The Sith Triumvirate

From SWGoH Help Wiki
Event-Raid-The Sith Triumvirate.png
Type Raid
Requires 100M+ Guild GP
Light Side units
Reward Guild Token Guild Token
Mk I Guild Event Token Mk I Guild Event Token
Raid Mystery Box-Yellow Prize Box
Darth Traya Darth Traya
Release date March 1, 2018
The Sith Triumvirate

The Sith Triumvirate is a Raid that has your guild face off against Darth Nihilus, Darth Sion, and Darth Traya. The raid consists of 4 Phases and has seven options for difficulty: Tier I through Tier VI and Heroic.


Exclusive event unit

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 Details
Tier Tickets Raid
Points
Roster
Refresh
Daily
Attempts
Time
Limit
Unit
Rarity
Unit
Level
Gear
Level
Mod
Tier
Heroic 110K 450 Never Unlimited 2 Days 7 85 12 5A
6 95K 115 Daily 5 None 6 85 11 5A
5 82K 75 Daily 5 None 5 80 10 5A
4 74K 40 Daily 5 None 4 70 8 None
3 66K 25 Daily 5 None 3 60 7 None
2 58K 15 Daily 5 None 2 50 6 None
1 50K 5 Daily 5 None 1 40 5 None

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

Tex.abilityui passive heal.png
Protector
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.
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Capture or Kill
Bounty Hunters gain +20% Critical Damage (stacking) until the end of the encounter whenever any enemy unit is defeated.
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Dark Side Rivalry
Sith and Nightsisters have +25% Offense.
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Galactic Hero
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

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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.


Unit-Character-Darth Nihilus-portrait.png
Indicator-Gear-Level-1.png
Darth Nihilus - Gear 1
Darth Nihilus
Tex.ability nihilus basic.png
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.)
Tex.ability nihilus special01.png
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.
Tex.ability nihilus special02.png
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.
Tex.ability nihilus special03.png
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.
Tex.abilityui passive nihilus.png
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).
Tex.abilityui passive sith.png
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.
Tex.abilityui passive kill.png
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.

Tex.abilityui passive kill.png
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.


Unit-Character-Sith Assassin-portrait.png
Indicator-Gear-Level-1.png
Sith Assassin - Gear 1
Sith Assassin
Tex.ability sithassassin basic.png
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.
Tex.ability sithassassin special01.png
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.
Tex.ability sithassassin special02.png
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.


Unit-Character-Sith Marauder-portrait.png
Indicator-Gear-Level-1.png
Sith Marauder - Gear 1
Sith Marauder
Tex.ability sithmarauder basic.png
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.
Tex.ability sithmarauder special01.png
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.
Tex.abilityui passive sith.png
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

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Soothe
Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.


Unit-Character-Darth Sion-portrait.png
Indicator-Gear-Level-1.png
Darth Sion - Gear 1
Darth Sion
Tex.ability sion basic.png
Dark Rage
Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
Tex.ability sion raid special01.png
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.
Tex.ability sion special01.png
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.
Tex.ability sion special02.png
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.
Tex.abilityui passive lordofpain.png
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
Cycle of Suffering: +150% Offense, 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).

Tex.abilityui passive def.png
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.
Tex.abilityui passive kill.png
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.

Tex.abilityui passive kill.png
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.


Unit-Character-Sith Assassin-portrait.png
Indicator-Gear-Level-1.png
Sith Assassin - Gear 1
Sith Assassin
Tex.ability sithassassin basic.png
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.
Tex.ability sithassassin special01.png
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.
Tex.ability sithassassin special02.png
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.


Unit-Character-Sith Marauder-portrait.png
Indicator-Gear-Level-1.png
Sith Marauder - Gear 1
Sith Marauder
Tex.ability sithmarauder basic.png
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.
Tex.ability sithmarauder special01.png
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.
Tex.abilityui passive sith.png
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

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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
Attackers: +100% Offense
Supports or Healers: +100% Maximum Health

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.


Unit-Character-Darth Traya-portrait.png
Indicator-Gear-Level-1.png
Darth Traya - Gear 1
Darth Traya
Tex.ability traya basic.png
Deceptive Strike
Deal Special damage to target enemy and 25% of that damage to all other enemies.
Tex.ability traya special01.png
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.

Tex.ability traya special02.png
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.
Tex.abilityui passive foresight.png
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.
Tex.abilityui passive lordofbetrayal.png
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.
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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).
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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.

Tex.abilityui passive kill.png
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.


Unit-NPC-Lightsaber-portrait.png
Indicator-Gear-Level-1.png
Lightsaber - Gear 1
Lightsaber
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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.
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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

Tex.abilityui passive fortify.png
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.

