• Galaxy of Heroes News & Dev Tracker

  • Hey everyone! I'm extremely excited to say that Revan is finally coming to the game! As you all know by now, he is dropping shortly in the event "Legend of the Old Republic" which will require Bastila, Jolee, Mission, Zaalbar, and T3-M4. This event is a Journey event, but it's a special one as it has a twist I think you'll like:

    Revan joins your party throughout the event!
    Please post your feedback about this event here. I've worked really hard on this one and I hope you all enjoy the event. And, in case word hasn't gotten around, it WILL return. Get as far as you can, I put some great rewards in there for you all. But if you can't get him don't panic! You'll get more chances. Good luck!

  • Hello Holotable Heroes!

    We recently announced our intention to rework Nightsister Zombie during our changes to prevent the “Critolyte” strategy in the Sith Triumvirate Raid. Our decision to change Zombie is to prevent an investment/gameplay strategy referred to as “Paper Zombie”. For those not familiar, Paper Zombie is a strategy in which Nightsister Zombie is purposefully left underinvested (gear primarily) so that she will be defeated much more frequently and easily (in both PvP and PvE contexts). Being defeated frequently is made all the easier since Zombie taunts a lot. In being defeated more often, Zombie is able to activate Asajj Ventress’ Unique, Rampage, more often, giving Asajj a tremendous amount more Offense and Turn Meter, and consequently results in Asajj doing a lot more damage.

    At its core, this strategy primarily breaks a core tenant/rule of the game - investing more deeply in a character should always be better in terms of gameplay outcomes; more health, more damage, more functionality, etc. This is a game about strategic resource management and you should be rewarded for strategically investing in a character. People who did this investment were then punished, because there is no way to “level down” a character. This doesn’t always perfectly hold up, but we do our best to hold to the spirit of that core pillar as much as we possibly can.

    We’ll also say, we realize we waited too long to make this change. Initially, we found the Paper Zombie strategy novel and an interesting use of the mechanics in the game. We love it when the players find something we hadn’t considered as long as it isn’t game-breaking. But over time, we’ve gotten more and more requests to do something about Zombie. “Reset my Zombie.” “Fix Zombie.” “Respect my investment.” So we need to act. Sorry it’s taken us so long to fix her. We believe we’ve done her justice. As a final note, per our previous communications, we will be removing the Old Daka Zeta from all players that have her Zeta’d. We are aiming to refund the Old Daka Zeta from all players that have her Zeta’d in the next update, but we will confirm in patch notes when it goes live.

    How She’s Changed
    Below is the revised ability kit for Nightsister Zombie. We’ve made no changes to her core stats.
    Changes are Highlighted in Green.


    Basic: Blight Touch
    Base: Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns.
    • Upgrade 1: +5% Damage
    • Upgrade 2: +10% Damage
    • Upgrade 3: +5% Damage
    • Upgrade 4: +10% Damage
    • Upgrade 5: +5% Damage
    • Upgrade 6: +10% Damage
    • Upgrade 7: +15% Damage
    Final Text: Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns.

    Special 1: Feed
    Base: Deal Physical damage to target enemy. If Nightsister Zombie has full Health, Dispel all debuffs on her. (Cooldown 3)
    • Upgrade 1: +5% Damage
    • Upgrade 2: +10% Damage
    • Upgrade 3: +15% Damage
    • Upgrade 4: +5% Damage
    • Upgrade 5: +10% Damage
    • Upgrade 6: +15% Damage
    • Upgrade 7: +All Nightsister allies recover 20% of Nightsister Zombie's Max Health
    Final Text: Deal Physical damage to target enemy. If Nightsister Zombie has full Health, Dispel all debuffs on her. All Nightsister allies recover 20% of Nightsister Zombie's Max Health. (Cooldown 3)

