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End of era questions
As we are not far off the end of the current era, I've got a few questions which will help me decide how hard to push before it finishes. From my understanding, every player should be able to get to level 65 f2p. However what is the maximum level you can get to using just crystals? I buy the episode pass and would be happy to spend crystals to top up a few levels but really I'm trying to decide if it's worth it/achievable. If level 75 is Relic levels, not having to take 7 characters through g12 would be massively beneficial and allow me to focus on old characters, actually catching up in this game. Currently materials from (somepoint) between 65-75 are currently only able to be purchased with actual money. I know this has changed for earlier levels as the era has gone on. Secondly does level 74 translate to the same as level 65 - just g12? Or does say level 70 translate to g12 but 3/6 gear 12+ pieces are complete? I'd really appreciate clarity on both these questions are we head towards the end. Apologies if the answers are already out there.1View0likes0CommentsLSB purchase not working
Attempted to purchase Geonosian bundle twice today. Waited 2 hours for first purchase to process. Clicked cancel and tried to place again. Still didn't work but took my money both times. I received crystals in game and not the bundle. Please assist asap. EA_Gunner Ally code 329895284 Purchase numbers for both transactions 1007634861118 10076348611182Views0likes0Comments- 49Views1like3Comments
ERA OF THE FORGOTTEN — The Characters History Almost Left Behind
Pitch: The galaxy is full of stories we almost forgot. These are the ones left in the shadows: the survivors, the exiles, the overlooked, and the conflicted. Era of the Forgotten focuses on narrative-driven mechanics, conditional synergies, and survival strategies over raw damage. Every character here tells a story through their abilities and interactions. Cobb Vanth — Marshal of Mos Pelgo Role: Light Side Scoundrel bridge Concept: A lawman without allegiance, Cobb bridges Scoundrels and Mandalorians. Ability Hooks: Basic: “Only One of Us Is Walking Out” Calls Beskar Mandalorian allies to assist, includes Armour Plating synergy. Theme: Represents independent justice, not brute strength. Expands Mandalorian teams without overshadowing canonical heroes. Meetra Surik — The Jedi Exile Role: Attrition-based Jedi / Old Republic leader Concept: A Jedi defined by absence, stronger as bonds are severed. Abilities: Basic: Jedi Exile Special 1: Severed Connections Special 2: Lead the Charge Theme: Breaks Sith bonds, protects allies, inspires with tactical leadership. Fits KOTOR II narrative and counters Sith Triumvirate without overpowering other Jedi. Geonosian Zombie Role: Disruptive tank for PvE / Geonosis content Concept: Buff overload backfires — “Blinded by Light.” Mechanic: Gains bonus turn when overwhelmed with buffs, but becomes Blinded. Theme: Terrifying, unpredictable, survives through instinct, reinforces Geonosis hive flavor. Anakin Skywalker (Podrace) Role: Conditional hybrid unit Concept: Gains Scoundrel tag if all allies are Light Side, Jedi, or Scoundrel. Theme: Bridges street survival and Jedi destiny. Opens creative possibilities beyond standard Jedi units. Young Boba Fett & Jango Fett — Slave I Synergy Role: Sacrifice and legacy mechanic Concept: Health-sharing and revival: If Young Boba is defeated, revive at 75% health Jango drops to 5% health, gains Taunt, Retribution, and Health Steal Theme: Story-driven, emotional mechanics — a father’s sacrifice keeps his son alive. Optional Additions: Kallus / Crosshair Agent Kallus: Starts as anti-Zeb, gradually supports him mid-battle. Represents internal conflict and evolving allegiances. Crosshair: Counters Bad Batch, but unknowingly supports them, reflecting fractured loyalty. Oola — Dancer of Jabba’s Palace Role: Fragile, survival-focused support Start-of-Battle: Chained — 20 stacks if Jabba leads. Each stack: −2% Max Health / Protection, +5% Counter Chance Not a buff or debuff — cannot be cleansed Basic: Resisting Humiliation Dispel all debuffs on herself and an ally Call ally to assist If Jabba is an enemy, deal 2% Max Health damage, doubled for Jabba No cooldown Special 1: Eyes of the Court Inflict Blind and Distracted on all enemies for 2 turns Distracted: 10% Max Protection damage, 15% Turn Meter loss Becomes Blocked if spammed twice consecutively Special 2: Until the End / Inevitable Fate Oola takes massive damage (cannot be defeated by it) Grant all possible buffs to enemies, then inflict