Admiral Trench

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Admiral Trench

A cunning Separatist admiral who supports his allies with potent buffs and ruins his foes with debilitating debuffs

Unit-Character-Admiral Trench.png
Description
Alignment Dark Side
Role SupportLeader
Faction Separatist
Lead Synergy SeparatistWat TamborNute GunrayJango Fett
Synergy Separatist
Immune to Buff ImmunityHealing Immunity
Release Date January 23, 2023
Shards to Activate 330
Accelerated Never Accelerated units have increased drop quantities. See Character Shards for more information.
Acquisition Proving Grounds
Omicron Bonus Territory Wars
Buffs Heal Over TimeProtection Over TimeTactical SupremacyProtection Up
Debuffs ShockStunStaggerFear
Battle Mechanics Dispel Buffs - Target
Assist - Call All Allies
Health to Protection
Turn Meter Gain - Self
Lead Mechanics Max Health
Max Protection
Potency
Speed
Stacking Increase - Offense
Critical Avoidance
Defense
Counter
Defense Penetration
Assist Immunity
Counter Immunity
Turn Meter Gain Immunity

Stats

Stats displayed are for unit at max level with max stars. Mods are not included in calculations.

Physical Offense
Damage 6122
Critical Chance 54.88%
Armor Penetration 10
General
Health 62098
Protection 71219
Speed 171
Potency 70%
Tenacity 102%
Critical Damage 150%
Defense Penetration 0%
Relic 9
Unit-Character-Admiral Trench-portrait.png
Indicator-Gear-Level-Relic-DS.png
9
85
Admiral Trench - Gear Relic 9
Materials Needed
Max Level
Special Offense
Damage 9679
Critical Chance 16.25%
Resistance Penetration 105
Survivability
Armor 49.94%
Resistance 42.18%
Dodge Chance 2%
Deflection Chance 2%
Critical
Avoidance
21%
Health Steal 10%
Accuracy 21%

Abilities

Tex.ability admiraltrench basic.png Unfinished Business
Basic Ability Material Omicron Level 8

Deal Special damage to target enemy and Shock them for 2 turns. If the target was already Shocked, Stun them for 1 turn.

During Trench's turn, allies with Tactical Supremacy gain a Heal Over Time and a Protection Over Time (10%) for 2 turns.

While in Territory Wars: During Trench's turn: Inflict Ability Block on target enemy for 1 turn which can't be dispelled or resisted and reduce their Critical Damage by 20% (stacking) until the end of the encounter. If target enemy was already debuffed, remove 50% Turn Meter from them. Non-Droid Separatist allies recover 30% Health and Protection.
More Details
Unfinished Business

Tex.ability admiraltrench special01.png Net Positive
Special Ability Material Zeta Level 8
3 Turn Cooldown

Dispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist.

Non-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) for 2 turns.

Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn
More Details
Net Positive

Tex.abilityui passive fearedtactician.png Feared Tactician
Leader Ability Material Omicron Level 8

Separatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion.

Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.

While a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.

While in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection. Separatist allies with Tech can't have their turn meter reduced. Enemies with Extortion will be critically hit if able.

Whenever an enemy dispels a debuff, Separatist allies gain 10% turn meter (limit once per turn). The first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle.
Omicron
More Details
Unlocks at Gear Level 4.
Level 7:
Separatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion.

Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.

While a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.
Level Unit
Level
Ability Material Credits Adds
8 84
Game-Icon-Ability Material Omicron.png
20
105000 While in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection; Separatist allies with Tech can't have their turn meter reduced; enemies with Extortion will be critically hit if able; whenever an enemy dispels a debuff, Separatist allies gain 10% turn meter (limit once per turn); the first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle
7 84
Game-Icon-Ability Material Mk III.png
20
Game-Icon-Ability Material Omega.png
10
Game-Icon-Ability Material Zeta.png
20
105000 Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn); when a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense
6 62
Game-Icon-Ability Material Mk I.png
6
Game-Icon-Ability Material Mk II.png
5
Game-Icon-Ability Material Mk III.png
4
9600 Separatist allies have +10% Speed (excludes Galactic Legend allies) for each ally with Tech
5 52
Game-Icon-Ability Material Mk I.png
4
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
4800 Separatist allies have +10% Speed (excludes Galactic Legends allies) for each enemy with Extortion
4 42
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
2
2400 While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter
3 32
Game-Icon-Ability Material Mk I.png
2
Game-Icon-Ability Material Mk II.png
2
1600 While a Separatist ally has a Protection Over Time, they have +30% Defense Penetration
2 22
Game-Icon-Ability Material Mk I.png
2
800 While a Separatist ally has a Heal Over Time, they have +30% Counter Chance
1 Description: Separatist allies have +30% Max Health, Max Protection, and Potency.
Feared Tactician

Tex.abilityui passive faction separatist.png I Smell Fear, and It Smells Good
Unique Ability Material Omicron Level 8

At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.

The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.

Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.

While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns. The first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns. While a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%. While a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%.

Allies with Tactical Supremacy have +25 Speed.
More Details
Level 7:
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.

The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.

Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.
Level Unit
Level
Ability Material Credits Adds
8 84
Game-Icon-Ability Material Omicron.png
20
125000 While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns; the first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns; while a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%; while a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%; allies with Tactical Supremacy have +25 Speed
7 82
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
20
125000 Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn); whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted; while Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity
6 58
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted
5 48
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 At the start of his turn, Trench gains a Protection Over Time (10%) for 2 turns
4 38
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +10% Potency
3 28
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +10% Potency
2 18
Game-Icon-Ability Material Mk I.png
2
900 +10% Potency
1 Description: At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +20% Potency.
I Smell Fear, and It Smells Good

Recommendations

Abilities

Omega and Zeta Rankings
Ability Name Ability Type Cost Get OPTIONS:Yes,No<br />This field is just a quick reference of whether an ability is worth the mats investment at all. Priority Number in order of most important, 1, to least important Best for OPTIONS:Raid, PVP, PVE, All<br />This field is used to specify abilities that may be really good to have but only for specific content. Reasons
Unfinished Business Basic
Game-Icon-Ability Material Mk II.png
20
Game-Icon-Ability Material Mk III.png
50
Game-Icon-Ability Material Omega.png
20
Game-Icon-Ability Material Omicron.png
20
? ? ?
Net Positive Special
Game-Icon-Ability Material Mk III.png
40
Game-Icon-Ability Material Omega.png
16
Game-Icon-Ability Material Zeta.png
20
? ? ?
Feared Tactician Leader
Game-Icon-Ability Material Omicron.png
20
? ? ?
I Smell Fear, and It Smells Good Unique
Game-Icon-Ability Material Omicron.png
20
? ? ?

Mods

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Unit Strategy

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Team Strategy

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Kit Counters

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  • Unfinished Business -
  • Net Positive -
  • Feared Tactician -
  • I Smell Fear, and It Smells Good -

Notes

Lore

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Trivia

dies in clone wars