• last resort galactic raiders Datacrons

    • All Unwavering Courage Escalating Conflict
    • Level 9 Datacrons - 6

      2x Level 9 - Darth Sidious
      If there are no other active allies at the start of battle:\n- Darth Sidious gains 200% Defense, Health Steal, Max Health and Max Protection, 100% counter chance and Critical Chance, and 100 Speed\n- He is immune to Daze and Stun\n- At the start of his turn, dispel all debuffs on himself and reset all cooldowns\n- Whenever he uses his Basic ability, inflict a stack of Damage Over Time for 1 turn, which can't be resisted, and whenever he uses a Special ability, dispel all buffs on all enemies\n- Enemies can't assist or attack again if he is targeted\n- At the start of each enemy's turn, if they have at least 5 stacks of Damage Over Time they are instantly defeated\n- Whenever an enemy is defeated, he recovers 100% Health and Protection
      1x Level 9 - Jyn Erso
      Whenever Jyn Erso critically hits an enemy, Jyn Erso gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.
      1x Level 9 - Admiral Trench
      Non-Droid Separatist allies start the encounter with Tactical Supremacy for 2 turns. Whenever Separatist allies gain a stack of Heal Over Time they gain 5% Critical Chance (stacking, max 200%) for the rest of the encounter. Whenever allies gain a stack Protection Over Time they gain 5% Defense (stacking, max 200%) for the rest of the encounter. Whenever Admiral Trench uses his Basic ability on his turn, call all allies with Riposte to assist. Whenever Trench Shocks an enemy, he gains Protection Up (25%) for 1 turn.
      1x Level 9 - Death Trooper
      The first time Death Trooper is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
      1x Level 9 - Mace Windu
      Whenever Mace Windu 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.

      Level 6 Datacrons - 48

      4x Level 6 - Empire
      Whenever Empire 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.
      3x Level 6 - Sith
      Whenever a Sith ally deals damage to an enemy and no other enemy is Marked, inflict Marked for 1 turn on the target enemy, which can't be evaded or resisted.
      3x Level 6 - Jedi
      Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
      3x Level 6 - Jedi
      At the end of each turn, Jedi allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
      3x Level 6 - Sith
      At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
      3x Level 6 - Sith
      Whenever enemies are damaged at the start of their turn, Sith allies gain 2% Turn Meter.
      2x Level 6 - Empire
      Whenever Empire allies critically hit an enemy during their turn, that ally gains 10% Offense (stacking) for 2 turns.
      2x Level 6 - Mandalorian
      Whenever a Mandalorian ally falls below 100% Health, they gain a bonus turn. Limit once per character per battle.
      2x Level 6 - Jedi
      Whenever a Jedi 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.
      2x Level 6 - Sith
      At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
      2x Level 6 - Sith
      Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
      2x Level 6 - Empire
      Whenever an enemy loses Turn Meter, Empire allies gain Protection Up (stacking, 10%) for 2 turns. Whenever an ally loses Protection Up they gain 10% Turn Meter.
      2x Level 6 - Mandalorian
      Whenever an enemy is defeated by a Mandalorian ally, that enemy can't be revived.
      2x Level 6 - Empire
      At the start of their first turn, Empire allies gain Offense equal to 400% of their current Defense. Then they lose 50% Defense.
      2x Level 6 - Resistance
      Whenever a Resistance ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
      2x Level 6 - Empire
      At the end of their turn, Empire allies gain Defense Penetration Up and Offense Up for 1 turn.
      1x Level 6 - Rebel Fighter
      Whenever Rebel Fighter allies lose a stack of Heal Over Time, they gain a stack of Heal Over Time (10%) for 2 turns at the end of the turn.
      1x Level 6 - Separatist
      At the start of each Separatist ally's turn, inflict Target Lock on a random enemy that doesn't already have it for 1 turn, which can't be resisted. Whenever a Separatist ally gains bonus Turn Meter when they didn't have 100% Turn Meter, gain 3% Critical Damage (stacking) for the rest of the encounter. If the target enemy is Target Locked, whenever Separatist allies use a Special ability they gain 3% Max Health (stacking) for the rest of the encounter.
      1x Level 6 - Rebel Fighter
      The first time each Rebel Fighter ally falls below 50% Health, all Rebel Fighter allies reduce their cooldowns by 1 and gain 10% Turn Meter.
      1x Level 6 - Jedi
      While Jedi allies have 100% Health they have 100% Offense, otherwise they have 100% Defense. At the start of their turn, if they are buffed, they gain Advantage for 1 turn, otherwise they gain Tenacity Up for 2 turns.
      1x Level 6 - Separatist
      Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
      1x Level 6 - Resistance
      Resistance allies have +100% Tenacity. Resistance allies can't be defeated until each ally that had 100% Health at the start of battle has fallen below 100% at least once.
      1x Level 6 - Mandalorian
      Whenever Mandalorian allies grant a buff to another ally, that ally gains 10% Turn Meter (limit once per turn per ally).
      1x Level 6 - Resistance
      Whenever a debuff on an enemy expires, Resistance allies gain 2% Offense, doubled if that debuff was dispelled, until the end of battle.
      1x Level 6 - Mandalorian
      Whenever a Mandalorian ally damages an enemy with an attack, if that enemy was damaged during the last Mandalorian ally turn, all Mandalorian allies gain 2% Offense (stacking) until the end of battle.

      Level 3 Datacrons - 83

      8x 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.
      7x 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.
      6x Level 3 - Light Side
      At the beginning of their turn, Light Side allies have +25% chance to dispel all Debuffs on themself.
      5x Level 3 - Light Side
      The first time each Light Side ally reaches 75%, 50%, and 25% Health grant them Protection Up (50%) for 2 turns, which can't be dispelled or prevented.
      5x Level 3 - Dark Side
      Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
      5x Level 3 - Light Side
      Light Side allies start the battle with Protection Up (20%) for 2 turns.
      5x Level 3 - Light Side
      Whenever Light Side allies are dispelled, at the end of that turn they gain Potency Up and Tenacity Up for 2 turns.
      5x Level 3 - Dark Side
      At the beginning of their turn, Dark Side allies have +25% chance to dispel all Debuffs on themself.
      5x Level 3 - Light Side
      Whenever Light Side allies inflict a debuff, they gain 2% Critical Chance (stacking) for 3 turns.
      5x 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.
      4x Level 3 - Dark Side
      Whenever Dark Side allies inflict a debuff, they gain 2% Critical Chance (stacking) for 3 turns.
      4x Level 3 - Light Side
      Whenever Light Side allies gain a buff, they recover 2% Health and Protection.
      3x Level 3 - 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.
      3x Level 3 - Dark Side
      Dark Side allies start the battle with Protection Up (20%) for 2 turns.
      3x Level 3 - Dark Side
      Whenever Dark Side allies inflict a debuff on an enemy, they deal damage to that enemy equal to 2% of that enemy's Max Health.
      2x Level 3 - Dark Side
      The first time each Dark Side ally reaches 90%, 70%, and 50% Health inflict Doubt on a random enemy that doesn't have it for 2 turns, which can't be dispelled or prevented.
      2x 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.
      2x Level 3 - Light Side
      Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
      2x Level 3 - Light Side
      Whenever Light 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.
      2x Level 3 - Dark Side
      Whenever Dark Side allies gain a buff, they recover 2% Health and Protection.
 
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