Damage Over Time per buff DoTs cannot be dispelled Unique: Unyielding Survivor Cannot be defeated if allies remain Revived at 25% of strongest ally’s Max Protection if defeated If no living allies, escapes battle Upon revival, inflicts Enslaved until only one combatant remains or all enemies are defeated Enslaved: Speed = 0 Immune to Turn Meter / Cooldown manipulation Cannot take damage or be destroyed Theme: Survival under Jabba, defiance through endurance, and clever use of allies. Every ability reinforces story rather than brute strength. Why Era of the Forgotten Works Story over stats: Every kit tells a story — survival, sacrifice, or conflicted loyalty. Conditional synergies: Mechanics activate only under certain conditions, rewarding strategic thinking. Mixed-faction creativity: Encourages novel squads (e.g., Light Side + Scoundrel + OR units). Safe but exciting mechanics: Revival, Enslaved, Chained, and sacrifice-based mechanics are strong but balanced. Emotional payoff: Mechanics like Jango sacrificing for Boba or Oola surviving under oppression make battles feel narrative-driven. This is not about galactic legends dominating the field. This era is about the ones history almost left behind — survivors, forgotten heroes, and moral ambiguities made mechanical.11Views0likes1CommentGame crashed on Tier 1 Barriss Event - No rewards given (w/ pics).
I started Tier 1 of the Barriss Marquee and the game crashed on the PC client, forcing me to click "restart." Upon returning to the game, T1 was marked as complete but no rewards were given - and not placed in my inbox. Normally, this wouldn't be a big deal - but T1 provides loads of Era upgrade material that I really need. Is anyone able to take a look? I did place a support ticket as well. My ally code is 731-989-934. I just added 2 images showing that Barriss is stuck at Era lvl 20. Maul is at 51 because of the rewards provided for his event. All others are lvl 51 from natural progression (with the episode pass each month in this era). If I was given the rewards, I would have the material to level Barriss.64Views0likes5CommentsMissing buttons, still
Missing buttons bug is still going, somehow. Leia/adrad/drogan/jyn/r2 with r2 fdc vs LV clones. Going to cost me a win in GAC. Used Leia basic on summoned trooper, he died. Drogan assisted anyways. Buttons disappeared. I don't understand how this bug is still happening years later but it's absolutely infuriating.7Views0likes0CommentsAll versions of Vader
1. Darth Vader (The Original Trilogy) Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lightsaber Attacks and Abilities Basic: Terrifying Swing Deal Physical damage to target enemy with an 80% chance to inflict Ability Block for 1 turn, increased to 100% if the target is Jedi or Rebel. This attack can't be evaded or resisted by Jedi and Rebel enemies. Special 1: Force Crush (Cooldown: 5) Deal Physical damage to all enemies and inflict Speed Down and 3 Damage Over Time effects for 2 turns. This attack can't be Countered. Special 2: Culling Blade (Cooldown: 4) Deal Physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled, increased to 100% against raid bosses, and grants 100% Turn Meter if the target is defeated. This attack has +25% Critical Chance and can't be evaded. Special 3: Merciless Massacre (Cooldown: 9) Gain Merciless and take a bonus turn after this one. All enemies gain Merciless Target, which can't be evaded or resisted. When Darth Vader uses an ability, Merciless Target is removed from the target enemy and Darth Vader takes a bonus turn. If the target did not have Merciless Target, Merciless expires and Merciless Target is removed from all remaining enemies. Darth Vader can ignore taunt effects when targeting enemies with Merciless Target. Merciless: +50% Offense (does not stack with Offense Up), +50% Critical Chance, and +50% Critical Damage; immune to Fear, Stun, and Turn Meter manipulation and Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain Merciless Target: Darth Vader must target a unit with this or a taunt effect, can ignore Taunt to target this unit, and takes a bonus turn after using an ability while targeting this unit Leader: Inspiring Through Fear Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them. Unique: No Escape At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy. Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies. 2. Lord Vader ('Episode III: Revenge of the Sith') Galactic Legend, Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lord Vader's Glove Attacks and Abilities Basic: Vindictive Storm Deal Physical damage to target enemy and if Lord Vader has 30 or more stacks of Underestimated, he deals damage again. Each time this ability deals damage in the same attack, it deals 25% more damage (max 50%). Ashes of the Republic: Deal damage again Special 1: Dark Harbinger (Cooldown: 3) Inflict Buff Immunity and Healing Immunity for 2 turns and deal Physical damage to target enemy. This ability deals 20% more Physical damage on subsequent uses (stacking, max 5 stacks). Lord Vader gains 1% Ultimate Charge and Empire and Dark Side Unaligned Force User allies recover 0.5% Health for each stack of Underestimated. Ashes of the Republic: This attack also deals true damage Special 2: Unshackled Emotions (Cooldown: 5) Deal Physical damage to all enemies and inflict Daze and 4 Damage Over Time effects for 2 turns, which can't be resisted. For each stack of Underestimated, this ability deals 2.5% more damage, and all Dark Side allies gain 1% Mastery (stacking) until the end of the encounter. Ashes of the Republic: Inflict Ability Block for 1 turn which can't be dispelled or resisted, and increase target enemy's cooldowns by 2 Leader: My New Empire Dark Side allies have +20 Speed, +20% Mastery, and +15% Max Health, doubled for Empire or Dark Side Unaligned Force User allies. At the start of battle, other Empire and Dark Side Unaligned Force User allies lose all Protection and gain that much Max Health. If a Dark Side Unaligned Force User ally was present at the start of battle, for the rest of the battle all Empire or Dark Side Unaligned Force User allies take 30% reduced damage from enemy Light Side Unaligned Force User attacks. If all allies are Dark Side at the start of battle, Empire and Dark Side Unaligned Force User allies are immune to Fear, Empire Tanks gain Taunt for 2 turns, and when an Empire ally loses Taunt, they are inflicted with Marked for 1 turn, which can't be dispelled, prevented, or resisted. Whenever a Dark Side ally loses a buff, Empire and Dark Side Unaligned Force User allies gain 1% Mastery (stacking) until the end of encounter. Whenever a debuffed Dark Side ally takes damage, Lord Vader gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Empire and Dark Side Unaligned Force User allies have +35% Critical Chance and Critical Damage when targeting a Galactic Republic enemy. Whenever an enemy critically hits an Empire or Dark Side Unaligned Force User ally, that enemy has -30% Critical Damage (stacking) for 3 turns. While Empire and Dark Side Unaligned Force User allies are at certain Health thresholds, they gain different benefits. - While above 35% Health: During an enemy's attack they are immune to Max Health reduction and other damage that is based on Max Health - While above 50% Health: They are immune to Damage Over Time and Thermal Detonator effects - While below 80% Health: Can't be critically hit Unique 1: Twisted Prophecy Lord Vader is immune to Turn Meter manipulation and his attacks can't be evaded. At the start of battle he loses all Protection and gains that much Max Health, and Dark Side Unaligned Force User allies gain Speed Up and Stealth for 2 turns. At the start of each of Lord Vader's turns, enemies are inflicted with 2 Damage Over Time effects for 2 turns, which can't be resisted. Enemies with Damage Over Time effects can't gain bonus Turn Meter. At the start of each other character's turn Lord Vader gains 1 stack of Underestimated (max: 60), doubled for Galactic Republic and Jedi enemies. Underestimated: Vindictive Storm, Dark Harbinger, and Unshackled Emotions gain additional effects Unique 2: Galactic Legend This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%. Ultimate: End of the Galactic Republic Requires at least 65% Ultimate Charge to activate. Ultimate Charge: Lord Vader gains Ultimate Charge when he uses Dark Harbinger. If Lord Vader is the Leader, when debuffed Dark Side allies receive damage he gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Lord Vader gains 50% of other Dark Side allies' current Mastery (stacking) until the end of the encounter, then they lose that much. Empire and Dark Side Unaligned Force User allies don't lose Mastery from this ability. If 100% Ultimate Charge was used, Lord Vader instead gains 75% Mastery from this ability, dispels all debuffs on himself, takes a bonus turn, reduces his cooldowns by 1, and gains Ashes of the Republic for 5 turns, which can't be copied, dispelled, or prevented. These Mastery gains will only trigger if the character has more than 0 Mastery. Ashes of the Republic: Lord Vader's abilities gain additional effects; enemies defeated while this is active can't be revived; Lord Vader is immune to Ability