Star Wars Galaxy of Heroes: Ship 2.0 Reinforcement Abilities List

Ships 2.0 is here! You can find out more about the ships changes in this post

Check out the list below for each ship’s new reinforcement ability!


Ahsoka Tano’s Jedi Starfighter: Cunning Maneuver

Level 1: Enter Battle: Dispel all buffs on target enemy.
Level 2: Enter Battle: Dispel all buffs on target enemy and gain 5% Max Health for each buff dispelled.
Level 3: Enter Battle: Dispel all buffs on target enemy and gain 20% Max Health for each buff dispelled.


Biggs Darklighter’s X-wing: Engine Tuning

Level 1: Enter Battle: Biggs Darklighter’s X-wing gains Protection Up (15%) for 2 turns.
Level 2: Enter Battle: Biggs Darklighter’s X-wing gains Protection Up (30%) for 2 turns.
Level 3: Enter Battle: Biggs Darklighter’s X-wing gains Protection Up (30%) for 2 turns. Inflict Target Lock on target enemy for 2 turns, which can’t be Evaded or Resisted.


Bistan’s U-wing: Quad Thrusters

Level 1: Enter Battle: Bistan’s U-wing gains Stealth for 2 turns.
Level 2: Enter Battle: Bistan’s U-wing gains Stealth for 3 turns.
Level 3: Enter Battle: Bistan’s U-wing gains Stealth for 3 turns and calls a random ally to Assist.


Cassian’s U-wing: Rebel Recon

Level 1: Enter Battle: Dispel all buffs on target enemy.
Level 2: Enter Battle: Dispel all buffs on target enemy and inflict Offense Down and Defense Down on them for 2 turns, which can’t be Evaded or Resisted.
Level 3: Enter Battle: Dispel all buffs on all enemies. Inflict Offense Down and Defense Down on target enemy for 2 turns, which can’t be Evaded or Resisted.


Clone Sergeant’s ARC-170: Structural Enhancement

Level 1: Enter Battle: Clone Sergeant’s ARC-170 Taunts while he has Protection.
Level 2: Enter Battle: Clone Sergeant’s ARC-170 gains Protection Up (15%), and Taunts while he has Protection.
Level 3: Enter Battle: Clone Sergeant’s ARC-170 gains Protection Up (40%), and Taunts while he has Protection.


First Order SF TIE Fighter: Superior Precision

Level 1: All allies gain 20% Potency, doubled for First Order allies.
Level 2: All allies gain 40% Potency, doubled for First Order allies.
Level 3: Enter Battle: All allies gain 40% Potency, doubled for First Order allies. All active enemies have -20% Tenacity, doubled against Resistance enemies.


First Order TIE Fighter: Raid Communication Protocol

Level 1: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can’t be Evaded or Resisted.
Level 2: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can’t be Evaded or Resisted. All allies gain 5% Turn Meter.
Level 3: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can’t be Evaded or Resisted. All allies gain 15% Turn Meter.


Gauntlet Starfighter: Viceroy of Mandalore

Level 1: Enter Battle: All allies recover 10% Protection.
Level 2: Enter Battle: All allies recover 20% Protection.
Level 3: Enter Battle: All allies recover 30% Protection and Empire allies gain 30% Max Protection.


Geonosian Soldier’s Starfighter: Repulsor Array – Guidance

Level 1: Enter Battle: Geonosian Soldier’s Starfighter gains Offense Up for 2 turns.
Level 2: Enter Battle: Geonosian Soldier’s Starfighter gains Offense Up for 2 turns and gains an additional +10% Offense on his next attack.
Level 3: Enter Battle: Geonosian Soldier’;s Starfighter gains Offense Up for 2 turns and gains an additional +30% Offense on his next attack.


Geonosian Spy’s Starfighter: Repulsor Array – Ruse

Level 1: Enter Battle: Grant target enemy Taunt for 1 turn, which can’t be Resisted.
Level 2: Enter Battle: Grant target enemy Taunt for 2 turns, which can’t be Resisted.
Level 3: Enter Battle: Grant Taunt to target enemy and another random enemy without Taunt for 2 turns, which can’t be Resisted.