Tex.abilityui passive standalone.png
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.
Tex.abilityui passive sootheall.png
Stand Together (Granted to Healers and Supports)
Remove Isolated from target Ally.
Tex.abilityui passive lordofpain.png
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.
Tex.abilityui passive nihilus.png
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.


Unit-Character-Darth Traya-portrait.png
Indicator-Gear-Level-1.png
Darth Traya - Gear 1
Darth Traya
Tex.ability traya special01.png
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.

Tex.ability traya special02.png
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.
Tex.ability trayaraid special02.png
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.
Tex.abilityui passive foresight.png
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.
Tex.abilityui passive lordofbetrayal.png
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.
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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).
Tex.abilityui passive kill.png
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.

Tex.abilityui passive kill.png
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.


Unit-Character-Darth Sion-portrait.png
Indicator-Gear-Level-1.png
Darth Sion - Gear 1
Darth Sion
Tex.ability sion basic.png
Dark Rage
Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
Tex.ability sion raid special01.png
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.
Tex.ability sion special01.png
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.
Tex.ability sion special02.png
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.
Tex.abilityui passive lordofpain.png
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
Cycle of Suffering: +150% Offense, 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).

Tex.abilityui passive def.png
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.
Tex.abilityui passive kill.png
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.

Tex.abilityui passive kill.png
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.


Unit-Character-Darth Nihilus-portrait.png
Indicator-Gear-Level-1.png
Darth Nihilus - Gear 1
Darth Nihilus
Tex.ability nihilus basic.png
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.)
Tex.ability nihilus special01.png
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.
Tex.ability nihilus special02.png
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.
Tex.ability nihilus special03.png
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.
Tex.abilityui passive nihilus.png
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).
Tex.abilityui passive sith.png
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.
Tex.abilityui passive kill.png
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.

Tex.abilityui passive kill.png
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.


Unit-Character-Sith Assassin-portrait.png
Indicator-Gear-Level-1.png
Sith Assassin - Gear 1
Sith Assassin
Tex.ability sithassassin basic.png
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.
Tex.ability sithassassin special01.png
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.
Tex.ability sithassassin special02.png
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.


Unit-Character-Sith Marauder-portrait.png
Indicator-Gear-Level-1.png
Sith Marauder - Gear 1
Sith Marauder
Tex.ability sithmarauder basic.png
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.
Tex.ability sithmarauder special01.png
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.
Tex.abilityui passive sith.png
Peace is a Lie
Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

