Template:Phantom II Abilities
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Slip Away
Basic • Level 8
Deal Physical damage to target enemy with a 75% chance to gain Stealth for 2 turns.
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Sights Locked
Special • Level 8
3 Turn Cooldown
Sabine Wren
Crew
Crew
Inflict Target Lock on target enemy for 2 turns, with a 70% chance to also inflict Target Lock on another random enemy that isn't Target Locked. These effects can't be Evaded or Resisted. If target enemy is Empire, also inflict Speed Down for 2 turns, which can't be Evaded.
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Maximum Impact
Special • Level 8
3 Turn Cooldown
Ezra Bridger
Crew
Crew
Deal Physical damage to target enemy with a 70% chance to grant all allies Critical Chance Up for 2 turns.
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Chopper Does It All
Unique • Level 8
Chopper
Crew
Crew
While Phantom II has no Protection, it has a 60% Chance each to gain Advantage, Defense Up, Foresight, Offense Up, and Speed Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability.
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Crew Member: Chopper
Level 7:
While Phantom II has no Protection, it has a 50% Chance each to gain Advantage, Defense Up, Foresight, Offense Up, and Speed Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability.
Level | Crew Gear Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 11 | 25 25 10 20 | 88750 | +10% Buff Chance |
7 | 11 | 20 15 10 5 | 32500 | Add Speed Up for 2 turns |
6 | 1 | 15 10 5 | 13750 | +5% Buff Chance |
5 | 1 | 10 10 | 7500 | +5% Buff Chance |
4 | 1 | 10 5 | 5000 | Add Defense Up for 2 turns |
3 | 1 | 5 | 1250 | +5% Buff Chance |
2 | 1 | 5 | 1250 | +5% Buff Chance |
1 | Description: While Phantom II has no Protection, it has a 30% Chance each to gain Advantage, Foresight, and Offense Up for 2 turns at the end of its turn. While the Phantom II is active, the Ghost also has this ability. |
Distraction Tactics
Unique • Level 8
Phantom II gains 5% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades. While Ghost is present, Phantom II gains Critical Hit Immunity, which can't be prevented or Dispelled.
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Crew Member: [[{{{crew}}}]]
Level 7:
Phantom II gains 5% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades.
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 85 | 25 25 10 20 | 88750 | While Ghost is present, Phantom II gains Critical Hit Immunity, which can't be prevented or Dispelled |
7 | 85 | 20 15 10 5 | 32500 | +1% Evasion |
6 | 80 | 15 10 5 | 13750 | +1% Evasion |
5 | 75 | 10 10 | 7500 | +0.5% Evasion |
4 | 70 | 10 5 | 5000 | +0.5% Evasion |
3 | 60 | 5 | 1250 | +0.5% Evasion |
2 | 50 | 5 | 1250 | +0.5% Evasion |
1 | Description: Phantom II gains 1% Evasion for each active Rebel ally. Additionally, any time the Ghost receives a debuff or is Critically Hit, Phantom II gains Foresight and Taunt until the next time it Evades. |
Covert Strike
Reinforcement • Level 3
Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns, and reduces the cooldown of Call Reinforcement on the allied Capital Ship by 1.
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Crew Member: [[{{{crew}}}]]
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
3 | 85 | 75 | 525000 | Reduce cooldown of Call Reinforcement on allied Capital Ship by 1 |
2 | 75 | 25 | 175000 | Add Advantage and Offense Up for 2 turns |
1 | Description: Enter Battle: Phantom II gains Stealth for 2 turns. |