Blog Post

SWGOH Game Info Hub
6 MIN READ

New Battle for Naboo Raid Information (Originally posted Jun 18 2024)

EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
3 months ago

Hello Holotable Heroes!

We are excited to bring you more news about the Battle for Naboo raid which will include a quick summary of the event, the characters that are allowed, and character modifier information.

Note, while this is still in development it is possible things listed below can change as we finalize the Raid.

Summary:

The peaceful world of Naboo is under siege! The Trade Federation has unleashed a droid army upon the calm and quiet planet. You and your Guild must engage the enemy both on land and in space to defend Naboo at all costs!

Overwhelm the relentless droid hordes! Make strategic choices to hold off the endless waves of battle droids (B1s, STAPs, Droidekas) spawned from hulking MTTs. Each wave comes with a twist: a randomized Command Droid alters the battlefield with unique bonuses and tactics. You will need to adapt your strategy on the fly to overcome this ever-changing threat and secure victory!

Hero Character Bonus Information:


These characters have +25% Max Protection and Offense and +20% Mastery. Whenever this character inflicts a debuff recover 10% Health and Protection, and gain 10% Defense and Offense (stacking) for 1 turn:

  • Jar Jar Binks
  • Master Qui-Gon
  • Padawan Obi Wan [Hero Status removed prior to Raid Launch for Balance purposes]
  • Darth Maul
  • STAP

Faction Bonuses:

Gungans: Shield Generator gains 5 Plasma Shielding. Whenever an allied Shield Generator uses Plasma Pulse:

  • Gungan allies gain Foresight for 1 turn
  • A random Gungan ally gains a bonus turn
  • All enemies are inflicted with Plasma Residue, which can't be resisted


Galactic Republic: Jedi Healers and Supports gain 50% Max Health and Jedi Healers and Tanks gain 50% Defense and Max Protection. At the start of their turn, Galactic Republic allies gain +10% Defense Penetration for each buff on them for 1 turn. If the ally in the Leader slot is a Healer:

  • Whenever an ally Jedi recovers Health they also recover 50% Protection
  • Whenever an ally Jedi is critically hit they reduce their cooldowns by 1, gain 100 Speed, and Critical Hit Immunity for 1 turn
  • While an ally Jedi has Heal Over Time they have +50% Defense
  • While an ally Jedi has both Heal Over Time and Potency Up they have 40% counter chance and deal bonus True damage when using an ability
  • Whenever an ally Jedi Healer uses a Special ability, dispel all buffs on target enemy


Separatists: Darth Sidious's Leader ability is active at max rank and applies to Separatist allies as well if he is not in the Leader slot. Separatists and Sith allies have +100% Max Health, 50% Potency, +25% Accuracy and Offense, and +20 Speed (tripled for Darth Maul). Whenever a Separatist or Sith ally gains bonus Turn Meter they gain 10% Critical Chance and Critical Damage (stacking) for 1 turn and whenever they take damage they gain 20% Defense (stacking) for 1 turn. Whenever an enemy is defeated by a Separatist or Sith ally, all allies recover 15% Health and Protection. Whenever a Sith ally inflicts a debuff, they also deal 5% Max Health damage to that enemy, which can't be evaded. Whenever the Separatist in the ally Leader slot uses a Special ability all Sith allies will assist.

Allowed Characters:
Jar Jar Binks
Master Qui-Gon
Padawan Obi Wan
Darth Maul
STAP

Boss Nass
Captain Tarpals
Gungan Boomadier
Gungan Phalanx
Queen Amidala
R2-D2
Mace Windu
Jedi Consular
Jedi Knight Guardian
Kelleran Beq
Eeth Koth
Grand Master Yoda
Plo Koon
Ki-Adi-Mundi
Aayla Secura
Shaak Ti
Luminara Unduli
Kit Fisto
Qui-Gon Jinn
B1 Battle Droid
Nute Gunray
B2 Battle Droid
Droideka
IG-100 MagnaGuard
Darth Sidious

