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Rebel Force Exegol
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Level 9
9
Level 6-8
16
Level 3-5
7
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All
Escalating Conflict
Together. As One.
Lvl 8
Escalating Conflict
73.54%
Health Steal
11.73%
Offense
35.87%
Protection
Level 3
- Dark Side
Whenever Dark Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Level 6
- Separatist
Separatist allies are immune to Daze. Enemies with Extortion have -100% Critical Chance and Potency. Whenever non-Droid Separatist allies use a Special ability on their turn, they gain Riposte for 1 turn.
Lvl 8
Escalating Conflict
11.95%
Offense
74.58%
Protection
Level 3
- Dark Side
Whenever Dark Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Level 6
- Sith
Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
Lvl 8
Together. As One.
65.23%
Armor Penetration
10.85%
Offense
23.08%
Critical Chance
9.15%
Critical Avoidance
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- First Order
At the end of their turn, First Order allies gain Defense Penetration Up and Offense Up for 1 turn.
Lvl 8
Together. As One.
30.1%
Critical Damage
133.87%
Armor Penetration
21.83%
Accuracy
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Gungan
Whenever a Gungan ally is damaged or the allied Shield Generator loses a stack of Plasma Shielding, remove 1 stack of Recharge from the allied Shield Generator.
Whenever the allied Shield Generator uses Plasma Pulse, dispel all debuffs from all Gungan allies and inflict Plasma Residue on all enemies for 1 turn, which can't be resisted. If an enemy is already inflicted with Plasma Residue, remove 100% Turn Meter, Daze, Stagger, and Stun them for 1 turn.
Whenever a Gungan ally deals damage to a debuffed enemy, they also deal 5% Max Health damage to that enemy. This damage can't defeat enemies.
Lvl 8
Together. As One.
15.99%
Critical Damage
48.2%
Armor Penetration
26.18%
Offense
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
At the start of each turn, if non-Galactic Legend Galactic Republic allies have 50% or more Turn Meter, damage they receive is reduced by 75% until the end of the turn.
Lvl 7
Together. As One.
12.66%
Critical Damage
57.49%
Armor Penetration
2.26%
Offense
30.7%
Critical Avoidance
Level 3
- Light Side
At the start of the encounter Light Side allies gain 15% Max Health and Max Protection for each other Light Side ally.
Level 6
- Galactic Republic
At the end of each turn, Galactic Republic allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
Lvl 6
Together. As One.
7.03%
Critical Damage
6.5%
Offense
3.35%
Critical Chance
10.15%
Critical Avoidance
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- Inquisitorius
Whenever Inquisitorius allies start their turn with fewer than 2 buffs, all other allies gain 15% Turn Meter.
Lvl 6
Together. As One.
12.29%
Critical Damage
35.84%
Armor Penetration
1.77%
Offense
14.96%
Accuracy
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- Inquisitorius
Whenever an Inquisitorius ally inflicts a stack of Purge, they gain 5% Defense, Offense, and Tenacity (stacking) for 1 turn.
Whenever a stack of Purge is consumed or dispelled on an enemy Expose them for 1 turn.
Whenever an Inquisitorius ally attacks an enemy inflicted with a stack of Purge, a random other Inquisitorius ally assists, dealing 5% bonus damage per stack of Purge and then they inflict a stack of Purge (max 6) on target enemy, which can't be evaded.
Lvl 6
Together. As One.
98.89%
Armor Penetration
21.48%
Critical Avoidance
Level 3
- Dark Side
At the start of the encounter Dark Side allies gain 15% Max Health and Max Protection for each other Dark Side ally.
Level 6
- First Order
Whenever a First Order ally scores a critical hit, the Leader gains 10% Offense (stacking, max 200%) until the end of encounter. If the Leader scores a critical hit, they gain an additional 10% Offense, and all other First Order allies recover 15% Health and Protection.
Whenever the Leader uses an ability, remove 1% Turn Meter from all other First Order allies. Whenever a First Order ally loses Turn Meter, they gain 10% Critical Damage (stacking) for 2 turns.
