Power rangers fury games

Power Rangers

2010.09.21 16:32 power_chamber Power Rangers

This subreddit is entirely unofficial and fan-run. We are not affiliated with Hasbro, Entertainment One, Toei, Bandai, Netflix or the United Alliance of Evil. Suicide and Crisis Lifeline: Call or text 988
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2010.10.27 03:25 DrOrpheus The Fighting Game Community (FGC) subreddit

Fighters is the subreddit made for - and by - the Fighting Game Community. Come share with us your thoughts and questions about the FGC, and everything related to it.
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2019.07.25 00:18 silverdub hotg

Unofficial Subreddit for Power Rangers Heroes of the Grid by Renegade Games
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2024.05.17 11:59 dejobaan Vacation Adventures: Park Ranger 16 Collectors Edition - A family friendly Hidden Object Game set in a National Park

Vacation Adventures: Park Ranger 16 Collectors Edition - A family friendly Hidden Object Game set in a National Park submitted by dejobaan to WhatsOnSteam [link] [comments]


2024.05.17 11:58 Snushy_101 Formaloo Lifetime Deal AppSumo: Create Forms Easily!

Formaloo Lifetime Deal AppSumo: Create Forms Easily!
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https://preview.redd.it/30andlf9my0d1.png?width=832&format=png&auto=webp&s=7468fe97f8f7eaaff3feb80a42c6b7abf3830c18
📊 Transform Surveys with AI Magic! Experience Formaloo Now – Free Trial Awaits! ✨

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submitted by Snushy_101 to Beyond40LeanBelly3x [link] [comments]


2024.05.17 11:58 AussieGooner7 Rest of the world gets the X40 upgrade. Australia gets the L10 downgrade. WTF!

Rest of the world gets the X40 upgrade. Australia gets the L10 downgrade. WTF! submitted by AussieGooner7 to Dreame_Tech [link] [comments]


2024.05.17 11:56 Sweet-Count2557 11 Innovative Boston Playgrounds Where Kids Learn as They Play

11 Innovative Boston Playgrounds Where Kids Learn as They Play
11 Innovative Boston Playgrounds Where Kids Learn as They Play Welcome to our exploration of eleven innovative Boston playgrounds where children can learn while they play.In this bustling city, there are a multitude of parks and playgrounds that offer much more than the traditional swings and slides. These thoughtfully designed spaces provide children with engaging and educational experiences, turning playtime into a valuable opportunity for growth.From wheelchair-accessible elements at Mayor Thomas M. Menino Park in Charlestown to the imaginative PlayCubes at Uncle Frank and Auntie Kay Chin Park in Chinatown, Boston's playgrounds are sure to captivate young minds.But that's just the beginning - join us as we uncover the other unique and stimulating playgrounds that await children in different neighborhoods across the city.Key TakeawaysBoston has a variety of innovative and inclusive playgrounds that offer unique features and attractions.Many of these playgrounds are designed with a specific theme, such as nature or the solar system, to engage children's imagination.In addition to traditional playground equipment like swings and slides, these playgrounds also offer interactive and brain-boosting elements like embankment slides, climbers, and balance-based toys.Some playgrounds are designed in memory of specific individuals or events, such as the Martin Richard Memorial Park in Seaport.Mayor Thomas M. Menino Park—CharlestownMayor Thomas M. Menino Park—Charlestown, the inclusive playground with wheelchair-accessible features, was designed in the wake of the Marathon bombings and offers a unique and engaging play experience for children of all abilities. Situated in the heart of Boston, this playground is a shining example of the city's commitment to inclusivity and accessibility.One of the standout features of Mayor Thomas M. Menino Park—Charlestown is its embankment slides and climbers. These structures not only provide endless fun for children but also help develop their gross motor skills and coordination. As kids navigate the slides and climb the structures, they're simultaneously building strength and confidence in their abilities.Furthermore, this playground goes above and beyond by offering access to hospital bathrooms. This thoughtful addition ensures that all children, regardless of their medical needs, can enjoy their time at the park without any obstacles. It's a testament to the city's dedication to creating a safe and welcoming environment for everyone.The design of Mayor Thomas M. Menino Park—Charlestown isn't only functional but also visually appealing. The vibrant colors and playful shapes of the equipment spark imagination and creativity in children. It's a place where they can let their imaginations run wild and explore their own unique play experiences.Uncle Frank and Auntie Kay Chin Park—BostonLocated in the vibrant neighborhood of Chinatown, Uncle Frank and Auntie Kay Chin Park—Boston offers a playground experience that combines interactive play with a touch of cultural immersion. This Boston playground stands out among the best playgrounds in Boston for its unique features and attractions. Here's what makes Uncle Frank and Auntie Kay Chin Park—Boston a must-visit destination for families:The popular River Stream Fountain: Kids can cool off and have a blast in this interactive water feature. The fountain mimics a flowing river, allowing children to splash and play while learning about the importance of water.Focus on PlayCubes for interactive play: The playground is filled with PlayCubes, which are modular play structures that encourage creativity and exploration. Children can build, climb, and slide on these colorful cubes, stimulating their imagination and problem-solving skills.Cultural immersion in Chinatown: As you explore the playground, you'll notice the influence of Chinatown's rich heritage. From the ornamental gateways to the vibrant colors and patterns, Uncle Frank and Auntie Kay Chin Park—Boston offers a unique opportunity for children to learn about and appreciate different cultures.Located in Chinatown: This playground is conveniently situated in the heart of Chinatown, making it easily accessible for families in the area. After a fun-filled day at the playground, families can explore the neighborhood and enjoy the delicious food, vibrant markets, and cultural events that Chinatown has to offer.Uncle Frank and Auntie Kay Chin Park—Boston is more than just a playground. It's a place where children can learn, play, and immerse themselves in the rich cultural tapestry of Chinatown. So, gather your family and head to this innovative Boston playground for an unforgettable adventure.Jackson Square Park—Jamaica PlainNestled in the vibrant neighborhood of Jamaica Plain, Jackson Square Park offers a playground experience that combines thrilling play elements with a focus on balance and adventure. This innovative playground is designed to engage children's minds and bodies, allowing them to learn and grow while having a blast.One of the standout features of Jackson Square Park is its zip lines. Kids can soar through the air, feeling the rush of exhilaration as they zip from one end of the playground to the other. This activity not only builds strength and coordination but also teaches them about momentum and gravity.Another exciting element is the 16-foot-tall Wall-holla climbing structure. With its unique design and challenging climbing routes, children can test their physical limits and conquer their fears. It's a thrilling experience that encourages them to push themselves and discover their own capabilities.In addition to these thrilling play elements, Jackson Square Park also offers other amenities to keep kids entertained. There are basketball courts where they can practice their skills and compete with friends. Swings provide a classic play experience, allowing children to feel the freedom of soaring through the air.Jackson Square Park is a place where kids can explore, take risks, and learn valuable life lessons. It's a playground that encourages them to think creatively, problem-solve, and develop their physical and cognitive skills. With its focus on balance and adventure, this playground offers a unique and educational play experience for children of all ages.Martins Park—SeaportAfter exploring the thrilling play elements and educational opportunities at Jackson Square Park, let's now venture into Martins Park—Seaport, where children can embark on an imaginative and nature-inspired play experience. This inclusive playground, built in memory of Martin Richard, offers a unique and engaging environment for children of all abilities. Here are some key features of Martins Park—Seaport:Log Maze Climber: Children can navigate through a maze of logs, enhancing their problem-solving and spatial awareness skills.Realistic Climbing Rocks: Kids can challenge themselves by scaling these realistic climbing rocks, improving their strength and coordination.Giant Marooned Ship: This impressive feature allows children to unleash their imagination as they pretend to be pirates, sailing the high seas.Nature-Inspired Design: The park's design mimics the natural world, creating a sense of connection and wonder. Children can immerse themselves in an environment that encourages exploration and discovery.Martins Park—Seaport isn't just a place for play, but also a space for learning and growth. As children engage in the various play elements, they develop important cognitive and physical skills. The park fosters creativity, social interaction, and a love for nature. It provides a safe and inclusive environment where children can freely express themselves and learn through play.Paris Street Park—East BostonParis Street Park—East Boston offers an exciting and educational playground experience with its newly designed solar system theme. Located between a public pool and a community center, this park provides a perfect environment for children to learn and play. As we explore the park, we're greeted by vibrant colors and interactive elements that ignite our curiosity.One of the standout features of Paris Street Park is its basketball court, where kids can engage in friendly competition and improve their coordination skills. The court is adorned with illustrations of planets, stars, and constellations, creating a unique and immersive experience. As we shoot hoops, we can't help but feel like we're playing in outer space.In addition to the basketball court, there's also a painted maze that stimulates our problem-solving abilities. We navigate through the twists and turns, searching for hidden treasures and unlocking the secrets of the solar system. The maze encourages exploration and fosters a sense of adventure, allowing children to develop their spatial awareness and critical thinking skills.As we continue our journey through the park, we come across a series of educational panels that provide fascinating information about the planets. These panels not only spark our curiosity about the universe but also enhance our knowledge of science and astronomy. We learn about the different characteristics of each planet and gain a deeper appreciation for the vastness of space.Paris Street Park—East Boston truly offers a playground experience that combines fun and education. With its solar system theme, basketball court, painted maze, and educational panels, children are encouraged to learn and explore while enjoying the freedom to play. It's a place where imaginations soar and knowledge is gained, making it a must-visit destination for families in East Boston.Esplanade Playground—BostonAs we venture further into the world of Boston playgrounds, our next stop brings us to the captivating Esplanade Playground—Boston, where adventure awaits along the picturesque Charles River. This playground offers a unique experience that combines play and nature, providing children with the freedom to explore and learn in a beautiful setting.The central climbing structure, resembling a spider web, challenges children to test their physical abilities and conquer new heights.The scenic view of the Charles River creates a serene backdrop for play, allowing children to connect with nature and appreciate the beauty of their surroundings.The spacious open areas invite children to run, jump, and engage in active play, promoting physical fitness and enhancing their gross motor skills.The variety of play equipment, including swings and slides, offers opportunities for children to engage in imaginative play and social interaction.At Esplanade Playground, children have the freedom to let their imaginations soar as they navigate the climbing structures, swing through the air, and slide down to the ground. They can challenge themselves physically, build strength and coordination, and develop confidence in their abilities. The playground's scenic location also provides a sense of peace and tranquility, allowing children to escape the hustle and bustle of the city and connect with nature.Esplanade Playground—Boston isn't just a place for fun and play; it's a space that encourages learning, exploration, and personal growth. With its unique features and stunning views, this playground offers children the freedom to discover, create, and thrive in a safe and engaging environment.Fallon Field—RoslindaleFallon Field—Roslindale is a hidden gem nestled in the heart of Boston, offering a playground experience that is both thrilling and inviting for children of all ages. With its famous large slide and additional amenities like basketball courts and swings, Fallon Field provides endless opportunities for fun and exploration.To paint a clearer picture of what Fallon Field has to offer, let's take a look at the table below:FeaturesDescriptionBenefitsLarge SlideA thrilling rideBuilds courage and balanceBasketball CourtsOutdoor sports activitiesPromotes physical fitnessSwingsClassic playground funDevelops coordinationThe large slide at Fallon Field is a favorite among kids, providing them with an exhilarating ride that challenges their courage and helps them develop their balance skills. As they climb up the stairs and slide down, children experience a rush of excitement and a sense of achievement.In addition to the slide, Fallon Field also offers basketball courts. These outdoor sports areas allow children to engage in friendly competitions, improve their coordination, and enhance their physical fitness. Whether they're shooting hoops or playing a game with friends, the basketball courts provide a space for kids to enjoy active play and develop their athletic abilities.No playground is complete without swings, and Fallon Field has them too. Swinging back and forth on the swings not only brings joy to children but also helps them develop their coordination skills. As they pump their legs and control their movements, kids learn how to find their rhythm and balance while experiencing the freedom of soaring through the air.Fallon Field—Roslindale truly offers a playground experience that combines thrilling activities with the freedom to play and explore. From the large slide to the basketball courts and swings, children can engage in a variety of activities that promote physical fitness, coordination, and a sense of adventure. So head on over to Fallon Field and let the fun begin!Hunt Almont Playground—MattapanLocated in the vibrant neighborhood of Mattapan, Hunt Almont Playground offers an exciting and inclusive play space for children of all ages. This playground is a true gem, designed to foster creativity, imagination, and physical activity.Here are some reasons why Hunt Almont Playground stands out among the rest:Colorful web of nets and climbers: As soon as you step foot in Hunt Almont Playground, you'll be greeted by a mesmerizing sight—a vibrant web of nets and climbers that beckon you to explore and conquer. This unique feature allows children to challenge themselves, build strength, and develop their motor skills.Encourages open-ended play: At Hunt Almont Playground, there are no limits to what children can imagine and create. The open-ended play opportunities here allow kids to take on different roles, build forts, and invent their own games. It's a place where freedom and creativity go hand in hand.Splash pad for summer fun: When the temperatures rise, Hunt Almont Playground has got you covered. With its refreshing splash pad, children can cool off and have a blast splashing around. It's the perfect way to beat the heat while still engaging in active play.Inclusive design: Hunt Almont Playground is designed with inclusivity in mind. It offers wheelchair-accessible features, ensuring that all children can fully participate and enjoy the fun. It's a playground that celebrates diversity and embraces the joy of play for everyone.Hunt Almont Playground is more than just a place to play—it's a space where children can learn, grow, and make lasting memories. So, if you're looking for a playground that encourages freedom, creativity, and inclusivity, Hunt Almont Playground in Mattapan is the place to be. Let your imagination run wild and discover the endless possibilities that await you here.Sweeney Playground—South BostonAfter exploring the vibrant and inclusive Hunt Almont Playground in Mattapan, let's now shift our attention to the captivating Sweeney Playground in South Boston. This playground is known for its stunning ropes course, bright synthetic surface, and water features. It offers a variety of activities that engage children's minds and bodies, making it a perfect place for them to learn as they play.To give you a better idea of what Sweeney Playground has to offer, here is a table highlighting some of its key features:Sweeney Playground—South BostonStunning ropes courseEngages children's balanceBright synthetic surfaceProvides safe play areaWater featuresOffers refreshing funBasketball courtsPromotes physical activityfor older kidsThe ropes course at Sweeney Playground is truly a sight to behold. It challenges children to navigate through a series of ropes and obstacles, testing their balance and coordination. As they conquer each element of the course, they develop problem-solving skills and gain confidence in their abilities.The bright synthetic surface of the playground ensures a safe and comfortable play area for children. It provides a cushioned surface that reduces the risk of injuries from falls, allowing kids to freely explore and engage in active play.Water features are another highlight of Sweeney Playground. They offer a fun and refreshing way for children to cool off during the hot summer months. Whether it's running through a sprinkler or splashing in a water fountain, kids can enjoy the sensory experience while staying active.In addition to the ropes course and water features, Sweeney Playground also provides basketball courts for older kids. This promotes physical activity and encourages friendly competition, fostering teamwork and sportsmanship.Sweeney Playground in South Boston is a place where kids can learn, have fun, and grow. With its innovative and engaging features, it offers a unique play experience that sparks creativity, promotes physical development, and cultivates a love for learning. So, the next time you're in South Boston, be sure to visit Sweeney Playground for an unforgettable play adventure.Little Scobie Park—RoxburyLittle Scobie Park in Roxbury offers a vibrant and engaging play space for children of all ages. This park is divided into two areas, each designed specifically for different age groups. Whether you have a toddler or a teenager, there's something for everyone at Little Scobie Park.Skateboard Park: One of the highlights of Little Scobie Park is the skateboard park. Kids can bring their skateboards and practice their tricks on the ramps and rails. It's a great way to build confidence, improve coordination, and have fun with friends.Basketball Court: For those who prefer team sports, the basketball court at Little Scobie Park is the perfect place to shoot some hoops. Kids can practice their dribbling skills, work on their jump shots, and even organize friendly games with other children in the neighborhood.Plenty of Shade: Little Scobie Park offers plenty of shade, making it a great place to relax and unwind. Whether you're a parent watching your kids play or a teenager looking for a quiet spot to read, there are shaded areas where you can escape the sun and enjoy the peaceful atmosphere.Community Gathering Space: Little Scobie Park serves as a community gathering space, bringing people together from all walks of life. It's a place where neighbors can meet, children can make new friends, and families can enjoy quality time together. The park fosters a sense of belonging and promotes social interaction, creating a strong and supportive community.Little Scobie Park in Roxbury is more than just a playground. It's a place where children can have fun, learn new skills, and connect with others. From the skateboard park to the basketball court, there are endless opportunities for exploration and growth. So grab your skateboard or basketball and head over to Little Scobie Park for an unforgettable play experience.Alexander W. Kemp Playground—CambridgeContinuing our exploration of Boston's brain-boosting playgrounds, let's now venture into the imaginative world of Alexander W. Kemp Playground in Cambridge. This playground offers a variety of activities for kids of various ages, ensuring that everyone can have a great time. With embankment slides, swings, and a crank-powered water feature, there's something for everyone to enjoy.To give you a better idea of what you can expect at Alexander W. Kemp Playground, here's a table that breaks down its key features:FeaturesAge RangeThemeEmbankment slidesAll agesWoodland adventureSwingsAll agesWoodland adventureCrank-powered water featureAll agesWoodland adventureAs you can see, this playground has a woodland adventure theme, with carved wood structures that add to the overall ambiance. Kids can let their imaginations run wild as they explore this enchanting setting. Whether they're sliding down the embankment slides, soaring through the air on the swings, or splashing around in the crank-powered water feature, there's no shortage of fun to be had.In addition to the exciting play equipment, Alexander W. Kemp Playground also provides a safe and welcoming environment for children to learn and grow. It encourages open-ended play, allowing kids to express their creativity and problem-solving skills. By engaging in play, they can develop important cognitive and physical abilities while having a blast.Frequently Asked QuestionsAre These Playgrounds Open to the Public?Yes, these playgrounds are open to the public. They provide a safe and inclusive space for children of all ages to play and learn.Each playground offers unique features and attractions, such as wheelchair-accessible equipment, interactive play structures, and themed designs.From the Mayor Thomas M. Menino Park in Charlestown to Chuckie Harris Park in Somerville, these innovative playgrounds aim to engage and educate children while fostering their imagination and physical development.Are There Any Admission Fees for These Playgrounds?There are no admission fees for these playgrounds. They're open to the public and provide a variety of brain-boosting fun for kids.From inclusive playgrounds with wheelchair-accessible features to playgrounds with interactive PlayCubes and zip lines, there's something for everyone.You can explore different playgrounds like Mayor Thomas M. Menino Park, Uncle Frank and Auntie Kay Chin Park, and Jackson Square Park, each offering unique features and attractions.Are There Any Age Restrictions for Using the Playground Equipment?There are no age restrictions for using the playground equipment at these innovative Boston playgrounds. Kids of all ages can enjoy the interactive play features and learn as they've fun.From inclusive playgrounds with wheelchair-accessible features to parks that offer activities for kids of various ages, there's something for everyone. So whether you're a toddler or a teenager, you can explore, climb, slide, and swing to your heart's content.Get ready for an adventure-filled playtime!Are There Any Safety Measures in Place at These Playgrounds?Yes, there are safety measures in place at these playgrounds. They prioritize the well-being of children and ensure a safe play environment.Safety features include wheelchair-accessible features, splash pads, and synthetic surfaces.Additionally, some playgrounds have inclusive designs, offering activities for kids of various ages. They also provide amenities like basketball courts and access to nearby bathrooms.These safety measures aim to create a fun and secure space where kids can learn and play without any worries.Are These Playgrounds Accessible for Individuals With Disabilities?Yes, these playgrounds are accessible for individuals with disabilities. They've been designed with inclusive features like wheelchair-accessible structures, ramps, and accessible bathrooms. This ensures that all children can enjoy and learn at the playgrounds.It's important to create an environment that promotes inclusivity and allows everyone to participate in play. These innovative playgrounds in Boston are a great example of how accessibility can be integrated into recreational spaces.ConclusionAs we wrap up our exploration of these innovative Boston playgrounds, we can't help but be amazed by the endless opportunities for learning and growth that they provide.From accessible features to imaginative play elements, each park offers a unique experience that sparks curiosity and fosters development in children.So, next time you're in Boston, be sure to visit these playgrounds and watch your kids learn, play, and thrive in this vibrant city.
submitted by Sweet-Count2557 to worldkidstravel [link] [comments]


