The Sith Triumvirate
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Overview
Each tier has different requirements and recommendations as shown in the table below. Unit Level, Gear Level, and Mod Tier are only recommended and will not be required.
Tier | Tickets | Raid Points |
Roster Refresh |
Daily Attempts |
Time Limit |
Unit Rarity |
Unit Level |
Gear Level |
Mod Tier |
---|---|---|---|---|---|---|---|---|---|
Heroic | 90K | 450 | Never | Unlimited | 2 Days | 7 | 85 | 12 | 5A |
Normal | 90K | 115 | Daily | 5 | 3 Days | 6 | 85 | 11 | 5A |
Health
Heroic Rancor will have significantly less health than the other tiers, but the damage the enemies will deal is going to be much higher. Below is a list of estimated health for each tier.
Tier | Total | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
---|---|---|---|---|---|
Heroic | 170,865,262 | 46,888,776 | 52,105,584 | 38,371,455 | 33,499,447 |
6 | ? | ? | ? | ? | ? |
5 | ? | ? | ? | ? | ? |
4 | ? | ? | ? | ? | ? |
3 | ? | ? | ? | ? | ? |
2 | ? | ? | ? | ? | ? |
1 | ? | ? | ? | ? | ? |
Raid Bonuses
Healers have +20,000 Max Health and +70% Tenacity. In addition, whenever another allied unit is healed to 100%, healers gain a Heal Over Time buff for 2 turns.
Bounty Hunters gain +20% Critical Damage (stacking) until the end of the encounter whenever any enemy unit is defeated.
Commander Luke Skywalker, Rey (Jedi Training), Grand Master Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.
Phase 1
At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
Phase Ability
Unbreakable Will Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating enemies with the Menacing status effect. Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, can't take bonus turns, lasts 1 turn. |
Darth Nihilus - Gear 1
|
Darth Nihilus |
---|---|
Ceaseless Craving Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.) | |
Drain Force Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health. | |
Annihilate Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown. | |
Feed the Void Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown. | |
Lord of Hunger At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy. In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted). | |
The Darkness In Which All Life Dies Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn. | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Sith Assassin - Gear 1
|
Sith Assassin |
---|---|
Exploit Weakness Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection. | |
Dark Shroud Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her. | |
Electrocute Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection. |
Sith Marauder - Gear 1
|
Sith Marauder |
---|---|
Unfocused Rage Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers. | |
There is Only Passion Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health. | |
Peace is a Lie Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks. |
Phase 2
As Nihilus retreats into the depths of the Academy, a new foe shows his face in the Sparring Room. The seemingly unkillable Lord of Pain is now on the offensive and seeks to destroy all who would try to stand in his way.
Phase Ability
Darth Sion - Gear 1
|
Darth Sion |
---|---|
Dark Rage Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain. | |
Torment Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering. | |
Menacing Presence Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain. | |
Held by Hatred Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack. | |
Lord of Pain At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks. Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe In addition, Sion gains 5% Offense for each stack of Cycle of Pain in the battle and 50% Offense for each stack of Cycle of Suffering. Whenever Sion is attacked, he has +10% Counter Chance per stack of Cycle of Pain on the attacker (+60% for Cycle of Suffering). | |
Impervious Foe Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs. | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Sith Assassin - Gear 1
|
Sith Assassin |
---|---|
Exploit Weakness Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection. | |
Dark Shroud Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her. | |
Electrocute Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection. |
Sith Marauder - Gear 1
|
Sith Marauder |
---|---|
Unfocused Rage Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers. | |
There is Only Passion Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health. | |
Peace is a Lie Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks. |
Phase 3
Darth Sion is seemingly defeated, left lying in the Sparring Room. Inside of the Trayus Academy Core, the Master of the previous Sith lurks in the shadows. The Lord of Betrayal, Darth Traya, comes forward to destroy those who would defy her.
Phase Ability
Stand Alone Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles. Tanks: +100% Tenacity Activating Stand Alone removes all stacks of Bonds of Weakness from Traya. This ability has a global cooldown and can only be used by each unit once. |
Darth Traya - Gear 1
|
Darth Traya |
---|---|
Deceptive Strike Deal Special damage to target enemy and 25% of that damage to all other enemies. | |
Isolate Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted). Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn. | |
Saber Storm Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health. | |
Gaze Into the Abyss Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn. | |
Lord of Betrayal Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals unmitigabe and unavoidable damage to all enemies based on the stack count (this damage can't defeat enemies and doesn't trigger other effects). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated. | |
Patience Has Its Limits Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn. When Traya becomes Enraged, she Dispels all buffs from all enemies and inflicts Buff Immunity for the rest of the encounter (can't be Resisted or Dispelled). | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Lightsaber - Gear 0
|
Lightsaber |
---|---|
Controlling Strike Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns. | |
Dancing Saber This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns. |
Phase 4
Darth Nihilus and Darth Sion rejoin the fight alongside Darth Traya. Face the deadly Sith Triumvirate all at once!
While Darth Sion or Darth Nihilus are alive, Darth Traya is invincible and can't be targeted.