Launch Cost: 180K Tickets
Submitted Attempts: 5

Difficulty Modifiers

Level 1
Additional Effects:
Enemies gain 20% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 10000 Health and 10 Speed.
Roger Roger (OOM Command Droid): Calls an additional ally to assist.
Score Multiplier: 1.5x
Requirement: Gear 12
Level 2
Additional Effects:
Enemies gain 40% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 20000 Health and 20 Speed.
Die, Jedi Dogs! (STAP): Inflict a stack of Damage Over Time on all enemies for 2 turns, which can't be evaded or resisted.
Recharge (OOM Command Droid): Grant allies Offense Up for 2 turns and they recover 25% Health and Protection and dispel all buffs on all enemies.
Score Multiplier: 2x
Requirement: Relic 1
Level 3
Additional Effects:
Enemies gain 60% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 40000 Health and 30 Speed.
Reconstructive Revolution (Droideka): Recover an additional 10% Health and Protection.
Roger Roger (OOM Command Droid): Calls an additional ally to assist.
Command Droid (OOM Command Droid): Grant an additional stack of Charge whenever an ally gains Energized.
Faction Bonus: Galactic Republic: +50% Defense for Healers and Tanks. If the ally in the Leader slot is a Healer: +50% Defense for an ally Jedi while they have Heal Over Time
Score Multiplier: 3x
Requirement: Relic 3
Level 4
Additional Effects:
Enemies gain 80% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 60000 Health and 40 Speed.
B1 Barrage (B1 and OOM Command Droid): If target was Target Locked, all Droid allies recover 5% Protection.
Faction Bonus: Galactic Republic: If the ally in the Leader slot is a Healer: Whenever they use a Special ability increase target enemy cooldowns by 1.
Score Multiplier: 4x
Requirement: Relic 5
Level 5
Additional Effects:
Enemies gain 100% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 80000 Health and 50 Speed.
Faction Bonus: Galactic Republic: Whenever an enemy critically hits a Jedi Tank the enemy is inflicted with a stack of Damage Over Time and all enemies are inflicted with Tenacity Down for 2 turns, which can't be evaded.
Faction Bonus: Separatists: +20% Defense whenever they take damage. Whenever a Sith ally inflicts a debuff, deal an additional instance of 10% Max Health damage.
Score Multiplier: 6x
Requirement: Relic 7
Level 6
Additional Effects:
Enemies gain 120% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 100000 Health and 60 Speed.
Deflector Shield Generator (Droideka): +15% chance to assist.
Command Droid (OOM Command Droid): Grant an additional stack of Charge whenever an ally gains Energized.
Faction Bonus: Separatists: +50% Offense and Potency. Whenever the Separatist in the Leader slot uses a Special ability, decrease the enrage timer by 1%.
Score Multiplier: 9x
Requirement: Relic 8
Level 7
Additional Effects:
Enemies gain 140% Accuracy, Critical Avoidance, Critical Chance, Critical Damage, Defense, Defense Penetration, Offense, Potency, and Tenacity, and 120000 Health and 70 Speed.
Twin Blaster Cannons: All allies gain 30% Turn Meter.
Defensive Spiral: All allies recover 50% Health and Protection.
Faction Bonus: Galactic Republic: +50% Max Health for Jedi Healers and Supports. Whenever a Jedi uses an ability against an enemy with Shatterpoint, all Jedi allies gain Protection Up (30%) for 2 turns. Whenever a Jedi ally attacks out of turn, deal bonus True damage to target enemy. If the ally in the Leader slot is a Healer: Jedi Attackers gain 100% Max Health and an ally Jedi gains 100% Offense while they have Heal Over Time.
Faction Bonus: Separatist: +100% Critical Chance for Separatist and Sith allies. All Separatist allies gain Damage Immunity for 1 turn at the start of battle, which can't be dispelled. The first time each Separatist ally is defeated, they revive with 50% Health and Protection. Whenever the Separatist in the Leader slot uses a Special ability, the Leader gains 100% Defense for 1 turn.
Score Multiplier: 12x
Requirement: Relic 9

As a reminder, as we continue to work through balancing and testing anything listed above is subject to change

 

 

*Further updates made by CG_Meathead on Jun 21, Jun 28 and Jul 2nd respectively:

 

Published 3 months ago
Version 1.0
No CommentsBe the first to comment