Recent Discussions
What is the reason for owning a Profundity now?
Now that Exec has received a monumental buff in the form of Punishing One, Leviathans need to keep Tie Dagger in their beginning lineup (which is another Profundity nerf). Sith Fighter instakills **bleep** or Outrider when it reinforces (which it never did when it was in the starting lineup). I've never seen it focus any other ship regardless of what is on the field. I've been refreshing a few times a day to test and now with Profundity: I can still reliably beat other Profunditys. About 1 in 3 chance to win against an Exec without Hounds Tooth in the beginning lineup. About 1 in 3 chance to win against a Levi with Sith Fighter in the beginning lineup. Anything else in the meta, forget it. Unfortunately the second and third in the list doesn't happen anymore because of the meta. Profundity feels ultimately useless now as a viable farm. My question is, what is the reason for anyone to now unlock Profundity? What does Capital Games see as the reason for anyone to use it?PhranxAU12 months agoSeasoned Newcomer2KViews4likes5CommentsTerrible drop rates or bad luck?
Is anyone else having terrible drop rates on Night Trooper and Morgan Elsbeth? Today I did 30 battles for Morgan and only got one shard. Same with Night Trooper. I want to believe that the drop rates are lower because they are new.y1egget2 years agoSeasoned Newcomer683Views4likes8CommentsLatest Kit Reveals
Where do I find the kit reveals in this new forum and is it possible for cg to make a direct link to them.Rubberboy3512 years agoNew Hotshot1.5KViews4likes7CommentsTerritory War advice needed.
My guild, Galactic Allegiance, has a terrible record in TW and I feel like I am failing them as a leader. Would love to hear from you all what TW strategies I might consider. We typically win 1 out of 10, sometimes against teams that have lesser amounts of GP, GL, etc. We've changed the strategy several times - all GL on front walls, holding more GL for attack, whole walls of TW omi, etc - but, man, do we keep losing. We have gotten better on defensive holds, but our attack is lacking (sometimes can't break thru a front wall). We are not a full guild which hurts us, and we certainly have trouble against some recent datacrons...but I'm wondering what we can do to have a better success rate. What works for you? Do you assign certain guildmates to set defense vs assign some to attack? Is there a certain faction that works best in a certain area? Thanks for any advice.Brymc_Gamel2 years agoSeasoned Scout1.5KViews3likes8CommentsTo Farm or Not to Farm? How to Mod Every Char? Who to Farm? All Charachters' List
A small FAQ for beginners. It reflects the position of the majority of top players If there is "don't farm" it doesn't mean that a char is bad. It only means that considering lack of resources it's better to farm other chars for beginners. check www.swgoh.gg for more information about chars !!!The chars inside the fractions are ranked from top ones to useless ones!!! Rebels – very strong * Commander Luke Skywalker - farm. Very strong at arena as a leader of rebels, in raids (best for rancor), GW and Territory battles (TB). Crit damage and speed so that to heal himself more often and hit hard * Wedge Antilles - farm, pilot,, a great synergy with Biggs, strong AOE, a lot of speed (see unique ability) and good leader. Can be used everywhere. Needs crit damage, speed and crit chance because his main function is to produce enormous damage * Biggs Darklighter - farm, pilot, but only with Wedge, good against those who crit. Very strong 2nd skill. Also has much speed from Wedge's unique ability. Needs speed and crit damage so that to use his 2nd skill more often and hit hard * Chirrut Imwe - farm. Has a great synergy with Baze. Is cool in p2 or p4 of AAT with rebels and at arena. Very strong. Need speed, crit damage and hp so that to reduce cooldowns of 2nd (dispel) and 3rd (high damage) skills quickly. And health since he is squishy * Baze Malbus - farm. A tank with taunt (also has a taunt at the start of an encounter, like shoretrooper) and great self-heal, + synergy with Chirrut. Hp and speed so that to live longer and dispel more often * Ahsoka Tano Fulcrum - farm, a very strong char. Good with rebels at arena, but they need very good mods. Crit damage, offense and speed so that to go often and be able to one shot enemies * Han Solo – farm, very strong, useful with his first turn shot at arena. Good in raids, can reduce tm. Needs crit damage, crit chance, hp and speed so that to get TM from 2nd skill, produce high damage and live longer * Princess Leia - farm, good at arena and in p4 AAT with clones. Doesn't need potency. Needs crit damage and speed so that to