Damage Ranges for SWGOH Characters. These values are just the base stats, and do not take into account defenses or buffs.
Whenever an ally damages a Droid, they have an 80% chance to inflict Defense Down for 3 turns and a 25% chance to remove 25% Turn Meter.
Bounty Hunter allies have +50% Health Steal. In addition, all enemies have -50% Critical Damage. When Dengar is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Damage the healthiest enemy 10 times. (Only Bounty Hunter allies can contribute to the Contract.) Reward: All enemies have -20% Offense for the rest of the battle. All Bounty Hunter allies have their Payouts activated.
Empire allies gain 25% Critical Chance and 25% Potency. Debuffed enemies who are Critically Hit during an Empire ally's turn suffer Ability Block for 1 turn. This effect can't be Resisted. Empire allies recover 10% Protection whenever they score a Critical Hit.
At the start of battle, Doctor Aphra gains Max Health and Max Protection equal to 30% of her Potency, and if BT-1 or 0-0-0 are an ally, she gains 50% Turn Meter for each. Dark Side allies have +20% Offense. Allied Dark Side Droid, Darth Vader, and Krrsantan also have +20% Max Health. Whenever a Dark Side ally inflicts a debuff, they gain 5% Offense for 1 turn and Aphra gains 5 Siphon until the end of the encounter. If the Dark Side ally is a Droid, Darth Vader, or Krrsantan, they instead gain 10% Offense for 1 turn and Aphra instead gains 10 Siphon until the end of the encounter. Whenever Doctor Aphra, BT-1, or 0-0-0 inflict a debuff or are critically hit, they gain 10% Turn Meter. Whenever an enemy falls below 30% Health, they are inflicted with Expose and Speed Down for 2 turns, which can't be evaded or resisted. While in 5v5 Grand Arenas: Dark Side Droid and Dark Side Scoundrel allies have +50% Critical Avoidance and +30 Speed. Aphra has +50% Potency. Whenever a Dark Side Droid or Scoundrel ally inflicts a debuff on an enemy, they gain 10% Turn Meter (limit once per turn). While enemies are debuffed, they have -20% Tenacity.
Jedi allies gain 60 Defense.
Empire allies have +5% Accuracy and +5% Potency. Inquisitorius allies have an additional +30% Accuracy and +30% Potency. Jedi enemies that gain Foresight from Jedi Unique abilities also gain Blind for 2 turns which can't be evaded or resisted. Whenever other Inquisitorius allies use a Basic ability, they have a 30% chance to inflict a stack of Purge (max 6) until the end of the encounter, which can't be copied, evaded, or resisted. While in Territory Wars: Whenever a Jedi enemy gains Taunt from Jedi Unique abilities, all enemies take damage equal to 20% of their max Health. This damage can't defeat enemies. Whenever a Jedi enemy gains Critical Hit Immunity from Jedi Unique abilities, they dispel Critical Hit Immunity and gain Vulnerable for one 1 turn, which can't be resisted.
All Bounty Hunters gain +50% Counter Chance and +50% Health Steal. When a Bounty Hunter ally scores a Critical Hit during their turn, they gain Offense Up for 1 turn. When Embo is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Damage an enemy without buffs 15 times (Only Bounty Hunter allies can contribute to the Contract.) Reward: All Bounty Hunter allies gain +50% Offense. When a Bounty Hunter ally uses a basic ability, they deal bonus damage equal to 7% of the target's Max Protection.
Empire and Sith allies have +35% Potency and 35% Max Health. Jedi and Rebel enemies have -35% Potency and -35% Evasion. When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health. When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter.
At the start of battle, Fennec Shand gains +100% Defense, Max Health, Max Protection, and Offense. These bonuses are reduced by 25% for each other ally present at the start of battle. When Fennec Shand is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: 20 debuffs are dispelled or expire from Bounty Hunter or Scoundrel allies. (Only Bounty Hunter or Scoundrel allies can contribute to the Contract.) Reward: All Bounty Hunter allies have their payouts activated, and all Bounty Hunter or Scoundrel allies gain 20% Defense and Overconfident until the end of battle, which can't be copied, dispelled, or prevented.
Empire allies gain 5% Defense and Max Health. Inquisitorius allies gain an additional 30% Defense and Max Health. If the enemy leader is a Jedi, inflict a stack of Purge on the leader and all non-Jedi enemies at the start of battle (stacking, max 6), which can't be resisted, and whenever Purge is consumed or dispelled on non-Jedi enemies (excluding Galactic Legends) they lose 3% Speed (stacking, max 18%) for the rest of the encounter. Whenever an ally Inquisitor uses a Special ability, apply a stack of Purge on target enemy, which can't be evaded or resisted. While in Territory Wars: If the enemy Leader is a Jedi (excluding Galactic Legends), Jedi Leader abilities that grant bonus Speed to non-Jedi allies additionally remove 70 Speed, and whenever a non-Jedi enemy gains Retribution, dispel Retribution and instead inflict Expose for 2 turns, which can't be resisted. Whenever an enemy gains bonus Turn Meter, Inquisitorius allies gain 15% Turn Meter (limit once per turn).