    Unlocks at Gear Level 2
    Unique: Endless Horde
    Base: At the end of her turn, Nightsister Zombie gains Taunt for 1 turn. When Nightsister Zombie is defeated while any other Nightsister allies are active, she is revived with 40% Health, which can't be prevented.
    If Nightsister Zombie survived damage from an enemy attack since her last turn, she gains 50% Speed (stacking) at the start of her turn. When Nightsister Zombie is defeated, she loses 50% Speed (stacking). These effects are neither buffs nor debuffs and combine for a maximum of +100% Speed or a minimum of -100% Speed. If Nightsister Zombie is defeated while at -100% Speed from this effect, she cannot be revived.
    • Upgrade 1: +10% Heal
    • Upgrade 2: +10% Heal
    • Upgrade 3: +10% Heal
    • Upgrade 4: +10% Heal
    • Upgrade 5: +10% Heal
    • Upgrade 6: +10% Heal
    • Upgrade 7: Nightsister Zombie gains Taunt for 1 turn at the start of each encounter
    Final Text: At the start of each encounter and at the end of her turn, Nightsister Zombie gains Taunt for 1 turn. When Nightsister Zombie is defeated while any other Nightsister allies are active, she is revived with 100% Health, which can't be prevented.
    If Nightsister Zombie survived damage from an enemy attack since her last turn, she gains 50% Speed (stacking) at the start of her turn. When Nightsister Zombie is defeated, she loses 50% Speed (stacking). These effects are neither buffs nor debuffs and combine for a maximum of +100% Speed or a minimum of -100% Speed. If Nightsister Zombie is defeated while at -100% Speed from this effect, she cannot be revived.

    Unlocks at Gear Level 10
    Unique: Undying Sacrifice
    Base: Nightsister Zombie can revive after being defeated at -100% Speed from Endless Horde. The first 2 times another Nightsister ally is defeated by an enemy attack, they are revived, recover 15% of Nightsister Zombie's Max Health and Nightsister Zombie is defeated.
    When Nightsister Zombie is defeated by this effect, she loses all Protection, dispels all negative Speed effects from Endless Horde and revives with 50% Turn Meter. This effect does not trigger Endless Horde's Speed reduction.
    • Upgrade 1: +10% Heal
    • Upgrade 2: +10% Heal
    • Upgrade 3: +10% Heal
    • Upgrade 4: +10% Heal
    • Upgrade 5: +10% Heal
    • Upgrade 6: +10% Heal
    • Upgrade 7: +25% Heal
    Final Text: Nightsister Zombie can revive after being defeated at -100% Speed from Endless Horde. The first 2 times another Nightsister ally is defeated by an enemy attack, they are revived, recover 100% of Nightsister Zombie's Max Health and Nightsister Zombie is defeated.
    When Nightsister Zombie is defeated by this effect, she loses all Protection, dispels all negative Speed effects from Endless Horde and revives with 50% Turn Meter. This effect does not trigger Endless Horde's Speed reduction.


    Examples of Endless Horde
    Frame 1 - Two positive stacks of Endless Horde: Nightsister Zombie is at +100% speed, acting twice as often.
    Frame 2 - Zero stacks of Endless Horde: Nightsister Zombie is at normal speed.
    Frame 3 - Two negative stacks of Endless Horde: Nightsister Zombie is at -100% speed and will not take a turn. Additionally, if she is defeated in this state and has not unlocked Undying Sacrifice, she will be unable to revive.
    93lrr3evj80l.png

    Commentary on Changes
    The first, and easiest, change to notice is that we’ve made her special ability, Feed, provide a mass heal to the Nightsisters. Coupled with some of the other changes, we wanted to help make up for some of the power that the Paper Zombie strategy provided for Asajj in the Sith Triumvirate Raid, so we added the heal to help bring the team up as a whole.

    Next, we’ve altered Endless Horde. We left Zombie’s constant taunting and reviving intact, but we’ve added some new mechanics to it. Endless Horde is now a way for Nightsister Zombie to gain speed and lose speed. If Zombie is damaged and lives, at the start of her next turn she gains a stack of Endless Horde and goes 50% faster. If Zombie is defeated, she loses a stack of Endless Horde, goes 50% slower, and resets the damage counter for purposes of gaining a positive stack. If Zombie has two negative stacks of Endless Horde (-100% speed) and is defeated, she cannot be revived.

    This was the first step in dismantling Paper Zombie - make constantly dying result in a useless Zombie. Now, we needed to make a reason to go deep on investing in Zombie.

    We’ve created a new Unique ability for Zombie called Undying Sacrifice. This ability unlocks at Gear Level 10. At its base level, the ability prevents the perma-death in Endless Horde - Zombie can now be revived after being defeated at -100% Speed. Additionally, we wanted to add a way for Zombie to clock up a few extra deaths, so Undying Sacrifice allows Zombie to die in place of another Nightsister twice. This does two things: 1) Adds some more defeats to fuel Asajj a little bit more and 2) resets Endless Horde’s negative effects, allowing Zombie to take a turn and taunt again. To prevent her new unique from adversely affecting her, being defeated by Undying Sacrifice does not reduce her speed via Endless Horde. Do note that if Zombie has “revive charges” left on Undying Sacrifice and all of her allies, including herself, are defeated at the same time, no one will revive and the battle will end.

