Kit Reveal: Temple Guard

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  • Temple Guard is a new Galactic Republic Jedi Tank unit.
  • Key Attributes:
  • Tank for the new Jedi Vanguard squad led by Jedi Master Mace Windu.
  • Focuses on Critical Avoidance Up, Taunt, and Defense Down.
  • Extra scaling on Relic levels for Critical Avoidance and Defense, doubled while Critical Avoidance Up.
  • Pre-taunt if all allies are Galactic Republic Jedi.
  • Nods to Grand Inquisitor's Temple Guard Training:
  • Basic's potential to damage up to three times.
  • First Special's AoE animation.
  • Unique ability's name, "Patience."
  • Strategy Tips:
  • Keep Critical Avoidance Up on Temple Guard to double unique bonuses.
  • Using the basic while Taunting provides a bonus attack.
  • Targeting enemies with Defense Down during the basic grants an additional attack.
  • FAQ:
  • Unlock: Marquee event starting June 3rd, 11 am Pacific.
  • Jedi Master Mace Windu Unlock: Required at Relic 5.
  • Captive Mechanic:
  • On characters: Speed set to 0, cannot bonus attack or gain bonus Turn Meter.
  • On raid bosses: -30% Critical Damage, Defense, and Offense.
  • ABILITIES:
  • Basic — Unbroken Blade: 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.
  • Special 1 — Fear Leads To Anger: CD: 3 - Unlock Tier 3. 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.
  • Special 2 — Stoic Determination: CD: 3. 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.
  • Unique 1 — Patience... Is A Virtue: Zeta Omicron - Unlock Tier 4. 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 their protection, Temple Guard Taunts and gains Critical Avoidance Up for 2 turns. While in Grand Arena Championships 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 which can't be copied, dispelled, evaded, prevented, or resisted until the start of Temple Guard's second turn.