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Charged 3 times on Scorch purchases
Well, as the title states, I made the huge mistake to buy the 2 Scorch bundles from the webstore on the 20th of May, one for $30 and the second one for $75. All good and dandy, on the 22nd of May money got retrieved from my account, as expected. Then again on the 23rd of May, I have been charged $105 for the 2 packs, and to top it off in good style, on the 24th I have been charged again for both packs, same amounts. Ok, I can understand that technical issues can happen, but how can you justify the response on the support chat on which I was just told "I want to inform you that the issue has been resolved and the team is working on making the necessary changes for affected players" ? How is it fixed as I haven't received my money back ? Oh, you want to say "don't worry, keep spending as we won't charge you 3 times now, until we break it again when we will just enjoy stating that we fixed the issue once again" ? Why just close the chat and not provide a timeline of when the extra charges will be refunded, even though I specifically asked for it ? Or is the answer as clear as day, there will never be a timeline, thank you for your extra money ? What are the changes that you are talking about ? If you would have planned to refund, you could have stated a clear answer and provide a timeline, even if you provided like a month for processing it. But no, you just closed the chat without anything meaningful provided. Great support provided, thanks for nothing. So once again, I am posting here, when will I be refunded ? Can anyone provide a clear answer, ideally from CG ?724Views4likes48CommentsOrder 66
Hello Holotable Heroes, It’s time to defend the Jedi Temple and prevent the extinction of the Jedi. Order 66 has been dispatched through the galaxy, and Lord Vader leads the charge to eradicate the Jedi. You'll need to cut through legions of Dark Side Clone Troopers and face the might of the Sith Lord himself in an attempt to give your fellow Jedi a chance at escape. Get ready to challenge destiny and fight for the fate of the galaxy in this legendary new Raid! Allowed Characters There will be an Order 66 Raid faction tag added to your collection for visibility in game on which units are allowed. NOTE: Pirates will be announced in an upcoming Pirate Era post All Pirates Omega (Fugitive) Bad Batch Jedi Master Mace Windu Jedi Vanguard Batcher Bad Batch Jocasta Nu Jedi Vanguard Hunter (Mercenary) Bad Batch Depa Bilaba Jedi Vanguard Wrecker (Mercenary) Bad Batch Jedi Temple Guard Jedi Vanguard Crosshair (Scarred) Bad Batch Aayla Secura Jedi Vanguard CC-1119 "Appo" Dark Side Clone Troopers Barriss Offee Jedi Vanguard CX-2 Dark Side Clone Troopers Eeth Koth Jedi Vanguard Disguised Clone Trooper Dark Side Clone Troopers Ima-Gun Di Jedi Vanguard RC-1262 "Scorch" Dark Side Clone Troopers Jedi Consular Jedi Vanguard Grand Moff Tarkin Empire Jedi Knight Guardian Jedi Vanguard Kelleran Beq Jedi Vanguard Kit Fisto Jedi Vanguard Luminara Unduli Jedi Vanguard Plo Koon Jedi Vanguard Qui-Gon jinn Jedi Vanguard Shaak Ti Jedi Vanguard Questions: “I know Pirates aren’t all available at the start of the Raid, but when will Pirates be available as the optimal full team?” The first Pirate marquee is a leader so you will have a full squad very shortly, but once the era is complete there will be two powerful teams for the raid. One lead by the next Conquest unit and another lead by the next Galactic Legend coming at the end of the Pirate Era. “How long will this raid live for roughly? I want to make sure my investment is worth it” This is very subject to change, but currently we are eyeing about a year before the next raid. “Do attempts take the same, more, or less amount of time than Battle For Naboo or Speederbike Pursuit?” We definitely heard you on this one and these attempts should be much quicker. "When does the Raid go live?" You can launch the raid immediately upon it going into the game on 6/25 at 11am provided you are A) not in a raid already and B) have the raid tix needed Overall strategy While there are multiple ways to score points, your main goal in the raid is to give Jedi a chance to escape from Lord Vader’s wrath as he storms the Jedi