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	<id>https://swgoh.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darth+Triumvirate</id>
	<title>SWGoH Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://swgoh.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darth+Triumvirate"/>
	<link rel="alternate" type="text/html" href="https://swgoh.wiki/wiki/Special:Contributions/Darth_Triumvirate"/>
	<updated>2026-05-08T00:45:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://swgoh.wiki/index.php?title=Nightsister_Acolyte&amp;diff=7555</id>
		<title>Nightsister Acolyte</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Nightsister_Acolyte&amp;diff=7555"/>
		<updated>2019-01-02T07:53:39Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{#seo:&lt;br /&gt;
 |description=Nightsister Acolyte - Stealth attacker with some enemy debuffing and self healing ability.&lt;br /&gt;
 |og:image={{filepath:NIGHTSISTERACOLYTE.png}}&lt;br /&gt;
 }}&lt;br /&gt;
{{Infobox character &lt;br /&gt;
|name=Nightsister Acolyte &lt;br /&gt;
|image=NIGHTSISTERACOLYTE.png&lt;br /&gt;
|alignment=[[:Category:Dark Side|Dark Side]] &lt;br /&gt;
|categories=[[:Category:Nightsister|Nightsister]]&lt;br /&gt;
|power=18187&lt;br /&gt;
|role=[[:Category:Attacker|Attacker]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Stealth attacker with some enemy debuffing and self healing ability.&lt;br /&gt;
== Lore ==&lt;br /&gt;
General background, Race, home planet, affiliations (link to jedi, galactic republic etc). Nothing too detailed since it then takes away from game. &lt;br /&gt;
&lt;br /&gt;
=== Further Media Appearance ===&lt;br /&gt;
Where the character is found aside from GoH game. So which movies, which bigger video games etc (in some cases books/comics may be relevant)&lt;br /&gt;
&lt;br /&gt;
== Strengths ==&lt;br /&gt;
Nightsister Acolyte is best used in a cheese team with Nightsister zombie. Either under a zTalzin lead with Nightsisters, or under a Nute Gunray lead with other stealthing characters like Leia and Sith Assassin, this combo is stupidly cheesy, and was deadly in arena for a good while. Nightsister Acolyte has a 90% chance to gain Stealth for 2 turns on her basic, combining with zombie to make a nearly invincible shield. Even if you did have some AoE on your team, she also is able to heal 40% health whenever she scores a critical hit, so if you mod her for health and Crit Chance, and then stick your team on auto basic, you are very unlikely to lose. I remember using this strategy in the old days. It was both great fun and stupidly overpowered. While the zombie rework actually did nerf this strategy, it is still a workable team, and can be seen in arena, as well as the Nute team in phase 2 of the Sith raid, so your characters don't get countered or attacked, and you can basically do whatever you want.&lt;br /&gt;
&lt;br /&gt;
== Weaknesses ==&lt;br /&gt;
Both in terms of area of the game (i.e. bad in hstr due to relying on debuffs) and against specific teams (i.e. bad against foresight teams). Again link to write ups.&lt;br /&gt;
&lt;br /&gt;
== Farming Locations ==&lt;br /&gt;
Locations where this character is farmable&lt;br /&gt;
&lt;br /&gt;
== Playstyle ==&lt;br /&gt;
General notes about the playstyle the toon can be used in&lt;br /&gt;
&lt;br /&gt;
=== Zeta &amp;amp; Omega Abilities ===&lt;br /&gt;
Specify what the zetas and omegas are available and if/where it's recommended for i.e. zeta that changes toon like zFinn or whether just an additive zeta like K2 or someone&lt;br /&gt;
&lt;br /&gt;
=== Mod Recommendations ===&lt;br /&gt;
List mod recommendations for this character&lt;br /&gt;
&lt;br /&gt;
=== Synergy Teams ===&lt;br /&gt;
Most likely links to a new page containing information about synergies for this character&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Any interesting trivia or facts about a toon that might be of interest to people, was thinking of things like Mace and GMY having attacks named after their combat forms, or Plo having Clone and Jedi synergy etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Attacker]]&lt;br /&gt;
[[Category:Dark Side]]&lt;br /&gt;
&lt;br /&gt;
    [[Category:Nightsister]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Nightsister_Zombie&amp;diff=7554</id>
		<title>Nightsister Zombie</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Nightsister_Zombie&amp;diff=7554"/>
		<updated>2019-01-02T07:48:27Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Strengths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{#seo:&lt;br /&gt;
 |description=Nightsister Zombie - Vile Nightsister Tank who inflicts Tenacity Down and can't be stopped from reviving endlessly&lt;br /&gt;
 |og:image={{filepath:NIGHTSISTERZOMBIE.png}}&lt;br /&gt;
 }}&lt;br /&gt;
{{Infobox character &lt;br /&gt;
|name=Nightsister Zombie &lt;br /&gt;
|image=NIGHTSISTERZOMBIE.png&lt;br /&gt;
|alignment=[[:Category:Dark Side|Dark Side]] &lt;br /&gt;
|categories=[[:Category:Nightsister|Nightsister]]&lt;br /&gt;
|power=18972&lt;br /&gt;
|role=[[:Category:Tank|Tank]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vile Nightsister Tank who inflicts Tenacity Down and can't be stopped from reviving endlessly&lt;br /&gt;
== Lore ==&lt;br /&gt;
General background, Race, home planet, affiliations (link to jedi, galactic republic etc). Nothing too detailed since it then takes away from game. &lt;br /&gt;
&lt;br /&gt;
=== Further Media Appearance ===&lt;br /&gt;
Where the character is found aside from GoH game. So which movies, which bigger video games etc (in some cases books/comics may be relevant)&lt;br /&gt;
&lt;br /&gt;
== Strengths ==&lt;br /&gt;
Nightsister Zombie is the tank for the Nightsister faction, and is incredibly annoying to kill. She gains taunt at the end of each of her turns, and, with the omega on her unique, at the start of the encounter as well. If she is not killed a bunch, she gets very, very fast, which adds onto her already decent base speed, since her rework, she can revive other NS as well, allowing her to be tanky and still be able to clear Fracture and Isolate, instead of just dying, helping her get the bonus speed as well, and making her faster, and stay faster. Her single biggest ability though, is her ability to revive when any other NS allies are alive, which cannot be prevented. This means that you have to kill her last, and because of her, teams without AoE basically are incapable of beating Nightsisters.&lt;br /&gt;
&lt;br /&gt;
== Weaknesses ==&lt;br /&gt;
Both in terms of area of the game (i.e. bad in hstr due to relying on debuffs) and against specific teams (i.e. bad against foresight teams). Again link to write ups.&lt;br /&gt;
&lt;br /&gt;
== Farming Locations ==&lt;br /&gt;
Locations where this character is farmable&lt;br /&gt;
&lt;br /&gt;
== Playstyle ==&lt;br /&gt;
General notes about the playstyle the toon can be used in&lt;br /&gt;
&lt;br /&gt;
=== Zeta &amp;amp; Omega Abilities ===&lt;br /&gt;
Specify what the zetas and omegas are available and if/where it's recommended for i.e. zeta that changes toon like zFinn or whether just an additive zeta like K2 or someone&lt;br /&gt;
