Lists hidden and false properties for all hero starcards in Star Wars Battlefront 2, as well as updates on patched or otherwise changed hero starcards that were bugged in the past. Also attempts to explain any unclear descriptions or functionalities, with some tips along the way.
Updated for the final update, the Battle on Scarif update.
Anakin Skywalker
Steamroll: If you throw a villain off a ledge using Pull Dominance, Heroic Might, or Retribution and they die from the void within 3 seconds of the ability being used, you will be granted the full 40% stamina reduction given by the card immediately. This is because the void deals 80 000 damage and only 4 000 damage to villains is needed to max out Steamroll.
Fierce Fighting: Decreases the cooldown of Passionate Strike by 5 seconds instead of the 4 seconds that are stated in the card description.
BB-8
Roll Together: Decreases the cooldown of allies’ abilities by 21%. BB8’s default cooldown reduction for allies is 6%, and this card adds 15 percentage points on top of this.
Boba Fett
Quick Refill: This card is supposed to increase your jetpack refuel rate by 15%, but it only does so at about ~12.3%.
Augmented Gear: This card does not work. Hitting 3 or more enemies with the Concussion Rocket with this card equipped will not remove the fuel consumption.
Note: When hitting 3 or more enemies with the Concussion Rocket the jetpack icon will turn yellow; signaling that it does not burn fuel. It will nevertheless drain fuel like normal, making this card obsolete.
Tip! Boba Fett deals 100 dmg with his Flamethrower Melee attack, but when striking at an enemy standing within the outer 5% of his melee range, it will hit twice, dealing a total of 200 dmg instead. This occurs more often when successfully striking an enemy that is moving away.
Bossk
Trap Arming Speed: This starcard is supposed to increase the arming speed on Bossk’s Proximity Mines by 60%, however, it increases the arming speed by ~65% instead.
Note: Trap Arming Speed reduces the time between the bombs hitting the ground and them being ready to detonate. While the default arming time is relatively short, this card allows them to detonate almost immediately!
Spreading The Disease: This card is not functional, it is supposed to increase the size and thickness of the gas cloud produced by the Dioxis Grenade by 20%, however, it does not increase it at all.
Ultimate Predator: This card is supposed to extend the Predator Instincts ability duration by 30% for every enemy defeated, but it will only extend the duration if the enemy is defeated by Bossk’s Micro Grenades or his Proximity Mines. Enemies defeated by his Dioxis Grenade or Melee Attacks will not extend the ability duration.
Captain Phasma
The More The Better: Increases Turret rotation speed by 25% instead of the stated 50%. The turret will rotate 360° in 6 seconds by default and in 4.5 seconds with the card equipped.
Note: The turret constantly rotates, looking for a target. When it spots a target within range, it stops rotating and fires, revealing the enemy while they are in it’s sight. Rotation speed does not affect the turret’s firing speed or stun speed.
Easy Shots: This card used to reduce Phasma’s main weapon heat by 65%, but this is no longer the case, now it works as intended with a 60% reduction per kill.
Note: This card leaves no lasting effects. It simply takes 60% clean off the heatbar. Enables continuous fire, allowing Phasma to maintain her built-up accuracy.
Laser Wall Durability: The recharge speed reduction activates after 4 kills instead of 5, and it reduces the recharge time on Captain Phasma’s abilities by 30% instead of the stated 25%, making both her Survivor and First Order Sentry Droid ability recharge in 14 seconds instead of 20 seconds.
There’s No Escape: It used to be broken and increase the duration by 0.60 seconds. It now increases the duration by 0.35 seconds, from 1.4 seconds to 1.75 seconds as intended.
Note: Two unique enemies need to be stunned, but the second unique enemy is stunned for the extended duration immediately when hit. If the turret is picked up and re-deployed or destroyed this effect will be reset.
Chewbacca
Echoing Roar: This card is supposed to extend the Furious Bowcaster ability duration by 40% for every enemy defeated while the ability remains active, but it will only extend the duration if the enemy is defeated by Chewbacca’s Bowcaster. Enemies defeated by his Melee Attacks or Charge Slam ability will not extend the ability duration.
Extended Shock: This card is supposed to increase the Shock duration by 40% and the recharge time by 20%. However, it increases the Shock duration by only 20% (1.1 seconds to 1.3 seconds), and the recharge time by 50% (15 seconds to 22.5 seconds).
Charging Frenzy: This card states that Chewbacca will receive even less damage when using Charge Slam, granting a “Damage Received Reduction” of 50%. What it actually does is bring the ability’s natural damage reduction of 30% up to 80%, granting an increase of 50 percentage points.
