Righto. This lot.
R5 Astromech, R5-D8, R5-P9, and R2-D2.
All effect damage you've taken after the fact. Let's talk about it!
The R5 Astromech requires the least input from the player and is the cheapest, but is also the most restrictive as far as the types of damage you can heal.
It looks like it can effect 25/33 of the damage deck, but 6 of them flip themselves, so truly it's only going to effect 19/33.
- On an E-Wing (which suffers a disproportionately higher amount of Critical Damage than the others, due to having the highest Damage Mitigation), that's actually only 12/33, unless you give the ship a Hull Upgrade.
- On an X or a Y, it's pretty decent for its cost, though both ships tend to take an R2-Astromech to deal with mobility issues instead.
R5-D8 requires the most input from the player, and has the second-largest restriction on the types of damage it can heal, but has found its soulmate in Jek Porkins.
Healing away face-down damage means that you'll never regain your shields, and would eventually die to face-up cards even if it had a guarantee to heal back all of your face-down cards, but it only has a 5/8 chance of clearing a single one. The fact that it costs a full action makes it unplayable to most.
- Y-Wings have a lower chance of suffering Critical Hits due to their abysmal damage mitigation, and so make decent use of the droid
- Porkins is still the best pilot for its use, due to being able to gain benefit from the regeneration prior to losing all of his shields.
R5-P9 is the newest of the lot, and often the most potent. He requires a token to activate, but still regenerates shields, meaning that you don't have to fear Critical Hits while regenerating.
- R5-P9 also solidifies the Focus as the most flexible action in the game, as in any turn you intend to use it defensively, you are either killed, are at full health, or have mitigated a minimum of one damage, as in any scenario where otherwise you would have mitigated no damage due to having rolled no eyes, you can no regenerate back.
- Moreover, shield regeneration as the spending of a token mean that you can use it when flying at full speed, or while stressed if you've received a focus from elsewhere (like Kyle Katarn), making you intensely difficult to pin down while healing.
R2-D2 is the oldest of the bunch, and the most often used as selecting a Green Maneuver is often seen as being less burdensome than selecting an action.
- However, if you are in a scenario in which you are taking damage, the limited Green Maneuvers of X and Y wings mean that you are very likely to stay in the position of taking damage for multiple rounds.
- Alternatively, if you flee the fight to heal, you will be gone for many rounds, as you cannot do so with swift maneuvers.
- Still, if you intend to perform green maneuvers quite often, or have good mobility options tied with your greens (like the E-Wing's Barrel-roll, and 2-bank 3-forward options), it can still work well for you.
So, there you have it. I think that R5-P9 is better than R2-D2 in far more scenarios than it is worse.
It also has better synergy with Luke Skywalker's Pilot Ability, which is just wrong
.
Thoughts?
Alternative to thoughts, is there another series of upgrades you'd like me to break down like this?