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Datacron Set 19

CG_Meathead's avatar
CG_Meathead
Icon for Capital Games Team rankCapital Games Team
2 months ago

STATS

Tier

Stat Name

Min Value

Max Value

1-2

Defense Penetration

35%

50%

1-2

Resistance Penetration

35%

50%

1-2

Critical Chance

5%

10%

1-2

Offense

1%

5%

1-2

Critical Damage

5%

10%

1-2

Potency

15%

35%

1-2

Tenacity

6%

12%

4-5

Defense Penetration

50%

65%

4-5

Resistance Penetration

50%

65%

4-5

Critical Chance

10%

20%

4-5

Offense

5%

10%

4-5

Critical Damage

10%

15%

4-5

Potency

35%

50%

4-5

Tenacity

12%

20%

7-8

Defense Penetration

65%

80%

7-8

Resistance Penetration

65%

80%

7-8

Critical Chance

20%

30%

7-8

Offense

10%

20%

7-8

Critical Damage

15%

25%

7-8

Potency

50%

75%

7-8

Tenacity

20%

30%

ALIGNMENT

Dark Side

{0} allies start the battle with +25% Turn Meter.

Dark Side

Whenever {0} allies use a Basic ability, they gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.

Dark Side

Whenever {0} allies are damaged by percent Health damage effects, they recover 2% Health.

Dark Side

Whenever {0} allies gain a buff, they recover 2% Health and Protection.

Dark Side

Whenever {0} allies start their turn with at least 2 buffs that can be dispelled, they gain 5% Offense (stacking) until the end of the encounter.

Dark Side

{0} allies start the battle with +25% Turn Meter.

Dark Side

Whenever {0} allies use a Basic ability, they gain Critical Chance Up, Critical Damage Up, and Offense Up for 2 turns.

Dark Side

Whenever {0} allies are damaged by percent Health damage effects, they recover 2% Health.

Dark Side

Whenever {0} allies gain a buff, they recover 2% Health and Protection.

Dark Side

Whenever {0} allies start their turn with at least 2 buffs that can be dispelled, they gain 5% Offense (stacking) until the end of the encounter.

 

Light Side

Whenever {0} allies grant a buff to another ally, that other ally recovers 3% Health and Protection.

Light Side

Whenever {0} allies critically hit enemies more than 4 times during their turn, they gain 5% Critical Damage (stacking) until the end of battle.

Light Side

Whenever {0} allies resist a debuff they recover 2% Health and Protection.

Light Side

Whenever {0} allies Stun or Daze an enemy, they recover 10% Health and Protection.

Light Side

At the start of the encounter {0} allies gain 15% Max Health and Max Protection for each other {0} ally.

 

FACTION

 

 

Unaligned Force Users

Whenever {0} allies grant a buff to another ally, that ally gains 10% Turn Meter (limit once per turn per ally).

Unaligned Force Users

Whenever {0} allies start their turn with at least 2 debuffs that can be dispelled, they have a 65% chance to dispel all debuffs on themselves.

Unaligned Force Users

Whenever a {0} ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.

Unaligned Force Users

Whenever a {0} ally defeats an enemy, they take a bonus turn.

Unaligned Force Users

The first time each {0} ally falls below 50% Health, all {0} allies reduce their cooldowns by 1 and gain 10% Turn Meter.

 

 

Rebels

Whenever {0} allies critically hit an enemy during their turn, that ally gains 10% Offense (stacking) for 2 turns.

Rebels

Whenever {0} allies use a Special Ability on their turn, they gain Riposte for 2 turns.

Rebels

At the end of their turn, {0} allies gain Defense Penetration Up and Offense Up for 1 turn.

Rebels

Whenever {0} allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.

Rebels

Whenever {0} allies are Stunned, gain 50% Turn Meter and recover 25% Health and Protection.

 

Imperial Trooper

The first time each {0} ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.

Imperial Trooper

Whenever a {0} ally has full Health and Protection at the start of their turn, they deal +100% more Damage on their turn.

Imperial Trooper

Whenever {0} allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.

Imperial Trooper

At the start of battle, {0} allies lose all Max Protection and gain that much Max Health. {0} allies gain Grit until the end of battle, which can't be copied, dispelled, or prevented.


Grit: Takes reduced damage from percent Health damage effects

Imperial Trooper

At the start of their first turn, {0} allies gain Offense equal to 400% of their current Defense until the end of battle. Then they lose 50% Defense until the end of battle.



 

Tusken

Whenever a debuff on an enemy expires, {0} allies gain 2% Potency and Tenacity until the end of battle.

Tusken

Whenever a {0} ally falls below 100% Health, they gain a bonus turn. Limit once per character per battle.

Tusken

{0} allies start the battle with Damage Immunity for 2 turns (can't be copied).

Tusken

The first time each {0} ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.

Tusken

Whenever a {0} ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the enemy, which can't be resisted.

 

CHARACTER

 

Galactic Legend Ahsoka Tano

At the start of battle, all Spectre allies gain Morai's Wisdom for 2 turns, which can't be copied, dispelled, or prevented. Whenever a Spectre ally with Morai's Wisdom uses a Special ability, Ahsoka Tano gains 3% Ultimate Charge.

