Recent Discussions
Rogue Shadow Ship Kit Concept
The Rogue Shadow, as piloted by Starkiller, is one of the most iconic ships from the Expanded Universe. Its inclusion could be as a Conquest reward, and be a solid addition to either the Chimaera or Executrix fleets, classed as an Empire ship, despite its pilot not having the Empire tag in-game (similar to Dash Rendar's Outrider having the Rebel tag, but Dash not having the Rebel tag, and the Razor Crest having the Bounty Hunter tag, despite BAM not having the tag himself) Name: Rogue Shadow Crew: Starkiller Affiliation: Dark Side, Attacker Tags: Empire Attacks and Abilities Basic: Vanishing Strike Rogue Shadow gains Stealth for 2 turns if it didn’t already have it. Then deal Physical damage to target enemy. If Rogue Shadow has Stealth, this attack has +30% Critical Damage. Target Lock: Reduce Rogue Shadow’s cooldowns by 1. Special 1: Sublight Drivers (Cooldown: 4) Deal Physical damage to all enemies and inflict Offense Down for 2 turns, which can’t be dispelled. Then deal Physical damage to the weakest enemy. If that enemy was Target Locked, dispel it from them and the weakest other ally gains Stealth for 2 turns. Otherwise inflict Target Lock on them for 2 turns. Special 2: Dark Apprentice (Cooldown: 8) Instantly defeat target enemy. Dispel all debuffs from all Empire or Sith allies and recover 100% of their Protection. If TIE Advanced x1 is present, it gains 100% Turn Meter. Enemies defeated by this ability can’t be revived. This ability starts on cooldown. Unique 1: Warped Perceptions (Crew) Rogue Shadow has +30% Critical Avoidance while it doesn’t have Stealth and +30% Critical Chance while it’s Stealthed. Other Empire or Sith allies gain half these bonuses. Rogue Shadow’s attacks can’t be evaded. Whenever an ally reinforces, Rogue Shadow grants them Stealth for 3 turns. Whenever Rogue Shadow critically hits an enemy, if all allies are Empire or Sith, the enemy capital ship loses 5% turn meter, which can’t be evaded or resisted. Reinforcement: Classified Construction Enter Battle: Rogue Shadow gains Stealth for 3 turns. Rogue Shadow has +30% Health Steal. If TIE Advanced x1 is present, it also has +30% Health Steal. Inspiration: -The Rogue Shadow's reliance on Stealth is taken from its original purpose for stealth missions, and its state-of-the-art cloaking device. -The heavy synergy with Darth Vader's TIE Advanced x1, and the ability name 'Classified Construction', is based on the fact that everyone involved in the Rogue Shadow's construction were killed, with Vader being the only one to know about its existence.dosman22337 minutes agoRising Veteran66Views1like2CommentsCharacter Ideas: Panaka and Typho
Unit Name: Captain Panaka Affiliations: Light Side, Attacker Tags: Leader, Galactic Republic, Battle for Naboo - Unit Name: Captain Typho Affiliations: Light Side, Attacker Tags: Leader, Galactic Republic Panaka and Typho were the head bodyguards of Padmé Amidala, Panaka being her head bodyguard when she was queen, and Typho being her head bodyguard when she was senator. They were each extremely loyal to the Republic, albeit for different reasons, with Panaka eventually being an imperial officer and Typho eventually being a rebel because of said reasons. Despite this divergence in their paths, they would be great additions to the light side.69Views0likes5CommentsDoctor Aphra Event. Phase 1
Hi. I can't be the only one that's annoyed over the Aphra Event. Phase 1 is so rng based idk why. I've played it over 300 times now and still cannot beat it. Tried everything, with mods, relics, zetas. Nothing works really. A event should not be rng based, specially after you spent a lot of time and work in farming up this characters and gearing them up. It's really a shame GOH. You should adjust some events and fix them to be honest. Cause this is not fun at all. It's just makes me upset and probably others to.Anton1999083 hours agoSeasoned Newcomer70Views0likes4CommentsMake an incentive to play older Raids