    PvP Experience Changes
    If the Nightsisters were difficult to deal with previously, they will have become even more difficult to defeat now that we’ve updated Zombie. Teams that used to have an easy time beating them in the past will have a much harder time and in some cases even lose their ability to defeat the Nightsisters. Additionally, once Undying Sacrifice is unlocked, Zombie will be able to get out of Fracture, Isolate, and Buff Immunity whenever her new Unique triggers. This will keep her taunting throughout the match and properly protecting her allies no matter who she faces. In general, the Nightsisters' PvP presence has been improved, and we think they will return to the meta, although not to the previous dominance they originally enjoyed.

    PvE Experience Changes
    The PvE experience is likely to be the most varied amongst players. For those players that were using Paper Zombie in the Sith Triumvirate Raid, they will see their scores drop fairly precipitously. Paper Zombie teams will no longer be able to solo Nihilus in Phase 4 of the Heroic Sith Triumvirate Raid. Paper Zombie is dead. For those players that had invested in Zombie (Tanky or Fat Zombie) and invest in Undying Sacrifice, they may see some increased difficulty in setting up the perfect attempt in Phase 3, but should see their scores improve in Phase 4. They should also see Zombie taking a more active role in contributing to the team, rather than acting solely as a passive means of boosting Asajj’s stats.

    We think that this should resolve the Paper Zombie issue moving forward. We look forward to your feedback on these changes.

    <<MEGATHREAD>>

  • Kit Reveal: IG-2000

    Sep 25, 2018, 06:09 p.m. · CG_GAWS - EA Forums

    UNIT NAME: IG-2000
    ALIGNMENT: Dark
    CATEGORIES: Dark Side, Bounty Hunter, Scoundrel, Droid, Attacker
    CREW: IG-88
    Aggressive Bounty Hunter Attacker that deals massive damage to Breached enemies

    zg7yypuiok3o.gif

    ABILITIES:

    Basic: EXPLOIT IDENTIFIED

    szzc2skg0x3j.gif

    FINAL TEXT: Deal Physical damage to target enemy. If the enemy is Breached, attack again.

    Special 1: INERTIAL DAMPENERS DISABLED (Cooldown 3)

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    FINAL TEXT: Deal Physical damage to target enemy, Stun them for 1 turn, and inflict Target Lock for 2 turns. This attack deals 50% more damage to Breached enemies.

    Unique (crew): RECONSTRUCT PROTOCOL

    FINAL TEXT: At the start of each turn, the IG‌-2000 recovers 8% Health. It also gains +8% Offense for each debuffed enemy. Other Droid allies gain half these amounts.

    While the IG‌-2000 is active, Breached enemies have -25% Critical Chance.

    Reinforcement: INITIATE SLICE SEQUENCE

    FINAL TEXT: Enter Battle: Grant another random Attacker ally Offense Up for 1 turn and inflict Critical Chance Down on all enemies for 2 turns. Additionally, inflict Target Lock on the highest and lowest Health enemy for 2 turns, which can’t be Evaded.

    GAME CHANGERS

    Operation Metaverse:


    CubsFan Han:


    Lolindir (Spanish):


    Karadrik LP (German):

  • Hey everyone,

    I wanted to hop on and say there was a miscommunication/mistake on our side about when the Bounty Hunter drops were going to go live. Bounty Hunter Bonus Drops are intended to go live from 9/22 through 9/26 at midnight Player Local Time, meaning that for those of you in other timezones you may already see it. We normally put messaging out the day before these sort of drops, but looking at the message we did send out, we clearly didn't do a great job at setting the right timing expectations. We're all still getting in to the office, so there will be some follow up messaging shortly if there are any other inconsistencies.

    I'm going to be working with team to make sure we have clearer/more precise messaging about these sorts of events in the future. Sorry this one caused such a head ache.