Ghost: Reconnaissance

Level 1: Enter Battle: Inflict Critical Chance Down on all enemies for 1 turn.
Level 2: Enter Battle: Inflict Critical Chance Down on all enemies for 2 turns.
Level 3: Enter Battle: Inflict Critical Chance Down on all enemies for 2 turns and inflict Target Lock on enemies who suffer from Ghost’s Critical Chance Down, which can’t be Evaded or Resisted.


Imperial TIE Fighter: Twin Ion Engine

Level 1: Enter Battle: Remove 20% Turn Meter from target enemy, which can’t be Evaded or Resisted.
Level 2: Enter Battle: Remove 30% Turn Meter from target enemy, which can’t be Evaded or Resisted.
Level 3: Enter Battle: Remove 50% Turn Meter from target enemy, which can’t be Evaded or Resisted.


Jedi Consular’s Starfighter: Guardian of the Republic

Level 1: Enter Battle: All allies recover 10% Protection.
Level 2: Enter Battle: All allies recover 20% Protection.
Level 3: Enter Battle: All allies recover 40% Protection.


Kylo Ren’s Command Shuttle: Enforcer of the First Order

Level 1: Enter Battle: Kylo Ren’s Command Shuttle removes 10% Turn Meter from enemy ships when they are called in as Reinforcements.
Level 2: Enter Battle: Kylo Ren’s Command Shuttle removes 20% Turn Meter from enemy ships when they are called in as Reinforcements.
Level 3: Enter Battle: Kylo Ren’s Command Shuttle removes 20% Turn Meter from enemy ships when they are called in as Reinforcements. Kylo Ren’s Command Shuttle gains 20% Turn Meter when an enemy reinforces, other First Order allies gain half of that amount.


Millennium Falcon (Ep VII): Thrust Accelerator

Level 1: Enter Battle: Millennium Falcon (Ep VII) gains 1 stack of Thrust Reversal.
Level 2: Enter Battle: Millennium Falcon (Ep VII) gains 2 stacks of Thrust Reversal.
Level 3: Enter Battle: Millennium Falcon (Ep VII) gains 3 stacks of Thrust Reversal.


Phantom II: Covert Strike

Level 1: Enter Battle: Phantom II gains Stealth for 2 turns.
Level 2: Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns.
Level 3: Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns, and reduces the cooldown of Call Reinforcement on the allied Capital Ship by 1.


Plo Koon’s Jedi Starfighter: Commander of the 104th Battalion

Level 1: Enter Battle: All allies recover 20% Health and 20% Protection.
Level 2: Enter Battle: All allies recover 40% Health and 40% Protection.
Level 3: Enter Battle: Dispel all debuffs from all allies and they recover 40% Health and 40% Protection.


Poe Dameron’s X-wing: Dramatic Entrance

Level 1: Enter Battle: Poe Dameron’s X-wing gains Dramatic Entrance for 2 turns, which can’t be prevented or Dispelled.
Dramatic Entrance: +15% Offense. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active
Level 2: Enter Battle: Poe Dameron’s X-wing gains Dramatic Entrance for 2 turns, which can’t be prevented or Dispelled.
Dramatic Entrance: +25% Offense. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active
Level 3: Enter Battle: Poe Dameron’s X-wing gains Dramatic Entrance for 2 turns, which can’t be prevented or Dispelled.
Dramatic Entrance: +25% Offense, and deal bonus damage equal to 10% of the target’s Max Health. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active


Resistance X-wing: Squad Formation

Level 1: Enter Battle: Resistance X-wing has a 20% chance to Assist, dealing 50% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.
Level 2: Enter Battle: Resistance X-wing has a 40% chance to Assist, dealing 50% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.
Level 3: Enter Battle: Resistance X-wing has a 40% chance to Assist, dealing 30% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.