Impervious: Despite this card stating that it will only grant 2% damage reduction for every 200 damage dealt by an ability, it will also grant damage reduction for damaging enemies with Chewbacca’s melee attacks, given that Furious Bowcaster is active while the melee damage is dealt.
Similarly, if you push a villain off a ledge using Charge Slam while Furious Bowcaster is active and they die from the void within 3 seconds of the ability being used, you will be granted the full 34% damage reduction given by the card immediately.
Note: While Chewbacca’s Furious Bowcaster ability is active, all damage dealt by Chewbacca counts as ability damage, and as such grants a 2% damage reduction per 200 damage if Impervious is equipped.
Tip! Chewbacca’s Melee attacks deal increased damage. The default melee damage is 65, whereas Chewbacca deals 90 damage per hit. He delivers two swings quickly, meaning that he can kill most troopers with 180 damage before they can get away.
Count Dooku
Initiative: There have been claims that each strike reduces the recharge time of this card by less than 1 second, but this is no longer correct. Each strike reduces the recharge time by exactly 1 second, as is stated in the card description.
Note: A yellow circle is visible around the crosshair when the guaranteed critical hit provided by the card is ready.
Darth Maul
Lightsaber Defense: This card is only supposed to give Maul a 16% damage reduction against blasters. Despite this, the card also grants Maul a 60% universal damage reduction when Maul’s Spin Attack is in use.
Thrown To Slow: This card increases the damage of Choke Hold by 19 instead of the intended 30 when choking 2 or more enemies, landing at a total of 96 damage per enemy.
Fool Me Once: It is supposed to increase the cooldown rate on all of Darth Maul’s abilities by 10%, yet it only decreases Furious Throw by ~4%, Choke Hold by ~5.5%, and Spin Attack by ~4.5%.
If the starcard Flow Motion is in use, the recharge time for the Spin Attack will decrease by ~3.5% instead.
Savage: This card falsely states that the Spin Attack ability will recharge 75% faster, which in practice wouldn’t even double the recharge rate of the ability. What it actually does is
reducethe recharge rate by 75%, speeding the recharge speed up from 5 seconds to 1.25 seconds per spin.
Note: This card does not require unique enemies to be hit in order to trigger the buff. It is possible to trigger this buff by hitting 2 enemies back and forth, resulting in 4 total hits in 4 seconds.
Darth Vader
There Is No Escape: This starcard used to increase Saber Throw’s range by 67%, this has since been changed and the card now increases the throw range by only 45% instead of 50% as it’s supposed to.
Punishing Grip: This card was bugged in previous updates where it only gave a 25% Choke duration increase instead of the intended 40%. This has been fixed and is now working as it should. The damage of the choke is increased as its duration is increased, going from 126 up to 174.
Tip! The starcards “Punishing Grip” and “Last Gasp” synergize perfectly, allowing Vader to deal 261 (174 x 1.5) damage per enemy with a singular choke; this is a 107% damage increase compared to the Force Choke’s original damage.
Emperor Palpatine
Amplified Aura: This card does not need 3 targets to trigger the 30% damage increase, it activates immediately. Damage is increased from 15dmg/tick to 19.5dmg/tick. The first damage tick does not deal extra damage.
Prime Electrocution: This card is supposed to stun your opponents for 30% longer, making them unable to move or shoot for 1.3 seconds instead of 1. Instead, it makes your targets
unable to movefor 60% longer (1.6 seconds) while only being unable to shoot for the intended 1.3 seconds.
Growing Darkness: The Dark Aura area of effect increases by only ~10% over the duration of Dark Aura being active, while the card falesly states that it should increase by 20%.
Finn
Beacon Of Hope: This card used to increase the range of Big Deal by 50%, but it now works as intended and only increases it by 40%.
No More Running: You do not need 3 kills to activate the damage increase, the damage boost is immediately activated when you spawn in.
Stay Calm: In previous updates this card used to only recharge Deadeye’s duration by 34% instead of the intended 40%, this has since been fixed and now it recharges by 40% as it should.
Never Going Back: In previous updates this card used to only recharge Undercover Team’s duration by 36% instead of the intended 40%, this has since been fixed and now it recharges by 40% as it should.
General Grievous
Jedi Killer: This starcard used to only increase the Thrust Surge reach by 37%, but it has since been patched and now it increases the reach by the intended 50%.
Note: When using Thrust Surge, Grievous receives a 100% damage reduction buff whilst jumping toward his target, no matter which cards are used.
Line Up, Weaklings: Although the card states that Claw Rush will deal more damage for every enemy hit, this is not accurate. When using this card, the ability gains a 50 damage increase, with no prerequisites. Hitting more enemies will not increase the damage.