  • Kit Reveal: CHEWBACCA

    Sep 19, 2018, 01:09 a.m. · CG_GAWS - EA Forums

    5shrs0ak8zl3.gif

    UNIT NAME: Chewbacca
    ALIGNMENT: Light
    CATEGORIES: Scoundrel, Rebel, Attacker, Smuggler
    Mighty Rebel Attacker who Guards the weakest ally

    ABILITIES:

    Basic: OVERCHARGED SHOT

    jesydvt1357b.gif

    FINAL TEXT: Deal Physical damage to target enemy and inflict Tenacity Down for 2 turns.

    Special 1: PULVERIZE (Cooldown 4)

    ndzyeza0yg4m.gif

    FINAL TEXT: Dispel all buffs on all enemies, then deal Physical damage to all enemies. Chewbacca gains Offense Up and Critical Chance Up for 2 turns. This attack ignores Defense.

    Special 2: FURIOUS BOWCASTER (Cooldown 3)

    akp9p4fv81zq.gif

    FINAL TEXT: Deal Physical damage to target enemy and Stun them for 1 turn. Then, if the target has no Protection, reset Pulverize's ability cooldown. This attack can't be Evaded.

    Unique 1: LOYAL FRIEND

    FINAL TEXT: (ZETA) At the start of the battle, grant Guard to the weakest ally and Han Solo until Chewbacca is defeated. Chewbacca Assists when a Guarded ally uses any ability during their turn, doing 20% less damage, limited once per turn. When Chewbacca deals damage to an enemy, he and all Guarded allies recover 3% Health and 3% Protection.

    Guard: Can't be Critically Hit, Immune to Daze and Stun, +25% Critical Chance

    Unique 2: RAGING WOOKIE

    FINAL TEXT: (ZETA) Chewbacca is immune to Ability Block and Cooldown Increase. When Chewbacca deals damage to an enemy, he deals bonus damage equal to 20% of their Max Health. When Chewbacca takes damage from an attack, he gains +25% Offense and +25% Critical Chance until the end of his next turn. When Chewbacca or a Guarded ally takes damage from an attack, reduce Furious Bowcaster's cooldown by 1.

    SYNERGY
    2wprgd7d6p3m.gif

    GAME CHANGERS

    Urzatron


    Operation Metaverse


    Spanish: Lólindir


    German: xKILLERBEEx


    Russian: Aramor


    Turkish: Alric Rahl


    Hungarian: assassindan HUN

  • Introducing Pack Probabilities

    Aug 29, 2018, 12:08 a.m. · CG_Carrie - EA Forums

    Hello all,

    In Star Wars: Galaxy of Heroes, one of our key objectives has been for players to fulfill their ultimate Star Wars fantasy by collecting characters from different Star Wars eras to master the galaxy. However, we know players like to play the game in different ways. Some are more focused on competition, some more on the collection components. Some guilds require certain rosters and squads to master the different raids, while others are seeking new yet-undiscovered mechanics by different squad makeups. All of these strategies work, and for players to have the best experience, it’s important to know what you need and how you might obtain it.

    This will now be much easier to figure out with the pack probabilities information combined with the Character Release Cadence, and a number of community tools. Pack probabilities can help aid you in making decisions about what to go for and when.

    Probability Overview
    We’ve been working to put together information on pack probabilities across all the different packs in the store and describe it as clearly as possible. Along with sharing the specifics of our pack probabilities (and some things we’ve updated along the way), we would like to provide additional understanding around how our packs work overall.

    If you’d like to skip straight to the disclosure page, it’s available here and will be direct linked from the details page of every crystal pack in the store after our TU13 client update.

    If you’d like some more specific information about additional changes we have made, please read on.

    upta3fqhzy5s.png

    Pack Probabilities Overview

    1. There are many different packs and pack types in Galaxy of Heroes, many of which have different probabilities. However, there are no “dynamic odds”. We don’t change pack probabilities or outcomes based on any player behavior or criteria.
    2. You will get something of value in every pack. However, as many of you are aware, some of our packs have low probabilities for larger amount of character shards/ship blueprints. For example, a single character marquee pack will most likely net between 5 and 7 shards (more often 7). However, there are opportunities to receive significantly higher shard counts in packs as well.
    3. The pack probabilities are not a guarantee of outcome. Every time you open a pack is an independent event. Getting a high shard count in one pack does not mean you will definitely get a low count on the next pack. The probabilities reset with every pack.
    4. We’ve taken this opportunity to improve the way a few of our packs work. As the game has evolved, we’ve found that some of the previous designs needed an overhaul. As an example, we’re doing away with the “new” and “old” character/ship distinctions, because that’s become a bit outdated and becomes excessively complicated with the more items we have in the game. The probability of getting any one character/ship within a pack will be equal across all characters/ships in a pack (unless otherwise noted). This will mainly be noticeable in Fleet Packs.
    5. Any future changes to the pack probabilities will be updated on the website, and we will make sure to draw your attention to those changes via patch notes.
    We’re hoping these additional changes will provide information that improves your game experience. As always, we evaluate the probabilities alongside other game mechanics and will communicate any additional updates we make in the future.
    And as always, we’ll see you on the Holotables,
    -Carrie

