dooku o Sith Control: More health can be regenerated. Health Regeneration: 250 / 280 / 310 / 340 / 370 § Added Health to Regeneration: 30 / 60 / 90 / 120 o Finesse: Decreases stamina drain. Swings: 10 to 22; Blocks: 14 to 22; Blaster Deflections as Damage: 1112 / 1334 / 1390 / 1446 / 1501 (YT1) § Decreased Stamina Drain: 20% / 25% / 30% / 35% o Blind Spot: Increases the angle of LIGHTNING STUN’s area of effect. (YT1) § Increased Angle by Degrees: 5 / 10 / 20 / 30 o Superiority: Adds seconds to EXPOSE WEAKNESS’ duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.5 / 7.0 / 7.5 § Added Seconds: 0.5 / 1.0 / 1.5 / 2.0 o Initiative: Every 15 seconds, the next basic lightsaber attack becomes a critical strike dealing extra damage. For every successful lightsaber attack, the cooldown time reduces by 1 second. A yellow circle around the crosshair will indicate when the critical strike is ready. Basic Attack Damage: 130 / 150 / 160 / 170 / 180; Rear Attack Damage: 160 / 180 / 190 / 200 / 210; With DUELIST Basic: 155 / 175 / 185 / 195 / 205; With DUELIST Rear: 185 / 205 / 215 / 225 / 235; And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; With EXPOSE WEAKNESS Basic: 210 / 234 / 246 / 258 / 270; With EXPOSE WEAKNESS Rear: 246 / 270 / 282 / 294 / 306; Only DUELIST And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; Only DUELIST And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; Only EXPOSE WEAKNESS Basic: 156 / 180 / 192 / 204 / 216; Only EXPOSE WEAKNESS Rear: 192 / 216 / 228 / 240 / 252 (S1) § Extra Damage: 20 / 30 / 40 / 50 o Last Seconds: Removes seconds from LIGHTNING STUN’s 14-second cooldown time. Cooldown Time in Seconds: 13 / 12 / 11 / 10 § Removed Seconds: 1 / 2 / 3 / 4 o Masterful Duelist: DUELIST deals even more extra damage. Duration: 10 seconds; Cooldown Time: 13 seconds; Total Extra Damage: 25 / 30 / 35 / 40 / 45; Basic Attack Damage: 155 / 160 / 165 / 170 / 175; Rear Attack Damage: 185 / 190 / 195 / 200 / 205; With EXPOSE WEAKNESS Basic: 186 / 192 / 198 / 204 / 210; With EXPOSE WEAKNESS Rear: 222 / 228 / 234 / 240 / 246 § Extra Damage: 5 / 10 / 15 / 20 o Dominance: Enemy targets affected by EXPOSE WEAKNESS receive even more damage weakness. Damage Weakness: 20% / 25% / 30% / 35% / 40%; LIGHTNING STUN Damage: 192 / 200 / 208 / 216 / 224; Basic Attack Damage: 130 / 156 / 163 / 169 / 176 / 182; Rear Attack Damage: 160 / 192 / 200 / 208 / 216 / 224; With DUELIST Basic: 155 / 186 / 194 / 202 / 209 / 217; With DUELIST Rear: 185 / 222 / 231 / 241 / 250 / 259; And “Masterful Duelist” Basic: 175 / 210 / 219 / 228 / 236 / 245; And “Masterful Duelist” Rear: 205 / 246 / 256 / 267 / 277 / 287; And “Initiative” Basic: 225 / 270 / 281 / 293 / 304 / 315; And “Initiative” Rear: 255 / 306 / 319 / 332 / 344 / 357; Only “Initiative” Basic: 180 / 216 / 225 / 234 / 243 / 252; Only “Initiative” Rear: 210 / 252 / 263 / 273 / 284 / 294; Only “Initiative” With DUELIST Basic: 205 / 246 / 256 / 267 / 277 / 287; Only “Initiative” With DUELIST Rear: 235 / 282 / 294 / 306 / 317 / 329 § Additional Damage Weakness: 5% / 10% / 15% / 20% o Balanced Duelist: Removes seconds from DUELIST’s 13-second cooldown time. Duration: 10 seconds; Cooldown Time in Seconds: 12 / 11 / 10 / 9 § Removed Seconds: 1 / 2 / 3 / 4 · Anakin Skywalker o Tenacious: Increases maximum base health. Maximum Base Health: 800 / 825 / 850 / 875 / 900 § Health Added: 25 / 50 / 75 / 100 o Massive Strikes: Basic lightsaber attacks deal extra damage. Stamina drain for attacks and blocks is increased as a result. Cooldown Time: 13 seconds; Basic Attack Damage: 130 / 135 / 140 / 145 / 150; Rear Attack Damage: 170 / 175 / 180 / 185 / 190. The following shows Without Card / EPIC Rarity. Swings: 12 / 10; Blocks: 10 / 8; Deflections: 1392 / 1,044. (BF1; S1) § Extra Damage: 5 / 10 / 15 / 20 § Increased Stamina Drain: 35% / 35% / 25% / 25% https://preview.redd.it/x03xl11dky0d1.jpg?width=225&format=pjpg&auto=webp&s=5837169f02f1ae9dbe8c8278730b4e8d2bed45c0 o Pressure: The 2nd attack of PASSIONATE STRIKE deals extra damage. Also, the lunge distance of the two attacks is increased. 1st Attack Damage to Troopers: 70; 1st Attack Damage to Heroes: 40; 2nd Attack to Troopers: 180 / 190 / 195 / 200 / 205; 2nd Attack to Heroes: 130 / 140 / 145 / 150 / 155; Total Damage to Troopers: 250 / 260 / 265 / 270 / 275; Total Damage to Heroes: 170 / 180 / 185 / 190 / 195 (YT1, Comment: u/tabbywarrior) § Extra Damage: 10 / 15 / 20 / 25 https://preview.redd.it/axci7mbeky0d1.jpg?width=225&format=pjpg&auto=webp&s=f682b931e4fedcb5d634fa7a8a16042a85816b71 o Control the Force: Extends HEROIC MIGHT’s initial 10-meter area of effect and RETRIBUTION’s initial 15-meter area of effect. HEROIC MIGHT’s Initial Area of Effect in Meters: 12 / 13 / 14 / 15; RETRIBUTION’s Initial Area of Effect in Meters: 17 / 18 / 19 / 20 (YT1, Comment: u/hypnotic_o) § Extended Area of Effect in Meters: 2 / 3 / 4 / 5 https://preview.redd.it/kqupxytgky0d1.jpg?width=225&format=pjpg&auto=webp&s=c3ce16ce0ddd44b94cef4ce410a0b479395a457f o Steamroll: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently decreases stamina drain by 2%. As a bonus, if an enemy hero is thrown off a ledge using any force ability and they die from the void within 3 seconds, the decreased stamina drain will be set to the maximum value possible. Otherwise, either 20 troopers defeated or 4000 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. The following shows Without Card / EPIC Rarity / And “Massive Strikes”. Swings: 12 / 20 / 16; Blocks: 10 / 17 / 13; Deflections: 1392 / 1044 / 1462 (BF1; S1; YT1) § Decreased Stamina Drain: 25% / 30% / 35% / 40% o Fierce Fighter: Reduces PASSIONATE STRIKE’s 13-second cooldown time. At EPIC rarity, it reduces to 5 seconds. Cooldown Time in Seconds: 11 / 10 / 9 / 8 (BF1; R1) § Seconds Removed from Cooldown Time: 2 / 3 / 4 / 5 https://preview.redd.it/ylbdt8phky0d1.jpg?width=225&format=pjpg&auto=webp&s=ee3ad33ee7f2955d939fc536b8a7e8a18584c56a o Attraction: Extends PULL DOMINANCE’s 18-meter reach distance. As a bonus, enemies can be pulled out of their abilities only within the added reach range. Cooldown Time: 15 seconds; Reach Distance in Meters: 20 / 21 / 22 / 23 (YT2, Comment: @Embo_Marrok) § Extended Reach Distance in Meters: 2 / 3 / 4 / 5 o Raw Strength: HEROIC MIGHT deals extra damage. Area of Effect: 10 meters; Damage to Troopers: 100 / 120 / 130 / 140 / 150; Damage to Heroes: 90 / 110 / 120 / 130 / 140 § Extra Damage: 20 / 30 / 40 / 50 o All of Them: If PULL DOMINANCE is used on a number of enemies, it deals 50 extra damage. Normal Damage to Troopers: 120; Normal Damage to Heroes: 80; New Damage to Troopers: 170; New Damage to Heroes: 130; New Damage: § Number of Enemies: 5 / 4 / 3 / 2 CATEGORIZED BY COLOR https://preview.redd.it/phtuqg1tiy0d1.png?width=809&format=png&auto=webp&s=9f6775ab15d6e32a72808c8229690f1465dd6eab NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/ MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 11:32 CommanderRoku Fully Explained: Hero Descriptions (Part I)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last… submitted by CommanderRoku to StarWarsBattlefront [link] [comments] Hero Descriptions (Part I) · Boba Fett o Base Health: 600 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 105 / 75 o Head Shot Attack Damage: 198 / 141 (R4) o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 360 shots/minute o Blaster Overheat: 10 bursts (28 shots) o Flamethrower Melee Damage: 100; damage doubles within outer 5% of reach distance. o Jetpack Flight Speed: 12.5 meters/second o Jetpack Flight Time: 5 seconds (20%/second) (YB1) o Jetpack Refill Time: 12 seconds (8.3%/second) (YB1) o CONCUSSION ROCKET § Launches a rocket that breaks on impact. The 1st explosion obscures vision and prevents lightsaber target locks for 5 seconds, canceling weapon-centered abilities as well; the 2nd explosion disables affected weapons for 1.2 seconds. Area of Effect: 25 meters; Cooldown Time: 15 seconds. (YT3, Comment: u/macggnore) o FOR THE HUNT § Modifies jetpack to be used without fuel consumption while being undetected by enemy radars. Enemies nearby are also revealed. Area of Effect: ?; Duration: 8 seconds; Cooldown Time: 10 seconds. o ROCKET BARRAGE § Launches five rockets dealing 75 damage each. Five Rockets on One Enemy: 375 damage; Area of Effect: 3 meters; Duration: 2.4 seconds; Cooldown Time: 20 seconds. · Bossk o Base Health: 600 health o Health Regeneration: 600 health o Health Regeneration Rate: 25 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 6 meters o Body Shot Attack Damage: 126 / 45 o Head