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Darkseid
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Zetas
4
Level 9
1
Level 6-8
17
Level 3-5
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All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
7.99%
Offense
14.7%
Critical Chance
41.73%
Health
Level 3
- Light Side
Whenever Light Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Level 6
- Resistance
Whenever a Resistance ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
Level 9
- Rey
The first time Rey is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
Lvl 9
Escalating Conflict
28.09%
Health Steal
17.76%
Offense
22.65%
Accuracy
9.17%
Health
17.93%
Protection
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Level 6
- Separatist
Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Level 9
- Count Dooku
Whenever Count Dooku gains Stealth, they recover 100% Protection.
Lvl 9
Together. As One.
14%
Critical Damage
40.72%
Armor Penetration
2.24%
Offense
44.38%
Accuracy
24.43%
Critical Avoidance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- Inquisitorius
Whenever Inquisitorius allies start their turn with fewer than 2 buffs, all other allies gain 15% Turn Meter.
Level 9
- Third Sister
Whenever any character is defeated, Third Sister gains Hatred for the rest of the battle or until she is defeated. While Third Sister has Hatred, she also has +100% counter chance and +50% Critical Damage.
At the start of Third Sister's turn, all Inquisitorius allies with Taunt dispel all debuffs on themselves, recover 20% Max Health and Max Protection, and gain 20 speed for 2 turns.
Lvl 9
Together. As One.
6.62%
Critical Damage
43.05%
Accuracy
19.51%
Critical Chance
14.23%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Level 6
- Galactic Republic
Whenever Galactic Republic allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Level 9
- Tech
Whenever Tech uses an ability, they deal more damage (max 100%) equal to half their Potency percentage. This effect will only trigger if Tech has more than 0% Potency.
Lvl 6
Escalating Conflict
7.27%
Offense
6.09%
Critical Chance
7.77%
Health
8.66%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Lvl 5
Together. As One.
10.33%
Critical Damage
47.87%
Armor Penetration
4.6%
Offense
15.44%
Accuracy
Level 3
- Dark Side
Whenever Dark Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
Lvl 3
Escalating Conflict
3.48%
Offense
3.53%
Critical Chance
Level 3
- Dark Side
The first time each Dark Side ally is defeated, remaining Dark Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 3
Escalating Conflict
10.97%
Health Steal
1.36%
Critical Chance
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
3.51%
Offense
8.81%
Protection
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 3
Escalating Conflict
13.03%
Health Steal
8.88%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
6.15%
Accuracy
6.68%
Health
Level 3
- Dark Side
Whenever Dark Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Lvl 3
Escalating Conflict
4.62%
Offense
5.57%
Protection
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 3
Escalating Conflict
9.38%
Accuracy
8.05%
Protection
Level 3
- Light Side
Whenever Light Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Lvl 3
Escalating Conflict
9.33%
Accuracy
7.33%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
3.96%
Offense
7.57%
Protection
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 3
Escalating Conflict
2.4%
Offense
4.98%
Critical Chance
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Together. As One.
43.01%
Armor Penetration
7.58%
Accuracy
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 3
Together. As One.
8.57%
Critical Damage
9.2%
Accuracy
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Lvl 3
Together. As One.
7.1%
Critical Damage
2.13%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 3
Together. As One.
6.69%
Critical Damage
2.82%
Offense
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Lvl 3
Together. As One.
8.01%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 3
Together. As One.
48.52%
Armor Penetration
1.47%
Offense
Level 3
- Light Side
Whenever Light Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.