Template:GC Modifiers

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Bounty HunterThrill of the Hunt IAll Bounty Hunter allies gain 9 stacks of True Defense at the start of battle. Whenever a Bounty Hunter gains their payout, they also gain Frenzy for 1 turn, 100% increased damage, and their cooldowns are reset.
True Defense: 10% reduced damage taken per stack; lose one stack of True Defense when receiving damage.
DroidProtocol: Exterminate IDroid allies have +30% Offense. Whenever a Droid all scores a critical hit during their turn, they inflict Target Lock on target enemy for 2 turns if that enemy didn't already have it. Whenever a Droid ally damages an enemy with Target Lock, that ally recovers 10% Protection.
EmpireImperial Edict IIf there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection, and other Imperial Trooper allies will instantly revive when defeated. When an Imperial Trooper ally is revived, the ally in the Leader slot Taunts for 2 turns. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist.

If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available.

Unit-NPC-Snowtrooper Operative-portrait.png
Snowtrooper Operative
Summon • Empire • Imperial Trooper
Ability-Snowtrooper Operative-BASIC.png
Knockout
Deal Physical damage to target enemy with a 50% chance to Stun for 1 turn. This chance is doubled while Stealthed. If the target is debuffed, also remove 30 Turn Meter.
Ability-Snowtrooper Operative-SPECIAL01.png
Whiteout
Gain Stealth for 2 turns and recover 40% Health. This ability's Cooldown is reset whenever an ally unit is defeated.
Ability-Snowtrooper Operative-SPECIAL02.png
Blowout
Deal Physical Damage to all enemies and Dispel all buffs on them with a 50% chance to also inflict Tenacity Down for 2 turns.
Tex.abilityui passive kill.png
Blackout
While Stealthed, Snowtrooper Operative's Basic attack deals massive damage to units with less than 70% Health.
EmpireImperial Edict I (Version 2)If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until the end of the encounter, and then all other Empire allies are called to assist.
If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. (Same as Imperial Edict I)
First OrderBlind Fury IWhenever a First Order ally gains Advantage, they lose 20% Critical Chance and gain 35% Critical Damage (stacking) until the end of battle. If a First Order unit does not score at least 1 critical hit during their turn, they gain Advantage for 2 turns at the end of that turn if they did not already have it.
Galactic RepublicSteadfast Retribution IWhenever a Galactic Republic ally takes damage from an enemy, they reflect 100% of that damage back at that enemy. The damage of this ability is increased by 10% for each time this ally has dealt damage this way.
Imperial TrooperEndless Ranks IAt the start of battle, Imperial Troopers gain 1 stack of Endless Ranks for each Imperial Trooper ally (max 3 stacks).

Endless Ranks (Player): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 60% Health and Protection.

Endless Ranks (Enemy): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 30% Health and Protection.
JediHumble Strike IWhenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle. Alternate Version: Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle (limit once per ability).
MandalorianThe CodeWhenever a Mandalorian ally takes damage, all Mandalorian allies gain a stack of Clan Loyalty, which can't be copied, dispelled, or prevented. If there is exactly one non-Mandalorian ally at the start of battle, that ally also gains Clan Loyalty if they are not in the Leader slot. Allies with Clan Loyalty have a 50% chance to assist when another ally attacks during an enemy's turn (limit once per turn), dealing 95% less damage.
Clan Loyalty: +1% Max Protection and counter chance, -1% damage penalty when assisting
NightsisterLimitless Magick IWhenever an ally is revived, all other Nightsister allies gain Ichor (stacking), which can't be copied, dispelled, or prevented.
Ichor: +5% Health, Protection, Damage, and Speed.<b>Alternate version:</b> +5% Max Health, Max Protection, Offense, and Speed.
Old RepublicSweeping StrikesOld Republic allies are immune to Tenacity Down. At the start of battle, Old Republic allies gain 20% Tenacity for each Old Republic ally. Whenever an Old Republic ally resists a detrimental effect, all Old Republic allies gain 4% Turn Meter. Whenever an Old Republic ally uses a Basic ability, they also deal True damage to all enemies, which can't be evaded.
RebelThe Odds IWhenever a Rebel ally scores a critical hit during their turn, they have a 100% chance to attack again. This chance is reduced to 25% for bonus attacks beyond the first. Rebel allies gain 50% Health Steal and can't be countered.
ResistanceFearless FortitudeWhenever an enemy resists a detrimental effect from a Resistance ally, that ally gains Heal Over Time for 1 turn. Whenever a Resistance ally gains a buff, they also gain 5% Potency, Critical Chance, and Critical Damage (stacking) until end of battle, and 10% Turn Meter.
ScoundrelHedged Bets IWhenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns. Then, dispel all buffs on target enemy. Alternate version: Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns (except Taunt). Then, dispel all buffs on target enemy.
SeparatistMalicious Minions ISummoned Separatist allies have +25% Speed, Max Health, and Max Protection, and damage they deal is increased by 25%. All other Separatist allies gain half of these bonuses.
SeparatistMalicious Minions IISummoned Separatist allies have +50% Speed, Max Health, and Max Protection, and damage they deal is increased by 50%. All other Separatist allies gain half of these bonuses.

If there is a Separatist in the Leader slot and no summon is present at the start of the encounter, summon a Sniper Droid to the ally slot.

Unit-NPC-Sniper Droid-portrait.png
Sniper Droid
Summon • Separatist • Droid
Ability-Sniper Droid-BASIC.png
Triple Fire
Deal Physical damage to target enemy and Ability Block them for 1 turn. This attack deals 50% more damage against Target Locked enemies.
Ability-Sniper Droid-SPECIAL01.png
Sniper Shot
Deal Physical damage to target enemy and Stun them for 1 turn, which can't be resisted. If Sniper Droid has at least 5 stacks of Charge, instantly defeat target enemy, which can't be evaded. Enemies defeated by this ability can't be revived.
Ability-Sniper Droid-SPECIAL02.png
Reinforcing Position
Snipe Droid gains Accuracy Up, Offense Up, and Protection Up (100%) for 2 turns and recovers 50% Turn Meter and 25% Protection.
Tex.abilityui passive extraturn.png
Technical Precision
Snipe Droid ignores Taunt and gains 15% Turn Meter and 1 stack of Charge whenever an enemy takes a turn. Additionally, Sniper Droid's attacks against Target Locked enemies can't be evaded and ignore defense.
SithGrim Machinations IWhenever a Sith ally is defeated, all Sith allies gain 50% Max Health and Offense (stacking) until end of battle, and gain 50% Turn Meter. Whenever a Sith ally defeats an enemy, they gain Dark Ascension (stacking), which can't be copied, dispelled, or prevented.
Dark Ascension: Damage received decreased by 15% and damage dealt increased by 30%.