Deal Physical damage to target enemy and inflict Target Lock for 2 turns on them and a random enemy that didn't already have it. If Marauder has Valor, this Target Lock can't be resisted and grant a random ally Valor for 2 turns who doesn't already have it.
More Details
Crew Member: [[{{{crew}}}]]
Level 7:
Deal Physical damage to target enemy and inflict Target Lock for 2 turns on them and a random enemy that didn't already have it.
Level
Unit Level
Ability Material
Credits
Adds
8
85
25
25
10
15
73750
If Marauder has Valor, this Target Lock can't be resisted and grant a random ally Valor for 2 turns who doesn't already have it
7
84
15
15
10
21250
+20% Damage
6
78
10
10
5
12500
+15% Damage
5
73
10
5
5000
+10% Damage
4
68
5
5
3750
+10% Damage
3
60
5
1250
+5% Damage
2
50
5
1250
+5% Damage
1
Description: Deal Physical damage to target enemy and inflict Target Lock for 2 turns on them and a random enemy that didn't already have it.
Deal Physical damage to all enemies. Enemies who are critically hit by this attack are inflicted with Ability Block for 1 turn. If Marauder has Valor, this attack has +75% Critical Chance and all allies gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.
While Marauder has Plan 99, reduce the cooldown of this ability by 4.
Target Lock: This attack has +75% Critical Chance and enemies can't resist Ability Block
Deal Physical damage to all enemies. Enemies who are critically hit by this attack are inflicted with Ability Block for 1 turn. If Marauder has Valor, this attack has +75% Critical Chance and all allies gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.
Target Lock: This attack has +75% Critical Chance and enemies can't resist Ability Block (8 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
30
30
20
15
78500
While Marauder has Plan 99, reduce the cooldown of this ability by 4
7
11
20
20
15
5
45000
Target Lock: Enemies can't resist Ability Block
6
10
15
15
10
21250
If Marauder has Valor, this attack has +75% Critical Chance and all allies gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns
5
9
15
10
5
13750
+30% Damage
4
8
10
10
7500
+20% Damage
3
7
10
5
5000
+15% Damage
2
6
10
5
5000
+10% Damage
1
Description: Deal Physical damage to all enemies. Enemies who are critically hit by this attack are inflicted with Ability Block for 1 turn.
Target Lock: This attack has +75% Critical Chance (8 Turn Cooldown)
Behind Enemy Lines Special • Level 8 3 Turn Cooldown
Hunter Crew
Deal Physical damage to Target enemy. Marauder and target ally recover 30% Health and Protection. Marauder and target non-Tank ally gain Stealth for 2 turns. If Marauder has Valor, this attack has +75% Critical Chance. If this attack scores a critical hit, all allies with Valor recover +20% Health and Protection, doubled for Clone Trooper allies.
Deal Physical damage to target enemy. Marauder and target ally recover 30% Health and Protection. Marauder and target non-Tank ally gain Stealth for 2 turns.
Target Lock: This attack has +75% Critical Chance (3 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
30
30
20
15
78500
If Marauder has Valor, this attack has +75% Critical Chance; if this attack scores a critical hit, all allies with Valor recover +20% Health and Protection, doubled for Clone Trooper allies
7
11
20
20
15
5
45000
Marauder and target non-Tank ally gain Stealth for 2 turns
6
10
15
15
10
21250
+20% Health and Protection Recovery
5
9
15
10
5
13750
+30% Damage
4
8
10
10
7500
+20% Damage
3
7
10
5
5000
+15% Damage
2
6
10
5
5000
+10% Damage
1
Description: Deal Physical damage to target enemy. Marauder and target ally recover 10% Health and Protection
Target Lock: This attack has +75% Critical Chance (3 Turn Cooldown)
At the start of battle, Marauder gains Plan 99 until the end of the battle which can't be copied, dispelled, or prevented.
Whenever an ally loses Valor, they gain 5% Defense (stacking) until the end of battle, doubled for Clone Trooper allies.
