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Zetas
2
Level 9
3
Level 6-8
6
Level 3-5
1
Empty
All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
32.4%
Offense
14.34%
Accuracy
6.58%
Health
19.4%
Protection
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.
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.
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.
Lvl 9
Together. As One.
29.82%
Critical Damage
11.96%
Offense
8.7%
Critical Chance
12.66%
Critical Avoidance
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.
Level 6
- First Order
At the end of their turn, First Order allies gain Defense Penetration Up and Offense Up for 1 turn.
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
60.75%
Health Steal
9.78%
Accuracy
9.73%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
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.
Lvl 6
Escalating Conflict
23.79%
Health Steal
9.56%
Offense
9.17%
Critical Chance
5.54%
Health
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.
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.
Lvl 6
Together. As One.
56.91%
Armor Penetration
4.29%
Offense
22.5%
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 end of each turn, Galactic Republic allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
Lvl 4
Escalating Conflict
4.02%
Offense
16.15%
Accuracy
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 4
Together. As One.
17.92%
Critical Damage
9.23%
Critical Chance
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.
Lvl 3
Escalating Conflict
2.14%
Offense
6.34%
Accuracy
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
1.66%
Critical Chance
7.1%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Together. As One.
37.87%
Armor Penetration
8.54%
Critical Avoidance
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.
Lvl 3
Together. As One.
1.09%
Offense
8.54%
Critical Avoidance
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.
Lvl 1
Together. As One.
3.29%
Critical Chance
Lvl 1
Together. As One.
4.54%
Critical Chance
Lvl 1
Together. As One.
5.71%
Critical Damage
Lvl 1
Together. As One.
3.09%
Critical Chance