Temple. There are multiple Clones defending him: Fox, Appo, Disguised Clone Troopers, and Knightfall Troopers. If all Disguised Clone Troopers and Knightfall Troopers are active, you cannot target Lord Vader. Once one falls, seize the window and target him 3 times in order to break his concentration for the Jedi he was targeting to escape. Fox and Appo will revive the Disguised and Knightfall Troopers and each provide bonuses to help power you up once you defeat them. If you are unable to give Jedi a chance to escape, you can also earn points by surviving against Lord Vader once he becomes Enraged after the fate of all Jedi has been determined. Faction Bonuses Pirates: Whenever a Pirate gains a stack of Profit, they dispel all debuffs on themselves and their next ability deals bonus True damage equal to 10% of their Max Health to target enemy. (This is subject to change as Pirates are added) Jedi Vanguard: +50% Max Health and Protection. Jedi Vanguard take reduced damage from Percent Health damage effects. Whenever any turn ends, if a Jedi Vanguard has 2 or more buffs, they gain 10% Offense (stacking) for the rest of the encounter. Dark Side Clone Troopers: Whenever an enemy is inflicted with Order 66, all Dark Side Clone Troopers and Grand Moff Tarkin gain 25% Turn Meter and 25% Offense for 1 turn. Bad Batch: Stealthed characters deal 5% more damage. Non-Stealthed characters take 5% less damage when targeted Hero Bonuses: Galactic Legend Pirate: To be added later Jedi Master Mace Windu: Whenever an enemy is Revealed, Jedi Master Mace Windu dispels all debuffs on himself and recovers 100% Health. If Jedi Master Mace Windu is the ally in the Leader slot, Jedi Vanguards gain benefits based on their role: - Attackers: +100% Offense - Healers and Supports: Dispel Stealth at the start of their turn - Tanks: Immune to Stun; Gain Protection Up (100%) for 2 turns whenever Jedi Master Mace Windu uses a Special ability Jocasta Nu: Whenever a Jedi Vanguard ally attacks out of turn, Jocasta's cooldowns are reduced by 1. Whenever she uses a Special ability Jedi Vanguard allies gain Crit Avoidance Up for 2 turns. Kelleran Beq: While Kelleran Beq has full Health he has +25% Speed. Grand Moff Tarkin: Grand Moff Tarkin gains Tenacity equal to 5% of his Potency. CC-1119 "Appo": While there is an allied Knightfall Trooper active, Appo has +25% Defense. Omega (Fugitive): Whenever Omega dispels a debuff, she gains 50% Tenacity for 1 turn. Granted Abilities: Rescue (Must attack Lord Vader 3 times to acquire) - Deal damage to Lord Vader 3 times to unlock. Rescue the endangered Jedi. Subdued (Defeat Appo) - All enemies are Subdued until defeated, which can't be copied, dispelled, evaded, or resisted. Whenever an enemy is inflicted with a debuff they take True damage equal to 5% of their Max Health. Subdued: -35% Critical Avoidance, Defense, and Tenacity Dire Fortitude (Defeat Fox) - Add 5 stacks of Execute to enemy Lord Vader (10 stacks if all allies are Jedi Vanguard). All allies gain Dire Fortitude for the rest of the battle. Dire Fortitude: +35% Critical Chance, Defense, and Offense; whenever this character gains a buff, they also gain 10% Critical Damage (stacking) for the rest of the battle Attempts/Scoring Info Here 5 Attempts Points Primary Point Source Value Defeat a Knightfall Trooper 5,000 Defeat a Disguised Clone Trooper 5,000 Defeat a Commander Unit (Fox or Appo) 22,500 Save an NPC Jedi 65,000 Second Chance Points Perform an ability on your turn against Enraged Lord Vader 10,000 Difficulty Modifiers Note that we have eased the difficulty for Tiers 0 and 1 compared to Battle for Naboo. Level 0 Score Multiplier: 1x Requirement: None Level 1 Additional Effects: Enemies gain 70% Accuracy, Critical Chance, Critical Damage, Defense, Defense Penetration, Max Health, Offense, Potency, and Tenacity, and 30 Speed Vader's Fist (CC-1119 "Appo"): Dark Side Clone Troopers also dispel Retribution on the start of their turn. Whenever Foresight or Retribution is dispelled, that enemy is inflicted with Damage Over Time for 2 turns, which can't be resisted. Whenever Appo is inflicted with a debuff, a random Knightfall Trooper ally gains 5% Turn Meter (once per turn). Imperial March (Knightfall Trooper): Grant Defense Penetration Up to