Ship 2.0 Reinforcement Abilities List

CG_SBCrumb
381 posts EA Community Manager
edited May 2018
Ships 2.0 is here! You can find out more about the ships changes in our post from @CG_TopHat
Check out the list below for each ship's new reinforcement ability!

Ahsoka Tano's Jedi Starfighter: Cunning Maneuver
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Level 1: Enter Battle: Dispel all buffs on target enemy.
Level 2: Enter Battle: Dispel all buffs on target enemy and gain 5% Max Health for each buff dispelled.
Level 3: Enter Battle: Dispel all buffs on target enemy and gain 20% Max Health for each buff dispelled.
Biggs Darklighter's X-wing: Engine Tuning
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Level 1: Enter Battle: Biggs Darklighter's X-wing gains Protection Up (15%) for 2 turns.
Level 2: Enter Battle: Biggs Darklighter's X-wing gains Protection Up (30%) for 2 turns.
Level 3: Enter Battle: Biggs Darklighter's X-wing gains Protection Up (30%) for 2 turns. Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted.
Bistan's U-wing: Quad Thrusters
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Level 1: Enter Battle: Bistan's U-wing gains Stealth for 2 turns.
Level 2: Enter Battle: Bistan's U-wing gains Stealth for 3 turns.
Level 3: Enter Battle: Bistan's U-wing gains Stealth for 3 turns and calls a random ally to Assist.
Cassian's U-wing: Rebel Recon
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Level 1: Enter Battle: Dispel all buffs on target enemy.
Level 2: Enter Battle: Dispel all buffs on target enemy and inflict Offense Down and Defense Down on them for 2 turns, which can't be Evaded or Resisted.
Level 3: Enter Battle: Dispel all buffs on all enemies. Inflict Offense Down and Defense Down on target enemy for 2 turns, which can't be Evaded or Resisted.
Clone Sergeant's ARC-170: Structural Enhancement
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Level 1: Enter Battle: Clone Sergeant's ARC-170 Taunts while he has Protection.
Level 2: Enter Battle: Clone Sergeant's ARC-170 gains Protection Up (15%), and Taunts while he has Protection.
Level 3: Enter Battle: Clone Sergeant's ARC-170 gains Protection Up (40%), and Taunts while he has Protection.
First Order SF TIE Fighter: Superior Precision
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Level 1: All allies gain 20% Potency, doubled for First Order allies.
Level 2: All allies gain 40% Potency, doubled for First Order allies.
Level 3: Enter Battle: All allies gain 40% Potency, doubled for First Order allies. All active enemies have -20% Tenacity, doubled against Resistance enemies.
First Order TIE Fighter: Raid Communication Protocol
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Level 1: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted.
Level 2: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted. All allies gain 5% Turn Meter.
Level 3: Enter Battle: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted. All allies gain 15% Turn Meter.
Gauntlet Starfighter: Viceroy of Mandalore
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Level 1: Enter Battle: All allies recover 10% Protection.
Level 2: Enter Battle: All allies recover 20% Protection.
Level 3: Enter Battle: All allies recover 30% Protection and Empire allies gain 30% Max Protection.
Geonosian Soldier's Starfighter: Repulsor Array - Guidance
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Level 1: Enter Battle: Geonosian Soldier's Starfighter gains Offense Up for 2 turns.
Level 2: Enter Battle: Geonosian Soldier's Starfighter gains Offense Up for 2 turns and gains an additional +10% Offense on his next attack.
Level 3: Enter Battle: Geonosian Soldier';s Starfighter gains Offense Up for 2 turns and gains an additional +30% Offense on his next attack.
Geonosian Spy's Starfighter: Repulsor Array - Ruse
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Level 1: Enter Battle: Grant target enemy Taunt for 1 turn, which can't be Resisted.
Level 2: Enter Battle: Grant target enemy Taunt for 2 turns, which can't be Resisted.
Level 3: Enter Battle: Grant Taunt to target enemy and another random enemy without Taunt for 2 turns, which can't be Resisted.
Ghost: Reconnaissance
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Level 1: Enter Battle: Inflict Critical Chance Down on all enemies for 1 turn.