Rewards

Raid Rewards by Damage Rank
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 Darth Traya 12 10 8 7 7 7 7 7 7 7 6 6 6 5 5
Mk I Guild Event Tokens Mk I Guild Event Tokens 600 580 560 550 530 520 510 500 490 470 460 440 420 400 380
Guild Tokens Guild Tokens 2275 2225 2150 2075 2025 2000 1950 1900 1850 1800 1725 1675 1600 1525 1475
Credits Credits 1M 1M 1M 985K 950K 920K 885K 850K 820K 785K 750K 715K 685K 625K 560K
Prize Box
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Yellow
H1-02
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Yellow
H1-02
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Yellow
H1-02
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Red
H1-01
Raid Mystery Box-Purple
H1-03
Raid Mystery Box-Blue
H1-04
Raid Mystery Box-Blue
H1-04
Raid Mystery Box-Green
H1-05
Raid Mystery Box-Green
H1-05
Raid Mystery Box-Green
H1-05
6 Mk I Guild Event Tokens Mk I Guild Event Tokens 500 490 470 460 450 440 430 420 410 400 380 370 350 340 320
Guild Tokens Guild Tokens 1925 1875 1800 1750 1725 1675 1625 1600 1550 1525 1475 1400 1350 1300 1225
Credits Credits 945K 905K 870K 830K 805K 775K 745K 720K 690K 660K 635K 605K 575K 530K 475K
Prize Box
Raid Mystery Box-Yellow
T6-01
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Yellow
T6-01
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Yellow
T6-01
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-02
Raid Mystery Box-Purple
T6-03
Raid Mystery Box-Purple
T6-03
Raid Mystery Box-Blue
T6-04
Raid Mystery Box-Green
T6-05
Raid Mystery Box-Green
T6-06
5 Mk I Guild Event Tokens Mk I Guild Event Tokens 430 410 400 390 380 370 360 350 340 340 320 310 300 280 270
Guild Tokens Guild Tokens 1650 1600 1550 1500 1450 1425 1400 1350 1325 1300 1250 1200 1150 1100 1050
Credits Credits 835K 800K 770K 735K 710K 685K 660K 635K 610K 585K 560K 535K 510K 470K 420K
Prize Box
Raid Mystery Box-Purple
T5-01
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-01
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-01
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Purple
T5-02
Raid Mystery Box-Blue
T5-03
Raid Mystery Box-Blue
T5-03
Raid Mystery Box-Green
T5-04
Raid Mystery Box-Green
T5-05
Raid Mystery Box-Green
T5-06
4 Guild Tokens Guild Tokens 1375 1325 1275 1250 1225 1200 1175 1125 1100 1075 1050 1000 950 925 875
Credits Credits 475K 455K 435K 420K 405K 390K 375K 360K 345K 335K 320K 305K 290K 265K 240K
Prize Box
Raid Mystery Box-Purple
T4-01
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Purple
T4-01
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Purple
T4-01
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Blue
T4-02
Raid Mystery Box-Green
T4-03
Raid Mystery Box-Green
T4-03
Raid Mystery Box-Green
T4-04
Raid Mystery Box-Green
T4-05
Raid Mystery Box-Gray
T4-06
3 Guild Tokens Guild Tokens 1200 1175 1125 1100 1075 1050 1025 1000 975 950 925 875 850 800 775
Credits Credits 345K 330K 315K 300K 290K 280K 270K 260K 250K 240K 230K 220K 210K 190K 170K
Prize Box
Raid Mystery Box-Blue
T3-01
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Blue
T3-01
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Blue
T3-01
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-02
Raid Mystery Box-Green
T3-03
Raid Mystery Box-Green
T3-03
Raid Mystery Box-Green
T3-04
Raid Mystery Box-Gray
T3-05
Raid Mystery Box-Gray
T3-06
2 Guild Tokens Guild Tokens 1050 1025 1000 975 950 925 900 875 850 825 800 775 750 700 675
Credits Credits 220K 215K 205K 195K 190K 180K 175K 170K 160K 155K 150K 140K 135K 125K 110K
Prize Box
Raid Mystery Box-Blue
T2-01
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Blue
T2-01
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Blue
T2-01
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-02
Raid Mystery Box-Green
T2-03
Raid Mystery Box-Green
T2-03
Raid Mystery Box-Gray
T2-04
Raid Mystery Box-Gray
T2-05
Raid Mystery Box-Gray
T2-06
1 Guild Tokens Guild Tokens 920 880 860 840 820 800 780 760 740 720 700 660 640 620 580
Credits Credits 150K 140K 135K 130K 125K 120K 115K 110K 110K 105K 100K 95K 90K 85K 75K
Prize Box
Raid Mystery Box-Green
T1-01
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Green
T1-01
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Green
T1-01
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-02
Raid Mystery Box-Gray
T1-03
Raid Mystery Box-Gray
T1-03
Raid Mystery Box-Gray
T1-04
Raid Mystery Box-Gray
T1-05
Raid Mystery Box-Gray
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.

Heroic STR Gear
Loot
Table
A3 E D C B A2 A1
PCS 0-1 0-1 1-2 1-2 1-2 0-3 2-5
Prize
Box
Gear-Mk 12 ArmaTek Armor Plating.pngGear-Mk 12 ArmaTek Bayonet.pngGear-Mk 12 ArmaTek Cybernetics.pngGear-Mk 12 ArmaTek Visor.pngGear-Mk 12 ArmaTek Wrist Band.pngGear-Mk 12 ArmaTek Multi-tool.pngGear-Mk 12 ArmaTek Medpac.png Gear-Mk 12 ArmaTek Fusion Furnace.pngGear-Mk 12 ArmaTek Stun Gun.pngGear-Mk 12 ArmaTek Thermal Detonator.pngGear-Mk 12 ArmaTek Holo Lens.pngGear-Mk 12 ArmaTek Key Pad.pngGear-Mk 12 ArmaTek Data Pad.png Gear-Mk 12 ArmaTek Fusion Furnace Prototype Salvage.pngGear-Mk 12 ArmaTek Stun Gun Prototype Salvage.pngGear-Mk 12 ArmaTek Thermal Detonator Prototype Salvage.pngGear-Mk 12 ArmaTek Holo Lens Prototype Salvage.pngGear-Mk 12 ArmaTek Key Pad Prototype Salvage.pngGear-Mk 12 ArmaTek Data Pad Prototype Salvage.png Gear-Mk 12 ArmaTek Armor Plating Prototype Salvage.pngGear-Mk 12 ArmaTek Bayonet Prototype Salvage.pngGear-Mk 12 ArmaTek Cybernetics Prototype Salvage.pngGear-Mk 12 ArmaTek Visor Prototype Salvage.pngGear-Mk 12 ArmaTek Wrist Band Prototype Salvage.pngGear-Mk 12 ArmaTek Multi-tool Prototype Salvage.pngGear-Mk 12 ArmaTek Medpac Prototype Salvage.png Gear-Mk 8 Nubian Security Scanner Salvage.pngGear-Mk 7 Nubian Design Tech Salvage.pngGear-Mk 7 CEC Fusion Furnace Salvage.pngGear-Mk 6 Athakam Medpac Salvage.pngGear-Mk 7 Chiewab Hypo Syringe.pngGear-Mk 8 Nubian Design Tech Salvage.pngGear-Mk 6 Carbanti Sensor Array Salvage.pngGear-Mk 7 Merr-Sonn Thermal Detonator Salvage.png Gear-Mk 8 BioTech Implant.pngGear-Mk 5 Athakam Medpac.pngGear-Mk 7 Merr-Sonn Shield Generator.pngGear-Mk 9 Neuro-Saav Electrobinoculars.pngGear-Mk 10 TaggeCo Holo Lens.pngGear-Mk 9 Fabritech Data Pad.pngGear-Mk 4 Sienar Holo Projector.pngGear-Mk 3 Zaltin Bacta Gel.pngGear-Mk 6 CEC Fusion Furnace.pngGear-Mk 6 Merr-Sonn Thermal Detonator.pngGear-Mk 11 BlasTech Weapon Mod.pngGear-Mk 10 Neuro-Saav Electrobinoculars.pngGear-Mk 10 BlasTech Weapon Mod.pngGear-Mk 8 Neuro-Saav Electrobinoculars.pngGear-Mk 10 BlasTech Weapon Mod Prototype.pngGear-Mk 5 Athakam Medpac Prototype.pngGear-Mk 9 Fabritech Data Pad Prototype.pngGear-Mk 8 Neuro-Saav Electrobinoculars Prototype.pngGear-Mk 8 BioTech Implant Prototype.png Gear-Mk 7 Merr-Sonn Shield Generator Salvage.png