Rex’s ARC-170: No Man Left Behind

Level 1: Enter Battle: Grant allies a buff for 2 turns, based on their role:

  • Tank: Defense Up

Level 2: Enter Battle: Grant allies a buff for 2 turns, based on their role:

  • Tank: Defense Up
  • Support: Health Up (20%)

Level 3: Enter Battle: Grant allies a buff for 2 turns, based on their role:

  • Tank: Defense Up
  • Support: Health Up (20%)
  • Attacker: Critical Chance Up

Scimitar: Drifting Shade

Level 1: Enter Battle: Grant all allies +5% Critical Chance until Scimitar is defeated, doubled for Sith allies.
Level 2: Enter Battle: Grant all allies +10% Critical Chance until Scimitar is defeated, doubled for Sith allies.
Level 3: Enter Battle: Grant all allies +25% Critical Chance until Scimitar is defeated, doubled for Sith allies.


Slave I: All Out Offensive

Level 1: Enter Battle: Slave I gains Taunt and Retribution for 2 turns. Then, inflict Ability Block on target enemy for 1 turn, which can’t be Evaded or Resisted.
Level 2: Enter Battle: Slave I gains Taunt, Retribution, and Protection Up (10%) for 2 turns. Then, inflict Ability Block on target enemy for 1 turn, which can’t be Evaded or Resisted.
Level 3: Enter Battle: Slave I gains Taunt, Retribution, and Protection Up (10%) for 2 turns, and Critical Hit Immunity for 3 turns. Then, inflict Ability Block on target enemy for 1 turn, which can’t be Evaded or Resisted.


Sun Fac’s Geonosian Starfighter: Repulsor Array – Control

Level 1: Enter Battle: Stun target enemy for 1 turn, which can’t be Evaded or Resisted.
Level 2: Enter Battle: Stun target enemy for 1 turn, which can’t be Evaded or Resisted, and remove 5% Turn Meter from all other enemies.
Level 3: Enter Battle: Stun target enemy for 1 turn, which can’t be Evaded or Resisted, and remove 15% Turn Meter from all other enemies.


TIE Advanced x1: Unnerving Presence

Level 1: Enter Battle: Inflict 2 Damage Over Time effects on all enemies for 2 turns, which can’t be Evaded.
Level 2: Enter Battle: Inflict 3 Damage Over Time effects on all enemies for 2 turns, which can’t be Evaded.
Level 3: Enter Battle: Inflict 3 Damage Over Time effects and Offense Down on all enemies for 2 turns, which cant be Evaded.


TIE Reaper: Defensive Formation

Level 1: Enter Battle: Remove 10% Turn Meter from all Enemies.
Level 2: Enter Battle: Remove 10% Turn Meter from all Enemies. Inflict Defense Down to all enemies for 2 turns.
Level 3: Enter Battle: Remove 10% Turn Meter from all Enemies. Inflict Defense Down to all enemies for 2 turns. All allies gain 10% turn meter


TIE Silencer: Afterburner

Level 1: Enter Battle: The TIE silencer gains +15% Offense.
Level 2: Enter Battle: The TIE silencer gains +25% Offense.
Level 3: Enter Battle: The TIE silencer gains +25% Offense and the Afterburner buff, which can’;t be prevented or Dispelled.
Afterburner: When the TIE silencer attacks with Advantage, reduce its cooldowns by 1. When a First Order ally takes damage, the TIE silencer has a 50% chance to gain Advantage for 2 turns.


Umbaran Starfighter: Advanced Defense Systems

Level 1: Enter Battle: Remove 15% Turn Meter from all enemies, which can’t be Evaded, and grant all allies Defense Up for 2 turns.
Level 2: Enter Battle: Remove 25% Turn Meter from all enemies, which can’t be Evaded, and grant all allies Defense Up for 2 turns.
Level 3: Enter Battle: Remove 25% Turn Meter from all enemies, which can’t be Evaded, and grant all allies Defense Up for 2 turns. Then, inflict Target Lock on all enemies with 0% Turn Meter, which can’t be Evaded or Resisted.


Wedge Antilles’s X-wing: Exploiting Vulnerability

Level 1: Enter Battle: Inflict Buff Immunity on target enemy for 2 turns, which can’t be Resisted.
Level 2: Enter Battle: Inflict Buff Immunity on target enemy for 3 turns, which can’t be Resisted.
Level 3: Enter Battle: Inflict Buff Immunity and Healing Immunity on target enemy for 3 turns, which can’t be Resisted.