Shot Attack Damage: 126 / 45 o Charged-up Shot to Body: 156 / 156 o Charged-up Shot to Head: 296 / 296 o Blaster Range: 8 / 22 meters o Blaster Spread: Medium o Rate of Fire: 100 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DIOXIS GRENADE § Releases a 10-meter cloud of dioxis gas dealing up to 118 damage to enemies within it for 6 seconds. Damage is per in-game ticks and not seconds, dealing more damage per second at times. Damage per tick: 5 to 6; Cooldown Time: 20 seconds. (R4) o PREDATOR INSTINCTS § Modifies the primary weapon into a micro-grenade launcher with each grenade dealing 80 / 40 damage. Thermal vision and faster sprint speed are also gained. Area of Effect: 3 meters; Duration: 8.5 to 25 seconds; Cooldown Time: 25 seconds. o PROXIMITY MINES § Deploys three sticky mines that after being armed for 4 seconds, detonate when triggered and deal 76 damage each. Three Mines on One Enemy: 228; Explosion Radius: 6 meters; Cooldown Time: 20 seconds. · Chewbacca o Base Health: 700 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 90 / 50 o Head Shot Attack Damage: 144 / 48 o Explosion Radius: 1 meter o Zoomed-in Body Shot Damage: 100 / 96 o Zoomed-in Head Shot Damage: 145 / 126 (R4) o Zoomed-in Explosion Radius: 2 meters o Rate of Fire: 66 shots/minute o Bowcaster Overheat: None o Bowcaster Range: 20 / 25 meters o Zoomed-in Range: 35 / 45 meters o Bowcaster Spread: Wide / Tight o Melee Damage: 90 o Melee Speed: Fast o SHOCK GRENADE § Throws a grenade that breaks on impact and splits into five missiles that shock enemies for 1.1 seconds; Area of Effect: ?; Cooldown Time: 15 seconds. (S1) o FURIOUS BOWCASTER § Modifies the bowcaster to fire fully charged shots. Body Damage: 182 / 166; Head Damage: 291; Zoomed-In Body: 217 / 191; Zoomed-In Head: 343; Range: 25 / 50 meters; Zoomed-In: 30 / 50 meters; Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (R4) o CHARGE SLAM § A sprint attack that by sprinting forward and slamming onto the ground, enemies are knocked down, 150 damage to enemies within 4 meters. 30% damage reduction is received while sprinting. Base Health: 700; Health Points: 910; Area of Effect: 8 meters; Sprint Duration: ?; Cooldown Time: 15 seconds. (R4) · Darth Vader o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.7 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.25 seconds o LIGHTSABER THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 130 damage. Damage dealt reduces by 50% if used alongside CHOKE. Cooldown Time: 8 seconds. o FOCUSED RAGE § Basic lightsaber attacks deal 15 extra damage, 200 bonus health is gained, and stamina drain decreases by 50%. Duration: 10 seconds; Cooldown Time: 15 seconds. o CHOKE § Force chokes multiple enemies for 1.5 seconds, dragging them up into the air and dropping them, dealing 126 damage. Reach Distance: ?; Cooldown time: 25 seconds. (YT1) · Emperor Palpatine o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 75 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o One-handed Attack Damage: 14 damage/0.3 seconds (60/sec) o Two-handed Attack Damage: 28 damage/0.3 seconds (110/sec) o One-handed Stamina Drain: 10% stamina/second (10 seconds) o Two-handed Stamina Drain: 15% stamina/second (6.5 seconds) o Attack Reach Distance: 14 meters o Melee Damage: 80 o CHAIN LIGHTNING § Throws a burst of force lightning hits an enemy target selected then bounces up to six different enemies. Each hit deals 120 damage. Reach distance: 18 meters; Cooldown Time: 14.5 seconds. o DARK AURA § First dealing 15 damage at startup, force energy deals 15 damage per in-game tick to enemies, slowing them down as well. Total Damage: 135; Area of Effect: 10 meters; Duration: 8 seconds; Cooldown Time: 25 seconds. o ELECTROCUTE § Force lightning hits the ground, shocking enemies and disabling their blasters for 1 second. Reach Distance: 15 meters; Cooldown Time: 20 seconds. · Han Solo o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 55 o Head Shot Attack Damage: 152 / 104 o Blaster Range: 20 / 50 meters o Blaster Spread: None o Rate of Fire: 108 shots/minute o Blaster Overheat: 8 shots o Melee Damage: 65 o DETONITE CHARGE § Throws a sticky charge that is detonated remotely. When detonated, damage is dealt and enemies are knocked down. Damage: 200 / 70; Explosion Radius: 