Banned how exactly?
Logged into game, played Tier 3 of Coliseum. Got about 60%. Used rewards to level up Choda to 30, where Luke and IG were. Played Coliseum again, got 100%. Tried Tier 4 for fun, got wiped without taking a turn. Got the Defeat screen, then a notice I was banned for cheating at Coliseum. Game closed out immediately. Unable to get back into game, same message. Been playing for over 4 years, never once had an issue. I don't use any extra tools for the game, just play on mobile. Exactly how was I cheating using only what is available in-game? Already filled out the appeal form. Allycode: 489517331ir0nman2858 minutes agoSeasoned Newcomer1.1KViews4likes17CommentsGuild sparring
There is currently no way to practice for Territory War or Grand Arena. What would be really useful, and fun, would be an internal guild sparring arena. This would help to test defensive and offensive squads. Guild members could put "defensive" squads into a sparring "room". Max. 1 squad per guild member, with datacrons. Guild members could select from the list of "defensive" squads and fight a battle, counting as the attacker and actively fighting the battle - same as TW, GAC etc The attacking guild member could select an option of Territory War, Conquest or GAC simulation (for omicron activation) The defensive squad player would have no active participation other than assigning the original team. There would be no rewards for this, just the ability to test squad compositions and matchups/counters the system could (maybe) track wins/defeats for the defensive squads until the squad is changed. Then it would reset, even if the old squad was put back in laterFurstenburg3 hours agoSeasoned Novice55Views1like6CommentsAll versions of Maul
1. Darth Maul (Episode 1: The Phantom Menace) Dark Side, Attacker, Leader, Sith Relic Amplifier: Double-Bladed Lightsaber Attacks and Abilities Basic: Raging Storm Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi. Special: Whirling Blades (Cooldown: 3) Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. Leader: Dancing Shadows All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies. Unique: Power of Hatred Darth Maul gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy: 25% Critical Chance Second Enemy: 25% Evasion Third Enemy: 25% Max Health recovery on hitting with an attack 2. Maul (The Clone Wars Season 7) Dark Side, Attacker, Leader, Mandalorian, Unaligned Force User Relic Amplifier: Mandalorian Vault Attacks and Abilities Basic: Crushing Blow Deal Physical damage to target enemy. If this is the first attack Maul used this turn, Maul gains 1 stack of Anguish (stacking, max 5) and if it critically hits, Maul gains another stack of Anguish. 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 Special 1: Fervent Rush (Cooldown: 3) Dispel all buffs on the target enemy. Deal Physical damage to all enemies and inflict Offense Down for 2 turns. This attack deals 5% more damage for each buff dispelled. Maul gains 2 stacks of Anguish (stacking, max 5), if an enemy was defeated by this attack Maul instead gains the maximum stacks of Anguish. Special 2: Seething Rage (Cooldown: 0) Deal true damage to target enemy and inflict Buff Immunity for 2 turns. If Maul has 5 Anguish, increase target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends). Maul loses 1 stack of Anguish and takes a bonus turn. This attack can't be countered. Each time this ability is used, it deals 60% more damage on subsequent uses and increases by an additional 60% until Maul uses a different ability during his turn. This ability can't be used unless Maul has Anguish. Leader: Usurper Mandalorian allies have +5% Max Health for each Mandalorian ally at the start of battle and +25% Offense. At the start of battle if Maul is in the Leader slot and not the ally slot, Mandalorians in the Leader slot gain 1 stack of Mand'alor (stacking, max 2) until they are defeated, which can't be copied, dispelled, or prevented. When a character with Mand'alor is defeated, the character that defeated them gains Mand'alor until they're defeated. There can't be more than two Mand'alor effects in battle. Mandalorian allies deal 20% more damage when they target an enemy with Mand'alor. While there are two Mand'alor buffs on allied characters, all Mandalorian allies deal 50% more damage during their turn. Mand'alor: Mandalorian allies assist dealing 50% less damage when this character uses an ability during their turn; at the start of every turn, dispel all debuffs on the healthiest Mandalorian ally without Mand'alor and that ally gains Taunt and +100% Defense until the end of that turn; defeating this character will grant Mand'alor to the character that defeated them; if this character is defeated by a status effect, Mand'alor will not be granted to anyone Unique: Bound By Hatred Maul's attacks can't be evaded and he has +15% Offense. At the start of battle, Maul gains Frenzy and Retribution for 2 turns and 3 stacks of Anguish (stacking, max 5). If there is an enemy Kenobi, Maul instead gains the maximum stacks of Anguish. While Maul has 3 or more Anguish, he is immune to Stun and Ability Block. While Maul has 5 Anguish, he ignores Taunt effects and is always critically hit by enemy attacks. 