&lt;br /&gt;
=== Mod Recommendations ===&lt;br /&gt;
List mod recommendations for this character&lt;br /&gt;
&lt;br /&gt;
=== Synergy Teams ===&lt;br /&gt;
Most likely links to a new page containing information about synergies for this character&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Any interesting trivia or facts about a toon that might be of interest to people, was thinking of things like Mace and GMY having attacks named after their combat forms, or Plo having Clone and Jedi synergy etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Tank]]&lt;br /&gt;
[[Category:Dark Side]]&lt;br /&gt;
&lt;br /&gt;
    [[Category:Nightsister]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Target_Lock&amp;diff=7389</id>
		<title>Target Lock</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Target_Lock&amp;diff=7389"/>
		<updated>2018-12-31T23:58:13Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Target Lock&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Debuff|Debuff]]&lt;br /&gt;
}}&lt;br /&gt;
Allows ships and droids to apply extra detrimental effects&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Target Lock ==&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Target Lock ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Debuff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Valor&amp;diff=7255</id>
		<title>Valor</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Valor&amp;diff=7255"/>
		<updated>2018-12-30T19:59:03Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Ships that can inflict Valor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Valor&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Grant Endurance 20% TM and reduce its ultimate ability's cooldown by 1&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Valor ==&lt;br /&gt;
&lt;br /&gt;
== Ships that can give Valor ==&lt;br /&gt;
This buff is given by Endurance's special ability, and also by its reinforcement ability.&lt;br /&gt;
* [[Endurance]]&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Bonus_Protection&amp;diff=7254</id>
		<title>Bonus Protection</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Bonus_Protection&amp;diff=7254"/>
		<updated>2018-12-30T19:57:04Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Characters that can inflict Bonus Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Bonus Protection&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
As opposed to Protection Up, this gives bonus protection on top of normal protection that must be taken out first, however it is not a buff, and so cannot be dispelled, and will also not expire.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can gain Bonus Protection ==&lt;br /&gt;
This effect is fairly unique, and only Enfys Nest and Darth Traya have it at the moment.&lt;br /&gt;
* [[Enfys Nest]]&lt;br /&gt;
* [[Darth Traya]]&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Bonus Protection ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Damage_Immunity&amp;diff=7253</id>
		<title>Damage Immunity</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Damage_Immunity&amp;diff=7253"/>
		<updated>2018-12-30T19:56:18Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Characters that can inflict Damage Immunity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Damage Immunity&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Prevents all damage. &lt;br /&gt;
&lt;br /&gt;
Note: This effect does not prevent Annihilate.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can gain Damage Immunity ==&lt;br /&gt;
This is another unique buff, and currently can only be obtained by Jango Fett for 2 turns when his contract is completed.&lt;br /&gt;
* [[Jango Fett]]&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Damage Immunity ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Master_Plan&amp;diff=7252</id>
		<title>Master Plan</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Master_Plan&amp;diff=7252"/>
		<updated>2018-12-30T19:55:46Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Ships that can inflict Master Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Master Plan&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Grants 100% Turn meter and cooldown reset when special attack used&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Master Plan ==&lt;br /&gt;
&lt;br /&gt;
== Ships that can give Master Plan ==&lt;br /&gt;
This buff is given by the Ultimate ability of Home One.&lt;br /&gt;
* [[Home One]]&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Foresight&amp;diff=7251</id>
		<title>Foresight</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Foresight&amp;diff=7251"/>
		<updated>2018-12-30T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Ships that can gain Foresight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Foresight&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Foresight is a buff that causes the the next attack to be missed. It is associated with meta Resistance and Jedi characters.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Foresight is a wonderful buff that allows a character (generally) to evade an attack made against them. It is a non-unique buff, meaning that it isn’t entitled to one specific character. There are many different ways to apply Foresight to a character, almost all of them through a special ability or a characters unique ability.&lt;br /&gt;
&lt;br /&gt;
== Sources of Foresight ==&lt;br /&gt;
&lt;br /&gt;
=== Characters that can gain Foresight ===&lt;br /&gt;
* [[Ahsoka Tano (Fulcrum)]]&lt;br /&gt;
* [[Bastila Shan (Fallen)]]&lt;br /&gt;
* [[BB-8]]&lt;br /&gt;
* [[Embo]]&lt;br /&gt;
* [[First Order TIE Pilot]]&lt;br /&gt;
* [[General Kenobi]]&lt;br /&gt;
* [[Grand Master Yoda]]&lt;br /&gt;
* [[Hermit Yoda]]&lt;br /&gt;
* [[Jedi Knight Revan]]&lt;br /&gt;
* [[Kanan Jarrus]]&lt;br /&gt;
* [[Logray]]&lt;br /&gt;
* [[Nightsister Spirit]]&lt;br /&gt;
* [[Princess Leia]]&lt;br /&gt;
* [[Qui-Gon Jinn]]&lt;br /&gt;
* [[R2-D2]]&lt;br /&gt;
* [[Rebel Officer Leia Organa]]&lt;br /&gt;
* [[Resistance Pilot]]&lt;br /&gt;
* [[Rey (Jedi Training)]]&lt;br /&gt;
* [[Rey (Scavenger)]]&lt;br /&gt;
* [[Sith Assassin]]&lt;br /&gt;
* [[TIE Fighter Pilot]]&lt;br /&gt;
&lt;br /&gt;
=== Characters that can grant Foresight ===&lt;br /&gt;
* [[Amilyn Holdo]]&lt;br /&gt;
* [[Bastila Shan (Fallen)]]&lt;br /&gt;
* [[General Kenobi]]&lt;br /&gt;
* [[Grand Master Yoda]]&lt;br /&gt;
* [[Hermit Yoda]]&lt;br /&gt;
* [[Kanan Jarrus]]&lt;br /&gt;
* [[Logray]]&lt;br /&gt;
* [[Qui-Gon Jinn]]&lt;br /&gt;
* [[R2-D2]]&lt;br /&gt;
* [[Rebel Officer Leia Organa]]&lt;br /&gt;
* [[Rey (Jedi Training)]]&lt;br /&gt;
&lt;br /&gt;
== Ships that can gain Foresight ==&lt;br /&gt;
* [[TIE Silencer|Tie Silencer]]&lt;br /&gt;
* [[Imperial TIE Fighter|Tie Fighter]]&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Foresight&amp;diff=7250</id>
		<title>Foresight</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Foresight&amp;diff=7250"/>
