Dispel Stealth from all non-Rebel enemies. Each enemy that lost Stealth this way is inflicted with Marked for 2 turns, which can't be dispelled, evaded, or resisted. Rebel allies with full Health gain Critical Damage Up for 2 turns. Rebel allies recover 25% Health and gain bonuses based on their role:
- Attackers: Gain Offense Up for 2 turns - Crewless Tanks: Gain Taunt for 2 turns and 4 stacks of Reinforced Hull
Dispel Advantage and Stealth from all non-Rebel enemies. Each enemy that lost Advantage this way is inflicted with Vulnerable for 2 turns. Each enemy that lost Stealth this way is inflicted with Marked for 2 turns. These debuffs can't be dispelled, evaded, or resisted. Rebel allies with full Health gain Critical Damage Up for 2 turns. Rebel allies recover 25% Health and gain bonuses based on their role:
- Attackers: Gain Offense Up for 2 turns - Crewless Tanks: Gain Taunt for 2 turns and 4 stacks of Reinforced Hull
Dispel Advantage and Stealth from all non-Rebel enemies. Each enemy that lost Advantage this way is inflicted with Vulnerable for 2 turns. Each enemy that lost Stealth this way is inflicted with Marked for 2 turns. These debuffs can't be dispelled, evaded, or resisted. Rebel allies with full Health gain Critical Damage Up for 2 turns. Rebel allies recover 25% Health and gain bonuses based on their role:
- Attackers: Gain Offense Up for 2 turns - Healers/Supports: Gain Stealth for 2 turns - Crewless Tanks: Gain Taunt for 2 turns and 4 stacks of Reinforced Hull
Dispel Advantage, Stealth, and Tenacity Up from all non-Rebel enemies. Each enemy that lost Advantage this way is inflicted with Vulnerable for 2 turns. Each enemy that lost Stealth this way is inflicted with Marked for 2 turns. Each enemy that lost Tenacity Up this way is inflicted with Tenacity Down for 2 turns. These debuffs can't be dispelled, evaded, or resisted. Rebel allies with full Health gain Critical Damage Up for 2 turns. Rebel allies recover 25% Health and gain bonuses based on their role:
- Attackers: Gain Offense Up for 2 turns - Healers/Supports: Gain Stealth for 2 turns - Crewless Tanks: Gain Taunt for 2 turns and 4 stacks of Reinforced Hull