    <<MEGATHREAD>>

  • Victory Counts and You

    Aug 22, 2018, 09:08 p.m. · CG_CapGaSP - EA Forums

    You may have seen around the game and patch notes reference to “Victory Counts” and I wanted to take a moment to explain what this is.

    For most Events and PvE tables, there is a maximum number of times you can “win” in a given twenty four hour period. This is the “Victory Count”. Literally, its how many times you won the particular piece of content. Sometimes, you can “refresh” the victory counter (such as in PvE table nodes), sometimes you can’t (like in Credit Heist). This is all pretty straight forward.

    However there is one part of Victory Counts that is unique to events and that’s where the same Victory Count can be shared across multiple difficulty tiers. Credit Heist, Training Droid Smuggling, and Contraband Cargo are all examples of an event where the Victory Count is “shared” across all tiers. This means the following:

    • Each tier of the event uses the same total number of Victory Counts
    • Winning any tier decreases the total for all tiers in that event
    • Conversely, if a refresh is allowed, refreshing a shared Victory Count does so for all tiers

    So the take away from all of this is that if you see “Victory Counts: Shared” on an event, you should try to do the tier with the rewards most relevant or important to you first. Failure does not cost anything. Victory Counts are only decremented when you win so it’s always worth trying to complete the hardest/most valuable tiers of an event first.

  • Rework: Cad Bane

    Aug 21, 2018, 05:08 p.m. · CG_Leviathan - EA Forums

    UNIT NAME: Cad Bane
    ALIGNMENT: Dark
    CATEGORIES: Bounty Hunter, Scoundrel, Support


    *UPDATED TEXT SHOW IN GREEN*

    ABILITIES:

    Basic: GUN SLINGER

    FINAL TEXT: Deal Physical damage to target enemy with a 65% chance to attack again. Inflict Accuracy Down on target enemy for 2 turns. Cad Bane gains 15% Turn Meter for each Critical Hit.

    Special 1: STUN GUN (Cooldown 3)

    FINAL TEXT: Deal Physical damage to target enemy, dispel all buffs on them and Stun them for 1 turn. In addition, remove 50% Turn Meter, doubled against Jedi enemies. If the target is debuffed, remove 25% of their Max Protection (stacking). This attack can't be Evaded.

    Unique 1: FOR THE RIGHT PRICE

    FINAL TEXT: Cad Bane has +30% Critical Chance and +30% Critical Damage. When Cad Bane inflicts a debuff, he recovers 5% Max Health and 5% Max Protection. When Cad Bane scores a Critical Hit, he has a 50% chance to reduce his cooldowns by 1.

    Leader: CAD BANE, AT YOUR SERVICE

    FINAL TEXT: Bounty Hunter allies have +100% Potency and gain Advantage for 2 turns when they inflict a debuff. When Cad Bane is in the Leader slot, and not the Ally slot, the following Contract is active:

    Contract: Inflict 20 debuffs (Only Bounty Hunter allies can contribute to the Contract.)

    Reward: All enemies have -50% Tenacity for rest of the battle. All Bounty Hunter allies have their Payouts activated.


    Contract: CAD BANE'S PAYOUT

    FINAL TEXT: Whenever Cad Bane receives Rewards from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.)

    Payout: Cad Bane has +25% Evasion. Inflict Thermal Detonator for 2 turns on attacking enemy when Cad Bane Evades, which can't be Evaded.