the weakest ally that doesn't have it as well and remove 1 stack of Execute from Lord Vader. Clone Commander (CC-1010 "Fox"): Whenever Fox is inflicted with a debuff a random Disguised Clone Trooper ally gains 5% Turn Meter (once per turn). My New Empire (Lord Vader): Whenever an Empire ally is Marked, dispel it and gain Stealth for 1 turn. Score Multiplier: 1.5x Requirement: Gear 12 Level 2 Additional Effects: Enemies gain 120% Accuracy, Critical Chance, Defense, Defense Penetration, Max Health, Potency, and Tenacity, 5000 Offense, and 75 Speed. What I Say (CC-1010 "Fox"): Remove an additional stack of Execute. Batallion Brothers (Knightfall Trooper): +100% Offense while he has Advantage. Well-Executed Ambush (Disguised Clone Trooper): Remove a stack of Execute from Lord Vader per Stealthed enemy. Twisted Prophecy (Lord Vader): -5 stacks of Execute after each bonus turn Faction Bonus: Bad Batch: +20% Accuracy. Score Multiplier: 2x Requirement: Relic 1 Level 3 Additional Effects: Enemies gain 150% Accuracy, Critical Chance, Defense, Defense Penetration, Max Health, Potency, and Tenacity, 6000 Offense, and 90 Speed. Granted Ability: Rescue: +1 Additional attack to unlock. My New Empire (Lord Vader): Whenever an enemy gains a buff they also are inflicted with Damage Over Time for 1 turn. Decoy Squad Five (Disguised Clone Trooper): Reduced Massive damage is now Massive damage. Hero Bonus: Jedi Master Mace Windu: Tanks gain Protection Up (150%) for 2 turns instead. Hero Bonus: Grand Moff Tarkin: Dark Side Clone Troopers gain Defense equal to 75% of his Potency. Score Multiplier: 3x Requirement: Relic 3 Level 4 Additional Effects: Enemies gain 170% Defense, Defense Penetration, Max Health, Potency, 7000 Offense, and 105 Speed. Granted Ability: Dire Fortitude: Jedi Vanguard add an additional 5 stacks of Execute to Lord Vader. Vader's Fist (CC-1119 "Appo"): Whenever Appo uses a Special ability a random Disguised Clone Trooper assists, dealing -30% Damage and then Stealths for 1 turn at the end of the round. Clone Commander (CC-1010 "Fox"): Whenever Fox uses a Special ability a random Disguised Clone Trooper assists, dealing -30% Damage and then Stealths for 1 turn at the end of the round. Decoy Squad Five (Disguised Clone Trooper): Deal an additional instance of Massive damage against enemies with Order 66. Faction Bonus: Bad Batch: +20% Accuracy and +25% Max Health. Stealthed units deal 25% more damage. Non-Stealthed units take 25% less damage when targeted. Faction Bonus: Jedi Vanguard: +50% Max Health and Max Protection. Score Multiplier: 4x Requirement: Relic 5 Level 5 Additional Effects: Enemies gain 190% Defense, Defense Penetration, Max Health, Potency, 8000 Offense, and 120 Speed. Batallion Brothers (Knightfall Trooper): Whenever Knightfall Trooper is defeated, Stun the enemy who defeated them for 1 turn, which can't be resisted. No Entry, No Escape (CC-1010 "Fox"): Ability Block target enemy for 1 turn, which can't be evaded or resisted. Faction Bonus: Dark Side Clone Troopers: Dark Side Clone Troopers are immune to Stun for 1 turn. Hero Bonus: Grand Moff Tarkin: Dark Side Clone Troopers gain Defense equal to 100% of his Potency. Hero Bonus: CC-1119 "Appo": While Knightfall Trooper is active, Dark Side Clone Troopers have 50% Offense. Score Multiplier: 6x Requirement: Relic 7 Level 6 Additional Effects: Enemies gain 210% Defense, Defense Penetration, Max Health, Potency, 9000 Offense, and 135 Speed. Clever Ruse (Disguised Clone Trooper): No longer loses Stealth whenever he attacks. Twisted Prophecy (Lord Vader): -5 stacks of Execute from Start of Encounter. Faction Bonus: Jedi Vanguard: Whenever a Jedi Vanguard defeats an enemy, add a stack of Execute to Lord Vader. Hero Bonus: Jocasta Nu: Whenever she uses a Special ability Jedi Vanguard allies gain Critical Hit Immunity for 2 turns instead. Score Multiplier: 9x Requirement: Relic 8 Level 7 Additional Effects: Enemies gain 230% Defense, Defense Penetration, Max Health, and 10000 Offense. Faction Bonus: Bad Batch: +60% Accuracy. Whenever an enemy dispels Marked, they are Marked for 1 turn, which can't be dispelled, prevented, or resisted, and Lord Vader gains 10 stacks of Execute. Stealthed units deal 50% more damage. Non-Stealthed units take 50% less