Template:Home One Abilities
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Mon Cal Cannons
Basic • Level 8
Deal Physical damage to target enemy and call a random ally to Assist.
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Seize the Advantage
Special • Level 8
3 Turn Cooldown
Dispel all debuffs on target ally. That ally recovers 50% Health and 50% Protection, and all allies gain Advantage for 2 turns.
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Defiant Volley
Special • Level 8
3 Turn Cooldown
Deal Special damage to all enemies and call two random allies to Assist.
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Master Plan
Special • Level 8
5 Turn Cooldown
All allies gain 100% Turn Meter and the Master Plan buff for 1 turn, which can't be Prevented or Dispelled. This ability starts on cooldown.
Master Plan: After this ship uses an ability during its turn, their cooldowns are reset and they gain 100% Turn Meter.
Master Plan: After this ship uses an ability during its turn, their cooldowns are reset and they gain 100% Turn Meter.
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Band Together
Commander • Level 8
Admiral Ackbar
Crew
Crew
Whenever an ally attacks out of turn, they have +50% Critical Damage and gain Protection Up (30%) for 2 turns. These bonuses are doubled for Rebel allies.
Reinforcement Bonus: Reinforcements gain Advantage for 1 turn.
Reinforcement Bonus: Reinforcements gain Advantage for 1 turn.
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Crew Member: Admiral Ackbar
Level 7:
Whenever an ally attacks out of turn, they have +40% Critical Damage and gain Protection Up (15%) for 2 turns. These bonuses are doubled for Rebel allies.
Reinforcement Bonus: Reinforcements gain Advantage for 1 turn.
Reinforcement Bonus: Reinforcements gain Advantage for 1 turn.
Level | Crew Gear Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 11 | 150 | 150000 | +10% Critical Damage and +15% Protection Up |
7 | 11 | 80 | 80000 | +5% Critical Damage |
6 | 10 | 60 | 60000 | +5% Critical Damage |
5 | 9 | 40 | 40000 | +3% Critical Damage |
4 | 8 | 30 | 30000 | +2% Critical Damage |
3 | 7 | 20 | 20000 | +3% Critical Damage |
2 | 6 | 10 | 10000 | +2% Critical Damage |
1 | Description: Whenever an ally attacks out of turn, they have +20% Critical Damage and gain Protection Up (15%) for 2 turns. These bonuses are doubled for Rebel allies. Reinforcement Bonus: Reinforcements gain Advantage for 1 turn. |