UNIT NAME: Admiral Trench
ALIGNMENT: Dark Side
CATEGORIES: Support, Separatist
Key Attributes:
- Separatist leader who has direct synergy with Nute Gunray’s Extortion ability and Wat Tambor’s Tech abilities
- Manipulates the flow of battle with an array of helpful buffs for his allies and debilitating debuffs for his foes
- Works best alongside non-Droid and non-Geonosian Separatist allies, but still has synergy for all Separatist characters
Inspiration:
- Admiral Trench is a Separatist admiral known for his ruthlessness and strategic prowess in the heat of battle. In Clone Wars we see him out maneuver Galactic Republic forces and control the flow of battle through his decisions and confident command of his flagship. We wanted to capture these aspects of Trench throughout his kit, not just with ability names but also in the way he controls his foes through Buffs and Debuffs
- Trench had strong ties with other Separatist leaders as demonstrated in the show, particularly Wat Tambor, and that is reflected throughout his kit
Strategy Tips:
- Jango Fett greatly benefits from having the Baktoid Shield Generator tech while under an Admiral Trench led team. Opening with this can give your team the starting advantage
- Because the team will gain a great deal of Speed based on Extortion from Nute Gunray and Tech from Wat Tambor, both of those characters can benefit from higher Speed values to set yourself up for success
FAQ:
What is “Tech”? Does this refer to the character?
Trench’s callouts to “Tech” are not related to the Bad Batch character. They are referencing the Tech that is handed out by Wat Tambor: Chiewab Medpac, Baktoid Shield Generator, and BlasTech Weapon Mod
Is this the first Omicron on a basic ability?
Indeed!
How do I unlock Trench?
He is the latest Conquest character
Have a question about Admiral Trench’s Kit? Fill out this form here:
CLICK HERE
Question Deadline: 01/17/2023, 11:59 PM PT
ABILITIES:BASIC: Unfinished Business (Omicron) Final Text: 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.
While in Territory Wars: During Trench's turn: Inflict Ability Block on target enemy for 1 turn which can't be dispelled or resisted and reduce their Critical Damage by 20% (stacking) until the end of the encounter. If target enemy was already debuffed, remove 50% Turn Meter from them. Non-Droid Separatist allies recover 30% Health and Protection.
SPECIAL 1: Net Positive (Zeta) (Cooldown: 3) Final Text: Dispel buffs, deal Special damage to target enemy, inflict Stagger for 2 turns and call all other non-Droid Separatist allies to assist.
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.
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
Leader: Feared Tactician (Zeta, Omicron) Final Text: 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.
- 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.
- 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.
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While in Territory Wars: Non-Droid Separatist allies have +50% Mastery, and +75% Max Health and Max Protection. Separatist allies with Tech can't have their turn meter reduced. Enemies with Extortion will be critically hit if able.
- Whenever an enemy dispels a debuff, Separatist allies gain 10% Turn Meter (limit once per turn). The first time each enemy is reduced below 100% Health (excluding summons), Separatist allies gain 20% Offense (stacking) and +5 Speed (stacking) until the end of the battle.
UNIQUE 1: I Smell Fear, and It Smells Good (Zeta, Omicron) Final Text: At the start of battle, Admiral Trench loses 50% Max Health and gains that much Max Protection. While Trench is active, Separatist allies have +50% Potency. At the start of his turn, he gains a Protection Over Time (10%) for 2 turns. While Trench has Protection Up, he is immune to Buff Immunity and Healing Immunity.
The first time each enemy loses all Protection, at the end of that turn they are Feared for 1 turn which can't be dispelled, evaded, or resisted.
Whenever another non-Droid Separatist ally is damaged by an attack, defeated, or evades, Trench has a 50% chance to gain 100% Turn Meter (limit once per turn). Whenever an enemy dispels Protection Up from Trench, they are inflicted with Shock for 2 turns which can't be evaded or resisted.
While in Territory Wars: Whenever an enemy resists a debuff from a Separatist ally, they lose 10% Tenacity (stacking) and 10% Critical Damage (stacking) for 3 turns. The first time Trench's Health is reduced below 75%, he recovers 100% Health and gains Foresight, Protection Up (50%), and Tenacity Up for 2 turns. While a Separatist ally has a Heal Over Time, Health recovery on them is increased by 15%. While a Separatist ally has a Protection Over Time, Protection recovery on them is increased by 15%.
Allies with Tactical Supremacy have +25 Speed.
New Effects Tactical Supremacy
+30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health and gain Foresight and Advantage for 2 turns
Relic: Swagger Stick
Replies
Sorry about that, I think I got them all? Lemme know
Most certain that is 10%
It is like a combination of both Jango and Nute lead, Nute lead gave 15% speed for each enemy with extorsion, I assume they intention is to simulate that speed gain on Nute lead
Use Dooku's second special, it took me a minute to figure that one out. Edit - made before previous comment was edited
Galactic Republic can field JMK, 501st, QGJ and BB. A third Sep team doesn't seem out of place.
Watch Clone Wars
Also, lifter unit for JML? I mean, I really do not get the people who says he is bad. Guy hits like a truck (literally 100K per turn on R9), what else do you want? lol
Damage immunity on Jango from the get go makes him a strong contender for the tank spot. But I guess we’ll see /shrug
The problem is that you still need to get a turn with Dooku to get that strat going. It will be a little easier with the +10% speed boost from the first Wat Tech, but still he could be outrun by many teams.
Incoming Separatist GL?
A quick Google search told me as much, I’ve seen a couple episodes but didn’t love it. I know where he is from, I’m just disappointed. I never said GL Luke was bad, but a lifter unit would be a lot more fun. Or someone like Cal Kestis. Another separatist is just boring.
We need Trench's cap ship to beat some of these DS fleet battles. As always, the present the problem and then dangle the solution out of your reach. It is the nature of these games.
One of the nice things (for me) is that Trench would allow you to assemble a nice squad out of what are currently leftover pieces, but leftovers that are all high-relic b/c they've been required for GLs or cap ships. By taking just Trench to r7, I automatically have a strong squad for DS/Neutral RotE TB all the way through p3.
The downside, of course, is that now we need a lifter unit for SEE other than Wat. I hope that gets released very soon.
We needed Trench 2 years ago to be Cap Ship of Providence instead of the Mal that we got.
GG could have been a pilot for that fighter ship of his.
Would have been a better set up IMO.
I do like that we have a 16th Sep now so that you can give Assaj back to NS & still have a group.
But your not wrong when you say Dooku, Wat, & Jango really had other homes, so it just came down to Nute moving over to GG & then having a homeless DDK to fill in somewhere.
I'm curious to see what this will do to GG teams going back to 5 droids for certain counters & also how things like See will work w/o Wat.
\s
Light Side still vastly outnumbers Dark Side, 133-108 (I believe).
We could get zero more light side characters and two more dark side characters every month for the rest of the year and LS would still have more.
Final Text: 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."
Specifically called out how the TM boost won't effect separatist GLs
Good character
Maybe eventually. But it might be written and programmed this way just in case. Probably easier than changing it afterwards.
Conquest though. How many Shards would I be able to get on Normal?
I think Malevolence also has Droid synergy, though I might be misremembering that.
As far as I've seen so far, no Conquest character has had a ship. Where would his flagship even come from? Conquest again?
None, at first. They get rotated to normal later. This last conquest had Ben Solo shards there.
EDIT: I'm thinking of the bonus rewards track. I'm not sure about the end crate. You can find the info for that with a little searching though.