Level 2: Enter Battle: Inflict Critical Chance Down on all enemies for 2 turns.
Level 3: Enter Battle: Inflict Critical Chance Down on all enemies for 2 turns and inflict Target Lock on enemies who suffer from Ghost's Critical Chance Down, which can't be Evaded or Resisted.
Imperial TIE Fighter: Twin Ion Engine
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Level 1: Enter Battle: Remove 20% Turn Meter from target enemy, which can't be Evaded or Resisted.
Level 2: Enter Battle: Remove 30% Turn Meter from target enemy, which can't be Evaded or Resisted.
Level 3: Enter Battle: Remove 50% Turn Meter from target enemy, which can't be Evaded or Resisted.
Jedi Consular's Starfighter: Guardian of the Republic
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Level 1: Enter Battle: All allies recover 10% Protection.
Level 2: Enter Battle: All allies recover 20% Protection.
Level 3: Enter Battle: All allies recover 40% Protection.
Kylo Ren's Command Shuttle: Enforcer of the First Order
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Level 1: Enter Battle: Kylo Ren's Command Shuttle removes 10% Turn Meter from enemy ships when they are called in as Reinforcements.
Level 2: Enter Battle: Kylo Ren's Command Shuttle removes 20% Turn Meter from enemy ships when they are called in as Reinforcements.
Level 3: Enter Battle: Kylo Ren's Command Shuttle removes 20% Turn Meter from enemy ships when they are called in as Reinforcements. Kylo Ren's Command Shuttle gains 20% Turn Meter when an enemy reinforces, other First Order allies gain half of that amount.
Millennium Falcon (Ep VII): Thrust Accelerator
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Level 1: Enter Battle: Millennium Falcon (Ep VII) gains 1 stack of Thrust Reversal.
Level 2: Enter Battle: Millennium Falcon (Ep VII) gains 2 stacks of Thrust Reversal.
Level 3: Enter Battle: Millennium Falcon (Ep VII) gains 3 stacks of Thrust Reversal.
Phantom II: Covert Strike
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Level 1: Enter Battle: Phantom II gains Stealth for 2 turns.
Level 2: Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns.
Level 3: Enter Battle: Phantom II gains Stealth, Advantage, and Offense Up for 2 turns, and reduces the cooldown of Call Reinforcement on the allied Capital Ship by 1.
Plo Koon's Jedi Starfighter: Commander of the 104th Battalion
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Level 1: Enter Battle: All allies recover 20% Health and 20% Protection.
Level 2: Enter Battle: All allies recover 40% Health and 40% Protection.
Level 3: Enter Battle: Dispel all debuffs from all allies and they recover 40% Health and 40% Protection.
Poe Dameron's X-wing: Dramatic Entrance
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Level 1: Enter Battle: Poe Dameron's X-wing gains Dramatic Entrance for 2 turns, which can't be prevented or Dispelled.
Dramatic Entrance: +15% Offense. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active
Level 2: Enter Battle: Poe Dameron's X-wing gains Dramatic Entrance for 2 turns, which can't be prevented or Dispelled.
Dramatic Entrance: +25% Offense. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active
Level 3: Enter Battle: Poe Dameron's X-wing gains Dramatic Entrance for 2 turns, which can't be prevented or Dispelled.
Dramatic Entrance: +25% Offense, and deal bonus damage equal to 10% of the target's Max Health. Gain 20% Turn Meter and regain Dramatic Entrance for 2 turns after defeating an enemy while this buff is active
Resistance X-wing: Squad Formation
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Level 1: Enter Battle: Resistance X-wing has a 20% chance to Assist, dealing 50% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.
Level 2: Enter Battle: Resistance X-wing has a 40% chance to Assist, dealing 50% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.
Level 3: Enter Battle: Resistance X-wing has a 40% chance to Assist, dealing 30% less damage, whenever an ally uses a basic attack during their turn. This chance is doubled for Resistance allies.