		<updated>2018-12-30T19:52:40Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Ships that can inflict Foresight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Foresight&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Foresight is a buff that causes the the next attack to be missed. It is associated with meta Resistance and Jedi characters.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Foresight is a wonderful buff that allows a character (generally) to evade an attack made against them. It is a non-unique buff, meaning that it isn’t entitled to one specific character. There are many different ways to apply Foresight to a character, almost all of them through a special ability or a characters unique ability.&lt;br /&gt;
&lt;br /&gt;
== Sources of Foresight ==&lt;br /&gt;
&lt;br /&gt;
=== Characters that can gain Foresight ===&lt;br /&gt;
* [[Ahsoka Tano (Fulcrum)]]&lt;br /&gt;
* [[Bastila Shan (Fallen)]]&lt;br /&gt;
* [[BB-8]]&lt;br /&gt;
* [[Embo]]&lt;br /&gt;
* [[First Order TIE Pilot]]&lt;br /&gt;
* [[General Kenobi]]&lt;br /&gt;
* [[Grand Master Yoda]]&lt;br /&gt;
* [[Hermit Yoda]]&lt;br /&gt;
* [[Jedi Knight Revan]]&lt;br /&gt;
* [[Kanan Jarrus]]&lt;br /&gt;
* [[Logray]]&lt;br /&gt;
* [[Nightsister Spirit]]&lt;br /&gt;
* [[Princess Leia]]&lt;br /&gt;
* [[Qui-Gon Jinn]]&lt;br /&gt;
* [[R2-D2]]&lt;br /&gt;
* [[Rebel Officer Leia Organa]]&lt;br /&gt;
* [[Resistance Pilot]]&lt;br /&gt;
* [[Rey (Jedi Training)]]&lt;br /&gt;
* [[Rey (Scavenger)]]&lt;br /&gt;
* [[Sith Assassin]]&lt;br /&gt;
* [[TIE Fighter Pilot]]&lt;br /&gt;
&lt;br /&gt;
=== Characters that can grant Foresight ===&lt;br /&gt;
* [[Amilyn Holdo]]&lt;br /&gt;
* [[Bastila Shan (Fallen)]]&lt;br /&gt;
* [[General Kenobi]]&lt;br /&gt;
* [[Grand Master Yoda]]&lt;br /&gt;
* [[Hermit Yoda]]&lt;br /&gt;
* [[Kanan Jarrus]]&lt;br /&gt;
* [[Logray]]&lt;br /&gt;
* [[Qui-Gon Jinn]]&lt;br /&gt;
* [[R2-D2]]&lt;br /&gt;
* [[Rebel Officer Leia Organa]]&lt;br /&gt;
* [[Rey (Jedi Training)]]&lt;br /&gt;
&lt;br /&gt;
== Ships that can gain Foresight ==&lt;br /&gt;
* [[Tie Silencer]]&lt;br /&gt;
* [[Tie Fighter]]&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Frenzy&amp;diff=7249</id>
		<title>Frenzy</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Frenzy&amp;diff=7249"/>
		<updated>2018-12-30T19:51:31Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Characters that can inflict Frenzy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Frenzy&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Whenever another ally uses a Special ability, this unit gains 100% Turn Meter.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can gain Frenzy==&lt;br /&gt;
Bistan&lt;br /&gt;
&lt;br /&gt;
Bossk&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Frenzy ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Damage_Immunity&amp;diff=7247</id>
		<title>Damage Immunity</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Damage_Immunity&amp;diff=7247"/>
		<updated>2018-12-30T19:49:48Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Damage Immunity&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Prevents all damage. &lt;br /&gt;
&lt;br /&gt;
Note: This effect does not prevent Annihilate.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Damage Immunity ==&lt;br /&gt;
This is another unique buff, and currently can only be obtained by Jango Fett for 2 turns when his contract is completed.&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Damage Immunity ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Bonus_Protection&amp;diff=7246</id>
		<title>Bonus Protection</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Bonus_Protection&amp;diff=7246"/>
		<updated>2018-12-30T19:48:09Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Bonus Protection&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
As opposed to Protection Up, this gives bonus protection on top of normal protection that must be taken out first, however it is not a buff, and so cannot be dispelled, and will also not expire.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Bonus Protection ==&lt;br /&gt;
This effect is fairly unique, and only Enfys Nest and Darth Traya have it at the moment.&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Bonus Protection ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Backup_Plan&amp;diff=7244</id>
		<title>Backup Plan</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Backup_Plan&amp;diff=7244"/>
		<updated>2018-12-30T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Characters that can inflict Backup Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox buff_debuff&lt;br /&gt;
|name=Backup Plan&lt;br /&gt;
|image=&lt;br /&gt;
|type=[[:Category:Buff|Buff]]&lt;br /&gt;
}}&lt;br /&gt;
Recover 10% Health Per turn. Revive with 80% Health and 30% TM when defeated.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
== Characters that can inflict Backup Plan ==&lt;br /&gt;
This is a unique buff that is given only by Hera.&lt;br /&gt;
&lt;br /&gt;
== Ships that can inflict Backup Plan ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Buff]]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=User:Darth_Triumvirate&amp;diff=7243</id>
		<title>User:Darth Triumvirate</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=User:Darth_Triumvirate&amp;diff=7243"/>
		<updated>2018-12-30T19:32:34Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SWGOH.GG -  https://swgoh.gg/p/482559967/&lt;br /&gt;
&lt;br /&gt;
Discord - superawesomepi#1512&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=User:Darth_Triumvirate&amp;diff=7242</id>
		<title>User:Darth Triumvirate</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=User:Darth_Triumvirate&amp;diff=7242"/>
		<updated>2018-12-30T19:31:56Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: Created page with &amp;quot;SWGOH.GG -  https://swgoh.gg/p/482559967/ Discord - superawesomepi#1512&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SWGOH.GG -  https://swgoh.gg/p/482559967/&lt;br /&gt;
Discord - superawesomepi#1512&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Nightsister&amp;diff=7240</id>
		<title>Nightsister</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Nightsister&amp;diff=7240"/>
		<updated>2018-12-30T19:24:30Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nightsister faction was a weak faction as they go, until its rework in early 2018, as well as the introduction of Mother Talzin, Nightsister Zombie, and Nightsister Spirit, now key characters in the faction. Since that time, Nightsisters have shifted in and out of the meta, being seen as hard counters to certain teams, and easily defeated by others. What is not as widely acknowledged though is the viability of the Nightsisters as a soft counter to almost every team in the game. As a Nightsister user myself, I find them to be capable of beating nearly every team in my arena, and are able to get me high arena ranks every day that I have time to climb. While there are a few teams that the Nightsisters have a very tough time beating, they are overall quite strong, and not particularly star dependent for most, which is good since they are hard to farm. Of course not as strong as Revan and Traya, they are still capable of winning those matches on offense, and so are a faction to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
