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Characters
Ships
Characters
Leader Abilities
Admiral Ackbar 
Lead Synergy: Rebel
Rebel allies have +25 Speed and +10% Tenacity. In addition, whenever an ally uses an ability that isn't an attack, they call a random Rebel ally to assist.
While in Grand Arenas: At the start of battle, all allies gain Tenacity Up for 2 turns. If all allies are Rebel, whenever an ally's buff expires that ally gains 3% Turn Meter. Whenever an ally uses an ability that isn't an attack, all allies recover 5% Health, and, instead of a random ally, the 2 other weakest allies are called to assist. The allies who assisted have their cooldowns reduced by 1.
Admiral Piett 
Lead Synergy: Empire
Synergy: Empire
Empire allies have +30% Offense and Potency. Light Side enemies have -30% Tenacity and -15 Speed. When an ally with Inevitable Failure critically hits an enemy, they gain 1 stack of Inevitable Failure and Defense Up for 2 turns.
Admiral Raddus 
Lead Synergy: Rogue One
Synergy: Jyn Erso • Expose • Rebel • Rogue One • Light Side
For each Rogue One ally at the start of battle, Rogue One allies gain 10% Health, 12% Potency, 8 Speed, and 12% Tenacity. When an Empire enemy gains bonus Turn Meter, they are inflicted with Daze for 2 turns, which can't be resisted. If a Rogue One ally is critically hit by an enemy, that enemy gains Expose for 2 turns, which can't be resisted.
While in Grand Arenas: Rogue One allies gain 40% Max Protection. At the start of battle, all Rogue One allies gain Spark of Rebellion for 3 turns. When Spark of Rebellion is dispelled from an ally, they gain Critical Chance Up, Critical Damage Up, Defense Up, Health Up, Offense Up, Potency Up, and Protection Up (20%) for 2 turns.
Darth Revan 
Lead Synergy: Sith Empire
Synergy: Sith Empire
Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuffs. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns.
If all allies are Sith Empire at the start of battle (excluding summoned allies), Sith Empire allies have +50% Critical Damage.
At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn if Darth Revan is in the leader slot and not the ally slot. This Deathmark can't be copied, dispelled, evaded, or resisted.
General Grievous 
Lead Synergy: Droid • Separatist
Synergy: Target Lock
All enemies have -40% Critical Avoidance and -50% Defense. Whenever a Dark Side Droid ally is resisted, that Droid gains 10% Potency (stacking) for the rest of the encounter. Target Locked enemies can't counter attack.
When a Target Locked enemy is damaged, each Droid and each Separatist ally gains 2% Turn Meter, doubled for Grievous. When damaged by an attack, Dark Side enemies lose 5% Turn Meter, and Light Side enemies lose 2% Potency (stacking).
General Hux 
Lead Synergy: First Order
Synergy: Advantage • First Order
Basic attacks of First Order allies deal 50% more damage.
If all allies are First Order at the start of battle (excluding summoned allies), General Hux gains Dominance at the start of each encounter and at the start of each of his turns if he didn't already have it.
Dominance can't be dispelled or prevented and expires at the end of the turn whenever General Hux is critically hit.
Dominance: Enemies can't counterattack; First Order allies have +100% counter chance and +50% Critical Damage
General Kenobi 
Lead Synergy: Clone Trooper • Jedi
Synergy: Protection Up
Jedi and Clone allies have +30% Max Health and +70% Defense. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 50% less damage. When a Clone ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 1 turn.
Grand Admiral Thrawn 
Lead Synergy: Empire
Empire allies have +15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection. Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter (Cooldown 3).
Grand Moff Tarkin 
Lead Synergy: Empire
Empire allies gain 30 Speed. Inflict Defense Down and Expose for 2 turns on enemies that fall below 100% Health during Empire allies' turn. This effect can't be Resisted.
Ships
Capital Ships
Chimaera 
Lead Synergy: All • Empire
All allies have +40% Critical Damage (doubled on Empire allies) and +15% Critical Chance. When an enemy is defeated, all allies gain 10% Tenacity (stacking) until the end of battle.
Reinforcement Bonus: Critical Chance Up for 2 turns.
Endurance 
Lead Synergy: All • Galactic Republic
Synergy: Valor • Galactic Republic
All allies have +15% Defense and Offense for each allied Galactic Republic ship deployed at the start of battle (including the Capital Ship).
At the start of battle, all Clone Trooper allies gain Valor for 1 turn.
Enemies have -30% Offense when attacking Clone Trooper allies with Valor.
When Valor is dispelled on an ally, Endurance gains 5% Turn Meter, and when Valor is dispelled on a Clone Trooper ally, they gain Valor for 2 turns.
Reinforcement Bonus: Reinforcements gain Valor for 2 turns. Galactic Republic allies gain Critical Chance Up and Defense Penetration Up for 2 turns and non-Galactic Republic allies gain Stealth for 3 turns.
Executor 
Lead Synergy: Bounty Hunters • Empire
Synergy: Target Lock • Bounty Hunters • Empire • Breach
Bounty Hunter allies have +35% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Enemies attacking out of turn deal 50% less damage to Tank allies. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves.
Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.
Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns
We Don't Need Their Scum: Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection
Executrix 
Lead Synergy: All • Empire
Synergy: Empire
Allies gain 20% Offense for each debuffed enemy, doubled for Empire allies. Allies also gain 20% Turn Meter whenever any ship is destroyed.
Reinforcement Bonus: Reinforcements gain Retribution for 3 turns.
Finalizer 
Lead Synergy: First Order
Synergy: Target Lock • First Order • Hunted
At the start of battle, the Finalizer gains 15 Speed for each other active First Order ally until the end of its first turn. All First Order allies active at the start of battle have +50% Max Health and have their Reinforcement abilities activated (debuffs from these abilities will not be inflicted).
