Search by property
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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
- 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.)
- 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)
- 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.)