• HeroRus Datacrons

    • All Together. As One. Escalating Conflict
    • Level 9 Datacrons - 49

      11x 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
      8x Level 9 - Darth Bane
      At the start of Darth Bane's turn, all enemies gain Accuracy Up, Advantage, and Health Steal Up for 1 turn or until they receive damage, and summon a Sith Trooper in the allied ally slot if it is available and there are no other Sith Trooper allies. Darth Bane gains a stack of Siphon whenever he is critically hit. Whenever Darth Bane uses Essence of Dominance, also Siphon Critical Damage. Deceived enemies deal 25% reduced damage to Darth Bane.
      7x Level 9 - Geonosian Spy
      Whenever Geonosian Spy attacks out of turn, they recover 20% Health and Protection.
      3x Level 9 - Finn
      Whenever another ally uses an ability on their turn, Finn assists (limit once per turn) dealing 50% more damage.
      3x Level 9 - Amilyn Holdo
      Amilyn Holdo has +100% Max Health and Max Protection. At the start of encounter, all Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever Amilyn Holdo loses Taunt, all other Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever a Resistance ally or Ben Solo loses Foresight, she gains 100% bonus Protection (stacking) for 1 turn. While she has Taunt, all other Resistance allies and Ben Solo have +100% Critical Avoidance and Defense Penetration and +100 Speed.
      3x Level 9 - BB-8
      Whenever BB-8 applies 10 buffs on a turn, inflict all enemies with Expose for 2 turns, which can't be evaded or resisted.
      2x Level 9 - First Order SF TIE Pilot
      First Order SF TIE Pilot has +100% Potency. While allied Supreme Leader Kylo Ren is active, First Order SF TIE Pilot can't be defeated. While First Order allies have Advantage, they ignore Taunt.\n\nWhenever the ally in the Leader slot or First Order SF TIE Pilot is damaged while they have Advantage, Stun that enemy for 1 turn, which can't be resisted. Whenever an enemy is Stunned, First Order SF TIE Pilot's abilities gain 5% bonus damage (stacking, max 200%), he and the ally in the Leader slot gain 10% Max Health until the end of the encounter, and if the ally in the Leader slot is Supreme Leader Kylo Ren, he gains 5% Ultimate Charge. Whenever a Stunned enemy is defeated, they can't be revived, the ally in the Leader slot gains a bonus turn, and the allied Leader and First Order SF TIE Pilot recover 100% Health and Protection.
      2x 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.
      2x Level 9 - Kit Fisto
      Kit Fisto has +100% Health Steal. At the start of the battle, grant Guard to all other Galactic Republic Jedi allies until Kit Fisto is defeated. Kit Fisto and all allies with Guard have +100% Accuracy and have their Health and Protection equalized at the start of each ally's turn. Whenever Kit Fisto attacks out of turn he recovers 20% Health and Protection and lowers the cooldown of Turn the Tide by 1. Whenever Kit Fisto uses a Special ability all Galactic Republic Jedi gain Retribution for 2 turns. Whenever he uses his Basic ability, dispel all buffs on the target enemy.
      2x Level 9 - Count Dooku
      Whenever Count Dooku Stuns an enemy, Count Dooku gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
      2x Level 9 - Rey
      The first time Rey is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.
      1x Level 9 - Sith Assassin
      Whenever Sith Assassin gains Stealth, they also reduce the cooldowns of their Special abilities by 1.
      1x Level 9 - First Order Stormtrooper
      At the start of encounter, First Order Storm Trooper gains 100% Max Health and Max Protection, and the allied Leader gains 50% Armor Penetaration and Offense. Whenever Stun expires or is dispelled from an enemy, First Order Storm Trooper gains 10% Defense and Tenacity (stacking), and the ally in the Leader slot gains 10% Critical Damage (stacking) until the end of encounter.\n\nWhenever another First Order ally is critically hit, First Order Storm Trooper gains Protection Up (25%, stacking) and Taunts for 2 turns. Whenever First Order Storm Trooper uses The Order Relentless, he also dispels all debuffs from all First Order allies and they recover 50% Health.
      1x Level 9 - Supreme Leader Kylo Ren
      Supreme Leader Kylo Ren deals 5% more damage per Relic Amplifier level on all allies present at the start 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.

      Level 6 Datacrons - 109

      10x 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.
      8x Level 6 - Sith
      Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
      7x Level 6 - Sith
      At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
      7x 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.
      7x Level 6 - Sith
      Whenever enemies are damaged at the start of their turn, Sith allies gain 2% Turn Meter.
      7x Level 6 - Resistance
      Whenever a Resistance ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
      6x Level 6 - Jedi
      The first time each Jedi ally falls below 50% Health, all Jedi allies reduce their cooldowns by 1 and gain 10% Turn Meter.
      5x Level 6 - First Order
      At the start of their first turn, First Order allies gain Offense equal to 400% of their current Defense. Then they lose 50% Defense.
      4x Level 6 - Separatist
      Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
      4x 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.
      4x 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.
      4x 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.
      4x 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.
      4x Level 6 - Separatist
      At the end of their turn, Separatist allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
      4x Level 6 - Jedi
      Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
      4x 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.\n\nWhenever 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.\n\nWhenever a First Order ally attacks a Stunned enemy, they deal 10% Max Health damage to that enemy. This damage can't defeat enemies.\n\nWhenever 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.
      3x 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.
      3x 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.
      2x 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.
      2x Level 6 - First Order
      Whenever First Order allies Stun an enemy, they gain Speed Up and Offense Up for 2 turns and inflict Expose for 2 turns at the end of that turn, which can't be evaded.
      2x Level 6 - Separatist
      Whenever a Separatist ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
      2x Level 6 - Resistance
      Whenever a Resistance ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
      2x Level 6 - Resistance
      The first time each Resistance ally falls below 50% Health, all Resistance allies reduce their cooldowns by 1 and gain 10% Turn Meter.
      1x Level 6 - Inquisitorius
      Whenever Inquisitorius allies start their turn with fewer than 2 buffs, all other allies gain 15% Turn Meter.
      1x Level 6 - Gungan
      Whenever Gungan 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.
      1x Level 6 - Inquisitorius
      Whenever a Inquisitorius ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the target enemy, which can't be resisted.
      1x Level 6 - First Order
      At the start of battle, First Order allies gain Retribution for 3 turns, which can't be dispelled.

      Level 3 Datacrons - 160

      23x 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.
      18x Level 3 - Dark Side
      Dark Side allies start the battle with Protection Up (20%) for 2 turns.
      16x 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.
      14x 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.
      13x Level 3 - Light Side
      Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
      12x 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.
      12x Level 3 - Dark Side
      Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
      11x 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.
      11x 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.
      11x 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.
      7x 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.
      6x Level 3 - Light Side
      Light Side allies start the battle with Protection Up (20%) for 2 turns.
      3x Level 3 - Dark Side
      Whenever Dark Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
      1x Level 3 - Light Side
      Whenever Light Side allies start their turn, for each enemy with fewer than 4 debuffs, that ally gains 30% Potency until the end of the turn.
      1x Level 3 - Light Side
      Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
      1x Level 3 - Dark Side
      Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
 
SWGOH.GG is not affiliated with EA, EA Capital Games, Disney or Lucasfilm LTD.
Privacy Policy | Public Issue Tracker | Discord