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9
Level 9
5
Level 6-8
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
15.38%
Offense
69.74%
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
- Sith
At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
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.
Lvl 9
Escalating Conflict
22.88%
Offense
31.64%
Health
27.79%
Protection
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.
Level 6
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
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.
Lvl 9
Escalating Conflict
35.26%
Health Steal
2.27%
Offense
11.43%
Critical Chance
5.44%
Health
47.74%
Protection
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.
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.
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
Escalating Conflict
58.94%
Health Steal
14.69%
Offense
8.79%
Health
27.96%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the end of their turn, Sith allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
Level 9
- Darth Sidious
If there are no other active allies at the start of battle:
- Darth Sidious gains 200% Defense, Health Steal, Max Health and Max Protection, 100% counter chance and Critical Chance, and 100 Speed
- He is immune to Daze and Stun
- At the start of his turn, dispel all debuffs on himself and reset all cooldowns
- 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
- Enemies can't assist or attack again if he is targeted
- At the start of each enemy's turn, if they have at least 5 stacks of Damage Over Time they are instantly defeated
- Whenever an enemy is defeated, he recovers 100% Health and Protection
Lvl 9
Escalating Conflict
18.69%
Health Steal
6.56%
Offense
54.91%
Accuracy
15.82%
Health
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.
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.
Level 9
- Finn
Whenever another ally uses an ability on their turn, Finn assists (limit once per turn) dealing 50% more damage.
Lvl 9
Escalating Conflict
15.94%
Health Steal
8.83%
Offense
62.5%
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.
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.
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.
Lvl 9
Together. As One.
101.8%
Armor Penetration
44.84%
Critical Chance
9.53%
Critical Avoidance
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
- 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.
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.
Lvl 9
Together. As One.
13.52%
Critical Damage
143.85%
Armor Penetration
1.97%
Critical Chance
32.18%
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.
Level 9
- Tech
Whenever Tech uses an ability, they deal more damage (max 100%) equal to half their Potency percentage. This effect will only trigger if Tech has more than 0% Potency.
Lvl 9
Together. As One.
37.48%
Critical Damage
36.19%
Armor Penetration
4.06%
Offense
19.49%
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.
Level 6
- Inquisitorius
Whenever an Inquisitorius ally inflicts a stack of Purge, they gain 5% Defense, Offense, and Tenacity (stacking) for 1 turn.
Whenever a stack of Purge is consumed or dispelled on an enemy Expose them for 1 turn.
Whenever an Inquisitorius ally attacks an enemy inflicted with a stack of Purge, a random other Inquisitorius ally assists, dealing 5% bonus damage per stack of Purge and then they inflict a stack of Purge (max 6) on target enemy, which can't be evaded.
Level 9
- Third Sister
Whenever any character is defeated, Third Sister gains Hatred for the rest of the battle or until she is defeated. While Third Sister has Hatred, she also has +100% counter chance and +50% Critical Damage.
At the start of Third Sister's turn, all Inquisitorius allies with Taunt dispel all debuffs on themselves, recover 20% Max Health and Max Protection, and gain 20 speed for 2 turns.
Lvl 6
Escalating Conflict
28.14%
Health Steal
16.18%
Accuracy
4.67%
Critical Chance
8.9%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
Lvl 6
Together. As One.
7.79%
Critical Damage
21.21%
Accuracy
11.53%
Critical Avoidance
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
- 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.
Lvl 6
Together. As One.
12.2%
Critical Damage
82.48%
Armor Penetration
9.37%
Critical Chance
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 6
Together. As One.
5.46%
Critical Damage
111.29%
Armor Penetration
11.22%
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 6
Together. As One.
12.96%
Critical Damage
87.05%
Armor Penetration
7.35%
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 Inquisitorius allies start their turn with fewer than 2 buffs, all other allies gain 15% Turn Meter.
Lvl 5
Together. As One.
11.87%
Critical Damage
38.17%
Armor Penetration
24.74%
Accuracy
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 5
Together. As One.
14.48%
Critical Damage
9.37%
Accuracy
2.03%
Critical Chance
12.35%
Critical Avoidance
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 5
Together. As One.
13.39%
Critical Damage
37.05%
Armor Penetration
5.03%
Accuracy
11.98%
Critical Avoidance
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 5
Together. As One.
3.48%
Offense
15.03%
Accuracy
7.49%
Critical Chance
6.11%
Critical Avoidance
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 4
Together. As One.
45.78%
Armor Penetration
8.67%
Offense
8.44%
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.
Lvl 3
Escalating Conflict
22.84%
Health Steal
7.28%
Accuracy
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.
Lvl 3
Escalating Conflict
11.94%
Protection
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.
Lvl 3
Together. As One.
6.69%
Accuracy
5.06%
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.
Lvl 3
Together. As One.
7.2%
Accuracy
4.66%
Critical Chance
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.
Lvl 3
Together. As One.
8.68%
Accuracy
1.7%
Critical Chance
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.
Lvl 3
Together. As One.
7.77%
Accuracy
7.55%
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.
Lvl 3
Together. As One.
36.96%
Armor Penetration
6.08%
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.
Lvl 3
Together. As One.
17.76%
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.
Lvl 3
Together. As One.
8.39%
Accuracy
2.21%
Critical Chance
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.
Lvl 3
Together. As One.
5.55%
Accuracy
8.72%
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.
Lvl 3
Together. As One.
6.65%
Offense
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.