3. Maul (Hate-Fueled) (The Clone Wars Season 4) Dark Side, Attacker, Unaligned Force User Relic Amplifier: Leg Blade Attacks and Abilities Basic: 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. Special 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. Special 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. Unique 1: 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. Unique 2: 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. Bonus: 4. Old Master Maul (Solo, Rebels, Comics) Galactic Legend, Dark Side, Tank, Leader, Crimson Dawn, Unaligned Force User Relic Amplifier: Sith Holocron Attacks and Abilities Basic: Unrelenting Slice Deal Special damage to target enemy and deal Physical damage to the weakest enemy and inflict Blind for 2 turns. Each enemy damaged gains Dark Interlocking for 2 turns. Then, grant the weakest Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally Foresight for 1 turn. Dark Interlocking: At the end of this unit's turn, it and another random ally suffering Dark Interlocking lose 25% Evasion and Potency, and drain 15% of their own Max Health. This damage can't defeat enemies. Special 1: Exact Revenge (Cooldown: 4) Dispel all debuffs on a random Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally and inflict Dark Interlocking for 1 turn on the healthiest enemy. All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies gain Retribution for 2 turns. If the healthiest enemy already has Dark Interlocking, they are Stunned for 2 turns, which can't be Dispelled or Prevented. Special 2: Furious Throw (Cooldown: 6) Deal Special Damage to all enemies. Enemies not damaged by this attack are inflicted with Fear for 2 turns, which can't be copied, dispelled, prevented, or resisted. Enemies that are damaged by this attack are inflicted with Dark Interlocking for an extra turn. Then, grant 50% Turn Meter to enemies inflicted with Dark Interlocking below 25% Turn Meter. This attack starts on cooldown. Leader: All Part of the Plan All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies lose 20% Max Health and gain that much Max Protection, and have +25 Mastery, +45% Potency and 30% Evasion. If all allies are Dark Side Unaligned Force Users (Excluding Inquisitorius) or Crimson Dawn at the start of battle, Old Master Maul starts the battle with Damage Immunity and Taunt for 2 turns, which can't be Dispelled, and all allies start the battle with Stealth for 2 turns. All enemies start the battle with Dark Interlocking for 1 turn (excluding Galactic Legends and Raid Bosses) If Savage Oppress is an ally, he gains the Unaligned Force User tag until the end of battle, and if he is defeated, Old Master Maul gains a bonus turn. Unique 1: Consumed by Revenge Old Master Maul deals 30% more damage to enemies inflicted with Dark Interlocking. Whenever an enemy's health is drained, Old Master Maul gains Taunt for 1 turn. Whenever he inflicts Dark Interlocking on an enemy, Old Master Maul removes 5% Turn Meter from enemies and grants a Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally 15% Turn Meter. Additionally, Old Master Maul reduces his own cooldowns by 1 whenever an enemy with Dark Interlocking is defeated. The first time Old Master Maul is reduced to 20% Health, he gains Hatred. Hatred: +25% Critical Chance, +100% Defence and Offense; when this character is defeated, they revive with 100% Health and gain 100% Turn Meter; can't be copied, dispelled or prevented. Unique 2: Galactic Legend (Zeta) 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: Hatred Requires 100% Ultimate Charge to activate. Ultimate Charge: Old Master Maul gains 4% Ultimate Charge whenever Dark Interlocking expires on an ally or enemy. If Old Master Maul is in the Leader slot, he gains 6% Ultimate Charge. Old Master Maul deals Physical damage to all enemies and Dispels Dark Interlocking from them. Then, all enemies are inflicted with Ability Block, Tenacity Down, Defence Down, Potency Down, Speed Down, Healing Immunity, Buff Immunity, Blind and Daze for 3 turns, which can't be Dispelled, Prevented or Resisted. For each Dark Interlocking dispelled, all Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies take damage equal to 8% of their Max Health and Old Master Maul gains that much Max Health.dosman22335 hours agoSeasoned Ace20Views0likes0CommentsAll 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 themdosman22336 hours agoSeasoned Ace66Views0likes2CommentsWorst GAC matchup ive seen yet!!!!
