Template:Admiral Trench Abilities
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Unfinished Business
Basic 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.
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.
More Details
Level 7:
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.
During Trench's turn, allies with Tactical Supremacy gain a Heal Over Time and a Protection Over Time (10%) for 2 turns.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 76 | 20 50 20 20 | 145000 | 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 |
7 | 64 | 16 13 9 | 24700 | If the target was already Shocked, Stun them for 1 turn |
6 | 54 | 10 9 6 | 8200 | During Trench's turn, allies with Tactical Supremacy gain a Protection Over Time (10%) for 2 turns |
5 | 44 | 7 7 5 | 4100 | During Trench's turn, allies with Tactical Supremacy gain a Heal Over Time for 2 turns |
4 | 34 | 5 5 4 | 2100 | +10% Damage |
3 | 24 | 4 4 | 1400 | +5% Damage |
2 | 14 | 3 | 700 | +5% Damage |
1 | Description: Deal Special damage to target enemy and Shock them for 2 turns. |
Unfinished Business
Net Positive
Special 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
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
More Details
Unlocks at Gear Level 2.
Level 7:
Dispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist. (3 Turn Cooldown)
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 80 | 40 16 20 | 145000 | 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 |
7 | 66 | 12 10 7 | 45200 | Call all other non-Droid Separatist allies to assist |
6 | 56 | 8 7 5 | 15100 | Dispel buffs on target enemy |
5 | 46 | 5 5 4 | 7500 | Inflict Stagger for 2 turns |
4 | 36 | 4 4 3 | 3800 | +10% Damage |
3 | 26 | 3 3 | 2500 | +5% Damage |
2 | 16 | 2 | 1300 | +5% Damage |
1 | Description: Deal Special damage to target enemy. (3 Turn Cooldown) |
Net Positive
Feared Tactician
Leader 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.
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
More Details
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.
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 | 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 | 20 10 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 | 6 5 4 | 9600 | Separatist allies have +10% Speed (excludes Galactic Legend allies) for each ally with Tech |
5 | 52 | 4 4 3 | 4800 | Separatist allies have +10% Speed (excludes Galactic Legends allies) for each enemy with Extortion |
4 | 42 | 3 3 2 | 2400 | While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter |
3 | 32 | 2 2 | 1600 | While a Separatist ally has a Protection Over Time, they have +30% Defense Penetration |
2 | 22 | 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
I Smell Fear, and It Smells Good
Unique 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.
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.
More Details
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.
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 | 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 | 30 13 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 | 7 6 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 | 5 4 3 | 5500 | At the start of his turn, Trench gains a Protection Over Time (10%) for 2 turns |
4 | 38 | 3 3 3 | 2700 | +10% Potency |
3 | 28 | 3 3 | 1800 | +10% Potency |
2 | 18 | 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