SWGOH Jaxxon Abilities
Best Mods, Counters & Build Guide
LIGHT SIDE
A Lepi Smuggler who made his way across the galaxy for riches, and maybe also some heroic antics along the way
Abilities
Blaster's Up, Doc
Basic· Level 7
Deal Physical damage to target enemy twice and inflict Vulnerable for 1 turn.
Prepared: Jaxxon attacks again, and if it is his turn, all Prepared allies gain 25% Turn Meter for each attack.
Prepared: Jaxxon attacks again, and if it is his turn, all Prepared allies gain 25% Turn Meter for each attack.
Hop 'Til You Drop
Special· 3 turn cooldown· Level 7
Deal Physical damage to target enemy and inflict Off Balance for 2 turns.
Prepared: Stun target enemy for 1 turn.
Prepared: Stun target enemy for 1 turn.
Fluffle Shuffle
Special· 4 turn cooldown· Level 7
Deal Physical damage to all enemies. If the enemy Leader is Dark Side, this attack deals 20% more damage for each Prepared ally. Otherwise, this attack deals 10% more damage for each Prepared ally.
Jaxxon has a 25% chance to use Blaster's Up, Doc. If any version of Lando Calrissian is an active ally, this chance becomes 100%.
Prepared: This attack can't be countered or evaded.
Jaxxon has a 25% chance to use Blaster's Up, Doc. If any version of Lando Calrissian is an active ally, this chance becomes 100%.
Prepared: This attack can't be countered or evaded.
Starship Down
Unique· Level 7
Jaxxon has +20% Critical Chance, Max Health, and +20 Speed. If any version of Lando Calrissian is an active ally, Jaxxon and every version of Lando gain 50% Critical Chance, Critical Damage, Max Health, and all allies are immune to Speed Down for 1 turn.
While Jaxxon is active, Prepared allies have +50% Defense. Whenever a Prepared ally loses Prepared, they gain 10% Turn Meter.
Whenever any version of Lando Calrissian uses a Special ability, they dispel all debuffs on all allies, and all allies recover 20% Health and Protection.
The first time Jaxxon would be reduced to 1% Health, he Stealths for 2 turns and recovers 100% Health and Protection.
If all allies are Scoundrels, whenever Jaxxon scores a critical hit, he gains 20% Critical Damage (stacking, max 200%) until the next time he doesn't critically hit.
While in Territory Battles: Scoundrel allies have +50% Max Health and Max Protection and +50 Speed.
Whenever a Prepared ally loses Prepared, they gain Prepared. Whenever a Scoundrel ally gains Prepared, they gain 30% bonus Protection and Defense Penetration (stacking) until the end of battle.
At the start of each encounter, Scoundrel allies gain Prepared if they didn't have it and take a bonus turn.
Enemies defeated by Scoundrel allies can't be revived.
While Jaxxon is active, Prepared allies have +50% Defense. Whenever a Prepared ally loses Prepared, they gain 10% Turn Meter.
Whenever any version of Lando Calrissian uses a Special ability, they dispel all debuffs on all allies, and all allies recover 20% Health and Protection.
The first time Jaxxon would be reduced to 1% Health, he Stealths for 2 turns and recovers 100% Health and Protection.
If all allies are Scoundrels, whenever Jaxxon scores a critical hit, he gains 20% Critical Damage (stacking, max 200%) until the next time he doesn't critically hit.
While in Territory Battles: Scoundrel allies have +50% Max Health and Max Protection and +50 Speed.
Whenever a Prepared ally loses Prepared, they gain Prepared. Whenever a Scoundrel ally gains Prepared, they gain 30% bonus Protection and Defense Penetration (stacking) until the end of battle.
At the start of each encounter, Scoundrel allies gain Prepared if they didn't have it and take a bonus turn.
Enemies defeated by Scoundrel allies can't be revived.
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