- Expiration:
- Allow Reroll: True
- Max Rerolls: Infinite
- Initial Tiers: 0
Level 0
No Levels Learned
Dismantle Result
5
Level 1
Bonus Stat
1
Available Affixes
- 5%-10% Health
- 5%-10% Protection
- 25%-50% Defense
- 5%-10% Critical Damage
- 5%-10% Special Damage
- 5%-10% Physical Damage
Reroll Costs
1 Reroll
50K
20
2 Rerolls
50K
20
3 Rerolls
100K
40
4 Rerolls
100K
40
5+ Rerolls
200K
80
Upgrade Costs
50K
10
Dismantle Result
25K
5
Level 2
Bonus Stat
1
Available Affixes
- 5%-10% Health
- 5%-10% Protection
- 25%-50% Defense
- 5%-10% Critical Damage
- 5%-10% Special Damage
- 5%-10% Physical Damage
Reroll Costs
1 Reroll
50K
20
2 Rerolls
50K
20
3 Rerolls
100K
40
4 Rerolls
100K
40
5+ Rerolls
200K
80
Upgrade Costs
150K
30
Dismantle Result
50K
8
Level 3
Bonus Mechanics for Alignments
1
Available Affixes
Dark Side
- Whenever Dark Side allies inflict Damage Over Time on an enemy, they gain a stack of Protection Up (5%, stacking) until the end of the encounter.
- The first time a Dark Side Tank ally is defeated, revive them with 100% Health, reset their cooldowns, and they gain a bonus turn. Limit once per battle.
- Whenever Dark Side allies use a Basic ability, they gain Speed Up for 2 turns.
- Whenever Dark Side allies use a Special ability they gain 15% Turn Meter.
- Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Light Side
- Whenever Light Side allies inflict a debuff on an enemy, they deal damage to that enemy equal to 2% of that enemy's Max Health.
- At the beginning of their turn, Light Side allies have +25% chance to dispel all Debuffs on themself.
- Whenever Light Side allies use a Basic ability, they gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.
- Light Side allies recover 2% Health whenever they critically hit an enemy.
- Whenever Light Side allies inflict a debuff, they gain 2% Critical Chance (stacking) for 3 turns.
Reroll Costs
1 Reroll
50K
20
2 Rerolls
50K
20
3 Rerolls
100K
40
4 Rerolls
100K
40
5+ Rerolls
200K
80
Upgrade Costs
300K
50
5
Dismantle Result
125K
20
Level 4
Bonus Stat
3
Available Affixes
- 10%-20% Health
- 10%-20% Protection
- 50%-75% Defense
- 10%-15% Critical Damage
- 10%-20% Special Damage
- 10%-20% Physical Damage
Reroll Costs
1 Reroll
50K
10
2 Rerolls
50K
10
3 Rerolls
75K
20
4 Rerolls
75K
20
5+ Rerolls
125K
40
Upgrade Costs
500K
30
Dismantle Result
250K
35
10
Level 5
Bonus Stat
3
Available Affixes
- 10%-20% Health
- 10%-20% Protection
- 50%-75% Defense
- 10%-15% Critical Damage
- 10%-20% Special Damage
- 10%-20% Physical Damage
Reroll Costs
1 Reroll
50K
10
2 Rerolls
50K
10
3 Rerolls
75K
20
4 Rerolls
75K
20
5+ Rerolls
125K
40
Upgrade Costs
750K
45
Dismantle Result
500K
60
25
Level 6
Bonus Mechanics for Factions
3
Available Affixes
Support
-
Whenever a Support ally starts their turn dispel Tenacity Up from all enemies and then reduce their Tenacity by 100% until the end of the turn.
Whenever a Support inflicts debuff on an enemy all allies get benefits based on their roles for the rest of the encounter:
- Attackers: +10% Critical Damage
- Healers: +5% Tenacity
- Supports: +10% Potency
- Tanks: +5% Defense
Whenever a Support grants a buff to another ally they also inflict Buff Immunity for 1 turn on all enemies. - At the end of their turn, Support allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
- Whenever Support allies grant a buff to another ally, that ally gains 10% Turn Meter (limit once per turn per ally).
