• Kit Reveal - Jar Jar Binks

    UNIT NAME: Jar Jar Binks

    ALIGNMENT: Light Side

    CATEGORIES: Support, Gungan

     


    Key Attributes:

    • Jar Jar Binks cranks the dial to 11 and elevates the rest of the Gungan team
    • Small random chance for something extreme to happen with any ability
    • Our art team really knocked it out of the park with this one (sound on!)
    • Specializes in disrupting and frustrating the enemy so the other 4 Gungans can do their thing 

    Inspiration:

    • Jar Jar Binks has always brought to the screen his own special kind of chaos and blind luck.
    • We found inspiration here by having Jar Jar gain Blind whenever he would gain Foresight
    • We wanted to recreate those moments where Jar Jar’s actions can lead to unintentional benefits, so we added the longshot moments that happen very rarely to each of his activated abilities
    • His animations are inspired by his actions at the Battle for Naboo, including getting a Battle Droid stuck to his foot blasting random enemies.

    Strategy Tips:

    • Using Wesa Warriors to lock in the debilitating debuffs from Gungan allies can swing a battle
    • Capitalizing on Plasma Residue by inflicting Shock can deal extra damage to all those with Plasma Residue
    • All his active abilities can hit multiple targets, but if he happens to miss an attack on his turn his Gungan allies pick up the slack

    FAQ:

    • When is Jar Jar’s Event available?
      • His event begins Thursday May 2nd at 11a Pacific time and lasts for a week
    • What is required to unlock Jar Jar?
      • 4 Gungans at Relic 5
    • Where are his Omicrons?
      • GAC (pretends to be shocked)
    • Will Jar Jar be good in the upcoming Naboo raid?
      • Very much yes
    • Why can I not select Jar Jar for Boomadier’s Horn of Oota Gunga?
      • Jar Jar can’t assist, so he can’t be a target ally for Boomadier.
    • The increased chance for the longshot to happen on his abilities, does this require the entire enemy side to be Separatist?
      • No. The increased odds occur if even a single Separatist is present on the other side of the battle when the ability is activated. (So Jango just being present on a Mandalorian team will make them susceptible to the better odds of the longshot occurring).
    • Does the Separatist need to be active at the moment the ability is activated?
      • Yes.

    ABILITIES:

    BASIC: How Wude!

    Final Text:

    Deal Special damage to all enemies.

    On his turn 1 of 3 effects will occur:

    • Inflict Deathmark for 1 turn to the healthiest enemy, which can't be resisted, if they have at least 3 debuffs
    • The weakest Gungan ally gains Damage Immunity for 1 turn
    • Gungan allies gain Tenacity Up for 1 turn

    Additionally, this attack has a 0.01% chance to instantly defeat a random enemy, which can't be evaded (increased to 1% chance if there are any Separatist enemies). This attack can't be countered.

    SPECIAL 1:  Uh oh, Big Boomas (CD=4) (Omicron)

    Final Text:

    Deal Special damage to all enemies. If target enemy had Protection, Stun that enemy for 1 turn, otherwise inflict them with 3 stacks of Expose for 1 turn. 0.01% chance all enemies lose all Turn Meter and are inflicted with Fear for 1 turn, which can't be copied, dispelled, prevented, or resisted (increased to 1% chance if there are any Separatist enemies). If all allies are Gungans, all enemies are inflicted with Plasma Residue for 1 turn, which can't be copied. 

    Plasma Residue: This character loses 100% Evasion; if this character becomes inflicted with Shock, deal reduced massive damage to all enemies with Plasma Residue then remove all instances of Plasma Residue

    While in Grand Arenas and all allies are Gungans: Dispel bonus Protection and Protection Up on all enemies and they lose 5% Max Health and Max Protection (stacking), which can't be evaded, for the rest of the encounter, then inflict the target enemy with Protection Disruption for 1 turn. Plasma Residue can't be resisted. Whenever this ability is used, reduce the cooldown of all other Gungan ally's abilities by 1.