Phase Ability
Unbreakable Will Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating enemies with the Menacing status effect. Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn. | |
Soothe All (Granted to Attackers and Tanks) Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya. | |
Stand Together (Granted to Healers and Supports) Remove Isolated from target Ally. | |
Savage Ambition (Boss Status Effect) Savage Ambition is applied to the remaining Sith Lords after Sion is defeated. Units with this effect gain 10 speed and 5% Critical Chance (stacking) every time they perform a move or score a Critical Hit. | |
Savage Ambition (Boss Status Effect) Dreadfull Ambition is applied to the remaining Sith Lords after Nihilus is defeated. Units with this effect reduce the target's Offense by 10% for the rest of the battle (stacking, max 30%) when dealing damaging attacks. |
Darth Traya - Gear 1
|
Darth Traya |
---|---|
Isolate Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted). Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn. | |
Saber Storm Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health. | |
Abandon Hope Deal Special damage to target enemy based on the current Bonds of Weakness stack count, then remove all Turn Meter and increase their cooldowns by 1 (can't be Evaded, Resisted, or Countered). This damage can't defeat enemies. Then, targetall gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1. | |
Gaze Into the Abyss Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn. | |
Lord of Betrayal Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals unmitigabe and unavoidable damage to all enemies based on the stack count (this damage can't defeat enemies and doesn't trigger other effects). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated. | |
Patience Has Its Limits Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn. When Traya becomes Enraged, she Dispels all buffs from all enemies and inflicts Buff Immunity for the rest of the encounter (can't be Resisted or Dispelled). | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Darth Sion - Gear 1
|
Darth Sion |
---|---|
Dark Rage Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain. | |
Torment Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering. | |
Menacing Presence Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain. | |
Held by Hatred Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack. | |
Lord of Pain At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks. Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe In addition, Sion gains 5% Offense for each stack of Cycle of Pain in the battle and 50% Offense for each stack of Cycle of Suffering. Whenever Sion is attacked, he has +10% Counter Chance per stack of Cycle of Pain on the attacker (+60% for Cycle of Suffering). | |
Impervious Foe Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs. | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Darth Nihilus - Gear 1
|
Darth Nihilus |
---|---|
Ceaseless Craving Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.) | |
Drain Force Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health. | |
Annihilate Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown. | |
Feed the Void Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown. | |
Lord of Hunger At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy. In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted). | |
The Darkness In Which All Life Dies Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn. | |
Fearsome Foe II As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn. It takes reduced damage from percent Health damage effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. | |
Fearsome Foe III (Heroic Only) As long as this unit isn't Toppled, it has +50% Tenacity, gains 5% Turn Meter whenever it takes damage, and uses 2 abilities per turn (with a 50% chance to use and additional ability per turn). It takes reduced damage from percent Health damage effects and massive damage effects and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as cooldown increase. Fearsome Foe begins a 15 Turn countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter. |
Sith Assassin - Gear 1
|
Sith Assassin |
---|---|
Exploit Weakness Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection. | |
Dark Shroud Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her. | |
Electrocute Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection. |
Sith Marauder - Gear 1
|
Sith Marauder |
---|---|
Unfocused Rage Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers. | |
