Template:TIE Dagger Abilities
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Sith Precision
Basic • Level 8
Deal Physical damage to target enemy. If this attack scores a critical hit, inflict Ability Block for 1 turn and gain 5% Critical Damage (stacking) for the rest of the encounter.
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L-7.0 Heavy Laser Cannons
Special • Level 8
3 Turn Cooldown
Deal Physical damage to all enemies. At the end of the turn, enemies who had 100% Health at the start of this ability are inflicted with Vulnerable for 1 turn and all other enemies are inflicted with Tenacity Down for 1 turn.
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Emperor's Edict
Unique • Level 8
Whenever an enemy attacks out of turn or another Sith ally is inflicted with a debuff that can be dispelled, gain 1 stack of Vengeance. Whenever the Vengeance bonus turn is triggered, TIE Dagger recovers 25% Health and gains 5% Offense (stacking) for the rest of the encounter. During the Vengeance bonus turn, TIE Dagger can ignore Taunt and, if the allied Capital Ship is Sith, also ignore Protection.
Vengeance: At 15 stacks, dispel all debuffs on all Sith allies, gain a bonus turn, then lose all stacks
Vengeance: At 15 stacks, dispel all debuffs on all Sith allies, gain a bonus turn, then lose all stacks
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Crew Member: [[{{{crew}}}]]
Level 7:
Whenever an enemy attacks out of turn or another Sith ally is inflicted with a debuff that can be dispelled, gain 1 stack of Vengeance. Whenever the Vengeance bonus turn is triggered, TIE Dagger recovers 25% Health and gains 5% Offense (stacking) for the rest of the encounter.
Vengeance: At 15 stacks, dispel all debuffs on all Sith allies, gain a bonus turn, then lose all stacks
Vengeance: At 15 stacks, dispel all debuffs on all Sith allies, gain a bonus turn, then lose all stacks
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 85 | 25 25 10 20 | 88750 | During the Vengeance bonus turn, TIE Dagger can ignore Taunt and, if the allied Capital Ship is Sith, also ignore Protection |
7 | 85 | 20 15 10 5 | 32500 | Whenever the Vengeance bonus turn is triggered, TIE Dagger gains 5% Offense (stacking) for the rest of the encounter |
6 | 80 | 15 10 5 | 13750 | +5% Health recovery |
5 | 75 | 10 10 | 7500 | +5% Health recovery |
4 | 70 | 10 5 | 5000 | +5% Health recovery |
3 | 60 | 5 | 1250 | +5% Health recovery |
2 | 50 | 5 | 1250 | Whenever the Vengeance bonus turn is triggered, TIE Dagger recovers 5% Health |
1 | Description: Whenever an enemy attacks out of turn or another Sith ally is inflicted with a debuff that can be dispelled, gain 1 stack of Vengeance. Vengeance: At 15 stacks, dispel all debuffs on all Sith allies, gain a bonus turn, then lose all stacks |
Eradicate the Weak
Unique • Level 8
Sith Trooper
Crew
Crew
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
Whenever TIE Dagger uses a Basic ability against an enemy with less than 100% Health, score a critical hit if possible. Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
Whenever TIE Dagger uses a Basic ability against an enemy with less than 100% Health, score a critical hit if possible. Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
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Crew Member: Sith Trooper
Level 7:
At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 20% Max Protection and 10% Tenacity until the end of the encounter. The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter.
Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
Whenever another ally attacks an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn). At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health.
Level | Crew Gear Level | Ability Material | Credits | Adds |
---|---|---|---|---|
8 | 11 | 25 25 10 20 | 88750 | Whenever TIE Dagger uses a Basic ability against an enemy with less than 100% Health, score a critical hit if possible |
7 | 11 | 20 15 10 5 | 32500 | At the start of TIE Dagger's turn, recover 20% Protection per enemy with less than 100% Health |
6 | 10 | 15 10 5 | 13750 | Whenever another ally uses a Basic ability against an enemy with a Concussion Mine, TIE Dagger assists dealing 50% less damage (once per turn) |
5 | 9 | 10 10 | 7500 | The first time each enemy falls below 100% Health, TIE Dagger gains 25 Defense Penetration (stacking) for the rest of the encounter |
4 | 8 | 10 5 | 5000 | +10% Max Protection |
3 | 7 | 5 | 1250 | +5% Tenacity |
2 | 6 | 5 | 1250 | +5% Max Protection |
1 | Description: At the start of the battle or when Reinforced, for each active Sith ally (including the Capital Ship), TIE Dagger gains 5% Max Protection and 5% Tenacity until the end of the encounter. |
Premeditated Response
Reinforcement • Level 3
Enter Battle: TIE Dagger gains 5 stacks of Vengeance and Critical Damage Up for 2 turns. Inflict a random enemy with Healing Immunity for 1 turn, which can't be evaded or resisted.
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Crew Member: [[{{{crew}}}]]
Level | Unit Level | Ability Material | Credits | Adds |
---|---|---|---|---|
3 | 85 | 75 | 525000 | Inflict a random enemy with Healing Immunity for 1 turn, which can't be evaded or resisted |
2 | 75 | 25 | 175000 | Gain Critical Damage Up for 2 turns |
1 | Description: Enter Battle: TIE Dagger gains 5 stacks of Vengeance. |