Template:GC Modifiers
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Jump to navigationJump to searchBounty Hunter | Thrill of the Hunt I | All Bounty Hunter allies gain 9 stacks of True Defense at the start of battle. Whenever a Bounty Hunter gains their payout, they also gain Frenzy for 1 turn, 100% increased damage, and their cooldowns are reset. True Defense: 10% reduced damage taken per stack; lose one stack of True Defense when receiving damage. |
Droid | Protocol: Exterminate I | Droid allies have +30% Offense. Whenever a Droid all scores a critical hit during their turn, they inflict Target Lock on target enemy for 2 turns if that enemy didn't already have it. Whenever a Droid ally damages an enemy with Target Lock, that ally recovers 10% Protection. |
Empire | Imperial Edict I | If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection, and other Imperial Trooper allies will instantly revive when defeated. When an Imperial Trooper ally is revived, the ally in the Leader slot Taunts for 2 turns. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist. If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. |
Empire | Imperial Edict I (Version 2) | If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist. If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. (Same as Imperial Edict I) |
First Order | Blind Fury I | Whenever a First Order ally gains Advantage, they lose 20% Critical Chance and gain 35% Critical Damage (stacking) until the end of battle. If a First Order unit does not score at least 1 critical hit during their turn, they gain Advantage for 2 turns at the end of that turn if they did not already have it. |
Galactic Republic | Steadfast Retribution I | Whenever a Galactic Republic ally takes damage from an enemy, they reflect 100% of that damage back at that enemy. The damage of this ability is increased by 10% for each time this ally has dealt damage this way. |
Imperial Trooper | Endless Ranks I | At the start of battle, Imperial Troopers gain 1 stack of Endless Ranks for each Imperial Trooper ally (max 3 stacks). Endless Ranks (Player): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 60% Health and Protection. |
Jedi | Humble Strike I | Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle. Alternate Version: Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle (limit once per ability). |
Mandalorian | The Code | Whenever a Mandalorian ally takes damage, all Mandalorian allies gain a stack of Clan Loyalty, which can't be copied, dispelled, or prevented. If there is exactly one non-Mandalorian ally at the start of battle, that ally also gains Clan Loyalty if they are not in the Leader slot. Allies with Clan Loyalty have a 50% chance to assist when another ally attacks during an enemy's turn (limit once per turn), dealing 95% less damage. Clan Loyalty: +1% Max Protection and counter chance, -1% damage penalty when assisting |
Nightsister | Limitless Magick I | Whenever an ally is revived, all other Nightsister allies gain Ichor (stacking), which can't be copied, dispelled, or prevented. Ichor: +5% Health, Protection, Damage, and Speed.<b>Alternate version:</b> +5% Max Health, Max Protection, Offense, and Speed. |
Old Republic | Sweeping Strikes | Old Republic allies are immune to Tenacity Down. At the start of battle, Old Republic allies gain 20% Tenacity for each Old Republic ally. Whenever an Old Republic ally resists a detrimental effect, all Old Republic allies gain 4% Turn Meter. Whenever an Old Republic ally uses a Basic ability, they also deal True damage to all enemies, which can't be evaded. |
Rebel | The Odds I | Whenever a Rebel ally scores a critical hit during their turn, they have a 100% chance to attack again. This chance is reduced to 25% for bonus attacks beyond the first. Rebel allies gain 50% Health Steal and can't be countered. |
Resistance | Fearless Fortitude | Whenever an enemy resists a detrimental effect from a Resistance ally, that ally gains Heal Over Time for 1 turn. Whenever a Resistance ally gains a buff, they also gain 5% Potency, Critical Chance, and Critical Damage (stacking) until end of battle, and 10% Turn Meter. |
Scoundrel | Hedged Bets I | Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns. Then, dispel all buffs on target enemy. Alternate version: Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns (except Taunt). Then, dispel all buffs on target enemy. |
Separatist | Malicious Minions I | Summoned Separatist allies have +25% Speed, Max Health, and Max Protection, and damage they deal is increased by 25%. All other Separatist allies gain half of these bonuses. |
Separatist | Malicious Minions II | Summoned Separatist allies have +50% Speed, Max Health, and Max Protection, and damage they deal is increased by 50%. All other Separatist allies gain half of these bonuses. If there is a Separatist in the Leader slot and no summon is present at the start of the encounter, summon a Sniper Droid to the ally slot. |
Sith | Grim Machinations I | Whenever a Sith ally is defeated, all Sith allies gain 50% Max Health and Offense (stacking) until end of battle, and gain 50% Turn Meter. Whenever a Sith ally defeats an enemy, they gain Dark Ascension (stacking), which can't be copied, dispelled, or prevented. Dark Ascension: Damage received decreased by 15% and damage dealt increased by 30%. |