Resistance allies have +60% Defense, Offense, and Potency, and other allies have half that amount. If an enemy is damaged by a Resistance ally, for each Expose on them: That enemy loses 5% Turn Meter for each Resistance ally, all Resistance allies gain 3% Turn Meter for each Resistance ally, and their cooldowns are reduced by 1. While in Territory Battles and if there are no Galactic Legend allies: Resistance allies gain 60% Max Health and Protection. Enemies attacking out of turn deal 50% less damage. At the start of the encounter, revive all Resistance allies with 100% Health, recover 100% Protection, and gain Protection Up (100%) for 2 turns, which can't be dispelled or prevented, and Finn gains Determination for 2 turns. While Finn has Determination, Resistance allies are immune to critical hits, and have 100% counter chance. Whenever a Resistance ally uses a Special ability, dispel all buffs on target enemy, and inflict Expose for 2 turns, which can't be evaded or resisted. Whenever another Resistance ally is damaged by an enemy attack, Finn has a 20% chance to gain 100% Turn Meter once per turn. If an enemy is damaged by a Resistance ally, for each Expose on them, deal additional true damage to all other enemies, then Resistance allies recover 10% Health and gain 2 Speed (max 60) for the rest of the battle.
Empire allies gain 50% Counter Chance and 40% Defense. Whenever an Empire ally uses a Basic attack, they recover 5% Health
All enemies have -40% Critical Avoidance and -50% Defense. Whenever a Dark Side Droid ally is resisted, that Droid gains 10% Potency (stacking) for the rest of the encounter. Target Locked enemies can't counter attack. When a Target Locked enemy is damaged, each Droid and each Separatist ally gains 2% Turn Meter, doubled for Grievous. When damaged by an attack, Dark Side enemies lose 5% Turn Meter, and Light Side enemies lose 2% Potency (stacking).
Basic attacks of First Order allies deal 50% more damage. If all allies are First Order at the start of battle (excluding summoned allies), General Hux gains Dominance at the start of each encounter and at the start of each of his turns if he didn't already have it. Dominance can't be dispelled or prevented and expires at the end of the turn whenever General Hux is critically hit. Dominance: Enemies can't counterattack; First Order allies have +100% counter chance and +50% Critical Damage
Jedi and Clone allies have +30% Max Health and +70% Defense. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 50% less damage. When a Clone ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 1 turn.
All units can't be revived. All 501st allies have +50% Critical Damage. When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter. While there are other active 501st allies, General Skywalker: - Can't drop below 100% Health - Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn - Removes all other status effects when he takes Cover - Leaves Cover, recovers 100% Protection, and takes a bonus turn when all other 501st allies are defeated Advance: - Taunt, which can't be dispelled or prevented - Other 501st allies can't lose Health Cover: - Can't be targeted - Immune to damage and status effects - Speed set to 0 - Recover 10% Protection and Turn Meter at the end of every turn, doubled for allied 501st turns, which can't be prevented
Empire allies gain 30% Offense. Imperial Trooper allies gain 20 Speed and gain 10% Turn Meter whenever they gain a buff.
Geonosian allies have +15,000 Max Health and Max Protection, and +50% Health Steal. Geonosian allies recover 3% Protection when they use their Basic ability. Basic abilities of Geonosian allies deal 10% more damage for each buffed enemy.
Empire allies have +15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection. Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter (Cooldown 3).
Empire allies gain 20% Max Health and Max Protection and 10 Speed. If all allies are Inquisitorius at the start of battle, they gain an additional 46% Max Health and Max Protection and 15 Speed, and they are immune to Ability Block. Also, Grand Inquisitor gains Defense Penetration Up and Offense Up for 2 turns, which can't be dispelled or prevented. Additionally, if all allies are Inquisitorius at the start of battle, whenever Purge is inflicted, Inquisitorius allies gain benefits based on their role for the rest of the encounter (stacking, max 200%): - Attackers: +2% Critical Damage - Healers and Supports: +2% Potency - Tanks: +2% Defense If the enemy Leader is Jedi, Inquisitorius allies start the battle with buffs based on their role for 1 turn: - Attackers: Advantage - Healers and Supports: Foresight - Tanks: Taunt While in Territory Wars: While Grand Inquisitor is active, whenever an enemy loses Purge, they regain it at the end of the turn. On their turn, Inquisitorius allies can ignore Taunt to target an enemy with 6 stacks of Purge.