Template:Admiral Trench Abilities

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Tex.ability admiraltrench basic.png Unfinished Business
Basic Ability Material Omicron Level 8

Deal Special damage to target enemy and Shock them for 2 turns. If the target was already Shocked, Stun them for 1 turn.

During Trench's turn, allies with Tactical Supremacy gain a Heal Over Time and a Protection Over Time (10%) for 2 turns.

While in Territory Wars: During Trench's turn: Inflict Ability Block on target enemy for 1 turn which can't be dispelled or resisted and reduce their Critical Damage by 20% (stacking) until the end of the encounter. If target enemy was already debuffed, remove 50% Turn Meter from them. Non-Droid Separatist allies recover 30% Health and Protection.
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Unfinished Business

Tex.ability admiraltrench special01.png Net Positive
Special Ability Material Zeta Level 8
3 Turn Cooldown

Dispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist.

Non-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) 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
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Net Positive

Tex.abilityui passive fearedtactician.png Feared Tactician
Leader Ability Material Omicron Level 8

Separatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion.

Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.

While a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.

While in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection. Separatist allies with Tech can't have their turn meter reduced. Enemies with Extortion will be critically hit if able.

Whenever an enemy dispels a debuff, Separatist allies gain 10% turn meter (limit once per turn). The first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle.
Omicron
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Unlocks at Gear Level 4.
Level 7:
Separatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion.

Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.

While a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.
Level Unit
Level
Ability Material Credits Adds
8 84
Game-Icon-Ability Material Omicron.png
20
105000 While in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection; Separatist allies with Tech can't have their turn meter reduced; enemies with Extortion will be critically hit if able; whenever an enemy dispels a debuff, Separatist allies gain 10% turn meter (limit once per turn); the first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle
7 84
Game-Icon-Ability Material Mk III.png
20
Game-Icon-Ability Material Omega.png
10
Game-Icon-Ability Material Zeta.png
20
105000 Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn); when a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense
6 62
Game-Icon-Ability Material Mk I.png
6
Game-Icon-Ability Material Mk II.png
5
Game-Icon-Ability Material Mk III.png
4
9600 Separatist allies have +10% Speed (excludes Galactic Legend allies) for each ally with Tech
5 52
Game-Icon-Ability Material Mk I.png
4
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
4800 Separatist allies have +10% Speed (excludes Galactic Legends allies) for each enemy with Extortion
4 42
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
2
2400 While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter
3 32
Game-Icon-Ability Material Mk I.png
2
Game-Icon-Ability Material Mk II.png
2
1600 While a Separatist ally has a Protection Over Time, they have +30% Defense Penetration
2 22
Game-Icon-Ability Material Mk I.png
2
800 While a Separatist ally has a Heal Over Time, they have +30% Counter Chance
1 Description: Separatist allies have +30% Max Health, Max Protection, and Potency.
Feared Tactician

Tex.abilityui passive faction separatist.png I Smell Fear, and It Smells Good
Unique Ability Material Omicron Level 8

At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.

The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.

Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.

While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns. The first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns. While a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%. While a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%.

Allies with Tactical Supremacy have +25 Speed.
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Level 7:
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.

The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.

Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.
Level Unit
Level
Ability Material Credits Adds
8 84
Game-Icon-Ability Material Omicron.png
20
125000 While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns; the first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns; while a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%; while a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%; allies with Tactical Supremacy have +25 Speed
7 82
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
20
125000 Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn); whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted; while Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity
6 58
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted
5 48
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 At the start of his turn, Trench gains a Protection Over Time (10%) for 2 turns
4 38
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +10% Potency
3 28
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +10% Potency
2 18
Game-Icon-Ability Material Mk I.png
2
900 +10% Potency
1 Description: At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +20% Potency.
I Smell Fear, and It Smells Good