Target Lock: Call another random non-Scoundrel Rebel ally to assist
Level
Unit Level
Ability Material
Credits
Adds
8
85
25
25
10
15
73750
If Raven's Claw had Foresight at the start of turn, attack a second time and dispel all buffs on target enemy
7
84
15
15
10
21250
+10% Damage
6
78
10
10
5
12500
+5% Damage
5
73
10
5
5000
+5% Damage
4
68
5
5
3750
Target Lock: Call another random non-Scoundrel Rebel ally to assist
3
60
5
1250
+5% Damage
2
50
5
1250
+5% Damage
1
Description: Deal Physical damage to target enemy.
Out of the Sun Special • Level 8 4 Turn Cooldown
Deal Physical damage to all enemies and remove 50% Turn Meter from the target enemy. If Home One is the allied Capital Ship, instead remove 100% Turn Meter and inflict Daze and Target Lock for 2 turns to the target enemy.
Deal Physical damage to all enemies and remove 50% Turn Meter from the target enemy. (4 Turn Cooldown)
Level
Unit Level
Ability Material
Credits
Adds
8
85
30
30
20
15
78500
If Home One is the allied Capital Ship, instead remove 100% Turn Meter and inflict Daze and Target Lock for 2 turns to the target enemy
7
84
20
20
15
5
45000
+10% Damage
6
78
15
15
10
21250
+5% Damage
5
73
15
10
5
13750
+5% Damage
4
68
10
10
7500
Remove 50% Turn Meter from the target enemy
3
60
10
5
5000
+5% Damage
2
50
10
5
5000
+5% Damage
1
Description: Deal Physical damage to all enemies. (4 Turn Cooldown)
Battle Flow Manipulation Unique • Level 8
At the start of battle or when Reinforced, for each other active non-Scoundrel Rebel ally, Raven's Claw gains 40% Max Health for the rest of battle. Raven's Claw's attacks can't be evaded. Non-Scoundrel Rebel allies gain 10% Offense. If Home One is the allied Capital Ship:
- Non-Scoundrel Rebel allies instead gain 30% Offense - A random non-Scoundrel Rebel ally who didn't have Defense Up gains Defense Up for 1 turn at the start of every enemy's turn - If a non-Scoundrel Rebel ally without Defense Up is damaged by an enemy attack, that enemy is inflicted with Defense Down for 1 turn, which can't be resisted
At the start of battle or when Reinforced, for each other active non-Scoundrel Rebel ally, Raven's Claw gains 40% Max Health for the rest of battle. Raven's Claw's attacks can't be evaded. Non-Scoundrel Rebel allies gain 10% Offense. If Home One is the allied Capital Ship:
- Non-Scoundrel Rebel allies instead gain 30% Offense - A random non-Scoundrel Rebel ally who didn't have Defense Up gains Defense Up for 1 turn at the start of every enemy's turn
Level
Unit Level
Ability Material
Credits
Adds
8
85
25
25
10
20
88750
If Home One is the allied Capital Ship: If a non-Scoundrel Rebel ally without Defense Up is damaged by an enemy attack, that enemy is inflicted with Defense Down for 1 turn, which can't be resisted
7
85
20
15
10
5
32500
If Home One is the allied Capital Ship: A random non-Scoundrel Rebel ally who didn't have Defense Up gains Defense Up for 1 turn at the start of each enemy's turn
6
80
15
10
5
13750
+10% Offense
5
75
10
10
7500
+5% Offense
4
70
10
5
5000
If Home One is the allied Capital Ship: Non-Scoundrel Rebel allies instead gain 15% Offense
3
60
5
1250
+5% Offense
2
50
5
1250
Non-Scoundrel Rebel allies gain 5% Offense
1
Description: At the start of battle or when Reinforced, for each other active non-Scoundrel Rebel ally, Raven's Claw gains 40% Max Health for the rest of battle. Raven's Claw's attacks can't be evaded.
