UNIT NAME: Boss Nass
ALIGNMENT: Light Side
CATEGORIES: Leader, Support, Gungan
Key Attributes:
Inspiration:
Strategy Tips:
FAQ:
New Marquee Event:
With Boss Nass comes a new format for Marquee events you haven't seen before! With this special Marquee event there will be tiers featuring both first time and daily rewards!
ABILITIES:
BASIC: Boss' Command
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Inflict Offense Down on target enemy for 1 turn and call another random Gungan ally to assist, dealing 30% more damage.
During Boss Nass' turn, he recovers 30% Protection, gains 10% Max Protection (stacking, max 100%) until the end of the encounter, and inflicts Vulnerable on target enemy for 1 turn.
SPECIAL 1: Bombad Favor (Cooldown: 3)
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Dispel all debuffs on Gungan allies and they gain 25% Turn Meter and Retribution for 2 turns.
Allies recover 20% Protection. If there is an active ally Shield Generator, remove 1 stack of Recharge from it.
Gungan allies gain additional benefits based on their role:
SPECIAL 2: Intimidating Order (Cooldown: 4)
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Dispel buffs on all enemies. If an enemy was buffed, remove 25% Turn Meter from them. If they were a Separatist, remove 50% Turn Meter instead.
Inflict target enemy with Expose for 2 turns and inflict all enemies with Defense Down, 2 Damage Over Time, and Healing Immunity for 2 turns.
UNIQUE 1: Ankura Resilience (Zeta)
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At the start of battle, Boss Nass loses 75% Max Health and gains that much Max Protection.
At the start of Boss Nass' turn, he gains Potency equal to 50% of his current Protection percent until the start of his next turn. Whenever enemies are inflicted with Speed Down, they have -25% Critical Chance and Offense.
If there is an active ally Shield Generator: Whenever a Gungan ally loses Turn Meter, they gain 10% of their current Max Protection (stacking) until the end of the battle, and whenever Boss Nass inflicts a debuff, he deals True damage to the afflicted target.
LEADER: Boss of Otoh Gunga (Zeta, Omicron)
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Gungan allies have +30% Max Protection, and Offense, and +30 Speed.
Whenever a Gungan ally attacks out of turn, they inflict Speed Down for 1 turn. The first time each Gungan ally drops below 50% Health, they gain 50% bonus Protection for 2 turns.
If there is an ally Shield Generator, whenever it loses a stack of Recharge, Gungan allies gain 1% Max Protection (max 50%) until the end of the encounter. If the Shield Generator is defeated, Gungan allies gain 50% Turn Meter. At the end of each Gungan ally's turn, they remove a stack of Recharge.
If all allies are Gungans at the start of battle: Summon a Shield Generator to battle if the ally slot is available.
While in Territory Wars: Gungans gain 50% Max Protection and 30 Speed.
At the start of each Gungan ally's turn, they recover 20% Protection and dispel all debuffs on themselves.
Whenever a Gungan ally is Dazed or Stunned, they dispel it and recover 75% Protection and gain 4 stacks of Protection Over Time (10%) for 2 turns.
SUMMON: Shield Generator
(Basic) Plasma Pulse: All Gungan allies recover 100% Protection, gain 25% Turn Meter, and have their cooldowns reduced by 1.
(Unique) Big Bombad Shielding: The Shield Generator has 10 stacks of Plasma Shielding, which can't be copied, dispelled, or prevented. Whenever it takes damage it loses 1 stack.
While Shield Generator is active, Gungan allies have the following benefits:
Plasma Shielding: While the Shield Generator has this, its allies gain bonuses
(Unique) Pride of the Grand Army: The Shield Generator has no Health or Protection and can't be defeated or destroyed while it has Plasma Shielding. When all stacks of Plasma Shielding expire, the Shield Generator is destroyed. The Shield Generator is immune to buffs and debuffs and its Max Health and Max Protection can't be increased.
The Shield Generator has 50 stacks of Recharge, which can't be copied, dispelled, or prevented. When it loses all stacks of Recharge, it takes a bonus turn and gains 50 stacks of Recharge.
Recharge: This unit will take a bonus turn when all stacks expire
(Unique) Summoned: This unit can only be summoned to the ally slot if it's available. This unit can't be summoned in certain raids. This unit can't be revived. If an effect counts defeated units, this unit doesn't count. When there are no other allied combatants, this unit escapes from battle. A unit can't be revived if this summoned unit exists in their slot.