STAR WARS™ Battlefront™ II

STAR WARS™ Battlefront™ II

188 ratings
All Broken Hero Starcards in BF2
By shuds 😩 and 1 collaborators
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.
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Anakin Skywalker
Massive Strikes: Falsely states that only Anakin's lightsaber attacks drain more stamina when in use. In reality, this card affects all stamina costs, allowing him to only deflect 8 lightsaber attacks instead of his default which is 10.





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
Spared Batteries: If you push a villain off a ledge using Rolling Charge and they die from the void within 3 seconds of the ability being used, you will be granted the full 7 damage increase given by the card immediately. This is because the void deals 80 000 damage and only 2 100 damage to villains is needed to max out Spared Batteries.



Roll Together: Decreases the cooldown of allies' abilities by 21%. BB-8'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%.






Extended Exposure: To clarify this card; Boba Fett's For The Hunt ability reveals enemies on activation, makes him disappear from enemy radars, and removes the fuel cost of using the jetpack. These buffs are all disabled when the ability duration ends. Extended Exposure's singular function is to keep enemies who were revelead when the ability was activated revealed for an additional 6 seconds after the ability duration ends.


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.





Multi-Traps: This card will sometimes not work and will be completely dysfunctional, deploying an ordinary amount of 3 proximity mines. There is no apparent reason as to why this happens. Dying and respawning will fix this issue.





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 33% 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 its 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.



Finish Them Off: This starcard does not work at all. It does not provide any extra damage when successfully striking an enemy with the final knock-down staff strike.

Note: Phasma's Staff only deals 30 damage when striking an enemy from behind. Similar to lightsabers, striking an enemy from behind adds 30 damage, but Phasma's staff fails to deal its normal damage when this happens. This is not affected by any starcard.

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 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 an enemy 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, as the void deals 80 000 damage.

Note: While Chewbacca's Furious Bowcaster ability is active, all damage dealt by Chewbacca counts as ability damage, and as such interacts with "Impervious" in the ways stated above, granting a 2% damage reduction per 200 "ability damage".

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 Darth Maul a 16% damage reduction against blasters. Despite this, the card also grants him a universal 60% 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 ~4.7%, Choke Hold by ~4.7%, and Spin Attack by ~5.3%.

If the starcard Flow Motion is in use, the recharge time for the Spin Attack will decrease by ~4% 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 reduce the recharge rate by 75%, speeding up the recharge time from 5 seconds to 1.25 seconds per spin.

When the buff is activated, all abilities will falsely indicate a faster recharge speed. The only ability affected in reality is the Spin Attack.

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 its 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. The unblockable 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. What actually happens is that stunned targets are unable to move for 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 base reach by ~50%.

The range of the ability varies and may slightly decrease or further increase depending on certain factors, such as the target being above or below Grievous, dashing backwards before activation, or the way the player's screen is angled relative to the target when performing the ability.

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
Big Bang: The Big Bang starcard does not expand the heavily damaging inner blast radius of Han Solo's Detonite Charge after sticking to a surface for 5 seconds. It only increases the outer blast radius further.

Note: The Detonite Charge deals 200 damage within the inner blast radius and deals a maximum of about 60 damage when the target is within the outer blast radius. This prevents Big Bang from adding any meaningful damage output to the Detonite Charge.

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%.

Note: This card effectively increases the range at which Kylo can leap from enemy to enemy when using Frenzy, as well as the range at which he is able to intiate the ability. Both ranges are affected.


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 is now increased 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 and undodgeable, making it useful when wanting to prevent villains from healing, or when wanting to finish a low-health villain off.

Note: The added damage is delivered to the target if they are located within the smaller circle that appears when the ability is used.

Intensify: If you push a villain off a ledge using Push or Repulse and they die from the void within 3 seconds of the ability being used, you will be granted the full 36 damage increase given by the card immediately. This is because the void deals 80 000 damage and only 3 600 damage to villains is needed to max out Intensify.



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.





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.




Video for reference: (Try Fullscreen - 1080p HD)
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%.

Note: Obi-Wan's Restrictive Mind Trick may not apply its effect if the target is currently knocked down or being pushed. Additionaly, knocking down enemies who are currently affected with Restrictive Mind Trick may cause the effect to end earlier than it should.
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 its intended purpose of healing Yoda.


