2014.12.02 22:02 brtw What are we cooking tonight?
2011.12.17 15:18 prcrst FOSS for Android
2011.11.17 02:46 2ndknightbro edibles: a friendly place to post recipes that get you high!
2024.05.17 12:08 CommanderRoku Fully Explained: Categorized by Color (Part IV)
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] Categorized by Color (Part IV) https://preview.redd.it/35xtzpcpny0d1.png?width=509&format=png&auto=webp&s=2a5fbe9091ebcbab5db9600ff6b918fa020edb42 https://preview.redd.it/iec3a75vny0d1.png?width=219&format=png&auto=webp&s=9b83822284a328ed76ef6b5f340ec1a4e3f26bcc https://preview.redd.it/ljyn9flwny0d1.png?width=219&format=png&auto=webp&s=11ef7271e15d6130e1066cec5e79c9cff69add70 https://preview.redd.it/gcu61teyny0d1.png?width=266&format=png&auto=webp&s=8e6121dd9c9387d7e9849bc1204188482bc86477 https://preview.redd.it/6luwikv0oy0d1.png?width=270&format=png&auto=webp&s=d21b42c807872c9653156584c8f196e61e8333ef https://preview.redd.it/zkxuezr2oy0d1.png?width=243&format=png&auto=webp&s=a78601b8c5dffc5697c6adaed76a0bb037ce42aa https://preview.redd.it/pu449jr3oy0d1.png?width=237&format=png&auto=webp&s=b92dc824410a2ced66fda3997614f42e1c5e5d0b 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 12:06 Snushy_101 WhatConverts Reviews: Features, & User Insights
Looking for authentic insights on WhatConverts? Want to make informed decisions based on real user experiences with honest reviews and realtime reporting? Curious about the pros and cons before diving in? Wondering if it's the right fit for your business needs? Dive into our WhatConverts reviews! Uncover firsthand accounts, uncover hidden gems, and discover if this tool is a game-changer for you. Ready to separate the facts from the hype? Let's explore together. submitted by Snushy_101 to Beyond40LeanBelly3x [link] [comments] Useful Links: Key Takeaways
Understanding WhatConvertsCore FeaturesWhatConverts offers comprehensive tools for tracking leads effectively. It provides detailed insights into conversions, allowing businesses to optimize their marketing strategies.Integration CapabilitiesWhatConverts seamlessly integrates with various marketing platforms, including Google Analytics and Facebook Ads, to track leads. This enables streamlined data tracking across multiple channels.https://preview.redd.it/tqz3lkvrny0d1.png?width=754&format=png&auto=webp&s=bbcba4258fd67cb095ed9d231d508bdf250b8b4a Capture Every Lead 📲 Maximize Conversions Now! Get Started with WhatConverts for Free! 💼 Pricing StructureThe pricing structure of WhatConverts is flexible, catering to businesses of all sizes. With plans starting at an affordable rate, users can access features like call tracking, form tracking, lead management, and customer support.Sharing WhatConverts ExperiencesUser TestimonialsUsers love the simplicity and effectiveness of WhatConverts. They appreciate how it integrates various tools seamlessly, making their campaigns more efficient. The platform's ability to track times and sources accurately has been a game-changer for many businesses.Success StoriesBusinesses that have implemented WhatConverts have seen a significant increase in their ROI. By utilizing the tool to analyze data and optimize their strategies, they have achieved remarkable results. Real-life examples showcase the positive impact of WhatConverts on various marketing campaigns.User ExperienceThe live chat feature is a common requirement for many businesses, and WhatConverts delivers on this front, providing customer service and support. Users find the chat function easy to use and effective in engaging with customers. The ease of sharing review links copied from the platform further enhances user experience.Boosting Business Growth with WhatConvertsLead GenerationBusiness owners and marketers can track conversions effectively using WhatConverts, leading to a boost in leads. By analyzing data from various marketing efforts, businesses can optimize strategies for maximum results for clients and customers.Useful Links: Utilizing WhatConverts provides marketing clarity by offering detailed insights into which campaigns are driving the most leads. This empowers business owners to make informed decisions on where to allocate resources for better outcomes. Marketing OptimizationWhatConverts plays a crucial role in optimizing marketing campaigns, enabling marketers to identify the most successful channels, leads, clients, software, and support. By understanding which efforts yield the best results, businesses can focus on high-performing strategies to increase ROI significantly.With WhatConverts, marketing agencies can tailor their approaches based on real-time data, ensuring that every campaign is targeted towards generating maximum sales for clients and leads. This tool serves as an invaluable asset in enhancing overall marketing efficiency and effectiveness. Conversion Rates and SalesImplementing WhatConverts leads to a notable improvement in conversion rates, translating into higher sales figures. By gaining insights into customer behavior and preferences, businesses can tailor their approach to drive more conversions and boost revenue.Evaluating User FeedbackCommon ThemesPositive Reviews: WhatConverts users often praise the helpful support staff and real-time reporting features. They appreciate the improved documentation, web form tracking capabilities, and software support offered by the platform.Sentiment AnalysisUsers frequently highlight the user-friendly interface and efficient customer service provided by WhatConverts. The majority of reviews express satisfaction with the vendor response and reporting accuracy, enhancing client retention rates.Satisfaction Levels
