Coliseum Tier 8
Hi all, I hit coliseum tier 8 a week back and the mechanics of defeating the bosses to progress a tier don't really work well when the bosses have infinite revives and get an insane amount of damage output from the damage done to them. For example the tomb guardians will do crazy damage once you killed them and just delete your team out right with their AOE so you end up getting comparably little points. And it feels like it is getting worse each week. I can now not even reach half of the points I was doing last week (400k last week to 200k now) but using the same team and strategy. And it is easy to see why: they do 100% more damage to you once you damage them after no stack of armor plating. In lower tiers you would just kill them and they are gone. In tier 8 they revive and delete you. So shouldn't the mechanics of tier 8 reflect the infinite revives?TorstiSan20 minutes agoRising Newcomer4Views0likes0CommentsShip Materials in the Store?
I would happily buy a pack of yellow ship tokens. I am constantly running low on them.jfkgrosi23sq1 day agoRising Newcomer11Views0likes0CommentsDarth Revan Fan touch up with Tactical Supremacy
So Darth Revan is a great character and Really doesn't need a touch up. However I feel a light add which would be more Lore accurate would be having Darth Revan grant his Sith Empire Allies with Tactical Supremacy. Especially since Darth Revan was really great at Strategizing. I will say if Thrawn and Revan were in the same era and same team, the Galaxy would be dominated by these 2. Ill show the light addon to a few abilities. Would be a cool to see what can be done since most of the Sith Empire hang under Darth Malgus. Yet Darth Revan's lead is still awesome. Here's my take on it. Ill put a reminder of what Tactical Supremacy is in the abilities it is in. Also some fun little synergy with HK-47 since Revan sent him on assassination trips. Cool little nod to HK's stories. Insanity: Deal Special damage to target enemy and inflict Fear on them and enemy leader for 1 turn. If the target is the leader, or if the leader is defeated, inflict Fear on all enemies for 1 turn. This Fear can't be copied, dispelled, or resisted and this attack can't be evaded. If Darth Revan is in the lead, Sith Empire Allies gain Tactical Supremacy for 2 turns. Fear: Miss the next turn, can't use abilities, and can't evade. Increase cooldowns by 1 and Fear expires on taking damage from an attack. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn Lord of the Sith: Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuffs. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns. If all allies are Sith Empire at the start of battle (excluding summoned allies), Sith Empire allies have +50% Critical Damage, and gain Tactical Supremacy for 2 turns at the start of battle and when the Enemy leader is Defeated. At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn if Darth Revan is in the leader slot and not the ally slot. This Deathmark can't be copied, dispelled, evaded, or resisted. Conqueror: Darth Revan has +100% Defense Penetration. At the start of each Sith Empire ally's turn, dispel all Foresight on all enemies, which can't be evaded. If Darth Revan is in the leader slot, HK-47 starts the encounter with Stealth for 2 turns and has his Leadership ability active until he is defeated. When HK-47 uses Assassination Protocol for the first time, HK-47 gains Stealth and Tactical Supremacy for 2 turns. When a Sith Empire ally is inflicted with Ability Block or Stun, they dispel that debuff and gain Ferocity for 2 turns. Enemies can't assist or attack again if their attack is targeting Darth Revan.23Views0likes0CommentsConquest Profit
How come the game can't handle a simple task such as correctly counting profit stacks gained from battle? How can I be at 35 stacks of profit gained in conquest, complete 3 battles gaining 5 each (Kix has 5 stacks of profit) then look back at the feat progress and im only at 36? I know CG doesn't care about making a functional/playable game with any rewards system, but can it not give a false sense of hope too? I don't know much about coding, or game creation, but I imagine that after 10 years of experience (for this game) that elementary additional (35 + 5) would not be that hard to incorporate into the game.Guysensei2253 days agoRising Novice55Views1like0CommentsMulti-select in shops?