Block, Healing Immunity, and Shock; can't gain Ultimate Charge 3. Darth Vader (Duel's End) ('Obi-Wan Kenobi') Dark Side, Attacker, Empire, Sith Relic Amplifier: Broken Helmet Attacks and Abilities Basic: Then You Will Die Deal Physical damage to target enemy and during Darth Vader (Duel's End)'s turn, Ability Block them and inflict Evasion Down for 2 turns. If the targeted enemy is Dazed, Shocked, or Stunned, reduce Vader's cooldowns by 1 and he gains 100% Offense for 1 turn. Special 1: Your Weakness Still Remains (Cooldown: 3) Deal Physical damage to target enemy twice and call the strongest other Attacker ally to assist. If the target enemy is Galactic Republic, Inquisitorius, or Jedi, Darth Vader (Duel's End) also assists. This ability will always critically hit if possible. Special 2: You Will Always Lose (Cooldown: 6) Dispel buffs on all enemies and deal Physical damage to them, dealing 50% more damage for each debuffed enemy. If the enemy is Shocked or Stunned, they take another instance of damage. Then inflict all enemies with Speed Down for 2 turns, which can't be dispelled, evaded, or prevented, and they lose 100% Accuracy for 1 turn, which can't be evaded. Enemies are inflicted with Buff Immunity for 2 turns. This ability can't be resisted. While in Grand Arenas: If Emperor Palpatine is in the ally Leader slot, Fracture target enemy and another random enemy until the start of Darth Vader (Duel's End)'s next turn or until Vader is defeated, which can't be copied, dispelled, or evaded. Vader can't gain bonus Turn Meter this turn. Unique 1: I Am What Remains At the start of battle, Darth Vader (Duel's End) loses 51% Health and is inflicted with Burning until the end of battle, which can't be copied, dispelled, or prevented. Vader can't be defeated by this Burning, is immune to other Burning effects, and takes reduced damage from percent Health effects. If there are no Galactic Legends at the start of battle, whenever Vader takes Burning damage, all Empire allies gain 20% Offense (stacking, max 300%) until the end of battle and 10% Turn Meter; this effect persists through defeat. If Vader ends his turn with 25% or more Health, all Empire allies gain Potency Up for 1 turn. If Vader ends his turn with 75% or less Health, all Empire allies gain Defense Up for 1 turn. At the start of battle, if Emperor Palpatine is the ally in the Leader slot, Vader gains Hatred until he is defeated which can't be copied, dispelled or prevented and assists when Emperor Palpatine uses a Special ability during his turn and whenever Emperor Palpatine assists during another ally's turn. If Vader is revived while Emperor Palpatine is the active ally in the Leader slot, Vader regains Hatred at the end of that turn which can't be copied, dispelled or prevented. While in Grand Arenas: At the start of battle, if there are no Galactic Legends and Emperor Palpatine is in the allied Leader slot, all Empire allies gain Hatred until they are defeated which can't be copied, dispelled or prevented. Whenever an Empire Tank ally loses Taunt, they are Marked for 2 turns which can't be copied, dispelled or resisted and recover 30% Max Health and Protection. Vader gains 4 Speed (stacking, max 80) until the end of battle whenever an Empire ally targets a debuffed enemy with an ability, takes damage from an enemy ability while debuffed, or scores a critical hit. Unique 2: You Didn't Kill Anakin Skywalker, I Did At the start of each encounter, whenever he takes burning damage, or when he uses an ability, Darth Vader (Duel's End) gains 1 stack of Vengeance until the end of battle or until he is defeated. When Vader loses 15 stacks of Vengeance or more, he gains 2 additional bonus turns and the next time he damages an enemy, the targeted enemy is Deathmarked until the end of Vader's bonus turns or Vader is defeated. Vader can ignore Taunt effects during his turn. Whenever Vader uses a Special ability, the target enemy is inflicted with a stack of Damage Over Time for 1 turn which can't be evaded. This ability inflicts an additional stack if the target enemy is Galactic Republic, Inquisitorius, or Jedi, and another additional stack if it is an Anakin Skywalker. At the start of battle, if there is an enemy Anakin Skywalker, they are inflicted with Demoralized for the rest of battle which can't be copied, dispelled, evaded, prevented, or resisted and if they are in the enemy Leader slot, all Empire allies are immune to Daze for the rest of battle and Vader can't be targeted while there is another Empire ally. If all allies are Empire at the start of battle, Vader gains 50% Critical Damage, is immune to