My 11 year old sons newer 1.4million gp account with 28 relic characters and no galactic legends, late game journey characters, no conquest characters is matched up agains an 8m+gp account with 125 relic characters, 4 galactic legends, multiple conquest characters and journey characters. There is no realistic way he can even be competitive, unless the opponent does nothing. How is this even fair?russdpipes7 hours agoRising Adventurer561Views0likes20CommentsSquad Tournaments?
Do some tournaments, like squad arena, but limit the character roster (faction? all female? the fallen? survivors? double agents?). Leave the battling open ended, not scheduled times with limited use. Turn on different omicron abilities from other modes, maybe Territory Wars one week, and Grand Arena the next. It wouldn’t require rewards; better put would be that I’d forego any rewards for just having the fun’ction. Idea for omicron themselves. Make them different colors for mode use? Pink for GA? Etc.slaughlin98010 hours agoRising Traveler13Views0likes0CommentsIdea: Sabacc and Pazaak
What about having in-game Sabacc and Pazaak to play anytime whilst waiting for the next event, match or shipments to refresh as well as a way to spend the excess credits, tokens and gear? Sabacc and Pazaak are two well-known games in the Star Wars universe with fans having fun times playing them in Outlaws and the Knights of the Old Republic games. It would really help pass the time whilst waiting for events to activate or the shop to refresh. Also, I and many other players have too many credits, ship building material tokens and gear that it feels meaningless having them when there's very few options to spend them. Perhaps you could bet certain gear to win other gear that you really need or play for characters or ship shards. You could have either the main menu cantina patrons like Garudda, M'ak Nar or Shar to play against, or perhaps even any of the playable Star Wars characters like Lando, Han, Canderous etc with each having their own special abilities. You can maybe also have matches against other players. There is of course the concern that this could constitute as gambling, but as long as you're not spending or winning real-world money and it's played as safe as in Outlaws and Kotor then it should be okay.484Views7likes8CommentsMK 2 Circuit Breaker Module - 3rd episode w/o
This is the third consecutive Episode Track without MK2 Circuit Breaker Modules, which means we are already 480 pieces behind. This mod salvage was always a staple of the track before the recent changes were implemented. Currently, we have every single type of salvage for 6-dot mods... except for MK2. To be specific, we have: MK1 Amplifiers, MK1 Capacitors, MK2 Variable Resistors, MK2 Microprocessors, MK2 Thermal Exchange Units, and MK2 Pulse Modulators - BUT NO MK2 Circuit Breaker Modules. Why? While every other type of mod salvage was doubled, MK2 Circuit Breakers were completely removed from the Episode Track. Again, I ask: WHY? When can we expect them to be added back? I’m not even asking for compensation; that would be completely unrealistic given how you have treated the community over the years. It’s a simple fix: combine the two Era-level currencies into a single reward slot and bring MK2 back to the track. It really isn't that hard to implement. Peace and out.Hrodzik14 hours agoSeasoned Rookie51Views2likes1CommentWe have nowhere to test squads out
Over the last few weeks I've had two new squads go through the build process, with nowhere to test them out at relic levels I've thought about making a change to one of my staple squads, but hesitate because I have nowhere to test it out at relic levels I've recently theorycrafted a couple of things, but have nowhere to effectively try them out Whenever players used to complain that this game doesn't have "test dummies", others would always point them to the Galactic Challenges, but those have been taken from us Where do we test things now?44Views1like1CommentI have been banned
I just cleared Tier 6 (edit) in Colliseum and all my era characters at 59 including Maul. I have just done these battles on Auto in the past but this morning I tried it manually. I got through Tier 7 and wanted to get to more battles. Once I did, I got this ban, saying I’m cheating and that is not true. I pay for the monthly pass and occasionally pay for upgrades. I have went through EA help and went through the form to submit an appeal for my ban. But I wanted to post this just to cover my basis. I hope someone can help me fix this issue because I can no longer play this game. thanks, Ulaste239Views2likes7CommentsHK-47?
So while I'm happy that satele shan is coming to the game and you did a quick fix and tune-up in the kits for JKR, bastila, and mission, but you couldn't do that for my boy HK-47 for his kit to say while malgus or darth reven are in the leaderrship slot all those effects happen. can HK-47 get a quick tune-up and to work as the ideal 5th for sith empire as his kit is dated and has both physical and special damage and is trying to do two things at once and just sucks at both. I want my droid to be usable in Sith Empire squad =(Hieroglyphics8717 hours agoSeasoned Scout167Views4likes5CommentsGet banned after beating Coliseum difficult 7
Good afternoon, I played in the Coliseum mode, passed the 7th difficulty, tried the 8th - I was kicked out of the game and they wrote that I was banned because of cheating in the Coliseum - but I did nothing of the sort. What's the problem? I'm a legitimate player, I've been playing practically since the game's launch, making in-game purchases, and I've never had any problems. I hope my issue will be resolved quickly; I don't want to miss out on in-game events. My ally code - 281563132Wedmak_FH18 hours agoSeasoned Newcomer214Views0likes6CommentsWhy doesn't Wampa Apply Bleed?
