Kit Reveal: Wrecker (Mercenary)

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  • Wrecker (Mercenary) is a Light Side Tank with the Bad Batch and Mercenary categories.
  • His Marquee event starts on Feb 25, 2025, at 11 AM Pacific.

Key Attributes:

  • Tank for the new Bad Batch squad.
  • Dispels buffs from a single enemy using his Basic ability, Haymaker.
  • Provides Turn Meter manipulation.
  • The Mercenary tag is based on Season 3 of The Bad Batch.
  • Special 2, Improvised Weapon, animation is from Season 2, Episode 9.

Strategy Tips:

  • Improvised Weapon should be used strategically to prevent losing stacks of Target Practice by hitting multiple targets.
  • Tenacity mods make it harder to remove stacks of Soldier of Fortune.

FAQ:

  • When an ally revives with Wrecker's Omicron, they do not re-enter Captive if they were already in Captive once.

ABILITIES:

  • Basic — Haymaker: Dispel all buffs on target enemy and deal Physical damage twice. During Wrecker's turn, remove 5% Turn Meter for each buff dispelled. All other Bad Batch allies gain 10% Turn Meter.
  • SPECIAL 1: Colossal Smash (Cooldown: 3)
  • Deal Physical damage to target enemy and inflict Disarm for 2 turns or until Wrecker (Mercenary) is defeated, which cannot be copied, dispelled, or resisted. Remove Disarm from all other enemies.
  • If the target enemy was already Disarmed, this ability deals 50% more damage (excluding Galactic Legends).
  • If Wrecker has more than 30 stacks of Soldier of Fortune, he and the weakest other Bad Batch ally gain 50% Turn Meter.
  • Taunt for 2 turns.
  • SPECIAL 2: Improvised Weapon (Zeta; Cooldown: 6)
  • Deal Physical damage and Stagger all enemies for 2 turns.
  • Dispel all debuffs on Bad Batch allies.
  • If Defense Down, Speed Down, or Tenacity Down were dispelled on a Bad Batch ally, they gain the opposite version of that debuff for 2 turns.
  • Each time this ability is used, Wrecker gains 25% Defense, Max Health, and Max Protection (stacking, max 100%) until the end of battle.
  • UNIQUE 1: You Gotta Be in Front To Win (Zeta, Omicron)
  • Bad Batch allies gain 75% Tenacity.
  • At the start of each encounter, Wrecker Taunts for 2 turns.
  • Whenever an enemy attacks out of turn, Bad Batch allies recover 5% Health and Protection.
  • Whenever Bad Batch allies are inflicted with Healing Immunity, they dispel it, recover 25% Health and Protection, and gain Defense Up for 2 turns.
  • Whenever an enemy gains 50% or more bonus Turn Meter before a Bad Batch ally takes a turn, all Bad Batch allies gain 15% Turn Meter.
  • When another Bad Batch ally is inflicted with Captive, the cooldown of Improvised Weapon is reset and Wrecker gains Taunt for 2 turns, which can't be copied, dispelled, or prevented.
  • While another Bad Batch ally is inflicted with Captive, Wrecker has +25% Max Health and Protection.
  • While in Territory Battles:
  • Bad Batch allies gain 100% Max Health and Max Protection and 50% Offense.
  • At the start of each encounter, Wrecker gains 100% Defense (stacking) until the end of the battle, which persists through defeat.
  • Whenever an enemy takes a turn, Bad Batch allies gain 5% Turn Meter.
  • If a Bad Batch ally is defeated after Captive has already been used while Wrecker is active, they revive with 100% Health and Protection and Stealth for 2 turns; this effect can only occur once per character.
  • UNIQUE 2: Soldier of Fortune:
  • At the start of battle, Wrecker (Mercenary) gains 1 stack of Soldier of Fortune for each Relic Amplifier level he has.
  • Whenever a Bad Batch or Mercenary ally is critically hit, Wrecker gains 3 stacks of Soldier of Fortune.
  • Whenever Wrecker is inflicted with a debuff, he loses 5 stacks of Soldier of Fortune.
  • At the start of their turn, each Mercenary ally gains 5% Defense (Stacking) and 1% Tenacity (Stacking) for each stack of Soldier of Fortune they have until the end of their next turn.