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Salems Dathomir
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Zetas
2
Level 9
4
Level 6-8
11
Level 3-5
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Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
20.59%
Accuracy
34.82%
Health
35.78%
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
2.59%
Offense
13.9%
Accuracy
10.45%
Critical Chance
6.86%
Health
37.01%
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
- Geonosian Spy
Whenever Geonosian Spy attacks out of turn, they recover 20% Health and Protection.
Lvl 8
Escalating Conflict
43.83%
Health Steal
18.04%
Critical Chance
46.04%
Health
17.47%
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
While Jedi allies have 100% Health they have 100% Offense, otherwise they have 100% Defense. At the start of their turn, if they are buffed, they gain Advantage for 1 turn, otherwise they gain Tenacity Up for 2 turns.
Lvl 8
Escalating Conflict
12.31%
Offense
4.28%
Critical Chance
64.57%
Health
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.
Lvl 7
Escalating Conflict
2.68%
Offense
7.15%
Critical Chance
35.12%
Health
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 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.
Lvl 6
Escalating Conflict
5.37%
Accuracy
14.16%
Critical Chance
16.26%
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
- Sith
Whenever enemies are damaged at the start of their turn, Sith allies gain 2% Turn Meter.
Lvl 5
Escalating Conflict
17.08%
Accuracy
26.72%
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.
Lvl 5
Escalating Conflict
24.58%
Accuracy
19.08%
Health
7.74%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Escalating Conflict
6.53%
Offense
7.92%
Critical Chance
17.53%
Health
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 5
Escalating Conflict
2.41%
Offense
10.52%
Critical Chance
5.79%
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.
Lvl 4
Escalating Conflict
6.72%
Accuracy
20.95%
Health
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.
Lvl 4
Escalating Conflict
39.77%
Health Steal
5.17%
Health
9.64%
Protection
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 3
Escalating Conflict
17.54%
Health Steal
6.29%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
17.6%
Health Steal
9.62%
Accuracy
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
26.15%
Health Steal
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 3
Escalating Conflict
2.94%
Offense
4.33%
Critical Chance
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.
Lvl 3
Escalating Conflict
16.44%
Accuracy
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.