&lt;br /&gt;
[[Asajj Ventress]]&lt;br /&gt;
&lt;br /&gt;
[[Mother Talzin]]&lt;br /&gt;
&lt;br /&gt;
[[Old Daka]]&lt;br /&gt;
&lt;br /&gt;
[[Talia]]&lt;br /&gt;
&lt;br /&gt;
===Supporting Units===&lt;br /&gt;
&lt;br /&gt;
[[Asajj Ventress]]&lt;br /&gt;
&lt;br /&gt;
[[Mother Talzin]]&lt;br /&gt;
&lt;br /&gt;
===Attackers===&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Acolyte]]&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Initiate]]&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Spirit]]&lt;br /&gt;
&lt;br /&gt;
===Tanks===&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Zombie]]&lt;br /&gt;
&lt;br /&gt;
===Healer===&lt;br /&gt;
&lt;br /&gt;
[[Old Daka]]&lt;br /&gt;
&lt;br /&gt;
[[Talia]]&lt;br /&gt;
&lt;br /&gt;
===Zetas===&lt;br /&gt;
&lt;br /&gt;
===Places where this team is needed===&lt;br /&gt;
Ghosts of Dathomir event (Earn Nightsister Zombie or Nightsister Spirit shards) Tier 1, 5 characters required at 5+ stars, Tier 2, 5 characters required at 7 stars&lt;br /&gt;
&lt;br /&gt;
[[Defense of Dathomir]] [[event]] (Earn Mother Talzin shards) Tier I, 5 Nightsisters required at 5+ Stars&lt;br /&gt;
&lt;br /&gt;
[[Secrets and Shadows]] [[Assault Battles|Assault Battle]] All Tiers&lt;br /&gt;
&lt;br /&gt;
Jakku [[Omega Battles|Omega Battle]] All Tiers&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Nightsister&amp;diff=7239</id>
		<title>Nightsister</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Nightsister&amp;diff=7239"/>
		<updated>2018-12-30T19:19:14Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Places where this team is needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Blurb about the faction&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
&lt;br /&gt;
[[Asajj Ventress]]&lt;br /&gt;
&lt;br /&gt;
[[Mother Talzin]]&lt;br /&gt;
&lt;br /&gt;
[[Old Daka]]&lt;br /&gt;
&lt;br /&gt;
[[Talia]]&lt;br /&gt;
&lt;br /&gt;
===Supporting Units===&lt;br /&gt;
&lt;br /&gt;
[[Asajj Ventress]]&lt;br /&gt;
&lt;br /&gt;
[[Mother Talzin]]&lt;br /&gt;
&lt;br /&gt;
===Attackers===&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Acolyte]]&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Initiate]]&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Spirit]]&lt;br /&gt;
&lt;br /&gt;
===Tanks===&lt;br /&gt;
&lt;br /&gt;
[[Nightsister Zombie]]&lt;br /&gt;
&lt;br /&gt;
===Healer===&lt;br /&gt;
&lt;br /&gt;
[[Old Daka]]&lt;br /&gt;
&lt;br /&gt;
[[Talia]]&lt;br /&gt;
&lt;br /&gt;
===Zetas===&lt;br /&gt;
&lt;br /&gt;
===Places where this team is needed===&lt;br /&gt;
Ghosts of Dathomir event (Earn Nightsister Zombie or Nightsister Spirit shards) Tier 1, 5 characters required at 5+ stars, Tier 2, 5 characters required at 7 stars&lt;br /&gt;
&lt;br /&gt;
[[Defense of Dathomir]] [[event]] (Earn Mother Talzin shards) Tier I, 5 Nightsisters required at 5+ Stars&lt;br /&gt;
&lt;br /&gt;
[[Secrets and Shadows]] [[Assault Battles|Assault Battle]] All Tiers&lt;br /&gt;
&lt;br /&gt;
Jakku [[Omega Battles|Omega Battle]] All Tiers&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Galactic_Power&amp;diff=7238</id>
		<title>Galactic Power</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Galactic_Power&amp;diff=7238"/>
		<updated>2018-12-30T19:16:40Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Galactic Power in general shows the progress that has been made on your character. However, this is not necessarily an indication of the strength of that character, as zeta abilities give generally nearly 3000 power, but do not always make a significant difference in the strength of the character, as well as star count being a very large factor in galactic power as well, despite many characters being nearly as strong at 7 stars as they are at 3. This is most prominent in marquee characters, which are unlocked at 3 stars, and the utility of certain characters, such as Enfys Nest, at lower star counts, making them underestimated if only comparing Galactic Power.&lt;br /&gt;
&lt;br /&gt;
== Unit's Power ==&lt;br /&gt;
&lt;br /&gt;
Each unit in the game is given a power to identify how strong the unit is. The unit's power is a combination of unit level, gear pieces, mod tier and upgrades, ability upgrades, and Star rating.&lt;br /&gt;
&lt;br /&gt;
Units earn power for every upgrade and earn more power from higher tier upgrades. e.g.:&lt;br /&gt;
* Upgrading from Level 40 to 41 is less valuable than Level 80 to 81&lt;br /&gt;
* A tier X piece of gear is worth much more Power than a tier V piece of gear&lt;br /&gt;
* A level 5 ability upgrade is worth less than a level 8 ability upgrade&lt;br /&gt;
* One special case is that a Zeta ability upgrade at level 8 is worth much more than an Omega ability upgrade of the same level.&lt;br /&gt;
&lt;br /&gt;
== Galactic Power ==&lt;br /&gt;
Galactic Power is a combination of all of your unit's power.&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Territory_War&amp;diff=7233</id>
		<title>Territory War</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Territory_War&amp;diff=7233"/>
		<updated>2018-12-30T18:42:07Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Territory Way Map.jpg|thumb|The current Territory War map]]&lt;br /&gt;
Territory Wars pits two guilds against each other in a battle for dominance.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* A guild must have 25 members sign up to participate in a Territory War. &lt;br /&gt;
* A character or ship must have a minimum GP of 6000 in order to be usable during TW.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Preview Phase ===&lt;br /&gt;
During this phase, the only thing a player has to do is hit Join. One the phase is over, all of the players that joined will be locked and enrolled in the current Territory War. &lt;br /&gt;
&lt;br /&gt;
Player Lock: To provide a fair matchmaking experience, any progression on units (ex. Promotion) that occurs after the preview phase has ended will NOT be reflected on that unit's progression in this event. For example, if the unit was 4-star at the moment of Player Lock, it will remain 4-star within this event even though it is 5-star in other areas of the game. This is to prevent a variety of exploits such as removing all mods before matchmaking, getting a weaker match, and then replacing them all.&lt;br /&gt;
&lt;br /&gt;
Matchmaking: A very short Matchmaking period (~1 minute) will pair 2 guilds using a combination of factors including the number of players and the strength of their rosters.&lt;br /&gt;
&lt;br /&gt;
=== Deployment Phase ===&lt;br /&gt;
During this phase, a guild will set defenses on the territory map. Each territory on a map will require x amount of defenses (depending on the amount of players that joined the Territory War).&lt;br /&gt;
&lt;br /&gt;
=== Attack Phase ===&lt;br /&gt;
In this phase, players attack their opponent’s defensive squads on the front territories. Defensive squads have persistent health exactly like Galactic War so players need to work together to defeat the opponents. Unlike Galactic War, to prevent any one meta squad from dominating the map, attacking squads that successfully defeat an opponent are not available for future attacks.&lt;br /&gt;
&lt;br /&gt;
Once all the opponent’s Defensive squads have been beaten in the available Territories, the Guild conquers the territory “pushing” to the next set of Territories. This will allow the guild to complete the Territory War Attack Phase as quickly as they choose.&lt;br /&gt;
&lt;br /&gt;
=== Review Phase ===&lt;br /&gt;
A period to review the final status of the event.&lt;br /&gt;
&lt;br /&gt;
== Earning Banners ==&lt;br /&gt;
Players earn banners for a variety of actions including setting a defensive squad, successfully defeating a defensive squad, and conquering an opponent’s territory. The winner of the match is based on the guild with the most banners at the conclusion.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Deployment Strategies ===&lt;br /&gt;
&lt;br /&gt;
=== Attack Strategies ===&lt;br /&gt;
&lt;br /&gt;
== Interesting Facts ==&lt;br /&gt;
December 2018 was the first month without any Territory Wars since it was first introduced. This was because of tight scheduling around the newly released Grand Arena mode as well as several other events.&lt;br /&gt;
&lt;br /&gt;
== External Tools ==&lt;br /&gt;
[https://discord.gg/jZH44Hb Territory Wars and Grand Arena Counters - Server and Discord]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[https://forums.galaxy-of-heroes.starwars.ea.com/discussion/142978/territory-wars-overview Original Territory Wars Overview Forum Post]&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Raids&amp;diff=7229</id>
		<title>Raids</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Raids&amp;diff=7229"/>
		<updated>2018-12-30T18:27:36Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: /* P3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intro text about SWGoH raids&lt;br /&gt;
&lt;br /&gt;
== The Pit ==&lt;br /&gt;
Information about The Pit raid. More pages can be created if needed.&lt;br /&gt;
&lt;br /&gt;
== Tank Takedown ==&lt;br /&gt;
Information about Tank Takedown raid. More pages can be created if needed.&lt;br /&gt;
&lt;br /&gt;
== The Sith Triumvirate ==&lt;br /&gt;
&lt;br /&gt;
=== Intro ===&lt;br /&gt;
Information about The Sith Triumvirate raid. More pages can be created if needed.&lt;br /&gt;
&lt;br /&gt;
=== Teams/Guides ===&lt;br /&gt;
&lt;br /&gt;
==== P1 ====&lt;br /&gt;
* [[HSTR P1 JTR Team|JTR &amp;amp; Resistance]]&lt;br /&gt;
&lt;br /&gt;
==== P2 ====&lt;br /&gt;
&lt;br /&gt;
==== P3 ====&lt;br /&gt;
* [[Deathstorm]]&lt;br /&gt;
&lt;br /&gt;
==== P4 ====&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Deathstorm&amp;diff=7228</id>
		<title>Deathstorm</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Deathstorm&amp;diff=7228"/>
		<updated>2018-12-30T18:25:13Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deathstorm is one of the teams used in phase 3 of the Heroic Sith Raid. It is most useful in guilds with a high number of Nightsister teams, as Nightsisters are the only effective team in phase 4 while Darth Nihilus is alive, at least for now. However, if your guild does have enough Nightsisters to clear phase 4, with some left over, Deathstorm becomes a very valuable team, as it has, with the current exception of Finn C-3PO teams in phase 3, which will probably not last, the highest damage ceiling of any team in any phase. While the team becomes extremely rng heavy very quickly, it is a simple matter to dish out a few million damage with only mediocre mods, and does not take a particularly long time. If you're willing to put in the extra effort and have time for a couple of tries, this team is capable of well over 10 million damage consistently, and in my opinion, is well worth the time and resources needed for it. Here is a detailed guide to running the team I wrote a while back, I hope you appreciate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Introduction'''&lt;br /&gt;
&lt;br /&gt;
Deathstorm is a fairly new team to the scene of the sith raid (I started working on this in September 2018). Originally taken from the HAAT (Created there by Rise of the Bon3), the team was used by me in phase 3 with Acolyte instead of Initiate since the launch of the sith raid. When I shared the concept with Nightbrother Nick/MMO Pro Nick upon successes, he was quick to turn his own experience and roster, as well as his zeta Nightsister Initiate to modify my team and the strategy slightly to create what is now a team that I believe is fully capable of soloing phase 3 of the heroic sith raid with good rng and the right mods.&lt;br /&gt;
&lt;br /&gt;
TO MAKE SURE THAT CREDIT IS GIVEN WHERE IT IS DUE:&lt;br /&gt;
Original idea of zTalzin lead NS in raids: Rise of the Bon3&lt;br /&gt;
&lt;br /&gt;
Discovered Potential of using zTalzin lead NS in Phase 3 Sith Raid: Me, Darth Triumvirate&lt;br /&gt;
&lt;br /&gt;
Actual Creation of an effective and working team: Nightbrother Nick&lt;br /&gt;
&lt;br /&gt;
Out of every usable team in the raid, this is the one I know best, so I will make this guide first both as a useful tool for a new idea, but also to get myself experience.&lt;br /&gt;
&lt;br /&gt;
The “trick” to Deathstorm is in the name. The exploitation of both Bonds of Weakness and interacting mechanics within the sphere of a zetad Mother Talzin lead to create near invulnerable Old Daka and Asajj Ventress and to cause Asajj to hit for hundreds of thousands a hit, making both massive damage, building at an exponential rate, and a capability to survive farther past enrage than before, making it both possible to solo the phase and also to deal incredible damage without insane dependence on rng like Chex Mix requires. Before enrage, this team is capable of dealing over 5 million damage, making it superior to any other team, and the fairly low rng required to survive at least 4 or 5 turns past enrage, with the rng only climbing to crazy odds between 10 and 15 turns after enrage making this team and strategy the most efficient and highest damage dealing in the raid at this time.&lt;br /&gt;
&lt;br /&gt;
The 5 characters in the team are Mother Talzin, Asajj Ventress, Old Daka, Nightsister Zombie, and Nightsister Initiate.&lt;br /&gt;
&lt;br /&gt;
Required zetas for this team are Mother Talzin lead (The Great Mother), Assaj Ventress unique (Rampage), and Old Daka unique (Serve Again). Mother Talzin’s unique zeta (Plaguebearer), and Nightsister Initiate’s unique zeta (Nightsister Retaliation), will increase the damage of the team slightly, but are not required for a successful run and are useful for different reasons.&lt;br /&gt;
&lt;br /&gt;
THE NUMBER ONE RULE OF THIS TEAM IS THAT YOU DO NOT USE OLD DAKA’S HEAL EXCEPT IN SPECIFIC CIRCUMSTANCES. I will go into this in more detail later.&lt;br /&gt;
&lt;br /&gt;
'''Modding'''&lt;br /&gt;
&lt;br /&gt;
