Ability Classes
Leader: +Defense
Leader: +Max Health
Leader: +Speed
Leader: +Tenacity
Ability Block
AoE
Leader: Assist
Assist
Counter
Damage Immunity
Defense Penetration Up
Dispel
Leader: Foresight
Foresight
Gain Turn Meter
Healing Immunity
Leader: Protection Up
Protection Up
Reset Cooldown
Stealth
Stun
Taunt
Tenacity Up
Vulnerable
(Ultimate)
Requires at least 50% Ultimate Charge to activate
Ultimate Charge: Jedi Master Kenobi gains Ultimate Charge when he uses his abilities. If Jedi Master Kenobi is the Leader, he also gains 3% Ultimate Charge when another Light Side ally uses a Basic ability, doubled during their turn.
If at the start of battle there was a Light Side Unaligned Force User ally that is also Galactic Republic, all Jedi allies ignore Protection when targeting a Sith enemy and Sith enemies can't counter attack for the rest of battle. Dispel all debuffs on Light Side allies. All other Light Side allies gain a percentage of Mastery (stacking) equal to the amount of Ultimate Charge used with this ability, doubled at 100% Ultimate Charge, until the end of the encounter.
If less than 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 2 turns, which can't be copied, dispelled, or prevented. All Galactic Republic allies gain Protection Up (20%) for 3 turns which can't be dispelled or prevented.
If 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 5 turns, which can't be copied, dispelled, or prevented. All Light Side allies recover 60% Health and Protection, and all Galactic Republic allies gain Protection Up (50%) for 3 turns which can't be dispelled or prevented.
High Ground: Deals 35% more damage with out of turn attacks; +100% Counter Chance; -35% Speed; can't gain Ultimate Charge
Ultimate Charge: Jedi Master Kenobi gains Ultimate Charge when he uses his abilities. If Jedi Master Kenobi is the Leader, he also gains 3% Ultimate Charge when another Light Side ally uses a Basic ability, doubled during their turn.
If at the start of battle there was a Light Side Unaligned Force User ally that is also Galactic Republic, all Jedi allies ignore Protection when targeting a Sith enemy and Sith enemies can't counter attack for the rest of battle. Dispel all debuffs on Light Side allies. All other Light Side allies gain a percentage of Mastery (stacking) equal to the amount of Ultimate Charge used with this ability, doubled at 100% Ultimate Charge, until the end of the encounter.
If less than 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 2 turns, which can't be copied, dispelled, or prevented. All Galactic Republic allies gain Protection Up (20%) for 3 turns which can't be dispelled or prevented.
If 100% Ultimate Charge was used, Jedi Master Kenobi gains the High Ground buff for 5 turns, which can't be copied, dispelled, or prevented. All Light Side allies recover 60% Health and Protection, and all Galactic Republic allies gain Protection Up (50%) for 3 turns which can't be dispelled or prevented.
High Ground: Deals 35% more damage with out of turn attacks; +100% Counter Chance; -35% Speed; can't gain Ultimate Charge
Level 3
(Basic)
Deal Physical damage to target enemy and if the target was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends). The weakest Light Side ally without Defense Penetration Up gains it for 2 turns. If this ability is used during Jedi Master Kenobi's turn, he gains 9% Ultimate Charge.
Damage:
17,812
±
5%
Tier 2
lvl 80
Damage Multiplier: 2
The weakest Light Side ally without Defense Penetration Up gains it for 2 turns
41.2K
45
38
24
Tier 3
lvl 85
Damage Multiplier: 2
If the target enemy was Dark Side, inflict Ability Block for 1 turn (excludes Galactic Legends)
145K
40
16
20
Level 3
(Special)
• 2 turn cooldown
Deal Physical damage to target enemy and inflict Vulnerable and Healing Immunity for 2 turns, which can't be dispelled or resisted. Call target Light Side ally to assist, dealing 50% more damage. If Jedi Master Kenobi was selected, he is not called to assist and instead gains 12% Ultimate Charge, doubled if he is the Leader, and this ability deals 50% more damage on subsequent uses (stacking, max 10 stacks).
Damage:
19,593
±
5%
Tier 2
lvl 80
Damage Multiplier: 2.2
Inflict Healing Immunity for 2 turns, which can't be dispelled or prevented
75.4K
34
29
19
Tier 3
lvl 85
Damage Multiplier: 2.2
This ability deals 50% more damage on subsequent uses (stacking, max 10 stacks)
145K
40
16
20
Level 3
(Special)
• 5 turn cooldown
Light Side allies recover 40% Health and Protection and gain Foresight and Tenacity Up for 3 turns. Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns. Target other Galactic Republic ally gains Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and their cooldowns are reset (excludes granted abilities).
Jedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies.
Jedi Master Kenobi gains 1% Ultimate Charge (max 30%) for each buff on all Light Side allies.
Tier 2
lvl 80
Galactic Republic and Light Side Unaligned Force User allies gain Protection Up (20%) for 2 turns
75.4K
34
29
19
Tier 3
lvl 85
Target other Galactic Republic ally has their cooldowns reset (excludes granted abilities)
145K
40
16
20
Level 3
(Leader)
All Light Side allies have +25% Mastery, +30 Speed, and +25% Max Health. Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns.
While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.
Jedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).
While Jedi Master Kenobi has the High Ground, Light Side allies take 20% less damage, ignore Taunt, resist all debuffs, and Jedi Master Kenobi is called to assist when a Galactic Republic ally uses an ability during their turn.
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
Whenever another Light Side ally uses a Basic ability, Jedi Master Kenobi gains 3% Ultimate Charge, doubled if it was during their turn.
Jedi allies' Armor Penetration is doubled when targeting a Sith enemy. Enemies and allies are immune to Turn Meter manipulation (excludes raid bosses).
Tier 2
lvl 80
Galactic Republic allies gain Protection Up (75%, can't be dispelled) for 4 turns
48K
26
21
14
Tier 3
lvl 85
At the start of battle if all allies are Light Side, Galactic Republic allies can't be Critically Hit while they have Protection Up, Galactic Republic Tanks gain Taunt for 2 turns at the start of each encounter if they did not have it, and when they lose Taunt they gain it for 2 turns if they have Protection but did not have Taunt. At the start of battle if all allies are Galactic Republic or Light Side Unaligned Force Users, the first time another ally reaches 1% Health, they dispel all debuffs on themself, recover 50% Health and Protection, and gain Protection Up (50%) for 2 turns.
105K
20
10
20
Level 3
(Unique)
Jedi Master Kenobi ignores Taunt effects during his turn. While Jedi Master Kenobi has the High Ground, he dispels Stealth from all enemies at the start of his turn.
When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery.
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).
When another Light Side ally targets Jedi Master Kenobi with an ability, dispel all debuffs on him and he gains Mastery (stacking) equal to 10% of their current Mastery for the rest of the encounter. When Jedi Master Kenobi targets another Galactic Republic or Light Side Unaligned Force User ally with an ability, dispel all debuffs on them and they gain Mastery (stacking) equal to 20% of his current Mastery for the rest of the encounter. These effects can't be triggered by granted abilities and the Mastery gain will only trigger if the user has more than 0 Mastery.
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Light Side ally to assist dealing 20% less damage (limit once per turn).
Tier 2
lvl 80
Jedi Master Kenobi ignores Taunt effects during his turn
54.8K
30
25
16
Tier 3
lvl 85
When a Galactic Republic ally attacks out of turn, all Galactic Republic allies recover 2% Health and Protection and call the weakest other Galactic Republic ally to assist dealing 20% less damage (limit once per turn)
125K
30
13
20
Level 3
(Unique)
This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
Tier 2
lvl 20
This unit is immune to stun effects
54.8K
30
25
16
Tier 3
lvl 80
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%
145K
40
16
20
Hidden Abilities
(Unique)
Placeholder
(Unique)
Placeholder
(Unique)
Should only be used for Galactic Legends and their kernel (2 primary allies). To use this ability or update its targeting order, please refer to the "[Battle System] Galactic Legend AI Improvements" confluence page.
(Unique)
Placeholder
Description
Renowned Jedi Master that provides damage and support through a diverse set of abilities
Power
52,036
Base Attributes
Strength (STR)
2,375
Agility (AGI)
2,882
Tactics (TAC)
1,937
Strength Growth
20.5
Agility Growth
24.5
Tactics Growth
19.7
Mastery
75
General
Health
82,950
Protection
45,710
Speed
385
Critical Damage
172.5%
Potency
96%
Tenacity
94%
Health Steal
40%
Defense Penetration
0%
Physical Offense
Damage
8,633
Critical Chance
99.33%
Armor Penetration
352
Accuracy
0%
Physical Survivability
Armor
48.7%
Dodge Rating
2%
Critical Avoidance
0%
Special Offense
Damage
6,648
Critical Chance
32.5%
Resistance Penetration
5
Accuracy
0%
Special Survivability
Resistance
27.3%
Deflection Rating
2%
Critical Avoidance
0%
First Seen
Jun 16, 2021
Mastery Stat Changes
Increases Critical Chance, Critical Damage, and Damage.
Base ID
JEDIMASTERKENOBI
Shards to Activate
330 Shards