Upvote this if you support a change With every new raid the game puts most of the rewards on the new raid and lowers the rewards on the old one. With this in place, most guilds do not play older raids at all. The Devs should change the rules to make older raids playable. My idea, keep the active focus on the new raid. The Devs want that anyways so people spend money on the new characters. But let the rewards of that raid be non-transferable credits that go towards unlocking an older raid, which all have substantial rewards. So as an example, your guild will have to play the Naboo raid several times and score well to trigger the ender raid. The ender raid would give good rewards and serve to unlock the Tatooine raid. Stonger guilds could unlock the ender raid every 3 runs of the Naboo raid and unlock the Tatooine raid every three Naboo raids (or 9 Naboo raids). Weaker guild may take more runs but would eventually get to run them all. When a new raid comes out it just makes the earlier raids more valuable and harder to unlock. It also gives the guild incentive to maximize teams for all the raids. PS I want another chance that the Pit (Challenge edition) -R2D2f406a9d6e32f1f007 hours agoNewcomer57Views2likes2CommentsTyber Zann Character Kit Concept
Inspiration: The main character of 'Star Wars: Empire At War', the 'Forces of Corruption' expansion. Unit Name: Tyber Zann Relic Amplifier: Rawk Chopped Special Blaster Affiliation: Dark Side, Support Tags: Leader, Mercenary, Scoundrel, Smuggler Basic: Confident Shot Deal Physical Damage to target enemy. If the target enemy has Corruption, Corruption is dispelled and the target enemy is inflicted with Ability Block and Expose for 2 turns. Corruption: Can't be dispelled by target enemy; can't attack out of turn; can't gain buffs or give buffs to allies; +10% Tenacity and Offense (stacking; max 60%) when dispelled. If Tyber Zann inflicts Corruption on an enemy with Corruption, the strongest enemy gains Corruption Special 1: Time Is Money (Cooldown: 4) Tyber Zann inflicts Corruption on target enemy and gains +10 Speed (stacking) whenever an enemy with Corruption attacks Tyber Zann during their turn. Special 2: Holding a Grudge (Cooldown: 5) Tyber Zann inflicts Extortion on target enemy. Then, he inflicts Daze on all enemies, which can't be dispelled, resisted or prevented until the target enemy has dispelled Extortion. Extortion: Removes Extortion, recover 10% Health and grant Tyber Zann Profit Profit: +10% Critical Chance and Critical Damage per stack (max 50%) until the end of the encounter This ability starts on Cooldown Leader: In Complete Control All Smuggler allies gain +15% Critical Damage, Critical Chance and Potency. Whenever a Smuggler ally attacks an enemy with Corruption, Tyber Zann gains 5% Turn Meter and all Smuggler allies gain half that amount. Whenever a Smuggler ally gains a Buff, Tyber Zann gains that Buff and the ally loses 5% Health but gains +5% Offense, Critical Chance, Critical Damage and Potency (stacking). Unique: Corruption is my Weapon Tyber Zann can't be Critically Hit. Tyber Zann has +10% Potency (stacking) for each enemy inflicted with Corruption and all Smuggler allies gain half that amount. Then, whenever Corruption is Dispelled, Tyber Zann and all allies gain 10% Turn Meter and +10% Tenacity (stacking) until the end of the encounter. While in Conquest and if all allies are Smugglers: All enemies start the battle with Corruption and whenever Tyber Zann dispels Corruption, the cooldown of Holding a Grudge is resetdosman223310 hours agoRising Veteran11Views0likes0CommentsLegends
It would be cool to see more legends characters, like darth kryat, exar kun, nomi sunrider, vodo-siosk basskilljoy0172512 hours agoSeasoned Newcomer42Views2likes3CommentsLeia Organa (Jedi) Character Kit Concept- JMLS Lifter