For Modding purposes, Asajj Ventress should have a CD set and a Health set, with a CD Triangle, and then stack as much offense as possible on her. She is your damage dealer, and will be what your entire run relies upon.&lt;br /&gt;
Old Daka is next up, and she needs as much Health as possible, although don’t ignore armor. 3 Health sets is probably the way to go for her, and protection is pretty much irrelevant, with health, armor, and speed being the only things you care about. She should have a Speed arrow, but then give her a Health triangle, circle, and cross.&lt;br /&gt;
Nightsister Zombie should be a balance between health and speed. You want her to go fast, but since her rework, you want her to have enough health to eat some hits, and slow enough that she isn’t taunting constantly, which will get her killed too much, causing her to be frozen well before enrage. If you can get complete sets without sacrificing secondary speed and health, then a Speed set and a Health set are the recommended.&lt;br /&gt;
Mother Talzin and Nightsister Initiate should be modded both with an Offense set and a CC set, however Talzin should be prioritized, as long as she is g11 or g12, and Initiate is g9 or lower, which is recommended for ease of the run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Run'''&lt;br /&gt;
&lt;br /&gt;
Starting off the run, target Sabers with retribution, to get them to counter and deal damage to Nightsister Zombie. If you can use Spirit Blade Assault first as well, that helps, and increases the run damage slightly, as Talzin will not be using it again before enrage almost certainly. After the 3 sabers have gone, Traya will use Isolate on Zombie, and then her Saber Storm, and the Saber Storm should kill Zombie. If she dies too soon, and Asajj or Daka take damage, anyone else takes Isolate, or Zombie hasn’t died after this, then restart.&lt;br /&gt;
&lt;br /&gt;
If any sabers have retribution, target them with Initiate’s first Special. This will both get a counter on her, helping to take her down faster, and also gives the entire team CC up, boosting their damage for a bit at the start. As soon as it gets to Talzin’s turn, use Stand Alone '''(Do not do this if you have a g12 Zombie, or if your team is modded too much for health, this may be just based on experimentation, but it will be counter-productive if your team gives Talzin too much extra Health and Protection)'''. This will hopefully at least drain all of her protection, and in Heroic possibly kill her entirely, which is excellent. Because Stand Alone lasts for 3 turns and Isolate has a 4 turn cooldown, Talzin should not be at risk of being Isolated while this lasts, even if she is slower than Traya. During this time, you only want to use her basic attack on Darth Traya, so that you take as much damage as possible from the Sabers, and aren’t at risk of toppling Traya. Once Stand Alone has expired, or Talzin is dead, have both Initiate and Talzin attack sabers with Retribution to try to get them killed as fast as possible (for this purpose it is recommended to have Undying Sacrifice at level 1). If Isolate is off cooldown, then target the Sabers instead of Traya, so she doesn’t gain speed and allows Zombie time to taunt, while also reducing the damage from the sabers so she survives until Isolate is used, at which point go back to attacking Traya, unless Initiate and Talzin can attack Retribution Sabers and not kill them. Hopefully you can have both Talzin and Initiate dead by the time you hit 11 turns to enrage, at which point the strategy becomes much more simple until enrage.&lt;br /&gt;
&lt;br /&gt;
Use only basic attacks on everyone, which means every turn taken will give AV stacking damage and Health and 35% tm, and Daka 50% tm. When Traya comes out of topple, and revives the 3 sabers, use Asajj Ventress’s aoe attack as soon as possible, as long as there is one Saber without foresight, the death of this saber will cause her cooldowns to refresh, which means that as soon as she takes her next turn, she will be able to kill the rest of the sabers, if they didn’t all die in the first time. Because Old Daka’s heal also revives allies, you will only be able to use Asajj Ventress’s first special and Nightsister Zombie’s special to heal your team, and both of these should be used during topples. When you are about to hit enrage is when the run gets more complicated again. If Nightsister Zombie is not frozen, she can use Stand Alone to take the first Isolate, otherwise then use Old Daka’s heal during the last topple before the Isolate, if either Daka or Ventress are low on health and have Healing Immunity, then use Stand Alone on Initiate, otherwise leave it to chance. Repeat this process before each Isolate during enrage, until at some point you will have lost Initiate, and since Talzin already used Stand Alone, she cannot use it. &lt;br /&gt;
&lt;br /&gt;
Once you are down to only Daka and Asajj with Stand Alone capability, then your main priority is to keep Isolate off of Asajj, even if it ends up on Daka. At this point it becomes more than just a tool to eat Isolate, since both will have Healing Immunity which doesn’t go away, the damage from Bonds of Weakness will slowly be building up, then you can use it when one of them gets low to get that one killed before Isolate, which will allow them to revive the other, who can then heal back to full health. This is the recommended use of it at this point, and is more important even than keeping Isolate off Asajj for 4 turns, as she will still be hitting very very hard, and will still gain stacks from grave assists she calls during her turn, although she won’t gain them and therefore the turn meter on Daka’s turns, which will cause your dps to drop dramatically, and the rng chance of the run crashing and burning to climb. At some point, rng will catch up to you, having run out of tricks to fend it off, and you will go down. The question is how far you make it.&lt;br /&gt;
&lt;br /&gt;
This is an extremely rng dependent team, which brings along all the pain that comes along with it, first introduced with Chex Mix, although a bad run from this team is still much better than a great run with Chex Mix. Speaking from personal experience, I have made it only a single turn past enrage in one turn, my team getting steamrolled so fast I couldn’t even retreat, yet the next day survive 15+ turns past enrage, and get 4 times my previous score.&lt;br /&gt;
&lt;br /&gt;
Now why does this only work in phase 3. The answer is pretty simple. Both Darth Nihilus and Darth Sion have an aoe attack special, and Darth Nihilus’s does percent damage, plus just flat out higher damage, meaning that your team cannot survive more than one round of it. On top of this, Stand Alone only exists in phase 3, and Annihilate from Darth Nihilus is almost guaranteed to screw up your run, plus it is much harder to get Talzin and Initiate killed without doing too much damage to the others in p1. In phase 2, Sion’s aoe attack does absurd damage, and will instantly end your run after enrage. Beyond that, he also doesn’t have a super high damage attack before enrage, which makes it very hard to get Initiate and Talzin dead. In phase 4 all of these issues apply, and Traya in phase 4 hits super hard single target damage on her basic, and will wipe out a character each time she goes, 2 or 3 hits for Daka or Asajj, but your team gets destroyed, plus again no Stand Alone, and she can’t be toppled, which is also a problem with Nihilus and Sion.&lt;br /&gt;