10 meters; Cooldown Time: 18 seconds. o SHARPSHOOTER § Modifies the primary weapon to fire rapidly for the next few seconds. Body Damage: 65 / 40; Head Damage: 123 / 76; Range: 35 / 15 meters; Rate of Fire: 350 shots per minute; Duration: 3 to 25 seconds; Cooldown Time: 15 seconds. (R4) o SHOULDER CHARGE https://preview.redd.it/e7mmvg8s7y0d1.png?width=225&format=png&auto=webp&s=ee82e4140a3fe621d584b025ae64ab1b99f2d43d § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. · Iden Versio o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 20 / 10 o Head Shot Attack Damage: 38 / 19 o Alternate Fire Attack Damage: 150 o Alternate Blast Radius: 6 meters o Blaster Range: 30 / 50 meters o Blaster Spread: Tight o Rate of Fire: 780 shots/minute o Blaster Overheat: 48 shots (YB1) o Melee Damage: 65 o STUN DROID § Sends out the droid to search for an enemy target up to 25 meters away, the droid then shocks the target and those around it for 1.5 seconds. The enemy shocked is also dealt 40 damage. Shock Area of Effect: ?; Cooldown Time: 20 seconds. (R4; YB1) o PULSE CANNON § Modifies the primary weapon into a long-range rifle. Using the scope deals more damage if used at a farther distance. The first bar in the charge-up indicates the maximum damage input; the second bar is the timer for automatic fire. Body Damage: 40 / 35; Head Damage: 76 / 63; Charged-Up Body Damage: 89 / 207; Charged-Up Head Damage: 164 / 376; Cooldown Time: 1 second. (R4) o DROID SHIELD § Generates a personal bubble shield that protects against blaster damage. Using the primary weapon deactivates it. Unable to be used while STUN DROID is active. Shield Health: 750 health; Duration: 12 seconds; Cooldown Time: 10 seconds. · Kylo Ren o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 165 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL § Force pulls enemies, dealing 10 damage. Reach Distance: 20 meters; Cooldown Time: 20 seconds. o FRENZY https://preview.redd.it/x3d1m1cz7y0d1.png?width=225&format=png&auto=webp&s=05070933116fc641176058b7344c12cdb47b1510 § A frenzy of 3 to 4 lightsaber attacks by leaping towards an enemy target, either attacking the same enemy or leaping again to another. 50% damage reduction is received during the frenzy. The last attack of a three-hit frenzy and the last two attacks of a four-hit frenzy goes through blocks. A four-hit frenzy is activated by using the ability while looking away from the enemy target, immediately after a dodge, a jump hop, a lightsaber attack, or using PULL. Each frenzied lightsaber strike deals 160 damage to troopers and 115 damage to heroes. Leap Distance: 10 meters; Total to Troopers: 480 damage; Total to Heroes: 345 damage; Base Health: 750; Health Points: 1125; Cooldown Time: 10 seconds. o FREEZE § Force freezes enemies for 2.5 seconds. Reach Distance: 15 meters; Cooldown Time: 24 seconds. · Lando Calrissian o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 40 / 25 o Head Shot Attack Damage: 76 / 47 o Blaster Range: 20 / 50 meters o Blaster Spread: Medium o Rate of Fire: 420 shots/minute o Blaster Overheat: 17 shots (YB1) o Melee Damage: 65 o SMOKE GRENADE § Releases a 10-meter cloud of smoke that obscures vision and prevents lightsaber target locks. Duration: 10 seconds; Cooldown Time: 14 seconds. (YB1) o SHARP SHOT § Selects up to five enemy targets and fires a flurry of shots dealing 200 to 240 damage. Headshots deal 380 damage. Reach Distance: 40 meters; Cooldown Time: 12 seconds. (R4) o DISABLER § Throws a sticky device that reveals enemies nearby and scrambles enemy radars. In addition, enemies can be shocked for 1.1 seconds through remote activation. Area of Effect: 20 meters; Duration: 25 seconds; Cooldown Time: 19 seconds. · Leia Organa o Base Health: 650 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 80 / 40 o Head Shot Attack Damage: 152 / 76 o Alternate Fire Attack Damage: 145 o Alternate Fire Charge-Up Time: 1.5 seconds o Alternate Fire Explosion Radius: 1 meter o Blaster Range: 20 / 40 meters o Blaster Spread: Tight o Rate of Fire: 340 shots/minute o Blaster Overheat: 17 bursts o Melee Damage: 65 damage o THERMAL DETONATORS § Throws detonators that each deal up to 250 damage. Up to three detonators are ready for use, all of which must be used for the cooldown timer to