Final RemarksYou've learned how WhatConverts can revolutionize your business by providing valuable insights, enhancing your marketing strategies, and optimizing your conversion tracking. By utilizing this powerful tool, you can streamline your processes, identify successful campaigns, and ultimately boost your business growth. Evaluating user feedback ensures you stay on top of your game and continuously improve your marketing efforts. Now it's time to take action and implement these strategies to witness the transformative impact WhatConverts can have on your business success.Supercharge Your Marketing ROI 📈 Track, Convert, Succeed! Start Your Free Trial Today! 🚀 Frequently Asked QuestionsWhat is WhatConverts and how can it benefit my business?WhatConverts is a powerful tool that helps businesses track their marketing efforts to optimize conversions. It provides valuable insights into which channels are driving results, enabling you to make data-driven decisions for improved ROI.How can Understanding WhatConverts help me enhance my marketing strategies?By understanding the features and capabilities of WhatConverts, you can effectively track leads and conversions across various platforms. This knowledge empowers you to allocate resources wisely, focus on high-performing channels, and refine your marketing strategies for better results.How do Sharing WhatConverts Experiences contribute to building credibility for my business?Sharing positive experiences with WhatConverts showcases your transparency and commitment to tracking performance accurately. It builds trust with potential customers by demonstrating your dedication to providing reliable data and optimizing marketing efforts based on real results.In what ways can Boosting Business Growth with WhatConverts impact my company's bottom line?Boosting business growth with WhatConverts allows you to identify successful marketing campaigns quickly and allocate resources efficiently. By optimizing your marketing strategies based on data-driven insights, you can increase conversions, reduce costs, and ultimately drive higher revenue for your business.Why is Evaluating User Feedback crucial when utilizing a tool like WhatConverts?Evaluating user feedback helps you understand customer experiences with your marketing campaigns tracked by WhatConverts. By analyzing feedback, you can identify areas for improvement, address pain points effectively, and tailor your strategies to meet customer needs more precisely.Useful Links: |
2024.05.17 12:05 Acceptable_Egg5560 Of Giants and Journalists [51 Final]
2024.05.17 12:01 AutoModerator Official Gear Purchasing and Troubleshooting Question Thread! Ask /r/photography anything you want to know! May 17, 2024
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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 11:53 computergeek221 So disappointed in her
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 11:42 Nearby-Meat-6768 Lucid dream/"Woke up" in an underground base, heavy anesthesia
2024.05.17 11:37 HighStrungHabitat What could cause a therapist to feel like you are trying to engage in a power struggle even tho that’s not your intention?
2024.05.17 11:32 marionas7 [Store] Low to High Tier Knives/Gloves
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Butterfly Knife Fade | Factory New | 0.0508 | 99.5% Faded. | Click me | $3,900 | Tradable |
★ Butterfly Knife Fade | Factory New | 0.0491 | 94.8% Faded. | Click me | $3,140 | Tradable |
★ Butterfly Knife Fade | Factory New | 0.0240 | 84.0% Faded. | Click me | $2,830 | Tradable |
★ StatTrak™ Butterfly Knife Doppler Phase 2 | Factory New | 0.0326 | - | Click me | $2,800 | Tradable |
★ Butterfly Knife Doppler Phase 4 | Factory New | 0.0233 | - | Click me | $2,710 | Tradable |
★ Butterfly Knife Lore | Minimal Wear | 0.1439 | - | Click me | $2,060 | Tradable |
★ Butterfly Knife Marble Fade | Factory New | 0.0098 | Red tip. | Click me | $2,050 | Tradable |
★ Butterfly Knife Doppler Phase 3 | Factory New | 0.0357 | - | Click me | $2,015 | Tradable |
★ StatTrak™ Butterfly Knife | - | 0.3493 | - | Click me | $1,320 | Tradable |
★ Butterfly Knife Autotronic | Field-Tested | 0.2933 | - | Click me | $1,100 | Tradable |
★ Butterfly Knife Damascus Steel | Factory New | 0.0661 | - | Click me | $970 | Tradable |
★ Butterfly Knife Lore | Well-Worn | 0.4294 | - | Click me | $830 | Tradable |
★ Butterfly Knife Damascus Steel | Battle-Scarred | 0.4532 | - | Click me | $695 | Tradable |
★ Butterfly Knife Safari Mesh | Minimal Wear | 0.1280 | - | Click me | $555 | Tradable |
★ Butterfly Knife Boreal Forest | Battle-Scarred | 0.4883 | - | Click me | $470 | Tradable |
★ Butterfly Knife Scorched | Well-Worn | 0.3892 | - | Click me | $465 | Tradable |