&lt;br /&gt;
In phase 3, Bonds of Weakness allows for the health on Daka and Asajj to ramp up, while keeping the incoming damage consistent, causing Initiate and Talzin to die first, setting up the Deathstorm. On top of this, Stand Alone allows for more control of the run, reducing the rng element after enrage for at least some time. Finally, Darth Traya is the only raid boss in the game without an aoe attack on a special, and so instead her light aoe damage on her basic, combined with the fact that her damage isn’t that high even after enrage, allows this strategy to work well.&lt;br /&gt;
&lt;br /&gt;
That is all. If you have any questions, dm me on Discord at superawesomepi#1512, or ask in the questions channel in my Work in Progress HSTR and STR Discord server&lt;br /&gt;
Link: https://discord.gg/BNJsveu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
			-Darth Triumvirate&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Deathstorm&amp;diff=7227</id>
		<title>Deathstorm</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Deathstorm&amp;diff=7227"/>
		<updated>2018-12-30T18:24:05Z</updated>

		<summary type="html">&lt;p&gt;Darth Triumvirate: A good team for phase 3 of the Heroic Sith Raid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deathstorm is one of the teams used in phase 3 of the Heroic Sith Raid. It is most useful in guilds with a high number of Nightsister teams, as Nightsisters are the only effective team in phase 4 while Darth Nihilus is alive, at least for now. However, if your guild does have enough Nightsisters to clear phase 4, with some left over, Deathstorm becomes a very valuable team, as it has, with the current exception of Finn C-3PO teams in phase 3, which will probably not last, the highest damage ceiling of any team in any phase. While the team becomes extremely rng heavy very quickly, it is a simple matter to dish out a few million damage with only mediocre mods, and does not take a particularly long time. If you're willing to put in the extra effort and have time for a couple of tries, this team is capable of well over 10 million damage consistently, and in my opinion, is well worth the time and resources needed for it. Here is a detailed guide to running the team I wrote a while back, I hope you appreciate it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Introduction'''&lt;br /&gt;
&lt;br /&gt;
Deathstorm is a fairly new team to the scene of the sith raid (I started working on this in September 2018). Originally taken from the HAAT (Created there by Rise of the Bon3), the team was used by me in phase 3 with Acolyte instead of Initiate since the launch of the sith raid. When I shared the concept with Nightbrother Nick/MMO Pro Nick upon successes, he was quick to turn his own experience and roster, as well as his zeta Nightsister Initiate to modify my team and the strategy slightly to create what is now a team that I believe is fully capable of soloing phase 3 of the heroic sith raid with good rng and the right mods.&lt;br /&gt;
&lt;br /&gt;
TO MAKE SURE THAT CREDIT IS GIVEN WHERE IT IS DUE:&lt;br /&gt;
Original idea of zTalzin lead NS in raids: Rise of the Bon3&lt;br /&gt;
Discovered Potential of using zTalzin lead NS in Phase 3 Sith Raid: Me, Darth Triumvirate&lt;br /&gt;
Actual Creation of an effective and working team: Nightbrother Nick&lt;br /&gt;
&lt;br /&gt;
Out of every usable team in the raid, this is the one I know best, so I will make this guide first both as a useful tool for a new idea, but also to get myself experience.&lt;br /&gt;
&lt;br /&gt;
The “trick” to Deathstorm is in the name. The exploitation of both Bonds of Weakness and interacting mechanics within the sphere of a zetad Mother Talzin lead to create near invulnerable Old Daka and Asajj Ventress and to cause Asajj to hit for hundreds of thousands a hit, making both massive damage, building at an exponential rate, and a capability to survive farther past enrage than before, making it both possible to solo the phase and also to deal incredible damage without insane dependence on rng like Chex Mix requires. Before enrage, this team is capable of dealing over 5 million damage, making it superior to any other team, and the fairly low rng required to survive at least 4 or 5 turns past enrage, with the rng only climbing to crazy odds between 10 and 15 turns after enrage making this team and strategy the most efficient and highest damage dealing in the raid at this time.&lt;br /&gt;
&lt;br /&gt;
The 5 characters in the team are Mother Talzin, Asajj Ventress, Old Daka, Nightsister Zombie, and Nightsister Initiate.&lt;br /&gt;
&lt;br /&gt;
Required zetas for this team are Mother Talzin lead (The Great Mother), Assaj Ventress unique (Rampage), and Old Daka unique (Serve Again). Mother Talzin’s unique zeta (Plaguebearer), and Nightsister Initiate’s unique zeta (Nightsister Retaliation), will increase the damage of the team slightly, but are not required for a successful run and are useful for different reasons.&lt;br /&gt;
&lt;br /&gt;
THE NUMBER ONE RULE OF THIS TEAM IS THAT YOU DO NOT USE OLD DAKA’S HEAL EXCEPT IN SPECIFIC CIRCUMSTANCES. I will go into this in more detail later.&lt;br /&gt;
&lt;br /&gt;
'''Modding'''&lt;br /&gt;
&lt;br /&gt;
For Modding purposes, Asajj Ventress should have a CD set and a Health set, with a CD Triangle, and then stack as much offense as possible on her. She is your damage dealer, and will be what your entire run relies upon.&lt;br /&gt;
Old Daka is next up, and she needs as much Health as possible, although don’t ignore armor. 3 Health sets is probably the way to go for her, and protection is pretty much irrelevant, with health, armor, and speed being the only things you care about. She should have a Speed arrow, but then give her a Health triangle, circle, and cross.&lt;br /&gt;
Nightsister Zombie should be a balance between health and speed. You want her to go fast, but since her rework, you want her to have enough health to eat some hits, and slow enough that she isn’t taunting constantly, which will get her killed too much, causing her to be frozen well before enrage. If you can get complete sets without sacrificing secondary speed and health, then a Speed set and a Health set are the recommended.&lt;br /&gt;
Mother Talzin and Nightsister Initiate should be modded both with an Offense set and a CC set, however Talzin should be prioritized, as long as she is g11 or g12, and Initiate is g9 or lower, which is recommended for ease of the run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Run'''&lt;br /&gt;
&lt;br /&gt;
