Deal Physical damage to target enemy and inflict Target Lock for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+30% Damage; inflict Target Lock for 2 turns to a random enemy that doesn't already have it
7
85
80
80000
+15% Damage
6
85
60
60000
+10% Damage
5
81
40
40000
+5% Damage
4
77
30
30000
+15% Damage
3
72
20
20000
+10% Damage
2
68
10
10000
+5% Damage
1
Description: Deal Physical damage to target enemy and inflict Target Lock for 2 turns.
Hold Fast Special • Level 8 3 Turn Cooldown
Target ally gains Critical Hit Immunity for 2 turns and recovers 50% Health and 100% Protection. If target ally is a Tank, they Taunt for 2 turns. If target ally is already at full Health, they gain Defense Penetration Up for 2 turns.
Target ally gains Critical Hit Immunity for 2 turns and recovers 80% Protection. If target ally is a Tank, they Taunt for 2 turns. (3 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+20% Protection recovery; +50% Health recovery; if target ally is already at full Health, they gain Defense Penetration Up for 2 turns
7
85
80
80000
+10% Protection recovery
6
85
60
60000
+10% Protection recovery
5
82
40
40000
+5% Protection recovery
4
78
30
30000
+5% Protection recovery
3
73
20
20000
+5% Protection recovery
2
69
10
10000
+5% Protection recovery
1
Description: Target ally gains Critical Hit Immunity for 2 turns and recovers 40% Protection. If target ally is a Tank, they Taunt for 2 turns. (3 Turn Cooldown)
Fortune Favors the Bold Special • Level 8 4 Turn Cooldown
Deal Physical damage to target enemy and all other Target Locked enemies, then grant all allies Valor for 2 turns. This ability's cooldown is reduced by 1 for each enemy damaged.
Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn
Deal Physical damage to target enemy and all other Target Locked enemies, then grant all allies Valor for 2 turns. This ability's cooldown is reduced by 1 for each enemy damaged.
Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn (4 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+30% Damage
7
85
80
80000
+15% Damage
6
85
60
60000
+10% Damage
5
83
40
40000
+5% Damage
4
79
30
30000
+15% Damage
3
74
20
20000
+10% Damage
2
70
10
10000
+5% Damage
1
Description: Deal Physical damage to target enemy and all other Target Locked enemies, then grant all allies Valor for 2 turns. This ability's cooldown is reduced by 1 for each enemy damaged.
Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn (4 Turn Cooldown)
Convergence Special • Level 8 15 Turn Cooldown
Mace Windu Crew
All allies gain Defense Up, Offense Up, and Protection Up (150%) for 3 turns, which can't be dispelled or prevented. Call itself and all allies with Valor to assist. All allies with Valor gain a bonus turn. After taking this bonus turn, that ally gains Retribution for 2 turns. This ability starts on Cooldown.
All allies gain Protection Up (150%) for 2 turns, which can't be dispelled or prevented. This ability starts on cooldown. (15 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
150
150000
Protection Up +1 duration; all allies gain Defense Up and Offense Up for 3 turns, which can't be dispelled or prevented; Endurance calls itself and all allies with Valor to assist; all allies with Valor gain a bonus turn; after taking this bonus turn, that ally gains Retribution for 2 turns
7
11
80
80000
+25% Protection
6
10
60
60000
+20% Protection
5
9
40
40000
+20% Protection
4
8
30
30000
+20% Protection
3
7
20
20000
+20% Protection
2
6
10
10000
+20% Protection
1
Description: All allies gain Protection Up (25%) for 2 turns, which can't be dispelled or prevented. This ability starts on cooldown. (15 Turn Cooldown)
Honor and Might Commander • Level 8
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.
All allies have +12% Defense and Offense for each allied Galactic Republic ship deployed at the start of battle (including the Capital Ship).
Reinforcement Bonus: Reinforcements gain Valor for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
85
150
150000
+3% Defense and Offense; 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; whenever Valor is dispelled on an ally, Endurance gains 5% Turn Meter, and whenever Valor is dispelled on a Clone Trooper ally, they gain Valor for 2 turns; Reinforcement Bonus: Republic allies gain Critical Chance Up and Defense Penetration Up for 2 turns and non-Galactic Republic allies gain Stealth for 3 turns
7
85
80
80000
+2% Defense and Offense
6
85
60
60000
+1% Defense and Offense
5
84
40
40000
+1% Defense and Offense
4
80
30
30000
+1% Defense and Offense
3
75
20
20000
+1% Defense and Offense
2
71
10
10000
+1% Defense and Offense
1
Description: All allies have +5% Defense and Offense for each allied Galactic Republic ship deployed at the start of battle (including the Capital Ship).
Reinforcement Bonus: Reinforcements gain Valor for 2 turns.
Recommendations
Abilities
Omega and Zeta Rankings
Ability Name
Ability Type
Cost
Get OPTIONS:Yes,No<br />This field is just a quick reference of whether an ability is worth the mats investment at all.
Priority Number in order of most important, 1, to least important
Best for OPTIONS:Raid, PVP, PVE, All<br />This field is used to specify abilities that may be really good to have but only for specific content.
Reasons
Strike True
Basic
150
?
?
?
Hold Fast
Special
150
?
?
?
Fortune Favors the Bold
Special
150
?
?
?
Convergence
Special
150
?
?
?
Honor and Might
Unique
150
?
?
?
Synergy
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Paragraph for each faction this unit has synergy with.
Example Jedi - High Synergy
Paragraph Light Side - Low Synergy
Paragraph Any Faction - Very Low Synergy
Paragraph.
Unit Strategy
<<<<ADD INFO>>> Information on any specifics that may be important to know such as ability order or when not to do an ability.
Team Strategy
Details of how to use and mod Endurance within specific teams can be found on the following pages:
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Kit Counters
<<<ADD INFO>>> Information on abilities or mechanics that can counter the buffs, debuffs, and mechanics in this units kit
Strike True -
Hold Fast -
Fortune Favors the Bold -
Convergence -
Honor and Might -
Notes
Lore
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E.G. Learn more about Revan at https://starwars.fandom.com/wiki/Revan.
Trivia
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