• Galaxy of Heroes News & Dev Tracker

  • 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
    CATEGORIES: Bounty Hunter, Scoundrel, Support



    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.


    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.


    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.




    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
    CATEGORIES: Bounty Hunter, Scoundrel, Tank
    CREW: Bossk
    Sustainable Bounty Hunter Tank that debilitates enemies





    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)


    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.



    Remon Azab


    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
    CATEGORIES: Bounty Hunter, Scoundrel, Attacker
    Deadly Bounty Hunter that has increased damage while under Stealth





    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)


    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)


    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.


    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.


    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.






    xKILLERBEEx (German):

    Aramor (Russian):

    Lolindir (Spanish):

  • Check out WarriorPresents' interview with Capital Games about the upcoming additions and changes to the Mods system:

  • Lore Addition to STR

    Aug 03, 2018, 09:08 p.m. · DeathMayCry - Reddit

    Given the relationship Sion & Nihilus have with Traya, it would be interesting if CG added a buff to those toons if used against her in Phase 3 or 4. Something like they dont tick her Bonds of Weakness when they attack would be an interesting lore nod, especially with how much the devs like KOTOR (or seem to). Though with the current state of the raid, it will most likely never happen.

  • Preventing Critolyte, Second Pass

    Aug 02, 2018, 11:08 p.m. · CG_TopHat - EA Forums

    We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.

    After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!

    So what are the changes?

    Basic – Strike from the Shadows

    • Two attacks if stealthed -> Double damage if stealthed
    • Stealth chance increased from 70% -> 90%

    Unique – Thrill of Victory
    • Heal Amount increased from 20% -> 40%

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.


  • Bonds of Weakness Change Followup

    Jul 28, 2018, 05:07 p.m. · CG_TopHat - EA Forums

    As an addendum to our post, we wanted to reach out and provide an update about yesterday’s fix. It appears that the fix we put in yesterday (where at 20 stacks, Bonds of Weakness imposes a Max Health healing penalty) has a bug in it. This affects characters with Max Health increases, such as some healers or Asajj (her unique) which will result in them not being able to heal to 90% of their actual health once their Max Health has been increased. We have a lead on the bug and will tackle it on Monday morning as soon as we get in.

    I’ll also personally say this bug is frustrating for me. More importantly, I know it’s frustrating for you and makes it feel like we didn’t give you the level of polish you deserve. When we make structural changes to the raid, or any large system in the game, we want it to roll out as cleanly as possible. We moved quickly on this change because the introduction of Critolyte showed some structural changes in the ways players invested and we needed to address it very quickly. This resulted in a rushed deployment with issues and for that we apologize.

    We’ve been monitoring the sentiment and forum threads and there is a standout we’d like to address. We recognize that we have introduced some uncertainty about the value of Old Daka with the announcement of the upcoming changes to Nightsister Zombie. When we release the changes to Nightsister Zombie, we’re going to be making a refund to all players that have Zeta’d Old Daka. What this practically means is that for all Zeta’d Old Dakas in the game, we’re going to un-Zeta the ability and give you back the ability materials in an inbox message. If you want to re-Zeta Daka, you simply need to use the refunded materials to apply it again or on any other character of your choosing.

    Finally, we’re also going to continue to monitor the live environment to make sure the 20 stack limit to Bonds of Weakness is the “right” amount. Initial raid completion data is showing that Nightsisters are still one of the dominant strategies in the Sith Triumvirate raid, but we will continue to observe. We will be investigating early next week, what game implications it has to bump the limit a bit further and whether or not we should move the limit up.

    Thanks again for your dedication and passion.

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