• The Sith Triumvirate

    Defeat the Ancient Sith Lords

  • Hidden away on Malachor V lies the Trayus Academy, ancient training ground of the Sith. There, three fearsome Sith Lords formed an alliance to train a new generation of Sith and crush the Jedi Order once and for all. To venture into the depths and face the Sith Triumvirate is to face certain doom.

    Earn Rare Gear and Darth Traya Shards!

    Activation Cost: 110,000x

    TIER SETTINGS
    Time Limit: 2d

    Raid Points: 450
    Roster Refresh: Never
    Daily Attempts: Unlimited
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    -Mods: MK V-D through MK V-A

    Exclusive HEROIC Rewards:
    INTENDED FOR
    7-Star Characters (REQUIRED)
    Level 85
    Gear Lvl XII
    Mk V Mods
    Many Zeta Abilities
    Guild Size 50
    Darth Traya Shards
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe 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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe 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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe 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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe 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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 95,000x

    TIER SETTINGS
    Raid Points: 115
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    6-Star Characters
    Level 85
    Gear Lvl XI
    Mk IV - Mk V Mods
    Some Zeta Abilities
    Guild Size >45
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 82,000x

    TIER SETTINGS
    Raid Points: 75
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    5-Star Characters
    Level 80
    Gear Lvl X
    Mk II - Mk III Mods
    Omega Abilities
    Guild Size >40
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 74,000x

    TIER SETTINGS
    Raid Points: 40
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    4-Star Characters
    Level 70
    Gear Lvl VIII
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 66,000x

    TIER SETTINGS
    Raid Points: 25
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    3-Star Characters
    Level 60
    Gear Lvl VII
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 58,000x

    TIER SETTINGS
    Raid Points: 15
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    2-Star Characters
    Level 50
    Gear Lvl VI
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    Activation Cost: 50,000x

    TIER SETTINGS
    Raid Points: 5
    Roster Refresh: Daily
    Daily Attempts: 5
    Raid Bonuses: Sith, Nightsisters, Bounty Hunters, Grandmaster Yoda, Commander Luke Skywalker, Rey (Jedi Training), and Jedi Knight Anakin

    Mystery Crate Contents:

    -Raid Exclusive Gear
    -Raid Exclusive Salvage
    INTENDED FOR
    1-Star Characters
    Level 40
    Gear Lvl V
    Raid Bonuses:
    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.
    Capture or Kill
    Whenever any enemy unit is defeated, all Bounty Hunters gain +20% Critical Damage (stacking) until the end of encounter.
    Dark Side Rivalry
    Sith and Nightsisters have +25% Offense.
    Galactic Hero
    Commander Luke Skywalker, Rey (Jedi Training), Grandmaster Yoda, and Jedi Knight Anakin have +30% Potency and Tenacity.

    PHASE I
    At the doors to the Trayus Academy, the Lord of Hunger makes an appearance. The Sith Lord Nihilus has come to drain the force of those who wish to enter the Academy. Defeat Nihilus here to find the Core.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

    PHASE II
    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:
    Soothe
    Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.

    PHASE III
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Stand Alone
    Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

    Tanks: +100% Tenacity

    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.
    Darth Traya
    Deceptive Strike
    Deal Special damage to target enemy and 25% of that damage to all other enemies.
    Isolate
    Deal Special damage to target enemy and Isolate them until they are defeated or Traya Isolates a different enemy (can't be Evaded or Resisted).

    Isolated: Can't be Revived; can't attack or gain positive effects out of turn; allies can't attack or gain positive effects during this unit's turn.
    Saber Storm
    Traya commands each active Lightsaber attacks, dealing Physical damage to target enemy up to three times. If the target has any buffs, each hit also deals damage equal to 5% of the target's Max Health.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Lightsaber
    Controlling Strike
    Deal Physical damage to target enemy. If this unit has Foresight, dispel all buffs and inflict Ability block for 1 turn. If this unit has Retribution, Daze them for 2 turns. Otherwise, Stagger them for 2 turns.
    Dancing Saber
    This unit has +50% Critical Damage and immunity to debuffs. In addition, at the end of Traya's turn, this unit loses all buffs and gains either Foresight, Retribution, or Advantage for 2 turns.

    PHASE IV
    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.
    Using any ability damages all allies. This damage increases each time it is triggered, resetting when any ally uses Stand Alone. This damage can't defeat allies.
    Phase Ability:
    Unbreakable Will
    Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating [309AF5]Menacing enemies.

    Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn.
    Soothe All (Granted to Healers and Supports)
    Remove all stacks of Cycle of Pain and Cycle of Suffering from all allies and all stacks of Bonds of Weakness from Traya.
    Stand Together (Granted to Attackers and Tanks)
    Remove Isolated from target ally.
    Darth Traya
    Saber Storm
    Deal 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.
    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.
    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, target ally gains Protection Up for 2 turns equal to the damage dealt, gains Turn Meter equal to the Turn Meter removed, and decreases their cooldowns by 1.
    Gaze Into the Abyss
    Whenever an enemy gains Foresight, Traya also gains Foresight. Additionally, at the beginning of Traya's turn, she dispels Foresight from all enemies, with a 50% chance to also Stun any enemies dispelled this way for 1 turn.
    Lord of Betrayal
    Whenever an enemy uses an ability, Traya gains one stack of Bonds of Weakness, then deals Special damage to all enemies based on the stack count (this damage can't defeat enemies). In addition, Traya gains 10% Offense, Defense, and Tenacity whenever an ally is defeated.
    Patience Has Its Limits
    Traya is immune to Tenacity Down. In addition, whenever Traya takes damage, she gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Traya's turn.
    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.
    Darth Sion
    Dark Rage
    Deal Physical damage to target enemy with a 25% chance to inflict 1 stack of Cycle of Pain.
    Torment
    Deal Physical damage to all enemies, remove 2% Turn Meter per stack of Cycle of Pain, then remove another 15% Turn Meter per stack of Cycle of Suffering.
    Menacing Presence
    Sion Taunts for 2 turns. Whenever an enemy damages Sion while he's Taunting, they have a 25% chance to gain 1 stack of Cycle of Pain.
    Held by Hatred
    Grant all allies Offense Up for 2 turns, then summon reinforcements. After using this ability, Sion will deal 50% more damage with his next attack.
    Lord of Pain
    At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks). Cycle of Pain becomes Cycle of Suffering at maximum stacks.

    (Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe)
    (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).
    Impervious Foe
    Whenever Sion takes damage, he gains 50% Tenacity (stacking) until the end of his next turn. In addition, he has +100% Defense and is immune to Turn Meter removal effects, Tenacity Down, and Defense debuffs.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Darth Nihilus
    Ceaseless Craving
    Deal Special damage to target enemy and dispel all buffs on them. Nihilus gains all buffs dispelled this way for 2 turns. If any buffs were dispelled, reduce the cooldown of Drain Force and Annihilate by 1. This ability ignores Protection. (Nihilus can't gain certain buffs related to Health, Protection, or Healing.)
    Drain Force
    Deal Special damage to all enemies. For each debuffed enemy struck, their cooldowns are increased by 1 and Annihilate's cooldown is decreased by 1. This ability ignores Protection and deals bonus damage equal to 30% of each target's Maximum Health.
    Annihilate
    Instantly defeat target enemy. The defeated target can't be Revived. If successful, Nihilus gains Offense, Defense, and Speed equal to 30% of the target's stats. This ability can't be Evaded and starts on cooldown.
    Feed the Void
    Each allied minion takes damage equal to 5% of Nihilus' Max Protection. For each ally damaged this way, Nihilus recovers twice that much Protection and reduces the cooldown of Annihilate by 1. Then, Nihilus summons up to 2 minions to the battle. This ability starts on cooldown.
    Lord of Hunger
    At the start of his turn, Nihilus recovers 3% Protection for each buffed enemy.

    In addition, whenever an enemy damages Nihilus with a Basic ability, he inflicts Defense Down on them for 1 turn. If they already have Defense Down, they lose 25% Protection and Nihilus gains that much Max Protection (these effects can't be Resisted).
    The Darkness In Which All Life Dies
    Nihilus is immune to Tenacity Down. In addition, whenever Nihilus takes damage, he gains 30 Speed and 50% Tenacity (stacking). These effects expire at the end of Nihilus' next turn.
    Fearsome Foe II
    As long as this unit isn't Toppled, it has +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.
    Sith Assassin
    Exploit Weakness
    Deal Physical damage to target enemy, inflict Evasion Down for 2 turns, and gain Offense Up for 2 turns. If the target was already debuffed, gain Stealth for 2 turns. If Sith Assassin already had Stealth, ignore the target's Protection.
    Dark Shroud
    Dispel all debuffs from Sith Assassin and gain Stealth and Foresight for 2 turns. If she already had Stealth, gain Speed Up and Tenacity Up for 2 turns. Sith allies gain 12% Turn Meter for each buff on her.
    Electrocute
    Deal Physical damage to target enemy, Stun them for 1 turn, and Shock them for 2 turns. If Sith Assassin already had Stealth, dispel all buffs from Sith Assassin, deal 5% more damage for each effect dispelled and each living Sith ally, and ignore the target's Protection.
    Sith Marauder
    Unfocused Rage
    Deal Physical damage to target enemy and gain Offense Up for 2 turns. If Sith Marauder is under 50% Health, also gain 50% Turn Meter. If Sith Marauder already has Offense Up, grant Offense Up to all allied Sith attackers.
    There is Only Passion
    Deal Physical damage to target enemy and inflict Daze. If the target had full Health, also deal damage equal to 10% of the target's Max Health.
    Peace is a Lie
    Sith Marauder reduces target enemy’s Health by 10% of the damage dealt with all of his attacks.

 
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