Greetings, Is the team considering to implement a multi-select option in the shop? Many of us have tens, if not hundreds of thousands of tokens which is tiresome to spend clicking one-by-one at every single refresh to get shards. This would be a great QoL improvement in the game to not waste time in clicking through each purchase. Thanks.Hyldenlord3 days agoNew Vanguard26Views0likes0CommentsAll 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.dosman22336 days agoSeasoned Ace56Views0likes0CommentsSquad 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.slaughlin9806 days agoRising Traveler27Views0likes0CommentsHow 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.ordo801st7 days agoSeasoned Hotshot36Views0likes0CommentsEnd of era questions
As we are not far off the end of the current era, I've got a few questions which will help me decide how hard to push before it finishes. From my understanding, every player should be able to get to level 65 f2p. However what is the maximum level you can get to using just crystals? I buy the episode pass and would be happy to spend crystals to top up a few levels but really I'm trying to decide if it's worth it/achievable. If level 75 is Relic levels, not having to take 7 characters through g12 would be massively beneficial and allow me to focus on old characters, actually catching up in this game. Currently materials from (somepoint) between 65-75 are currently only able to be purchased with actual money. I know this has changed for earlier levels as the era has gone on. Secondly does level 74 translate to the same as level 65 - just g12? Or does say level 70 translate to g12 but 3/6 gear 12+ pieces are complete? I'd really appreciate clarity on both these questions are we head towards the end. Apologies if the answers are already out there.zmgzejq4ka7a7 days agoNew Rookie65Views2likes0CommentsObscene Paywall
Hi cg, Why is this happening? Note the difference in screenshot score, maul took 15-20 turns in between and couldn’t kill it. I’ve never seen it be this obscene and deliberate. You’ve not just made it hard, I defied your expectations and instead of taking the loss and letting me justifiably win you’ve paid off the refs to force me to lose. This isn’t RNG. It’s cheating by any decent game standards. This is not fun. This is not a game. Not if I have to spend more money JUST to be allowed to win after developing a strategy and proving I can beat it.KickinGrass957 days agoSeasoned Rookie62Views0likes0CommentsNEW ERA PROPOSAL: ERA OF THE FORGOTTEN
would like to propose a new era for SWGOH called Era of the Forgotten, focused on characters defined by loss, exile, sacrifice, and shifting loyalties — those who were overlooked, left behind, or existed between sides, yet shaped the galaxy in subtle but powerful ways. This era would emphasize conditional synergies, story-driven mechanics, and relationships that evolve during battle. Cobb Vanth — Marshal of Mos Pelgo Bridges Scoundrels and Mandalorians without being a Mandalorian himself. Could feature a basic titled “Only One of Us Is Walking Out” that calls a Beskar-armoured Mandalorian ally to assist, with Armour Plating as a shared defensive effect. Represents law without allegiance and expands Mandalorian teams in a story-driven way. Meetra Surik — The Jedi Exile Attrition-based Jedi / Old Republic leader. Ability names include: Basic “Jedi Exile”, Special 1 “Severed Connections”, Special 2 “Lead the Charge”. Stronger as allies fall, directly counters Sith, and embodies a Jedi defined by absence and survival. Geonosian Zombie PvE-focused disruptive tank. Buff overload triggers “Blinded by Light,” fitting The Clone Wars canon. Reinforces Geonosian hive mechanics while remaining challenging and unpredictable. Anakin Skywalker (Podrace) Conditional hybrid unit: gains Scoundrel tag if all allies are Light Side, Jedi, or Scoundrel. Bridges his street-survival background with Jedi destiny and could introduce event-based gameplay like Podracing. Young Boba Fett & Jango Fett’s Slave I Features health-sharing and survival mechanics that tell the story of Jango’s sacrifice for Boba. The first time Young Boba would be defeated, Jango sacrifices himself to revive him, creating risk and opportunity for recovery. Optional Additions: Agent Kallus: begins as anti-Zeb, gradually supports him mid-battle, representing internal conflict. Crosshair: counter to Bad Batch but unintentionally supports them, reflecting fractured loyalty. Why this era works: Focuses on relationships and story over raw stats. Encourages mixed-faction squads and creative team-building. Expands the game horizontally, giving long-requested characters meaningful mechanics. This era is not about galactic legends. It is about the ones history almost left behind.CharlieLatin20158 days agoRising Novice33Views0likes0CommentsJourney quest help
