
Admiral Trench
A cunning Separatist admiral who supports his allies with potent buffs and ruins his foes with debilitating debuffs
Abilities

Unfinished Business
Deal Special damage to target enemy and Shock them for 2 turns. If the target was already Shocked, Stun them for 1 turn. During Trench's turn, allies with Tactical Supremacy gain a Heal Over Time and a Protection Over Time (10%) for 2 turns.
Cost to Max: ~186,200 credits, 45 Mk I, 58 Mk II, 74 Mk III, 20 Omega, 20 Omni

Net Positive
Dispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist.
Max Effects: Non-Droid Separatist allies gain Tactical Supremacy for 2 turns, which can't be copied. Trench gains Protection Up (40%) for 2 turns and other Separatist allies gain Protection Up (20%) for 2 turns.
Cost to Max: ~220,400 credits, 34 Mk I, 29 Mk II, 59 Mk III, 16 Omega, 20 Zeta

Feared Tactician
Separatist allies have +30% Max Health, Max Protection, and Potency and they have +10% Speed (excludes Galactic Legend allies) for each ally with Tech and each enemy with Extortion. While a Separatist ally has a Heal Over Time, they have +30% Counter Chance, and while they have a Protection Over Time, they have +30% Defense Penetration. While an enemy has Burning, they can't assist, counter attack, or gain bonus Turn Meter.
Max Effects: Whenever a Separatist ally inflicts a debuff on an enemy, they gain 20% Offense for 3 turns (stacking, limit once per turn). While a Separatist ally has a Tech, they have +100% Potency. When a non-Geonosian Separatist ally gains Baktoid Shield Generator Tech, they dispel Stealth from themselves and while they have Baktoid Shield Generator Tech, they are immune to Stealth and gain 100% Critical Avoidance and Defense.
Cost to Max: ~229,200 credits, 17 Mk I, 14 Mk II, 29 Mk III, 10 Omega, 20 Omni, 20 Zeta

I Smell Fear, and It Smells Good
At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.
Max Effects: Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn); whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted; while Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity
Cost to Max: ~271,900 credits, 20 Mk I, 16 Mk II, 40 Mk III, 13 Omega, 20 Zeta, 20 Omni
Special Mechanics
Tactical Supremacy
+30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn
Territory Wars:
Grand Arena:
Farming Locations
Teams Featuring Admiral Trench
Admiral Trench Lead
Leader: Admiral Trench
Members: Count Dooku, Magnaguard, B2 Super Battle Droid, Droideka
Relics: R7+
Mods: ALL
Anti-Taunt Heavy