Whenever a First Order ally attacks a Stunned enemy, they deal 10% Max Health damage to that enemy. This damage can't defeat enemies.
Whenever the Leader is not damaged during the enemy's turn, if there are no allies with Damage Immunity, a random First Order ally gains Damage Immunity for 1 turn.
Lvl 5
Escalating Conflict
10.91%
Critical Chance
12.55%
Health
7.95%
Protection
Level 3
- Light Side
The first time each Light Side ally is defeated, remaining Light Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 5
Escalating Conflict
66.8%
Health Steal
4.12%
Offense
16.23%
Accuracy
Level 3
- Dark Side
The first time each Dark Side ally is defeated, remaining Dark Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 5
Escalating Conflict
8.79%
Offense
10.97%
Accuracy
5.87%
Protection
Level 3
- Light Side
The first time each Light Side ally is defeated, remaining Light Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 5
Escalating Conflict
17.85%
Offense
9.13%
Health
Level 3
- Light Side
The first time each Light Side ally is defeated, remaining Light Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 5
Escalating Conflict
95.51%
Health Steal
9.69%
Health
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
61.16%
Health Steal
10%
Accuracy
9.44%
Critical Chance
Level 3
- Dark Side
The first time each Dark Side ally is defeated, remaining Dark Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 5
Escalating Conflict
36.85%
Health Steal
2.52%
Offense
14.13%
Accuracy
7.68%
Health
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
46.08%
Health Steal
2.52%
Offense
8.78%
Critical Chance
8.98%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Escalating Conflict
6.83%
Critical Chance
23.71%
Health
6.95%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
4.96%
Offense
30.4%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
65.43%
Health Steal
20.6%
Health
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 4
Escalating Conflict
3.67%
Offense
5.13%
Critical Chance
5.78%
Health
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 4
Escalating Conflict
4.38%
Offense
5.63%
Critical Chance
7.24%
Health
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 4
Escalating Conflict
19.45%
Health
5.15%
Protection
Level 3
- Dark Side
The first time each Dark Side ally is defeated, remaining Dark Side allies gain 15% Offense and 20 Speed for the rest of the encounter.
Lvl 3
Escalating Conflict
15.75%
Health Steal
3.42%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
Lvl 3
Together. As One.
7.36%
Critical Damage
2.06%
Offense
Level 3
- Dark Side
Whenever Dark Side allies are evaded by an enemy, that ally gains Accuracy Up for 2 turns, and they inflict Evasion Down for 2 turns on that enemy, which can't be evaded.
Lvl 2
Escalating Conflict
1.9%
Critical Chance
5.66%
Protection
Lvl 2
Escalating Conflict
3.06%
Critical Chance
8.9%
Health
Lvl 2
Escalating Conflict
22%
Health Steal
5.86%
Health
Lvl 2
Escalating Conflict
1.05%
Offense
8.25%
Protection
Lvl 2
Escalating Conflict
8.43%
Health
6.06%
Protection
Lvl 2
Together. As One.
9.43%
Accuracy
8.19%
Critical Avoidance
Lvl 2
Together. As One.
1.84%
Offense
9.78%
Accuracy
Lvl 2
Together. As One.
4.24%
Offense
8.71%
Accuracy
Lvl 2
Together. As One.
2.03%
Critical Chance
7.9%
Critical Avoidance
Lvl 1
Escalating Conflict
6.59%
Accuracy
Lvl 1
Escalating Conflict
13.41%
Health Steal
Lvl 1
Escalating Conflict
6.37%
Health
Lvl 1
Escalating Conflict
9.38%
Protection
Lvl 1
Together. As One.
3.26%
Critical Chance
Lvl 1
Together. As One.
8.77%
Accuracy
Lvl 1
Together. As One.
7.8%
Accuracy
Lvl 1
Together. As One.
1.54%
Critical Chance
Lvl 1
Together. As One.
7.37%
Accuracy
Lvl 1
Together. As One.
4.44%
Critical Chance