★ Butterfly Knife Forest DDPAT | Battle-Scarred | 0.6546 | - | Click me | $460 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ M9 Bayonet Lore | Minimal Wear | 0.1247 | - | Click me | $1,890 | Tradable |
★ M9 Bayonet Fade | Factory New | 0.0294 | 83.5% Faded. | Click me | $1,650 | Tradable |
★ StatTrak™ M9 Bayonet Fade | Factory New | 0.0256 | 85.5% Faded. | Click me | $1,500 | Tradable |
★ M9 Bayonet Doppler Phase 4 | Factory New | 0.0098 | - | Click me | $1,320 | Tradable |
★ M9 Bayonet Marble Fade | Factory New | 0.0079 | - | Click me | $1,210 | Tradable |
★ M9 Bayonet Marble Fade | Factory New | 0.0681 | - | Click me | $1,180 | Tradable |
★ M9 Bayonet Tiger Tooth | Factory New | 0.0316 | - | Click me | $890 | Tradable |
★ M9 Bayonet Crimson Web | Field-Tested | 0.1871 | - | Click me | $635 | Tradable |
★ M9 Bayonet Stained | Minimal Wear | 0.0854 | - | Click me | $500 | Tradable |
★ M9 Bayonet Damascus Steel | Field-Tested | 0.1825 | - | Click me | $490 | Tradable |
★ M9 Bayonet Bright Water | Minimal Wear | 0.1072 | - | Click me | $485 | Tradable |
★ M9 Bayonet Lore | Battle-Scarred | 0.6239 | - | Click me | $470 | Tradable |
★ M9 Bayonet Freehand | Field-Tested | 0.1799 | - | Click me | $465 | Tradable |
★ M9 Bayonet Stained | Field-Tested | 0.3080 | - | Click me | $465 | Tradable |
★ M9 Bayonet Freehand | Field-Tested | 0.2039 | - | Click me | $460 | Tradable |
★ M9 Bayonet Ultraviolet | Field-Tested | 0.1813 | - | Click me | $435 | Tradable |
★ M9 Bayonet Ultraviolet | Field-Tested | 0.1902 | - | Click me | $430 | Tradable |
★ M9 Bayonet Stained | Battle-Scarred | 0.8002 | - | Click me | $420 | Tradable |
★ M9 Bayonet Ultraviolet | Well-Worn | 0.4475 | - | Click me | $430 | Tradable |
★ M9 Bayonet Scorched | Field-Tested | 0.2021 | - | Click me | $380 | Tradable |
★ M9 Bayonet Urban Masked | Field-Tested | 0.1638 | - | Click me | $330 | Tradable |
★ M9 Bayonet Safari Mesh | Field-Tested | 0.2889 | - | Click me | $310 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Karambit Fade | Factory New | 0.0543 | 98.2% Faded. | Click me | $2,835 | Tradable |
★ Karambit Fade | Factory New | 0.0222 | 95.9% Faded. | Click me | $2,625 | Tradable |
★ Karambit Doppler Phase 2 | Factory New | 0.0680 | - | Click me | $1,820 | Tradable |
★ Karambit Marble Fade | Factory New | 0.0358 | #624. Fake Fire & Ice | Click me | $1,690 | Tradable |
★ Karambit Marble Fade | Factory New | 0.0095 | - | Click me | $1,365 | Tradable |
★ Karambit Marble Fade | Factory New | 0.0231 | - | Click me | $1,340 | Tradable |
★ Karambit Doppler Phase 3 | Factory New | 0.0094 | - | Click me | $1,220 | Tradable |
★ Karambit Tiger Tooth | Factory New | 0.0207 | - | Click me | $1,020 | Tradable |
★ Karambit Tiger Tooth | Minimal Wear | 0.0731 | - | Click me | $995 | Tradable |
★ Karambit Black Laminate | Minimal Wear | 0.0833 | - | Click me | $850 | Tradable |
★ StatTrak™ Karambit Autotronic | Field-Tested | 0.3515 | - | Click me | $830 | Tradable |
★ Karambit Crimson Web | Field-Tested | 0.3657 | One big web on playside. | Click me | $680 | Tradable |
★ Karambit Crimson Web | Field-Tested | 0.3601 | One big web on playside. | Click me | $680 | Tradable |
★ Karambit Ultraviolet | Minimal Wear | 0.1014 | - | Click me | $670 | Tradable |
★ Karambit Freehand | Minimal Wear | 0.0914 | - | Click me | $650 | Tradable |
★ Karambit Freehand | Field-Tested | 0.1961 | - | Click me | $520 | Tradable |
★ Karambit Freehand | Field-Tested | 0.2707 | - | Click me | $510 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ StatTrak™ Skeleton Knife Fade | Factory New | 0.0350 | 99.7% Faded. | Click me | $1,830 | Tradable |
★ Skeleton Knife Fade | Factory New | 0.0285 | 98.5% Faded. | Click me | $1,745 | Tradable |
★ StatTrak™ Skeleton Knife Slaughter | Minimal Wear | 0.1381 | - | Click me | $745 | Tradable |
★ StatTrak™ Skeleton Knife Slaughter | Field-Tested | 0.2527 | - | Click me | $670 | Tradable |
★ Skeleton Knife Crimson Web | Field-Tested | 0.3685 | - | Click me | $660 | Tradable |
★ Skeleton Knife Stained | Minimal Wear | 0.0865 | - | Click me | $385 | Tradable |
★ StatTrak™ Skeleton Knife Stained | Minimal Wear | 0.1151 | - | Click me | $380 | Tradable |
★ Skeleton Knife Forest DDPAT | Field-Tested | 0.3612 | - | Click me | $185 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Bayonet Gamma Doppler Emerald | Factory New | 0.0338 | - | Click me | $3,875 | Tradable |
★ StatTrak™ Bayonet Doppler Sapphire | Factory New | 0.0613 | - | Click me | $3,420 | Tradable |
★ Bayonet Gamma Doppler Phase 2 | Factory New | 0.0248 | - | Click me | $1,000 | Tradable |
★ StatTrak™ Bayonet Marble Fade | Factory New | 0.0328 | - | Click me | $620 | Tradable |
★ Bayonet Marble Fade | Factory New | 0.0343 | - | Click me | $565 | Tradable |
★ Bayonet Doppler Phase 1 | Factory New | 0.0228 | - | Click me | $560 | Tradable |
★ Bayonet Doppler Phase 1 | Factory New | 0.0279 | - | Click me | $560 | Tradable |
★ StatTrak™ Bayonet Lore | Field-Tested | 0.1648 | - | Click me | $480 | Tradable |
★ Bayonet Lore | Field-Tested | 0.3210 | - | Click me | $440 | Tradable |
★ StatTrak™ Bayonet Blue Steel | Minimal Wear | 0.1332 | - | Click me | $330 | Tradable |
★ Bayonet Freehand | Field-Tested | 0.1501 | - | Click me | $275 | Tradable |
