Deal Physical damage to target enemy with a 75% chance to gain Stealth for 2 turns.
Level
Unit Level
Ability Material
Credits
Adds
8
85
25
25
10
15
73750
+30% Damage
7
84
15
15
10
21250
+10% Stealth Chance
6
78
10
10
5
12500
+10% Damage
5
73
10
5
5000
+10% Stealth Chance
4
68
5
5
3750
+10% Damage
3
60
5
1250
+5% Stealth Chance
2
50
5
1250
+5% Damage
1
Description: Deal Physical damage to target enemy with a 50% chance to gain Stealth for 2 turns.
Sights Locked Special • Level 8 3 Turn Cooldown
Sabine Wren Crew
Inflict Target Lock on target enemy for 2 turns, with a 70% chance to also inflict Target Lock on another random enemy that isn't Target Locked. These effects can't be Evaded or Resisted. If target enemy is Empire, also inflict Speed Down for 2 turns, which can't be Evaded.
Inflict Target Lock on target enemy for 2 turns, with a 70% chance to also inflict Target Lock on another random enemy that isn't Target Locked. These effects can't be Evaded or Resisted. (3 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
30
30
20
15
78500
Inflict Speed Down on target enemy for 2 turns if they are Empire
7
11
20
20
15
5
45000
+10% Target Lock Chance
6
10
15
15
10
21250
+5% Target Lock Chance
5
9
15
10
5
13750
+10% Target Lock Chance
4
8
10
10
7500
+5% Target Lock Chance
3
7
10
5
5000
+10% Target Lock Chance
2
6
10
5
5000
+5% Target Lock Chance
1
Description: Inflict Target Lock on target enemy for 2 turns, with a 25% chance to also inflict Target Lock on another random enemy that isn't Target Locked. These effects can't be Evaded or Resisted. (3 Turn Cooldown)
Maximum Impact Special • Level 8 3 Turn Cooldown
Ezra Bridger Crew
Deal Physical damage to target enemy with a 70% chance to grant all allies Critical Chance Up for 2 turns.
Deal Physical damage to target enemy with a 50% chance to grant all allies Critical Chance Up for 2 turns. (3 Turn Cooldown)
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
30
30
20
15
78500
+20% Damage and +20% Critical Chance Up Chance
7
11
20
20
15
5
45000
+15% Critical Chance Up Chance
6
10
15
15
10
21250
+10% Damage
5
9
15
10
5
13750
+5% Damage
4
8
10
10
7500
+15% Critical Chance Up Chance
3
7
10
5
5000
+10% Damage
2
6
10
5
5000
+5% Damage
1
Description: Deal Physical damage to target enemy with a 20% chance to grant all allies Critical Chance Up for 2 turns. (3 Turn Cooldown)
Chopper Does It All Unique • Level 8
Chopper Crew
While Phantom II has no Protection, it has a 60% Chance each to gain Advantage, Defense Up, Foresight, Offense Up, and Speed Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability.
While Phantom II has no Protection, it has a 50% Chance each to gain Advantage, Defense Up, Foresight, Offense Up, and Speed Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability.
Level
Crew Gear Level
Ability Material
Credits
Adds
8
11
25
25
10
20
88750
+10% Buff Chance
7
11
20
15
10
5
32500
Add Speed Up for 2 turns
6
1
15
10
5
13750
+5% Buff Chance
5
1
10
10
7500
+5% Buff Chance
4
1
10
5
5000
Add Defense Up for 2 turns
3
1
5
1250
+5% Buff Chance
2
1
5
1250
+5% Buff Chance
1
Description: While Phantom II has no Protection, it has a 30% Chance each to gain Advantage, Foresight, and Offense Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability.
Distraction Tactics Unique • Level 8
Phantom II gains 5% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades. While Ghost is present, Phantom II gains Critical Hit Immunity, which can't be prevented or Dispelled.
Phantom II gains 5% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades.
Level
Unit Level
Ability Material
Credits
Adds
8
85
25
25
10
20
88750
While Ghost is present, Phantom II gains Critical Hit Immunity, which can't be prevented or Dispelled
7
85
20
15
10
5
32500
+1% Evasion
6
80
15
10
5
13750
+1% Evasion
5
75
10
10
7500
+0.5% Evasion
4
70
10
5
5000
+0.5% Evasion
3
60
5
1250
+0.5% Evasion
2
50
5
1250
+0.5% Evasion
1
Description: Phantom II gains 1% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades.
Covert Strike Reinforcement • Level 3
Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns, and reduces the cooldown of Call Reinforcement on the allied Capital Ship by 1.
Reduce cooldown of Call Reinforcement on allied Capital Ship by 1
2
75
25
175000
Add Advantage and Offense Up for 2 turns
1
Description:Enter Battle: Phantom II gains Stealth for 2 turns.
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
Slip Away
Basic
25
25
10
15
?
?
?
Sights Locked
Special
30
30
20
15
?
?
?
Maximum Impact
Special
30
30
20
15
?
?
?
Distraction Tactics
Unique
25
25
10
20
?
?
?
Chopper Does It All
Unique
25
25
10
20
?
?
?
Covert Strike
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 Phantom II 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
Slip Away -
Sights Locked -
Maximum Impact -
Distraction Tactics -
Chopper Does It All -
Covert Strike -
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
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