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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.

Kit RevealNewOct 20, 2026

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.

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