hit hard and gain stealth asap * * Lando Calrissian – farm, good leader and very strong AOE, a top char for beginners, easy to farm. Also good at 85 lvl but not meta right now. Needs crit damage, crit chance and speed because his strong AOEs should crit at least 2 times so that not to have cooldowns * Stormtrooper Han - farm, one of the most powerful tanks. Needs speed, potency and tenacity (in descending order, so that to go first granting allies 30% TM, be able to reduce TM (skill «Bluff») and prevent himself from being shocked or becoming buff immune since in this case he is useless * Jyn Erso - farm, pilot. Not bad as a rebel leader, with those who buff a lot (like Chirrut). However she is not an imba, although she is cool on rancor due to turn meter reduction. Also can be used at p1 AAT. Needs crit chance (to revive, stun and get potency) and speed (to go very often) * Admiral Ackbar - farm, good leader. Fleetcommander. Nice skills though is not used often at 85 lvl. Speed and hp so that to dispel and get Tactical Genius more often and live longer * Rebel officer Leia Organa - farm, seem to be strong at arena. Needs crit chance and speed so that to aoe more often * Captain Han Solo - farm for TB. A good support, needs health and speed since most of his skills are health based * Cassian Andor - farm for TB, a pilot. A good debuffer with synergy with K-2SO, but doesn't seem like a meta shifter. Cool at p1 AAT. Potency and speed so that to land all his debuffs more often * Bistan - farm only because he is a pilot. Though he is good at rancor raid as a TM reducer. Potency and speed to reduce TM as often as possible * K-2SO - Farm for TB, a pilot. Taunts only when attacks, so if he is stunned, no taunt. Potency, speed and hp so that to inflict daze and offense down more often and be quick so that to taunt more * Hoth rebel scout - farm for TB, mediocre. Speed, potency, crit chance so that to grant allies TM, be able to stun and get TM from critical hit * Hoth rebel soldier – Farm for TB. Speed, hp and crit chance so that to taunt asap due to low basic speed, live longer and be able to inflict offense down * Bodhi Rook - farm, not bad against those who evade much (siths under zMaul, old Ben). Speed and potency so that to inflict evasion down and remove turn meter more often * Skarif Rebel Pathfinder – farm, pilot. not bad in p2\p4 AAT. Speed, hp and potency so that to grant allies TM, gain taunt more often and be able to inflict offense down * Luke Skywalker - do not farm. Crit chance and speed since most of his skills are critical chance based * Pao - do not farm, seems weak. Speed and potency to inflict debuffs and grant offense up * Lobot - do not farm. Speed and hp so that to dispel debuffs more often and live longer Clones - good at arena, GW, p4 aat with Leia. 5 clones is not the best team at arena though * Rex - farm, pilot, a strong leader for arena, good in raids, needs potency and speed so that to reduce TM as often as possible * Fives - farm, pilot, a strong char, used in different squads. Needs Omega in 1 skill and crit damage with crit chance. And don't forget about potency to land speed down. Or usually people put health and protection so that to make him a very tough guy (especially with barris zeta) * Cody - farm, only with other clones. A good clone leader with zeta (https://www.youtube.com/watch?v=wAD-sy6nTtk). Also nice when Rancor or Tanks is toppled\under the door https://www.youtube.com/watch?v=YOdkmoMA7OA. Speed, hp, crit chance so that to use the 212th attack as often as possible, live longer and be able to stun * Clone Sergeant - farm, pilot, strong dd (not only with clones). not bad in rancor raid with his damage and tm reduction. Crit damage, crit chance, offense and potency so that to hit hard, be able to reduce TM via AOE and grant himself TM from basic attack * Echo - farm, only with other clones. A good support dispeller who needs speed, hp and crit damage since he always assists and these assist should be strong and should be able to dispel buffs more often Droids - were strong at arena (6-7/10), GW and AAT raid (2 and 4 phases) * the best squad - HK-47 leader, B2, jawa engineer, IG-88, IG 86 (or instead of IG-86 use Chief Nebit, Grievous, MagnaGuard) * R2-D2 - farm, a strong support. Good at arena (especially against chars with evasion) and AAT raid (p2, p4). Nice zetas. Needs speed, hp and potency so that to go first, stun as often as possible and do his aoes * HK-47 – farm, the best leader for droids, much better than Poggle (leader skill at maximum because that makes droids get 50% turn meter after they crit). Needs potency to land debuffs and adjust speed so that he goes before IG88 since IG88 is stronger against debuffed enemies * IG-88 – farm, the main Damage dealer (dd) of droids. Needs crit damage, crit chance, hp and potency in order to have strong critical hits, live longer and be able to land debuffs. If possible – also speed. * B2 - farm, very useful and strong char at arena, dispels buffs, often gain 100% turn meter. Perfect against tanks. Can be used in any squad. Hp, potency and tenacity to live longer, be able to inflict buff immunity and not get shocked because then he doesn’t receive TM while allies are hit * Chopper - farm. A very fast tank with interesting abilities. Speed and health so that taunt and dispel more often * IG-86 – farm. Also very strong dd that can call assist. Needs crit damage, crit chance, hp –same as IG-88 but without debuffs * General Grievous - a long time to farm, you can deal without him, though a good leader against AOE crit Meta. Potency, speed and hp to inflict all his debuffs and live longer * K-2SO - see rebels * IG-100 MagnaGW – do not farm, although there are some people who use him. Potency, speed and crit damage to remove TM and inflict offense down and hit hard Empire – strong. Used in events, arena, raids * Emperor Palpatine - farm. Very strong at arena. Good leader for empire, needs speed (should go first to stun everyone) and some potency if he is not a leader to be able to stun and shock. Also very useful at p3 AAT with Chirpa (needs crit chance and crit damage there) * Shoretrooper - farm. A strong tank, has a taunt before any opponents have their turn. Also can grant crit immunity for allies. Protection, health, and if possible speed so that to live as long as possible and taunt more often * TIE pilot - farm, pilot. Very strong and fast dd that can reduce tenacity and inflict ability block. Good with debuffers and with Palpatine leader. His tenacity down depends only on crit and not on potency. Also cool in raids. Needs crit damage, speed, crit chance so that to hit very hard and very often. He doesn’t need additional potency since his basic one is more than 50% that is ok. Under Palpatine leader it is even more than enough * Darth Vader – farm, a very strong pilot. With Palpatine he can hit really cool 1 or 2 times. Also is cool in raids with zeta on his leader skill (https://www.youtube.com/watch?v=SLQSYgR5pTI&feature=youtu.be). Crit damage, crit chance, speed and potency so that to hit very hard with a 3rd skill and be able to land DOTs and speed down * Grand Admiral Thrawn - farm. A strong char, good for tank raid. Nice at arena. Needs speed and health\protection so that to fracture asap and live longer * Royal Guard – farm, one of the best tanks at many levels. has an auto-taunt when allies become <50% hp. Also can stun. Needs protection and potency to live longer and stun * Grand Moff Tarkin - farm, Fleetcommander, a good leader for empire squad and performs not bad at GW and arena. Speed, potency, crit damage to remove TM and inflict offense down more often and have some damage * Director Krennik - farm, a nice leader for empire, a great synergy with Deathtrooper. Perfect with palpatine, tie pilot, shoretrooper. A cool zeta on leader skill. Speed and potency to land all his debuffs * Deathtrooper - farm, a strong debuffer. Very good with Krennik, especially with zeta. Crit damage and crit chance or protection mostly if you have a zeta on his unique, so that Krennik live longer (zeta - Krennik can't be critically hit while DT is alive) * General Veers - farm as a leader to imperial troopers, not bad with them. Potency, speed, crit damage in order to inflict ability block more often and have some damage * Gar Saxon - do not farm, seems mediocre now (may change). Crit damage, crit chance and potency so that to hit hard when assist and be able to reduce tm * Imperial Super Commando - do not farm. Crit damage, potency and speed so that to hit hard when counter and attack twice, be able to inflict offense down * Magma-trooper - do not farm. Crit damage, potency and speed so that to hit hard, remove TM and do it quickly * Snowtrooper- do not farm. Crit damage, potency and speed to hit hard and be able to inflict buff immunity * Stormtrooper - do not farm. HP, speed, potency, so that to live longer, taunt faster and be able to remove TM while taunting Sith – strong at arena * Emperor Palpatine - see above * Dart Nihilus - farm. An interesting char with nice abilities. Can one shot an enemy (except a boss), but need a team with AOE debuff (like palpatine, tie pilot, vader, b2, r2d2) to reduce cool down of this one shot ability. If he is your leader - DO NOT put crit chance and crit damage mods on siths. Needs speed and hp to go faster and live longer so that to one shot more * Darth Maul - farm, pilot, strong against Jedi and nice sith leader