There is Only Passion Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health. | |
Peace is a Lie Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks. |
Rewards
Guides
- Heroic Sith Triumvirate Raid Guide - Collaborative guide
- Raid Guides - List of all raid guides
Notes
References
Updated Rewards
Tier | Reward | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|
Heroic | Darth Traya | - | - | - | - | - | - | - | - | 10 |
MK 1 | 845 | 1270 | 2535 | 3385 | 4225 | 5925 | 6750 | 7605 | 8475 | |
MK 2 | - | - | - | - | 600 | 1000 | 1800 | 2600 | 4000 |
Legacy Rewards
Tier | Reward | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11-15 | 16-20 | 21-30 | 31-40 | 41-50 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heroic | Darth Traya | 12 | 10 | 8 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 5 | 5 |
Mk I Guild Event Tokens | 600 | 580 | 560 | 550 | 530 | 520 | 510 | 500 | 490 | 470 | 460 | 440 | 420 | 400 | 380 | |
Guild Tokens | 2275 | 2225 | 2150 | 2075 | 2025 | 2000 | 1950 | 1900 | 1850 | 1800 | 1725 | 1675 | 1600 | 1525 | 1475 | |
Credits | 1M | 1M | 1M | 985K | 950K | 920K | 885K | 850K | 820K | 785K | 750K | 715K | 685K | 625K | 560K | |
Prize Box | H1-01 H1-02 |
H1-01 H1-02 |
H1-01 H1-02 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-01 H1-03 |
H1-04 |
H1-04 |
H1-05 |
H1-05 |
H1-05 | |
6 | Mk I Guild Event Tokens | 500 | 490 | 470 | 460 | 450 | 440 | 430 | 420 | 410 | 400 | 380 | 370 | 350 | 340 | 320 |
Guild Tokens | 1925 | 1875 | 1800 | 1750 | 1725 | 1675 | 1625 | 1600 | 1550 | 1525 | 1475 | 1400 | 1350 | 1300 | 1225 | |
Credits | 945K | 905K | 870K | 830K | 805K | 775K | 745K | 720K | 690K | 660K | 635K | 605K | 575K | 530K | 475K | |
Prize Box | T6-01 T6-02 |
T6-01 T6-02 |
T6-01 T6-02 |
T6-02 |
T6-02 |
T6-02 |
T6-02 |
T6-02 |
T6-02 |
T6-02 |
T6-03 |
T6-03 |
T6-04 |
T6-05 |
T6-06 | |
5 | Mk I Guild Event Tokens | 430 | 410 | 400 | 390 | 380 | 370 | 360 | 350 | 340 | 340 | 320 | 310 | 300 | 280 | 270 |
Guild Tokens | 1650 | 1600 | 1550 | 1500 | 1450 | 1425 | 1400 | 1350 | 1325 | 1300 | 1250 | 1200 | 1150 | 1100 | 1050 | |
Credits | 835K | 800K | 770K | 735K | 710K | 685K | 660K | 635K | 610K | 585K | 560K | 535K | 510K | 470K | 420K | |
Prize Box | T5-01 T5-02 |
T5-01 T5-02 |
T5-01 T5-02 |
T5-02 |
T5-02 |
T5-02 |
T5-02 |
T5-02 |
T5-02 |
T5-02 |
T5-03 |
T5-03 |
T5-04 |
T5-05 |
T5-06 | |
4 | Guild Tokens | 1375 | 1325 | 1275 | 1250 | 1225 | 1200 | 1175 | 1125 | 1100 | 1075 | 1050 | 1000 | 950 | 925 | 875 |
Credits | 475K | 455K | 435K | 420K | 405K | 390K | 375K | 360K | 345K | 335K | 320K | 305K | 290K | 265K | 240K | |
Prize Box | T4-01 T4-02 |
T4-01 T4-02 |
T4-01 T4-02 |
T4-02 |
T4-02 |
T4-02 |
T4-02 |
T4-02 |
T4-02 |
T4-02 |
T4-03 |
T4-03 |
T4-04 |
T4-05 |
T4-06 | |
3 | Guild Tokens | 1200 | 1175 | 1125 | 1100 | 1075 | 1050 | 1025 | 1000 | 975 | 950 | 925 | 875 | 850 | 800 | 775 |
Credits | 345K | 330K | 315K | 300K | 290K | 280K | 270K | 260K | 250K | 240K | 230K | 220K | 210K | 190K | 170K | |
Prize Box | T3-01 T3-02 |
T3-01 T3-02 |
T3-01 T3-02 |
T3-02 |
T3-02 |
T3-02 |
T3-02 |
T3-02 |
T3-02 |
T3-02 |
T3-03 |
T3-03 |
T3-04 |
T3-05 |
T3-06 | |
2 | Guild Tokens | 1050 | 1025 | 1000 | 975 | 950 | 925 | 900 | 875 | 850 | 825 | 800 | 775 | 750 | 700 | 675 |
Credits | 220K | 215K | 205K | 195K | 190K | 180K | 175K | 170K | 160K | 155K | 150K | 140K | 135K | 125K | 110K | |
Prize Box | T2-01 T2-02 |
T2-01 T2-02 |
T2-01 T2-02 |
T2-02 |
T2-02 |
T2-02 |
T2-02 |
T2-02 |
T2-02 |
T2-02 |
T2-03 |
T2-03 |
T2-04 |
T2-05 |
T2-06 | |
1 | Guild Tokens | 920 | 880 | 860 | 840 | 820 | 800 | 780 | 760 | 740 | 720 | 700 | 660 | 640 | 620 | 580 |
Credits | 150K | 140K | 135K | 130K | 125K | 120K | 115K | 110K | 110K | 105K | 100K | 95K | 90K | 85K | 75K | |
Prize Box | T1-01 T1-02 |
T1-01 T1-02 |
T1-01 T1-02 |
T1-02 |
T1-02 |
T1-02 |
T1-02 |
T1-02 |
T1-02 |
T1-02 |
T1-03 |
T1-03 |
T1-04 |
T1-05 |
T1-06 |
Prize Box Rewards
The rewards for this raid uses separate loot tables that randomly roll for the gear and sometimes quantity that will drop. Below is a table that shows you the loot table that certain gear may share as well as the maximum possible pieces that can be acquired per prize box. Prize Box H1-01 has the highest chance to drop full pieces. Since ranks 1-10 get 2 prize boxes it means you can get beyond the max quantity shown in the pieces row. A further breakdown of the prize boxes can be found under the table.
Rank 1-10 | Since rank 1-10 gets both the H1-01 and H1-02 or H1-03 box, these players have a chance at getting up to:
|
H1-01 |
Estimated chance of loot table A:
|
H1-02 H1-03 |
Estimated chance of loot table A:
|
H1-04 H1-05 |
Estimated chance of loot table A:
|