CATEGORIES: Tank, Galactic Republic, Jedi, Jedi Vanguard
The GR tag is nice and makes this unit quite flexible if you haven’t got the full JV squad ready. Beyond that, no real surprises here.
Basic - Unbroken Blade
Final Text:
Deal Physical damage to target enemy and inflict Defense Down for 2 turns. Once per turn, if it is Temple Guard's turn and they are Taunting, attack again, which can't be countered, and if the target enemy has Defense Down, attack again, which can't be countered.
I think we can expect “inflict defense down 50 times” in the next conquest series. Fortunately, that’s not a very hard debuff to land. Potentially three attacks on basic is potentially very strong, but also potentially really annoying because of how long this animation is.
SPECIAL 1: Fear Leads To Anger - CD: 3 - Unlock Tier 3
Final Text:
Deal Physical damage to all enemies and Ability Block them for 1 turn. For each enemy Ability Blocked, Jedi allies recover 5% Health and Protection. Jedi Vanguard allies recover double that amount.
Well JTG will want some potency to ensure this ability lands and you get that mass heal. Really very high potential here (50% vs. a team of 5).
Special 2: Stoic Determination - CD: 3
Final Text:
Temple Guard gains Critical Avoidance Up and Taunts for 2 turns and another target Light Side ally Stealths for 3 turns. Remove 20% Turn Meter from all enemies.
It’s been a very long time since we had a unit that could just… taunt. TM removal as well? And a friendly stealth? Sign me up!
UNIQUE 1: Patience... Is A Virtue - Zeta Omicron - Unlock Tier 4
Final Text:
Temple Guard has +10% Critical Avoidance and Defense.
For each Relic Amplifier Level, Temple Guard gains an additional 5% Critical Avoidance and 10% Defense. These values are doubled while Temple Guard has Critical Avoidance Up.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Taunt for 1 turn and if all allies are Jedi Vanguard, all allies gain Protection Up (40%) for the rest of the encounter, which persists through defeat and can't be dispelled or prevented.
The first time each other Jedi Vanguard ally loses all their protection, Temple Guard Taunts and gains Critical Avoidance Up for 2 turns.
While in Grand Arena Championships and there are no allied Galactic Legends: Galactic Republic Jedi gain +50% Defense, Offense, and Potency. If all allies are Jedi Vanguard, these values are doubled.
At the start of battle, if all allies are Galactic Republic Jedi, Temple Guard gains Critical Avoidance Up for 2 turns and Inflicts Captive on the weakest enemy which can't be copied, dispelled, evaded, prevented, or resisted until the start of Temple Guard's second turn.
This is just strong as hell. You can’t crit him, and he’s gonna be thick. In GAC, with the omicron, everyone is gonna be thick. Captive fro 2 turns is pretty wild, too.
“Kahz, this post was the most boring Near As I Can Tell you’ve ever done!”
… but was it effective?