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Zetas
1
Level 9
6
Level 6-8
5
Level 3-5
0
Empty
All
Escalating Conflict
Together. As One.
Lvl 9
Together. As One.
17.65%
Critical Damage
103.29%
Armor Penetration
4.92%
Offense
17.06%
Accuracy
10.03%
Critical Chance
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.
Level 6
- First Order
At the start of battle, First Order allies gain Retribution for 3 turns, which can't be dispelled.
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.
Whenever 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.
Lvl 6
Escalating Conflict
13.3%
Health Steal
10.61%
Offense
10.68%
Health
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Resistance
Whenever a Resistance ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
Lvl 6
Escalating Conflict
35.54%
Health Steal
7.05%
Accuracy
2.1%
Critical Chance
19.7%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
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.
Lvl 6
Escalating Conflict
13.1%
Health Steal
20.37%
Accuracy
9.83%
Critical Chance
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
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.
Lvl 6
Escalating Conflict
2.55%
Offense
29.43%
Accuracy
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
Lvl 6
Together. As One.
14.72%
Critical Damage
37.47%
Armor Penetration
9.31%
Offense
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.
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.
Lvl 6
Together. As One.
10.95%
Critical Damage
48.17%
Armor Penetration
2.99%
Critical Chance
11.71%
Critical Avoidance
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.
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.
Lvl 5
Escalating Conflict
49.02%
Health Steal
8.26%
Accuracy
9.31%
Critical Chance
6.91%
Health
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
5.81%
Accuracy
7.58%
Critical Chance
13.83%
Health
8.08%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
7.03%
Accuracy
7.51%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
6.4%
Health
5.02%
Protection
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.
Lvl 3
Together. As One.
7.61%
Accuracy
4.37%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.