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THE SENATE ??Geonosis??
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Zetas
4
Level 9
1
Level 6-8
3
Level 3-5
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
152.97%
Health Steal
7.85%
Offense
23.35%
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
- Finn
Whenever another ally uses an ability on their turn, Finn assists (limit once per turn) dealing 50% more damage.
Lvl 9
Escalating Conflict
22.09%
Health Steal
23.81%
Critical Chance
27.69%
Health
29.02%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
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
37.32%
Offense
25.14%
Health
7.78%
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
Separatist allies are immune to Daze. Enemies with Extortion have -100% Critical Chance and Potency. Whenever non-Droid Separatist allies use a Special ability on their turn, they gain Riposte for 1 turn.
Level 9
- Geonosian Spy
Whenever Geonosian Spy attacks out of turn, they recover 20% Health and Protection.
Lvl 9
Escalating Conflict
25.13%
Health Steal
17.97%
Critical Chance
36.12%
Health
10.27%
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 a Jedi ally deals damage to an enemy and no other enemy is Ability Blocked, inflict Ability Block for 1 turn on the target enemy, which can't be evaded or resisted.
Level 9
- Mace Windu
Whenever Mace Windu is dealt damage, reflect 20% of the damage dealt back onto the attacker as True damage, which can't be evaded. This damage can't defeat enemies.
Lvl 6
Escalating Conflict
18.84%
Health Steal
2.01%
Offense
13.62%
Accuracy
12.75%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
At the start of their turn, Sith allies can ignore Taunt to target a debuffed enemy. Whenever a Sith ally inflicts a debuff on an enemy, they also deal 5% Max Health damage to that enemy, which can't be evaded. This damage can't defeat enemies.
Lvl 4
Escalating Conflict
16.09%
Accuracy
1.69%
Critical Chance
7.53%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
1.81%
Offense
8.18%
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
3.5%
Offense
7.56%
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.
Lvl 2
Escalating Conflict
10.27%
Health Steal
6.69%
Health
Lvl 2
Escalating Conflict
23.24%
Health Steal
8.1%
Accuracy
Lvl 1
Escalating Conflict
2.14%
Critical Chance
Lvl 1
Escalating Conflict
1.81%
Critical Chance
Lvl 1
Escalating Conflict
9.6%
Accuracy
Lvl 1
Escalating Conflict
7.66%
Health
Lvl 1
Escalating Conflict
17.3%
Health Steal