    GAME CHANGERS

    AhnaldT101


    MobileGamer


    Going Nerdy


    Aramor (Russian):


    Lolindir (Spanish):

  • Kit Reveal: Hound's Tooth

    Aug 21, 2018, 05:08 p.m. · CG_Leviathan - EA Forums

    UNIT NAME: Hound's Tooth
    ALIGNMENT: Dark
    CATEGORIES: Bounty Hunter, Scoundrel, Tank
    CREW: Bossk
    Sustainable Bounty Hunter Tank that debilitates enemies

    2jq7vmyyqkug.gif

    ABILITIES:

    Basic: TOOTH AND NAIL

    97tcj7ivi6ev.gif

    FINAL TEXT: Deal Physical damage to target enemy and dispel all debuffs on Hound's Tooth. Hound's Tooth recovers +10% Health and +10% Protection if it has Taunt.

    Special 1: DEVOURER OF PREY (Cooldown 3)

    grjwmhngdgxu.gif

    FINAL TEXT: Deal Physical damage to target enemy and inflict Breach for 3 turns, which can't be Evaded. Hound's Tooth gains Taunt for 2 turns.

    Breach: -25% Speed, -25% Defense

    Unique 1 (crew): TRANDOSHAN BARRICADE

    FINAL TEXT: Hound's Tooth gains 25% Protection Up (stacking) whenever it takes damage from an enemy’s attack. While not Taunting, it has +50% Tenacity and gains +25% Turn Meter whenever another ally takes damage from an enemy’s attack. Attacks that deal damage multiple times will not trigger these effects more than once. When Hound's Tooth loses Taunt, it gains Taunt for 1 turn if an enemy is Breached. While Hound's Tooth is active, Breached enemies have -25% Evasion.

    Reinforcement: SECURE THE HUNT

    FINAL TEXT: Enter Battle: Grant all other allies +25% Tenacity. Other Bounty Hunter allies also gain +5% Counter Chance (stacking) whenever they Resist a detrimental effect.

    GAME CHANGERS

    WarriorPresents


    Remon Azab


    SmithieD


    Lolindir (Spanish):


    EDIT 8/21: Basic ability text has been updated.

  • Kit Reveal: Aurra Sing

    Aug 21, 2018, 05:08 p.m. · CG_Leviathan - EA Forums

    UNIT NAME: Aurra Sing
    ALIGNMENT: Dark
    CATEGORIES: Bounty Hunter, Scoundrel, Attacker
    Deadly Bounty Hunter that has increased damage while under Stealth

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    ABILITIES:

    Basic: WEAKENING SHOT

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    FINAL TEXT: Deal Physical damage to target enemy with a 70% chance to inflict Stun for 1 turn. If the target is debuffed, Aurra Sing gains 20% Turn Meter.

    Special 1: HUSTLE (Cooldown 4)

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    FINAL TEXT: Aurra Sing gains Critical Chance Up and Offense Up for 3 turns and deals 35% more damage with her next ability. If Aurra Sing was already Stealthed, she takes a bonus turn.

    Special 2: SNIPER'S EXPERTISE (Cooldown 4)

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    FINAL TEXT: Deal Physical damage to target enemy. If the target is Toppled, this attack deals 200% more damage and this ability's cooldown is reset.

    Unique 1: RELENTLESS KILLER

    FINAL TEXT: Aurra Sing has +40% Critical Damage. This bonus is doubled while Stealthed. Whenever a Bounty Hunter ally defeats an enemy, Aurra Sing gains 10% Critical Chance (stacking) for the rest of the battle.

    Leader: GAME PLAN

    FINAL TEXT: (ZETA) Bounty Hunter and Scoundrel allies have +30% Offense while Stealthed. At the start of battle, and whenever a Bounty Hunter ally defeats an enemy, all Bounty Hunter Attacker allies gain Stealth for 2 turns. When Aurra Sing is in the Leader slot, and not the Ally slot, the following Contract is active:

    Contract: Use an ability while buffed 10 times. (Only Bounty Hunter allies can contribute to the Contract.)

    Reward: All Bounty Hunter allies gain +50% Counter Chance and their Payouts are activated. Bounty Hunter allies recover 25% Protection and gain 25% Turn Meter whenever an enemy is defeated.

    Contract: AURRA SING'S PAYOUT

    FINAL TEXT: Whenever Aurra Sing receives a Reward from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities)

    Payout: Aurra Sing has +25% Offense, +50% Health Steal, and whenever she uses a Special ability, she gains Stealth for 1 turn.

    8uk4jsxz63d2.gif

    GAME CHANGERS

    Urzatron


    CubsFanHan


    Skelturix


    xKILLERBEEx (German):


    Aramor (Russian):


    Lolindir (Spanish):

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