Activation Cost:
60,000x
TIER SETTINGS
Time Limit: 2d
Raid Points: 200
Roster Refresh: Never
Daily Attempts: Unlimited
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
7-Star Characters (REQUIRED)
Level 80
Gear Lvl IX
Exclusive HEROIC Rewards:
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (40% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe III
As long as this unit isn't Toppled, it has +1 Bonus Action (with a 50% chance to gain an additional Bonus Action each turn) and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe III
As long as this unit isn't Toppled, it has +1 Bonus Action (with a 50% chance to gain an additional Bonus Action each turn) and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe III
As long as this unit isn't Toppled, it has +1 Bonus Action (with a 50% chance to gain an additional Bonus Action each turn) and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
55,000x
TIER SETTINGS
Raid Points: 50
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
6-Star Characters (REQUIRED)
Level 80
Gear Lvl VIII
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (50% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
46,000x
TIER SETTINGS
Raid Points: 30
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
5-Star Characters (REQUIRED)
Level 70
Gear Lvl VII
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (60% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
42,000x
TIER SETTINGS
Raid Points: 15
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
4-Star Characters (REQUIRED)
Level 60
Gear Lvl VI
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (70% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
38,000x
TIER SETTINGS
Raid Points: 10
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
3-Star Characters (REQUIRED)
Level 50
Gear Lvl V
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (80% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
34,000x
TIER SETTINGS
Raid Points: 5
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
2-Star Characters (REQUIRED)
Level 40
Gear Lvl IV
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (90% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Activation Cost:
30,000x
TIER SETTINGS
Raid Points: 1
Roster Refresh: Daily
Daily Attempts: 5
Mystery Crate Contents:
Gear
Salvage
Prototype Salvage
INTENDED FOR
1-Star Characters
Level 30
Gear Lvl III
All of your Characters gain the following ability within the Raid:
Escape
This unit attempts to escape from the battle (100% chance), allowing it to be used in a future attempt.
If successful, saves this character's current Health, Turn Meter, and Ability Cooldowns for a future attempt.
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Mighty Thrust
Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded.
Rally the Guards
Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins.
Bestial Roar
All allies gain 30% Turn Meter and Offense Up for 3 turns, and other allies recover 30% of their Max Health.
Kill Order
Deathmark target enemy for 5 turns. This effect can't be Resisted. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.)
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe I
As long as this unit isn't Toppled, it gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Heavy Chop
Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns.
Head Splitter
Deal Physical damage to target enemy and inflict Buff Immunity and Ability Block for 2 turns.
Impede
Gamorrean Brute Taunts, gains Defense Up for 2 turns, and gains 70% Turn Meter.
Hack and Slash
Deal Physical damage to target enemy and inflict two Damage Over Time effects for 3 turns.
Muscle In
Gamorrean Guard Taunts and gains Retribution for 2 turns.
Punch Through
Deal Physical damage to target enemy and Expose them for 2 turns.
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Monstrous Endurance
The Rancor has +50% Armor as long as it isn't suffering any negative status effects.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Devour
Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins.
Debilitating Wounds
The Rancor takes 50% less damage from enemies suffering a negative status effect.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.
Lockdown
When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn and granting attacking units a Morale bonus:
Morale I: All attacking units gain 100% Critical Chance.
Morale II: If the Rancor has 50% Health or less in its current phase, all attacking units gain 25% Speed.
Morale III: All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.
Morale bonuses are lost when the Rancor is no longer Toppled. After being disabled, this device is temporarily inactive.
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Crushing Claw
Deal Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets.
Rancor Slam
Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets.
Bellow
The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect.
Rancor Rage
The Rancor may no longer use Devour, but it has +25% Speed and its ability cooldowns recover 100% faster.
Pit Fighter
This unit has +50% Tenacity while it isn't Toppled.
Fearsome Foe II
As long as this unit isn't Toppled, it has +1 Bonus Action and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Shock, Ability Block, Daze, Stagger, Health Down, Cooldown increase, and massive damage effects.
Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter.