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Jedi Knight Leia Organa Kit Idea
Unit Name: Jedi Knight Leia Organa Alignment: Light Side Categories: Support, Jedi Basic: Prevailing Slash FINAL TEXT: Dispel all buffs and deal Physical damage to target enemy. If they are an Attacker, also deal True damage to them (excludes raid bosses and Galactic Legends). Then reduce their Potency by 10% (stacking). Jedi Knight Leia Organa gains 10% Max Protection (stacking, max 100%) until the end of the encounter. This attack can't be countered. Special 1: I Have That Power (Cooldown: 4) FINAL TEXT: Inflict Disarm on all enemies for 2 turn or until Leia is defeated, which can’t be evaded or copied, then deal Special damage to all enemies. Disarmed enemies can’t evade, take 35% more damage, and have -35% Resistance against this attack. Non-Galactic Republic Jedi allies recover Protection equal to 35% of the damage dealt. Special 2: Force Communication (Cooldown: 4) FINAL TEXT: Dispel all debuffs on all non-Galactic Republic Jedi allies and equalize their Protection. All non-Galactic Republic Jedi allies recover 15% Protection, doubled if they have Jedi Legacy, and gain Tactical Supremacy and every non-unique buff Jedi Knight Leia Organa has (excluding Stealth and Taunt) for 2 turns. Unique 1: Jedi Knight’s Resolve FINAL TEXT: Each time Jedi Knight Leia Organa is damaged, she gains 5% Turn Meter and 5% Offense (stacking, max 25%) until she uses Prevailing Slash on her turn. When she attacks out of turn or is critically hit, she gains 2 Speed (stacking, max 20) until end of encounter. At the end of each other Jedi ally's turn (excluding Galactic Republic Jedi), Jedi Knight Leia Organa gains 10% Turn Meter. Jedi Knight Leia Organa is immune to Stun and Fear. Unique 2: Skywalker’s Legacy FINAL TEXT: At the start of battle, if both Jedi Master Luke Skywalker and Jedi Knight Luke Skywalker are allies and there are no Galactic Republic or Old Republic allies, the following bonusses are gained: Jedi Master Luke Skywalker, Jedi Knight Luke Skywalker, and Jedi Knight Leia Organa are immune to Healing Immunity and Doubt and gain Tactical Supremacy for 2 turns at the start of battle. While they have Tactical Supremacy, all other buffs on them can’t be dispelled. Jedi Knight Luke Skywalker and Jedi Knight Leia Organa gain Jedi Lessons for 3 turns at the start of battle, take reduced damage from Percentage Health damage effects and Massive damage effects, and damage they receive is decreased by 30%. Whenever a Jedi ally uses Inherited Teachings, Jedi Master Luke Skywalker recovers Protection equal to 5% of his base Max Protection, doubled if that ally had Jedi Legacy. If Jedi Master Luke Skywalker targets either Jedi Knight Luke Skywalker or Jedi Knight Leia Organa with They Grow Beyond, the other also assists and gains Advantage and Critical Damage Up for 2 turns, and Jedi Lessons for 3 turns. If Jedi Knight Luke Skywalker targets either Jedi Knight Leia Organa or Jedi Master Luke Skywalker with Stalwart Advance, the other also assists and gains Jedi’s Will for 2 turns. Shoutout to dosman2233 as it was his kit idea of a Jedi Leia that inspired this one. Check out his version as well, if you have the time. I haven't added any Omicrons to this kit as I find those the most difficult to design and balance. Thou if I had to add some, they would probably be 3v3 grand arena focused and placed on both specials and the 2nd unique. I gladly accept any suggestions on what they would do. Feedback on the kit is, as always, appreciated. Picture is from Star Wars: Force Unleashed 2 Endor DLC, mostly because of the Yellow lightsaber. We have enough Red, Blue, and Green ones already so I'll take any chance to use a different color.29Views0likes1CommentCX-2 Omicron being 20 instead of 10
The team is aware of CX-2 ability "You Chose the Wrong Side" requires 20 ability materials instead of 10. This will be fixed in an upcoming release and anyone who happened to apply the Omicron will be refunded the extra 10 materials.CG_MeatheadPlace SWGOH Game Info HubSWGOH Game Info HubCapital Games Team6.1KViews4likes30CommentsStill having issues whilst trying to login in to mobile account
Hello, so several weeks ago I posted about having this serious issue, while I was trying to login in to my account on my android device (aforementioned Galaxy S23) So today, I thought I solved that bug/issue or whatever it is, but to no success, but I think this information will give some value and insight to the Dev team, that is if they're reading this... Anyway a small reminder of what the persisting issue is: Everytime I try to login in to the game, game's progress resets and it asks me to login, the Gmail account was already preset for some reason, so the only option is to login through EA account. But everytime I login (or rather press on my profile), the game asks me to restart with the "ERROR CODE 9.78." .So I am basically stuck on this loop So the way I thought I solved the issue: I went to the device settings 》apps 》"Heroes"》force stopped the app》the deleted cache and data separately Launched the app, it worked - but only for a singular login (tried this method several times to confirm) After launching the app the next time I was stuck on the same logging in loop FYI: WHILE I WAS IN-GAME I SAW THAT I WAS SUCCESSFULLY CONNECTED TO THE EA ACCOUNT (AND I PERFECTLY REMEMBER I CHOSE THE OPTION OF KEEPING ME LOGGED IN), AFTER RELAUNCHING THE APP I WAS ASKED TO LOGIN ONCE AGAIN So after this BS experience I am not planning to come back to play mobile version until it the issue is resolved.223Views0likes3CommentsGuild looking for new players
Join the 501st Dragons Requiem guild. Looking for new players to assist in building tickets to start getting into raids. Guild currently has 4 active players and is trying to raise the number to 25 to start events regularly. GP doesn't matter as this is a new guild and I dont mind helping new players start from the beginning. For those will a similar mindset who wants to merge guild I can make you officers Ally code is 231-174-192 and look forward to playing with you9Views0likes0CommentsIs CG creating a toxic environment in Territory Wars
We all know that Territory Wars hasn't been touched for years however with the ever increasing need for R9s the pressure to obtain them is greater than ever. That is why we are seeing an alarming trend of guilds going in at 35/50 to effectively punch down to much smaller guilds as a way of obtaining more droid brains. If you are a non-TW inclined guild then you will average 7 droid brains over 3 wars (2 losses and 1 "dip" war win). However going in at 35/50 you virtually guarantee an average of 10 droid brains over 3 wars (2 wins and 1 sit out). When you have guilds at 690m going in at 35/50 you meet guilds at 480m (Still well within the 5 droid brain range). Typically these are smaller guilds who even if they are 50/50 will not have all the toys, omicrons, datacron investment etc and it is easy to see why they would just not even try when seeing "impossible" front walls. By their continuing refusal to do anything on TW, even periodic reward refreshes, CG have effectively created a situation that encourages larger guilds to "bully" or scare smaller ones, punching down and further discourages anyone to try in TW at multiple levels. Do you have any thoughts on this?BowdieDulcanoPlace SWGOH General DiscussionSWGOH General DiscussionRising Adventurer388Views8likes9CommentsSkull of Vizsla
https://recruit.swgoh.gg/guild/6349/skull-of-vizsla Skull of Vizsla is recruiting! We’re a laid-back, semi-casual guild looking to grow our numbers so we can start running raids consistently. Whether you’re a returning player, a newer one looking to grow, or just want a chill spot with no drama—we’ve got a place for you. What We’re About: Casual daily play with no crazy rules Friendly, helpful members Growing toward consistent Heroic raids No pressure—just participate when you can and help us grow stronger together What We’re Looking For: Active players who contribute when they can Level 85+ preferred (but flexible) No GP requirement Willingness to help out and grow with the team Discord optional (but it’s where the fun is) We’re building something great—come be part of it from the ground up. Join Skull of Vizsla and let’s conquer the galaxy together. Ally code: 376-474-331 https://discord.gg/FtqkQRfT6A7Views1like0Commentsnew characters
I'd like to see some of the old school characters, like Slave Leia, or Nien Numb(sp?). Luke in x-wing pilot suit, Dagobah Luke, Endor Luke(only time we see him in that is the speeder bike raid), maybe a GL Thrawn, or even some of the other clone troopers, RED 5 squadron or Luke's swing, not sure how they would do this one but i think the AT-AT would be pretty cool to add what character would everyone like to see?644Views3likes27CommentsBib Fortuna Character Kit Concept
Unit Name: Bib Fortuna Affiliation: Dark Side Tags: Support, leader, Mercenary, Smuggler, Scoundrel, Hutt Cartel, Bounty Hunter Abilities: BASIC: Secondary order (Omicron) Inflict Speed Down on target enemy for 2 turns, which can't be resisted. Then call random allied Scoundrels to assist. If this ally is Hutt Cartel, inflict 3 Thermal Detonators on target enemy for 3 turns. If this ally is Jabba the Hutt, he gains 6% Ultimate Charge. Otherwise, removes 50% Turn Meter on target enemy. This attack can't be countered. While in Grand Arenas: Assisting ally deals 80% more damage. Dispel all buffs on target enemy. Fears the target enemy for 1 turn if Jabba the Hutt has already used his Ultimate Ability in this battle. SPECIAL 1: I Give You Three Days (Cooldown 4) (Zeta) Dispel all debuffs from all allied Scoundrels. Hutt Cartel allies also gain Potency Up, Critical Hit Immunity, and Retribution for 4 turns. Target ally gains 2 stacks of Hutt Revenge until end of combat, which can't be dispelled. Calls all Hutt Cartel allies to assist. If all of Bib Fortuna's allies are Hutt Cartel and if the ally in his leader slot is Jabba the Hutt, all allies gain 1 stack of Cartel Member that can't be dispelled. Hutt Revenge: +30% Offence and Accuracy per stack (doubled for Hutt Cartel allies). When using abilities, additionally places as many Thermal Detonators on the target as the character has Hutt Revenge charges. Cartel Member: +10% to Max Health, Max Protection, and Offence per charge. When Jabba the Hutt uses an ability, all of his allies with this effect comes to assist. SPECIAL 2: Hidden Hatred (Cooldown 5) (Zeta + Omicron) Inflict 5 Thermal Detonators on target enemy for 3 turns. Then deal True Damage to all enemies, and detonate all Thermal Detonators on enemies, dealing 1.5x more damage. This attack can't be evaded or countered. If the ally in the Leader slot is Jabba the Hutt, he gains 15% Ultimate Charge. While in Grand Arenas: Enemies defeated by this ability can't be revived. Remove 100% Turn Meter from all characters. All Hutt Cartel allies recover 50% Health and Protection and gain Tenacity Up for 3 turns. LEADER: Master of bloody deals (Zeta) Allied Bounty Hunters gain +30% Critical Chance, Critical Damage and +15 Speed and an additional +5 Speed for each enemy with Thermal Detonator. This effects doubled for Hutt Cartel allies. When Thermal Detonator explodes all allies recover Health equal 60% of Thermal Detonator explosion damage. When Bib Fortuna is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Defeat the first enemy that gain a Thermal Detonator. (Only Bounty Hunter allies can contribute to the Contract.) Reward: All Bounty Hunter allies have +30% Offence and +10 Speed for the rest of the battle and their Payouts are activated. UNIQUE 1: Jabba's Right Hand (Zeta + Omicron) All Hutt Cartel allies are immune to stun, Tenacity Down and Potency Down, and ignore taunt effects on enemies. In addition, at start of battle there are all Hutt Cartel allies: Ignore 50% of enemy Tank Defense. Damage taken by enemy aggressors is reduced by 40%. Enemy Support units gain -80% Potency. Whenever a Hutt Cartel ally gains a stack of Cartel Member, if Jabba the Hutt is in the Leader Slot, he gains 3% Ultimate Charge. Allied Jabba the Hutt can't gain damage while Bib Fortuna is alive. While in Grand Arenas: All other Hutt Cartel allies recover Protection at the end of the turn equal to 75% of the damage they received. When allied Jabba the Hutt uses an Ultimate Abitity he revives all defeated Hutt Cartel allies with 75% Health and Protection and grants all other non-revived allies +100% Max Defence for the rest of the battle. UNIQUE 2: Bib Fortuna's Payout Whenever Bib Fortuna receives Rewards from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: gain Hatred for the rest of the battle. This effect can't be prevented or dispelled. An addition, the max cooldown for I Give You Three Days and Hidden Hatred is reduced by 2 for the rest of the battle.11Views0likes0CommentsStar Wars OC - Cade Annowarp
Im gonna mention this guy: OutrunWhistle Inspired by Starkiller and Starkiller only, I've had this idea for a month now. Born In The Light Of Events Such As The Battle Of Naboo, Cade Annowarp, Human Apprentice of the legendary Ki-Adi-Mundi, became a powerful war general after his knighthood, and perfected the form of Djem So. Droids Killed: about 6500 this is where his first ability comes in: Djem So: deal physical damage and if the target enemy is a droid, deal 200% more damage During Order 66, he was chilling in the capital ship of the separatists (a favorable way to escape a battlefield if you don't have a ship available) with a 212th clone and flying autopilot when Cade saw the hologram of palps saying execute order 66 on the clone's hand thingy. Palps reminded him of a random sith he saw in the jedi archives so he cut off the clone's hands, feet, and stole the Zilo Beast armor before ejecting the clone. this is where his second ability comes in: Dismember and Eject: stun target enemy for 2 turns and inflict ability block with a 100% crit chance. Between 19BBY - 4ABY (the years the empire reigned) Cade Annowarp built a home at Dantooine and lived there, believing there is someone strong in the force nearby that he can take as padawan. He joined Luke's Jedi Order as Jedi Master but still couldn't find a padawan to pass his legacy on to. Instead, he trained the younglings and contributed to the Archives. (A job Jocasta would be proud of) this is where one of his abilities come from: Legacy: All non-Galactic Republic Jedi (except for Jocasta Nu) gain Foresight, 20% of Cade Annowarp's max health, and are called to assist. I'm not gonna go over his lore again but i will go over his kit: Djem So: deal physical damage and if target enemy is droid, deal 2x more damage Dismember and Eject: stun target enemy for two turns and inflict ability block with a 100& crit chance Legacy: All non-Galactic Republic Jedi (except for Jocasta Nu) gain Foresight, 20% of Cade Annowarp's max health, and are called to assist. And yk what? Imma throw in a leader ability Settle Down: all allies have 140% of their regular health, and when Cade is defeated, all dead allies revive at twenty-five percent health132Views0likes17CommentsGuild QoL Improvement Ideas
I have 2 simple ideas that would help improve the quality of life in guilds. The first is focused on smaller guilds that have people who cannot necessarily score in the raid but are still able to submit an attempt and get rewards, it would be great to be able to see who has submitted an attempt and who has not, regardless of whether they scored or not. In the example below, Mol Eliza has submitted an attempt and was unable to score while Bob has not submitted an attempt and the guild leader or a guild officer can remind him to do so without messaging everyone. Player Name Score Mol Eliza 0 Bob ----- The second idea is very simple as the code already exists and can be essentially copy and pasted. There is no reason for there not to be a resave roster button for TW like there is for GAC instead of needing to leave and rejoin TW to get your roster updated.63Views4likes3Comments2 Emails, can’t switch
I had an EA account on an old email but decided to input a new one for a fresh start because I’m a glutton for punishment… I keep getting in game mail that I have kessel run awards available but when I log in from the newer account which I’ve created an EA account for via connect as well, it defaults to my old one and no awards are available. Can it be switched?8Views0likes0CommentsNew Player looking for a Guild (Ger or Eng)
Hey everyone! I´m a new player (started today) and currently looking for a beginner-friendly Guild to help me learn the ropes and grow my roster. Im active daily and farm my 600 Medals. I don´t have a huge GP yet, but i´m committed to progressing and contributing wherever I can. If your Guild supports newer Players and has room, I´d love to join! Thanks and may the Force be with you!14Views0likes1CommentLeviathan Event
I have had the requirements completed since mid-March and it appears the event has come and gone twice without me receiving any sort of notification or having the event pop up in my events. Is the expectation that people check Journey Guide every day? EA really needs to do better or long-time players like me are going to leave. I am sick of overspending resources trying to meet requirements and then having things like this happen. The same thing apparently happened last month on my secondary account with the Stardust Transmission event. I had all the requirements met by mid-March and received no notification the event started. Since these events only last one day, it’s really tough when you don’t receive a notification.jmkueserPlace SWGOH Bug ReportsSWGOH Bug ReportsRising Novice9Views0likes1CommentDraak Davaron: Kit Concept
Lore: Once the padawan of Obi Wan Kenobi, Draak rose to prominence after fighting Arkra and losing an arm in the process. He was then given command of the 332nd clone battalion alongside Commander Gress, and worked frequently with the 501st and 312th to win vital campaigns for the Republic. Draak eventually found a forbidden holocron that Arkra had once promised to him, and it revealed a terrible secret (that I will not say because it's the most pivotal piece of lore in this, but I'll let people speculate). Unable to cope with the Jedi lies and dogma, he renounced the order to follow a different, and much darker, path. Despite his role as a tank, Draak deals a lot of damage to force users, especially the Jedi that, in his eyes, betrayed him with their cover-up. His abilities come from ideas for his character, such as massive increases in force power at the cost of grievous injuries, and a transformation mechanic that puts him dangerously close to the dark side. He would also be the second unit to have four zetas. An immensely powerful force user and former Jedi general that is more alike to Arkra than he realises, Draak walks the line between light and dark, fiercely protects his new allies, and is unafraid to use his darkness to overwhelm his foes. Unit Name - Draak Davaron Tags - Light Side, Tank, Leader, Arkan Empire, Unaligned Force User Mastery - Deflection Chance, Dodge Chance, Health, and Protection Focused Prowess (Basic) (Final text, Zeta) Deal Physical damage to target enemy twice and inflict Defence Down for 3 turns. If this is the first ability Draak uses during his turn, they already had Defence Down, are a Jedi, Sith or Unaligned Force User Tank also inflict Armour Shred. All Dark Side allies gain Advantage for 1 turn and all Light Side allies gain 10% turn meter. Whirlwind Blade (Special 1, cooldown 4) (Final text, Omega) Inflict Burning and Healing Immunity for 2 turns on all enemies, then deal Physical damage to them. Jedi, Sith and Unaligned Force Users can’t evade this attack. If Arkra is an enemy, he takes triple damage and is also inflicted with Daze and Speed Down for 3 turns, which can’t be evaded or resisted. All allies recover 4% Health and Protection for each debuff inflicted and gain 4% turn meter for each debuff resisted. Force Trance (Special 2, cooldown 6) (Final text, Zeta) Deal Physical damage to all enemies, which can’t be countered, and deal massive damage to self. This damage can’t defeat Draak. Then, for each stack of Dark Ascension on him, revive a random defeated ally with 20% Health and Protection for each living enemy. Draak gains Unbound Power for 2 turns, which can’t be copied, dispelled or prevented. Unbound Power: +150% Offense, -50% Defense, -40% Speed; whenever this character is damaged by an enemy, that enemy takes damage equal to 80% of this character’s Offense; this character’s appearance is altered while this effect is active Break the Chains (Granted) (Final text) Limit one use per battle. This ability can’t be used while Draak has allies. Draak dispels all debuffs on himself, recovers 100% Health and Protection, which can’t be prevented, then gains a bonus turn. He also loses his current ability set and gains three new abilities. [Basic] Focused Rage: During his turn, inflict Deathmark on the target enemy until the end of the turn, then deal Physical damage to them. Otherwise, gain Advantage and 10% turn meter, then deal Physical damage. This attack can’t be evaded, and Deathmark can’t be prevented. [Special 1] Maelstrom: Deal Physical damage to all enemies, inflict Burning, Shock and Healing Immunity for 3 turns, which can’t be resisted, and inflict Stun on two random enemies for 2 turns. If an enemy was already Blinded, Blind all enemies for 2 turns. Inflict Fear on all Jedi, Sith and Unaligned Force User enemies for 1 turn, which can’t be dispelled, evaded or resisted. Then, if all living enemies are Jedi, Sith or Unaligned Force Users, deal additional true damage to them equal to 40% of Draak’s Offense. [Special 2] A Darker Path: Gain Unbound Power for 2 turns, which can’t be copied, dispelled or prevented. Then, inflict Blind on target enemy for 3 turns and reduce their speed by 10% until the end of the encounter (stacking, excludes raid bosses and Galactic Legends), and if they were already debuffed before this attack, Draak gains 10% speed until the end of the encounter (stacking). If the target is the weakest or a Jedi, also inflict Fracture on them until the end of Draak’s next turn, which can’t be copied, dispelled or prevented. This ability can’t be resisted, and enemy Arkra cannot evade. Heir to the Shattered Throne (Leader) (Final text, Zeta) Draak can’t be defeated while other allies are present. If both DG-712 and LS-116 are allies at the start of battle, LS-116’s assist chance on his unique also applies to Light Side allies. All allies gain +5% Max Health, Max Protection, and Defense for each enemy present at the start of battle, doubled for Galactic Republic and Arkan Empire enemies. Whenever an ally is Critically hit, they lose 10% Critical Damage for 1 turn and gain 10% Offense and 10% Health Steal for 2 turns, doubled if they are below 50% Health. The first time each other ally falls below 30% Health, they recover 100% Max Health and Protection, reduce their cooldowns by 1 and Draak is inflicted with Fracture until all other allies have taken a turn, which can’t be copied, dispelled, evaded or resisted. Whenever Draak loses Fracture, he gains a stack of Dark Ascension until the end of the encounter, which can’t be copied or dispelled. If Draak has 3 non-Galactic Legend Arkan Empire allies and one Clone Trooper ally, he gains the granted special ability Break The Chains. Dark Ascension: Damage received decreased by 15% and damage dealt increased by 30% Betrayed (Unique) (Final text, Zeta) Dark Side enemies have -40% Potency and Critical Damage. Light Side enemies have -40 Speed and -40% Tenacity. Enemy Galactic Republic Jedi can’t gain bonus turn meter or Protection Up. Draak has +10% counter Chance for each Jedi and Arkan Empire enemy at the start of battle, and gains additional bonuses depending on the target’s affiliation: Jedi - Whenever a Jedi enemy gains Foresight, they dispel it and are inflicted with Evasion down for 2 turns, which can’t be evaded Sith - Draak’s basic ability inflicts Ability Block, and his attacks ignore Defense Unaligned Force User - Draak ignores Protection while they are debuffed When Draak uses any ability while targeting a Galactic Republic Jedi, he immediately uses Focused Prowess, dealing 15% more damage for each Jedi enemy. Draak doubles all his stats whenever an enemy Arkra activates his Ultimate ability. Recommended Mods: Offense + Defense Keep up Draak's damage with Offense while boosting his vitality with Defense Triangle (Holo-Array) Primary: Offense Cross (Multiplexer) Primary: Offense Circle (Data-Bus) Primary: Protection Arrow (Receiver) Primary: Speed Secondaries: Speed, Offense %, Offense flat, Protection13Views0likes0CommentsCaptain Phasma Rework
This is quite literally what the second First Order team needs to be usable, because they lack a semi-usable Leader and something like this would benefit them more than enough. This is just a fan idea of a rework, feel free to criticize or share your opinions about it. I think everyone here would agree that Phasma is one of those characters that's worthy of a rework. I took inspiration from Iden Versio, Arc Trooper and from Phasma's Battlefront 2 mechanic's. Captain Phasma (Rework) Tags: Dark Side, Support, Leader, First Order Basic - Onslaught Deal physical damage to the target enemy. If this attack scores a critical hit, inflict Defense Down for 2 turn, otherwise Phasma gain Advantage for 2 turns. If the target already had Defense Down or Shock, attack again. Special - Victory March (CD:4) (Omicron) Dispel all debuffs from First Order allies and they gain 50% Turn Meter and Advantage and Potency Up for 2 turns. All enemies are inflicted with Speed Down for 2 turns. If the Sentry Droid is present, grant Sentry Command to the target other First Order ally until they are defeated or until Sentry Command is granted to a different ally. Sentry Command: The Sentry Droid assists whenever this character uses an ability during their turn. While in Territory Wars: First Order allies recover 25% Health and Protection. Revive all defeated non-Leader First Order allies with 50% Health and Protection and they gain Advantage for 2 turns. If any First Order ally was revived by this ability, then it reduces Phasma's cooldown by 1. Stun all Shocked enemies for 1 turn which cannot be evaded or resisted. Special - Quicksilver Baton Strike (CD:3) (Zeta) Deal physical damage to the target enemy and call target other ally to assist. If the target ally is First Order, First Order allies gain Defense Penetration Up for 2 turns Inflict Armor Shred on a critical hit, until the end of the encounter. If Phasma has Advantage, she can ignore Taunt effects with this ability. This ability deals 25% more damage on substequent uses (stacking, until the end of the encounter). Leader - First Order Supremacy (Zeta, Omicron) First Order allies have +25 Speed, +35% Potency and +75% Accuracy. First Order allies starts each encounter with Advantage for 2 turns and they cannot be critically hit while they have Advantage. Whenever an ally with Advantage uses a basic ability, they call another random ally with Advantage to assist (limited to one ally per turn). If no other First Order allies have the Leader tag at the start of the battle: Phasma spawns a Sentry Droid in the ally slot (if available). First Order allies are immune to Expose. While in Territory Wars: Phamsa gains +100 Speed. Whenever a First Order ally attacks out of turn, they recover 5% Health and Protection. Whenever a First Order ally gains Advantage, they gain +10% Offense and +5% Critical Damage (stacking) for the rest of the battle and all First Order allies gain 7.5% Turn Meter. The first time Phasma falls below 50% Health, she takes a Bonus Turn and her cooldowns are reset. Unique - Sentry Droid If Phasma is in the Leader slot and all of Phasma's other allies are non-Leader First Order, summons a Sentry Droid in the ally slot (if available). Phasma always has Sentry Command if the Sentry Droid is present. Basic - Shockwave - Deal true damage to the target enemy and dispel all buffs from them if any, otherwise Shocks them for 1 turn. This ability cannot be evaded. Unique - Summoned Object - This object's stats scales with the summoner's stats. This object can only be summoned to the ally slot if it's available. This object cannot be summoned in raids. This object cannot be revived. If an effect counts defeated units, this object doesn't count. When there are no other allied combatants, this object escapes from the battle. A unit cannot be revived if this summoned object exist in thier slot. Unique - Object Properties - This object cannot be targeted, is immune to damage and status effects, and doesn't take turns. When there are no allies with Sentry Command, this object is destroyed.TanneRDZSPlace SWGOH General DiscussionSWGOH General DiscussionSeasoned Traveler14Views0likes0Comments
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