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Claro Oscuro
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Claro Oscuro's Datacrons
Darkside Raiders
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Zetas
4
Level 9
3
Level 6-8
14
Level 3-5
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All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
28.02%
Health Steal
2.2%
Offense
56.32%
Accuracy
24.12%
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
- 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
- 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
73.85%
Health Steal
29.84%
Accuracy
34.21%
Health
5.15%
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
Whenever Separatist allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
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
Escalating Conflict
18.58%
Accuracy
29.07%
Health
41.08%
Protection
Level 3
- Light Side
Whenever Light 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
- 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
- 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.
110.53%
Armor Penetration
28.48%
Accuracy
7.36%
Critical Chance
20.81%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- Galactic Republic
Whenever a Galactic Republic 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
- 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 8
Escalating Conflict
49.1%
Health Steal
2.95%
Offense
24.77%
Accuracy
20.08%
Critical Chance
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) 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.
10.17%
Offense
21.28%
Accuracy
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
- Gungan
Whenever a debuff on an enemy expires, Gungan allies gain 2% Potency and Tenacity (stacking) until the end of battle.
Lvl 6
Together. As One.
6.81%
Offense
10.06%
Critical Chance
6.21%
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.
Level 6
- Galactic Republic
Whenever Galactic Republic allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
Lvl 5
Escalating Conflict
48.03%
Health Steal
2.07%
Offense
9.93%
Accuracy
12.88%
Health
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 4
Together. As One.
5.69%
Critical Damage
3.8%
Offense
5.9%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 4
Together. As One.
21.15%
Critical Damage
1.04%
Critical Chance
Level 3
- Light Side
Whenever Light 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.
Lvl 3
Escalating Conflict
21.31%
Health Steal
6.44%
Accuracy
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
8.15%
Health
8.87%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
2.08%
Critical Chance
8.95%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
18.28%
Health Steal
9.92%
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.
Lvl 3
Escalating Conflict
3.97%
Offense
8.98%
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
Escalating Conflict
8.01%
Health
7.61%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Together. As One.
4.59%
Critical Chance
7.41%
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.
6.5%
Critical Damage
39.07%
Armor Penetration
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.
8.94%
Critical Damage
48.28%
Armor Penetration
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
Together. As One.
9.19%
Critical Damage
35.25%
Armor Penetration
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
Together. As One.
8.67%
Accuracy
2.61%
Critical Chance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.