Kit Reveal - The Mandalorian and Grogu: New Republic GL leader, On the Run instant defeats, Contract of 20 counterattacks
The Mandalorian and Grogu is a Light Side Galactic Legend Attacker and Leader for New Republic who stacks the un-dispellable On the Run debuff, takes a Grogu turn and a Mando turn back to back, and resets the team with the Ultimate Fire Up the Drives.
Alignment: Light Side. Categories: Galactic Legend, Leader, Attacker, Bounty Hunter, Mandalorian, New Republic, Unaligned Force User, Scoundrel. Unlocked through The Mandalorian and Grogu Mini-Era.
The short version
- A New Republic GL Attacker and Leader built around counterattacks and the On the Run debuff (can't be dispelled or resisted).
- Their turns have two halves: first Grogu's Granted abilities (Force Splinter or And Then the Young Protect the Old, ignoring Taunt, then a bonus turn), then The Mandalorian's Basic, Specials and Ultimate.
- The Ultimate Fire Up the Drives dispels all ally debuffs, fully heals the team, gives other New Republic allies a bonus turn and cooldown reset, and sets up an instant defeat on the next enemy whose On the Run resets (Galactic Legends and Raid Bosses excluded).
- Punishes Damage Immunity and 0 or 1 damage hits (gains 10% Offense, stacking), and gets stronger as enemies fall.
- The post contradicts itself on how often: the Unique says Grogu's abilities come at the start of battle and every other turn, the FAQ says every time they start their turn.
- The post has no Grand Arena, Territory Wars or Territory Battles specific lines.
Leader: Clan of Two
- New Republic allies: +30% Max Health, Mastery, Potency and +30 Speed. New Republic Healers get +40 more Speed.
- Start of each encounter: other New Republic allies gain Potency Up and Retribution for 3 turns; The Mandalorian and Grogu gain them locked (can't be dispelled or prevented).
- Any ally attacking on an enemy turn adds 1 On the Run stack. When On the Run resets on an enemy, it has -100% Evasion and Tenacity for 2 turns.
- Revived enemies get 5 On the Run stacks and -50% Max Health and Max Protection (stacking).
- If a New Republic ally is instantly defeated, New Republic Tanks gain 100% Defense, Max Health and Offense.
- New Republic allies under 100% Health trigger their Heal Over Time stacks and gain Stealth for 1 turn (non-Tanks).
- Contract (Leader slot only): counterattack 20 times (only Bounty Hunter and New Republic allies count). Reward for New Republic allies: +20% Defense, Mastery and +20 Speed.
- After the Ultimate is used, New Republic allies ignore Taunt for the rest of the battle, and Retribution they gain becomes locked for 2 turns.
Ultimate: Fire Up the Drives
| Ultimate Charge source | Gain |
|---|---|
| New Republic ally counterattacks, inflicts Retaliate damage, or a Provoked enemy counterattacks | 2% |
| New Republic ally gains Dramatic Entrance | 5% |
| Enemy defeated while inflicted with On the Run | 10% |
- Hits all enemies, can't be countered or evaded.
- The Ultimate text triggers the instant defeat when On the Run resets; the FAQ says it is triggered by 10 stacks of On the Run.
- Enemies immune to Instant Defeat (excluding GLs and Raid Bosses) instead lose Protection, get locked Healing Immunity, and lose 50% Defense, Offense and Speed.
Abilities
- Basic (Twin Strike): hits twice, gains Retribution and 10% Offense (stacking). On his own turn: 2 On the Run stacks and, in the Leader slot, 50% Contract progress. After Force Splinter on the same target: Fear for 1 turn.
- Special 1 (The Old Protect the Young): AoE, Provoked for 2 turns, 2 On the Run to all, New Republic allies gain Heal Over Time and Retaliate. By role: Attackers get Offense Up and Retribution; Healers and Supports get cooldowns -1 and Deflective Ward; Tanks cleanse and gain Potency Up and Taunt. The post says this is meant as the opener.
- Special 2 (Bring You In Warm or Cold): AoE plus a second hit on the target, Burning on all, 5 On the Run on the target. Already Burning enemies get permanent Armor Shred. After Force Splinter: the second hit dispels buffs, always crits, ignores 50% Defense, +20% damage per debuff. After And Then the Young Protect the Old: locked Healing Immunity on all enemies for 2 turns.
- Granted (Force Splinter): dispel all buffs on the target, Defense Down, and Buff Immunity for 2 turns (can't be dispelled, evaded or resisted).
- Granted (And Then the Young Protect the Old): cleanse an ally, recover 15% Health and Protection. New Republic: +50% damage next turn, Potency Up and Retribution. New Republic Tank: Taunt. Self: Critical Damage Up and Retaliate for 3 turns.
- Using the same Granted ability twice in a row Blocks it for 1 turn.
Uniques
- Bound by Creed: immune to Ability Block. First time under 50% Health: cleanse, bonus turn, locked Damage Immunity for 1 turn, New Republic Tanks Taunt. +50% Defense per defeated or missing enemy; vs a single enemy +50% Offense and 3% Ultimate Charge per Special.
- Galactic Legend: +10% Max Health and Max Protection per Relic Amplifier level, 30% less damage taken, immune to stun.
- Payout (from any Contract): cooldowns reset, +30% Mastery, Ultimate Charge gains doubled. Works under another Bounty Hunter leader too.
Synergies named in the post
- Colonel Ward: his Burning lets Special 2 apply Armor Shred.
- Cara Dune: revives if defeated while she has Potency Up.
- Grogu & Anzellans: the Healer Speed bonus helps him go first.
Summary by GAC Film Room of an official EA / Capital Games post. The official post is the final word; details can change after it goes up.