damage when targeted. Faction Bonus: Dark Side Clone Troopers: Dark Side Clone Troopers and Tarkin are immune to Stun. Whenever an enemy is inflicted with Order 66, all Dark Side Clone Troopers and Grand Moff Tarkin gain 100% Turn Meter and 25% Offense for 1 turn, an additional 75% Offense for the rest of the encounter, and Lord Vader gains 20 stacks of Execute. Hero Bonus: Jedi Master Mace Windu: Attackers instead gain 200% Offense. Healer and Support allies dispel all debuffs on Jedi Vanguard allies at the start of their turn. Tank allies instead gain Protection Up (200%) for 2 turns. Score Multiplier: 12x Requirement: Relic 9 Milestones + Rewards There are no Reward structure changes from the Naboo Raid, but we’ve made changes to the Guild Milestone boxes below: TIERS Old Milestones NEW Milestones Changes from Current Tier Raid MK I Raid MK II Raid MK III 1 10,000,000 10,000,000 0 12500 5500 500 2 14,500,000 14,500,000 0 16500 8400 1000 3 22,500,000 20,500,000 -2,000,000 16500 9700 1250 4 28,500,000 0 16500 9700 1500 5 67,500,000 41,500,000 -26,000,000 16500 9700 2000 6 78,500,000 63,500,000 -15,000,000 16500 9700 2500 7 90,000,000 98,500,000 8,500,000 16500 9700 3000 8 130,000,000 147,500,000 17,500,000 16500 9700 4000 9 265,000,000 245,000,000 -20,000,000 16500 9700 5250 10 416,000,000 375,000,000 -41,000,000 16500 9700 6770 11 520,000,000 520,000,000 0 16500 9700 8770 NOTE: Personal Milestones have not been changed. We made improvements to the Raid Milestones based on your feedback! We heard that the gaps between reward boxes felt too large, so we've added a new box at the lower end, effectively halving one of the major jumps. Additionally, we've smoothed out the point requirements for the higher-tier boxes, making the climb feel much more consistent. We're eager to hear what you think of these adjustments! Word from the Raid Designer: Watching Revenge of the Sith for the first time and hearing the infamous “Execute Order 66” was a jaw-dropping moment for me. As a Star Wars fan I knew something major had to happen leading into the original trilogy, but watching it play out on screen was a much darker and emotional moment than I expected. As this era reached our roadmap, we all agreed that playing out this iconic moment was the most appropriate Raid to transition to. When creating the Raid, I was hoping to portray a bit of the desperation and disorientation of the moment. For the Jedi fighting in the war away from Coruscant, or those just living their lives in the Jedi Temple, everything went from 0 to 100 in an instant. From being seen as wise protectors to becoming personae non gratae. So, this Raid is played from the perspective of arriving once the destruction has begun and trying to triage and survive in order to regroup. And seeing the indestructible force of Lord Vader, trying to do so quickly to avoid his wrath. Raid Q/A Form: https://forms.gle/jDKG7YaCVdZmiGTD8 **Transmission** Holotable Heroes, your pathetic attempts to defy the inevitable are noted. You believe you can interrupt Order 66? You believe you can stand against the might of the Galactic Empire and the will of the Force? Your resistance is futile. Every Jedi you seek to protect will fall. Every one of you who stands in my path will be crushed. Your hope is a weakness, and it will be your undoing. **End Transmission**CG_MeatheadPlace SWGOH Game Info HubSWGOH Game Info HubCapital Games Team38KViews3likes83CommentsDarth Vader Force crush ability
darth vader force crush which specifically states "this attack cannot be countered" is being countered. i was in conquest trying to complete the darth vader surviving feat, and i encountered 2 situations in a row with that move. first i used it against jedi training rey, and she counter attacked in response. second i used it against first order, and KRU counter attacked in response. didn't have a major impact in my battles but it is 100% a bug none the less so i am reporting it. i don't have footage, i would attempt to grab footage but i dont want to waste my precious conquest energy on it, it happened twice in a row... im sure its easy enough to replicate.mattchess4Place SWGOH Bug ReportsSWGOH Bug ReportsSeasoned Newcomer13Views0likes2CommentsWe don't need a pirate faction. Just stop, CG.
