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The Rise of Soli2de
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Zetas
3
Level 9
7
Level 6-8
13
Level 3-5
27
Empty
All
Escalating Conflict
Together. As One.
Lvl 9
Escalating Conflict
13.13%
Accuracy
2.97%
Critical Chance
28.6%
Health
47.23%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
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.
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
11.13%
Health Steal
27.72%
Accuracy
7.97%
Critical Chance
15.15%
Health
26.51%
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
Whenever a debuff on an enemy expires, Resistance allies gain 2% Offense, doubled if that debuff was dispelled, until the end of battle.
Level 9
- Amilyn Holdo
Amilyn Holdo has +100% Max Health and Max Protection. At the start of encounter, all Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever Amilyn Holdo loses Taunt, all other Resistance allies and Ben Solo gain Foresight for 1 turn. Whenever a Resistance ally or Ben Solo loses Foresight, she gains 100% bonus Protection (stacking) for 1 turn. While she has Taunt, all other Resistance allies and Ben Solo have +100% Critical Avoidance and Defense Penetration and +100 Speed.
Lvl 9
Together. As One.
20.11%
Critical Damage
77.39%
Armor Penetration
8.14%
Accuracy
6.34%
Critical Chance
19.25%
Critical Avoidance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
Level 6
- First Order
Whenever a First Order ally scores a critical hit, the Leader gains 10% Offense (stacking, max 200%) until the end of encounter. If the Leader scores a critical hit, they gain an additional 10% Offense, and all other First Order allies recover 15% Health and Protection.
Whenever the Leader uses an ability, remove 1% Turn Meter from all other First Order allies. Whenever a First Order ally loses Turn Meter, they gain 10% Critical Damage (stacking) for 2 turns.
Whenever a First Order ally attacks a Stunned enemy, they deal 10% Max Health damage to that enemy. This damage can't defeat enemies.
Whenever the Leader is not damaged during the enemy's turn, if there are no allies with Damage Immunity, a random First Order ally gains Damage Immunity for 1 turn.
Level 9
- First Order Stormtrooper
At the start of encounter, First Order Storm Trooper gains 100% Max Health and Max Protection, and the allied Leader gains 50% Armor Penetaration and Offense. Whenever Stun expires or is dispelled from an enemy, First Order Storm Trooper gains 10% Defense and Tenacity (stacking), and the ally in the Leader slot gains 10% Critical Damage (stacking) until the end of encounter.
Whenever another First Order ally is critically hit, First Order Storm Trooper gains Protection Up (25%, stacking) and Taunts for 2 turns. Whenever First Order Storm Trooper uses The Order Relentless, he also dispels all debuffs from all First Order allies and they recover 50% Health.
Lvl 8
Escalating Conflict
35.08%
Health Steal
1.18%
Offense
16.48%
Critical Chance
25.84%
Health
14.63%
Protection
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.
Level 6
- Sith
Whenever a Sith ally deals damage to an enemy and no other enemy is Marked, inflict Marked for 1 turn on the target enemy, which can't be evaded or resisted.
Lvl 7
Together. As One.
22.47%
Critical Damage
5.27%
Offense
7.23%
Critical Chance
8.98%
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.
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.
Lvl 6
Escalating Conflict
31.42%
Health Steal
10.04%
Critical Chance
7.25%
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
At the end of each turn, Jedi 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.
47.55%
Armor Penetration
7.53%
Offense
12.89%
Accuracy
7.65%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
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.
4.65%
Offense
14.36%
Accuracy
9.88%
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.
Level 6
- Gungan
The first time each Gungan ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.
Lvl 6
Together. As One.
22.91%
Critical Damage
2.65%
Offense
8.23%
Accuracy
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
- Galactic Republic
Whenever a Galactic Republic ally with Protection Up assists, if there are no enemies with Protection Disruption, inflict it for 1 turn on the target enemy, which can't be dispelled, evaded, or resisted.
While Galactic Republic allies have Protection Up they have +50% Accuracy, counter chance, Critical Chance, Critical Damage, and they ignore Taunt.
Lvl 6
Together. As One.
11.15%
Offense
23.56%
Critical Avoidance
Level 3
- Dark Side
Whenever Dark Side allies evade an attack, they gain Offense Up for 1 turn.
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.
Lvl 5
Escalating Conflict
41.63%
Health Steal
6.83%
Accuracy
1.3%
Critical Chance
18.22%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
9.82%
Critical Chance
18.2%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Escalating Conflict
12.88%
Health Steal
5.99%
Offense
7.15%
Accuracy
16.13%
Health
Level 3
- Dark Side
Dark Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Escalating Conflict
7.36%
Offense
19.62%
Accuracy
2.62%
Critical Chance
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
69.16%
Health Steal
16.36%
Accuracy
Level 3
- Light Side
Whenever Light Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
49.16%
Health Steal
8.32%
Offense
16.7%
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.
Lvl 5
Escalating Conflict
24.84%
Health Steal
4.88%
Offense
19.19%
Accuracy
17.4%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
39.46%
Health Steal
8.83%
Accuracy
6.68%
Health
19.21%
Protection
Level 3
- Light Side
Light Side allies start the battle with Protection Up (20%) for 2 turns.
Lvl 5
Escalating Conflict
19.16%
Accuracy
20.13%
Protection
Level 3
- Dark Side
Whenever Dark Side allies resist a debuff they recover 2% Health and Protection.
Lvl 5
Escalating Conflict
17.32%
Health
23.82%
Protection
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 5
Together. As One.
69.7%
Armor Penetration
9.22%
Offense
5.68%
Accuracy
7.56%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.
Lvl 5
Together. As One.
13.03%
Critical Damage
67.08%
Armor Penetration
6.74%
Accuracy
9.42%
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 5
Together. As One.
8.28%
Accuracy
11.59%
Critical Chance
6.55%
Critical Avoidance
Level 3
- Light Side
Whenever Light Side allies evade an attack, they gain Offense Up for 1 turn.