
Jyn Erso
LIGHT SIDE
Offensive Rebel Leader who gains Advantage, Stuns enemies, revives Rebel allies and grants them Potency Up
Abilities

Press the Attack
Basic· Level 7
Deal Physical damage to target enemy with a 70% chance to gain Advantage for 2 turns.

Rebel Counterattack
Special· 4 turn cooldown· Level 7
Deal Physical damage to all enemies and grant target other ally 100% Turn Meter and Advantage for 2 turns. If any Critical Hits are scored, revive a random Rebel ally with 20% Max Health for each Critical Hit scored.

Truncheon Strike
Special· 4 turn cooldown· Level 7
Deal Physical damage to target enemy and remove all Turn Meter. Jyn gains that much Turn Meter. On a Critical Hit, Stun the target for 1 turn.

Into the Fray
Leader· Level 7
Rebel allies have +35% Potency and recover 5% Protection whenever they gain a buff. Enemies that suffer debuffs during Rebel allies' turns have a 50% chance to also become Exposed for 2 turns. This Expose can't be Resisted.

Fierce Determination
Unique· Level 8
Rogue One allies are immune to Buff Immunity. Jyn is immune to Stun and gains 10% Potency each time she critically hits an enemy.
While in Territory Wars: Rogue One allies gain 30% Max Health and Potency and 20 Speed. Whenever a Rogue One ally's buff expires during an enemy's turn, Jyn gains 10% Turn Meter. If all allies are Rogue One at the start of battle, whenever Jyn critically hits an enemy, all allies recover 10% Health and gain an additional bonus depending on their role
- Attacker Gain Critical Damage Up and Offense Up for 2 turns
- Tank Gain Critical Hit Immunity and Taunt for 2 turns
- Support or Healer Gain Evasion Up and Speed Up for 2 turns
While in Territory Wars: Rogue One allies gain 30% Max Health and Potency and 20 Speed. Whenever a Rogue One ally's buff expires during an enemy's turn, Jyn gains 10% Turn Meter. If all allies are Rogue One at the start of battle, whenever Jyn critically hits an enemy, all allies recover 10% Health and gain an additional bonus depending on their role
- Attacker Gain Critical Damage Up and Offense Up for 2 turns
- Tank Gain Critical Hit Immunity and Taunt for 2 turns
- Support or Healer Gain Evasion Up and Speed Up for 2 turns
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