My thought is Wampa should inflict Bleed. Its been in game since the enemy NPC Nexu (which would be a cool add to the game). The first collectable character to inflict Bleed is Batcher then now the new Maul (Hate-fueled). He has it on basic. Wampa's current basic attack stuns an enemy when the opponent is staggered or exposed. Yet wampa doesnt inflict any. Even with his new Omi. I feel they should change this to allow him to inflict Bleed for 2 turns. His basic is Wampa's Claws which in Empire Strikes back scratched and then Scarred Lukes face. So I feel that Wampa deserves to inflict Bleed on his basic instead of stunning enemies when he doesn't inflict stagger or Expose. So here is my suggestion to his basic, plus a light touch up suggestion for the 2026 year. Wampa deserves to do more and be better. Yet he is only great around his newly added last year Focused Datacron. Suggested changes in Red. Yes to all I know CG won't want to touch up an older character unless its adding an Omicron. Still Wampa deserves to make more Lore since to inflict Bleed on his Basic atleast. Again I also feel since Late Game High Kyber players don't even use Wampa Any more(not counting Focused Datacrons which this new set should have had since it has no Focused DCs.) So a light touch up all around plus a touch up to his Omi would be awesome. Plus if they wanted they could sell a R9 $5 or $10(since he is higher than a Marquee older character) Light Speed bundle. Im sure they pair a Touch up with a Light Speed bundle players would go after it. If my Wampa was alteast R5 I would buy the pack to R9. Yet mine is already R9 about to go to R10 as my second R10 character. Womp: Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns and 2 stacks of Bleed (max 6) until the end of the encounter, which can't be dispelled. If the target was debuffed, gain 20% Turn Meter. If Wampa isn't debuffed, gain 20% Turn Meter. This attack can't be Evaded. This attack has +100% Offense against Rebel and Imperial Trooper targets. Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered Howling Rage: Wampa has +15% Critical Avoidance, Counter Chance, +25% Offense, Defense, Tenacity, and Potency. All these stats are doubled while Wampa has Protection up. Cornered Beast: Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time on each enemy, +50% Defense against Rebel and Imperial Trooper enemies and takes reduced damage from percent Health damage effects. While in Grand Arenas: Wampa gains +100% Tenacity. Wampa is Immune to Stun. If there are no other active allies at the start of battle, Wampa gains +100% Defense, Max Health, Max Protection, and Offense, doubled if there is only 1 active enemy at the start of battle. Whenever Wampa is damaged by an attack, inflict 2 stacks of Damage Over Time for 3 turns on the attacking enemy, which can't be evaded or resisted, the cooldown of Furious Foe is reduced by 1, and gain +30% Tenacity (stacking) until the end of the encounter. These are my suggested thoughts of how Wampa can inflict Bleed plus be a bit better over all and way more amazing in Grand Arena. Also a side note I added the Hate on Imperial Troopers as CG should do to be a nod to the Deleted Scenes in Empire Strikes back when 3P0 lures Imp Troopers to a Wampa Room. Just like they created the Disguised Clone from the Revenge of the Sith Deleted Scenes. Plus I added more damage and durability for outside of GAC to allow Wampa to be on some random back wall team for TW or some fun other game mode Shenanigans.ordo801st19 hours agoSeasoned Hotshot50Views0likes4CommentsBanned for playing colisum
2 days ago, 13th January, I got a message in game saying I was banned for cheating in colisum. i cleared tier 6 and got to 10% on tier 7. This happened when I used Maul hate fulled and Inquisitor Barris on the team. I have 4 era marquees at level 58 and 5 star. Barris is level 58 and 4 star. Maul is level 52 and 4 star. I submitted an appeal form on the day and am still locked out of my account. I hope this can be resolved quickly. I have already missed 2 days of in game events. This has actually been very upsetting. Thank you for looking into this. ally code 791166171Grogufan55519 hours agoSeasoned Newcomer61Views1like0CommentsHow CG could fix the Neutral Alignment Tag.