Rex's ARC-170: No Man Left Behind
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Level 1: Enter Battle: Grant allies a buff for 2 turns, based on their role:
  • Tank: Defense Up
Level 2: Enter Battle: Grant allies a buff for 2 turns, based on their role:
  • Tank: Defense Up
  • Support: Health Up (20%)
Level 3: Enter Battle: Grant allies a buff for 2 turns, based on their role:
  • Tank: Defense Up
  • Support: Health Up (20%)
  • Attacker: Critical Chance Up

Scimitar: Drifting Shade
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Level 1: Enter Battle: Grant all allies +5% Critical Chance until Scimitar is defeated, doubled for Sith allies.
Level 2: Enter Battle: Grant all allies +10% Critical Chance until Scimitar is defeated, doubled for Sith allies.
Level 3: Enter Battle: Grant all allies +25% Critical Chance until Scimitar is defeated, doubled for Sith allies.
Slave I: All Out Offensive
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Level 1: Enter Battle: Slave I gains Taunt and Retribution for 2 turns. Then, inflict Ability Block on target enemy for 1 turn, which can't be Evaded or Resisted.
Level 2: Enter Battle: Slave I gains Taunt, Retribution, and Protection Up (10%) for 2 turns. Then, inflict Ability Block on target enemy for 1 turn, which can't be Evaded or Resisted.
Level 3: Enter Battle: Slave I gains Taunt, Retribution, and Protection Up (10%) for 2 turns, and Critical Hit Immunity for 3 turns. Then, inflict Ability Block on target enemy for 1 turn, which can't be Evaded or Resisted.
Sun Fac's Geonosian Starfighter: Repulsor Array - Control
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Level 1: Enter Battle: Stun target enemy for 1 turn, which can't be Evaded or Resisted.
Level 2: Enter Battle: Stun target enemy for 1 turn, which can't be Evaded or Resisted, and remove 5% Turn Meter from all other enemies.
Level 3: Enter Battle: Stun target enemy for 1 turn, which can't be Evaded or Resisted, and remove 15% Turn Meter from all other enemies.
TIE Advanced x1: Unnerving Presence
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Level 1: Enter Battle: Inflict 2 Damage Over Time effects on all enemies for 2 turns, which can't be Evaded.
Level 2: Enter Battle: Inflict 3 Damage Over Time effects on all enemies for 2 turns, which can't be Evaded.
Level 3: Enter Battle: Inflict 3 Damage Over Time effects and Offense Down on all enemies for 2 turns, which cant be Evaded.
TIE Reaper: Defensive Formation
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Level 1: Enter Battle: Remove 10% Turn Meter from all Enemies.
Level 2: Enter Battle: Remove 10% Turn Meter from all Enemies. Inflict Defense Down to all enemies for 2 turns.
Level 3: Enter Battle: Remove 10% Turn Meter from all Enemies. Inflict Defense Down to all enemies for 2 turns. All allies gain 10% turn meter
TIE Silencer: Afterburner
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Level 1: Enter Battle: The TIE silencer gains +15% Offense.
Level 2: Enter Battle: The TIE silencer gains +25% Offense.
Level 3: Enter Battle: The TIE silencer gains +25% Offense and the Afterburner buff, which can';t be prevented or Dispelled.
Afterburner: When the TIE silencer attacks with Advantage, reduce its cooldowns by 1. When a First Order ally takes damage, the TIE silencer has a 50% chance to gain Advantage for 2 turns.
Umbaran Starfighter: Advanced Defense Systems
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Level 1: Enter Battle: Remove 15% Turn Meter from all enemies, which can't be Evaded, and grant all allies Defense Up for 2 turns.
Level 2: Enter Battle: Remove 25% Turn Meter from all enemies, which can't be Evaded, and grant all allies Defense Up for 2 turns.
Level 3: Enter Battle: Remove 25% Turn Meter from all enemies, which can't be Evaded, and grant all allies Defense Up for 2 turns. Then, inflict Target Lock on all enemies with 0% Turn Meter, which can't be Evaded or Resisted.
Wedge Antilles's X-wing: Exploiting Vulnerability
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Level 1: Enter Battle: Inflict Buff Immunity on target enemy for 2 turns, which can't be Resisted.
Level 2: Enter Battle: Inflict Buff Immunity on target enemy for 3 turns, which can't be Resisted.
Level 3: Enter Battle: Inflict Buff Immunity and Healing Immunity on target enemy for 3 turns, which can't be Resisted.
Post edited by CG_SBCrumb on
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