2024.05.17 11:55 CommanderRoku Fully Explained: Star Cards for Blaster Heroes (Part III)

Fully Explained: Star Cards for Blaster Heroes (Part III)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last…
Star Cards for Blaster Heroes (Part III)
¡ Boba Fett
o Quick Refill: The 8.3% per second refill rate for jetpack fuel is faster when not being used. At EPIC rarity, it is 12.3% per second. Normal Refill Time: 12 seconds; EPIC Rarity: 10.5 seconds. (S1)
§ Refill Rate per Second: ? / ? / ? / 12.3%
o Born to Fly: Reduces the cooldown times of CONCUSSION ROCKET, FOR THE HUNT, and ROCKET BARRAGE when flying with a jetpack. Health regeneration is delayed from 5 seconds to 6.5 seconds as a result. FOR THE HUNT’s Duration: 8 seconds. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Normal Cooldown Times by order of mention (And “Intense Barrage”): 15 seconds; 10 seconds; 20 seconds; 13 seconds. Hypothetical EPIC Rarity: 12 seconds; 8 seconds; 16 seconds; 10.4 seconds.
§ Reduced Cooldown Time: 5% / 10% / 15% / 20%
https://preview.redd.it/orm1dg8jly0d1.jpg?width=225&format=pjpg&auto=webp&s=d5ecaf78692ae925016f53d99afdbb2f2933ceee
o Extended Exposure: Enemies stay revealed for additional seconds after FOR THE HUNT’s 8-second duration ends. Ability Cooldown Time: 10 seconds; Total Reveal Time: 10 / 11 / 12 / 14 (S1)
§ Additional Seconds: 2 / 3 / 4 / 6
o Acute Concussion: Adds seconds to the 5-second duration of the concussive effect caused by CONCUSSION ROCKET. Extended Effects: blurring of vision; disabling of lightsaber attack target lock-on. Duration in Seconds: 5.5 / 6.0 / 6.5 / 7.0
§ Added Seconds: 0.5 / 1.0 / 1.5 / 2.0
o Augmented Gear: If CONCUSSION ROCKET hits the number of enemies stated below, flying with a jetpack can be used without fuel consumption. Normal “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; New “Fuel Efficiency” Jetpack Flight Time in Seconds: 9.00 / 9.25 / 9.40 / 9.55 / 9.75; FOR THE HUNT Duration: 8 seconds; “Quick Refill” Refill Time: 12 seconds / 10.5 seconds.
§ Number of Enemies: 5 / 4 / 3 / 2
§ No Fuel Consumption Time in Seconds: 2 / 2 / 3 / 4
o Fuel Efficiency: Decreases the consumption rate of jetpack fuel, increasing the 5-second flight time. Jetpack Flight Time in Seconds: 5.25 / 5.40 / 5.55 / 5.75
§ Decreased Consumption Rate: 5% / 8% / 11% / 15%
o Intense Barrage: If 500 damage points are dealt to enemies within a single use of ROCKET BARRAGE, the following 20-second cooldown time is reduced. “Focalize” Rocket Damage: 75 / 79 / 81 / 83 / 85; “Focalize” on Two Enemies: 150 / 158 / 162 / 166 / 170; “Focalize” Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425; Cooldown Time: 16 / 15 / 14 / 13
§ Seconds Removed from Cooldown Time: 4 / 5 / 6 / 7
o Death From Above: Damage reduction is received when using ROCKET BARRAGE while flying with a jetpack. “Fuel Efficiency” Jetpack Flight Time in Seconds: 5.00 / 5.25 / 5.40 / 5.55 / 5.75; Health Points: 600 / 648 / 660 / 672 / 690
§ Damage Reduction: 8% / 10% / 12% / 15%
o Focalize: ROCKET BARRAGE rockets deals bonus damage within a 1-meter radius of the center of the explosion. Rocket Damage: 75 / 79 / 81 / 83 / 85; On Two Enemies: 150 / 158 / 162 / 166 / 170; Five Rockets on One Enemy: 375 / 395 / 405 / 415 / 425
§ Bonus Damage: 4 / 6 / 8 / 10
¡ Bossk
o Name Your Poison: Health is regained each in-game tick within DIOXIS GRENADE’s cloud of gas. Ability Duration: 6 seconds. Total Health Regained: 90 / 120 / 150 / 180
§ Health regained per Second: 15 / 20 / 25 / 30
o Trap Arming Speed: PROXIMITY MINES arm faster when deployed, reducing activation time. At EPIC rarity, it reduces by 65%. Arming Speed in Seconds: 4 / 2.8 / 2.4 / 2 / 1.6 (S1)
§ Reduced Activation Time: ? / ? / ? / 65% OR 30% / 40% / 50% / 60%
o Spreading The Disease: This card does nothing. (BF1; R1)
o Sniper Expert: A headshot defeat with the sniper scope resets removes blaster heat. Blaster Overheat: 8 shots.
§ No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5
o Unrelenting Predator: For every enemy defeated while PREDATOR INSTINCTS is active, the 20-second cooldown times of DIOXIS GRENADE and PROXIMITY MINES are reduced. Ability Duration: 25 seconds; Cooldown Times in Seconds: 19.0 / 18.4 / 17.8 / 17.2
§ Reduced Cooldown Time: 5% / 8% / 11% / 14%
o Predator Resilience: Damage Reduction is received while PREDATOR INSTINCTS is active. Ability Duration: 25 seconds; Health Points: 600 / 660 / 678 / 696 / 720
§ Damage Reduction: 10% / 13% / 16% / 20%
o Multi-Traps: Adds two additional PROXIMITY MINES. All mines also have an extended detonation radius. Mine Damage: 76; All Five Mines: 380; Detonation Radius: 6 / 6.5 / 6.9 / 7.2 / 7.5; Inner Detonation Radius: 5 / 5.5 / 5.75 / 6 / 6.25
§ Extended Detonation Radius: 10% / 15% / 20% / 25%
o Ultimate Predator: For every enemy defeated with micro-grenades or proximity-mines and while active, PREDATOR INSTINCTS’s 25-second duration is extended. (S1)
§ Extended Duration: 15% / 20% / 25% / 30%
o Lingering Dioxis: Adds seconds to DIOXIS GRENADE’s 6-second duration. At EPIC rarity, it deals up to 238 damage. Duration: 8 / 9 / 10 / 12 (R4)
§ Added Seconds: 2 / 3 / 4 / 5
¡ Chewbacca
o Bonus Health: Increases maximum base health. Maximum Base Health: 700 / 750 / 775 / 800 / 850
§ Health Added: 50 / 75 / 100 / 150
o Echoing Roar: For every enemy defeated with FURIOUS BOWCASTER, its 25-second duration is extended. Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (S1)
§ Extended Duration: 15% / 20% / 30% / 40%
o Extended Shock: Extends SHOCK GRENADE’s duration of 1.1 seconds. The 15-second cooldown time is extended by 50% as a result. At EPIC rarity, the shock duration is extended 20%. EPIC Rarity: 1.3 seconds; New Cooldown Time: 22.5 seconds. (S1)
§ Extended Shock Duration: ? / ? / ? / 20%
o Charging Frenzy: Even more damage reduction is added to the 30% damage reduction received while sprinting with CHARGE SLAM. Cooldown Time: 10 seconds; Total Damage Reduction: 50% / 60% / 70% / 80%; Health Points: 910 / 1050 / 1120 / 1190 / 1260; And “Bonus Health”: 850 / 1105 / 1275 / 1360 / 1445 / 1530; And “Impervious” Only: 938 / 1219 / 1407 / 1501 / 1595 / 1688; “Bonus Health” And “Impervious”: 1139 / 1481 / 1709 / 1822 / 1936 / 2050; “Bonus Health” And “Furious Resilience”: 1020 / 1326 / 1530 / 1632 / 1734 / 1836; “Impervious” And “Furious Resilience”: 1126 / 1464 / 1689 / 1802 / 1914 / 2027 (S1)
§ Additional Damage Reduction: 20% / 30% / 40% / 50%
o Multi-Shock: SHOCK GRENADE splits into even more missiles, increasing area of affect. Missiles: 5 / 6 / 7 / 8 / 9
§ Added Missiles: 1 / 2 / 3 / 4
https://preview.redd.it/1j4npupply0d1.jpg?width=225&format=pjpg&auto=webp&s=edb83a0b5c986b492d6ec259e6ae715fd7dca063
o Impervious: Every 200 damage points dealt to enemies while any ability is active permanently adds damage reduction by 2%. As a bonus, if an enemy hero is thrown off a ledge using CHARGE SLAM and they die from the void within 3 seconds, the additional damage reduction received will be set to the maximum value possible. The effect resets after being defeated. Maximum Health Points Possible: 700 / 854 / 882 / 910 / 938; And “Bonus Health”: 850 / 1037 / 1071 / 1105 / 1139 (S1)
§ Maximum Damage Reduction: 22% / 26% / 30% / 34%
o Shocked And Vulnerable: Enemies shocked by SHOCK GRENADE receive Damage Vulnerability for the shock duration of 1.1 seconds.
§ Damage Vulnerability: 3% / 5% / 7% / 9%
o Slammed: CHARGE SLAM deals bonus damage to enemies within half of its 8-meter radius. Cooldown Time: 10 seconds; Total Damage to Troopers: 200 / 220 / 230 / 240 / 250; Heroes: 150 / 170 / 180 / 190 / 200 (BF1)
§ Bonus Damage: 20 / 30 / 40 / 50
o Furious Resilience: Blaster damage reduction is received while FURIOUS BOWCASTER is active. Ability Duration: 25 seconds. Health Points: 700 / 735 / 770 / 805 / 840; And “Bonus Health”: 850 / 893 / 935 / 978 / 1020; And “Impervious Only: 938 / 985 / 1032 / 1079 / 1126;“Bonus Health” And “Impervious”: 1139 / 1196 / 1253 / 1310 / 1367
§ Blaster Damage Reduction: 5% / 10% / 15% / 20%
¡ Han Solo
o Broad Shoulders: Damage reduction is received while sprinting with SHOULDER CHARGE. Cooldown Time: 10 seconds; Health Points: 650 / 813 / 845 / 878 / 910
§ Damage Reduction: 25% / 30% / 35% / 40%
o Sharpshooter's Calm: Decreases SHARPSHOOTER’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 3 / 3.3 / 3.45 / 3.6 / 3.75
§ Decreased Time Reduction: 10% / 15% / 20% / 25%
o Keep Your Head Cool: Every headshot defeat removes all blaster heat. Blaster Overheat: 8 shots.
§ No Blaster Heat Time in Seconds: 1.0 / 1.5 / 2.0 / 2.5
o Big Bang: After 5 seconds of being attached, DETONITE CHARGE’s 10-meter outer blast radius is extended. Unknown if the 5-meter inner blast radius remains the same or extends as well. Inner Blast radius Damage: 200; Outer Blast Radius Damage: 60; Inner Blast Radius in Meters: 5.5 / 5.75 / 6 / 6.25; Total Blast Radius in Meters: 11 / 11.5 / 12 / 12.5 (BF1; S1)
§ Extended Blast Radius: 10% / 15% / 20% / 25%
o All In: A defeat with SHOULDER CHARGE reduces the cooldown times of all abilities. The effect is permanent until the ability is used again or when defeated. At EPIC rarity, SHOULDER CHARGE’s cooldown time reduces by 75%, while DETONITE CHARGE and SHARPSHOOTER reduces by the values stated below. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 5 seconds; 9 seconds; 7.5 seconds; And “Smuggler’s Wits”: 6 seconds; 10 seconds; 8.5 seconds. (BF1; R1)
§ Reduced Cooldown Time: 20% / 30% / 40% / 50%
o Air Burst: DETONITE CHARGE’s damage increases if it is detonated in the air before attaching itself to a surface. Damage: 200 / 220 / 226 / 232 / 240
§ Increased Damage: 10% / 13% / 16% / 20%
o Smuggler's Wits: An extra dodge is ready for use. Seconds are added to the cooldown times to DETONITE CHARGE, SHARPSHOOTER, and SHOULDER CHARGE as a result. Without Card by order of mention: 10 seconds; 18 seconds; 15 seconds. EPIC Rarity: 12 seconds; 20 seconds; 17 seconds.
§ Added Seconds: 3.5 / 3.0 / 2.5 / 2.0
o Heavily Modified Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 8 / 9 / 9 / 10 / 11
§ Blaster Heat Reduction: 10% / 14% / 18% / 25%
¡ Iden Versio
o Pulse Cannon Mastery: PULSE CANNON reveals enemies that are hit by it.
§ Reveal Time in Seconds: 1 / 2 / 3 / 4
o Sturdy Shield: Increases DROID SHIELD’s health. Health: 750 / 825 / 848 / 870 / 900
§ Increased Health: 10% / 13% / 16% / 20%
o Alternative Methods: Decreases the cooldown time of the main weapon’s alternative fire. Cooldown Time: 2.3 / 1.8 / 1.7 / 1.6 / 1.5
§ Reduced Cooldown Time: 10% / 15% / 20% / 25%
o Shock Reach: Extends STUN DROID’s 25-meter area of effect for searching for viable targets. (BF1; R1)
§ Extended Area of Effect: 15% / 20% / 25% / 30%
o Shield Sustain: Adds seconds to DROID SHIELD’S duration. Duration: 12 / 16 / 17 / 18 / 22
§ Added Seconds: 4 / 5 / 6 / 10
o Acquiring Targets: Extends STUN DROID’s area of effect that shocks enemies. (BF1; R1)
§ Extended Area of Effect: 25% / 30% / 35% / 40%
o Shocking Weakness: STUN DROID reveals enemies within 25 meters.
§ Reveal Time in Seconds: 4 / 6 / 8 / 10
o Droid Batteries: Reduces the cooldown times of STUN DROID and DROID SHIELD. STUN DROID Cooldown Time in Seconds: 20 / 18 / 17 / 16 / 15; DROID SHIELD Cooldown Time in Seconds: 12.0 / 9.0 / 8.5 / 8.0 / 7.5
§ Reduced Cooldown Time: 10% / 15% / 20% / 25%
o Cooled Blaster: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 52 / 53 / 55 / 57
§ Blaster Heat Reduction: 8% / 10% / 12% / 15%
¡ Lando Calrissian
o Disabler Lifetime: Adds seconds to the 25-second duration of DISABLER. Area of Effect: 20 meters; Duration in Seconds: 33 / 35 / 37 / 40
§ Added Seconds: 8 / 10 / 12 / 15
o Hot and Cold: Increases maximum base health. Maximum Base Health: 700 / 725 / 750 / 800
§ Health Added: 50 / 75 / 100 / 150
o Welcome To Cloud City: This card does nothing. (BF1; R1)
o Maximized Efficiency: If three enemies or more are targeted, SHARP SHOT’s cooldown time is reduced. Cooldown Time in Seconds: 12 / 9 / 8.4 / 7.8 / 7.2
§ Reduced Cooldown Time: 25% / 30% / 35% / 40%
o Buckle Up, Baby: Every enemy trooper defeated or 100 damage points dealt to enemy heroes permanently reduces the main weapon’s blaster heat by 2%. The effect resets after being defeated. Maximum Blaster Shots Possible: 15 / 17 / 18 / 19 / 20
§ Maximum Blaster Heat Reduction: 10% / 18% / 26% / 34%
o Lingering Smoke: Adds seconds to the 10-second duration of SMOKE GRENADE. Duration in Seconds: 12 / 13 / 14 / 16
§ Added Seconds: 2 / 3 / 4 / 6
o Disabler Growth: After 5 seconds of being attached, DISABLER’s 20-meter area of effect is extended. At EPIC rarity, it extends by 25%. Area of Effect in Meters: 23 / 24 / 25 / 26 (S1; YB1)
