Search by property

From SWGoH Wiki
Jump to navigationJump to search

This 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.

Search by property

A list of all pages that have property "Has description" with value "-15% Accuracy". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)


    

List of results

  • 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)
  • Configuration - Crossguard  + (+50% Critical Damage and Defense Penetration, -25% Defense and Speed; deal an additional 25% of this character's Max Health as damage when attacking)
  • Defense Up  + (+50% Defense)
  • 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)
  • Reinforced Determination  + (+50% Defense per stack)
  • Health Steal Up  + (+50% Health Steal)
  • Offense Up  + (+50% Offense)
  • Configuration - Double-Bladed  + (+50% Offense and Tenacity; +2 Speed per stack of Impetuous)
  • 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)
  • Shaken  + (-10% Accuracy per stack, this effect persists through defeat)
  • Decay  + (-10% Health limit per stack; can't Health Steal)
  • Corrupted Battle Meditation  + (-10%-30% Crit Chance and -10%-30% Counter Chance. Doubled against non-Sith and non-Jedi enemies. Can't be dispelled.)
  • Blight  + (-100% Health Steal; this character takes bonus True damage whenever they lose Turn Meter from an enemy, which can't be evaded and can't defeat them; remove all stacks of Blight when this character recovers to full health)
  • Burning  + (-15% (0.03% for raid bosses) of max health per turn, reduces avoidance by 500000%; does not stack.)
  • Ferocity  + (-15% Defense and Tenacity per stack, +8% Offense and Potency per stack; cant' be copied.)
  • Defense Penetration Down  + (-150 Defense Penetration)
  • Edge of Madness  + (-2% Defense per stack)
  • Expose  + (-20% (0.02% for raid bosses) of max health if damaged by attack.)
  • Overconfident  + (-20% Defense, +50% Offense, +10% Speed, +15% Evasion)
  • Low Morale  + (-25% Defense, Health, Offense, and Speed)
  • Breach  + (-25% Speed, -25% Defense (Does not stack with Speed Down or Defense Down))
  • Speed Down  + (-25% Speed.)
  • Madness Manifested  + (-40% Tenacity per stack; the next time thi-40% Tenacity per stack; the next time this character uses Die, Whelp!, it deals 50% more Physical damage per stack, reduces the current Max Health of the target enemy by 15% for the rest of the battle (stacking, excluding raid bosses and Galactic Legends), which can't be resisted, and removes all stacks of Madness Manifestedd removes all stacks of Madness Manifested)
  • Useful Pawn  + (-5% Critical Chance, Critical Damage, and Offense)
  • Bleed  + (-5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered)
  • Ambushed  + (-50 Speed (max -50); Protection is disabled, immune to Protection Up and bonus Protection)
  • Ambush  + (-50 Speed (max -50); gain an additional stack upon receiving damage; at 6 stacks, lose all stacks of Ambush and gain Ambushed until the end of the encounter)
  • 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.)