★ Bayonet Freehand | Field-Tested | 0.1520 | - | Click me | $275 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Talon Knife Fade | Factory New | 0.0645 | 97.4% Faded. | Click me | $1,260 | Tradable |
★ Talon Knife Doppler Phase 4 | Factory New | 0.0584 | - | Click me | $955 | Tradable |
★ Talon Knife Slaughter | Factory New | 0.0607 | - | Click me | $715 | Tradable |
★ Talon Knife Vanilla | - | 0.3508 | - | Click me | $420 | Tradable |
★ Talon Knife Vanilla | - | 0.3717 | - | Click me | $420 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Nomad Knife Fade | Factory New | 0.0115 | 96.6% Faded. | Click me | $1,010 | Tradable |
★ Nomad Knife Fade | Factory New | 0.0106 | 95.5% Faded. | Click me | $995 | Tradable |
★ StatTrak™ Nomad Knife Vanilla | - | 0.7129 | - | Click me | $365 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Flip Knife Doppler Ruby | Factory New | 0.0521 | - | Click me | $2,725 | Tradable |
★ Flip Knife Fade | Factory New | 0.0105 | 81.6% Faded. | Click me | $685 | Tradable |
★ Flip Knife Lore | Factory New | 0.0699 | - | Click me | $475 | Tradable |
★ Flip Knife Doppler Phase 3 | Factory New | 0.0041 | - | Click me | $475 | Tradable |
★ Flip Knife Doppler Phase 1 | Factory New | 0.0327 | - | Click me | $450 | Tradable |
★ Flip Knife Doppler Phase 1 | Factory New | 0.0426 | - | Click me | $450 | Tradable |
★ Flip Knife Marble Fade | Factory New | 0.0344 | - | Click me | $415 | Tradable |
★ Flip Knife Vanilla | - | 0.2843 | - | Click me | $335 | Tradable |
★ Flip Knife Autotronic | Field-Tested | 0.3359 | - | Click me | $265 | Tradable |
★ Flip Knife Autotronic | Well-Worn | 0.3820 | - | Click me | $255 | Tradable |
★ Flip Knife Freehand | Factory New | 0.0620 | - | Click me | $190 | Tradable |
★ Flip Knife Damascus Steel | Minimal Wear | 0.1320 | - | Click me | $185 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Stiletto Knife Doppler Sapphire | Factory New | 0.0239 | - | Click me | $2,800 | Tradable |
★ StatTrak™ Stiletto Knife Doppler Phase 4 | Factory New | 0.0348 | - | Click me | $560 | Tradable |
★ Stiletto Knife Doppler Phase 3 | Factory New | 0.0446 | - | Click me | $545 | Tradable |
★ Stiletto Knife Marble Fade | Factory New | 0.0221 | - | Click me | $490 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Classic Knife Fade | Factory New | 0.0340 | 99.0% Faded. | Click me | $730 | Tradable |
★ StatTrak™ Classic Knife Crimson Web | Minimal Wear | 0.0776 | 4th best float in csgofloat database. | Click me | $700 | Tradable |
★ Classic Knife Crimson Web | Minimal Wear | 0.1328 | - | Click me | $345 | Tradable |
★ Classic Knife Slaughter | Minimal Wear | 0.1022 | - | Click me | $280 | Tradable |
★ Classic Knife Crimson Web | Field-Tested | 0.2710 | - | Click me | $215 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Ursus Knife Doppler Sapphire | Factory New | 0.0046 | - | Click me | $2,100 | Tradable |
★ Ursus Knife Doppler Sapphire | Factory New | 0.0088 | - | Click me | $2,055 | Tradable |
★ Ursus Knife Fade | Factory New | 0.0345 | 91.6% Faded. | Click me | $550 | Tradable |
★ Ursus Knife Doppler Phase 2 | Factory New | 0.0335 | - | Click me | $480 | Tradable |
★ Ursus Knife Doppler Phase 2 | Factory New | 0.0337 | - | Click me | $480 | Tradable |
★ Ursus Knife Marble Fade | Factory New | 0.0505 | - | Click me | $340 | Tradable |
★ Ursus Knife Vanilla | - | 0.4994 | - | Click me | $270 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Huntsman Knife Gamma Doppler Phase 2 | Factory New | 0.0226 | - | Click me | $505 | Tradable |
★ Huntsman Knife Gamma Doppler Phase 2 | Factory New | 0.0649 | - | Click me | $490 | Tradable |
★ StatTrak™ Huntsman Knife Doppler Phase 4 | Factory New | 0.0325 | - | Click me | $440 | Tradable |
★ Huntsman Knife Gamma Doppler Phase 4 | Factory New | 0.0249 | - | Click me | $420 | Tradable |
★ Huntsman Knife Fade | Factory New | 0.0236 | 85.2% Faded. | Click me | $400 | Tradable |
★ Huntsman Knife Tiger Tooth | Factory New | 0.0542 | - | Click me | $235 | Tradable |
★ Huntsman Knife Lore | Minimal Wear | 0.0778 | - | Click me | $230 | Tradable |
★ Huntsman Knife Autotronic | Minimal Wear | 0.1175 | - | Click me | $230 | Tradable |
★ Huntsman Knife Vanilla | - | 0.1933 | - | Click me | $220 | Tradable |
★ Huntsman Knife Lore | Field-Tested | 0.2764 | - | Click me | $175 | Tradable |
★ Huntsman Knife Case Hardened | Well-Worn | 0.4344 | - | Click me | $175 | Tradable |
★ Huntsman Knife Autotronic | Field-Tested | 0.2764 | - | Click me | $170 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Paracord Knife Case Hardened | Field-Tested | 0.3420 | #447 Blue gem. | Click me | $860 | Tradable |
★ Paracord Knife Case Hardened | Battle-Scarred | 0.9608 | #294 Blue gem. | Click me | $560 | Tradable |
★ Paracord Knife Fade | Factory New | 0.0157 | 91.2% Faded. | Click me | $475 | Tradable |
★ Paracord Knife Slaughter | Field-Tested | 0.1672 | - | Click me | $250 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Survival Knife Fade | Factory New | 0.0146 | 94.8% Faded. | Click me | $415 | Tradable |
★ Survival Knife Vanilla | - | 0.3113 | - | Click me | $170 | Tradable |
★ Survival Knife Vanilla | - | 0.5112 | - | Click me | $170 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Falchion Knife Gamma Doppler Emerald | Factory New | 0.0262 | - | Click me | $1,085 | Tradable |