Commander Ahsoka Tano

At the start of {0}'s turn, they have a 20% chance to gain 50% Defense Penetration for 1 turn.

Commander Luke Skywalker

Whenever {0} damages an enemy with a Special ability and the enemy doesn't have Armor Shred, inflict Armor Shred for the rest of battle. Whenever {0} uses a Basic ability and damages an enemy with Armor Shred, inflict Expose for 2 turns on that enemy, which can't be resisted, and {0} gains Protection Up (50%, stacking) for 2 turns.

Cal Kestis

{0} has +5% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 15%.

Padawan Sabine Wren

{0} gains 15% Turn Meter when other allies use a Special Ability on their turn.

Ahsoka Tano (Fulcrum)

Whenever an enemy takes a turn, {0} takes a bonus turn. During this bonus turn, {0} deals 100% more damage. This bonus turn can't trigger this effect on enemies.

Lando Calrissian 

Whenever {0} critically hits an enemy, {0} gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.

C-3P0

{0} gains 15% Turn Meter when other allies use a Special Ability on their turn.

Han Solo

The first time {0} is defeated, they are revived with 100% Health, gain Protection Over Time (75%) for 2 turns, and take a bonus turn.

Captain Han Solo

At the start of {0}'s turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.

Stormtrooper Han

{0} deals 5% more damage per Relic Amplifier level on all allies present at the start of battle.

Death Trooper

Whenever {0} deals damage to an enemy, remove 25% Turn Meter from that enemy.

Range Trooper

Whenever {0} critically hits an enemy, {0} gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.

Snowtrooper

Whenever {0} critically hits an enemy, {0} gains Damage Immunity for 1 turn, which can't be copied, 25% Turn Meter, and Blinds that enemy for 1 turn, which can't be evaded or resisted. If the enemy was Target Locked, {0} also gains Protection Up (100%) for 2 turns, Retribution, and Speed Up for 2 turns.

Admiral Piett

The first time {0} is defeated, if there is at least one other active ally, revive all other defeated allies and other allies recover +100% Health and Protection, gain 100% Turn Meter and 100% Offense (stacking) until the end of battle. 

Magmatrooper

Whenever {0} uses a Basic ability, {0} gains Protection Up (50%, stacking) for 2 turns and 50% Turn Meter. Whenever {0} damages an enemy using a Special ability, inflict Fear for 1 turn on that enemy, which can't be resisted.

Tusken Chieftain

Whenever {0} uses a Basic Ability on their turn, other allies gain +25% Turn Meter.

Tusken Shaman

At the start of {0}'s turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.

Tusken Raider

Whenever {0} evades an attack, they gain Critical Chance Up and Critical Damage Up for 2 turns and 50% Turn Meter.

Tusken Warrior

Whenever {0} 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.

URoRRuR'R'R

{0} gains 15% Turn Meter when other allies use a Special Ability on their turn.

Updated 2 months ago
Version 3.0

9 Comments

  • MR37HAT's avatar
    MR37HAT
    New Adventurer
    2 months ago

    Commander Ahsoka - At the start of {0}'s turn, they have a 20% chance to gain 50% Defense Penetration for 1 turn.

    She does special damage though, shouldn't that be resistance penetration?  will this be completely useless?

  • _1EgoSlayer's avatar
    _1EgoSlayer
    Seasoned Hotshot
    2 months ago

    Defense Penetration is both Armor Pen (Physical) and Resistance Pen (Special) 

  • Tenebrae-3626's avatar
    Tenebrae-3626
    Rising Ace
    2 months ago

    No thank you. I for one am getting especially sick of how so many DCs keep benefiting JMK in particular. I'm frustrated enough as it is that DCs are even permitted on GLs and often are aimed toward the higher-tier teams (like Queen Amidala, Inqs, Gungans, even Raddus Rogue One, to say nothing about the Great Mothers), while the ones that benefit lower-tier characters and teams (like Tuskens, Sidious, Ewoks) are either very few, or very lame. And this from someone with a 12.25M GP roster with about 4/5ths of it at relic leves and all GLs (except Ahsoka, at least until Hera is put in shipments).

  • mcjstar's avatar
    mcjstar
    New Spectator
    2 months ago

    Can you all please Please PLEASE update the Lvl 9 Cron for CLS to be Rebel before Conquest goes live?  It's just freaking stupid to have him be forced into the UFU group.  Why?  You know people have him leading his own REBEL team.  Yes, he can be on a UFU squad with Cere, but that's a huge waste of his potential when most UFU Cere squads are going to have have baby Cal, Fulcrum, Taron, and one more that isn't CLS.  He should be leading a Rebel team, and have a Rebel Cron to benefit the rest of the team.

  • CornholioTheGr8's avatar
    CornholioTheGr8
    Seasoned Newcomer
    2 days ago

    “Whenever {0} allies critically hit enemies more than 4 times during their turn, they gain 5% Critical Damage (stacking) until the end of battle.” I don’t understand this one. Do the 4 crits have to be in a single turn, or across all of their turns?