First Order allies recover 25% Health when they critically hit an enemy. If a First Order ally defeats a Hunted enemy, that ally gains 25% Critical Damage (stacking, max 5 stacks) until the end of the battle.
Reinforcement Bonus: Reinforcements gain Advantage for 2 turns. If the Reinforcement is First Order they also gain 25% Critical Damage until the end of battle and the Finalizer gains 30% Turn Meter.
Home One 
Lead Synergy: All • Rebel
Synergy: Rebel
Whenever an ally attacks out of turn, they have +50% Critical Damage and gain Protection Up (30%) for 2 turns. These bonuses are doubled for Rebel allies.
Reinforcement Bonus: Reinforcements gain Advantage for 1 turn.
Leviathan 
Lead Synergy:
Synergy: Sith • Sith Empire
Sith allies gain 15% Max Health. At the start of battle, Sith Ships gain Critical Hit Immunity for 1 turn, 1 stack of Ferocity, 1 stack of We Have Returned for 2 turns, and Sith Empire ships gain an additional stack of We Have Returned.
Whenever an enemy is summoned, reduce their Max Health by 50% until the end of the encounter. Enemies attacking out of turn can't critically hit Sith allies.
Whenever an enemy's debuff expires, a random allied Sith ship gains 1 stack of Ferocity for 2 turns (limit once per turn). Mark VI Interceptor gains an additional 10 stacks of Devouring Swarm when starting its first turn after it's deployed.
Whenever a non-Tank Sith ally is critically hit, all allied Sith Tanks gain Taunt for 2 turns.
Whenever an enemy reinforces, inflict Daze on all enemies for 1 turn. Sith ships are immune to Max Health reduction. Reinforcement Bonus: Reinforced Sith ships can't be evaded, gain 5 stacks of Ferocity, ignore Taunt effects until the end of the turn, and Stun target enemy for 1 turn, which can't be resisted when deployed.
Malevolence 
Lead Synergy: All • Droid • Separatist
Synergy: Droid • Separatist • Buzz Droids
Separatist allies have +50% Critical Avoidance. Malevolence triples the effects of Buzz Droids on enemies.
Each time the Malevolence uses a Special ability (except Call Reinforcement), it summons a Vulture Droid if there is an available slot on the battlefield. The Malevolence gains 30% Turn Meter whenever an allied Vulture Droid is defeated.
Whenever another Separatist or Droid ally uses a Basic ability, they gain a stack of Overcharge for 2 turns if an ally is already Overcharged.
Reinforcement Bonus: Reinforcements gain Overcharge for 2 turns.
Negotiator 
Lead Synergy: All • Jedi • Galactic Republic
Synergy: Concussion Mine • Valor • Target Lock • Jedi • Galactic Republic • Unending Loyalty
All allies have +25% Potency and Galactic Republic allies have +25% Accuracy. All enemies deal 25% less damage when attacking out of turn. Galactic Republic allies deal 10% more damage for each other ally with Valor, doubled for Jedi allies. If Anakin's Starfighter is present at the start of battle, it gains Unending Loyalty for 3 turns.
Reinforcement Bonus: Reinforcements gain Critical Damage Up for 2 turns.
Profundity 
Lead Synergy: Rebel • Cargo Ship
Synergy: Rebel
At the start of battle, Profundity gains 10 Speed for each Dark Side enemy (including the Capital Ship) until the end of its first turn and ally Rebel Cargo Ships gain 4 stacks of Reinforced Hull, and ally Crewless Rebel Tanks Taunt for 1 turn. Ally Rebel ships gain the following benefits based on their role:
- Cargo Ships: Immune to critical hits
- Crewless Tanks: Immune to critical hits. Gain 35% Defense and Max Health, Taunt for 1 turn whenever a Rebel ally is inflicted with a debuff, and are immune to Buff Immunity while Taunting
- Support Cargo Ships: Deal bonus true damage equal to 8% of their Max Health when they deal Physical or Special damage
Rebel allies always score critical hits against enemies inflicted with Shield Disruption, if possible. Whenever a Rebel ally scores a critical hit, there is a 20% chance to call another random Rebel ally to assist (including the Capital Ship). Whenever a Rebel ally assists, Download is increased by 1%.
Whenever a Rebel ally evades an attack or resists a debuff, they recover 20% Health and Protection. Whenever an enemy unit is defeated, Rebel allies recover 20% Health and Protection. Whenever an enemy is summoned, all Rebel allies gain Protection Up (100%) for 2 turns. Whenever an enemy reinforces, Rebel allies gain 150% Defense for 1 turn.
If an enemy TIE Advanced x1 is deployed at the start of battle, increase the cooldown of Call Reinforcement for the enemy Capital Ship by 1. If Profundity uses Call Reinforcement on consecutive turns, dispel all buffs on all enemies and dispel all debuffs on all allies. Allies and enemies are immune to Turn Meter manipulation.
Reinforcement Bonus: Critical Chance Up for 2 turns.
Raddus 
Lead Synergy: All • Resistance
Synergy: Resistance
Resistance allies deal 40% more damage and have +75% Max Protection. At the start of battle, Resistance allies gain Deflector Shield and Critical Hit Immunity for 2 turns. Whenever a Resistance ally loses Foresight, they gain Evasion Up and Protection Up (20%) for 2 turns.
When the Raddus uses the Holdo Maneuver, grant all allies Advantage, Tenacity Up, and Deflector Shield for 2 turns.
Reinforcement Bonus: Reinforcements gain Stealth for 3 turns. If the Reinforcement was a Resistance ally, they gain Deflector Shield for 2 turns.
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