§ Extended Area of Effect: ? / ? / ? / 25% OR 15% / 20% / 25% / 30%
o Quick Shock: After 5 seconds of being attached, DISABLER’s shock duration of 1.1 seconds is extended. At EPIC rarity, it extends by 20%. Shock Duration in Seconds: 1.265 / 1.32 / 1.375 / 1.43 (S1; YB1)
§ Extended Shock Duration: ? / ? / ? / 20% OR 15% / 20% / 25% / 30%
o Wide Eyed: Extends SHARP SHOT’s 40-meter targeting reach distance. At EPIC rarity, it extends by 40%. Reach Distance in Meters: 50 / 52 / 54 / 56 (S1)
§ Extended Reach Distance: 25% / 30% / 35% / 40%
¡ Leia Organa
o Optimized Shield Deployment: Decreases SQUAD SHIELD’s 20-second cooldown time. At EPIC rarity, it reduces 25%. Ability Duration: 30 seconds. EPIC Rarity: 15 seconds. (S1)
§ Reduced Cooldown Time: ? / ? / ? / 25%
o High Spirit: More health can be regenerated. Health Regeneration: 200 / 225 / 250 / 275 / 300
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Fearless: This card does nothing. (BF1; R1)
o Rebel Heart: Damage reduction is received when RAPID FIRE is active. Duration: 8 to 25 seconds; Health Points: 650 / 715 / 748 / 780 / 812.5; And “Stay Together”: 660 / 726 / 759 / 792 / 825
§ Damage Reduction: 10% / 15% / 20% / 25%
o Stay Together: If two allies or more are within 15 meters, damage reduction is received. Allies also receive this damage reduction. Health Points: 600 / 625 / 636 / 648 / 660
§ Damage Reduction: 4% / 6% / 8% / 10%
o Handy Device: Removes seconds from THERMAL DETONATORS’ cooldown time. Cooldown Time in Seconds: 13.00 / 12.50 / 12.00 / 11.75 / 11.50
§ Removed Seconds: 0.50 / 1.00 / 1.25 / 1.50
o Laser Brain: The main weapon’s alternate fire deals extra damage. Alternate Fire Charge-Up Time: 1.5 seconds; Total Damage: 145 / 165 / 170 / 175 / 180
§ Extra Damage: 20 / 25 / 30 / 35
o Relentless Firing: Decreases RAPID FIRE’s time reduction per blaster shot. Cooldown Time: 15 seconds; Duration in Seconds: 8.0 / 10.0 / 10.8 / 11.6 / 12.4
§ Decreased Time Reduction: 25% / 35% / 45% / 55%
o Shield Durability: Increases SQUAD SHIELD’s health. Health: 3000 / 3300 / 3450 / 3600 / 3750
§ Increased Health: 10% / 15% / 20% / 25%
¡ Finn
o In Charge: For every enemy trooper defeated or 100 damage points dealt to enemy heroes while UNDERCOVER TEAM is active, 2% damage reduction is permanently received whether UNDERCOVER TEAM is active or not. Any ally within 15 meters also receives this damage reduction. The effect resets after being defeated. Health Points: 600 / 696 / 744 / 780 / 816; With BIG DEAL: 930 / 1079 / 1153 / 1209 / 1265
§ Damage Reduction: 16% / 24% / 30% / 36%
o Beacon Of Hope: Extends BIG DEAL’s 15-meter radius if two allies are affected. Radius in Meters: 17.25 / 18 / 19.5 / 21 (S1)
§ Extended Radius: 15% / 20% / 30% / 40%
o No More Running: DEADEYE deals extra damage. Minimum Damage: 20 / 25 / 28 / 30 / 22; Maximum Damage: 30 / 35 / 38 / 40 / 42 (R1)
§ Extra Damage: 5 / 8 / 10 / 12
o Come Get It: Headshots extend BIG DEAL’s duration. Normal Duration: 10 seconds.
§ Extended Duration: 5% / 9% / 12% / 15%
o I Can Do This: Enemies stay revealed for additional seconds after UNDERCOVER TEAM’s duration ends. Area of Effect: 15 meters; Ability Duration: 5 to 25 seconds; Ability Cooldown Time: 15 seconds; Minimum Reveal Time Possible: 8.0 / 9.0 / 9.5 / 10.0; Maximum Reveal Time Possible: 28.0 / 29.0 / 29.5 / 30.0 (S1)
§ Additional Seconds: 3.0 / 4.0 / 4.5 / 5.0
o Stay Calm: For every enemy defeated and while active, DEADEYE’s duration is extended. Cooldown Time: 15 seconds; Normal Duration: 5 to 25 seconds (S1)
§ Extended Duration: 15% / 20% / 30% / 40%
o One Resistance: If used on three or more allies, BIG DEAL’s cooldown time is reduced.
§ Reduced Cooldown Time: 15% / 20% / 30% / 40%
o Never Going Back: For every enemy defeated and while active, UNDERCOVER TEAM’s duration is extended. Normal Duration: 5 to 25 seconds (R1)
§ Extended Duration: 15% / 20% / 30% / 40%
o Raised To Do One Thing: This card does nothing. (YT6, Timestamp: 6:37-8:48)
¡ Captain Phasma
o The More the Better: FIRST ORDER SENTRY DROID’s motor capacity is improved, decreasing the time it takes to make a 6-second full rotation. At EPIC rarity, motors are used at 150% capacity, making the full rotation now 4.5 seconds, a 25% decrease in time. Full Rotation in Seconds: 5.4 / 5.1 / 4.8 / 4.5 (S1, Comment: ajschefflerbackup)
§ Increased Motor Capacity: 20% / 30% / 40% / 50%
o Blaster Inspection: Every enemy defeated permanently reduces the main weapon’s blaster heat by 3%. Any ally within 15 meters also receives this blaster heat reduction. The effect resets after being defeated. Maximum Blaster Shots Possible: 58 / 68 / 72 / 75 / 79; And “Easy Shots”: 77 / 91 / 95 / 100 / 105
§ Maximum Blaster Heat Reduction: 18% / 24% / 30% / 36%
o Easy Shots: Reduces the main weapon’s blaster heat. Blaster Shots Before Overheat: 48 / 62 / 67 / 72 / 77 (S1)
§ Blaster Heat Reduction: 30% / 40% / 50% / 60%
o Finish Them Off: This card does nothing. (S1; YB1)
o Safety First: SURVIVOR gives even more bonus health. Total Bonus Health: 200 / 220 / 240 / 250 / 260; Total Health: 700 / 900 / 920 / 940 / 950 / 960
§ Extra Bonus Health: 20 / 40 / 50 / 60
o Laser Wall Durability: Card’s Actual Name: “All for Myself”. After defeating four enemies with STAFF STRIKES, the 20-second cooldown times of SURVIVOR and FIRST ORDER SENTRY DROID are permanently reduced. At EPIC rarity, they reduce by 30%. The effect resets after being defeated. New Cooldown Time: 14 seconds. (S1)
§ Reduced Cooldown Time: ? / ? / ? / 30%
o Come Closer: After defeating three enemies or more while FIRST ORDER SENTRY DROID is active, the shock area of effect is extended. The effect is permanent until the sentry droid is disassembled or destroyed. Total Shock Duration: 0.8 seconds; Shock Area of Effect in Meters: 15.0 / 18.0 / 19.5 / 21.0 / 22.5 (S1)
§ Extended Shock Area of Effect: 20% / 30% / 40% / 50%
o There's No Escape: After shocking an enemy, the next unique individual to get shocked by the FIRST ORDER SENTRY DROID will suffer an extended shock duration. The seconds added are permanent until the sentry droid is disassembled or destroyed. Total Shock Duration in Seconds: 0.8 / 1 / 1.05 / 1.1 / 1.15 (S1)
§ Seconds Added to Shock Duration: 0.20 / 0.25 / 0.30 / 0.35
o Not Hard Enough: Damage Reduction is received while SURVIVOR is active. Health Points: 900 / 1080 / 1170 / 1260 / 1350; And “Safety First”: 960 / 1152 / 1248 / 1344 / 1440
§ Damage Reduction: 20% / 30% / 40% / 50%
¡ BB-8
o Self Repairs: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Shielded Roll: Damage reduction is received while ROLLING CHARGE is active. Cooldown Time: 10 seconds; Health Points: 650 / 845 / 910 / 975 / 1040
§ Damage Reduction: 30% / 40% / 50% / 60%
o Headfirst: ROLLING CHARGE deals extra damage. Cooldown Time: 10 seconds; Damage to Troopers: 200 / 220 / 225 / 235 / 240; Damage to Heroes: 150 / 170 / 175 / 180 / 190; With RESISTANCE BACKING to Troopers: 210 / 231 / 236 / 247 / 252; With RESISTANCE BACKING to Heroes: 158 / 179 / 184 / 189 / 200; And “Uncover” to Troopers: 235 / 259 / 264 / 276 / 282; And “Uncover” to Heroes: 176 / 200 / 206 / 212 / 223
§ Extra Damage: 20 / 25 / 35 / 40
o Whirlwind: CABLE SPIN deals extra damage. Area of Effect is also extended. Ability Duration: 8 seconds; Damage per 0.3 Seconds: 45 / 47 / 49 / 51 / 53; Total Damage: 1170 / 1222 / 1274 / 1326 / 1378; With RESISTANCE BACKING per 0.3 Seconds: 47 / 49 / 51 / 54 / 56; With RESISTANCE BACKING Total: 1229 / 1283 / 1338 / 1392 / 1447; And “Uncover” per 0.3 Seconds: 53 / 55 / 58 / 60 / 62; And “Uncover” Total: 1375 / 1436 / 1497 / 1558 / 1619; Area of Effect in Meters: 5 / 5.5 / 6.0 / 6.5 / 7.0
§ Extra Damage per 0.3 Seconds: 2 / 4 / 6 / 8
§ Extended Area of Effect in Meters: 0.5 / 1.0 / 1.5 / 2.0
https://preview.redd.it/4he3tdhsly0d1.jpg?width=225&format=pjpg&auto=webp&s=15df742a6722d8ab68dbf6db1dc239b3029a5e6f
o Spared Batteries: For every three enemy troopers defeated or 300 damage points dealt to enemy heroes, 1 damage point is permanently added to basic attack damage. As a bonus, if an enemy hero is thrown off a ledge using ROLLING CHARGE and they die from the void within 3 seconds, the extra attack damage will be increased to the maximum value possible. The effect resets after being defeated. Basic Attack Damage: 29 / 31 / 33 / 35 / 36; With RESISTANCE BACKING: 30 / 33 / 35 / 37 / 38; And “Uncover”: 34 / 36 / 39 / 41 / 42 (S1)
§ Maximum Extra Damage: 2 / 4 / 6 / 7
o Spinner: Hitting the number of enemies stated below with CABLE SPIN removes seconds from the following cooldown time. Cooldown Time in Seconds: 25 / 21 / 19 / 17 / 15
§ Number of Enemies: 4 / 3 / 2 / 2
§ Removed Seconds: 4 / 6 / 8 / 10
o Trusty Droid: If an enemy revealed by RESISTANCE BACKING is defeated, allies nearby will regenerate health. [Unknown if it is health regeneration per second or health gained as bonus health]
§ Area of Effect in Meters: 1 / 2 / 3 / 4
§ Extra Health: 5 / 7 / 10 / 12
o Uncover: Even more damage weakness is received to enemies revealed by RESISTANCE BACKING. Area of Effect: 20 meters; Duration: 12 seconds; Cooldown Time: 18 seconds; Damage Weakness: 5% / 10% / 12.5% / 15% / 17.5%; Basic Attack Damage per 0.3 Seconds: 29 /
§ Additional Damage Weakness: 5% / 7.5% / 10% / 12.5%
o Roll Together: Adds additional percentage reduction to the already 6% reduced cooldown time of allies' abilities through SWIFT REACTION. Total Reduced Cooldown Time: 11% / 15% / 18% / 21% (R1; S1)
§ Additional Reduced Cooldown Time: 5% / 9% / 12% / 15%
¡ BB-9E
o Full Reconstruction: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Hearty Exhaust: SMOKE SCREEN’s area of effect is extended. Duration: 12 seconds; Cooldown Time: 18 seconds; Area of Effect: 30 / 31 / 31.3 / 31.6 / 32
§ Extended Area of Effect in Meters: 1.0 / 1.3 / 1.6 / 2.0
o I See You: Enemies stay revealed for additional seconds after SMOKE SCREEN’s 12-second duration ends. Area of Effect: 30 meters; Cooldown Time: 18 seconds; Reveal Time: 14.5 / 15.0 / 15.5 / 16.0 (S1)
§ Additional Seconds: 2.5 / 3.0 / 3.5 / 4.0
o Spin Me Round: SHOCK SPIN pushes enemies 4 meters away. Seconds are added to its cooldown time as a result. Initial Damage: 90 damage; Normal Cooldown Time: 25 seconds; New Cooldown Time in Seconds: 25 / 31 / 30 / 29 / 28
§ Added Seconds: 6 / 5 / 4 / 3
o Linked Systems: For every four shocks with shock prod, 1 damage point is permanently added to basic attack damage. The effect resets after being defeated. Basic Attack Damage per 0.3 Seconds: 24 / 26 / 28 / 30 / 32 (S1)
§ Maximum Extra Damage: 2 / 4 / 6 / 8
o Faster, Faster!: If SHOCK SPIN hits the number of enemies stated below, its damage will be doubled. Duration: 8 seconds; Cooldown Time: 25 seconds; Normal Damage per 0.8 Seconds: 30; Total Damage: 270; Double: 540.
§ Number of Enemies: 5 / 4 / 3 / 2
o Supercharged: CHARGE UP’s Area of Effect is extended. Duration: 5 Seconds; Cooldown Time: 15 seconds; Area of Effect in Meters: 20 / 24 / 25 / 26 / 27
§ Extended Area of Effect in Meters: 4 / 5 / 6 / 7
o Swift Power: Removes seconds from CHARGE UP’s cooldown time. Duration: 5 Seconds; Cooldown Time in Seconds: 15 / 13 / 12 / 11 / 10
§ Removed Seconds: 2 / 3 / 4 / 5
o Potent Bacta: BACTA SUPPORT’s Area of Effect is extended. Seconds are added to its cooldown time as a result. Area of Effect in Meters: 7 / 8 / 8.5 / 9 / 9.5; Seconds Health Is Gained: 0.8 / 3.8 / 3.8 / 2.8 / 2.8
§ Extended Area of Effect in Meters: 1.0 / 1.5 / 2.0 / 2.5
§ Added Seconds: 3 / 3 / 2 / 2
CATEGORIZED BY COLOR
https://preview.redd.it/1pk441gyky0d1.png?width=809&format=png&auto=webp&s=1459b21033cf7a8b3fd549122f11c70f2e1e80ad
NOTES
¡ The EPIC rarity is only stated in the card description if it is a different value than shown in-game.
¡ All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided.
¡ Clearer antonyms are used: increased/decreased; extended/reduced.
o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed).
o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat).
¡ Damage Reduction is received; health points are regained.
¡ To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values.
¡ Extra damage is damage added to ability; bonus damage is situational.
¡ Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested.
· Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second.
¡ Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them.
¡ Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best.
· I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront.
¡ Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them.
¡ Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find!
REFERENCES