with zeta. Crit damage and speed so that to destroy everything * Darth Vader - see above. * Sith trooper - farm in a sith squad, a nice tank. Is good under Nihilus leader because then he taunts faster and more often. He needs hp and tenacity, because his taunt is too dependent on a buff on him, so you don't want him to get buff immunity or shock. * Sith Assassin - farm in a sith squad. A very fast damage dealer, also good in a squad with maul zeta leader, because her mechanics are based on stealth. Needs damage, speed and potency to go often, strong and be able to stun * Darth Sidious - do not farm, until you are 85 lvl. He was buffed a little bit and is used in raids with Vader with zeta. Crit damage, potency, speed so that to hit hard, often, and be able to land debuffs * Savage Opress - do not farm until lvl 85. Though he is good against siths under Nihilus leader or Zeta Maul, because he can one shot enemies (except bosses) with 50% less hp (see nihilus leader skill). Very difficult to kill him if has a zeta. Crit damage and speed so that to hit hard and be able to one shot more often * Count Dooku – do not farm, used to be very strong at arena. Now is used only with Siths on 85 lvl. A nice leader and was buffed recently. Crit damage and potency so that to counter attack hard and be able to stun Ewoks - nice in raids, and bad at arena. * Teebo – farm, one of the best leader in rancor raid (though not used often now on high-end because of Vader Zeta). 70-75% potency is enough for T7 rancor and 40-50% for Gamorrean captain. Needs potency and speed to reduce TM as often as possible * Chief Chirpa - farm, best leader for p3 AAT (doesn't need special mods there, only leader skill. Can die first). https://www.youtube.com/watch?v=uNvRNj6LlEo a strategy. Speed and hp to call assist more often. Actually he is used only in p3 AAT and doesn’t need mods at all there * Ewok Elder - farm, good in rancor raid with Teebo especially. Also can be used at arena due to dispel of debuffs and revival. Needs speed and HP to be faster and granting TM to all allies, and to be able to dispel and revive more often. Also HP since his healing is based on his own HP * Logray - farm, a good support-debuffer. Needs speed and potency so that to debuff more often * Wicket - do not farm, mediocre. Needs crit damage and speed as a normal damage dealer * Paploo - do not farm, mediocre. HP and speed so that to dispel more often and live longer * Ewok scout - do not farm, not bad in rancor raid, but not great. Needs potency and speed – same as Teebo but less effective The First Order – were buffed in february 2017. Seems like still weak * Kylo Ren - farm. Was buffed in February 2017, goof against debuffers. Can solo p1 AAT. Crit damage (3rd skill hits very hard), potency (inflict healing immunity and DOTs) and speed to be faster * Captain Phasma (she is a woman) – farm, one of the very useful for all the activities. For the raid needs potency and doesn't need speed (her basic only grants TM to a boss). Not bad as a leader at low and medium levels. At arena – speed and potency to use Victory march as often as possible * First order TIE Pilot - farm, strong pilot. Good at p1 AAT. Needs speed and crit damage to destroy everything * First order officer - do not farm. Speed, potency and crit damage so that to grant TM and reduce allies’ cooldowns more often and be able to remove tm and have some damage * First order stormtrooper - do not farm, though can be a good tank at arena. Hp, speed (taunt faster and dispel buffs), crit chance and potency (to inflict speed down) Geonosians - some good chars * Sun Fac - farm, pilot, heavy tank, dispels all positive effects with auto attack. Good at arena and p3 AAT. Needs protection and speed to live longer and dispel buffs more often * Geonosian soldier - farm, pilot. Strong dd, goes often, calls an assist. Need him at GW, deals good at arena and in rancor raid. A very useful char that is easy to farm (though not used at 85 lvl). Needs crit chance and crit damage +speed so that to hit hard and get tm while scoring critical hits, and go more often * Geonosian spy - farm because a pilot. Can be good at arena and hit strong 1 or 2 times . Crit damage, crit chance, speed so that to be able to repeat the hit like on the .gif * Poggle the lesser - do not farm, his time has passed. Speed, hp, potency so that to inflict ability block and speed up droids more often Jawa - not bad in AAT raid. In addition you need them for crit damage mods. 5 jawas are bad at arena * Jawa Engineer - farm, obligatory with droids at arena. Very good at p2\p4 aat raid with droids. Speed and hp so that to go first, use 3rd skill and grant droids 45% TM. Also to revive more often and live longer * Chief Nebit - farm, good with droids. Protection and speed to taunt asap and live longer calling an assist * Jawa Scavenger - farm for AAT raid and mods, needs speed, hp, and potency to be able to place bombs and explode them more often * Dathcha - farm, not bad as a leader for p3 AAT if you don't have chirpa\palpatine. Needs crit damage, potency and speed – a mere damage dealer that can stun and inflict ability block * Jawa - farm, he is also good in raids. Crit damage, speed, potency – same as Dathcha but speed down instead of ability block Phoenix - seam not so strong now, though abilities are interesting. Need 5 for TB * Hera Syndulla - farm, a good leader for Phoenix, because each proenix grants his uniqe to other phoenix members until she is alive. Speed and health\protection so that to expose, backup and call assist more often and live longer in order to save her leader buff * Ezra Bridger - farm, a good dd. Crit damage. speed and tenacity, so that to dispel and call assist more often * Kanan Jarrus - farm, a good tank. If Hera is a leader grants all phoenix members 70% counter chance. Protection, speed and crit chance so that to live longer, taunt more quickly and inflict offense down regularly * Sabine Wren - farm, has a nice unique that is good to be granted to phoenix (25% crit damage and 25% crit chance), crit damage and speed so that to aoe more often and hit strong from her basic (up to 5 shots per turn) * Garazeb "Zeb" Orrelios - farm, a tank with strong defence unique. Though doesn't have a taunt. Health\protection, potency and speed so that to live longer, be able to daze and stun * Chopper - farm. Though he has a taunt (1 turn) he is very fast and so this taunt will not last for long. Can dispel buffs and reduce allies' cooldowns. Protection and maybe speed so that live longer and taunt more often292KViews3likes102CommentsAllies
Hey, Im new to the game and my name is solosmuggler, I would really appreciate anyone who is able to add my ally code and help my get through the campaign. My ally code is 919-753-891. Again, any help will be really appreciated, thank you.Crycensios11 months agoSeasoned Newcomer171Views2likes2CommentsJar Jar Tier 5
Hi, all. I cannot complete Tier 5 for Jar Jar. I've been playing since 2018 and understand the game and have been able to unlock any character I worked on throughout my playing career. I have no idea what I'm doing wrong and could use some advice. (Mods are all 6 dot and I have all the zetas possible on all 4 Gungans) Stats: BN R7, 64000/11826, SP 307, Potency 98%, Dam 6200/7000 (speed and health mods) CT R7 59000/91000, SP 312, CD 200%, Dam 8900,/6800 (offense and health mods) Boomadier R8 76000/64000, SP 341, CD 192%, Dam 9000/7300 (speed and health mods) Phalanx R7 116000/70000, SP 308, Armor 67%, Dam 5500/4800 (all health mods) Here's what happens: When I start Wave 1, about a third of the time both Droidekas go first and within a few turns kill Phalanx, or I'll lose the shield generator before Wave 2. I do understand the kill order (droidekas, STAP, then B1s) If I make it to Wave 2, the Droideka usually goes first (RR) and then not long after I have to target Nute. B1 heals the droideka and I can't kill it. I've never gotten the droideka down to even yellow on its health bar. I have watched Calvin Awesome's video and some others. This has been frustrating and embarrassing because I should absolutely be able to complete this. I know this will sound absurd, but if I pull off all my good mods and replace them with different mod combinations, it makes no difference - the same scenario happens. It's like the mods are making no difference. If anyone knows what I need to do, what stats I should adjust, etc.. I would be extremely grateful. I want to help my guild with the Naboo raid but the event is almost over. i've attempted it maybe 40 times? Thanks in advance for any insight. Also, if I need to add any more information, please let me know. I have no idea how to make a video of the battle, just as an FYI.ASTalR2 years agoSeasoned Novice2KViews2likes11CommentsCounter List for Defensive team, useful for TW
careful, long version with lot of detailed explanations. im not in the forums so much, so adding here the link to reddit so i can hear your feedback better. https://www.reddit.com/r/SWGalaxyOfHeroes/comments/9rcg29/tw_counter_team_v2_the_longer_version/ and as i said there in the comments, its not all the teams that can beat, its just how to beat certain defensive teams in TW with "cheaper" teams, that make it worth, instead of overkilling with meta team or doing a mirror match. https://i.redd.it/zwgavozpadu11.png17KViews2likes0CommentsGalactic challenge “win after taking 8 turns in a row “ feat not triggering?