Gear-Mk 9 Neuro-Saav Electrobinoculars Salvage.png Gear-Mk 10 TaggeCo Holo Lens Salvage.png Gear-Mk 10 Neuro-Saav Electrobinoculars Salvage.png Gear-Mk 10 BlasTech Weapon Mod Component.png Gear-Mk 8 Neuro-Saav Electrobinoculars Component.png Gear-Mk 8 BioTech Implant Component.png Gear-Mk 5 Athakam Medpac Component.png Gear-Mk 9 Fabritech Data Pad Component.png Gear-Mk 6 Merr-Sonn Thermal Detonator Salvage.png Gear-Mk 6 CEC Fusion Furnace Salvage.png Gear-Mk 4 Sienar Holo Projector Salvage.png Gear-Mk 11 BlasTech Weapon Mod Salvage.png Gear-Mk 3 Zaltin Bacta Gel Salvage.png

Raid Mystery Box-Red
H1-01
0-1 0 0-45 (25/20) 6 (3/3) 6 (3/3) 0-3 0-74 (14/20/40)
Raid Mystery Box-Yellow
H1-02
0 0-1 45 (25/20) 6 (3/3) 5 (3/2) 0-3 16-64 (16/16/16/8/8)
Raid Mystery Box-Purple
H1-03
0 0-1 45 (25/20) 6 (3/3) 4 (2/2) 0-3 16-64 (16/16/16/8/8)
Raid Mystery Box-Blue
H1-04
0 0 36 (20/16) 4 (2/2) 4 (2/2) 0-2 14-53 ( 14/25/6/8)
Raid Mystery Box-Green
H1-05
0 0 18-27 (10-15/8-12) 4 (2/2) 4 (2/2) 0-2 13-38 (8-10/15/5/8)
Breakdown of Heroic gear drops
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:
  • 138 pieces of salvage from loot table A1
  • 6 full pieces from loot table A2
  • 11 salvage from loot table B
  • 12 salvage from loot table C
  • 12 salvage from loot table D
  • 1 full piece from loot table E and A3
Raid Mystery Box-Red
H1-01
Estimated chance of loot table A:
  • Average: 1 A3, 1 A2, 20 or 40 A1
  • Average: 1 A2, 60 A1
  • Average: 74 A1
  • Extremely Rare: 1 A3, 2 A2
Raid Mystery Box-Yellow
H1-02
Raid Mystery Box-Purple
H1-03
Estimated chance of loot table A:
  • Average: 64 A1
  • Average: 1 A2, 48 A1
  • Rare: 2 A2, 32 A1
  • Extremely Rare: 3 A2, 16 A1
Raid Mystery Box-Blue
H1-04
Raid Mystery Box-Green
H1-05
Estimated chance of loot table A:
  • Average: All A1
  • Rare: 1 A2, rest A1
  • Extremely Rare: 2 A2, rest A1
The Sith Triumvirate Gear for Tier 1-6
Prize Box Gear Type Gear QTY

Guides

Notes

References