Setting aside the fact that pirates had ABSOLUTELY NOTHING to do with Order 66 yet are being used in the raid (well not at launch, they're getting thrown in months later due to CG's garbage sense of planning), CG is going to turn this game in to Marvel Strike Force with all the redundant and overlapping factions. It's starting to get ridiculous. Introducing a Pirate faction is completely pointless when we already have Scoundrel, Smuggler, Mercenary, and Bounty Hunter. For the most part they all have the same function of "finding people and/or things for money and either killing them, transporting them, or stealing them". Bounty Hunters, Smugglers, and Pirates are already Mercenaries considering they do what they do for money. And apparently they're ALL technically Scoundrels, which is such a pointless umbrella term that really only vaguely describes them as "unscrupulous or rogue". Since when is a general personality trait enough to make it a faction?? If 52 toons have the Scoundrel tag, it's too vague and at that point needs to be removed. At this rate the Scoundrel toons are going to look like a teenage girl's instagram post with a dozen different tags. Some toons already can't fit all their tags in the description and need a "+more" button for you to click and see all of them.132Views2likes5Comments- nbpp9p3wn6nePlace SWGOH Bug ReportsSWGOH Bug ReportsNew Spectator38Views0likes7Comments
Unvalidated Feat
In the new Galactic Challenge, I completed the Tier X several times with different teams, but the feat isn't being validated. However, it did work for the first two tiers when I used my 3-stars Temple Guard. Still, even after including him in my squad and completing Tier 10, the feat didn't register. It would be appreciated if this could be fixed. Thank you. ArakyuzoArakyuzoPlace SWGOH Bug ReportsSWGOH Bug ReportsRising Traveler45Views1like4CommentsGallactic challenge giving feats completed falsely
Battled only tier VI, got feats marked for scoundrels up until tier X (didnt even use scoundrels), when used scoundrels afterwards on Tier X didnt receive nor the complete battle feat nor Episode currency for either Complete Battle feat nor Scoundrelscerebro415Place SWGOH Bug ReportsSWGOH Bug ReportsRising Rookie37Views0likes6CommentsRNG HELL
Anyone else noticing the cpu's teams have incredible luck? 50% chance for an effect? If the cpu is controlling it, seems like a garuntee. It's not just one aspect either, its across the board. Example from last GAC, my opponents team was comparably modded. My GL Leia revived no one, theres revived everyone. Saw this with multiple guildmates and also in TW. Going through Conquest today, hard mode, similar effects. CPU is always gets perfect rng.3q9b0w4bui2gPlace SWGOH Bug ReportsSWGOH Bug ReportsSeasoned Newcomer25Views0likes5CommentsEquipped Mods Vanish on Restart
I’ve been having a major bug the last few days where all of my mods disappeared after connecting my SWGOH IOS account to EA and just discovered that every time I restart the game any mods I have equipped disappear. They aren’t unequipped or sold, they just vanish. I’ve talked to two others on the forums so far experiencing this but have yet to hear from CG. An EA help rep simply said there was no record of mods being sold and they could do nothing about it. This is years worth of mods I’ve lost and on top of that I am as of right now unable to use mods at all.Sable25Place SWGOH Bug ReportsSWGOH Bug ReportsSeasoned Newcomer257Views4likes12CommentsJourney Guide Start Battle Glitch
I was going to replay through the Beskar Mando stuff (I find it fun sometimes), and I noticed that I couldn't start the battle when I pressed the button. I tried a different one (can't remember) and it didn't work too. Just did it again a few minutes ago trying to give the last battle for the Padme one a shot and it still didn't work. I don't know if it is preventing other battles too, but it sure is annoying.9Views0likes1CommentSEE Ult. In Conquest
