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RouleUnDragon
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Zetas
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Level 9
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Level 6-8
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
13.65%
Offense
16.75%
Accuracy
17.75%
Critical Chance
7.3%
Health
6.85%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Jedi
The first time each Jedi ally falls below 50% Health, all Jedi allies reduce their cooldowns by 1 and gain 10% Turn Meter.
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
66.55%
Health Steal
6.03%
Accuracy
20.37%
Health
25.29%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Level 6
- Sith
Whenever enemies are damaged at the start of their turn, Sith allies gain 2% Turn Meter.
Level 9
- Count Dooku
Whenever Count Dooku Stuns an enemy, Count Dooku gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
Lvl 9
Escalating Conflict
28.49%
Health Steal
17.6%
Accuracy
5.12%
Health
56.24%
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.
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
- STAP
Whenever another Separatist ally uses an ability against an enemy with Target Lock, STAP assists (once per turn). Whenever STAP uses a Basic ability against a Pinned enemy, gain two stacks of Overcharge (stacking, max 5) at the end of the turn. Whenever STAP loses a stack of Overcharge, STAP gains 10% Turn Meter.
Lvl 7
Escalating Conflict
66.1%
Health Steal
4.74%
Offense
4.24%
Critical Chance
31.29%
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
- Jedi
Whenever an enemy is defeated by a Jedi ally, that enemy can't be revived.
Lvl 7
Escalating Conflict
7.75%
Offense
6.89%
Accuracy
19.15%
Critical Chance
8.82%
Health
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
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.
Lvl 6
Escalating Conflict
1.46%
Offense
9.36%
Critical Chance
23.2%
Protection
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
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
3.37%
Offense
18.41%
Accuracy
12.9%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Level 6
- Sith
Whenever enemies are damaged at the start of their turn, Sith allies gain 2% Turn Meter.
Lvl 6
Escalating Conflict
30.97%
Accuracy
18.92%
Health
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.
Lvl 3
Escalating Conflict
3.76%
Offense
5.56%
Accuracy
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
Escalating Conflict
6.18%
Accuracy
7.55%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
3.79%
Offense
2.29%
Critical Chance
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
7.67%
Accuracy
2.31%
Critical Chance
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
3.79%
Offense
9.15%
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.