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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.