Fighting a GAS team, hit ultimate and when using unlimited power all the 501st died, but the lightning animation never went away so GAS wouldn't stand up and game continued until timer ran out and still the animation wouldn't stop, forcing me to forfeit and lose the battle. Fighting an Ewok team, hit ultimate and when using I am the Sith, game severely lagged before giving me another turn without Ewoks going, then using unlimited power showed 4 Ewoks die and the fifth had a small amount of HP left, but game immediately popped up with victory screen.AbC8967a2160098Place SWGOH Bug ReportsSWGOH Bug ReportsSeasoned Newcomer10Views0likes1CommentGC incomplete feats
Hi, I've completed four out of the five feats, but the game still thinks I haven’t completed the battle at all — as shown in the attached screenshot. Thanks for taking the time to look into this. Hopefully it’s an easy fix! Regards,AussieMike13Place SWGOH Bug ReportsSWGOH Bug ReportsRising Newcomer12Views0likes1CommentGalactic Challenge Dathomir Droids - Complete the battle feat
Hi, I tried multiple teams and feat Complete the battle is still not done. All other feats (stuns/temple gaurd/scoundrels/episode pass) all finished but easiest one - Complete the battle is not finished. So I have 4/5 everywhere. Ally code: 436-474-451 So I expect that it gets fixed and feat will be completed(or appropriate reqards will be added to the account) . I would expect something extra because I had to spent some time by doing same battle with various teams over and over only because of bug. Thanks, KristalxkristalPlace SWGOH Bug ReportsSWGOH Bug ReportsRising Novice25Views1like2CommentsTai'ruhn: Kit Concept
(If you don't have something actually constructive to say, kindly keep it to yourself) Lore: An ambitious padawan learner who struggled with controlling his darker urges, Tai'ruhn was the lone survivor of Arkra's assault on a research temple in the Outer Rim, and subsequently grew a deep loathing for the Sith lord. Against the wishes of the Jedi council, he pursued a personal quest against Arkra after enlisting the help of former soldier Ash Dremer, eventually confronting him in the midst of an attack inside a Republic base. After a battle during which Arkra revealed his name and status as the Sith god to Tai'ruhn, a massive attack by Republic ships allowed Tai'ruhn to escape, leaving Arkra to be buried and presumably dead underneath the base's ruins. However, some enemies are more difficult to kill than expected. Tai'ruhn would serve as a major anti-Sith unit with specific callouts to both Sith Empire and Arkan Empire. His use of Ferocity, while a Sith Empire debuff, is meant as a reference to his aggressive nature, and has several other mechanics to work opposite to Arkra's own kit. His home would be in either a JKR or JML squad as a mini lifter unit. Steadfast Jedi padawan with massive offensive bonuses against Sith and an iron resolve to defeat his enemies. Unit Name - Tai’ruhn Tags - Light Side, Attacker, Jedi, Old Republic Mastery - Critical Chance, Critical Damage, and Damage Prideful Slash (Basic) (Final text, Omega) Deal Physical damage to target enemy and gain 10% turn meter. If they are Sith, deal 50% more damage and gain 1 stack of Ferocity for 2 turns, which can’t be dispelled or resisted. If Tai’ruhn is debuffed and a Sith enemy used an ability in the previous turn, this attack ignores Defense and Protection. Advance of the Vanguard (Special 1, cooldown 6) (Final text, Omega) Dispel all buffs and debuffs on self and gain Resolve for 3 turns, which can’t be copied, dispelled or prevented. If the target enemy has Buff Immunity or Marked remove 50% turn meter from all enemies, which can’t be evaded, and Daze them for 2 turns. These effects can’t be dispelled or resisted by Sith. Jedi allies gain Offense Up until they are damaged. When this Offense Up expires, they gain Retribution for 2 turns. Resolve: Enemies must target this unit; +200% Defense and +40% Counter Chance Training Pays Off (Special 2, cooldown 5) (Final text, Omega) If all enemies are Sith or Sith Empire, all allies gain 70% Offense until the end of the turn, then call all Jedi allies to assist. Dispel all buffs on all enemies with Wild Rage and inflict them with Force Influence for 2 turns, and target enemy is reduced to their base Offense and Speed. Tai’ruhn gains Critical Damage up for 3 turns. If he already has Critical Damage Up, reduce the cooldown of Advance of the Vanguard by 1. If Tai’ruhn has Strategic Advantage, increase the cooldowns of all enemies by 1 and all enemies are reduced to their base Offense and Speed. This