If the ally Capital Ship is destroyed, Marauder gains The Bad Batch until the end of the battle which can't be copied, dispelled, or prevented.
Whenever Marauder loses Plan 99, reset the cooldown of Tech Turn and gain a bonus turn. During this bonus turn, Marauder may only use Tech Turn and the ability has +100% Critical Chance and Critical Damage.
The Bad Batch: +50% Defense and Offense; whenever this ship uses a Special ability, call itself to assist; this ship can't be Stunned and takes reduced damage from percent Health effects
Plan 99: +50% Defense and Tenacity; the first time this ship would be defeated, it instead recovers 100% Health and loses Plan 99
Whenever an ally loses Valor, they gain 5% Defense (stacking) until the end of battle, doubled for Clone Trooper allies.
If the ally Capital Ship is destroyed, Marauder gains The Bad Batch until the end of the battle which can't be copied, dispelled, or prevented.
The Bad Batch: +50% Defense and Offense; whenever this ship uses a Special ability, call itself to assist; this ship can't be stunned and takes reduced damage from percent Health effects
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
25
25
10
20
88750
At the start of battle, Marauder gains Plan 99 until the end of the battle which can't be copied, dispelled, or prevented; whenever Marauder loses Plan 99, reset the cooldown of Tech Turn and gain a bonus turn; during this bonus turn, Marauder may only use Tech Turn and the ability has +100% Critical Chance and Critical Damage
7
11
20
15
10
5
32500
If the ally Capital Ship is destroyed, Marauder gains [c][f0ff23]The Bad Batch[-][/c] until the end of the battle which can't be copied, dispelled, or prevented
6
10
15
10
5
13750
Whenever an ally loses Valor, they gain 5% Defense (stacking) until the end of battle, doubled for Clone Trooper allies
5
9
10
10
7500
+5 Speed
4
8
10
5
5000
+3 Speed
3
7
5
1250
+3 Speed
2
6
5
1250
+2 Speed
1
Description: Marauder has +2 Speed.
The Cavalry Has Arrived! Reinforcement • Level 3
Marauder gains Stealth for 2 turns. Inflict target enemy with Target Lock for 2 turns.
More Details
Crew Member: [[{{{crew}}}]]
Level
Unit Level
Ability Material
Credits
Adds
3
85
75
525000
Marauder gains Stealth for 2 turns
2
75
25
175000
Inflict target enemy with Target Lock for 2 turns
1
Description: Inflict target enemy with Target Lock for 1 turn.
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
More Than Soldiers
Basic
25
25
10
15
?
?
?
Tech Turn
Special
30
30
20
15
?
?
?
Behind Enemy Lines
Special
30
30
20
15
?
?
?
Gonky
Unique
25
25
10
20
?
?
?
Have We Ever Followed Orders?
Unique
25
25
10
20
?
?
?
The Cavalry Has Arrived!
Reinforcement
75
?
?
?
Synergy
<<<ADD INFO>>>Image or list of specific character synergy.
Paragraph for each faction this unit has synergy with.
Example Jedi - High Synergy
Paragraph Light Side - Low Synergy
Paragraph Any Faction - Very Low Synergy
Paragraph.
Unit Strategy
<<<<ADD INFO>>> Information on any specifics that may be important to know such as ability order or when not to do an ability.
Team Strategy
Details of how to use and mod Marauder within specific teams can be found on the following pages:
<<<ADD INFO>>> Add links to internal or external guides in list format here.
Kit Counters
<<<ADD INFO>>> Information on abilities or mechanics that can counter the buffs, debuffs, and mechanics in this units kit
More Than Soldiers -
Tech Turn -
Behind Enemy Lines -
Gonky -
Have We Ever Followed Orders? -
The Cavalry Has Arrived! -
Notes
Lore
<<<USER EDIT>>> Any lore you want to add or just include a link to this characters starwars.fandom.com page.
E.G. Learn more about Revan at https://starwars.fandom.com/wiki/Revan.
Trivia
<<<USER EDIT>>>Any trivia you desire to add in list format.