So the best way to do purge I’ve found for new players is this if you have the UFU token use it on Marrok the go to mod battles with Ezra and Hera use her first special and call marrok to attack a non debuffed enemy and use Ezra’s second special to do the same thing and only attack opponents with Ezra and Hera that are already debuffed or about dead to try and get another assist in any mod battle that has gear 12 should work and everyone should have a relic Hera and Ezra from past tokens it’s the easiest and fastest way I averaged 30 purge stacks each timeyeadw9 days agoRising Novice43Views0likes0Comments- Ybeler9 days agoNew Traveler46Views0likes0Comments
Galactic legend: Revan (Sith Empire)
Inspiration: A powerful new sith leader who will lead any sith into victory along with his ultimate which will end the foundation of any team. Unit name: Revan (Sith Empire) Categories: Galactic ledgend, dark side, attacker, leader, sith, sith empire Basic: Defiant swing (Zeta): Final text: Deal physical damage to targeted enemy and dispell all debuffs on them. Remove 5% turn meter for each debuff dispelled and spread it equally between all sith and sith empire allies. If turn meter was not removed then inflict fear on targeted enemy til the end of Revans next turn. If targeted enemy had no turn meter, was old republic, and jedi then fracture them til the end of revans next turn. Special 01: You are the Enemy (CD: 5)(Zeta): Final text: Call all Sith and sith empire allies to assist dealing 20% more damage and grant targeted enemy offense up for 1 turn which cannot be dispelled or resisted. While the targeted enemy attacks with this buff specifically from Revan all sith and sith empire allies heal health and protection equal to double the damage that was dealt and this ignores healing and protection imunity. If the targeted enemy was killed by this ability then reset revans cooldowns and he gains a bonus turn. Special 02: Emperor of an empire (CD: 3)(Zeta): Final text: All sith and sith empire allies gain one stack of dark infusion for the rest of the battle which cannot be dispelled or resisted; and inflict all enemies with Isolate for 1 turn which cannot be dispelled or resisted. All enemies with isolate take true damage equal to 5% of their max health when attacked by a ally while out of turn and with dark infusion while Revan is in the leader slot. Ultimate: I rule all the sith: Ultimate charge: Revan gains 1 percent ultimate charge each time a sith or sith empire ally attack out of turn, 2% for a critical hit and 5% if its dodged. Final text: Dispell all status effects on all enemies and remove all mastery from all characters in the current battle for the rest of the battle. Remove 100% turn meter from all enemies (-25% for galactic ledgends and raid bosses) and inflict stagger on all enemies until the stagger is dispelled by an attack. Revan takes a bonus turn and all of his abilities are gone and replaced with a granted ability Executive slash for this one turn, when used all of his abilities go back to normal and all of his abilites cooldowns are reset. Granted Ability: Executive slash: Final text: Deal massive damage to targeted enemy and Syphon 40% of their offense stacking for the rest of the battle. Leader: I am REVAN!! (Zeta): Final text: All sith and sith empire allies gain 5 ferocity at the start of there turn and gain 5% max health and Defense for every 5 stacks of ferocity for. Each time Revan takes a turn he calls a random sith or sith empire ally to assist dealing 75% less damage but ignoring defense and all allies are immune to daze, stagger, and Max health down. All allies evasion is set to 0%. Unique: Invader of peace (Zeta): Final text: When attacked by a old republic jedi revan has a 20% chance to gain damage immunity until attacked again by old republic jedi. and all old republic jedi cannot evade or resist revans attacks despite any buff or stat. Thanks everyone for seeing my concept :)47Views2likes0Comments
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