     

    SPECIAL 2: Wesa Warriors (CD = 5) (ZETA)

    Final Text: 

    Deal Special damage to target enemy and a random enemy. Gungan allies recover 10% Protection. 0.01% chance all Gungan allies recover 100% Health and Protection and gain 100% Turn Meter and Foresight for 2 turns (increased to 1% chance if there are any Separatist enemies).

    If all allies are Gungans (excluding summoned allies), for each different debuff on target enemy or random enemy that could be copied and dispelled (excluding stacking debuffs), that debuff is dispelled and inflicted on that enemy for 1 turn. These debuffs can't be dispelled or resisted. All enemies are inflicted with two stacks of Frustration for 1 turn, which can't be copied. 

    Frustration - Detrimental effects build based on the cumulative number of stacks:

    1. Can't assist or counter attack
    2. Whenever this character gains bonus Turn Meter remove 2 stacks of Recharge from enemy Shield Generator and Expose this character for 2 turns
    3. Special abilities are unusable for 1 attack; remove all stacks of Frustration after this attack

     

    UNIQUE 1: Mesa Okeyday (Zeta + Omicron)

    Final Text: 

    At the start of battle, Jar Jar loses 75% Max Health and gains that much as Max Protection. At the start of the battle, Jar Jar is inflicted with Deathmark until he receives damage or evades an attack. If the enemy leader is Separatist, at the start of the encounter, Jar Jar gains 50 Speed for the rest of the encounter. Jar Jar's debuffs can't be evaded and he can't be called to assist.

    Whenever another character gains Foresight, Jar Jar gains Foresight for 1 turn. Whenever Jar Jar gains Foresight he dispels it and Blinds himself instead for 1 turn. Whenever Jar Jar evades a Basic ability, the enemy that missed is inflicted with a stack of Frustration for 1 turn at the start of the next turn, which can't be copied or resisted. Whenever an enemy Dazes, Staggers, or Stuns a Gungan ally, Deathmark Jar Jar until he receives damage or evades an attack. 

    If there is an active ally Shield Generator: Jar Jar has +1000% Evasion. Whenever a character gains bonus Turn Meter, Jar Jar has a 1% chance of gaining a bonus turn (increased to 10% chance if it is an enemy). Whenever this effect occurs Jar Jar can't gain another bonus turn from this ability for 2 turns.

    While in Grand Arenas and all allies are Gungans: Whenever the Shield Generator uses Plasma Pulse reset all of Jar Jar's cooldowns. Whenever a Gungan ally is Dazed, Staggered, or Stunned, they dispel it and gain Shield Up (25%) for 2 turns

     

    UNIQUE 2: Mooie-Mooie, I love you (Zeta + Omicron)

    Final Text: 

    Gungan allies have +75% Accuracy. If the enemy leader is Separatist, at the start of the encounter, all Gungan allies gain 50% Max Protection until the end of the encounter or Jar Jar is defeated for the first time.

    At the start of the first turn, if there are no Galactic Legends, all enemies are inflicted with a stack Frustration for 1 turn (increased to 3 stacks if they are Stealthed), which can't be resisted. If different enemies take consecutive turns, a random Gungan ally gains a bonus turn. Whenever Jar Jar misses an attack on his turn, all other Gungan allies assist (once per turn) dealing 50% less damage. Whenever the ally Shield Generator uses Plasma Pulse, Gungan allies ignore Protection for one attack. 

    If there is an active ally Shield Generator: Gungan allies can't drop below 100% Health while they have Protection and can't be instantly defeated

    While in Grand Arenas and all allies are Gungans: At the start of the first turn, the ally Shield Generator gains 2 stacks of Plasma Shielding for every 3 Relic Amplifier levels Jar Jar has. Whenever a non-Gungan enemy gains Damage Immunity, all Gungan allies gain Damage Immunity for 1 turn. Whenever a Gungan ally gains a bonus turn from this ability they gain 5% Mastery until the end of the encounter. 

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