Inspiration: Rey (Dark Side Vision)'s addition has opened the door for more What-if characters to be added. With 'The Rise of Skywalker' briefly showing Leia's Jedi Training, and in other timelines, she does complete her Jedi Training, a Jedi version of Leia would make a great lifter unit for GL Jedi Master Luke Skywalker. Unit Name: Leia Organa (Jedi) Relic Amplifier: Lightsaber Affiliation: Light Side, Attacker Tags: Jedi Attacks and Abilities Basic: Indomitable Slash Deal Physical damage to target enemy and inflict Healing Immunity for 2 turns. This attack deals bonus damage equal to 20% of Leia Organa (Jedi)'s Max Health and ignores 50% of the enemy's protection. Special 1: I Have That Power (Cooldown: 4) Deal Physical damage to all enemies and inflict Daze and Blind for 2 turns. If this attack defeats an enemy, all non-Galactic Republic Jedi allies gain Retribution and Tenacity Up for 2 turns. If Jedi Master Luke Skywalker is in the leader slot, he gains 3% Ultimate Charge. Special 2: Force Communication (Cooldown: 4) Leia Organa (Jedi) grants all her non-unique Buffs to all non-Galactic Republic Jedi allies for 2 turns, Dispels all their non-unique Debuffs and grants them 10% Turn Meter. If Jedi Master Luke Skywalker is in the leader slot, he instead gains 20% Turn Meter. While in Grand Arenas: Reduce all non-Galactic Republic Jedi ally ability cooldowns by 1. Unique 1: Now I Am A Jedi Leia Organa (Jedi) is immune to Fear. At the start of the encounter, Leia Organa (Jedi) gains +30% Offense and Tenacity for each non-Galactic Republic Jedi ally and her attacks can't be evaded or resisted. While in Grand Arenas and if the ally leader is Jedi Master Luke Skywalker: Leia Organa (Jedi) starts the battle with 3 stacks of Jedi Lessons and Jedi Master Luke Skywalker's attacks can't be Evaded or Resisted. Unique 2: Daughter of Anakin If all allies are non-Galactic Republic Jedi, at the start of battle, Leia Organa (Jedi) gains +30 Speed and 100% Max Health. If Jedi Master Luke Skywalker is in the leader slot, Leia Organa (Jedi) gains a bonus turn at the start of the encounter and she has +50% Avoidance from Sith and Dark Side Unaligned Force User enemy attacks. While in Grand Arenas and if Jedi Master Luke Skywalker is in the leader slot: Jedi Master Luke Skywalker is untargetable and non-Galactic Republic Jedi allies can't be defeated until Leia Organa (Jedi) reaches below 80% Health. When she reaches this threshold, Leia Organa (Jedi) gains +50% Offense and Potency.dosman223313 hours agoRising Veteran251Views5likes7CommentsCaptain Panaka Character Kit Concept
Inspiration: - Captain Panaka, throughout his appearances in 'Star Wars- Episode I: The Phantom Menace', is the head of the Naboo Security Forces and Queen Amidala's top bodyguard, so his kit leans into a mix of both Offense and Defense, as well as having strong synergy with Queen Amidala. Unit Name: Captain Panaka Relic Amplifier: S-5 Heavy Blaster Pistol Affiliation: Light Side, Support Tags: Galactic Republic, Royal Naboo Attacks and Abilities Basic: Royal Defense Deal physical damage to target enemy and grant all Galactic Republic and Royal Naboo allies Defense up for 1 turn. If the ally in the Leader slot is Queen Amidala, all allies gain 20% Protection Up for 2 turns as well. Special 1: Tactical Formation (Cooldown: 3) Dispel all debuffs from all Galactic Republic and Royal Naboo allies, and then grant 40% Protection Up, Retribution, and Tenacity Up to all Galactic Republic and Royal Naboo allies for 2 turns. Special 2: Strategic Strike (Cooldown: 3) Inflict Marked on target enemy for 2 turns which cannot be Resisted or Dispelled. If the target enemy is in the Leader slot and ally in the Leader slot is Queen Amidala, inflict Deathmark instead on target enemy for 1 turn, which cannot be resisted or dispelled. Unique: Head of Security All Galactic Republic and Royal Naboo allies gain 20% Max health, Defense, and Tenacity. If Queen