- Whenever Support allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
- Whenever a Support ally deals damage to an enemy and no other enemy is Ability Blocked, inflict Ability Block for 1 turn on the target enemy, which can't be evaded or resisted.
Tank
-
At the start of their turn Tanks gain 20% of their Max Health as Max Protection. The first time they lose all of their Protection, they recover 100% Protection and gain 50% Max Protection.
Whenever Tanks are inflicted with a debuff they Taunt for 2 turns. While Taunting they receive 50% less damage from out of turn attacks and assist whenever allies use a Special ability. - Whenever a Tank ally is critically hit, they gain 100% Critical Avoidance and Critical Chance for 2 turns.
- At the start of each turn, if non-Galactic Legend Tank allies have 50% or more Turn Meter, damage they receive is reduced by 75% until the end of the turn.
- At the start of battle, Tank allies lose all Max Protection and gain that much Max Health. Tank allies gain Grit until the end of battle, which can't be copied, dispelled, or prevented. Grit: Takes reduced damage from percent Health damage effects
- Tank allies start the battle with Damage Immunity for 2 turns (can't be copied).
Healer
-
Whenever a character is healed by an allied Healer they reduce their cooldowns by 1.
Whenever an ally Healer is critically hit they recover 10% Health and gain 10 Speed (stacking, max 100) for the rest of the encounter.
Whenever an ally is revived on an ally Healer's turn all allies recover 100% Max Health and Max Protection.
The first time each Healer ally is defeated they are revived and recover 100% Max Health. - Whenever Healer allies target another ally with an ability during their turn, they both gain 5% Defense, Max Health, Max Protection, and Offense (stacking) until the end of battle.
- At the end of each turn, Healer allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
- Whenever Healer allies recover Health, they recover Protection equal to the amount of Health recovered. Healer allies can't recover Protection this way more than once per turn or if their Health was full.
- Whenever Healer allies have full Health and Protection at the start of their turn, they deal +100% more Damage on their turn.
Attacker
-
Whenever an Attacker critically hits they attack again(limit once per turn) Otherwise, they gain 10% Defense Penetration (stacking).
Whenever an Attacker attacks out of turn they deal bonus True damage which can't be evaded. - Whenever Attacker allies critically hit an enemy during their turn, that ally gains 10% Offense (stacking) for 2 turns.
- Whenever a Attacker ally defeats an enemy, they take a bonus turn.
- At the end of their turn, Attacker allies gain Defense Penetration Up and Offense Up for 1 turn.
- Whenever Attacker allies use a Special Ability on their turn, they gain Riposte for 2 turns.
Reroll Costs
1 Reroll
50K
10
2 Rerolls
50K
10
3 Rerolls
75K
20
4 Rerolls
75K
20
5+ Rerolls
125K
40
Upgrade Costs
1M
50
10
Dismantle Result
1M
100
40
Level 7
Bonus Stat
3
Available Affixes
- 20%-30% Health
- 20%-30% Protection
- 75%-100% Defense
- 15%-25% Critical Damage
- 20%-30% Special Damage
- 20%-30% Physical Damage
Reroll Costs
1 Reroll
200K
20
2 Rerolls
200K
20
3 Rerolls
400K
40
4 Rerolls
400K
40
5+ Rerolls
800K
80
Upgrade Costs
1.25M
50
30
Dismantle Result
1.5M
120
60
5
Level 8
Bonus Stat
3
Available Affixes
- 20%-30% Health
- 20%-30% Protection
- 75%-100% Defense
- 15%-25% Critical Damage
- 20%-30% Special Damage
- 20%-30% Physical Damage
Reroll Costs
1 Reroll
200K
20
2 Rerolls
200K
20
3 Rerolls
400K
40
4 Rerolls
400K
40
5+ Rerolls
800K
80
Upgrade Costs
1.5M
50
50
Dismantle Result
2M
180
100
10
Level 9
Bonus Mechanics for Characters
5
Available Affixes
-
Whenever Coruscant Underworld Police uses a Special ability, Shock all enemies for 2 turns which can't be evaded or resisted.