★ Falchion Knife Gamma Doppler Emerald | Minimal Wear | 0.0754 | - | Click me | $1,020 | Tradable |
★ Falchion Knife Gamma Doppler Phase 4 | Factory New | 0.0002 | - | Click me | $460 | Tradable |
★ Falchion Knife Tiger Tooth | Factory New | 0.0279 | - | Click me | $200 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ StatTrak™ Shadow Daggers Doppler Sapphire | Factory New | 0.0117 | - | Click me | $690 | Tradable |
★ Shadow Daggers Doppler Black Pearl | Factory New | 0.0288 | - | Click me | $675 | Tradable |
★ Shadow Daggers Doppler Ruby | Factory New | 0.0094 | - | Click me | $590 | Tradable |
★ Shadow Daggers Fade | Factory New | 0.0128 | 99.1% Faded. | Click me | $290 | Tradable |
★ Shadow Daggers Doppler Phase 1 | Factory New | 0.0131 | - | Click me | $195 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Bowie Knife Doppler Ruby | Minimal Wear | 0.0779 | - | Click me | $985 | Tradable |
★ Bowie Knife Fade | Factory New | 0.0324 | 96.6% Faded. | Click me | $420 | Tradable |
★ Bowie Knife Gamma Doppler Phase 4 | Factory New | 0.0212 | - | Click me | $360 | Tradable |
★ Bowie Knife Slaughter | Minimal Wear | 0.0719 | - | Click me | $255 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Gut Knife Fade | Factory New | 0.0010 | 83.2% Faded. | Click me | $215 | Tradable |
★ Gut Knife Doppler Phase 3 | Factory New | 0.0271 | - | Click me | $160 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Navaja Knife Doppler Sapphire | Factory New | 0.0321 | - | Click me | $500 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Sport Gloves Pandora's Box | Well-Worn | 0.3882 | - | Click me | $3,570 | Tradable |
★ Sport Gloves Superconductor | Field-Tested | 0.1644 | - | Click me | $2,630 | Tradable |
★ Sport Gloves Superconductor | Field-Tested | 0.1680 | - | Click me | $2,610 | Tradable |
★ Sport Gloves Hedge Maze | Field-Tested | 0.3666 | - | Click me | $2,565 | Tradable |
★ Sport Gloves Vice | Field-Tested | 0.1576 | - | Click me | $2,235 | Tradable |
★ Sport Gloves Pandora's Box | Battle-Scarred | 0.7577 | - | Click me | $1,765 | Tradable |
★ Sport Gloves Vice | Field-Tested | 0.1943 | - | Click me | $1,650 | Tradable |
★ Sport Gloves Slingshot | Field-Tested | 0.2251 | - | Click me | $935 | Tradable |
★ Sport Gloves Amphibious | Field-Tested | 0.2641 | - | Click me | $710 | Tradable |
★ Sport Gloves Omega | Field-Tested | 0.1840 | - | Click me | $550 | Tradable |
★ Sport Gloves Big Game | Minimal Wear | 0.0960 | - | Click me | $395 | Tradable |
★ Sport Gloves Arid | Well-Worn | 0.3850 | - | Click me | $340 | Tradable |
★ Sport Gloves Arid | Battle-Scarred | 0.4703 | - | Click me | $245 | Tradable |
★ Sport Gloves Arid | Battle-Scarred | 0.7895 | - | Click me | $205 | Tradable |
★ Sport Gloves Big Game | Field-Tested | 0.1894 | - | Click me | $200 | Tradable |
★ Sport Gloves Big Game | Field-Tested | 0.2822 | - | Click me | $185 | Tradable |
★ Sport Gloves Big Game | Well-Worn | 0.3890 | - | Click me | $155 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Specialist Gloves Emerald Web | Minimal Wear | 0.1291 | - | Click me | $1,600 | Tradable |
★ Specialist Gloves Tiger Strike | Minimal Wear | 0.1285 | - | Click me | $930 | Tradable |
★ Specialist Gloves Tiger Strike | Field-Tested | 0.1562 | - | Click me | $575 | Tradable |
★ Specialist Gloves Tiger Strike | Field-Tested | 0.1619 | - | Click me | $565 | Tradable |
★ Specialist Gloves Tiger Strike | Field-Tested | 0.2330 | - | Click me | $425 | Tradable |
★ Specialist Gloves Fade | Field-Tested | 0.3640 | Clean "E". | Click me | $365 | Tradable |
★ Specialist Gloves Field Agent | Field-Tested | 0.1703 | - | Click me | $330 | Tradable |
★ Specialist Gloves Emerald Web | Battle-Scarred | 0.7553 | - | Click me | $315 | Tradable |
★ Specialist Gloves Foundation | Field-Tested | 0.2623 | - | Click me | $305 | Tradable |
★ Specialist Gloves Mogul | Minimal Wear | 0.1396 | - | Click me | $300 | Tradable |
★ Specialist Gloves Marble Fade | Field-Tested | 0.2256 | - | Click me | $300 | Tradable |
★ Specialist Gloves Marble Fade | Field-Tested | 0.2275 | - | Click me | $300 | Tradable |
★ Specialist Gloves Marble Fade | Field-Tested | 0.2366 | - | Click me | $290 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Moto Gloves Spearmint | Field-Tested | 0.2093 | - | Click me | $2,700 | Tradable |
★ Moto Gloves Spearmint | Field-Tested | 0.2607 | - | Click me | $1,630 | Tradable |
★ Moto Gloves POW! | Minimal Wear | 0.1267 | - | Click me | $540 | Tradable |
★ Moto Gloves Cool Mint | Field-Tested | 0.2843 | - | Click me | $310 | Tradable |
★ Moto Gloves Polygon | Minimal Wear | 0.1313 | - | Click me | $295 | Tradable |
★ Moto Gloves Smoke Out | Minimal Wear | 0.1381 | - | Click me | $290 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Driver Gloves Crimson Weave | Field-Tested | 0.1548 | - | Click me | $430 | Tradable |
★ Driver Gloves Imperial Plaid | Field-Tested | 0.1542 | - | Click me | $400 | Tradable |
★ Driver Gloves Imperial Plaid | Field-Tested | 0.3515 | - | Click me | $265 | Tradable |
★ Driver Gloves King Snake | Well-Worn | 0.3877 | - | Click me | $225 | Tradable |
★ Driver Gloves Rezan the Red | Minimal Wear | 0.1385 | - | Click me | $160 | Tradable |