Guiding Foresight Unique • Level 8
Kyle Katarn Crew
Whenever an allied non-Scoundrel Rebel ship assists another non-Scoundrel Rebel ship, it gains Foresight for 2 turns. Allied non-Scoundrel Rebel ships with Foresight can ignore Taunt effects. If they attack an enemy without a Taunt effect their Foresight is dispelled. If Raven's Claw starts its turn with Foresight, inflict Target Lock on a random enemy who didn't already have it for 2 turns, which can't be resisted. If Home One is the allied Capital Ship:
- Whenever Foresight expires on a non-Scoundrel Rebel ship, that ship gains Offense Up for 1 turn - Whenever an enemy is inflicted with Target Lock, Raven's Claw gains Foresight for 2 turns - While Raven's Claw has Foresight it has +50 Speed
Whenever an allied non-Scoundrel Rebel ship assists another non-Scoundrel Rebel ship, it gains Foresight for 2 turns. If Raven's Claw starts its turn with Foresight, inflict Target Lock on a random enemy who didn't already have it for 2 turns, which can't be resisted. If Home One is the allied Capital Ship:
- Whenever Foresight expires on a non-Scoundrel Rebel ship, that ship gains Offense Up for 1 turn - Whenever an enemy is inflicted with Target Lock, Raven's Claw gains Foresight for 2 turns - While Raven's Claw has Foresight it has +50 Speed
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
25
25
10
20
88750
Allied non-Scoundrel Rebel ships with Foresight can ignore Taunt effects; if they attack an enemy without a Taunt effect their Foresight is dispelled
7
11
20
15
10
5
32500
+25 Speed
6
10
15
10
5
13750
+15 Speed
5
9
10
10
7500
If Home One is the allied Capital Ship: while Raven's Claw has Foresight it has +10 Speed
4
8
10
5
5000
If Home One is the allied Capital Ship: whenever an enemy is inflicted with Target Lock, Raven's Claw gains Foresight for 2 turns
3
7
5
1250
If Home One is the allied Capital Ship: whenever Foresight expires on a non-Scoundrel Rebel ship, that ship gains Offense Up for 1 turn
2
6
5
1250
If Raven's Claw starts its turn with Foresight, inflict Target Lock on a random enemy who didn't already have it for 2 turns, which can't be resisted
1
Description: Whenever an allied non-Scoundrel Rebel ship assists another non-Scoundrel Rebel ship, it gains Foresight for 2 turns.
Your Shields Will Fall Reinforcement • Level 3
Enter Battle: Raven's Claw gains Critical Damage Up and Stealth for 2 turns, and target enemy is inflicted with Vulnerable for 2 turns, which can't be resisted.
Target enemy is inflicted with Vulnerable for 2 turns, which can't be resisted
2
75
25
175000
Gain Critical Damage Up for 2 turns
1
Description:Enter Battle: Raven's Claw gains Stealth 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
Force-Guided Laser Cannons
Basic
25
25
10
15
?
?
?
Out of the Sun
Special
30
30
20
15
?
?
?
Battle Flow Manipulation
Unique
25
25
10
20
?
?
?
Guiding Foresight
Unique
25
25
10
20
?
?
?
Your Shields Will Fall
Reinforcement
75
?
?
?
Synergy
<<<ADD INFO>>>Image or list of specific character synergy.
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 Raven's Claw within specific teams can be found on the following pages:
<<<ADD INFO>>> Add links to internal or external guides in list format here.
Kit Counters
<<<ADD INFO>>> Information on abilities or mechanics that can counter the buffs, debuffs, and mechanics in this units kit
Force-Guided Laser Cannons -
Out of the Sun -
Battle Flow Manipulation -
Guiding Foresight -
Your Shields Will Fall -
Notes
Lore
<<<USER EDIT>>> Any lore you want to add or just include a link to this characters starwars.fandom.com page.
E.G. Learn more about Revan at https://starwars.fandom.com/wiki/Revan.
Trivia
<<<USER EDIT>>>Any trivia you desire to add in list format.