Starting off the run, target Sabers with retribution, to get them to counter and deal damage to Nightsister Zombie. If you can use Spirit Blade Assault first as well, that helps, and increases the run damage slightly, as Talzin will not be using it again before enrage almost certainly. After the 3 sabers have gone, Traya will use Isolate on Zombie, and then her Saber Storm, and the Saber Storm should kill Zombie. If she dies too soon, and Asajj or Daka take damage, anyone else takes Isolate, or Zombie hasn’t died after this, then restart.&lt;br /&gt;
&lt;br /&gt;
If any sabers have retribution, target them with Initiate’s first Special. This will both get a counter on her, helping to take her down faster, and also gives the entire team CC up, boosting their damage for a bit at the start. As soon as it gets to Talzin’s turn, use Stand Alone '''(Do not do this if you have a g12 Zombie, or if your team is modded too much for health, this may be just based on experimentation, but it will be counter-productive if your team gives Talzin too much extra Health and Protection)'''. This will hopefully at least drain all of her protection, and in Heroic possibly kill her entirely, which is excellent. Because Stand Alone lasts for 3 turns and Isolate has a 4 turn cooldown, Talzin should not be at risk of being Isolated while this lasts, even if she is slower than Traya. During this time, you only want to use her basic attack on Darth Traya, so that you take as much damage as possible from the Sabers, and aren’t at risk of toppling Traya. Once Stand Alone has expired, or Talzin is dead, have both Initiate and Talzin attack sabers with Retribution to try to get them killed as fast as possible (for this purpose it is recommended to have Undying Sacrifice at level 1). If Isolate is off cooldown, then target the Sabers instead of Traya, so she doesn’t gain speed and allows Zombie time to taunt, while also reducing the damage from the sabers so she survives until Isolate is used, at which point go back to attacking Traya, unless Initiate and Talzin can attack Retribution Sabers and not kill them. Hopefully you can have both Talzin and Initiate dead by the time you hit 11 turns to enrage, at which point the strategy becomes much more simple until enrage.&lt;br /&gt;
&lt;br /&gt;
Use only basic attacks on everyone, which means every turn taken will give AV stacking damage and Health and 35% tm, and Daka 50% tm. When Traya comes out of topple, and revives the 3 sabers, use Asajj Ventress’s aoe attack as soon as possible, as long as there is one Saber without foresight, the death of this saber will cause her cooldowns to refresh, which means that as soon as she takes her next turn, she will be able to kill the rest of the sabers, if they didn’t all die in the first time. Because Old Daka’s heal also revives allies, you will only be able to use Asajj Ventress’s first special and Nightsister Zombie’s special to heal your team, and both of these should be used during topples. When you are about to hit enrage is when the run gets more complicated again. If Nightsister Zombie is not frozen, she can use Stand Alone to take the first Isolate, otherwise then use Old Daka’s heal during the last topple before the Isolate, if either Daka or Ventress are low on health and have Healing Immunity, then use Stand Alone on Initiate, otherwise leave it to chance. Repeat this process before each Isolate during enrage, until at some point you will have lost Initiate, and since Talzin already used Stand Alone, she cannot use it. &lt;br /&gt;
&lt;br /&gt;
Once you are down to only Daka and Asajj with Stand Alone capability, then your main priority is to keep Isolate off of Asajj, even if it ends up on Daka. At this point it becomes more than just a tool to eat Isolate, since both will have Healing Immunity which doesn’t go away, the damage from Bonds of Weakness will slowly be building up, then you can use it when one of them gets low to get that one killed before Isolate, which will allow them to revive the other, who can then heal back to full health. This is the recommended use of it at this point, and is more important even than keeping Isolate off Asajj for 4 turns, as she will still be hitting very very hard, and will still gain stacks from grave assists she calls during her turn, although she won’t gain them and therefore the turn meter on Daka’s turns, which will cause your dps to drop dramatically, and the rng chance of the run crashing and burning to climb. At some point, rng will catch up to you, having run out of tricks to fend it off, and you will go down. The question is how far you make it.&lt;br /&gt;
&lt;br /&gt;
This is an extremely rng dependent team, which brings along all the pain that comes along with it, first introduced with Chex Mix, although a bad run from this team is still much better than a great run with Chex Mix. Speaking from personal experience, I have made it only a single turn past enrage in one turn, my team getting steamrolled so fast I couldn’t even retreat, yet the next day survive 15+ turns past enrage, and get 4 times my previous score.&lt;br /&gt;
&lt;br /&gt;
Now why does this only work in phase 3. The answer is pretty simple. Both Darth Nihilus and Darth Sion have an aoe attack special, and Darth Nihilus’s does percent damage, plus just flat out higher damage, meaning that your team cannot survive more than one round of it. On top of this, Stand Alone only exists in phase 3, and Annihilate from Darth Nihilus is almost guaranteed to screw up your run, plus it is much harder to get Talzin and Initiate killed without doing too much damage to the others in p1. In phase 2, Sion’s aoe attack does absurd damage, and will instantly end your run after enrage. Beyond that, he also doesn’t have a super high damage attack before enrage, which makes it very hard to get Initiate and Talzin dead. In phase 4 all of these issues apply, and Traya in phase 4 hits super hard single target damage on her basic, and will wipe out a character each time she goes, 2 or 3 hits for Daka or Asajj, but your team gets destroyed, plus again no Stand Alone, and she can’t be toppled, which is also a problem with Nihilus and Sion.&lt;br /&gt;
&lt;br /&gt;
In phase 3, Bonds of Weakness allows for the health on Daka and Asajj to ramp up, while keeping the incoming damage consistent, causing Initiate and Talzin to die first, setting up the Deathstorm. On top of this, Stand Alone allows for more control of the run, reducing the rng element after enrage for at least some time. Finally, Darth Traya is the only raid boss in the game without an aoe attack on a special, and so instead her light aoe damage on her basic, combined with the fact that her damage isn’t that high even after enrage, allows this strategy to work well.&lt;br /&gt;
&lt;br /&gt;
That is all. If you have any questions, dm me on Discord at superawesomepi#1512, or ask in the questions channel in my Work in Progress HSTR and STR Discord server&lt;br /&gt;
Link: https://discord.gg/BNJsveu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
&lt;br /&gt;
			-Darth Triumvirate&lt;/div&gt;</summary>
		<author><name>Darth Triumvirate</name></author>
	</entry>
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