Beating Heart & Flesh Is Weak: These two different cards synergize. The downside of using Flesh Is Weak is that it reduces Grievous’s health regeneration rate by half, to 25hp/s. If the player has Beating Heart equipped, it will cancel the negative effect of Flesh Is Weak bringing him up to his default health regeneration rate of 50hp/s.
Han Solo
All In: A kill with Shoulder Charge reduces the recharge time for the ability by 75% instead of the stated 50%.
Additionally, whenever Han Solo gets a kill with Shoulder Charge, a 50% cooldown reduction is applied to the rest of Han Solo’s abilities. This effect will remain permanently until the Shoulder Charge ability is used again.
Iden Versio
Shock Reach: The description of this card has been switched with the one of Acquiring Targets, meaning this card does what Acquiring Targets is supposed to do.
Note: Shock Reach grants a larger range for the Droid Stun ability, meaning it will be able to fly further and hit enemies further away.
Acquiring Targets: The description of this card has been switched with the one of Shock Reach, meaning this card does what Shock Reach is supposed to do.
Note: Aquiring Targets increases the Area Of Effect when the Stun Droid successfully stuns someone, increasing the odds of it stunning multiple targets if they are close to each other.
Kylo Ren
Resilience: The effects of this card are fully functional, but not when near any villain. The effects are applied only when near Count Dooku, Darth Maul, Darth Vader, Emperor Palpatine, or General Grievous.
Memo: Only works when near Force- and/or Lightsaber-users.
Closing In: The range of Frenzy is supposed to be increased by 40%, however, the card only increases it by 30%.
Total Control: The duration of Freeze used to be increased by 40% while freezing 3 enemies. Now it works as intended, increasing the duration by 50%.
Lando Calrissian
Welcome To Cloud City: This card is not functional, it is supposed to increase the size and thickness of the smoke produced by the Smoke Grenade by 30%, however, it does not increase it at all.
Disabler Growth: Increases the the Disabler’s stun and reveal range by 25% instead of the stated 30% after 5 seconds, it used to increase it by only 15% and after 1.7 seconds but this has been changed since the Scarif update.
Quick Shock: The increased shock duration given by this card activates if the Disabler is detonated after 5 seconds of it attaching to a surface instead of within 5 seconds as it is supposed to. The shock duration is also only increased by 20% instead of 30%.
Wide Eyed: It used to increase the range of Sharpshot by 65% instead of 40%, but this has since been patched and the range now increases by 40% as intended.
Leia Organa
Optimized Shield Deployment: This card is supposed to reduce the cooldown time by 30%, but it only does so by 25%. The card will bring the recharge time down from 20 seconds to 15 seconds.
Fearless: This card is not functional, it is supposed to increase the blast radius of Leia’s Thermal Detonators, but it does not increase it at all.
Luke Skywalker
Epicenter: This card works as intended, but it has a hidden functionality; the 40 extra damage provided by the card is unblockable, making it useful when wanting to prevent villains from healing, or when wanting to finish a low-health villain off.
Note: The added unblockable damage is delivered to the target if they are located within the smaller circle that appears when the ability is used.
Deflection Mastery: The card claims that blocked blaster shots are deflected super accurately, but this isn’t true. The deflected shots are more accurate, but it is only noticeable over longer distances, and even then the deflections are not noticeably more accurate than other heroes.
Jedi Fighter: Despite stating it reduces Stamina costs for both attacking and deflecting blaster bolts, this card also affects blocking saber or melee attacks, so it actually affects all Stamina costs on Luke.
Obi-Wan Kenobi
More Doubts: It used to increase the Restrictive Mind Trick range by 60% instead of the intended 50%, however, this has since been changed and now it increases it by only 45%.
Rey
Damaging Strike: Although the card states that Dash Strike will deal more damage for every enemy hit, this is not accurate. When using this card, the ability gains a 30% damage increase, with no prerequisites. Hitting more enemies will not increase the damage.
Strong Mind: This starcard increases Mind Trick’s range by 25% instead of the stated 30%.
Deep Mind: Increases the duration of Mind Trick by 25% instead of 30%.
Yoda
Unleashed: Increases the base range of Unleash by 25%, but it also limits the maximum damage of Unleash to 160. Without this card, the maximum damage is 190.
Earned It I Have: The card is supposed to speed up the energy build-up for Yoda’s Unleash ability, but it does not decrease the build-up time it takes at all.
Size Matters Not: A somewhat broken card. When this card is in use, it heals Yoda for 92hp instead of the intended 75hp (50%) when the yellow health pool of 150hp is depleted due to damage it prevented. When used in addition to the “Feel The Force” starcard, it usually grants above 100hp, with the exact amount of health varying. The numbers are unreliable but it does work for it’s intended purpose of healing Yoda.