Template:Executor Abilities

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Tex.ability executor basic.png

Unorthodox Methods
Basic • Level 8 Game-Icon-Ship Ability Material Prestige.png

Deal Physical damage and inflict Expose for 1 turn on target enemy. Deal 5% more damage for each active Empire ally. Deal 25% more damage for each active Bounty Hunter ally.
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Tex.ability executor special01.png

Breach of Protocols
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png
4 Turn Cooldown

Dispel Tenacity Up and deal Physical damage to all enemies. Call all Bounty Hunter allies to assist, dealing 10% more damage. If the target enemy is Breached, assisting Bounty Hunter allies deal 25% more damage instead. If the target enemy is Target Locked, call all Empire allies to assist, dealing 30% less damage.
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Tex.ability executor special02.png

We Only Need to Keep Them from Escaping
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png
5 Turn Cooldown

Bounty Hunter allies gain Potency Up for 1 turn.

Dispel Outmaneuver and Stealth from all enemies, and dispel all debuffs from Bounty Hunter allies.

Target ally recovers 100% Health and Protection. If the target ally is a Bounty Hunter, they gain Foresight for 2 turns, and if they are also a Tank they gain Taunt for 2 turns.
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Tex.ability executor ultimate.png

Something Special Planned
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png
20 Turn Cooldown

Destroy the enemy Capital Ship and Stun all enemies for 1 turn. Allies gain Protection Up (35%) for 2 turns. If there is no enemy Capital Ship, destroy all active enemy ships instead. This ability can't be evaded or resisted, starts on cooldown, and is reduced by 1 each time Breach is inflicted on an enemy ship.
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Tex.abilityui passive vadersbounty.png

Vader's Bounty
Commander • Level 8 Game-Icon-Ship Ability Material Prestige.png

Unit-Character-Admiral Piett-portrait.png
Admiral Piett
Crew
Bounty Hunter allies have +35% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Enemies attacking out of turn deal 50% less damage to Tank allies. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves.

Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.

Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns

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
Prestige
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Crew Member: Admiral Piett
Level 7:
Bounty Hunter allies have +20% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented. Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn. Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves.

Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.

Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns

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
Level Crew Gear
Level
Ability Material Credits Adds
8 11
Game-Icon-Ship Ability Material Prestige.png
150
150000 +15% Max Health, Max Protection, and Offense; enemies attacking out of turn deal 50% less damage to Tank allies
7 11
Game-Icon-Ship Ability Material Prestige.png
80
80000 Whenever an ally applies Breach to an enemy, they dispel all debuffs on themselves
6 10
Game-Icon-Ship Ability Material Prestige.png
60
60000 Whenever an enemy reinforces, Bounty Hunter allies gain Evasion Up for 1 turn
5 9
Game-Icon-Ship Ability Material Prestige.png
40
40000 +5% Max Health and Max Protection
4 8
Game-Icon-Ship Ability Material Prestige.png
30
30000 +5% Offense
3 7
Game-Icon-Ship Ability Material Prestige.png
20
20000 +5% Offense
2 6
Game-Icon-Ship Ability Material Prestige.png
10
10000 +5% Max Health and Max Protection
1 Description: Bounty Hunter allies have +10% Max Health, Max Protection, and Offense, and ignore Taunt on Crewless or Droid ships. At the start of battle, Bounty Hunter allies gain Tenacity Up for 2 turns, and Empire allies gain We Don't Need Their Scum for the rest of the battle, which can't be copied, dispelled, or prevented.

Whenever a Bounty Hunter ally deals damage with a Basic ability, they inflict Target Lock on the target enemy for 1 turn. The first time allies inflict Target Lock 20 times on enemies, dispel Breach Immunity and Chaff from all enemies, then each active enemy, enemies who are called in from Reinforcements, or summoned, are inflicted with Breach and Target Lock. These effects can't be prevented, dispelled, evaded, or resisted, and last until the end of the battle.

Reinforcement Bonus: Reinforcements gain Breach Immunity and Chaff for 2 turns

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