So aside from the current Hondo Ohnaka, no other character has received the Neutral Alignment which is sad. I don't see why its a struggle to add the Neutral tag to many older chracters and newer ones. Ill list all the units that make since down below. But one thing CG could do to allow these characters to work in more areas is make the Neutral alignment not just be played in either Dark Side or Light Side areas of the game, but make them count as both Dark and Light. This way like the Bulk Datacrons of 15% Health and Protection to Light and dark could apply and count the Neutral tag as well. This would allow Hondo to get the level 3s in the Datacrons as well as work under any Galactic Legend that gives stat boosts to either Dark or Light. Just add a non Gear Power, non leveling up unique ability to all Neutral Characters. Its like Arc Trooper's Blaster Turret Unique that you don't need to level up and it provides description of the summoned unit, or the Large Unit Uniques. Here is how I would word it. Neutrality: (Unique) Neutral Characters count as both Dark Side and Light Side, and get bonuses and counter bonuses of other allies and/or enemies based on the alignments they describe. This way Characters like Hondo will work better and players can also have more characters added in or moved over to the Alignment because of how they are in the Lore of Star Wars. Wampa is a prime example that he isn't Dark or Light, he is a creature out to survive the wilds of Hoth. So him acting Dark just because he attacked Luke that had wandered into Wampa's Territory isn't a dark thing at all. Its like real life Lions and Bears being territorial to their habitats and Wampa is an example of this. You can train animals of the real world to do good or bad things but until they are trained to do this, they are Neutral. Now if it was a Hutt Cartel's Captured Wampa, then I can see Wampa being Dark side. It goes same with various current factions that are Territorial based on them being Natives of their said planet. Certain ones yes and certain ones no. Geonosians as an example are native to Geonosis, yet they have sided with the Separatists, which will then make them Dark. Plus some characters like Hondo does good and bad things and help both sides. Makes since that all versions of Hondo would be Neutral. Also doing this with some Undercover characters would make since as well. They maybe light but they are acting Dark to blend in. Here is my list of possible Neutral characters below. Wampa Jawas and Tuskens. They both do good and bad things but they are natives to Tatooine and haven't sided with any faction. So both make easy since to be Neutral. Plus Jawas tend to steal and resell equipment, which for us its a Dark thing to do, yet they are labeled as Light Side. Also some Jawas worked with Jabba, as you see some in his Palace in Return of the Jedi. Pirate King Hondo Ohnaka Coruscant Underworld Police(CUP) could get this treatment since they had these police working with the Empire as well. Plus CUP could also get the Imp tag and work with them. Be a cool unique buff for CUP. Boba Fett, Scion of Jango. He acted more supportive to his allies in the Book of Boba Fett(we need season 2 and need a improved story). Skiff Guard Lando and Boushh Leia since they are undercover. Stormtrooper Luke and Han could also get this treatment but they could also stay light as well. Its why I said some undercover characters. 50R-T. Since I don't see anything Light or Dark about this droid, since she is a reprogramed Card Dealing Droid. She is just doing a Job. Qi'ra worked with the Crimson Dawn, yet had both a Light and Dark Feel. She does later lead the Crimson Dawn vs the version we have from the Solo show. You can argue keeping this one light and a Crimson Dawn Leader version as a Dark version. So this one can go both ways.ordo801st21 hours agoSeasoned Hotshot29Views0likes0CommentsRaids could be more fun like this ...
Raids could be more fun by adding some variations like: All-In Day (monthly) : You can use your entire roster OR have a no lockouts / no “used units can’t be reused”). Specific Squad Bonus Week : Pirates Week, Clones Week, Jedi Vanguard Week, Separatists Week, Droids Week, Bounty Hunters Week, Sith Week and so on. Bonuses could be (+20% offense/health, Bonus score multiplier, Extra raid tokens per theme team used, First completion with theme squad = bonus crate, etc. Double Rewards Day (Weekly / Biweekly) : A scheduled “Raid Rush” day (2x raid tokens, 2x personal reward track progress, 2x guild milestone score). Legacy Raid Week : Revisit all raids (all old raids temporarily give the same reward level as Order 66 for a week). Guild Combo Bonus : If X guild members use theme squads, the whole guild gets: +5% score, bonus crate or a “guild chest” milestone. Make it happen, make the raids more fun !Cheating and Appeals Process
Hello Holotable Heroes, We have updated our process for you to submit a cheater or to appeal a ban. To submit a potential cheater, please fill out this form: https://forms.gle/SDaJmjYy1is2M8Rn7 To appeal a ban, please fill out this form: https://forms.gle/BdaiA13JqiaZGDPbA Submitting a person as a potential cheater does not mean they will get banned automatically. We will investigate the account and act accordingly. For Privacy reasons no notification will be sent to tell you if any action has been taken. Appealing your ban does not mean you will be unbanned. You will not be informed on any decision we make. Bans issued under the previous cheater investigation system will not be investigated. We understand cheaters ruin the fun of any video game and it’s frustrating to see that happen here. Under the previous system to address cheating in SWGoH, we banned more than 4,000 cheaters and we anticipate actioning on more with your help. We are aware that people will go to extreme lengths to cheat at a Video Game (Sounds weird saying that, but those people do exist). We take fairness seriously and we will not tolerate cheating in SWGoH. With your help we hope to remove bad actors that negatively impact players experiences and deter others who may be tempted to. We look forward to continuing to make SWGOH a place you enjoy. Thank you for your continued support, see you on the Holotable! -SWGOH Dev TeamEA_Vendcera1 day agoCommunity Manager11KViews14likes75CommentsColiseum and Marquee Feedback.