Note: Using Yoda's Presence Ability will apply an AoE heal to nearby teammates, but the second time this ability is used its AoE effect will apply wherever on the map it was used before. Consequently, the AoE effect lags one use behind. This issue remains no matter which cards are used.
Acknowledgments
The following posts and pages along with their creators have been invaluable when creating this guide, even if they are mostly outdated by now. They are often used for reference when comparing previously broken and now working cards.

Thanks to:

· Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! - By Battlefront Knight on YouTube

· Star Cards in Star Wars Battlefront II (DICE)[battlefront.fandom.com] - By the BF2 Community on Fandom

· These are ALL the Broken Hero Star Cards - By RogueZeroRendar on Reddit


These mods have also been of great use:

· Damage Reduction Percentage[www.nexusmods.com] - By Szaby59 on NexusMods

· Splitscreen[www.nexusmods.com] - By OtherBenji on NexusMods

· Split Screen Instant Action Offline CO-OP and Versus[www.nexusmods.com] - By RC-3197 on NexusMods

Disclaimer: The testing results reflect the measurable effects in-game. We have no interest in providing you with what the game files and its values may suggest. If a card provides a measurable 30% range increase, then that is the result shared in this guide. The practical in-game effects, measured by distance and by counting frames, is the goal. This may or may not result in some values regarding range or area of effect being slightly off.

Everything has been tried and tested, but please comment if we missed anything or got something wrong.

Thanks for reading!
:)
24 Comments
DuckyGaming18 21 Mar @ 12:10am 
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shuds 😩  [author] 1 Mar @ 1:41pm 
All cards are viable as long as you're good (except for the cards that dont do anything at all, like bossks gas)

Mauls Lightsaber defence is a really great card all around I would say
DarthLazze 1 Mar @ 12:24pm 
So which cards are we really supposed to use then? :D
Nom__Anor 27 Jan @ 10:45pm 
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blotnik 30 Aug, 2024 @ 3:14am 
my life is a lie...
doug 10 Aug, 2024 @ 8:35am 
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░░░▌░▄▄▄▐▌▀▀▀░░ This is Bob
▄░▐░░░▄▄░█░▀▀ ░░ Copy And Paste Him In
▀█▌░░░▄░▀█▀░▀ ░░ Steam,
░░░░░░░▄▄▐▌▄▄░░░ So, He Can Finally Take
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GateKeeperZ 17 May, 2024 @ 11:00am 
This is where I am angry with the card’s description because it’s a very confusing way at looking at the values. The description is wrong saying that 20% / 30% / 40% / 50% is “Increased Rotation Speed” describing the degrees per second, when it is actually “Increased Motor Capacity” describing how its full rotation time is completed faster. Really, to make it all simpler it should’ve been described as a 25% “Decreased Rotation Time” at EPIC rarity. My conclusion is that this star card probably has the poorest card description in the entire game.
GateKeeperZ 17 May, 2024 @ 11:00am 
@Shineberg, you are correct with your math for “The More the Better”: rotational speed is 33% faster, describing the rotational distance in degrees per second. Ajschefflerbackup’s comment really had me thinking though. It seems that the 50% at EPIC rarity is not increased rotational distance, but something completely different. So how is 6 seconds of rotation time reduced to 4.5 seconds? It’s a 25% decrease in time. Here’s the way that it made sense to me. If the motor that completes the turret’s rotation is used at 100% capacity, the turret will do a full rotation in 6 seconds (It’s 100% because the turret can’t go faster than this unless it’s modified with the star card). If the motor is used at 200% capacity, the full rotation is 3 seconds, a 50% decrease in time. Here’s what the card at EPIC rarity describes: If the motor is used at 150% capacity, the full rotation is now 4.5 seconds, a 25% decrease in time. It’s like giving an engine 50% more power.
clicurt 27 Apr, 2024 @ 1:17pm 
ok thx
Loan-Gaming 17 Apr, 2024 @ 5:48pm 
addition: ive tested this in arcade, and this may not be the case in other modes. i have seen the bug happen with other combs but it was always size matter not and feel the force, im not 100% sure that jedi mentor has something to do with it, but it seemed to increase when i used those 3.