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)
- Force Connection + (+2% Defense and Offense per stack)
- Ransom + (+2% Max Health and Tenacity per stack)
- Devouring Swarm + (+2% Offense per stack)
- Jedi Lessons + (+20% Mastery per stack (max 3 stacks).)
- Overcharge + (+20% Offense and Defense per stack (max 5 stacks), can't be copied)
- 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.)
- Dramatic Entrance + (+25% Offense and deal bonus damage equal to 10% of the targets max health. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active.)
- 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)
- 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.)
- 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)
- 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)
- Trusted Agent + (+30% Defense Penetration and Offense; at 1 or more stacks, attack again when performing a Basic attack)
- Hired Muscle + (+30% Tenacity; immune to Daze and Fear)
- Dark Infusion + (+35% Offense per stack (max 3 stacks). At max stacks, these bonuses are doubled and Basic attacks also inflict Healing Immunity for 2 turns.)
- Target Practice + (+5% Critical Chance, +5% Offense, and +10% Critical Damage per stack)
- We Have Returned + (+5% Critical Damage and Offense per stack)
- Charge + (+5% Offense per stack)
- Critical Avoidance Up + (+50% Critical Avoidance)
- Critical Damage Up + (+50% Critical Damage)
- Defense Up + (+50% Defense)
- Reinforced Determination + (+50% Defense per stack)
- Health Steal Up + (+50% Health Steal)
- Offense Up + (+50% Offense)
- Merciless + (+50% Offense, +25% Critical Chance, and +50% Critical Damage; immune to Fear and Turn Meter manipulation.)
- Potency Up + (+50% Potency)
- The Emperor's Trap + (+6% Offense and Potency per stack)
- Corrupted Battle Meditation + (-10%-30% Crit Chance and -10%-30% Counter Chance. Doubled against non-Sith and non-Jedi enemies. Can't be dispelled.)
- Burning + (-15% (0.03% for raid bosses) of max health per turn, reduces avoidance by 500000%; does not stack.)