Amidala is present, at the beginning of her and Captain Panaka’s turns, they’ll Dispel all Debuffs from themselves. If the ally in the Leader slot is Queen Amidala, at the start of encounter, all allies gain Tenacity Up for 2 turns, and Captain Panaka takes a bonus turn. While in Territory Battles and if all allies are Royal Naboo: Whenever Captain Panaka or Queen Amidala use their basic ability, all allies gain +10% Max Health, Defense, Tenacity, Offense and Max Protection (stacking) until the end of the encounter. The following characters will also receive the Royal Naboo tag: - Queen Amidala - Master Qui-Gon - Padawan Obi-Wandosman223313 hours agoRising Veteran99Views1like6CommentsFirst Order Character Ideas: Pyre and Vonreg
I just started watching Star Wars: Resistance, and I think the main characters are a bit bland even, annoying at times, the villains at least look cool. I feel Commander Pyre and Major Vonreg could be great additions for the First Order faction, with Pyre possibly being designed to work well with Phasma and other stormtroopers, and with Vonreg coming with his TIE /ba Baron Space Superiority Interceptor. Dang those ships have long names, probably best to call it just “Vonreg’s Tie Interceptor”. I would love to go further into detail about how they could play, but I am not good with balancing and such.37Views1like2CommentsGeneral Lando Calrissian Character Concept
Inspiration: During the 40th Anniversary celebration of 'Star Wars- Episode VI: Return of the Jedi', CG missed a golden opportunity to add this version of Lando Calrissian to the roster. They added two versions of Leia from the same movie (Boushh disguise and Endor), so two versions of Lando from the same movie could also have been a possibility (Skiff Guard and General). Maybe in the future, he'll be a Conquest character and bring forth a new faction: the New Republic. Name: General Lando Calrissian Relic: X-8 Sniper Pistol Affiliations: Light Side, Attacker Factions: Leader, Rebel, Rebel Fighter, New Republic, Scoundrel Attacks and Abilities Basic: Head Shot Deal Physical damage to target enemy twice with a 50% chance to deal damage a third time. If damage is dealt a third time, call all Rebel, New Republic and Scoundrel allies to Assist, dealing 50% less damage. Special 1: Disruptor Grenade (Cooldown: 4) Dispel all Buffs on all enemies and inflict Disrupted for two turns. If an enemy is already inflicted with Disrupted, they lose 10% Turn Meter. Disrupted: Can't use Basic ability for 2 turns. Can't be Dispelled, Prevented or Resisted. If the enemies' special abilities are still on cooldown, they miss a turn. Special 2: Smoke Grenade (Cooldown: 5) Dispel all Debuffs on all Rebel, New Republic and Scoundrel allies and lose 15% Turn Meter. General Lando gains Stealth for two turns, and all enemies have -45% Accuracy (doubled on Empire and Imperial Remnant enemies). Leader: Got Responsibilities Now Whenever a Rebel, New Republic or Scoundrel ally Critically Hits an enemy, all allies with at least one Buff gain 7% Turn Meter. Whenever an ally evades an attack, they have a 45% chance to Dispel a random Debuff (doubled if the attacking enemy is Empire or Imperial Remnant). While in Territory Wars: All Rebel, New Republic and Scoundrel allies start the battle with 30% Turn Meter. Whenever a Rebel, New Republic or Scoundrel ally scores a Critical Hit, 50% chance to call all allies to assist, dealing 10% more damage. Unique: Break off the Attack General Lando Calrissian cannot be damaged by AoE attacks unless he is critically hit. Whenever General Lando Calrissian uses a special ability or when Disrupted expires on an enemy, he gains 15% Turn Meter and all Rebel, New Republic and Scoundrel allies gain half that amount. Characters who receive the New Republic tag: - Mon Mothma - Wedge Antilles - Admiral Ackbar - Cara Dune - General Syndulla New Characters for the faction: - Carson Teva - Shriv Suurgav - Nien Nunb - Sinjir Rath Velus - New Republic Security Droid - Jas Emari - Jom Barelldosman223314 hours agoRising Veteran65Views2likes1Comment- tminnich3618 hours agoNewcomer13Views0likes0Comments