begin. Cooldown Time: 15 seconds. o RAPID FIRE § Swaps the primary weapon for an E-11 dealing 350 damage per second. Rate of Fire: 600; Body Damage: 36 / 19; Head Damage: 68 / 36; Duration: 8 to 25 seconds; Cooldown Time: 15 seconds. (R4; YB1) o SQUAD SHIELD § Deploys a 10-meter squad shield with 3000 health that protects against blaster fire and regenerates 5 health per in-game tick to allies. Duration: 30 seconds. Cooldown Time: 20 seconds. · Luke Skywalker o Base Health: 750 health o Health Regeneration: 200 health o Health Regeneration Rate: 100 health/second o Health Regeneration Delay: 2.7 seconds o Sprint Speed: 8.6 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.1 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 second o PUSH § Force pushes enemies 10 meters away, dealing 150 damage to troopers and 90 damage to heroes. Reach Distance: 12 meters; Cooldown Time: 20 seconds. o REPULSE § Knocks down enemies using the Force, dealing 130 damage to troopers and 75 damage to heroes. Area of Effect: 12 meters; Cooldown Time: 17 seconds. o RUSH § A lightsaber dash attack dealing 100 damage by leaping forward. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Darth Maul o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.9 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 810 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o FURIOUS THROW § Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 85 damage. Cooldown Time: 8 seconds. o CHOKE HOLD § Force chokes multiple enemies, dragging them up into the air and launching them several meters away, dealing 77 damage. Reach Distance: 15 meters; Cooldown time: 18 seconds. o SPIN ATTACK § A lightsaber dash attack dealing 100 damage by leaping forward 15 meters. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Rey o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 120 damage o Rear Attack Damage: 140 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 1.00 second o DASH STRIKE § A sprint attack that knocks down enemies hit by it, dealing 130 damage. Cooldown Time: 10 seconds. o INSIGHT § Basic lightsaber attacks deal 10 extra damage and stamina drain is decreased by 50%, all while being undetected by enemy radars. Enemies nearby are also revealed. Basic Attack: 130 damage; Rear Attack: 150 damage; Lightsaber Swings: 20 swings; Lightsaber Blocks: 28 blocks; Blaster Deflections: 2224 damage; Area of Effect: 30 meters; Duration: 8 seconds; Cooldown Time: 10 seconds. o MIND TRICK § Confuses enemies with the Force for 4 seconds. Player controls will be inverted and cursor sensitivity will be lowered. Reach Distance: 18 meters; Cooldown Time: 20 seconds. · Yoda o Base Health: 700 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Jump Height: 10 meters o Basic Attack Damage: 125 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.6 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Absorption: 2121 damage o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 1.00 second o UNLEASH § Force pushes enemies, pushing them away several meters more, dealing 110 damage. When absorbing force attacks or blaster fire, both reach distance and damage are increased. Force attacks stay absorbed for longer. Damage Increase: 110 / 130 / 160 / 190; Area of Effect: ?; Cooldown Time: 12 seconds. o PRESENCE § 150 bonus health is gained while breaking free out of any immobilizing effect. Allied troopers within several meters also gain 75 bonus health, while allied heroes gain 150 bonus health. Duration: 8 seconds; Cooldown Time: 20 seconds. o DASH ATTACK https://preview.redd.it/9tht28a38y0d1.png?width=225&format=png&auto=webp&s=123050e1934ba22f4c5f2326ead6a05ccd957ce1 § A lightsaber dash attack dealing 85 damage by leaping forward. The damage goes through blocks. Two dash attacks are ready for use. Cooldown Time: 5 seconds. · Finn o Base Health: 600 health o Health Regeneration: 200 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 52 / 45 o Head Shot Attack Damage: 98 / 85 o Blaster Range: 25 / 50 meters o Blaster Spread: Tight o Rate of Fire: 240 shots/minute o Blaster Overheat: 24 shots o Melee Damage: 65 o DEADEYE § Auto-locks blaster fire onto a single enemy. Reach Distance: 30 meters; Body Damage: 30 / 20; Head Damage: 57 / 38; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) o