At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +20% Potency.
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +30% Potency.
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +40% Potency.
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency.
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns.
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns.
The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
This effect will EXECUTE if
the context
#0
query returned CONTEXT_VALUE > 0
Recover ability cooldowns
for abilities in effected tags
by
1
Descriptive
cooldown_delayenemy_cooldown_delay
Effected Tags
character_special
Level 7
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.
The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.
Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
For
All
from
Ally Side
who are Alive
and is selftag_trench
Where an active effect
doesn't have tag
uniqueability_trench01_OPT_CE
This effect will EXECUTE if
the previous
effect successfully executed
Applies an Immunity effect to the target(s)
Effect is unresistable
Descriptive
uniqueability_trench01_OPT_CE
Effected Tags
derp
Effect expires on:
Round End
Level 8
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.
The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.
Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.
While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Critical Damage (stacking) and 10% Tenacity (stacking) for 3 turns. The first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns. While a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%. While a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%.
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End
Effect expires on:
1xFull Turn Complete, Pre Receive Damagephysical_damage, Pre Receive Damagespecial_damage, Pre Receive Damageunmitigable_damage, Pre Receive Damageeffect_expire_damage, Death, Encounter End