ability can’t be evaded by Sith. Force Influence: Can't assist, counter attack, or gain buffs (raid bosses and Galactic Legends: -30% counter chance) Impatient Padawan (Unique) (Final text, Zeta) Tai’ruhn has +15% Critical Damage for each Jedi and Old Republic ally and will assist whenever another ally targets a Sith enemy during their turn, dealing 50% less damage. If the target was also Sith Empire or Arkan Empire, a random ally who doesn’t have it gains Advantage for 1 turn. While he has any stacks of Ferocity, he has -20% Defense and Speed and is immune to Confuse and turn meter reduction. While another ally is inflicted with Fracture, Tai’ruhn can’t be critically hit and ignores Taunt, Stealth and Shrouded. While Tai’ruhn is active, cut the Health Steal of all Sith and Sith Empire enemies in half, which can’t be resisted.194Views0likes2CommentsI must be very friendly
Hello, since i've started playing SWGOH few years ago (with huge breaks), i've always struggled with one issue: BEING SPAMMED BY BOTS OR SOMETHING WITH ALLY INVITES... Its happenning only on one account, none of my friends ever encountred something like it. Sometimes its over 400-500 per day... I never posted my player id on any dating website or something, im not selling any used clothes etc. Since day 1 im getting spammed and spammed. Why im reporting it just now? Well lazy person here, but right now also exhausted with clicking reject hundreds of times a day. My guess is that its just a technical issue which somehow redirects these invited to me or just does this without them even knowing. Ally code: 551-776-399 (please don't invite me with emotional support proposals, i can link you my paypal instead).EysheldPlace SWGOH Bug ReportsSWGOH Bug ReportsSeasoned Novice105Views0likes8CommentsTo CG: Order66 raid boxes proposal
Disclosure: I also posted this as a response to Meathead's post. This is a forum-copy. On the box tiers: you are heavily nerfing medium-large guilds with the 90mill and 130mill box switch. Also, for 1.500 GET3, guilds will need to reach 28 mill instead of 22.5 current. So: proposal: MOAR boxes. Going up in 250 Mark 3 increments. (500 Mk3 increment proposal below) Guild Million raid score Mark 3 Auzor proposal 10 500 12 750 14.5 1000 18 1250 22.5 1500 30 1750 41.5 2000 52 2250 68 2500 75 2750 90 3000 100 3250 110 3500 120 3750 130 4000 147.5 4250 167.5 4500 190 4750 215.5 5000 245 5250 263 5500 283 5750 304 6000 327 6250 351 6500 375 6750 390.5 7000 407 7250 424 7500 442 7750 460.5 8000 480 8250 500 8500 520 8750 This is not a straight curve, as I adjusted it to fit the current boxes & sometimes the newer ones. (nearly always to player advantage; so I kept the 90 mill and 130 levels. But did go with the newer levels for the higher boxes). The incline CG proposes is still weird: instead of gradually increasing, there are steeper slopes to the 'curve', that's a result from trying to fit in current boxes to an exponential tweaked curve. This would come to 34 boxes. If you halve this amount, to 17 boxes, it would be: Guild Million raid score Mark 3 Auzor proposal 10 500 14.5 1000 22.5 1500 41.5 2000 68 2500 90 3000 110 3500 130 4000 167.5 4500 215.5 5000 263 (CG: 245, but only 5250 Mk3) 5500 304 6000 351 6500 390.5 (CG 375, but only 6770 Mk3) 7000 424 7500 460.5 8000 520 8750 By adding in an extra 6 boxes, we get a much more gradual curve. And by intelligently keeping the reward levels at 90 mill & 130 mill, we don't have as much of a leap from 68 million to 98. (seriously, Meathead?) This will already require plenty of new (yet to be farmable!!) characters. I'd suggest using more color differentiation between the box tiers, like gear. So white -> green --> blue-ish --> (maybe red here?) -->purple --> gold. This will benefit the large guilds especially. But the shifts on the 41.5 & 68 million (from 67.5 & 78.5) should be well appreciated by smaller guilds. Medium-large guilds (ahem) would love a 110 mill box, and a 167.5 mill would be a stretch goal, maaybe. The 265 mill box is now at 263 million still, but did get an extra 250 Mk3 tokens added. Crucially, the steps on the hamster wheel for the whale guilds are now smaller, and much more gradual for everyone. Auzor out.99Views0likes2Comments
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