GL Darth Plagueis Kit Concept
It was quite by accident that I am posting this mere hours after one by dosman2233 Inspiration: This kit was borne of an ache for awesome new Sith after seeing the (admittedly not that bad) Acolyte Series and the subsequent cliffhanger. The synergies, ability names, and overall feel are drawn from the Darth Plagueis book. Titles gained from his Event would feature: The Wise, Magister, and Lurking in the Shadows. Overview: Darth Plagueis is essentially a waiting game. His one time Ultimate takes a long time to gather charge, so during the build-up, he is constantly messing with the enemies and directing the flow of battle. Similar to in the books, he has high Sith and Separatist synergy, and works well with both teams (or a mixture of both). Name: Darth Plagueis Affiliation: Galactic Legend, Dark Side, Support Tags: Leader, Sith, Battle for Naboo Ultimate - Enslave the Force - (Cutscene: Darth Plagueis looks up from a computer that is attached to a murky Bacta Tank, which contains the silhouette of Darth Tenebrous. He stands up straight and laughs, igniting his lightsaber.) Requires 100% Ultimate Charge to activate. If any version of Sheev Palpatine is active, this ability only requires 85% to use. This ability can only be used once during an encounter. Ultimate Charge: Darth Plagueis gains 1% Ultimate Charge whenever a Sith ally uses an ability. For the rest of the battle, Darth Plagueis cannot have his Health reduced below 50%, and he is immune to Instant Defeat abilities (except Raid Bosses and Galactic Legends, who instead deal unhindered massive damage). After this ability is used, once enemies deal damage to Sith allies 70 times, Darth Plagueis loses his undefeatable status. Basic - Cruel Finesse - Deal Damage to target enemy, and gain 2% Potency (stacking) for the rest of the battle. If the target had no Protection, lose 1% Ultimate Charge. Zeta: If the target enemy had Protection before this attack, deal damage again and a random Sith ally gains Speed Up. Special - Sith Bureaucracy - If no enemy has any stacks of No Confidence, inflict target enemy with a stack of No Confidence and set their cooldowns to max. At the start of that enemies turn, if they had less than 100% Health, they gain another stack of No Confidence. Zeta: If the enemy leader is inflicted with No Confidence, they gain another stack every time one of their allies lose Health. No Confidence: -2% Potency and Speed for each stack. At 7 stacks, this unit sets their speed to 0, can’t gain turn meter or bonus turns, can’t gain Health or Protection, and has all their Unique and Leader abilities deactivated. Special - Shackle Midichlorians - Revive Darth Plagueis and one other random Sith ally at 100% Health. That other Sith ally gains Health Steal equal to their Mod Speed until they are defeated. Dispel all debuffs on allies, and all allies gain Health Steal Up and Tenacity Up if they had no debuffs. Zeta: When Darth Plagueis is defeated the first time, if any version of Sheev Palpatine is an ally, this ability is immediately triggered Leader - Magister of Damask Holdings - Sith allies have +200% Critical Chance, +30% Health Steal, and gain 5% Turn Meter whenever they deal damage. Separatist allies have +10 Speed for each other Separatist ally and gain 40% Offense (Stacking) for two turns whenever they evade an attack. Zeta: When a Separatist Support ally takes a turn or bonus turn, they inflict 2 stacks of Damage Over Time on all enemies. Enemies defeated by Sith allies can't revive. Unique - The Wise - Whenever Tactical Supremacy an ally loses Tactical Supremacy or it is dispelled, they gain Tactical Supremacy for 2 turns. All stacks of Damage Over Time, Heal Over