Is anyone else having issues getting this to trigger? On my last try, my troopers got 12 turns in a row and it didn’t trigger. I’m not counting assists… 12 distinct actions on my part without opponents filling their turn meter on any toon, at least as far as I can tell.DHammond19734 years agoSeasoned Traveler4.3KViews2likes8CommentsMassive Mods Guide
NOTE: THIS THREAD IS INTENDED FOR INFORMATIONAL PURPOSES ONLY. Please post comments only related to providing information about mods, and refrain from posting any opinions, strategies, or other commentary about mods in this thread. If you want to talk strat or complain or otherwise share opinions about mods, please put it in a different thread. I'm really just compiling a lot of things that are probably already posted elsewhere, but I felt like there isn't really a single, comprehensive guide to mods on the forums yet. So, not that we need another mods guide, I figured I would at least take as much as I could find about mods and combine it all together into a single guide. I'm sure I'm probably leaving things out here, or that someone else already has a much better guide, but feel free to add to it in the comments or dispute anything I've written, and I'll try to come back and update occassionally as new info is made available. Also, all of this is accurate as of the time I'm writing this post. As we already know, everything is subject to change, including the level cap, quality levels, stats, set bonuses, etc. Enjoy! >>Basics<< All mods have the following attributes: Tier, Quality/Color, Level, Shape/Slot, Set-Bonus, Primary Stat, and Secondary Stat(s). Mods come in Tiers 1-5, Quality A-E, Level 1-15. All mods use the following methods to improve stats: Primary Stat, Secondary Stat(s), and Set Bonus. These improvements either come in the form of a flat increase or a % increase. Note: I'm a bit confused about which primary stats can still have flat values. This is because other than speed, I never really see any flat values on mod primary stats anymore, even though the devs stated in their update that it was only Offense, Defense, Health, and Protection that had the flat values removed. If anyone knows of any additional primary stat flat values other than speed, please let me know and I will update this guide to include them. >>Obtaining Mods<< Mods unlock at player level 50 and can be assigned to any character level 50 or higher. Currently, mods can be obtained by completing mod battles for Tier 1 & 2 mods, by completing mod challenges for Tier 3, 4, & 5 mods, and by purchasing them from the Mod Shop. Mod Battles Mod battles unlock at player level 50, have no character restrictions, and require cantina energy to complete. Sim tickets may be used after the battle has been completed at 3 stars, just like cantina battles. There are 8 stages, each corresponding to a particular set-bonus, and each stage contains 7 battles, one for each shape and a 7th battle that rewards a random shape. In addition to rewarding tier 1 and 2 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP. Mod Challenge Battles Mod challenge battles unlock when Stage 3 of Mod Battles is complete, and each set of challenge battles unlocks when a corresponding stage of Mod Battles has been completed. Each challenge requires a specific squad of characters, as follows: Health Set-Bonus Mods – All characters allowed Defense Set-Bonus Mods – Only Jedi Allowed Critical Damage Set-Bonus Mods – Only Jawas Allowed Critical Chance Set-Bonus Mods – Only Scoundrels Allowed Tenacity Set-Bonus Mods – Only Rebels Allowed Offense Set-Bonus Mods – Only First Order Allowed Potency Set-Bonus Mods – Only Empire Allowed Speed Set-Bonus Mods – Only Resistance Allowed Mod challenge battles require at least 3 3-star characters for the tier-3 challenge battles, at least 4 4-star characters for the tier-4 challenge battles, and at least 5 5-star characters for the tier-5 challenge battles. In addition to rewarding tier 3, 4, and 5 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP. Mod Challenge Battles also require cantina energy to complete. CG_NotReallyAJedi writes: “The Energy-to-Currency ratio is as follows: 1- 2* Mods Battles: 10 Energy, 17 Cantina Currency 3* Mods Battles: 10 Energy, 17 Cantina Currency 4* Mods Battles: 12 Energy, 21 Cantina Currency 5* Mods Battles: 16 Energy, 28 Cantina Currency” Mod Shop You may also purchase mods in the Mod Shop for either credits or crystals. The Mod Shop