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Seperatist Opossum Extermination Options
Lightsaber
Posted: Thursday, June 11, 2026 12:19:31 AM
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How many ways are there to get around Presumed Dead? Seems like in every tournament I'm gonna come up against that Grievous with San Hill and that Maul, so how can I squish them fast?
Pretty sure [Amphistaff] + big hit of 70-80 damage would take out an injured 120hp Hypori or 140hp Hatred Maul respectively.
How about a nice big [Overwhelming Force] hit? Would [Overwhelming Force 2] help?
Similarly, [Overwhelming Power]?
Is there another way I've missed? Something about characters changing positions using abilities from San Hill, their ally?
gandalfthegreatestwizard
Posted: Thursday, June 11, 2026 2:36:52 AM
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Presumed Dead is a one-of-a-kind ability and not many counters have been created for it (as there have been for Avoid Defeat). A counter would have to be worded very specifically. (Wasn't as much of a problem before it became more prevalent recently.)

Distraction, Disruptive etc do turn off San Hill's CE giving Presumed Dead to Grievous (in retrospect I am quite happy that weakness was included).

Rolling a natural 20 with Disintegration would do it, because it doesn't reduce HP to zero, it just defeats the target.

Amphistaff would only cancel out Presumed Dead if the hit took them straight from above half HP > zero. Unlikely.

Overwhelming Force doesn't do anything (either version). Nor do Brutal Strike or Suppressive Fire, because PD is not a response to attacks or damage.

The [square brackets] also don't, unless you are using the comments page.
thereisnotry
Posted: Thursday, June 11, 2026 6:36:20 AM
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Disruptive/Distraction really is the strongest counter to San Hill squads, because it completely turns off GG's Presumed Dead if he's disrupted at the moment he first drops below half HP.

Disruption also nerfs Maul's CE, which can be used to stack extra damage after Maul makes a kill.

Also, Maul and Grievous have solid defenses vs melee attackers (teras kasi style and parry), but are largely defenseless vs shooters who can draw a line on them. Of course, San's movement bump can help Maul and Grievous reach those pesky shooters, so player skill and tactics will be a factor in those matchups.
Mando
Posted: Thursday, June 11, 2026 12:01:56 PM
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Might be a good idea in future sets to add a SA that can hinder Presumed Dead from activating. Maybe something like this

Discerning (On this characters turn, when an adjacent enemy character's Hit Points are reduced to half or less, cancel any special abilities that would trigger from that; the enemy can avoid this effect with a save of 11)

This would be a 50/50 chance at negating Presumed Dead, with enemy force users having a advantage over non-force users because they can reroll the save with a fp. Just a rough idea of a counter that would be not such a hard counter.
Darth_Reignir
Posted: Thursday, June 11, 2026 2:26:32 PM
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Just use accurate shot to pop San Hill
Darth_Reignir
Posted: Thursday, June 11, 2026 2:38:01 PM
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^That was a joke.

But for real, San Hill can probably use a nerf. The 18 square threat range of Grievious is just nasty, not to mention you can Magic Missile him in, twin for 30, eat it in retaliation, then Presumed Dead back to full.
Lightsaber
Posted: Thursday, June 11, 2026 6:03:00 PM
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Mando wrote:
Might be a good idea in future sets to add a SA that can hinder Presumed Dead from activating.

I like your idea, but its a little too specific for me. Im thinking something like
[Specifically hates Darth Maul]: On this character's turn, adjacent enemies cannot change position.
No PD as you'd have to move, and no Teleporting Hord. Would have to be paired with low damage output and no unpreventable damage to balance though.
Lightsaber
Posted: Thursday, June 11, 2026 7:09:54 PM
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Ooh, how about Clamp? Prevents movement so no pd?
gandalfthegreatestwizard
Posted: Thursday, June 11, 2026 10:08:38 PM
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Presumed Dead doesn't involve movement (movement in game terms is the default way of getting from one square to another by going through the intervening squares, and is distinct from abilities which allow characters to "exchange positions" or "place" them in a square).

An ability would need to prevent changing position to stop them from going back to the starting zone. (It's not clear if that would negate the other part of the ability that restores them to original HP.)
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