Time, and Protection Over Time, and Riposte are undispellable and last until the end of the encounter for all units. At the start of Darth Plagueis’s turn, he removes all stacks of Damage Over Time from all allies. Zeta: Whenever an ally recovers Health (except from this ability), they recover an equal amount of Protection. Whenever an ally recovers Protection (except from this ability), they recover Health equal to half the recovered Protection. Unique - Phantom Menace - Whenever Darth Plagueis takes damage, he gains 2% Potency for the rest of the battle (stacking, max 200%). When a Galactic Republic, Jedi, Jedi Vangaurd or Light Side Unaligned Force User attacks him, he has a 50% chance to evade, then he gains Stealth for 2 turns. Whenever a Separatist, Sith, or Dark Side Unaligned Force User attacks him, he gains Marked and +100% Tenacity for 2 turns. Zeta: Once Darth Plagueis uses his Ultimate ability, whenever a Sith ally takes damage he gains taunt for one turn. Unique - 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. Zeta: This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.gsz5j8qhzpb420 hours agoSeasoned Traveler45Views0likes2CommentsLet's fix TW Sandbagging....
Let's face it, there is a lot of intentional and unintentional sandbagging in TW. Currently the rules are that the number of defensive teams is based on the guild with the fewest members. While CG seems to deny this as an advantage for the team with fewer players, it is because it means that they players who signed up still only have to place 1 squad per zone (for those in the highest tiers). So let's change it up. Make the number of squads based on the team with more signed up. Force the sandbaggers to put more teams on D so they have less available for offense. While i would prefer a more extensive rework for TW, a minor tweak like this might make guilds who want to recruit based on a huge TW win rate, only to find out they get it by playing down by 40M GP.psebsee2002_v220 hours agoNew Scout539Views3likes17CommentsWelcome to 2025!
Hello Everyone! I hope you're doing well :) We are back from our holiday break, me specifically just came back the other day. While I'm getting myself back into the swing of things, I want to propose this question to you all. What would you like to see in 2025 for SWGOH? Could be anything, Quality of life suggestions, characters, abilities, new debuffs, new buffs, more of certain buffs/debuffs, less of them, etc etc More or less just curious what's on your mind! It's great to be back!CG_Meathead22 hours agoCapital Games Team5.1KViews25likes174CommentsDon’t waste your time and money for Dr Aphra
No wonder you guys released a LSB for Aphra. She’s got the stupidest and most ridiculous unlock event. Luck? Seriously? RNG is your event for a journey event character. Do you guys at CG not see the problem there? Do you guys even play any video games and understand any player base hates RNG aspects to any game. Yet you have a whole character locked behind an RNG wallDyynamical22 hours agoSeasoned Novice712Views3likes11CommentsGL Ahsoka is really BAD
So it seems that Ahsoka as a Galactic Legend whose prereq includes 3 R9 characters and multiple marquee characters, CAN DO NOTHING BUT TO DANCE. Can you CGs take a look at her abilities please? Basic: dealing basically no damage and doing basically nothing. S1: armor shred S2: taunt, and a seemingly useless buff Ultmiate 1 and 2: 0 damage, 0 recovery, cant dispel any debuffs. As a GL, all damages and recoveries come from her teammates who "happen to be" as vulnerable as a wet noodle: Once Ezra dies, the entire team loses the only healer --- boom; Once Sabine dies, there would be no damage anymore (whats the difference between the damage of huyang and Old Daka when facing leia?) And the funniest part is: you call a buff thats able to be dispelled "the perfect" defence?Gendare2 days agoRising Rookie2.5KViews8likes37Comments