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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 "Next attack will be a critical hit (if possible).". Since there have been only a few results, also nearby values are displayed.

Showing below up to 26 results starting with #1.

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List of results

  • Underestimated  + (Gives abilities additional effects.)
  • Valor  + (Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its ultimate ability's cooldown by 1 at end of turn.)
  • Heal Over Time  + (Heals a variable amount each turn.)
  • Protection Over Time  + (Heals a variable amount of Protection each turn for a specified number of turns.)
  • Endless Horde  + (If Nightsister Zombie survived damage fromIf Nightsister Zombie survived damage from her last turn, she gains 50% Speed (stacking) at the start of her turn. When Nightsister Zombie is defeated, she loses 50% Speed (stacking). The effects are neither buffs nor debuffs and combine for a maximum of +100% Speed or a minimum of -100% Speed. If Nightsister Zombie is defeated while at -100% Speed from this effect, she cannot be revived.d from this effect, she cannot be revived.)
  • Bounty Hunter's Resolve  + (Ignores taunt and revives with 100% health when defeated. Can’t be Dispelled or prevented.)
  • We Don't Need Their Scum  + (Immune to Turn Meter manipulation; whenever a Bounty Hunter ally is defeated, recover 25% Health and Protection; TIE Advanced x1 instead recovers 10% Health and Protection)
  • Buff Immunity  + (Immune to buffs.)
  • Chaff  + (Immune to target lock)
  • MK III  + (Increase Counter Chance to 100% for the rest of the battle and become Prepared. This ability may only be used once.)
  • Prepared  + (Increased benefits from abilities that utilize the Prepared status. Cannot be dispelled or prevented.)
  • Target Lock  + (Increased effects from abilities that utilize Target Lock. Interacts with units ability mechanics)
  • The Sweet Spot  + (Increased effects from abilities that utilize The Sweet Spot)
  • Purge  + (Increased effects from enemies that utilize Purge which lasts until the end of the encounter and can't be copied or prevented.)
  • Protection Up  + (Increases Protection by specified amount of max health for specified number of turns.)
  • Hatred  + (Increases offense and defense by 100% and crit chance by 25%. When this unit is defeated, they revive with 100% Health, and gain 100% Turn Meter.)
  • Jedi Knight  + (Kyle Katarn and Rebel Fighter allies gain 50% Defense and Offense; can't gain Force Connection.)
  • Ashes of the Republic  + (Lord Vader's abilities gain additional effects; enemies defeated while this is active can't be revived; Lord Vader is immune to Ability Block, Healing Immunity, and Shock; can't gain Ultimate Charge)
  • Plague  + (Lose 5% (0.01% for raid bosses) Health, per stack, when inflicted and at the start of their turn, is immune to allied Dispels, and loses all stacks of Plague when healed to full Health. This damage ignores protection.)
  • Stagger  + (Lost 100% Turn Meter if damaged by attack.)
  • Call to Action  + (Luke ignores Taunts during his turn and has +50% Accuracy, +50% Critical Chance, and + 50% Critical Damage. Can't be Dispelled or prevented.)
  • Mand'alor  + (Mandalorian allies assist dealing 50% lessMandalorian allies assist dealing 50% less damage when this character uses an ability during their turn; at the start of every turn, dispel all debuffs on the healthiest Mandalorian ally without Mand'alor and that ally gains Taunt and +100% Defense until the end of that turn; defeating this character will grant Mand'alor to the character that defeated them; if this character is defeated by a status effect, Mand'alor will not be granted to anyonet, Mand'alor will not be granted to anyone)
  • Tenacity Down  + (Minimized chance to resist negative status effects.)
  • Blind  + (Miss the next attack.)
  • Fear  + (Miss the next turn, can't use abilities, and can't evade. Increase cooldowns by 1 and Fear expires on taking damage from an attack.)
  • Advantage  + (Next attack will be a critical hit (if possible).)
  • Zeroed In  + (Omega has <b>Target Practice</b> while a character is afflicted by this; Omega can ignore <b>Taunt</b> to target this enemy)
  • Damage Immunity  + (Prevents all damage.)
  • Shield Disruption  + (Protection is disabled, immune to Protection Up and Bonus Protection.)
  • Protection Disruption  + (Protection is disabled, immune to Protection Up and Bonus Protection.)
  • Shatterpoint  + (Receiving damage dispels Shatterpoint and reduces Defense, Max Health, and Offense by 10% for the rest of the encounter; enemies can ignore Taunt to target this unit.)
  • Backup Plan  + (Recover 10% Health per turn, Revive with 80% Health and 30% Turn Meter when defeated. Can't be Dispelled or prevented.)
  • Chiewab Medpac  + (Recover 5% Health and Protection at the start of every character's turn, and 5% bonus Protection if this character is a Separatist.)
  • Critical Chance Down  + (Removes 25% critical chance.)
  • Evasion Down  + (Removes 25% dodge chance.)
  • Tenacity Up  + (Resist negative status effects.)
  • Inspired  + (Resistance characters gain bonuses when they are Inspired; this effect expires after receiving 3 critical hits)
  • Ability Block  + (Special abilities are unusable)
  • Captive  + (Speed set to 0, can't bonus attack or gain bonus Turn Meter<br/>'''Raid Bosses''': -30% Critical Damage, Defense, and Offense)
  • Fracture  + (Speed set to 0, cannot gain buffs, bonus attacks, or turn meter. Raid bosses lose 0% speed, 30% counter chance, and cannot gain buffs.)
  • Unleashed  + (Starkiller's abilities gain additional effects; can't gain Force Energy)
  • Pain  + (Take bonus damage equal to 10% (0.05% for raid bosses) of Max Health when damaged by Darth Sion.)
  • Torture  + (Take bonus damage equal to 10% of this character's Max Health when damaged by an attack; reduce Defense by 10% (stacking, max 50%) for the rest of the encounter when damaged by an attack; can't gain bonus Turn Meter)
  • Stranded  + (Take damage equal to 35% of its Max Health at start of its turn; this damage can't defeat a unit; can't recover Health or Protection, or gain Protection Up)
  • Anguish  + (Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage)
  • Advance  + (Taunt,which can't be dispelled or prevented. Other 501st allies can't lose Health.)
  • Command  + (The Blaster Turret assists whenever this character uses an ability during their turn)
  • Pilot's Resolve  + (The first time Razor Crest is reduced to 1% Health, it recovers 90% Health and gains 3 stacks of Reinforced Hull.)
  • Capital Ship Sabotaged  + (The next allied ship called to Reinforce is immediately destroyed upon deployment)
  • Linked  + (This character is Linked. At the start of a Linked characters turn each Linked enemy loses 20% Max Protection and Sith Eternal Emperor gains 25% of the amount lost. Cannot critically hit and damage dealt is decreased by 25%.)
  • Dark Trooper Squad  + (This unit has 25% of its base Max Health and Max Protection, is immune to Max Health and Max Protection changes and can't be defeated or destroyed while it has more than one stack of Dark Trooper Squad.)