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
- 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.)
- Accuracy Down + (-15% Accuracy)
- Ferocity + (-15% Defense and Tenacity per stack, +8% Offense and Potency per stack; cant' be copied.)
- Defense Penetration Down + (-150 Defense Penetration)
- Expose + (-20% (0.02% for raid bosses) of max health if damaged by attack.)
- Overconfident + (-20% Defense, +50% Offense, +10% Speed, +15% Evasion)
- Breach + (-25% Speed, -25% Defense (Does not stack with Speed Down or Defense Down))
- Speed Down + (-25% Speed.)
- Useful Pawn + (-5% Critical Chance, Critical Damage, and Offense)
- Critical Damage Down + (-50% Critical Damage)
- Disarm + (-50% Critical Damage and Offense (doesn't stack with Critical Damage Down or Offense Down); whenever this character uses a Basic ability, they gain Damage Over Time for 2 turns, which can't be resisted)
- Buzz Droids + (-50% Defense and lose 5% Health at start of turn with at least 1 Buzz Droid (max 3); lose 1 Buzz Droid when taking damage from an attack or a Concussion Mine.)
- Armor Shred + (-50% Defense per stack (25% against raid bosses), can't be dispelled or resisted, and is not a debuff.)
- Demoralized + (-50% Offense, -25% Critical Chance, -25% Critical Damage; does not stack with other debuffs)
- Offense Down + (-50% Offense.)
- Translation + (1 Stack: +30% Max Health.<br/>2 Stacks: 15% Critical Chance.<br/>3 Stacks: If only one ally who grants Translation is present, decrease this character's cooldowns by 1 when that ally uses their Basic ability (limit once per turn))
- Confuse + (1 Stack: Cannot gain buffs.<br/>2 Stacks: Cannot counter, assist, or gain bonus turn meter. (Raid Boss: -30% Counter chance.)<br/>3 Stacks: Increases cooldowns by 1 when this character uses their basic ability. (Raid Boss: -50% Defense.))
- Momentum + (Abilities gain additional effects based on the number of stacks.)
- Furious + (Abilities gain additional effects, can't gain '''Fury''')
- Retribution + (Adds 100% counter chance.)
- Bonus Protection + (Adds a variable amount of bonus protection for the rest of the battle.)
- Master Plan + (After this ship uses an ability during its turn, their cooldowns are reset and they gain 100% Turn Meter.)
- Fury + (At 10 stacks, is consumed and character gains '''Furious''' instead.)
- Force Energy + (At 100 stacks, lose all stacks and gain Unleashed)
- Deflector Shield + (At start of turn, recover 25% Protection, doubled for Resistance allies, and gain Foresight for 2 turns; can't be copied)
- Baktoid Shield Generator + (At the start of turn, recover 30% Protection and dispel own debuffs; Tanks Taunt while they have Protection.)
- Riposte + (Attacks out of turn ignore Protection, can't be copied)