
Temple Guard
LIGHT SIDE
Anonymously pulled from the ranks of Jedi Knights, these Temple Guards honor an ancient tradition to defend and protect their fellow Jedi from any threat
Abilities

Unbroken Blade
Basic· Level 7
Deal Physical damage to target enemy and inflict Defense Down for 2 turns. Once per turn, if it is Temple Guard's turn and they are Taunting, attack again, which can't be countered, and if the target enemy has Defense Down, attack again, which can't be countered.

Fear Leads To Anger
Special· 3 turn cooldown· Level 7
Deal Physical damage to all enemies and Ability Block them for 1 turn. For each enemy Ability Blocked, Jedi allies recover 5% Health and Protection. Jedi Vanguard allies recover double that amount.

Stoic Determination
Special· 3 turn cooldown· Level 7
Temple Guard gains Critical Avoidance Up and Taunts for 2 turns and another target Light Side ally Stealths for 3 turns. Remove 20% Turn Meter from all enemies.

Patience... Is A Virtue
Unique· Level 7
Temple Guard has +10% Critical Avoidance and Defense.
For each Relic Amplifier Level, Temple Guard gains an additional 5% Critical Avoidance and 10% Defense. These values are doubled while Temple Guard has Critical Avoidance Up.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Taunt for 1 turn and if all allies are Jedi Vanguard, all allies gain Protection Up (40%) for the rest of the encounter, which persists through defeat and can't be dispelled or prevented.
The first time each other Jedi Vanguard ally loses all Protection, Temple Guard gains Critical Avoidance Up and Taunts for 2 turns.
While in Grand Arenas and there are no allied Galactic Legends: Galactic Republic Jedi gain +50% Defense, Offense, and Potency. If all allies are Jedi Vanguard, these values are doubled.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Critical Avoidance Up for 2 turns and inflicts Captive on the weakest enemy (excluding raid bosses and Galactic Legends) which can't be copied, dispelled, evaded, prevented, or resisted until the end of Temple Guard's second turn.
For each Relic Amplifier Level, Temple Guard gains an additional 5% Critical Avoidance and 10% Defense. These values are doubled while Temple Guard has Critical Avoidance Up.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Taunt for 1 turn and if all allies are Jedi Vanguard, all allies gain Protection Up (40%) for the rest of the encounter, which persists through defeat and can't be dispelled or prevented.
The first time each other Jedi Vanguard ally loses all Protection, Temple Guard gains Critical Avoidance Up and Taunts for 2 turns.
While in Grand Arenas and there are no allied Galactic Legends: Galactic Republic Jedi gain +50% Defense, Offense, and Potency. If all allies are Jedi Vanguard, these values are doubled.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Critical Avoidance Up for 2 turns and inflicts Captive on the weakest enemy (excluding raid bosses and Galactic Legends) which can't be copied, dispelled, evaded, prevented, or resisted until the end of Temple Guard's second turn.
Discussion
💬 0❤ 0
No comments yet. Be the first to share your thoughts.