The first time Coruscant Underworld Police reaches 50% Health he gains Damage Immunity for 3 turns.
At the start of Coruscant Underworld Police's turn, he gains 15% Offense per active ally, his attacks ignore Protection, and a random ally recovers 100% Protection, until the end of his turn.
Whenever Coruscant Underworld Police uses a Special ability call all allies to assist and the target enemy loses 10% Max Health until end of the encounter. - Whenever Coruscant Underworld Police uses a Basic ability on their turn, other allies gain +25% Turn Meter.
- Whenever Coruscant Underworld Police Stuns an enemy, Coruscant Underworld Police gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
- Whenever 0-0-0 uses an ability, they deal more damage equal to half their Tenacity percentage (max 100% more damage). This effect will only trigger if 0-0-0 has more than 0% Tenacity.
- Whenever 0-0-0 critically hits an enemy, 0-0-0 gains Damage Immunity for 1 turn, which can't be copied, 25% Turn Meter, and Blinds that enemy for 1 turn, which can't be evaded or resisted. If the enemy was Target Locked, 0-0-0 also gains Protection Up (100%, stacking), Retribution, and Speed Up for 2 turns.
- Whenever Gamorrean Guard loses Taunt, remove 50% Turn Meter from all enemies.
- Whenever Gamorrean Guard is dealt Special damage, the other ally with the most Health Taunts for 2 turns.
-
Whenever Gar Saxon inflicts Speed Down on an enemy he also inflicts Vulnerable, which can't be copied, dispelled, evaded, or resisted to all enemies for 1 turn and his cooldowns are reset.
Whenever Gar Saxon attacks out of turn he Blinds the enemy for 1 turn.
If Imperial Super Commando is an active ally, Gar Saxon assists whenever Imperial Super Commando uses a Special ability. - Whenever another ally uses an ability on their turn, Gar Saxon assists (limit once per turn) dealing 50% more damage.
-
Enfys Nest is immune to Max Health reduction.
Whenever Nest inflicts a debuff on an enemy she gains 20% Critical Damage (stacking) until the end of the encounter.
Whenever Nest uses a Special ability, she attacks again dealing an additional 20% damage as True damage.
Whenever Nest attacks out of turn, she Exposes the target enemy for 2 turns.
At the start of her turn Nest's damage is increased by 10% (stacking) for every enemy turn taken before this turn until the end of her turn and will assist the next other ally to take a turn. - The first time Enfys Nest is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
- Whenever another ally recovers Protection, IG-11 gains Foresight for 1 turn.
- Whenever another ally is defeated, Wat Tambor takes a bonus turn and their cooldowns are reset.
- Whenever Wat Tambor deals damage to an enemy, remove 25% Turn Meter from that enemy.
- Whenever Vandor Chewbacca attacks out of turn, they recover 20% Health and Protection.
- Vandor Chewbacca has +5% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 15%.
- Whenever Wampa inflicts a debuff, they recover 25% of their Max Health and Max Protection (limit once per turn).
- Whenever Wampa uses an ability, they deal more damage (max 100%) equal to half their Potency percentage. This effect will only trigger if Wampa has more than 0% Potency.
- The first time Visas Marr is defeated, if there is at least one other active ally, revive all other defeated allies and other allies recover +100% Health and Protection, gain 100% Turn Meter and 100% Offense until the end of battle.
- At the start of each of Ewok Elder's turns, they reset their cooldowns and lose 5% Health for each turn each ability was reduced. Ewok Elder can't be defeated this way.
- Whenever an enemy takes a turn, Sabine Wren takes a bonus turn. During this bonus turn, Sabine Wren deals 100% more damage. This bonus turn can't trigger this effect on enemies.
- At the start of Sabine Wren's turn, they have a 20% chance to gain 50% Defense Penetration for 1 turn.
-
Whenever Darth Nihilus reduces his cooldowns, he gains 75% Offense and 20% Turn Meter for 1 turn.