BIG DEAL § 120 to 150 bonus health is gained, 25% to 55% damage reduction is received, ability cooldowns are reduced by 50%, and all blaster heat is removed. Any ally within 15 meters receives the same effects alongside 100 to 130 bonus health and 15% to 45% damage reduction. The number of allies also improves the ability’s effects. Total Number of Allies Needed: ?; Base Health: 600; Health Points: 930; Duration: 10 seconds; Cooldown Time: 18 seconds. o UNDERCOVER TEAM § Primary weapon is swapped for a GLIE-44 while revealing enemies nearby, making allies nearby undetected from enemy radars, giving them faster sprint speed. Cancels BIG DEAL when activated. Body Damage: 42 / 30; Head Damage: 79 / 57; Area of Effect: 15 meters; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4) · Captain Phasma o Base Health: 700 health o Health Regeneration: 150 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 7 meters/second o Body Shot Attack Damage: 19 / 15 o Head Shot Attack Damage: 36 / 28 o Blaster Range: 35 / 60 meters o Blaster Spread: Becomes Tight o Rate of Fire: 660 shots/minute o Blaster Overheat: 48 shots (YB1) o STAFF STRIKES § The default melee attack. For troopers, the 1st hit deals 160 damage, the 2nd 190, the 3rd hit 220. For heroes, the 1st hit deals 120 damage, the 2nd 150, the 3rd hit 200. The 3rd hit also knocks enemies down. Only 30 damage is dealt to heroes hit from behind. (S1; R4; YB1) o SURVIVOR § 200 bonus health is gained. Duration: 15 seconds; Cooldown Time: 20 seconds. o FIRST ORDER SENTRY DROID § Deploys a sentry droid that constantly rotates, always looking out for a target. When an enemy target is spotted, it stops rotating and fires, dealing 24 damage per shot. It also shocks enemies for 0.8 seconds. If destroyed, the explosion damage deals 150 damage. Shock Area of Effect: 15 meters; Cooldown Time: 20 seconds. (R4) · General Grievous o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 7 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 swings o Blaster Deflections: 222 damage o Deflection Spread: 20 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 2.00 seconds o THRUST SURGE § A lunge attack where an enemy is stabbed and knocked down, dealing 160 damage. Reach Distance: 15 meters; Cooldown Time: 13 seconds. o UNRELENTING ADVANCE § A slow moving forward attack that deflects all blaster shots or lightsaber attacks from the front that lasts for 5 seconds. Any enemy standing in the way is dealt with 110 damage every 0.45 seconds. Cooldown Time: 11 seconds. o CLAW RUSH https://preview.redd.it/keas1vq58y0d1.png?width=225&format=png&auto=webp&s=5566fccf2f8f48cc92f97414d748fd9b141ff679 § A crawl attack that knocks down enemies hit by it, dealing 130 damage. 40% damage reduction is received during the attack. Enemies hit during the initial 0.2 seconds of the attack can be hit again during the last 0.2 seconds of the attack. Base Health: 800; Health Points: 1120; Duration: 3.2 seconds; Cooldown Time: 13 seconds. · Obi-Wan Kenobi o Base Health: 750 health o Health Regeneration: 300 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 150 damage o Swing Speed: 1.8 swings/second o Lightsaber Swings: 10 swings o Lightsaber Blocks: 25 blocks o Blaster Deflections: 2121 damage o Deflection Spread: 0.2 o Stamina Regeneration Time: 3.00 seconds o Stamina Regeneration Delay: 1.00 seconds o ALL-OUT PUSH § Force pushes enemies, dealing 170 damage to troopers and 150 damage to heroes. Charging it up for 1.2 seconds increases the reach distance up to 22 meters. Damage also increases, dealing 200 damage to troopers and 180 damage to heroes. 80% damage reduction is also received while charging up the force push. Base Health: 750; Health Points: 1350; Reach Distance: ?; Cooldown Time: 14 seconds. o RESTRICTIVE MIND TRICK § Restricts enemies from using their abilities for 5.5 seconds using the Force. An enemy being knocked down cancels the effect. Reach Distance: 20 meters; Cooldown Time: 21 seconds. o DEFENSIVE RUSH § A sprint attack that damages enemies hit by it, dealing 140 damage. The final lightsaber strike deals 60 extra damage, 200 damage in total. It also deflects all blaster shots or lightsaber attacks from the front. Cooldown Time: 10 seconds. · Count Dooku o Base Health: 750 