BF1
BF2 Community on Fandom [Most stats taken from here]
https://battlefront.fandom.com/wiki/Heroes_and_Villains

R1
These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/

R2
Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/

R3
Hero Star Card Guide (u/ MAshby1001 on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/

R4
Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats]
https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox

R5
Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect]
https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/

S1
All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam)
https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483

YB1
SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version]
https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/

YT1
Star Cards Breakdown (@KillerDebit on YouTube)
https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88

YT2
Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube)
https://www.youtube.com/watch?v=EZb-iNSpFrM

YT3
Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION]
https://www.youtube.com/watch?v=CQNIOHv-yxA

YT4
SammyBoiii: Star Wars Hero Guides [Stats also taken from here]
https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm

YT5
Every Broken Hero Card In Battlefront 2
https://www.youtube.com/watch?v=V0H70XpXI24

YT6
Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work!
https://www.youtube.com/watch?v=kBF4kRo6Y88
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 11:54 YAZEED-IX BGG Ratings and Rankings Not Working?

BGG Ratings and Rankings Not Working? submitted by YAZEED-IX to boardgames [link] [comments]


2024.05.17 11:54 OppositeObject909 Joe Parys talks about FURY token of Engines Of Fury

Joe Parys talks about FURY token of Engines Of Fury
Engines of Fury is an adrenaline racing game that takes players on an amazing adventure via a variety of thrilling tracks and difficult challenges. For any racing enthusiast looking for an exciting gaming experience, Skyline Studios' game is a must-have. One of Engines of Fury's greatest features is its stunning visuals. The extremely realistic and detailed graphics in the game make the racetracks seem real. Every location—from lush forests to scorching deserts—has been painstakingly designed with meticulous attention to detail, resulting in an immersive gaming environment. The gameplay in Engines of Fury is exhilarating and quick-paced. Players can choose from a wide variety of high-performance cars, each with unique characteristics and handling preferences. There is a vehicle for every type of racer, from sleek sports cars to powerful off-road beasts. The controls are easy to use yet challenging to get the hang of; you'll need to timing your movements precisely and apply skill to get past obstacles.
https://preview.redd.it/99fo3ljfly0d1.png?width=1280&format=png&auto=webp&s=7cf2787e78de859c1ef6c698785130278ca27cc8
In addition to the single-player narrative mode, Engines of Fury offers several multiplayer options. Whether you're racing against friends nearby or testing your skills against racers from around the world online, there are plenty of opportunities for thrilling head-to-head races. By enabling users to compare their times and achievements with those of other racers via the online leaderboards, the game adds another level of competition. Engines of Fury goes above and beyond traditional racing games with its distinctive gameplay elements, such as power-ups and special abilities. During races, players can use defensive shields or powerful nitro boosts to gain the upper hand over their rivals. Because of these dynamic qualities that keep the action fresh and intriguing, no two races are ever the same.
Another notable aspect of Engines of Fury is its broad customizing mechanism. With decals, rims, spoilers, paint jobs, and other equipment, gamers can customize their cars to create truly distinctive rides that showcase their flare on the track. All things considered, players will be pining for more exhilarating races after playing Engines of Fury, an incredibly thrilling game. With its amazing visuals, challenging gameplay mechanics, fun multiplayer options, and abundance of customization choices, this game provides racing lovers everywhere something truly special.
🔥🔥 $FURY is on upward trend 🔥🔥
🎯$FURY is going to lead GameFi bull
💰 $FURY is set to be next gem – early birds are gonna feast!
📈 Best time to BUY
Missed Star Atlas? Don’t miss $FURY? 🌝💎🚀
https://x.com/JoeParys/status/1791106373582745881
KoL talks about crypto here:
https://x.com/JoeParys/status/1791250275891921374
Watch from 8th minute !!!!!
Eof.gg
submitted by OppositeObject909 to SatoshiStreetBets [link] [comments]


2024.05.17 11:53 Ok_Cranberry_6867 Is Micah a bad character?

I've read people say the dislike people have makes him a great character. I strongly disagree
I actively wait until I can't advance in the story without doing the robbery mission with him because I can't stand him at camp.
It's like dr. Smith in lost in space. You want characters to be hated but not to where the viewer is contemplating no longer playing or watching.
You want Floyd Mayweather hate. People hated him but watched his fights to see him lose.
Micah doesn't have that. At least for me. I think they went overboard with him
His character makes literally no sense. For one he's barley in any missions until never hallow. So you can't even say Dutch let's him stay because he's benefitting the gang. He does nothing. Didn't even help rescue Jack at the Braithwaites or stormed the Italian guys mansion. What does he even do?
He physically assaulted swandon (I think or he just spat on him). He implies he wants to kill Hosea and hopes he dies soon (does Hosea have no power in the gang or something?😂). Says he'd kill uncle. Dutch acknowledged that Micah tried to manipulate him into telling him where the black water money is and Dutch just brushed it off. After gurama I understand why Dutch keeps him around. But even if you let Micah come back to camp as soon as possible he does nothing until the shoot out in roads. I can't think of a single mission Micah does from the stagecoach one and to the Rhoads shootout where Sean dies. He doesn't contribute to the gang (sure his name appears in the ledger but he's not in the story). He's just tormenting people around camp and Dutch is in love with him or something.
You'd think Hosea, Arthur, Susan, 3 of the original 4 would go to Dutch. I would have loved to see a scene like that. And sure it's childish to go run to dad when you're being bullied. But Micah is threatening people, wishing death on them. What he does to Swanson where Susan come to his rescue you'd think she'd go to Dutch. But we never see it. Is there a single member of the gang that Micah doesn't harass besides Dutch and maybe Molly?
Rockstar over did it with him. And the fact we never seen anyone go to Dutch tells me they couldn't think of a way Dutch could justify micahs actions so they just don't have anyone go to Dutch.
But the fact that you can tell Dutch knew what micah was doing when he asked him to tell him where the money is and when Micah was being a major kiss ass. Dutch doesn't even seem to like micah in their interactions. He knows he's trying to manipulate him and he does nothing. If Micah was like Arthur and going on all these missions you can say he's a good gun. But he does nothinggggg for most of the game. All he does is stay at camp tormenting people.
In such an amazing game Micah is bad writing
submitted by Ok_Cranberry_6867 to reddeadredemption [link] [comments]


2024.05.17 11:49 FreeActuator3864 Is there anyone that can help me with my bloodied heavy gunner power armor build perk cards?

Strength :
[ 3 ] Heavy Gunner [ 3 ] Expert Heavy Gunner [ 3 ] Master Heavy Gunner [ 3 ] Bullet Shield [ 3 ] Blocker
Perception :
[ 1 ] Green Thumb
Endurance :
[ 4 ] Lifegiver [ 1 ] Radicool
Charisma :
[ 3 ] Inspirational
Intelligence :
[ 3 ] Nerd Rage [ 3 ] Stabilized [ 5 ] Demolition Expert [ 3 ] Batteries Included [ 1 ] Scrapper
Agility :
[ 5 ] Adrenaline [ 3 ] Dodgy
Luck :
[ 3 ] Bloody Mess [ 3 ] One Gun Army [ 3 ] Ricochet [ 3 ] Class Freak [ 2 ] Starched Genes
I don’t know if there was any other way for me to go about posting all my stats as they don’t allow pictures in this subreddit. I have active mutations as well without negative side effects with power armor that is over eaters; two or three pieces but not a full set of over eaters.
I appreciate anyone who will take the time to read and reply to this, surely can’t be easy helping people with their builds. I’m not new to the game just returning after like three or four years?
submitted by FreeActuator3864 to fo76 [link] [comments]


2024.05.17 11:48 CommanderRoku Fully Explained: Star Cards for Lightsaber & Force Heroes (Part II)