unlocks when Mod Battles is unlocked at player level 50. EA_Jesse writes: “Prior to unlocking Mod Challenges only 1, 2 and 3 star Mods will be available in Mod Shipments. Upon completion of ALL Tier 1 Mod Challenges 4 star Mods will start to appear in Mod Shipments. Upon completion of ALL Tier 2 Mod Challenges 5 star Mods will start to appear in Mod shipments.” It is rumored that mods may also be a reward provided by the upcoming AAT raid, and that Tier 6 and 7 mods will become available at that time. However, as of the time of this post, Tier 6 and 7 mods are currently unavailable. Edit (10/23/2016): Mods are not available as a reward for the AAT Tank Takedown raid, and Tier 5 remains the highest tier mod you can obtain. No new updates/news as to when Tier 6 and/or 7 mods will become available, but I will update this guide if/when they become available. >>Mod Stat Increases<< Mods can improve the following stats: Health, Defense, Critical Damage, Critical Chance, Tenacity, Offense, Potency, Speed, Accuracy, Protection, and Critical Avoidance. These stats are improvements based on a character's stats obtained through other progression prior to any mods, rather than after mods have been added. So, if your character has 100 speed prior to adding any mods, you add +10 speed with a primary stat, and then get a 5% speed-set bonus, the 2 bonuses are applied as (5% x 100) + 10 = 15 rather than + 10 = 15.5 (stats don't typically have decimals, but you get the idea). Stats can be increased using set-bonuses, primary stats, and secondary stats. >>Mod Shapes<< All mods correspond with one of 6 pre-defined, unique slots: Square, Arrow, Diamond, Triangle, Circle, and Plus. Each mod will correspond with one of these slots, and can only be equipped in its corresponding slot. Each shape can have any set bonus, and any secondary stat(s). However, specific shapes will correspond with specific primary stats. These are as follows: Square - Offense (%) Arrow - Speed (flat), Accuracy (%), Offense (%), Defense (%), Health (%), Protection (%), Critical Avoidance (%) Diamond - Defense (%) Triangle - Critical Chance (%), Critical Damage (%), Offense (%), Defense (%), Health (%), Protection (%) Circle - Health (%), Protection (%) Plus - Potency (%), Tenacity (%), Offense (%), Defense (%), Health (%), Protection (%) Here's another view of the same data that you might find helpful: Offense (%) - Square, Arrow, Triangle, Plus Speed (flat) – Arrow Accuracy (%) - Arrow Defense (%) - Arrow, Diamond, Triangle, Plus Health (%) - Arrow, Triangle, Circle, Plus Protection (%) - Arrow, Triangle, Circle, Plus Critical Avoidance (%) - Arrow Critical Chance (%) - Triangle Critical Damage (%) - Triangle Potency (%) - Plus Tenacity (%) - Plus >>Upgrading Mods<< Tier 1 mods have the lowest starting and max stats, whereas Tier 5 mods have the highest starting and max stats. However, Tier 1 mods have the lowest cost to increase level, whereas Tier 5 mods have the highest cost to increase level. Tier 1 is also cheapest to swap between characters, whereas Tier 5 is the most expensive. However, Tier 5 mods will sell for the highest value (since they are the most valuable), but you won't get many credits back from a Tier 1 mod. This means that lower-tier mods will upgrade quicker and much more cheaply, but higher-tier mods have a greater upside and will ultimately be more valuable in the long-run. Mk 1-A mod means tier 1, quality A. Mk 5-C means tier 5, quality C. Etc. Here are the costs to upgrade or remove mods (thanks to @IdobaFett): Tier 1 Upgrade: 375 (3,750 x 10) Remove: 550 Tier 2 Upgrade: 750 (7,500 x 10) Remove: 1,050 Tier 3 Upgrade: 1,250 (12,500 x 10) Remove: 1,900 Tier 4 Upgrade: 1,750 (17,500 x 10) Remove: 3,000 Tier 5 Upgrade: 2,250 (22,500 x 10) Remove: 4,750 Here are the total costs to upgrade mods from level 1-15 (thanks to @scuba): Tier 1: 28,875 credits Tier 2: 57,750 credits Tier 3: 152,500 credits Tier 4: 250,250 credits Tier 5: 474,750 credits >>Mod Tiers<< All mods come in Tiers 1-5. A mod's tier (number of "dots") is permanently set from the beginning, and cannot be changed (unless the devs change it, of course). Higher-tier mods have higher starting and ending values for each stat. So, for example, a Tier 1 mod will max-out at 17 speed as the primary stat, whereas a Tier 5 mod will max-out at 30 speed for the primary stat. Tiers typically determine that the mod has a higher starting or ending value for the primary and