Fear and Turn Meter reduction. Bonus: 4. Darth Vader (Damaged) (The Force Unleashed) Dark Side, Attacker, Leader, Empire, Sith, Imperial Trooper Relic Amplifier: Life Support Armour Attacks and Abilities Basic: Sorrowful Blade Deal Physical damage to target enemy and inflict Sorrow (if they already had it, removes all buffs on them and has a 50% chance of inflicting Fear (doubled for Rebels and Jedi), then call another random Empire ally to assist and inflict Sorrow on them if they critically hit. Sorrow can't be copied, dispelled, or resisted. Sorrow: This unit cannot critically hit or evade attacks. Lasts for 2 turns. Special 1: Final Crush (Cooldown: 4) Deals Special Damage to target enemy and inflict Daze for 2 turns. Inflicts 25% additional damage for each enemy with Sorrow. Darth Vader (Damaged) recovers Health(If max out, then he recovers Protection) equal to 20% of the combined Max Health of all allies with Daze. This attack cannot be Countered or Evaded. Special 2: Wave of Terror (Cooldown: 5) Remove all Buffs/Debuffs from all allies and increase their Protection by 5% for each Debuff removed (Max 40%). For each Buff removed, Empire Allies have their cooldowns reduced by 1 and gain 20% Turn meter(Max 80). If an ally turn starts due to this increase, they receive Offense Up, Critical Damage Up and Sorrow. Leader: Surrounded by Fear Empire Allies gain 20% Offense and Defense, and +25 Speed (doubled for Imperial Troopers). Empire allies gain +10% Offense and Potency for each unit with Sorrow. Sorrow does not prevent Critical hits from Empire allies. The Turn Meter of allies with Sorrow cannot be reduced, and their Buffs cannot be dispelled. Whenever an Imperial Trooper ally is defeated, Darth Vader (Damaged) gains 10% of their Max Health, Max Protection, Offense, Potency, Tenacity, Critical Chance, Critical Damage, Defense and Defense Penetration until the end of the encounter. Unique: Hate Leads To Suffering Darth Vader (Damaged) loses 10 Speed and gains 20% Offense and Defense for each unit with Sorrow. At the start of each enemy's turn, if they have Sorrow, Darth Vader (Damaged) inflicts Marked on a random ally until the end of that turn. Darth Vader (Damaged) has +100% counter chance against enemies with Sorrow and he cannot receive Debuffs from them31Views0likes1CommentOfficial Complaint-Pending LSB items (15/10) EA/Capital Games Important
Dear SWGOH team, I raised a helpdesk request on the 15th October as I did not receive a LSB purchased and still have not received the in game rewards for this purchase. I have been charged the £40 but not received the rewards. While I’m sure this is just a mistake the lack of resolution is extremely disappointing. This is the second time I am raising this on the forum and note this as my formal written notice of service not received and would like this resolved within the next fortnight to prevent escalation and external reporting. I share the details to the helpdesk, get a response after 2 days from Kausar that its all items are in my account (clearly not the case as my roster is not updated which I responded with a picture) and have heard nothing since with no way to open a new ticket/escalate. my ally code is: 332-996-785 my order number was: 1009189771052 I hope by re-raising my complaint will bring it to your attention EA and I can get the service I have paid for as I really enjoy this game and this error and lack of resolution is a black mark hanging over my enjoyment and willingness to continue to spend money on this game. I look forward to prompt resolution of this error.116Views1like5CommentsDoE (646M) 40* ROTE w/ Zeffo & Mandalore looking for 1
DoE (646M) 40* ROTE w/ Zeffo & Mandalore 245 million reward box for Order 66 Raid Fun TB-focused day one guild (established Aug. 2016) is looking for one new tribe member!! Members are ready to support and advise you on any and all topics - swgoh, mods, what concrete to use for that patio you want, or if you should go through with that arranged marriage (all real topics we have discussed)! Home of the C3PO bot and creator, which has special guild-only features! Find us on Discord! https://discord.gg/T4MTQyz8dm Requirements: 600 daily, TB (Combat Missions and deployment) and Raid participation required. TW participation is required if you join. 10 Million GP minimum. Communication if you're going to be busy in real life. Loving Ewoks or praying to C3PO is a bonus, but not required. If interested, DM in Discord to Sunnie1978 or in-game to 322-269-923 https://swgoh.gg/g/nt-4yDG_TPmKUeIqK8SnBw/43Views0likes4CommentsNot enough materials for Maul, is this a bad joke ?
