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Kit Reveal - Marauder

Emperor's Demise Event

UNIT NAME: Marauder

ALIGNMENT: Light

CATEGORIES: Support, Galactic Republic, Clone Trooper


Key Attributes:

  • Marauder is a ship of Valor which spreads Valor to it’s fellow allies 
  • Valor will have Target Locked enemies perform an emergency hyperspace jump to safety 
  • Plan 99 provides the Marauder a 2nd chance for victory 
  • With the Reworked Endurance Capital Ship, Valor becomes very prominent on Clone Trooper allies…which inturn synergises really well with the Marauder 

Inspiration:

  • The Bad Batch’s transport, Marauder, took center stage in the second season of the show, so we felt that bringing it to the game and helping lift Endurance fleets was a perfect fit.
  • We looked to the show for inspiration for the abilities and names. Tech Turn and Have We Ever Followed Orders? are taken directly from the show.
  • Plan 99 is our light homage to the (spoiler) loss of Tech at the end of Season 2, losing some buffs the first time the ship would be defeated, and increasing the cooldown of Tech Turn.

Strategy Tips:

  • With the Reworked Endurance Capital Ship, the use of Clone ships as a starting fleet is highly recommended
  • Give Marauder as much time as possible to do what it does best
  • Valor should not be overlooked

Endurance Rework:

In adding a new Galactic Republic ship we wanted to take the time to improve the Endurance to be more competitive in today’s meta, especially after the well received update that Mace Windu got. (Thank you Rambam for asking about an Endurance update mere seconds after learning about the Mace Windu one).

Endurance will take Marauder as part of her fleet very well, as well as be a home for some orphaned ships like Lando’s Millennium Falcon and Ebon Hawk.

BASIC: Strike True

OLD FINAL TEXT: 

Deal Physical damage to target enemy and inflict Target Lock for 2 turns.

NEW FINAL TEXT:

Deal Physical damage and inflict Target Lock for 2 turns to target enemy and a random enemy that doesn't already have it.

SPECIAL 1:  Hold Fast - CD: 3

Old Final Text: 

Target ally recovers 100% Protection and gains Taunt and Critical hit Immunity for 2 turns.

New Final Text: 

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.

UNIQUE: Honor and Might

Old Final Text: 

Allies with Protection have +15% Offense and Defense, doubled for Galactic Republic allies.

Reinforcement Bonus: Reinforcements gain Valor for 2 turns.

NEW FINAL TEXT: 

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 2 turns.

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 1 turn.

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.

ULTIMATE: Convergence - 15 Turns

OLD FINAL TEXT:

All allies gain Protection Up (150%) for 2 turns, which can't be prevented or Dispelled, and Retribution for 2 turns. This ability starts on Cooldown.

NEW FINAL TEXT:

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.

FAQ:

  • How do we acquire Marauder?
    • Galactic Chase
  • Isn’t this ship called Havoc Marauder?
    • While originally identified as Havoc Marauder, the ship has since gone through a rename and is simply known as Marauder now.

ABILITIES:

BASIC: More Than Soldiers

Final Text: 

Deal Physical damage to target enemy and inflict Target Lock for 2 turns on them and a random enemy that didn't already have it. If Marauder has Valor, this Target Lock can't be resisted and grants a random ally Valor for 2 turns who doesn't already have it.

SPECIAL 1: Tech Turn - CD 8

Final Text: 

Deal Physical damage to all enemies. Enemies who are critically hit by this attack are inflicted with Ability Block for 1 turn. If Marauder has Valor, this attack has +75% Critical Chance and all allies gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns. While Marauder has Plan 99, reduce the cooldown of this ability by 4.

Target Lock: This attack has +75% Critical Chance and enemies can't resist Ability Block.

SPECIAL 2:  Behind Enemy Lines CD 3

Final Text: 

Deal Physical damage to Target enemy. Marauder and target ally recover 30% Health and Protection. Marauder and target non-Tank ally gain Stealth for 2 turns. If Marauder has Valor, this attack has +75% Critical Chance. If this attack scores a critical hit, all allies with Valor recover +20% Health and Protection, doubled for Clone Trooper allies.

Target Lock: This attack has +75% Critical Chance.

UNIQUE 1:  Gonky

Final Text:

Marauder has +30% Offense and Protection. Whenever Marauder uses a Special ability, it recovers 20% Protection and gains 20% Turn Meter.

UNIQUE 2:  Have We Ever Followed Orders?

Final Text:

Marauder has +15 Speed. At the start of battle, Marauder gains Plan 99 until the end of the battle which can't be copied, dispelled, or prevented.

Whenever an ally loses Valor, they gain 5% Defense (stacking) until the end of battle, doubled for Clone Trooper allies.

If the ally Capital Ship is destroyed, Marauder gains The Bad Batch until the end of the battle which can't be copied, dispelled, or prevented.

Whenever Marauder loses Plan 99, reset the cooldown of Tech Turn and gain a bonus turn. During this bonus turn, Marauder may only use Tech Turn and the ability has +100% Critical Chance and Critical Damage.

The Bad Batch:+50% Defense and Offense; whenever this ship uses a Special ability, call itself to assist; this ship can't be Stunned and takes reduced damage from percent Health effects.

Plan 99: +50% Defense and Tenacity; the first time this ship would be defeated, it instead recovers 100% Health and loses Plan 99.

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