Template:Leviathan Abilities

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Tex.ability leviathan basic.png

Apocalyptic Fusillade
Basic • Level 8 Game-Icon-Ship Ability Material Prestige.png

Deal Special damage to target enemy and inflict Shock for 2 turns, then all Sith allies gain 1 stack of Ferocity for 2 turns. If target enemy already had Shock, inflict Doubt for 2 turns on 2 random enemies who don't have it. If Seize the Bridge has been used in this encounter, dispel all buffs on target enemy and inflict Fear for 1 turn, which can't be dispelled or resisted.
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Tex.ability leviathan special01.png

Sabotage the Hangars
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png

Limit one use per battle. Sith allies gain Critical Hit Immunity and 5 stacks of Ferocity for 2 turns, and target ally recovers 40% Health. Increase the cooldown of Call Reinforcement by 1 on the enemy Capital Ship if they're Light Side, and inflict Capital Ship Sabotaged on all enemies until the end of the encounter, next enemy reinforcement, or Seize the Bridge is used.

Capital Ship Sabotaged: The next allied ship called to Reinforce is immediately destroyed upon deployment

This ability can't be used until other allied Sith ships inflict 15 debuffs.
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Tex.ability leviathan special02.png

Sabotage the Engines
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png

Limit one use per battle. Sith allies gain Critical Hit Immunity and 5 stacks of Ferocity for 2 turns, and target Sith ally gains Breach Immunity for 3 turns. Reduce the enemy Capital Ship's Speed by 30% for the rest of the encounter and remove 30% Turn Meter, which can't be resisted. If the enemy Capital Ship is Light Side, dispel all buffs on target enemy and inflict Isolate on them for the rest of the encounter, which can't be copied, dispelled, or resisted.
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Tex.ability leviathan special03.png

Seize the Bridge
Special • Level 8 Game-Icon-Ship Ability Material Prestige.png
5 Turn Cooldown

Limit one use per battle. Take control of the enemy Capital Ship, reset its cooldowns, and grant it a bonus turn. While controlled, you can't use Call Reinforcement and the cooldown of the Ultimate ability is set to max at the start of each turn. Allies recover 50% Health and have their cooldowns reset, and all enemies are inflicted with Fear for 1 turn, which can't be evaded, dispelled, or resisted. This ability starts on cooldown. The first time Sith allies are inflicted with 50 debuffs, reduce the cooldown by 1.

This ability can't be used until Sabotage the Engines and Sabotage the Hangars were used in the same encounter.
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Tex.abilityui passive sith.png

Wrath of the Sith
Commander • Level 8 Game-Icon-Ship Ability Material Prestige.png

Unit-Character-Darth Revan-portrait.png
Darth Revan
Crew
Sith allies gain 15% Max Health. At the start of battle, Sith Ships gain Critical Hit Immunity for 1 turn, 1 stack of Ferocity, 1 stack of We Have Returned for 2 turns, and Sith Empire ships gain an additional stack of We Have Returned.

Whenever an enemy is summoned, reduce their Max Health by 50% until the end of the encounter. Enemies attacking out of turn can't critically hit Sith allies.

Whenever an enemy's debuff expires, a random allied Sith ship gains 1 stack of Ferocity for 2 turns (limit once per turn). Mark VI Interceptor gains an additional 10 stacks of Devouring Swarm when starting its first turn after it's deployed.

Whenever a non-Tank Sith ally is critically hit, all allied Sith Tanks gain Taunt for 2 turns.

Whenever an enemy reinforces, inflict Daze on all enemies for 1 turn. Sith ships are immune to Max Health reduction. Reinforcement Bonus: Reinforced Sith ships can't be evaded, gain 5 stacks of Ferocity, ignore Taunt effects until the end of the turn, and Stun target enemy for 1 turn, which can't be resisted when deployed.
Prestige
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Crew Member: Darth Revan
Level 7:
Sith allies gain 15% Max Health. At the start of battle, Sith Ships gain Critical Hit Immunity for 1 turn, 1 stack of Ferocity, 1 stack of We Have Returned for 2 turns, and Sith Empire ships gain an additional stack of We Have Returned.

Whenever an enemy is summoned, reduce their Max Health by 50% until the end of the encounter. Enemies attacking out of turn deal 50% less Critical Damage to Attacker Sith allies.

Whenever an enemy's debuff expires, a random allied Sith ship gains 1 stack of Ferocity for 2 turns (limit once per turn).

Whenever an enemy reinforces, inflict Daze on all enemies for 1 turn. Sith ships are immune to Max Health reduction. Reinforcement Bonus: Reinforced Sith ships can't be evaded, they gain 5 stacks of Ferocity, and they ignore Taunt effects until the end of the turn, and Stun target enemy for 1 turn, which can't be resisted when deployed.
Level Crew Gear
Level
Ability Material Credits Adds
8 11
Game-Icon-Ship Ability Material Prestige.png
150
150000 The first time Mark VI Interceptor starts its turn after it's deployed, gain an additional 10 stacks of Devouring Swarm; enemies attacking out of turn can't critically hit Sith allies; whenever a non-Tank Sith ally is critically hit, all allied Sith Tanks gain Taunt for 2 turns
7 11
Game-Icon-Ship Ability Material Prestige.png
80
80000 Enemies attacking out of turn deal 50% less Critical Damage to Attacker Sith allies
6 10
Game-Icon-Ship Ability Material Prestige.png
60
60000 +3% Max Health
5 9
Game-Icon-Ship Ability Material Prestige.png
40
40000 Whenever an enemy is summoned, reduce their Max Health by 50% until the end of the encounter
4 8
Game-Icon-Ship Ability Material Prestige.png
30
30000 +3% Max Health
3 7
Game-Icon-Ship Ability Material Prestige.png
20
20000 +3% Max Health
2 6
Game-Icon-Ship Ability Material Prestige.png
10
10000 +3% Max Health
1 Description: Sith allies gain 3% Max Health. At the start of battle, Sith Ships gain Critical Hit Immunity for 1 turn, 1 stack of Ferocity, 1 stack of We Have Returned for 2 turns, and Sith Empire ships gain an additional stack of We Have Returned.

Whenever an enemy's debuff expires, a random allied Sith ship gains 1 stack of Ferocity for 2 turns (limit once per turn).

Whenever an enemy reinforces, inflict Daze on all enemies for 1 turn. Sith ships are immune to Max Health reduction. Reinforcement Bonus: Reinforced Sith ships can't be evaded, they gain 5 stacks of Ferocity, and they ignore Taunt effects until the end of the turn, and Stun target enemy for 1 turn, which can't be resisted when deployed.