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 160 damage o Swing Speed: 2.0 swings/second o Lightsaber Swings: 14 swings o Lightsaber Blocks: 14 blocks o Blaster Deflections: 1112 damage o Deflection Spread: 0.45 o Stamina Regeneration Time: 2.10 seconds o Stamina Regeneration Delay: 2.00 seconds o LIGHTNING STUN § Force lightning shoots forward, knocking enemies down and dealing 160 damage to a single trooper and 120 damage to a single hero. Damage is decreased by 10 for every additional enemy caught in the lightning, to a maximum of 50 less damage. Reach Distance: 9 meters; Cooldown Time: 14 seconds. o DUELIST § Basic lightsaber attacks deal 25 extra damage and swing speed is increased to 2.4 swings per second. New Basic Attack: 155 damage; New Rear Attack: 185 damage; Duration: 10 seconds; Cooldown Time: 13 seconds. o EXPOSE WEAKNESS § For 5.5 seconds, an enemy target receives 20% damage weakness, is inflicted with slower movement, and has their bonus health removed. The cooldown timer is replenished if the enemy target is defeated. Normal Basic Attack: 130 damage; Normal Rear Attack: 160 damage; New Basic Attack: 156 damage; New Rear Attack: 192 damage; LIGHTNING STUN: 192 damage; Reach Distance: 11 meters; Cooldown Time: 16 seconds. · Anakin Skywalker o Base Health: 800 health o Health Regeneration: 250 health o Health Regeneration Rate: 50 health/second o Health Regeneration Delay: 4.5 seconds o Sprint Speed: 8 meters/second o Jump Height: 10 meters o Basic Attack Damage: 130 damage o Rear Attack Damage: 170 damage o Swing Speed: 2.2 swings/seconds o Lightsaber Swings: 12 swings o Lightsaber Blocks: 10 blocks o Blaster Deflections: 1392 damage o Deflection Spread: 0.3 o Stamina Regeneration Time: 1.65 seconds o Stamina Regeneration Delay: 2.00 seconds o PULL DOMINANCE § Force pulls enemies, dealing 120 damage to troopers and 80 damage to heroes. Reach Distance: 18 meters; Cooldown Time: 15 seconds. o HEROIC MIGHT § Force pushes enemies, dealing 100 damage to troopers and 90 damage to heroes. 90% damage reduction is received when holding the ability while the area of effect is increased up to 20 meters, depending on the amount of damage taken during the ability. Base Health: 800; Health Points: 1520; Area of Effect: 10 meters; Cooldown Time: 18 seconds. o PASSIONATE STRIKE https://preview.redd.it/p423a4b88y0d1.png?width=225&format=png&auto=webp&s=7d7db348d0288704496ec8209a8b1271dc046a68 § Two heavy lightsaber attacks. The 1st attack deals 70 damage to troopers, 180 damage to heroes. The 2nd attack deals 40 damage to troopers, 130 damage to heroes. The damage goes through blocks. Cooldown Time: 13 seconds. o RETRIBUTION § Force chokes enemies for 2 seconds, every second dealing 100 damage to troopers and 75 damage to heroes. Afterwards, they are force pushed away, dealing 100 damage to troopers and 75 damage to heroes. 90% damage reduction is received during the ability. Rather than a cooldown, the ability charges up when 2500 damage is taken. Damage taken by allies nearby charges it up as well. Base Health: 800; Health Points: 1520; Total Damage to Troopers: 296; Total Damage to Heroes: 222; Area of Effect: 15 meters. · BB-8 o Base Health: 650 health o Health Regeneration: 300 health o Health Regeneration Rate: 65 health/second o Health Regeneration Delay: 4 seconds o Shock Prod Damage: 29 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o RESISTANCE BACKING § Scrambles enemy radars, revealing enemies nearby. Enemies within 20 meters receive 5% damage weakness. Normal Basic Attack per 0.3 Seconds: 29 damage; New Basic Attack: 30 damage; CABLE SPIN per 0.3 Seconds: 47 damage; Total CABLE SPIN: 1229 damage; ROLLING CHARGE to Troopers: 210 damage; ROLLING CHARGE to Heroes: 158 damage; Duration: 12 seconds; Cooldown Time: 18 seconds. o CABLE SPIN § An attack that by spinning cables by a 5-meter radius, 45 damage is dealt to enemies every in-game tick. 30% damage reduction is also received. Base Health: 650; Health Points: 845; Total Damage: 1170 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. PURPLE: HIDDEN ACTION/EFFECT o ROLLING CHARGE § A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o SWIFT REACTION § Any ally within 7 meters will have their cooldown times reduced by 5%. · BB-9E o Base Health: 600 