Search by property
From SWGoH Wiki
Jump to navigationJump to searchThis page provides a simple browsing interface for finding entities described by a property and a named value. Other available search interfaces include the page property search, and the ask query builder.
List of results
- Accuracy Up + (+15% Accuracy)
- Ruthless + (+15% Critical Chance, +20% Critical Damage, and +30% Offense)
- Evasion Up + (+15% Dodge Chance)
- Health Up + (+15% Max Health)
- Defense Penetration Up + (+150 Defense Penetration)
- Bulwark + (+150% Defense per stack; lose one stack of Bulwark when receiving damage)
- Ancestral Resolve + (+2% Defense and +1% Max Health; whenever this character deals True damage, deal additional True damage based on the number of stacks, which can't be evaded)
- Force Connection + (+2% Defense and Offense per stack)
- Ransom + (+2% Max Health and Tenacity per stack)
- Devouring Swarm + (+2% Offense per stack)
- Web of Descent III + (+2,200% Defense, 150% Offense, and +25 Speed; when Maul takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 25%)
- Favorable Terms + (+20% Critical Chance and Offense; recover 10% Protection at the start of this character's turn; gain a bonus turn and grant allied Pirate King Hondo Ohnaka 2 stacks of Profit when defeating an enemy with Tenuous Agreement)
- Jedi Lessons + (+20% Mastery per stack (max 3 stacks).)
- Blessed + (+20% Max Health and Offense; immune to instant defeat effects, Stun, and turn meter reduction; assist whenever another Nightsister ally uses a Special ability on their turn, dealing 40% less damage)
- Overcharge + (+20% Offense and Defense per stack (max 5 stacks), can't be copied)
- Perfect Defense + (+200% Defense; resist detrimental effects; immune to Defense Up and Tenacity Up)
- Undermine + (+25 Speed; -25% Critical Avoidance and Critical Chance; can't gain bonus Turn Meter)
- Master's Training + (+25% (doubled on Jedi) Accuracy, Defense, Offense, Potency, and Tenacity. Can't be Dispelled or Prevented.)
- Critical Chance Up + (+25% Critical Chance)
- Outmaneuver + (+25% Evasion and can’t be countered, and can't be targeted if other allies are present, unless Taunting.)
- Keen Stratagem + (+25% Offense and Potency)
- Dramatic Entrance + (+25% Offense; deal bonus True damage equal to 10% of the target's Max Health, which can't be evaded; gain 20% Turn Meter and Dramatic Entrance for 2 turns if this unit defeats an enemy)
- Secret Intel + (+25% Potency and when another ally uses a Special ability they gain Secret Intel for 3 turns, then the cooldown of Illuminated Destiny is reduced by 1 for each ally with Secret Intel.)
- Speed Up + (+25% Speed)
- Legendary Battle Meditation + (+25%-50% Potency and +10%-35% Counter Chance, doubled for Jedi.)
- Reinforced Hull + (+250% Defense per stack; lose one stack of Reinforced Hull when receiving damage)
- Queen's Protection + (+3% Max Health and Max Protection, +5% Potency and Tenacity, and +5 Speed (per stack).)
- Spare Parts + (+30% Critical Chance and +30% Offense, if this character is defeated, they are revived with 100% Health, gain Foresight and Protection Up (50%) for 2 turns, and dispel the buff from all allies, this revive can't be prevented.)
- Rebel Network + (+30% Critical Chance, +30 Speed, and immune to Healing Immunity; when this character is defeated, revive with 100% Health; whenever this character defeats an enemy, dispel all debuffs on this character, and all allies recover 100% Health and Protection)
- We Adapt, Or Die + (+30% Critical Chance, +30% Offense, and +30 Speed; revive with 70% Health when defeated; if dispelled, recover 80% Health, gain 80% Turn Meter, and can't be critically hit for 2 turns)