Template:Darth Maul Abilities
From SWGoH Wiki
Jump to navigationJump to search
Raging Storm
Basic Level 8
Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi.
More Details
Level 7:
Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter with a 50% chance to also gain Offense Up for 2 turns. This attack deals double damage to Jedi.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 76 | 5 | 43800 | Bonus Effect Chance 100% |
7 | 66 | 16 13 9 | 24700 | +5% Damage |
6 | 56 | 10 9 6 | 8200 | +5% Damage |
5 | 46 | 7 7 5 | 4100 | +15% Damage |
4 | 36 | 5 5 4 | 2100 | +5% Damage |
3 | 26 | 4 4 | 1400 | Add 50% chance to gain Offense Up for 2 turns on finishing blow |
2 | 16 | 3 | 700 | +5% Damage |
1 | Description: Deal Physical damage to target enemy and gain 100% Turn Meter on a finishing blow. This attack deals double damage to Jedi. |
Whirling Blades
Special Level 8
3 Turn Cooldown
Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi.
More Details
Level 7:
Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. (3 Turn Cooldown)
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 78 | 5 | 80400 | +15% Damage |
7 | 68 | 12 10 7 | 45200 | +5% Damage |
6 | 58 | 8 7 5 | 15100 | Cooldown - 1 |
5 | 48 | 5 5 4 | 7500 | +5% Damage |
4 | 38 | 4 4 3 | 3800 | +15% Damage |
3 | 28 | 3 3 | 2500 | +5% Damage |
2 | 18 | 2 | 1300 | +5% Damage |
1 | Description: Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. (4 Turn Cooldown) |
Dancing Shadows
Leader Level 8
All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies.
Zeta
More Details
Unlocks at Gear Level 4.
Level 7:
All Sith allies gain 20% Evasion and gain 20% Turn Meter whenever they Evade or are Critically Hit.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 82 | 20 10 20 | 105000 | Sith allies gain Stealth for 1 turn on Evade, can't be Critically Hit while Stealthed, gain Advantage for 2 turns whenever Stealth expires, and gain all "on Evade" bonuses at the start of each encounter |
7 | 72 | 9 7 5 | 28800 | +2.5% Evasion |
6 | 62 | 6 5 4 | 9600 | +5% Bonus Effect Power |
5 | 52 | 4 4 3 | 4800 | +2.5% Evasion |
4 | 42 | 3 3 2 | 2400 | +2.5% Evasion |
3 | 32 | 2 2 | 1600 | Add +15% Turn Meter on Evade and when Crit |
2 | 22 | 2 | 800 | +2.5% Evasion |
1 | Description: All Sith allies gain 10% Evasion. |
Dancing Shadows
Power of Hatred
Unique Level 8
Darth Maul gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter.
First Enemy: 25% Critical Chance
Second Enemy: 25% Evasion
Third Enemy: 25% Max Health recovery on hitting with an attack
First Enemy: 25% Critical Chance
Second Enemy: 25% Evasion
Third Enemy: 25% Max Health recovery on hitting with an attack
More Details
Unlocks at Gear Level 2.
Level 7:
Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter.
First Enemy: 20% Critical Chance
Second Enemy: 20% Evasion
Third Enemy: 20% Max Health recovery on hitting with an attack
First Enemy: 20% Critical Chance
Second Enemy: 20% Evasion
Third Enemy: 20% Max Health recovery on hitting with an attack
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 80 | 5 | 80400 | +5% Critical Chance, Evasion, and Heal, +20% Max Health, gain Max Health equal to 10% of damage dealt, and Potency equal to 0.3% of Max Health |
7 | 70 | 10 9 6 | 32900 | +5% Heal |
6 | 60 | 7 6 4 | 11000 | +5% Evasion |
5 | 50 | 5 4 3 | 5500 | +5% Critical Chance |
4 | 40 | 3 3 3 | 2700 | Add 15% Max Health recovery on hit |
3 | 30 | 3 3 | 1800 | +5% Evasion |
2 | 20 | 2 | 900 | +5% Critical Chance |
1 | Description: Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy: 10% Critical Chance Second Enemy: 10% Evasion |