Template:R2-D2 Abilities

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Tex.ability r2d2 basic.png Electroshock Prod
Basic Ability Material Omega Level 8

Deal Physical damage to target enemy with an 80% chance to Stun for 1 turn. This attack deals 30% more damage to Burning targets.
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Tex.ability r2d2 special01.png Smoke Screen
Special Ability Material Omega Level 8
4 Turn Cooldown

Target ally gains Foresight and Advantage for 2 turns and all other allies gain Stealth for 2 turns. R2-D2 gains 40% Turn Meter.
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Tex.ability r2d2 special02.png Improvise
Special Ability Material Omega Level 8
4 Turn Cooldown

Deal Special damage to all enemies and inflict Burning for 3 turns. This attack can't be Evaded.
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Tex.abilityui passive crit buff.png Combat Analysis
Unique Ability Material Zeta Level 8

While R2-D2 is active, all allies gain 10% Critical Chance and 10% Accuracy. While R2-D2 is active, whenever a Light Side ally scores a Critical Hit, dispel all debuffs on them.
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Combat Analysis

Tex.abilityui passive extraturn.png Number Crunch
Unique Ability Material Zeta Level 8

At the start of battle, R2-D2 gains 10% Max Protection for each Droid ally, 10% Offense for each Galactic Republic ally, 10% Max Health for each Rebel ally, and 10% Potency for each Resistance ally.

At the start of battle, and when R2-D2 revives, other Droid, Galactic Republic, Rebel, and Resistance allies gain 10% of R2-D2's Max Protection, Offense, Max Health, and Potency until R2-D2 is defeated.
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Number Crunch