This entire update has been failure after failure but this really takes the cake. Not only do you need to pay $ to unlock maul, but then if you are not careful you do not have enough materials to level up your Maul and will be stuck at level 52 unless you pay another 30$. The greed and shadiness of CG knows no bound.245Views3likes9CommentsMaul (Hate-Fueled)
UNIT NAME: Maul (Hate-Fueled) ALIGNMENT: Dark CATEGORIES: Dark Side, Attacker, Unaligned Force User HIDDEN CATEGORY: Large character ------ Twisted, broken, yet sustained by hatred. Those are the pillars in which Maul (affectionately known as “Spider Maul”) was born from. In reviewing our anniversary celebration plans, we knew this was the prime opportunity to bring this partially mechanical menace to the holotables. What team he was part of was a big point of discussion. We felt the Starkiller team made for a great home as that group inherently is a bit of a hodgepodge of different characters from all over the Galaxy. This also had the added benefit that we could more closely design Stranger and Maul together, making sure each brought unique mechanics that amplified the team’s overall power. The team had nervous glee at the idea of putting Starkiller, Stranger, and Maul all on the same team. We hope you enjoy using Maul as much as we enjoyed making him! Basic ability - Fractured Fury Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented. Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted. Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered Edge of Madness: -2% Defense per stack Fracture: Speed set to 0, can't gain buffs, bonus attacks, or bonus Turn Meter. Against Raid Bosses and Galactic Legends: -50% Speed (doesn't stack with Breach, Pinned, or Speed Down), can't gain buffs, and -30% counter chance Design Notes: This ability when coupled with the maximum invested version of his second Special ability is a potent combo that gives Maul and his team a way to selectively lock key targets down for a limited time. Fracture and Bleed are both excellent ways to synergize with the Stranger’s abilities. Inspiration: In this snapshot of Maul (from Lotho Minor when Savage finds him) his mind is a bit broken from the trauma of his duel against Obi-Wan and Qui-Gon Jinn. We wanted to capture that thematically with a fun nod to the Fracture debuff as a bonus. FAQ: Question: I really want to Fracture someone early, but should I really open with a Basic ability? Answer: Check out his second Special ability, “Howl of the Broken”. If you have the Zeta for it, Maul will call his Dark Side Attacker allies to assist, which includes himself! (he is his own favorite ally). This means you can open with Special02 to distribute debuffs and damage, and Maul (so long as he is not prevented from assisting) will followup with his Basic, Fracturing your target. Keep in mind he can only Fracture someone once per encounter, so choose your targets wisely. Special ability 1 - Relentless Malice (Cooldown 3) Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage. If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1. If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health. While in Territory Wars: Deal Physical damage an additional four times. Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead. Design Notes: If you feel as though the best form of locking a target down is by defeating them, then this is the ability for you! This ability has very high damage potential against single targets. Since (when fully invested) Maul’s second Unique gives him the ability to ignore taunt effects during his first turn (spoilers, for further below, sorry), you could choose a key target to potentially defeat outright as Maul’s first move, saving your Fracture play we discussed in his Basic for a later point in the battle (though you’ll lose that juicy ignore taunt benefit after his first turn). Synergy: This ability greatly benefits from Maul’s Max Health value, so make sure you’re modding him appropriately. Inspiration: While his mind may be fractured, his body still has echoes of that deadly quickness we saw during his duel with Kenobi and Qui-Gon. We wanted to showcase that those metal spider boots aren’t just for show, they’re made for hurtin’. FAQ: Question: Why so many instances of damage, why not just one big number? Answer: Thematically we wanted to lean into his many metal legs, and mechanically this makes him extremely deadly against mechanics like the Gungan Shield Generator or B1 Droids which lose stacks based on instances of damage. Question: How do I deal with Bleed when I am facing Maul? Answer: Health recovery of any amount removes stacks of Bleed and is the best way to counter it. Protection recovery won’t remove stacks however. Special ability 2 - Howl of the Broken (Cooldown 4) Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies. Call all Dark Side Attacker allies to assist. Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted. Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter. While in Territory Wars: If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter. Increase the cooldowns of target enemy by 1, which can't be resisted. Design Notes: Compared to his other Special ability, this deals relatively light damage but it has a lot of power and synergies to lift up Maul and his allies. Bleed can be removed with heals, but Mr.Bond, how can you heal if you are… IMMUNE TO HEALING!? Which this ability provides for a cool 2 turn duration on all enemies. Additionally, using this when fully invested calls Dark Side Attacker allies to assist which includes himself and the Stranger, a deadly combo indeed. Synergy: This has a great deal of synergy with other Dark Side Attacker allies and is Maul’s primary battle control ability, letting him lock down whole teams for a limited time through Fear or Daze. Inspiration: While all of his abilities capture elements of his physical prowess and do have nods to his madness, we wanted an ability that also acknowledges he is still a potent force user and trained under one of the most powerful Sith alive. Combine that training with his unhinged state and you get this ability. FAQ: Question: Does Maul call himself to assist with this? Answer: Yes. If he didn’t, it should say “Call all other Dark Side…”. Question: Does the Turn Meter gain on his Omicron rely on removing that Turn Meter from enemies? So if an enemy is at 0% Turn Meter, do we still get 60%? Answer: It is not reliant on the Turn Meter removal, it is handled through two separate effects and checks. He removes Turn Meter if he can, and then simply gives 60% Turn Meter to his specific allies, but if for any reason the removal fails (maybe enemies can’t have their Turn Meter reduced for example), the gain would still trigger (unless Maul’s team has an effect which prevents bonus Turn Meter of course). Unique 01 - Hatred Sustains Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter. Maul can't be instantly defeated. While Maul is at certain Health thresholds, he gains cumulative effects: Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75% Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50% Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25% While in Territory Wars: At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented. Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter. Design Note: We wanted to lean into the idea that as Maul is damaged throughout a battle, he continually utilizes that damage to fuel his power but that can come with a lot of risks (the character feels too weak, the benefits aren’t impactful enough, etc), with this we’ve tried to give him a very high action economy with his various Turn Meter gains and giving clearly communicated benefits if he hits certain health thresholds. The hope here is that seeing Maul at 25% health is a scary experience if you’re facing him and an exciting one if you’re using him. Synergy: Especially if you mod Maul for Health, he should be able to somewhat safely exist in these less than 100% health thresholds. He should still feel extremely deadly even at full health, however. Inspiration: Throughout his appearances in the StarWars universe, Maul often finds himself in a proverbial corner as it were but still finds ways to turn situations to his advantage or to fight back in situations where weaker Force users could be defeated. We wanted to tap into that while also capturing the frenzied, manic nature of his broken self during this snapshot. It also opened up some interesting design space for us in risk vs reward. FAQ: Question: Will I need to keep track of the stat increases at his health thresholds? Answer: Each status icon that appears above his head should include all the cumulative benefits he has up to that point. So at Web of Descent II for example it would mention he has +25 Speed but the description should also include the +50% Offense info from Web of Descent I. This should make it easier to quickly look and see what benefits you have so far. Question: Do the chances for him receiving damage stack? At Web of Descent II for example, is it a 15% chance to gain 75% Turn Meter? Answer: No. We tried to clarify this in text by saying “instead”. So if he’s in a normal battle with no Web of Descent thresholds, he has just the 5% chance to gain 75%, and then when he hits Web of Descent II, he now has just the 10% chance to gain 75%. Question: Ok, but what about the Omicron? Does that stack? I just really love Turn Meter. Answer: No. The Omicron effect is a replacement for both his base and Web of Descent chances. So in Territory War with his Omicron, he’ll always (assuming nothing is stopping him from gaining bonus Turn Meter) have a 25% chance to gain 100% Turn Meter and won’t benefit from that aspect of Web of Descent II. Unique 02 - Always Remember, I am Fear At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter. During Maul's first turn each encounter, he ignores taunt effects. Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed. If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn. Hatred: +25% Critical Chance, +100% Defense, and +100% Offense; when defeated, revive with 100% Health and gain 100% Turn Meter Anguish: Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage Redeemed (comes from Juhani’s Omicron ability): +35 Speed; whenever this character uses an ability during their turn, all other allies with Redeemed assist; whenever this character gains a buff, dispel all debuffs on allies with Redeemed; whenever this character is damaged, all allies with Redeemed gain 15% Turn Meter; whenever this character is inflicted with a debuff, all allies with Redeemed recover 15% Protection Design Notes: Whereas his first Unique is almost entirely selfish and focuses on himself, this Unique sprinkles a bit more synergy for his allies. A lot of it still focuses on how Maul benefits, but the last block in particular can do a lot to keep his allies safe. Synergy: He’ll benefit the most from being paired with a Starkiller team because of the mixture of Dark Side and Light Side allies. Inspiration: When Maul is muttering to himself when Savage finds him, he (Maul) is trying to grasp fragments of his memory for lines taken from the Sith Code and give himself a lil’ pep talk. We felt this was really powerful for his character and tried to pair effects that worked for our needs mechanically but also nodded to this quote and moment. If you haven’t watched Clone Wars and Rebels, may we boldly recommend doing so! FAQ: Question: Why “non-Dark Side” allies? Hints are more neutral characters? Answer: It felt physically wrong to write Light Side synergy for Maul, honestly. We had it written as Light Side for awhile and it stuck out to many of us internally, so the language was adjusted but is still accurate. So, no, not a hint at more Neutral characters I am afraid. Question: Does the bonus Protection (30%) stack? Answer: It doesn’t, no. It does “refresh” when it is re-applied however, so if character A deals enough damage to remove 25% of that bonus Protection, and they end their turn and character B begins theirs, that bonus Protection on Maul will be back to 30%. Question: Why is Maul immune to Redeemed? Answer: We found with some internal testing that it was a bit of an undesirable experience for Maul to get this, and had situations where it actually weakened the Omicrons effectiveness since Maul would get it instead of Starkiller. We didn’t want to cheapen the investment you’ve made into that Juhani Omicron. It also has a bit of a fun thematic nod to Maul’s story as a whole. Question: Using Maul, if I defeat 2 characters before Maul is defeated, and then I defeat 1 character after he is defeated, can I revive all 3? Answer: Only enemies defeated before Maul was defeated can’t be revived. So in the above example, assuming you had a mass revive, you would only revive a single character of the three (the character defeated after Maul himself had been defeated).28KViews12likes31CommentsTransaction is pending.
Earlier today around noon I purchased two lightspeed tokens for the gungans. I received one but not the other, instead I received crystals.. Now it say, transaction is pending 'wait 10 minutes or cancel purchase.' ( it's been like 5 hours) did the purchase on the web store, the transaction went through with my bank too. You guys have any thoughts or tips on this. Says I can cancel it, can I cancel it and re purchase it? Will that work?5Views0likes0CommentsWe got an expensive problem.
My primary account purchased the Jabba light speed bundle for all five of my accounts purchased for my primary account went through. None of the gifted bundles seems to have gone through. Yet, I was charged the hold a 157.45$ usd The total transaction cost. I am reachable by the email I used to send this.5Views0likes0CommentsNeed advice
Hi folks, I just got back to the game and as you know lots of has changed, I had 3 months breaks. Can anyone check out my acc and share some advice who to grind etc. I feel kinda overwhelmed by the new changes, so will really appreciate every thought/opinion. Ally Code: 692-316-465 fennix779633Views0likes3CommentsEra Levels Reduced
Prior to the Inquisitor Barriss and Maul (Hate-Fueled) events I had brought the 4 available Era Units to 7 stars, Era Level 70. Once said events went live the units were all rolled down to Era Level 65. I contacted EA Customer Support multiple times in an attempt to rectify the issue but they kept stating that this was an "intentional reduction". I have attached one such example. May I please have my characters returned to Era Level 70?37Views0likes1Comment
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