health o Health Regeneration: 250 health o Health Regeneration Rate: 60 health/second o Health Regeneration Delay: 3 seconds o Shock Prod Damage: 24 per 0.3 seconds o Rate of Fire: 216 shocks/minute o Shock Prod Overheat: 10 seconds o Shock Prod Range: 5 meters o SMOKE SCREEN § Deploys a 30-meter cloud of smoke obstructing vision and reveals enemies nearby. Duration: 12 seconds; Cooldown Time: 18 seconds. o SHOCK SPIN § Knocks down enemies with an electric pulse dealing 90 damage. Then, enemies within 15 meters will have their blasters overheated, and enemies within 5 meters will be dealt 30 damage every in-game tick. Total Damage: 270 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds. o CHARGE UP § Removes shock prod’s heat. Any ally within 20 meters will also have their blaster heat removed and their ability cooldown times reduced by ?. Duration: 5 seconds; Cooldown Time: 15 seconds. o TECHNICAL SUPPORT § Objectives are captured faster. Will be counted as two units when capturing a point. o BACTA SUPPORT § Any ally within 7 meters are healed 3 health per second. CATEGORIZED BY COLOR https://preview.redd.it/u4dwuqkcey0d1.png?width=809&format=png&auto=webp&s=8655571ca286e70362a8575daa4b53554b97db78 NOTES · The EPIC rarity is only stated in the card description if it is a different value than shown in-game. · All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided. · Clearer antonyms are used: increased/decreased; extended/reduced. o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed). o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat). · Damage Reduction is received; health points are regained. · To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values. · Extra damage is damage added to ability; bonus damage is situational. · Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested. · Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second. · Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them. · Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best. · I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront. · Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them. · Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find! REFERENCES BF1 BF2 Community on Fandom [Most stats taken from here] https://battlefront.fandom.com/wiki/Heroes_and_Villains R1 These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/ R2 Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/ R3 Hero Star Card Guide (u/ MAshby1001 on Reddit) https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/ R4 Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats] https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox R5 Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect] https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/ S1 All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam) https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483 YB1 SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version] https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/ YT1 Star Cards Breakdown (@KillerDebit on YouTube) https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88 YT2 Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube) https://www.youtube.com/watch?v=EZb-iNSpFrM YT3 Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION] https://www.youtube.com/watch?v=CQNIOHv-yxA YT4 SammyBoiii: Star Wars Hero Guides [Stats also taken from here] https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm YT5 Every Broken Hero Card In Battlefront 2 https://www.youtube.com/watch?v=V0H70XpXI24 YT6 Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work! https://www.youtube.com/watch?v=kBF4kRo6Y88 |
2024.05.17 11:18 Leather_Fig1840 My friend has cut me off because he has a crush on me and I can’t get him out of my head
2024.05.17 11:15 YachtSinker Old DBStar Video Wall setup help
2024.05.17 11:13 Leather_Fig1840 My friend has cut me off because he has a crush on me and I can’t get him out of my head
2024.05.17 11:13 Organic_Ad_1149 Do I have CompHet?
2024.05.17 11:11 anti-social-mierda Food For Graveyard Shift!!
They actually hooked us up tonight. There are two of us on the shift. submitted by anti-social-mierda to Nightshift [link] [comments] |
2024.05.17 10:40 fuckyouimin frame by frame?