Star Wars: Galaxy of Heroes Jedi Consular Review
Jedi Consular is the first few units given to you at the start of the game. He is a 2 star Jedi with a heal ability and some damage. We will be going over his usefulness and what he brings to the table.
Type: Jedi, Healer, Support
Side: Light
Synergy: Healing, Ignore Armor, Jedi, AoE Heal
How to Get[Shards]: Data Cards, Light Side 1-B, Dark Side 1-D, Dark Side 3-C, Holotable 3-A
Pros | Cons |
---|---|
Good team healer with a short cooldown | Hard countered by anti-heal debuff(Darth Sidious/IG-88/Kylo Ren etc.) |
Useful in Galactic War as secondary healer | Has no leadership skill |
Has mini self heal and does good damage | Drops off when you get Luminara Unduli |
Shards are easy to farm | |
Small chance to ignore armor when "Attack as Defense" is upgraded |
Table of Contents
Skills and Abilities
Note: All skill descriptions are based at max level. The bracket denotes the level required to upgrade that skill.
Basic Ability: Saber Strike – Deal Physical damage to target enemy with a 25% chance to reduce all cooldowns by 1 on use.
- LvL 2: +5% Damage(16)
- LvL 3: Add 25% chance to reduce all cooldowns by 1 on use(26)
- LvL 4: +5% Damage(36)
- LvL 5: +15% Damage(46)
- LvL 6: +5% Damage(56)
- LvL 7: +5% Damage(66)
Special Ability 1: Jedi Healing – Each ally recovers Health equal to 40% of Jedi Consular’s Max health with a 25% chance to gain 25% Turn Meter on use. (4 Turns)
- LvL 2: +5% Heal(18)
- LvL 3: -1 Cooldown(28)
- LvL 4: Add 25% chance to gain 25% Turn Meter on use(38)
- LvL 5: +5% Heal(48)
- LvL 6: -1 Cooldown(58)
- LvL 7: +5% Heal(68)
Special Ability 2: Attack as Defense – Deal Special damage to target enemy and recover Health equal to 30% of the damage dealt. This attack has a 25% chance to ignore the target’s armor. (3 Turns)
- LvL 2: +5% Damage(20)
- LvL 3: +5% Heal(30)
- LvL 4: +5% Damage(40)
- LvL 5: This attack has a 25% Chance to ignore target’s armor(50)
- LvL 6: +5% Heal(60)
- LvL 7: +5% Damage(70)
Stat Growth/Increase Per Level Table
Star Grade | 1★ | 2★ | 3★ | 4★ | 5★ | 6★ | 7★ |
---|---|---|---|---|---|---|---|
Strength | N/A | 2.2 | 2.9 | 3.7 | 4.4 | 5.2 | 5.9 |
Agility | N/A | 2 | 2.7 | 3.4 | 4.1 | 4.8 | 5.5 |
Intelligence | N/A | 2.3 | 3.1 | 3.8 | 4.6 | 5.4 | 6.2 |
Base and Max Stats
Stat | Base | Max |
---|---|---|
STR | 16 | 588 |
AGI | 16 | 570 |
INT | 18 | 686 |
Health | 446 | 11267 |
Speed | 85 | 113 |
Physical Damage | 38 | 1176 |
Physical Critical | 6 | 340 |
Armor | 3 | 158 |
Armor Penetration | 0 | 22 |
Dodge | 0 | 0 |
Special Damage | 43 | 1739 |
Special Critical Rate | 0 | 60 |
Resist | 1 | 118 |
Resist Penetration | 0 | 22 |
Deflect Rating | 0 | 0 |
Critical Damage | 150% | 150% |
Potency | 0 | 35% |
Tenacity | 15% | 39% |
Thoughts
I think the Jedi Consular is a very useful unit that you should keep in your team even if you have superior healers like Luminara. The reason is because of Galactic War and the need for more healers. Since you can’t afford to lose your damage dealers along the way, it is important you keep them alive, and only healers can fill this role. With Talia and Jedi Consular as your starter healers, you need more to make sure you can sustain damage.
He also does decent enough damage and can be used as a secondary damage dealer. With his mixed damage skills, he will be a good member in your squad for the entire game. He is a very balanced character.
Rating
[usrlist “Campaign Map:4.5” “Arena: 3.5” “Galactic War:5”]
Verdict: Upgrade All The Way
References: SWGOH