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Admiral Trench

Admiral Trench

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

Tags: Special
Factions: Separatist
Roles: SupportLeader

Abilities

Unfinished Business
BasicOmni

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
SpecialZeta

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
LeaderZetaOmni

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
UniqueZetaOmni

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

🌾Proving Grounds
🌾Legends Tokens Store

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