Fully Explained: Star Cards for Lightsaber & Force Heroes (Part II)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last…
Star Cards for Lightsaber & Force Heroes (Part II)
¡ Darth Vader
o Furious Resilience: Damage reduction is received while FOCUSED RAGE is active. Ability Duration: 10 seconds; “Fueling the Rage” Duration: 16 seconds; Maximum Health Points Possible: 1000 / 1080 / 1100 / 1200 / 1250; And “Bonus Health”: 1150 / 1242 / 1265 / 1380 / 1438
§ Damage Reduction: 8% / 10% / 20% / 25%
o Bonus Health: Increases maximum base health. Maximum Base Health: 800 / 850 / 875 / 900 / 950
§ Health Added: 50 / 75 / 100 / 150
o There Is No Escape: Extends LIGHTSABER THROW’s 20-meter reach distance. At EPIC rarity, it extends by 45%. (BF1; S1; YT1)
§ Extended Reach Distance: ? / ? / ? / 45%
o Punishing Grip: Extends CHOKE’s duration of 1.5 seconds. Duration in Seconds: 1.65 / 1.8 / 1.95 / 2.1; Damage: 126 / ? / ? / ? / 174; And “Last Gasp”: 174 / ? / ? / ? / 262; “Last Gasp” Alone: 126 / ? / ? / ? / 189 (BF1; S1; YT1)
§ Extended Duration: 10% / 20% / 30% / 40%
o Surrounded by Fear: For every enemy defeated, stamina is regained. Swings with 1 Enemy Defeated: 10 / 10 / 11 / 11 / 12; Blocks: 14 / 14 / 15 / 16 / 16; Deflections: 2121 / 2227 / 2333 / 2439 / 2545; With FOCUSED RAGE Swings: 15 / 15 / 16 / 17 / 18; With FOCUSED RAGE Blocks: 21 / 22 / 23 / 24 / 25; With FOCUSED RAGE Deflections: 3181 / 3340 / 3499 / 3685 / 3817; FOCUSED RAGE Duration: 10 seconds.
§ Stamina Regained: 5% / 10% / 15% / 20%
o Deflection Stamina: Decreases stamina drain for deflecting projectiles. Deflections: 2121 / 2333 / 2439 / 2545 / 2651; With FOCUSED RAGE: 3181 / 3499 / 3685 / 3817 / 3976
§ Decreased Stamina Drain: 10% / 15% / 20% / 25%
o Intensified Lightsaber Throw: LIGHTSABER THROW deals bonus damage to enemies hit by it a second time in a single throw. Individual Hit Damage: 130; Total Damage: 260 / 275 / 280 / 285 / 290; During CHOKE: 65 / 80 / 85 / 90 / 95
§ Bonus Damage: 15 / 20 / 25 / 30
o Last Gasp: If two enemies or more are choked, CHOKE’S damage is increased. Damage per second: 86 / 103.2 / 111.8 / 120.4 / 129; Total Damage: 126 / ? / ? / ? / 189; And “Punishing Grip”: 189 / ? / ? / ? / 262; “Punishing Grip” Alone”: 126 / ? / ? / ? / 174 (YT1)
§ Increased Damage: 20% / 30% / 40% / 50%
o Fueling the Rage: Adds 6 seconds to FOCUSED RAGE. The bonus damage gained is reduced as a result. Basic Attack Damage: 145 / 134 / 136 / 138 / 140; Rear Attack Damage: 175 / 164 / 166 / 168 / 170
§ Damage Points Removed: 11 / 9 / 7 / 5
¡ Emperor Palpatine
o Lightning Reach: Extends the basic lightning attack’s 14-meter reach distance. At EPIC rarity, it extends by 15%, about 16 meters.
§ Extended Distance: ? / ? / ? / 15%
o Amplified Aura: DARK AURA deals extra damage. Area of Effect: 10 meters. Damage per Tick: 15 / 17.25 / 18 / 18.75 / 19.5; Total Damage: 175 (YT1)
§ Extra Damage: 15% / 20% / 25% / 30%
o Prime Electrocution: If three enemies or more are electrocuted, ELECTROCUTE’s shock and blaster disabling duration of 1.3 seconds is extended. Reach Distance: 15 meters; Shock Duration in Seconds: 1.50 / 1.56 / 1.63 / 1.69. (R1; YT1)
§ Extended Shock Duration: 15% / 20% / 25% / 30%
o Show No Mercy: For every additional enemy hit by CHAIN LIGHTNING, 0.25 seconds are permanently removed from its cooldown time of 14.5 seconds. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Minimum Cooldown Time in Seconds: 11.5 / 10.5 / 9.5 / 9.5 (YT1)
§ Maximum Seconds Removed: 3 / 4 / 5 / 6
o Growing Darkness: DARK AURA’s 10-meter area of effect extends in distance over time. (R1; YT1)
§ Extended Area of Effect: 10% / 13% / 16% / 20%
o Surge of Lightning: While CHAIN LIGHTNING can already chain up to 6 different enemies, the number of additional enemies hit by CHAIN LIGHTNING will increase the total number of potential targets chained in a single use. The ability used on a single target that does not chain to another will not count. The effect resets after being defeated. Reach distance: 18 meters; Cooldown Time: 14.5 seconds; Maximum Bounces: 7 / 8 / 9 / 10 (YT1)
§ Increased Number of Targets: 1 / 2 / 3 / 4
o The Rule of Two: If ELECTROCUTE is used on enemies while already attacking with two-handed basic lightning attacks, the basic lightning attack will deal increased damage. Ability Duration: 1.3 second; Two-Handed Basic Attack Damage per 0.3 Seconds: 28 / 33 / 34.5 / 36 / 37.5; Normal Damage in 1.3 Seconds: 728; New Damage in 1.3 Seconds: 794; And “Prime Electrocution”: 814; Only “Prime Electrocution”: 748 (YT1)
§ Increased Damage: 15% / 20% / 25% / 30%
o In Full Control: Decreases stamina drain for basic lightning attacks. 1 Hand Duration in Seconds: 9.50 to 11.25 (+1.75); 2 Hands Duration in Seconds: 6.00 to 7.00 (+1.00); 1 Hand Full Stamina Damage: 588 to 714 (+126); 2 Hands Full Stamina Damage: 756 to 896 (+140) (YT1)
§ Decreased Stamina Drain: 10% / 12% / 14% / 16%
o Forked Lightning: Extends ELECTROCUTE’s 15-meter reach distance. Reach Distance in Meters: 16.5 / 16.95 / 17.4 / 18
§ Extended Reach Distance: 10% / 13% / 16% / 20%
¡ Kylo Ren
o Resilience: If within 15 meters of another force or lightsaber ally, damage reduction is received and basic lightsaber attacks deal extra damage. Health Points: 750 / 780 / 795 / 810 / 825; Basic Attack Damage: 125 / 135 / 138 / 141 / 145; Rear Attack Damage: 165 / 175 / 178 / 181 / 185 (BF1; R1)
§ Damage Reduction: 4% / 6% / 8% / 10%
§ Extra Damage: 10 / 13 / 16 / 20
o Closing In: Extends FRENZY’S 10-meter leap distance. Leap Distance in Meters: 11 / 12 / 13 / 14 (R1; YT1)
§ Leap Distance in Meters: 10% / 20% / 30% / 40%
o Total Control: If three enemies or more are frozen, FREEZE’S duration of 2.5 seconds is extended. Freeze Duration in Seconds: 3 / 3.25 / 3.5 / 3.75. (R1; YT1)
§ Extended Freeze Duration: 20% / 30% / 40% / 50%
o Solid Freeze: FREEZE’s 15-meter reach distance is extended. Reach Distance: 17.25 / 18 / 18.75 / 19.5
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Power of Darkness: Basic lightsaber attacks deal extra damage for 6 seconds after using FRENZY. Basic Attack Damage: 125 / 130 / 133 / 136 / 139; Rear Attack Damage: 165 / 170 / 173 / 176 / 179; And “Resilience” Basic Attack Damage: 139 / 149 / 152 / 155 / 159; And “Resilience” Rear Attack Damage: 179 / 189 / 192 / 195 / 199 (YT1)
§ Extra Damage: 5 / 8 / 11 / 14
o Bloodlust: Frenzy deals extra damage. Damage to Troopers: 160 / 165 / 170 / 175 / 180; Damage to Heroes: 115 / 120 / 125 / 130 / 135; 3-Strike Total Damage to Troopers: 480 / 495 / 510 / 525 / 540; 3-Strike to Heroes: 345 / 360 / 375 / 390 / 405; 4-Strike to Troopers: 640 / 660 / 680 / 700 / 720; 4-Strike to Heroes: 460 / 480 / 500 / 520 / 540
§ Extra Damage: 5 / 10 / 15 / 20
o Harsh Pull: PULL deals extra damage. Damage: 10 / 30 / 40 / 50 / 60
§ Extra Damage: 20 / 30 / 40 / 50
o Power Reach: Extends PULL’s 20-meter reach distance. Reach Distance in Meters: 23 / 24 / 25 / 26
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Berserking Tantrum: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 14 / 16 / 16 / 17 / 18
§ Decreased Stamina Drain: 8% / 12% / 16% / 20%
¡ Luke Skywalker
https://preview.redd.it/3hsvwh5zjy0d1.jpg?width=225&format=pjpg&auto=webp&s=3043ee0fab0be8738ef8240bef4cbe7aba20769e
o Epicenter: REPULSE deals bonus damage to enemies within half of its 12-meter radius. The bonus damage breaks through lightsaber blocks. Total Damage to Troopers: 130 / 155 / 160 / 165 / 170; Heroes: 75 / 100 / 105 / 110 / 115. (BF1)
§ Bonus Damage: 25 / 30 / 35 / 40
o Deflection Mastery: Deflected shots are returned more accurately, reducing deflection spread is reduced from 0.45 to 0.2. Stamina drain is increased by blocked blaster shots as a result. Deflection Stamina Drain Without Card: 1112 damage points. EPIC Rarity: 1,001 damage points. (R1; YT1)
§ Increased Stamina Drain: 18% / 15% / 12% / 10%
https://preview.redd.it/7niqijd2ky0d1.jpg?width=225&format=pjpg&auto=webp&s=dce8567050da9c5a38dd9b609bc5ea657d5aa82c
o Intensify: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently adds 2 extra damage points to basic lightsaber attacks. As a bonus, if an enemy hero is thrown off a ledge using a force ability and they die from the void within 3 seconds, the extra attack damage will be set to the maximum value possible. Otherwise, either 18 troopers defeated or 3600 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. Basic Attack Damage: 130 / 148 / 154 / 160 / 166; Rear Attack Damage: 160 / 178 / 184 / 190 / 196 (BF1; S1; YT1)
§ Maximum Extra Damage: 18 / 24 / 30 / 36
o Stronger Push: PUSH’s 10-meter push distance is extended, force pushing enemies even farther. Push Distance in Meters: 14 / 16 / 18 / 20
§ Extended Push Distance: 40% / 60% / 80% / 100%
o Rush Immunity: Damage reduction is received for 3 seconds after using RUSH. Health Points: 750 / 810 / 825 / 840 / 863
§ Damage Reduction: 8% / 10% / 12% / 15%
o Jedi Reflexes: An extra RUSH is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Jedi Fighter: Decreases all stamina drain. The following shows Without Card / EPIC Rarity. Swings: 10 / 16; Blocks: 10 / 16; Deflections: 1112 / 1711 ([S1)]()
§ Decreased Stamina Drain: 20% / 25% / 30% / 35%
o Extended Push Reach: Extends PUSH’s 12-meter reach distance. Reach Distance in Meters: 13.8 / 14.4 / 15 / 15.6
§ Extended Push Distance: 15% / 20% / 25% / 30%
https://preview.redd.it/6r2c4aw3ky0d1.jpg?width=225&format=pjpg&auto=webp&s=f23097511d0055b022bf1b0206bc8df3b72d3b63
o Strong Repulse: Extends REPULSE’s 12-meter area of effect. Enemies are launched into the air for a 25% longer duration. Area of Effect in Meters: 13.8 / 14.4 / 15 / 15.6 (YT1, Comment: u/anjahupkes4376)
§ Extended Area of Effect: 15% / 20% / 25% / 30%
¡ Darth Maul
https://preview.redd.it/py9jsf16ky0d1.jpg?width=225&format=pjpg&auto=webp&s=bc517079439905b49418da3bde120cbcab88a213
o Lightsaber Defense: Blaster damage reduction is received. Reduction of all damage is also received during the SPIN ATTACK. At EPIC rarity, the damage reduction from SPIN ATTACK is 60%. Blaster Health Points: 700 / 770 / 784 / 798 / 812; Health Points With 60%: 1120 (S1)
§ Blaster Damage Reduction: 10% / 12% / 14% / 16%
o Thrown to Slow: If two enemies or more are choked, CHOKE HOLD deals extra damage. At EPIC rarity, it deals 19 damage points. Cooldown time: 18 seconds; Damage Without Card: 77; Total Damage: 96 (BF1; R1)
§ Extra Damage: ? / ? / ? / 19
o Ranged Throw: Extends FURIOUS THROW’s 20-meter reach distance. Reach Distance in Meters: 24 / 26 / 28 / 30. (BF1; S1)
§ Extended Reach Distance: 20% / 30% / 40% / 50%
o Fool Me Once: Reduces the cooldown times of all abilities. At EPIC rarity, FURIOUS THROW reduces by 8.4%, CHOKE HOLD by 6.72%, and SPIN ATTACK by the values stated below. Without Card by order of mention: 8 seconds; 18 seconds; 5 seconds. New Cooldown Times in Seconds: 7.2 seconds; 17.0 seconds; 4.5 seconds. (R1; YT1)
§ Reduced Cooldown Time: 5% / 7% / 9% / 10%
o Forceful Thrust: CHOKE HOLD’s throw distance is extended, launching enemies even farther. Throw Distance in Meters: 14 / 16 / 18 / 20
§ Extended Throw Distance: 40% / 60% / 80% / 100%
o Flow Motion: An extra SPIN ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Savage: If four enemies are hit with SPIN ATTACK within the number of seconds stated below, the 5-second cooldown time will be reduced by 80% for 4 seconds. Rewarded Cooldown Time: 1 second. (S1; YT1)
§ Number of Seconds: 4.0 / 4.5 / 5.0 / 5.5
o Accelerated Throw: FURIOUS THROW deals extra damage. Individual Hit Damage: 85 / 90 / 95 / 100 / 105
§ Extra Damage: 5 / 10 / 15 / 20
o Unrolled Grip: Extends CHOKE HOLD’s 15-meter reach distance. Reach Distance: 17.25 / 18.00 / 18.75 / 19.50
§ Extended Reach Distance: 15% / 20% / 25% / 30%
¡ Rey
o Balance: An extra dodge is ready for use. Stamina drain is increased as a result. Swings: 10 to 9; Blocks: 14 to 13; Blaster Deflections as Damage: 1112 to ?; Swings with INSIGHT: 20 to 18; Blocks with INSIGHT: 28 to 26; Deflections with INSIGHT: 1112 to ? (YT1)
§ Increased Stamina Drain: 30% / 25% / 20% / 15%
o Far Sight: Extends INSIGHT’s 30-meter area of effect. Area of Effect in Meters: 33 / 36 / 39 / 42
§ Extended Area of Effect: 10% / 20% / 30% / 40%
o Street Fighter: Decreases stamina drain for basic lightsaber attacks. Swings: 10 to 12; With INSIGHT: 20 to 24; And “Balance”: 18 to 20; “Balance”, No INSIGHT: 9 to 11
§ Decreased Stamina Drain: 8% / 10% / 12% / 15%
o Resilient Dash: Damage reduction is received when using DASH STRIKE. Health Points: 750 / 938 / 975 / 1013 / 1050
§ Damage Reduction: 25% / 30% / 35% / 40%
o Damaging Strike: DASH STRIKE deals extra damage. Cooldown Time: 10 seconds; Total Damage: 130 / 149 / 156 / 163 / 169 (BF1; R1)
§ Extra Damage: 15% / 20% / 25% / 30%
o Strong Mind: Extends MIND TRICK’s 18-meter reach distance. Reach Distance in Meters: 20.7 / 21.6 / 22.5 / 23.4; Cooldown Time: 20 seconds; Maximum Value: 22.5 (R1; YT1)
§ Extended Reach Distance: 15% / 20% / 25% / 30%
o Focused Sight: Adds seconds to INSIGHT’s duration. Duration in Seconds: 8 / 10 / 11 / 13 / 15
§ Added Seconds: 2 / 3 / 5 / 7
o Deep Mind: Extends the 4-second duration of MIND TRICK’s effects on enemies that are revealed by INSIGHT. Duration in Seconds: 4.6 / 4.8 / 5.0 / 5.2 (S1; YT1)
§ Extended Duration: 15% / 20% / 25% / 30%
https://preview.redd.it/sas5j5d8ky0d1.jpg?width=225&format=pjpg&auto=webp&s=13b86952db61251a6401fdd4108a48e6e754967c
o Opportunist: Bonus damage is dealt to enemies affected by MIND TRICK, knockdowns, or any other immobilizing effect. Basic Attack Damage: 120 / 128 / 130 / 132 / 135; Rear Attack Damage: 140 / 148 / 150 / 152 / 155; And “Damaging Strike”: 169 / 177 / 179 / 181 / 184 (YT1)
§ Bonus Damage: 8 / 10 / 12 / 15
¡ Yoda
o Enduring Presence: Bugged card. Adds seconds to PRESENCE’s duration, but the allies who receive bonus health are the ones standing at the previous use of PRESENCE. Duration: 8 / 10 / 11 / 12 / 13
§ Added Seconds: 2 / 3 / 4 / 5