★ Driver Gloves King Snake | Battle-Scarred | 0.5348 | - | Click me | $155 | Tradable |
★ Driver Gloves King Snake | Battle-Scarred | 0.5467 | - | Click me | $155 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Hand Wraps CAUTION! | Factory New | 0.0664 | - | Click me | $1,040 | Tradable |
★ Hand Wraps Cobalt Skulls | Battle-Scarred | 0.7535 | - | Click me | $215 | Tradable |
★ Hand Wraps Overprint | Field-Tested | 0.2455 | - | Click me | $185 | Tradable |
★ Hand Wraps Overprint | Field-Tested | 0.3501 | - | Click me | $180 | Tradable |
★ Hand Wraps CAUTION! | Field-Tested | 0.1519 | - | Click me | $200 | Tradable |
★ Hand Wraps CAUTION! | Field-Tested | 0.1842 | - | Click me | $190 | Tradable |
★ Hand Wraps Leather | Battle-Scarred | 0.1703 | - | Click me | $140 | Tradable |
Name | Wear | Wear value | Additional info | Screenshots | B/O | Tradable After |
---|---|---|---|---|---|---|
★ Broken Fang Gloves Jade | Minimal Wear | 0.1459 | - | Click me | $170 | Tradable |
2024.05.17 11:32 sadlerortho01 Why Must You Choose Invisalign Clear Aligners in Richmond
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 11:31 HelplessinPeril Company thinks they can illegally fire employees, don't expect the revenge
2024.05.17 11:22 Bane_LoToR Star Wars: Legacy of the Old Republic Dev Diary 16 - 2nd Anniversary
NOTE: All images are from a test build of the mod and do not represent the final product. Text and other visual aspects are subject to change. Most of the images including event text are deliberately cut off to avoid full spoilers. submitted by Bane_LoToR to Stellaris [link] [comments] Star Wars Legacy of the Old Republic, a total conversion set in the Old Republic Era. Introduction:Greetings fellow Old Republic enthusiasts, it's been more or less a year since our last dev diary. In general, this year has been full of surprises, reworks and fun little modding shenanigans. First the 1.3.5 Update will drop in a couple of hours, we originally wanted to drop this update on the actual anniversary of lotor but the Stellaris Update and the Machine Age DLC threw us back a bit.Nevertheless, we have many things planned for the future which benefit a lot from Machine Age changes, like potential Kilostructures (which fit Star Wars way better than Megastructures) or Crisis Paths for the Sith and Mandalorian Crusades. But before we lose ourselves in future content, what can you expect later today? For this, we split this Dev Diary into two sections, the initial one will focus on Technologies and Tech Tree alignment. Technologies and the Tech Tree:Hello everyone, allow me to introduce myself: I'm Sola. I've been working behind the scenes, handling internal testing, balancing tasks, and whatever else Bane decides to throw my way. For this LotOR update, I wanted to comb through the technology tree and revamp it. The aim? To ensure that, with the plethora of techs we've added, everything felt cohesive and choices felt meaningful.Changing Progression Paths: One of the biggest changes we've made was to incorporate the bonus modifier technologies into the progression paths, instead of being an optional side-choice. This change helps with similar technology effects not clogging the limited technology choices, but also doesn't remove anything that would speed up tech progression. We've expanded upon the built-in 'gateway' system (the lock icon located at the bottom right of a tech choice). It should help indicate if a technology is a prerequisite for more than just the immediate following tech in the tree. One example of the expanded gateway system, various technologies now show what kind of fields they advance, like the new Droids field which also has a unique research category on later technologies A simple example of this new progression is: Thrusters 1 -> Thruster Improvement 1 -> Thrusters 2 -> Thruster Improvement 2, etc A more complex example is how laser weapons progress (image below): One of either Turbolasers 1 or Laser Cannons 1 needs to be researched to access the Laser Weapon Improvement 1 technology, and then for Turbolaser 2 or Laser Cannons 2 you need both the previous weapon level researched and the previous improvement technology researched. (You can completely skip researching either Laser Cannons or Turbolasers and still progress the other one to max tier.) Technological Progress Example Additional Starting Components: One significant change involved introducing a "level zero" version for components with multiple research direction choices. Currently, these include Missiles, Torpedoes, and Shield Types. This adjustment ensures that concussion missiles, proton torpedoes, and deflector shields are not a level ahead of other choices within the same tech tier. Aligning Tech Tiers: We also addressed inconsistencies in the placement of technologies on the tree. The tier spacing between direct improvements along any given 'tech-progression-line' is now much more consistent. For instance, fuel extraction bonuses were all in the first few tiers, they are now spread out and you should no longer see a million of them early-game. Also, components like armor or weapons now feature all their normal (non-rare) upgrades on the same