Whenever Darth Nihilus defeats an enemy, Expose all enemies for 2 turns, which can't be evaded.
Whenever Darth Nihilus inflicts Damage Over Time on an enemy, all allies gain 3 stacks of Heal Over Time for 2 turns.
If there is another Sith Support ally at the start of the encounter, Darth Nihilus gains 100% Max Health for the rest of the encounter. - The first time Darth Nihilus falls below 30% Health they dispel all debuffs on themself, recover 40% Health, and gain a bonus turn.
-
While Jedi Consular is active all Jedi allies are immune to Healing Immunity.
Whenever Jedi Consular uses his Basic ability, reduce his cooldowns by 1 and he gains 7% Max Health (stacking, Max 210%) for the rest of the encounter.
Whenever Jedi Consular heals an ally, dispel all debuffs on them and they gain Jedi's Will for 2 turns.
Whenever Jedi Consular uses Jedi Healing, revive all non-Jedi allies with 100% Max Health and Max Protection.
Whenever Jedi Consular uses Attack as Defense deal bonus True damage equal to 50% his Max Health, which can't be evaded.
The first time Jedi Consular falls below 25% Health, he gains 100% Evasion for 2 turns.
- Whenever 50R-T is dealt damage, reflect 20% of the damage dealt back onto the attacker as True damage, which can't be evaded. This damage can't defeat enemies.
- At the start of 50R-T's turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.
- Whenever Young Han Solo gains Retribution, they also gain 10% Health Steal and 10% Defense (stacking, max 200%), and 10 Speed (stacking, max 200) for the rest of the encounter.
- Young Han Solo deals +5% more damage per Relic Amplifier level on all allies until the end of battle.
-
At the start of the encounter Iden gains Taunt, which can't be dispelled until she is defeated.
Whenever an non-Droid Imperial Trooper is defeated she gains Taunt, which can't be dispelled until she is defeated. - Iden Versio gains 15% Turn Meter when other allies use a Special ability on their turn.
-
Whenever Barriss uses a Special ability, all Jedi allies gain 15% Max Protection (stacking, max 150%) for the rest of the encounter.
Whenever she gains Turn Meter, all allies gain 10% Max Health (stacking, max 150%) for rest of the encounter and she dispels all buffs from a random enemy.
Whenever Barriss is critically hit all Jedi allies gains 10% Critical Damage (stacking) for the rest of the encounter.
-
Whenever Stormtrooper Han gains Taunt all allies gain Protection Up (50%) for 3 turns. While Stormtrooper Han is Taunting, he gains 100% counter chance and Defense, and is immune to critical hits.
Whenever Stormtrooper Han removes Turn Meter from an enemy reset Draw Fire's cooldown.
All allies have +50% Offense while Stormtrooper Han's Health is above 50%, and all allies gain 70% Defense when his Health is below 50%. - The first time Stormtrooper Han goes below 100% Health, recover 100% Health and Protection and gain 100% Turn Meter.
- Whenever Bossk uses a Basic ability, Bossk gains Protection Up (50%, stacking) for 2 turns and 50% Turn Meter. Whenever Bossk damages an enemy using a Special ability, inflict Fear for 1 turn on that enemy, which can't be evaded or resisted.
- Whenever Bossk Stuns an enemy, Bossk gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
- Whenever Geonosian Soldier critically hits an enemy, Geonosian Soldier gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.
- Whenever Geonosian Soldier damages an enemy with a Special ability and the enemy doesn't have Armor Shred, inflict Armor Shred for the rest of battle. Whenever Geonosian Soldier uses a Basic ability and damages an enemy with Armor Shred, inflict Expose for 2 turns on that enemy, which can't be resisted, and Geonosian Soldier gains Protection Up (50%, stacking) for 2 turns.
Reroll Costs
1 Reroll
200K
20
2 Rerolls
200K
20
3 Rerolls
400K
40
4 Rerolls
400K
40
5+ Rerolls
800K
80
Upgrade Costs
2M
75
100
Dismantle Result
2.5M
300
140
20