Template:Omega Abilities

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Tex.ability badbatchomega basic.png Disarming Shot
Basic Ability Material Omega Level 8

Deal Physical damage to target enemy. If Omega has Evasion Up, inflict Blind and Daze for 1 turn.

If Omega has a buff that can be dispelled and it's her turn, she deals damage again dealing 50% less damage.
More Details

Tex.ability badbatchomega special01.png Adaptive Learner
Special Ability Material Zeta Level 8
3 Turn Cooldown

Deal Physical damage and inflict target enemy with Zeroed In. Dispel Zeroed In from all other enemies and Omega gains a stack of Target Practice. These effects can't be copied, dispelled, prevented, or resisted and last until the end of the encounter, Zeroed In is removed from an enemy, or Omega is defeated.

If the target enemy is Exposed, this attack inflicts Target Lock for 2 turns and removes 10% Turn Meter.

Zeroed In: Omega has Target Practice while a character is afflicted by this; Omega can ignore Taunt to target this enemy

Target Practice: +5% Critical Chance, and Offense, and +10% Critical Damage per stack
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Adaptive Learner

Tex.ability badbatchomega special02.png Empathy First
Special Ability Material Omega Level 8
4 Turn Cooldown

Omega dispels all debuffs on herself and gains Stealth for 2 turns. Bad Batch allies gain Protection Up (40%) and Defense Penetration Up for 2 turns and 10% Turn Meter.

If Omega has Critical Chance Up, Bad Batch allies gain an additional 20% Turn Meter, and Protection Over Time (20%) for 2 turns.

If Omega already had Stealth and an enemy has Zeroed In, she gains a stack of Target Practice.
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Tex.abilityui passive badbatchomega.png Part of the Squad
Unique Ability Material Omicron Level 9

At the start of the encounter, if all allies are Bad Batch, whenever the allied leader begins their turn, Omega gains 5 Speed and 2% Offense (stacking, max 50 Speed and 20% Offense) for the rest of the encounter.

While Omega has Stealth, she has +10% Critical Damage, and when another Bad Batch ally uses a Special ability, Omega assists, dealing 60% less damage. While Omega has Defense Up, she has +10% Critical Chance.

Omega's attacks deal 5% more damage for each buff she has and 5% more damage for each debuff the enemy has.

While in Territory Battles: At the start of battle, all Bad Batch allies gain Max Health equal to 10% of their Max Protection for each of their own Relic Amplifier levels (max 100%). Then, they lose all Protection. Bad Batch allies take reduced damage from percent Health damage effects. These bonuses last until the first time Omega is defeated.

At the start of each encounter, Bad Batch allies gain 10% bonus Protection for 2 turns for each of Omega's Relic Amplifier levels. Whenever Omega uses her Basic ability, she deals damage again for each other Bad Batch ally, dealing 50% less damage.
More Details
Unlocks at Gear Level 6.
Level Unit
Level
Ability Material Credits Adds
9 85
Game-Icon-Ability Material Omicron.png
20
125000 While in Territory Battles: At the start of battle, all Bad Batch allies gain Max Health equal to 10% of their Max Protection for each of their own Relic Amplifier levels (max 100%); then, they lose all Protection; Bad Batch allies take reduced damage from percent Health damage effects; at the start of each encounter, Bad Batch allies gain 10% bonus Protection for 2 turns for each of Omega's Relic Amplifier levels (max 100%); whenever Omega uses her Basic ability, she deals damage again for each other Bad Batch ally, dealing 50% less damage
8 84
Game-Icon-Ability Material Mk III.png
30
Game-Icon-Ability Material Omega.png
13
Game-Icon-Ability Material Zeta.png
20
125000 At the start of the encounter, if all allies are Bad Batch, whenever the allied leader begins their turn, Omega gains +5 Speed (stacking, maximum 50 Speed)

While Stealthed, when a Bad Batch ally uses a Special ability, Omega assists dealing 60% less damage

Omega's attacks deal 5% more damage for each buff she has, and 5% more damage for each debuff the enemy has
7 68
Game-Icon-Ability Material Mk I.png
10
Game-Icon-Ability Material Mk II.png
9
Game-Icon-Ability Material Mk III.png
6
32900 +2% Critical Chance while Omega has Defense Up
6 58
Game-Icon-Ability Material Mk I.png
7
Game-Icon-Ability Material Mk II.png
6
Game-Icon-Ability Material Mk III.png
4
11000 +2% Critical Damage while Stealthed
5 48
Game-Icon-Ability Material Mk I.png
5
Game-Icon-Ability Material Mk II.png
4
Game-Icon-Ability Material Mk III.png
3
5500 +2% Critical Chance while Omega has Defense Up
4 38
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
Game-Icon-Ability Material Mk III.png
3
2700 +2% Critical Damage while Stealthed
3 28
Game-Icon-Ability Material Mk I.png
3
Game-Icon-Ability Material Mk II.png
3
1800 +1% Critical Chance while Omega has Defense Up
2 18
Game-Icon-Ability Material Mk I.png
2
900 +1% Critical Damage while Stealthed
1 Description: At the start of the encounter, if all allies are Bad Batch, whenever the allied leader begins their turn, Omega gains +2% Offense (stacking, maximum 20% Offense) for the rest of the encounter.

While Omega has Stealth, she has +5% Critical Damage. While Omega has Defense Up, she has +5% Critical Chance.
Part of the Squad