tier. This also included filling in missing technology or adding more component levels to ensure a smoother progression. I don't want to talk about the Droids, but I have to talk about the Droids: They follow canon classes now. Changing them all around gave me a headache. Lore-heads, you're welcome Super-secret message just for those that read these: Tech tree coming soonTM Some of the Droid Technologies, essentially they follow a formula of advancements in Droid Brains unlocking various subtypes which give minor bonuses Beyond those methodical changes various technologies got new Icons, names and descriptions in our ongoing effort to adapt them closer to the Star Wars Universe. Map Changes and Replayability:Back to me, my major focus for this update was replayability and the sense of actually finding something out there. Lotor (which as you can see everyone spells differently) has a inherent problem, it's a mix between the full randomness of vanilla and the entirely static galaxy of total conversions like SW: New Dawn or the late Fallen Republic. While this is a change made by design after years of working on the previously mentioned mods, we were still somewhat limited by the clusterfuck which is the Star Wars Galaxy (various authors just adding things they find cool without thinking about what actually makes sense).To this end, we essentially changed a bunch of minor things which might make Lotor closer to lore-inspired than fully lore accurate, which at least from our perspective makes more sense for a game like Stellaris. In general systems are still where they are supposed to be but might be a bit of miss aligned compared to the Star Wars map to allow for more natural choke points, exploration and better visual consistency. Beyond that we also placed some systems strategically over the galaxy which are never mentioned but are there, like pulsars and black holes which rarely if at all get mentioned in Star Wars media. But what does that have to do with replayability? We essentially want you to have a playthrough where the most important systems are where you expect them think Coruscant, Kuat, Mandalore, but systems between them are somewhat randomized with a set cannon name. This means minor systems can be different sometimes it's a pirate base, sometimes it's an asteroid belt etc., yet it still uses the canonical position and name it's supposed to have. To this extent, we also created a dynamic spawning system for pirates (which now use Star Wars ships & components) as well as the space critters (which are usually renamed to more lore accurate versions). Mandalorian Raiders hiding in a nebula in your neighborhood With this we essentially checked all the boxes we set ourselves for replayability, expect one. What can we actually discover out there? For this, one of the major features included in this version is a new rare resource system. Essentially it's 40ish deposits of rare Star Wars substances which can be found on planets through the galaxy. This initial version mostly focuses on rare metals, gemstones, medical supplies, but the system can be expanded in the future. All rare substances have unique deposits with special icons and effects, which vary depending on the category. Some of them even have further uses One further use is for example the reworked Isotope-5 which can be applied to various ship systems or the rare Oridium which has beneficial effects on ship armor While no where being close to the full update, those previews show some of the new and reworked features in Lotor, we hope you will enjoy them and want to thank you folks for sticking around for two years! If you’d like to know more, feel free to head over to our discord or check out the mod page on the Steam workshop! And as usual a small shoutout to the two other RMG Total Conversions: - SW: New Dawn: Which should be updated soon - Star Trek: New Civilisations: Which recently added a Borg Crisis Path, resistance may indeed be futile! As usual, you can join our Discord here to see some last-minute teasers and further announcements: RMG Community Discord Server |
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 11:13 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 11:10 GreedyPersonality390 Best Powerful Ayat E Karima Wazifa for Marriage
Ayat E Karima Wazifa for Marriage submitted by GreedyPersonality390 to u/GreedyPersonality390 [link] [comments] Now I am writing article about Ayat E Karima Wazifa for Marriage I hope readers like this article. Husband and wife choosing the dress by using songs. This process is described in the first verse of the nasheeds. With wedding being among the very big occasions happened in the course of an individual`s life, it is like any other memorable event. However, some may prefer the delay in searching for “the one” of their lives to some things in life being either congruous or contradictory. It is then that Ha’aq!iya us voryaamu aba ungaana waafate brings upon the determining Ayat. A holy Ayat e Karima verse from the Quran is what eases the souls and softens our hearts during the real time. It is usually referring to Verse 36 of Surat Yaseen in the glorious Quran. It is the most beautiful fruits from The Lord who is kind and wise. He created, provided, and also the one who makes the counting. Thus, What is Worthiness Oaths Doing This is the religious plan in the Muslim societies which is related to Allah and also which asks for the blessings of Allah for the perfect life partner. It has proved to be one of the more effective wazifa informally helping out with the number of marriages including both men and women. Here is how it works:Here's the working:
If someone was to read our wazifa and meditate on these verses, we are confident he/she would gain an equal benefit. Some of its main benefits are:One main reason why this is a helpful strategy is that it:
The issue to keep in mind concerning social media is that there is a variety of possibilities to promoter products, but we should be able to implement it well. Article Subject : Ayat E Karima Wazifa for Marriage To gain optimum results from the ayat e karima wazifa, it is crucial to follow some etiquettes:Adhering a few etiquettes provides a much powerful effects for ayat e karima. Hence, you need to follow this to maximize the outcome.
While there is another fatwa (opinion) in which the conclusion is the opposite, this ayah (ayah karima amazaja) can be viewed as a final promise to those who dream of getting married but there are hindrances. The fairy tale stands out in that the magic it brought out in the ability to foretell their destiny helped people to prevail over the hardship and the love that finally came into their lives which is nothing short of a soulmate duo. Authenticity which ensured in the continuous emulation shows the reason behind some great results at the end. Online Free Consultation With Maulana Ji Please Visit: https://www.onlinemaulana.com/ AyatEKarima #WazifaForMarriage #IslamicRemedies #DuaForMarriage #ShadiKiDua #LoveMarriageProblems #MuslimFaith #MaritalBliss #BlessingsOfAllah #TogetherForever #SpouseGoals #MarriageOath #SoulmateConnection #PeacefulMarriage #HappilyEverAfter #LoveInIslam #StrongerTogether #RelationshipGoals #DivineIntervention #IslamicPrayers |
2024.05.17 11:01 AutoModerator May 17, 2024 - Weekly Simple Success Stories (+Neville FAQ)
2024.05.17 11:01 AutoModerator Daily General Discussion and Advice Thread - May 17, 2024
2024.05.17 11:00 AutoModerator May 17, 2024 - Weekly FAQ and Beginner Q&A Thread If you are new to Neville, please post your questions here! How do I manifest X? What does Y mean?
After you have decided on the action which implies that your desire has been realized, then sit in your nice comfortable chair or lie flat on your back, close your eyes for the simple reason it helps to induce this state that borders on sleep. The minute you feel this lovely drowsy state, or the feeling of gathered togetherness, wherein you feel- I could move if I wanted to, but I do not want to, I could open my eyes if I wanted to, but I do not want to. When you get that feeling you can be quite sure that you are in the perfect state to pray successfully.
Neville Goddard, 1948 Lecture Series, Lesson 4
The whole vast world is no more than man's imagining pushed out. I must qualify that by saying that the world outside of man is dead, but Man is a living soul, and it responds to man, yet man is sound asleep and does not know it. The Lord God placed man in a profound sleep, and as he sleeps the world responds as in a dream, for Man does not know he is asleep, and then he moves from a state of sleep where he is only a living soul to an awakened state where he is a life-giving Spirit. And now he can himself create, for everything is responding to an activity in man which is Imagination. "The eternal body of man is all imagination; that is God himself." (Blake)
Neville Goddard, The Law lecture
\5. Question: Is it possible to imagine several things at the same time, or should I confine my imagining to one desire?
Answer: Personally I like to confine my imaginal act to a single thought, but that does not mean I will stop there. During the course of a day I may imagine many things, but instead of imagining lots of small things, I would suggest that you imagine something so big it includes all the little things. Instead of imagining wealth, health and friends, imagine being ecstatic. You could not be ecstatic and be in pain. You could not be ecstatic and be threatened with a dispossession notice. You could not be ecstatic if you were not enjoying a full measure of friendship and love.
What would the feeling be like were you ecstatic without knowing what had happened to produce your ecstasy? Reduce the idea of ecstasy to the single sensation, "Isn't it wonderful!" Do not allow the conscious, reasoning mind to ask why, because if it does it will start to look for visible causes, and then the sensation will be lost. Rather, repeat over and over again, "Isn't it wonderful!" Suspend judgment as to what is wonderful. Catch the one sensation of the wonder of it all and things will happen to bear witness to the truth of this sensation. And I promise you, it will include all the little things.
2024.05.17 10:55 tfxgyjhfghzdfg How&Where to watch Italian Open 2024 Semifinal live streams on Reddit?
2024.05.17 10:55 tfxgyjhfghzdfg Is there way to Watch Italian Open Semifinal live Streams fRee Italian Open 2024?