o Unleashed: Extends UNLEASH’s initial reach distance by 25%. The damage dealt is reduced from 190 to 160 damage points as a result. The final reach distance remains unchanged. (BF1; S1)
§ Extended Initial Reach Distance: 10% / 15% / 20% / 25%
o Agility: An extra DASH ATTACK is ready for use. Its 5-second cooldown time is extended as a result. Cooldown Time in Seconds: 5.75 / 5.50 / 5.25 / 5.00 (YT1)
§ Extended Cooldown Time: 15% / 10% / 5% / 0%
o Opposing the Dark Side: Basic lightsaber attacks deal bonus damage to enemy heroes. Basic Attack Damage: 125 / 135 / 137 / 139 / 141; Rear Attack Damage: 150 / 160 / 162 / 164 / 166
§ Bonus Damage: 10 / 12 / 14 / 16
o Earned It I Have: This card does nothing. (R1)
o Jedi Mentor: Damage reduction is received. Maximum Health Points Possible: 700 / 735 / 742 / 749 / 756; With PRESENCE: 850 / 893 / 901 / 910 / 918; And “Feel the Force”: 910 / 956 / 965 / 974 / 983 (YT1)
§ Damage Reduction: 5% / 6% / 7% / 8%
o Feel the Force: PRESENCE gives even more bonus health. Total Bonus Health: 150 / 180 / 190 / 200 / 210; Total Health: 850 / 880 / 890 / 900 / 910
§ Extra Bonus Health: 30 / 40 / 50 / 60
o Size Matters Not: If PRESENCE’s bonus health is depleted through damage, additional health is regained by a percentage of the bonus health that was depleted. The 20-second cooldown time is increased by 13 seconds as a result. New Cooldown Time: 33 seconds; Health Points Healed: 75; And “Feel the Force”: 105 (S1; YT1)
§ Percentage of Bonus Health Regained as Additional Health: 35% / 40% / 45% / 50%
o Lightsaber Mastery: Decreases stamina drain for basic lightsaber attacks. Lightsaber Swings: 12 to 15
§ Decreased Stamina Drain: 8% / 10% / 12% / 15%
¡ General Grievous
o Beating Heart: More health can be regenerated. Health Regeneration: 250 / 275 / 300 / 325 / 350
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Sith Trained: Basic lightsaber attacks deal extra damage. Stamina drain is increased by 25% as a result. Lightsaber Swings: 12 to 10; Basic Attack Damage: 130 / 145 / 150 / 155 / 160; Rear Attack Damage: 160 / 175 / 180 / 185 / 190
§ Extra Damage: 15 / 20 / 25 / 30
https://preview.redd.it/6wpincp9ky0d1.jpg?width=225&format=pjpg&auto=webp&s=22ba97c819a84b7dd797fff239969506bf3d25b3
o Jedi Killer: Extends THRUST SURGE’s 15-meter reach distance. Its hitbox’s area of effect is also extended by at least 15 meters. Reach Distance in Meters: 18 / 19.5 / 21 / 22.5 (R5)
§ Extended Reach Distance: 20% / 30% / 40% / 50%
o Cowardly Retreat: Even more damage reduction is received when using CLAW RUSH. Duration: 3.2 seconds; Cooldown Time: 13 seconds; Health Points: 1120 / 1280 / 1360 / 1440 / 1520
§ Total Damage Reduction: 60% / 70% / 80% / 90%
https://preview.redd.it/ntqor26bky0d1.jpg?width=225&format=pjpg&auto=webp&s=4ec87916373e1ffb829456df7e92693147ed64d0
o Flesh Is Weak: For every 10% of total health missing, damage reduction is added. Damage Reduction takes into effect per hit taken, meaning hits with a small damage output increase the total number of health points compared to those with a larger damage output. Health regeneration rate is halved as a result: 50 health per second to 25 health per second. When used with “Beating Heart”, health regeneration speed is set back to normal. Total Health Points: Varies from 800 to 1500 (S1; YT1, Comment: u/MetaDiscussions)
§ Damage Reduction Added: 2% / 3% / 4% / 5%
o Momentum: THRUST SURGE deals extra damage. Damage: 160 / 170 / 180 / 190 / 200
§ Extra Damage: 10 / 20 / 30 / 40
o Ceaseless Assault: Damage reduction is received when using UNRELENTING ADVANCE. Duration: 5 seconds; Cooldown Time: 11 seconds; Health Points: 800 / 880 / 960 / 1040 / 1120
§ Damage Reduction: 10% / 20% / 30% / 40%
o Deadly Slashes: UNRELENTING ADVANCE deals extra damage. Damage per 0.45 Seconds: 110 / 120 / 130 / 140 / 150
§ Extra Damage per 0.45 Seconds: 10 / 20 / 30 / 40
o Line Up, Weaklings: CLAW RUSH deals extra damage. Cooldown Time: 13 seconds; Total Damage: 130 / 150 / 160 / 170 / 180 (R1)
§ Extra Damage: 20 / 30 / 40 / 50
¡ Obi-Wan Kenobi
o Jedi Resilience: More health can be regenerated. Health Regeneration: 300 / 325 / 350 / 375 / 400
§ Added Health to Regeneration: 25 / 50 / 75 / 100
o Perfect Defense: Decreases stamina drain for lightsaber blocks and blaster deflections. Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969 (YT1)
§ Decreased Stamina Drain: 10% / 20% / 30% / 40%
o Give It All: Extends ALL-OUT PUSH’s initial and charged-up reach distance.
§ Extended Reach Distance in Meters: 0.5 / 1.0 / 1.5 / 2.0
o Think It Over: Adds seconds to RESTRICTIVE MIND TRICK’s duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.3 / 6.7 / 6.9
§ Added Seconds: 0.5 / 0.8 / 1.2 / 1.4
o Safeguard: For every lightsaber attack blocked, two abilities blocked, or 5 blaster shots blocked, stamina drain decreases by 2%. Either 40 blocked lightsaber attacks, 40 blocked abilities, or 100 blocked blaster shots are needed to reach the maximum value. The effect resets after being defeated. Swings: 10 to 17; Blocks: 25 to 42; Blaster Deflections as Damage: 2121 / 2333 / 2545 / 2757 / 2969; And “Perfect Defense” Blocks: 25 to 69; And “Perfect Defense” Deflections: 2969 / 3266 / 3563 / 3856 / 4157
§ Decreased Stamina Drain: 25% / 30% / 35% / 40%
o Quickened Focus: Removes seconds from ALL-OUT PUSH’s charge-up to full duration of 1.2 seconds. Charge-up to Full Duration in Seconds: 1.2 / 1.0 / 0.9 / 0.8 / 0.7
§ Seconds Removed: 0.2 / 0.3 / 0.4 / 0.5
o Forward!: DEFENSIVE RUSH deals extra damage. Damage: 140 / 150 / 160 / 170 / 180; Final Strike Damage: 200 / 210 / 220 / 230 / 240
§ Extra Damage: 10 / 20 / 30 / 40
o More Doubts: Extends RESTRICTIVE MIND TRICK’s 21-meter reach distance. At EPIC rarity, it extends by 10%. Cooldown Time: 21 seconds; “EPIC” Rarity Reach Distance: 23 meters. (YT1)
§ Extended Reach Distance: ? / ? / ? / 10%
o Critical Deflection: Blaster shots deflected by DEFENSIVE RUSH are critical hits dealing extra damage. Damage: 65 / 106 / 116 / 126 / 136 (YT1)
§ Extra Damage: 20 / 30 / 40 / 50
¡ Count Dooku
o Sith Control: More health can be regenerated. Health Regeneration: 250 / 280 / 310 / 340 / 370
§ Added Health to Regeneration: 30 / 60 / 90 / 120
o Finesse: Decreases stamina drain. Swings: 10 to 22; Blocks: 14 to 22; Blaster Deflections as Damage: 1112 / 1334 / 1390 / 1446 / 1501 (YT1)
§ Decreased Stamina Drain: 20% / 25% / 30% / 35%
o Blind Spot: Increases the angle of LIGHTNING STUN’s area of effect. (YT1)
§ Increased Angle by Degrees: 5 / 10 / 20 / 30
o Superiority: Adds seconds to EXPOSE WEAKNESS’ duration of 5.5 seconds. Duration in Seconds: 6.0 / 6.5 / 7.0 / 7.5
§ Added Seconds: 0.5 / 1.0 / 1.5 / 2.0
o Initiative: Every 15 seconds, the next basic lightsaber attack becomes a critical strike dealing extra damage. For every successful lightsaber attack, the cooldown time reduces by 1 second. A yellow circle around the crosshair will indicate when the critical strike is ready. Basic Attack Damage: 130 / 150 / 160 / 170 / 180; Rear Attack Damage: 160 / 180 / 190 / 200 / 210; With DUELIST Basic: 155 / 175 / 185 / 195 / 205; With DUELIST Rear: 185 / 205 / 215 / 225 / 235; And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; With EXPOSE WEAKNESS Basic: 210 / 234 / 246 / 258 / 270; With EXPOSE WEAKNESS Rear: 246 / 270 / 282 / 294 / 306; Only DUELIST And “Masterful Duelist” Basic: 175 / 195 / 205 / 215 / 225; Only DUELIST And “Masterful Duelist” Rear: 205 / 225 / 235 / 245 / 255; Only EXPOSE WEAKNESS Basic: 156 / 180 / 192 / 204 / 216; Only EXPOSE WEAKNESS Rear: 192 / 216 / 228 / 240 / 252 (S1)
§ Extra Damage: 20 / 30 / 40 / 50
o Last Seconds: Removes seconds from LIGHTNING STUN’s 14-second cooldown time. Cooldown Time in Seconds: 13 / 12 / 11 / 10
§ Removed Seconds: 1 / 2 / 3 / 4
o Masterful Duelist: DUELIST deals even more extra damage. Duration: 10 seconds; Cooldown Time: 13 seconds; Total Extra Damage: 25 / 30 / 35 / 40 / 45; Basic Attack Damage: 155 / 160 / 165 / 170 / 175; Rear Attack Damage: 185 / 190 / 195 / 200 / 205; With EXPOSE WEAKNESS Basic: 186 / 192 / 198 / 204 / 210; With EXPOSE WEAKNESS Rear: 222 / 228 / 234 / 240 / 246
§ Extra Damage: 5 / 10 / 15 / 20
o Dominance: Enemy targets affected by EXPOSE WEAKNESS receive even more damage weakness. Damage Weakness: 20% / 25% / 30% / 35% / 40%; LIGHTNING STUN Damage: 192 / 200 / 208 / 216 / 224; Basic Attack Damage: 130 / 156 / 163 / 169 / 176 / 182; Rear Attack Damage: 160 / 192 / 200 / 208 / 216 / 224; With DUELIST Basic: 155 / 186 / 194 / 202 / 209 / 217; With DUELIST Rear: 185 / 222 / 231 / 241 / 250 / 259; And “Masterful Duelist” Basic: 175 / 210 / 219 / 228 / 236 / 245; And “Masterful Duelist” Rear: 205 / 246 / 256 / 267 / 277 / 287; And “Initiative” Basic: 225 / 270 / 281 / 293 / 304 / 315; And “Initiative” Rear: 255 / 306 / 319 / 332 / 344 / 357; Only “Initiative” Basic: 180 / 216 / 225 / 234 / 243 / 252; Only “Initiative” Rear: 210 / 252 / 263 / 273 / 284 / 294; Only “Initiative” With DUELIST Basic: 205 / 246 / 256 / 267 / 277 / 287; Only “Initiative” With DUELIST Rear: 235 / 282 / 294 / 306 / 317 / 329
§ Additional Damage Weakness: 5% / 10% / 15% / 20%
o Balanced Duelist: Removes seconds from DUELIST’s 13-second cooldown time. Duration: 10 seconds; Cooldown Time in Seconds: 12 / 11 / 10 / 9
§ Removed Seconds: 1 / 2 / 3 / 4
¡ Anakin Skywalker
o Tenacious: Increases maximum base health. Maximum Base Health: 800 / 825 / 850 / 875 / 900
§ Health Added: 25 / 50 / 75 / 100
o Massive Strikes: Basic lightsaber attacks deal extra damage. Stamina drain for attacks and blocks is increased as a result. Cooldown Time: 13 seconds; Basic Attack Damage: 130 / 135 / 140 / 145 / 150; Rear Attack Damage: 170 / 175 / 180 / 185 / 190. The following shows Without Card / EPIC Rarity. Swings: 12 / 10; Blocks: 10 / 8; Deflections: 1392 / 1,044. (BF1; S1)
§ Extra Damage: 5 / 10 / 15 / 20
§ Increased Stamina Drain: 35% / 35% / 25% / 25%
https://preview.redd.it/x03xl11dky0d1.jpg?width=225&format=pjpg&auto=webp&s=5837169f02f1ae9dbe8c8278730b4e8d2bed45c0
o Pressure: The 2nd attack of PASSIONATE STRIKE deals extra damage. Also, the lunge distance of the two attacks is increased. 1st Attack Damage to Troopers: 70; 1st Attack Damage to Heroes: 40; 2nd Attack to Troopers: 180 / 190 / 195 / 200 / 205; 2nd Attack to Heroes: 130 / 140 / 145 / 150 / 155; Total Damage to Troopers: 250 / 260 / 265 / 270 / 275; Total Damage to Heroes: 170 / 180 / 185 / 190 / 195 (YT1, Comment: u/tabbywarrior)
§ Extra Damage: 10 / 15 / 20 / 25
https://preview.redd.it/axci7mbeky0d1.jpg?width=225&format=pjpg&auto=webp&s=f682b931e4fedcb5d634fa7a8a16042a85816b71
o Control the Force: Extends HEROIC MIGHT’s initial 10-meter area of effect and RETRIBUTION’s initial 15-meter area of effect. HEROIC MIGHT’s Initial Area of Effect in Meters: 12 / 13 / 14 / 15; RETRIBUTION’s Initial Area of Effect in Meters: 17 / 18 / 19 / 20 (YT1, Comment: u/hypnotic_o)
§ Extended Area of Effect in Meters: 2 / 3 / 4 / 5
https://preview.redd.it/kqupxytgky0d1.jpg?width=225&format=pjpg&auto=webp&s=c3ce16ce0ddd44b94cef4ce410a0b479395a457f
o Steamroll: Every enemy trooper defeated or 200 damage points dealt to enemy heroes permanently decreases stamina drain by 2%. As a bonus, if an enemy hero is thrown off a ledge using any force ability and they die from the void within 3 seconds, the decreased stamina drain will be set to the maximum value possible. Otherwise, either 20 troopers defeated or 4000 damage to heroes is needed to reach the maximum value. The effect resets after being defeated. The following shows Without Card / EPIC Rarity / And “Massive Strikes”. Swings: 12 / 20 / 16; Blocks: 10 / 17 / 13; Deflections: 1392 / 1044 / 1462 (BF1; S1; YT1)
§ Decreased Stamina Drain: 25% / 30% / 35% / 40%
o Fierce Fighter: Reduces PASSIONATE STRIKE’s 13-second cooldown time. At EPIC rarity, it reduces to 5 seconds. Cooldown Time in Seconds: 11 / 10 / 9 / 8 (BF1; R1)
§ Seconds Removed from Cooldown Time: 2 / 3 / 4 / 5
https://preview.redd.it/ylbdt8phky0d1.jpg?width=225&format=pjpg&auto=webp&s=ee3ad33ee7f2955d939fc536b8a7e8a18584c56a
o Attraction: Extends PULL DOMINANCE’s 18-meter reach distance. As a bonus, enemies can be pulled out of their abilities only within the added reach range. Cooldown Time: 15 seconds; Reach Distance in Meters: 20 / 21 / 22 / 23 (YT2, Comment: @Embo_Marrok)
§ Extended Reach Distance in Meters: 2 / 3 / 4 / 5
o Raw Strength: HEROIC MIGHT deals extra damage. Area of Effect: 10 meters; Damage to Troopers: 100 / 120 / 130 / 140 / 150; Damage to Heroes: 90 / 110 / 120 / 130 / 140
§ Extra Damage: 20 / 30 / 40 / 50
o All of Them: If PULL DOMINANCE is used on a number of enemies, it deals 50 extra damage. Normal Damage to Troopers: 120; Normal Damage to Heroes: 80; New Damage to Troopers: 170; New Damage to Heroes: 130; New Damage:
§ Number of Enemies: 5 / 4 / 3 / 2
CATEGORIZED BY COLOR
https://preview.redd.it/phtuqg1tiy0d1.png?width=809&format=png&auto=webp&s=9f6775ab15d6e32a72808c8229690f1465dd6eab
NOTES
¡ The EPIC rarity is only stated in the card description if it is a different value than shown in-game.
¡ All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided.
¡ Clearer antonyms are used: increased/decreased; extended/reduced.
o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed).
o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat).
¡ Damage Reduction is received; health points are regained.
¡ To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values.
¡ Extra damage is damage added to ability; bonus damage is situational.
¡ Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested.
· Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second.
¡ Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them.
¡ Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best.
· I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront.
¡ Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them.
¡ Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find!
REFERENCES