Since we are getting to the end of the first era with the new system. I think it's safe to say it's a complete failure. 1. Playing Coliseum every day is not fun. Not even slightly. The fights are terrible and you have to do them daily. Aside from the initial rewards to level up, it's not rewarding unless you're gonna pump loads of money into it. A huge middle finger to any free to play players. 2. Can't even use the marquee character out of the god awful mode and the garbage replacement of GC. Just let me use and gear the characters I want. The old system was far superior. 3. A small thing maybe but I'm sick to death of being forced to look at this crappy new era characters every time I start the game and wanna see my roster. We get it! You want our money. Sod off. 4. I know it's a common thread above but the money grabbing nature of this whole update is shocking. I currently see no benefit to the average player. All I see is a huge benefit to the whales who were already ahead. I know this probably won't accomplish anything. But may as well try to get rid of this part of the update.jonnysilman9151 day agoSeasoned Rookie580Views15likes11CommentsCharacter Idea: Darth Marr
Inspiration: Stalwart Sith Lord of the old republic who defended his empire for the prosperity of its people, as well as befriending the likes of Satele Shan to stop Darth Revan's resurrection of the ancient sith emperor Vitiate. Unit name: Darth Marr Alignment: Dark Side Tags: Attacker Sith Sith Empire Relic Amplifier: Tulak Hords lightsaber Attacks and Abilities: Basic: Dismember Deal physical damage to target enemy while doing 10% damage to targets max health. Special: Corrosive Arc Marr unleashes force lightning, damaging all enemies while also inflicting shock and ability block. Additionally, the strongest and weakest enemy are inflicted with healing immunity and expose for 2 turns. All allies recover 2% health from damage dealt. Leader: Preserve The Empire All allies have 20% critical avoidance, defense and health steal. Afterwards, whenever an ally attacks out of turn, they gain 2% additional critical avoidance, defense and health steal (stacking max 100%) until the end of battle. Sith Empire allies are immune to turn meter reduction. Unique: The Dark Counsel Marr has 50% defense and tenacity. Whenever he takes damage from an enemy that attacks out of turn, they are inflicted with 3 stacks of damage over time, this is doubled for jedi enemies, tripled against sith enemies. Unique: There is only the force...and it has a plan At the start of battle, if there are no Galactic Legends and the only other ally is Satele Shan: Marr gains the Old Republic tag, Satele gains the Sith Empire tag. If Satele Shan is the leader: whenever her health falls below 25%, Marr assists and his cooldowns are reset. If Darth Marr is the leader: whenever his health falls below 50%, his health is equalized with Satele, then she recovers 5% protection from damage Marr recieved.ifdglxlj4x6r1 day agoSeasoned Traveler318Views1like1CommentI played through Coliseum. Grinded a clutch run. My reward? A ban.
I cleared the last 10% of Tier 5 thanks to Maul and Barriss. I swapped Barriss out for Choda and barely cleared T6, but I did it. I was solely down to Asajj and at 9% in T7. She survived a hit, and managed to eek out 10% in T7... Submit the run and INSTANT. BAN. Yeah, I sure cheated to be at 32nd on the ranking board. Thanks, CG. https://swgoh.gg/p/315755161/ <---- My Account. I literally just got PKHO to R7 and unlocked his Ult this morning. Cool. Beans.machaventador1 day agoSeasoned Novice191Views0likes4Comments
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