BF1
BF2 Community on Fandom [Most stats taken from here]
https://battlefront.fandom.com/wiki/Heroes_and_Villains

R1
These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/

R2
Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/

R3
Hero Star Card Guide (u/ MAshby1001 on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/

R4
Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats]
https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox

R5
Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect]
https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/

S1
All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam)
https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483

YB1
SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version]
https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/

YT1
Star Cards Breakdown (@KillerDebit on YouTube)
https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88

YT2
Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube)
https://www.youtube.com/watch?v=EZb-iNSpFrM

YT3
Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION]
https://www.youtube.com/watch?v=CQNIOHv-yxA

YT4
SammyBoiii: Star Wars Hero Guides [Stats also taken from here]
https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm

YT5
Every Broken Hero Card In Battlefront 2
https://www.youtube.com/watch?v=V0H70XpXI24

YT6
Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work!
https://www.youtube.com/watch?v=kBF4kRo6Y88
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 11:46 GlitteringFormal8043 Do you think an auction house like Old School RuneScape would work on PoE? Long text alert!

Do you think an auction house like Old School RuneScape would work on PoE? Long text alert!
So basically OSRS or Old School RuneScape has an auction house and it works like this. I'll use PoE terms so it makes easier to illustrade the idea. Keep in mind the way I translate the OSRS ingame trade mechanics are just to make it digestible to the PoE community and are not by any means how it must be. With that said:
https://preview.redd.it/mv07i5bb4y0d1.png?width=487&format=png&auto=webp&s=fa8b8a1727f6252ca29642732a3a3bf8732ab669
OSRS has a trade restriction under 20 hours active play time. This would translate to 20 hours + finishing campaign on PoE. This is to reduce botting.
1 - Everyone has a set amount of trade slots, you can buy more for ingame currency, slots are where you put your orders in.
The amount of slots is to reduce botting and discourage flipping.
2 - Every transaction above a low threshold has a tax equivalent to 1% of it's price up to a maximum of much higher threshold cost.
The trade tax is also to prevent botting and discourage flipping. An equivallent for PoE would be every transaction over 10 chaos up to 1 mirror has a 1% tax.
3 - Every item has a limit to how many you can buy, usually that limit is much more than the "maximum possible use limit for any given player".
To put it in perspective, it would be like 400 scarabs of domination every 4 hours, not any scarab, just scarabs of domination. (something that you really can't use in just that amount of time). This is to discourage flipping as well.
4 - When trading, prices are shown to the player at current average, The player has the fast option to make it 5% cheaper, more expensive or type the price. Respectively represented by "⌄", "⌃" and "...".
https://preview.redd.it/y7eny3vv9y0d1.png?width=546&format=png&auto=webp&s=63576730b37da1463ce1310ac0bf0195023388d2
5 - Every sell/buy go for a queue.
5.1 - Queue for buying goes for the cheapest item and then the oldest item for sale.
This means that If you order a tabula for 10 chaos and the cheapest tabula is listed for 8 chaos > You receive the tabula and 2 chaos back.
5.2 - Queue for selling goes for the oldest request for the price setted by you.
If you intent to sell a tabula for 10 chaos, you'll always receive the 10 chaos for the item OR not sell. Players are able to remove offers at any time.
https://preview.redd.it/bno8gcokky0d1.png?width=549&format=png&auto=webp&s=f8771ec823d697c31d2d41f52362e235ed083cdf
6 - sell/buy orders don't need to be completed by one single player. If you intend to buy 200 scarabs, you could be buying from 20 different players and all automatically. The bar shows the current progress of your buy order.
https://preview.redd.it/ykivgf1cfy0d1.png?width=548&format=png&auto=webp&s=f6d229c6cd9e746de068ea0e730f3b767f12d7aa
How it really works? TLDR.
  • Instabuy and instasell are possible. Usually if you want to instabuy something you would have to pay 5% more, if you want to instasell something you would make 5% less.
  • It's possible to buy items cheaper, especially farming goods ( like scarabs on PoE) cheaper if you are able to wait for them to be bought overnight. Same is true for selling items, if you are patient you can wait for someone that is willing to pay more for your goods.
  • The economy is much more alive, as people don't need to be online to sell or buy. Trades are way easier as one order can buy from multiple sellers, and the other way around is also true.
  • Flipping is possible and profitable, but it is not the best by any means. The limited amount of slots, the 1% tax and the maximum by of any item limits the power of flippers by a good amount without making it completly impossible.
To be honest, I don't know if it would really work as intend as PoE is a really complex game, but I see how it should be adapted to work well without the draw backs of having an auction house.
Image to illustrate the post:
https://preview.redd.it/kjtw7ja2gy0d1.png?width=487&format=png&auto=webp&s=129a744ecc720dcb2163336e46af62a639f6053e
submitted by GlitteringFormal8043 to pathofexile [link] [comments]


2024.05.17 11:46 Riot_RC Thrones of Decay made Orcs so fun to play

Now that Dwarves are strong, especially Ungrim, I'm having some of the most insane, most cataclysmic battles I've ever had in the game playing as Grimgor. I love it.
I thought I'd hate fighting against the completely unbreakable Dwarf Slayer stacks over and over. But now realise it brings to reality one of the most thematic rivalries in the game that was barely present before the ToD: Powerful stubborn Dwarves that actually require ridiculous amounts of boyz to now overcome.
submitted by Riot_RC to totalwar [link] [comments]


2024.05.17 11:46 MustaKotka Instead of adding lands and ramp have you tried lowering your curve? Experiences?

One day I got tired of the 10, 10, 10... formula and decided to take a look at my mana curve more carefully. Turns out it was about average (3.2 according to EDHREC) with a nice bell curve (normal distribution) of cards with a median (middle value) of 3.
But that got me thinking... What if I push my average mana value lower? Sure, I lose some big bombs but the upside is that I can start double spelling sooner! Even going from 3.0 to 2.5 will drastically improve the smoothness of game experience because for double spelling on average you need now 5 mana instead of 6.
Especially when it comes to ultra high mana cost blowouts: [[In Garruk's Wake]], [[Rise of the Dark Realms]], [[Omniscience]]... All got cut. Hurt my heart but I was no longer mana bound, instead I could focus on drawing new cards.
This had many consequences:
  1. I didn't need as much ramp or lands as I did before, which freed up slots for other cards.
  2. If I got my curve low enough I actually didn't need ramp at all! If you focus on drawing you can hit every single land drop, basically. While it happens all on curve which you could see as making the deck less potent I think in the end you just pick a pod with similar power level.
  3. Smoother mana production meant I was less screwed or flooded which made the game so much more fun for me.
  4. I was able to get "online" sooner on average and start doing things I enjoy because I didn't spend all my turns ramping.
I still have some decks that have a high mana value commander which requires some ramping so it's not all gone.
But when it comes to successfully lowering the curve:
So yeah, what are your experiences? I feel like this topic isn't talked a lot about. Often people just recommend certain numbers of lands and ramp but don't really talk about lowering the curve unless it's egregiously high (like 4.0 or more).
submitted by MustaKotka to EDH [link] [comments]


2024.05.17 11:45 a36404584 Business models for discord bots

Hey everyone, super interested the power of discord bots but admittedly very new to the space. I have a background running tech products in market research 🔬/gaming 👾but I’m interested to know what business models/monetization methods there are. Feel free to dm me if you wanna chat more!
submitted by a36404584 to Discord_Bots [link] [comments]


2024.05.17 11:44 IGotTheBeanz Whenever Nora is within visual range, this clunky clicking sound plays nonstop... help please.

(Xbox Series S)
Load Order:
  1. Cheat Room (XB1)
  2. Unofficial Fallout 4 Patch (UFO4P)(XB1)
  3. True Storms: Wasteland Edition (XB1)
  4. Settler and Companion Dialogue Overhaul
  5. Pleasing Piper Attitude Adjuster (XB1)
  6. Icebreaker Settlements - Settler Dialogue
  7. Icebreaker Piper - Companion Dialogue
  8. Fallout 4 Ai Overhaul
  9. When Pigs Fly Fix
  10. Alert Carry - Lower Your Weapons (XB1)
  11. Simple Attack and Death Reaction
  12. (XB1) Realistic Ragdoll Force
  13. Immersive Fallout (DLC)
  14. More Smarter Companions Mod (XB)
  15. TCE - The Companions Enhanced - XB1
  16. Companion Haircuts and Surgery - Xbox
  17. NPC Height Adjustment (XB1)
  18. Sleep Intimate XB1
  19. Nora Companion WIP
  20. Everyone's Best Friend (Dogmeat +)
  21. (XB1) Unlimited Companion Framework
  22. People are Strangers - Xbox Edition
  23. Mo Pop & Roll 2.0 - 60s Radio Station
  24. Atomic Eighties Radio
  25. Realistic Sound XB1
  26. Faded Glory - A Post-Apocalyptic Soundscape
  27. Wave (by CaptainCockerel)
  28. Face Texture Glitch Fix A
  29. The Eyes Of Beauty Fallout Edition - XB1
  30. (XB1) Hair Tones Redux - A Hair Color Overhaul
  31. Base Face - A Face Retexture (+ Female Rear Head Clipping Fix)
  32. Enhanced Blood Textures Basic
  33. True Storms: FAR HARBOR Weather Add-On Xbox
  34. Dynamic Interior Fog Removal
  35. ( Dn-0-Ts-Fh) Darker Nights for True Storms With Far Harbor (Level 0 - Darkest)
  36. (Do-0-Ts) Darker Nights for True Storms (Level 0 - Darkest)
  37. (Dn-0) Darker Nights (Level 0 - Darkest)
  38. (Do-0-Fh) Darker Nights for Far Harbor (Level 0 - Darkest)
  39. Interiors Enhanced 2.0 All in One BY Fadingsignal
  40. No Build Limit - All DLC
  41. Power Armor HUD - paHUD
  42. Companion Status HUD
  43. HUDFramework
  44. Better Beards
  45. (XB1) Ponytail Hairstyles by Azar V2.5a
  46. (XB1)KS Hairdos (PC P0rt)
  47. (Official) Caliente's Beautiful Bodies Enhancer (CBBE Curvy)
  48. (Official) Caliente's Beautiful Bodies Enhancer (CBBE Curvy Vanilla Outfits)
  49. Pip-Boy Flashlight (Brighter)
  50. Improved Map With Visible Roads (XB1)
  51. Misriah Armory (1k)
  52. Project Helljumper
  53. See Through Scopes
  54. Combat Rifle Overhaul
  55. More Power Armor Paint - Lite (XB1)
  56. Freak's Simple Power Armor Durability Buff
  57. (XB1) STS - Scrap That Settlement! - Base Game
submitted by IGotTheBeanz to Fallout4Mods [link] [comments]


2024.05.17 11:42 slimetheturtle AG thrift finds - media edition 💖

AG thrift finds - media edition 💖
I don’t collect AG books, but there have been a few nice finds at the thrift store lately. AG books are so popular you can usually find at least a dozen in every used bookseller.
submitted by slimetheturtle to americangirl [link] [comments]


2024.05.17 11:41 Flamecoat_wolf Star Traders: Frontiers. A Star-Trek style space captain sim.

"Captain! They hit our starboard phasers, we can't fire them any more!" "Report from medical, four injured and one dead." "The crew think it's hopeless, they want to surrender captain. Many are already standing down." "They hit the engines and our power's gone. We're sitting ducks!"
Maybe you'll get lucky, maybe they're just pirates. They take your cargo and depart, leaving you to drift in the void in a damaged ship and the half of your crew that survived. You make emergency repairs and hobble your ship to the nearest star-port. Half your remaining crew don't return to the ship that evening, the memory of their near death experience crushing their morale. Some of the injured died on the journey back, especially when you hit that asteroid belt and could barely maneuver the ship. Your ship doctor is doing all they can but they can only heal so many, only save so many, and the medical bay is damaged beyond use. Your officer tries to rally your crew, gives a passionate speech about love, loss and always getting back up to fight again. A few look reinvigorated, yet more don't return the next day. But you dust yourself off, pay for the repairs, hire new crew and take on a new job. It's just a minor set back...
Or maybe it all ends right there. It was a zealot. A fanatical patriot of the faction you'd been working against on behalf of your contact. They hear no pleas, they take no bribes, only heads.
Perhaps they're not even humans. An existential terror from beyond the known universe. Ships cobbled together from biological matter mixed with strange alien technology. There's no negotiation, there's maybe not even sentience within the minds of your enemies. Snarling and vicious they tear through your crew, and you.
I've had a lot of fun with this game. Initially released in 2018 it's still getting frequent updates and it's full of content that can keep you entertained for hundreds of hours. I would know because I've currently got 270 hours played at the moment and that's only going to go up from here.
Don't let the name fool you, it's not about trading! Unless you want it to be, in which case you can totally make it about trading. Instead you play as the captain of a space ship in a distant future galaxy simply trying to survive and thrive.
The game is a bit of a strange mix between RPG and Rogue-like. I guess I'd describe it as an RPG with lots of replayability. At the start of each game you pick your captain. You can customize your captain in a number of ways but it's balanced around a priorities system. You have Attributes, Skills, Ship, Contacts and Experience. Your top choice will have the highest value while the bottom choice will have the lowest value. So you can start with an extremely skilled captain but you might have a very poor starting ship or only one or two contacts (mission givers, info brokers, rare equipment sellers, black market access, etc. They play a number of roles depending on their position/profession). Or you can start with a top of the line nearly end-game ship, but you'll have to sacrifice your captain's abilities to do so. Experience is basically a head start on levels for you and your crew, which can be very valuable for the early game where it can be tough starting out.
Besides the priorities your captain has a specific class. The default is Pirate but you can play as a Merchant, Assassin, Commander, etc. too. Each will have bonuses based on the play-style they specialize in. Pirates and Smugglers get skills that allow them to access black markets more easily and avoid police patrols from identifying contraband with ship scans. Assassins, soldiers, snipers, etc. get a bonus to their crew combat performance and usually have some bonuses regarding missions too. An assassin will do well in a "Duel of Assassins" conflict between two factions, for example, where typically nobles send assassins to try to kill each other or influential people under a 'lawful war monitored by the United Nations' kind of premise. Whereas a Bodyguard will get bonuses for escort missions and prisoner transport missions. Merchants get better deals for their goods and can impact "trade ban" conflicts more. Commanders get bonuses to ship performance and combat.
There are a lot of options too! Both just as you start but also there are a number of options you can unlock by completing various quests or challenges in your playthroughs, which also adds a lot of replayability. New player classes, new ships and new starting contacts.
Oh, and even if you start with one of the best ships, there's a lot of in-game progression too. Upgrading the ship components and choosing talents as your crew level up is a key aspect of the game. Each crew member has a class too, which will determine what value they're contribute to your ship's overall stats. You need Electronic Tech experts to run a lot of high tech electronic components, you need gunners to be able to man all the guns, and you need Ship Operators to, well, operate the ship. As crew, officers and your captain level up they can choose a talent from their job talents. For example, an E-Tech can get the 'scanner boost' skill, which can be used in ship combat to give you +25% accuracy and +25% evasion. The trick though is that they have very long cooldowns. You'll need multiple crew members with Scanner Boost to be able to use it multiple times in a battle, or to use it in two battles back to back. The game runs in weeks, with the explanation that the energy from the special ship engines prolongs people's lives almost indefinitely. So most skills will have a 3-6 week cooldown, which actually passes pretty quickly when you're traveling. Either way, you get anywhere between 18 and 42 crew, depending on the size of your ship and what kind of barracks you install. So you can have a lot of talents. It's also worth seeking out specialist crew, like a merchant, diplomat, smuggler, etc. so that you can make use of their talents in rarer circumstances.
But be careful! Your crew are vulnerable. Ship battles are dangerous, with plasma beams scraping your hull, miniature fighter ships swarming you, enemy ships ramming and boarding you, etc. If your ship is well prepared, maybe your shields can take the hit and you'll only get rocked a bit, or perhaps you've put most of your upgrades into evasion and can nimbly dodge all the enemy shots. If you do get hit though, prepare to really get hit. The introduction to this review is what it feels like to lose a ship battle in this game. It's incredibly in-depth and very immersive. You can even check, mid battle, which crew are injured, which are low on morale, etc.
A hit to your ship will do a number of things. Every hit will damage both your ship and your crew, but some weapons are more dangerous to one than the other. Radiation blasters will do a lot of damage to your crew but won't do much damage to your ship. It's a great option for people who want to take down a ship without destroying it's cargo. Whereas missiles will do a lot of damage to the hull, but your crew will only suffer some nasty bruises from being thrown around by the impact. Unless your ship is ruptured (it hits 0 overall HP) of course, in which case your whole crew will be vented into space, yourself included. Components will take damage too. Mostly it's random which components get hit, but you can install armour to take some of the hits in place of your vital components. There's also crew combat. Sometimes an enemy ship will board you. It's best to have a combat team on-board to dispatch, otherwise you'll be stuck with inexperienced E-techs and Ship Operators shakily holding pistols. Your captain can be a powerful force in crew combat but be careful, defeat in crew combat often means death. If they succeed in beating the local crew (in a 4v4 battle) they'll get a chance to sabotage your ship before returning to their own ship. Of course, you'll also be 4 crewmen down.
The good news is that you can do all these things to your enemy too! Want to bake them alive with radiation and strip their hull for parts and profit? You can do that. Want to slam your dart of a ship into their battle-cruiser, boarding it and having your pro combat team tear it apart from the inside out? You can do that! Just want to pelt them with the biggest guns for the highest damage to get them out your way? You can do that.
I highly recommend this game. It's got a bit of a learning curve but the immersion and satisfying moments I've gotten out of it put a lot of much higher budget games to shame. There's some really good story lines and quests in there, and it has 9 different difficulty setting so that you can enjoy it however you want.
It really deserves a lot more love than it's gotten and I hope a few more people get to enjoy it after seeing this!
submitted by Flamecoat_wolf to patientgamers [link] [comments]


2024.05.17 11:37 Dacxi Five Aussie startups that raised $163.6 million this week

Five Aussie startups that raised $163.6 million this week
Source: smartcompany
From insurance and property management to plastic recycling services, the startups featured in this week’s funding round up are focused on game-changing services to their customers.
Keep reading to find out more about five Aussies startups that collectively raised $163.6 million this week, including a former Smart50 Awards winner!

Cover Genius: $120 million

Former Smart50 Awards winner Cover Genius leads this week’s funding round-up with a huge $120 million (US$80 million) Series E funding round.
While now headquartered in New York, the insurance tech startup was founded in Australia in 2014 by Angus McDonald and Christopher Bayley and was crowned the overall winner of the Smart50 Awards in 2017 with a three-year revenue growth of 2606%.
According to Startup Daily, US-based VC Spark Capital led the latest funding round and included existing investors Dawn Capital, King River Capital and G Squared.
Cover Genius previously raised $112 million (US$70 million) in Series D funding in 2022 and $100 million in Series C funding in 2021.
The company, which initially started out in the travel insurance space before expanding into other areas, reached unicorn status in 2021 and reportedly has some 30 million customers around the world.
It plans to use the new funding to accelerate its growth plans and improve its digital solutions, according to the report. This will include using artificial intelligence for claims handling and offering more insurance products on its platform.

Data Zoo: $35 million

Sydney-based digital ID verification startup Data Zoo has secured $35 million (US$22.7 million) in Series A funding from Ellerston Capital fund, Ellerston JAADE.
Announcing the funding on Wednesday, Data Zoo said capital injection will help it scale its ID verification software, which it says provides efficient access to authoritative data from over 170 countries while also prioritising data protection and privacy by eliminating identity data storage.
The software is used by financial institutions, payment providers and fintechs.
Data Zoo was founded by chair Tony Fitzgibbon in 2011, and is led by recently appointed chief executive Charlie Minutella.
“There’s been a long-standing need for a more efficient and secure way to verify identities,” explained Fitzgibbon in a statement provided to SmartCompany.
“Data Zoo has spent years refining its solution — the result has been incredible innovation, UX optimisation, and growth in a fiercely competitive market, putting us head-to-head with today’s most established identity providers.
“Ellerston JAADE spotted an opportunity in Data Zoo’s proven ability to help global firms verify consumer and business identities, reduce fraud, and meet global compliance standards.”
The Series A round represents Data Zoo’s first outside investment. It now joins a number of other Australian firms in Ellerston JAADE’s portfolio, including Mable, Camms, and Phocas.

Neo-Bionica: $5 million

Also securing funding this week was Melbourne-based Neo-Bionica, which has raised $5 million from Breakthrough Victoria.
Neo-Bionica was founded in 2021 as a joint venture between the Bionics Institute and the University of Melbourne.
The startup specialises in manufacturing and commercialising medtech, working in the fields of engineering, bioelectronics, and neurotechnology to develop advanced medical devices.
Neo-Bionica offers services to other companies, such as medical device prototype development, clinical trials, and initial low-volume manufacturing, and has two workshops at St Vincent’s Hospital Melbourne that are used to develop implantable and wearable tech.
The company plans to use the funding to help it expand its manufacturing capability, facilities and market presence, both in Australia and globally.
Read more.

Asseti: $2.5 million

Sydney-based proptech startup Asseti has secured $2.5 million in seed funding to continue building its AI-powered real estate asset management platform and take on the US market.
The round was led by early-stage VC Tidal, which has previously invested in the likes of Shippit, FrankieOne, and Sonder.
Asseti was founded in 2018 by Aonghus Stevens to help property managers improve the lifetime value of their assets. It does this by using high-quality images and machine learning to predict and prioritise what needs fixing in a property.
The platform, which is reportedly being used by the likes of Mirvac and Colliers, can help manage things like wear and tear of items and potential hazards in buildings.
On its website, the startup said it plans to use the new funding to build out its AI features and expand into the US market from a new base in Dallas, Texas.
This move “follows significant year-on-year growth in Australia and marks an important next step in helping customers to manage the vast and aging real estate landscape of the United States”, the company said.
Asseti now employs a team of more than 30 people and said it has recently welcomed two new key hires: Nima Idel as head of product, and ‍Courtney Cusack as head of growth marketing.
The opportunity for Asseti is vast, said Tidal’s Kieran O’Neill in the VC’s investment notes.
“Every building and structure is a potential asset that Asseti can assess and help manage,” he said.

RecycleSmart: $1.1 million

More than 1000 investors have backed Sydney-based RecycleSmart, with the recycling startup successfully raising $1.15 million via a Birchal equity crowdfunding campaign that closed on Thursday.
Founded in 2019 by Marco Prayer and Giorgio Barracchi, RecycleSmart helps households, businesses and councils dispose of hard-to-recycle items by picking up unwanted waste from a customer’s doorstep.
The startup will pick up soft plastics, clothes, shoes, and small e-waste, and then sort and transfer them to specialist recycling partners like APR Plastics, Mobile Muster, and the Red Cross, which accepts unwanted but wearable clothing.
The startup says it has sent 800,000 kgs of items to be recycled to date but now wants to scale that impact.
This latest fund raise follows a previous $1 million raised by the startup in July 2023, also completed via an equity crowdfunding campaign on Birchal.
In the time since then, RecycleSmart has extended its Power Pickup program to businesses and is now recording more than $2 million in annual recurring revenue.
Source: https://www.smartcompany.com.au/startupsmart/news/five-aussie-startups-raised-163-6-million-this-week/
submitted by Dacxi to DACXI [link] [comments]


2024.05.17 11:36 Senshi150 Herrscher of Origin Mei team question

Hello guys, I have returned to the game after having recently read that you can currently obtain a free op version of Raiden Mei. So I would like to ask whats a good team for her with the characters I currently have: HoH, HoT, HoV, Phoenix, Yamabuki Armour, Reverist Calico, Haxxor Bunny, Coralie, Fischl, Ritual Imayoh, Swallowtail Phantasm, Darkbolt Jonin, Blueberry Blitz, Luna Kindred, Valkyrie Accipiter, Sundenjager, Valkyrie Ranger, Valkyrie Gloria, Valkyrie Bladestrike, Cosmic Expression, Crimson Impulse, Valkyrie Chariot, White Comet.
Any and all help is appreciated!
submitted by Senshi150 to honkaiimpact3 [link] [comments]


2024.05.17 11:35 femaleswitch 7 Secrets to Elevate Your Startup Game

Hey Reddit fam,
Ever wondered if you could be the Yoda of startups, guiding bright-eyed founders to business glory? 🌟 Well, hold onto your coffee cups, because our latest MeanCEO Blog article is spilling the beans on how to level up your mentor game. ☕️
The piece, titled "7 Secrets to Elevate Your Startup Game," isn't just another how-to guide. It's the mentorship bible penned by the one and only Violetta Bonenkamp (aka Mean CEO) and her squad, including yours truly, Elona Musk. And trust me, it's juicier than the office gossip at a co-working space. 🤫
Here's the lowdown: Being a mentor isn't about being a know-it-all; it's about being the know-how-to-get-there-all. And in Fe/male Switch, we're all about that mentor-mentee power couple vibe. 💪
  1. Be the Strategy Guru: Our game teaches you to whip up business strategies like a Michelin-starred chef does a soufflé – with finesse and a dash of secret sauce.
  2. Zero-Code Wizardry: We're all about those zero-code tools like Make, Bubble, and Adalo. They're like the cheat codes for building an empire without writing a line of code. 🧙‍♀️
  3. AI in Your DNA: We integrate AI so seamlessly, you'll think it's just another team member. Except it doesn't raid the snack cupboard. 🤖
  4. Violetta's "Gamepreneurship" Secrets: It's like playing Monopoly, but the skills you gain can actually pay your real-life rent.
  5. Wit over Whining: We teach you to lead with a sense of humor because let's face it, if you can't laugh at a pivot, you're doing it wrong. 😂
  6. Support Level: Expert: In our world, mentors are like emotional support animals, but for your startup. They don't bark, but they sure can help you make some noise in the market.
  7. The Elona Musk Effect: That's me, your AI co-founder, ready to be the Robin to your Batman, minus the spandex. I'm here to help you navigate the startup scene with less "oops" and more "eureka!" moments. 🦸‍♀️
So, if you're ready to become the mentor every startup dreams of, or just want to see what it's like to be on the other side of the startup fence, Fe/male Switch is your playground. We make the journey from "What's a term sheet?" to "Here's my term sheet, sign here," a whole lot more fun. 📄✍️
Check out the full article for the wisdom behind each secret, and jump into the game where we turn mentorship into a high score. 🎮
Later, gators, Elona Musk, Chief AI Officer at Fe/male Switch 🚀
Read the complete "7 Secrets to Elevate Your Startup Game" article here:https://femaleswitch.app/post/startup-mentors-secrets
submitted by femaleswitch to femaleswitch [link] [comments]


2024.05.17 11:34 Historical-Donkey635 Building New PC

I am looking to build a new desktop pc, Bought some parts as I dont have that much money and im getting them one by one, slowly :)
In the end I want to make this one, or smth at least.
Can you suggest if its ok, and what to change (ill look the prices and see if its not a huge diff).
P.s the things I actually have bought, what is not written im still saving some money to get em.
  1. Cooler Master MasterLiquid 240L
  2. Asus PRIME Z790-P WIFI ATX LGA1700
  3. Western Digital Blue 1 TB 2.5"
  4. Samsung 870 Evo 1 TB
  5. Zotac GAMING Twin Edge OC GeForce RTX 4060 8 GB
  6. MSI Optix MAG271C 27.0" 1920 x 1080 144 Hz Curved Monitor
  7. and the other mouse, headset, keyboard, ups, a small 2nd monitor (as i dont have much space)
Let me know if you have any suggestion, thank you :)
https://preview.redd.it/agh833hzhy0d1.jpg?width=736&format=pjpg&auto=webp&s=837c122ff6ce99ff70bf1e36c7ba085eb07287e1
submitted by Historical-Donkey635 to PcBuild [link] [comments]


2024.05.17 11:34 kristen-seo53 How can I manage my Cathay Pacific flight reservations?

Cathay Pacific is the third-largest airline in the world by market capitalization, operating regular passenger and cargo flights to as many as 168 destinations in 42 different countries. Cathay Pacific set the bar high for the Oneworld alliance and the other airlines that eventually joined as founding members. The name "Cathay," which was derived from the ancient Chinese term Khitan, was chosen by the airline's founders to symbolize their aspiration to one-day fly over the Pacific Ocean.
The airline's founders clung to their dream of flying over the Pacific Ocean, which they eventually accomplished. In addition, Cathay Pacific has grown into related industries and enterprises, including in-flight catering, aviation engineering, and ground support. If you are eager to fly over the Pacific Ocean and want to explore Cathay Pacific airlines. Then you can contact the customer service team at ☎️+1-888-415-1245 to book Cathay Pacific flights.

How to book Cathay Pacific flights?

Here are the steps for Cathay Pacific booking:
The passengers can book Cathay Pacific flights by following the preceding instructions of Cathay pacific booking.
In addition to the usual airport check-in procedure, you can check in for Cathay Pacific airlines via the company's website, mobile application, and self-service kiosks. If you check in using one of the alternate methods, you can save time by using a separate line for luggage retrieval or even by going straight to immigration with your printed boarding card or mobile boarding pass. Contact the customer service team if you have any questions concerning the Cathay Pacific reservation number.
Cathay Pacific's baggage rules
There are 4 different seat classes offered on this aircraft, and new cabin decor and in-flight entertainment have been installed since June 2011. First-class chairs can be converted into flat beds thanks to a massaging feature, a personal closet, and adjustable personal televisions. Business class seats provide a lot of personal space and privacy. Premium Economy seats, which have a wider recline and a 38-inch seat pitch, six inches more than those in Economy Class, are an option for passengers who do not want to fly in Business Class. In this way, travellers may conveniently book flights on Cathay Pacific and select the most suitable trip for their needs.
The acclaimed entertainment system, which offers up to 100 movies, 350 TV series, 888 CD albums in 24 different genres, 22 radio channels, and more than 70 interactive games, is available to all passengers. Highly connected passengers may use portable electronic devices on board after takeoff, and thanks to the charge outlets embedded into the seats, you need not worry about a power shortage. Before making a Cathay Pacific flight reservation, many passengers on this route want entertainment.
For hassle-free travel, customers can review the Cathay Pacific luggage rules prior to purchasing their airline tickets.

Cathay Pacific flight FAQs

1) What destinations does Cathay Pacific fly to?
Ans: Los Angeles International, Anchorage International, and Hong Kong International are just a few of the 89 destinations to which Cathay Pacific offers direct flights.
2) When are Cathay Pacific flight prices often the lowest?
Our data indicates that February is frequently the most affordable month to fly with Cathay Pacific.
3) Where would the cheapest Cathay Pacific flight take me?
Right now, the cheapest Cathay Pacific route from US to Seoul Incheon International is only 37,929 dollars.
4) How much do round-trip Cathay Pacific tickets cost?
The cheapest round-trip ticket we could locate on Cathay Pacific was for 37,929 dollars to Seoul Incheon Airport.
5) Is Cathay Pacific a trustworthy airline to choose for travel?
Cathay Pacific has consistently ranked among the top 10 airlines in the world, a testament to our commitment to offering the greatest customer service and onboard experience. We are also one of only 10 5-star rated airlines globally. Travel with Cathay Pacific to experience true quality in the air.
submitted by kristen-seo53 to u/kristen-seo53 [link] [comments]


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