secondary stats, whereas the mod quality/color determines the number of secondary stats the mod has, and how many times it gets upgraded. >>Mod Quality/Color<< All mods come in quality A-E, which corresponds with the following colors: A - Gold, B - Purple, C - Blue, D - Green, E - Grey Mod quality can start at anywhere from quality A-E at level 1, but as the mod's level increases, the quality improves. Therefore, ALL MODS will eventually reach quality A (Gold) once upgraded to level 15. The difference is, mods that start with quality A at level 1 will typically have higher "final" secondary stats (due to existing stats increasing as the mod levels increase), whereas mods that start at quality E will typically have lower "final" secondary stats since instead of upgrading the stats on existing secondary stats, the quality increase will simply add a new stat. This can all be very confusing, but in other words, starting at a higher quality is sort of like having "more" increases applied to each stat on the mod, whereas having a higher tier is sort of like having "larger" increases applied to each stat on the mod. See Mod Levels below for further details. Most quality A (Gold) mods have 4 secondary stats, but higher-tier versions usually end up with higher stats. >>Mod Levels<< EA_Jesse writes: “Mods can reach up to level 15 Each level up increases the primary stat on the Mod At levels 3, 6, 9, and 12, a secondary stat will be added or an existing secondary stat will be increased Mods are upgraded by spending credits to increase the XP of the Mod. It is possible to receive a large XP boost immediately upgrading the Mod's level.” Note that secondary stats are only added or upgraded at levels 3,6,9, and 12. This means that the rest of the time, only the primary stat will be upgraded when a new mod-level is achieved. >>Mod Set-Bonuses<< Each mod corresponds with a specific, pre-defined set-bonus that cannot be changed (unless the devs change it, of course). Set-bonuses are earned when a character has equipped a certain number of mods (either 2 or 4 mods) that all have the same set-bonus. A Max set-Bonus can also be earned when that same group of mods (again, either 2 or 4 mods) have all been upgraded to level 15. Max set-bonuses replace the basic set-bonuses once applied. Set-bonuses and Max set-bonuses are as follows: Equip 2 Health Mods: +2.5% Health Equip 2 L15 Health Mods: +5% Health Equip 2 Defense Mods: +2.5% Defense Equip 2 L15 Defense Mods: +5% Defense Equip 4 Critical Damage Mods: +15% Critical Damage Equip 4 L15 Critical Damage Mods: +30% Critical Damage Equip 2 Critical Chance Mods: +2.5% Critical Chance Equip 2 L15 Critical Chance Mods: +5% Critical Chance Equip 2 Tenacity Mods: +5% Tenacity Equip 2 L15 Tenacity Mods: +10% Tenacity Equip 4 Offense Mods: +5% Offense Equip 4 L15 Offense Mods: +10% Offense Equip 2 Potency Mods: +5% Potency Equip 2 L15 Potency Mods: +10% Potency Equip 4 Speed Mods: +5% Speed Equip 4 L15 Speed Mods: +10% Speed >>Managing Mods<< Mods can be equipped, upgraded, removed, sold, or destroyed. Upgrading and removing costs credits. Selling a mod will return credits to the user, and equipping or destroying a mod will neither cost nor return credits. The higher the mod's tier, the more credits it costs or returns. If a mod has already been equipped, it must be unequipped first before it can be sold. Mods can be locked/unlocked to prevent them from being removed or sold until you're ready to do so. Up to 500 mods can be stored in the Mod Inventory before the UI will force you to sell or destroy mods to make room for new mods. You can search for mods using various filters and search criteria in the inventory screen to make finding the mods you're looking for easier. >>Mod Achievements<< There are tier 1, 2, and 3 achievements for mod challenges for each set-bonus type. Tier 1 Challenge Completion: 10k credits, 10 crystals, 30 ally points Tier 2 Challenge Completion: 20k credits, 20 crystals, 60 ally points Tier 3 Challenge Completion: 40k credits, 40 crystals, 120 ally points If anyone has the data on what all of the achievement rewards are for equipping mods, I would be happy to add it to this guide. I hope you've enjoyed this guide, and are (hopefully) a little less-confused by mods now; I know I was completely overwhelmed by mods when they first got implemented. Again, let me know in the comments below if you have any additions or changes you would like to see and I would be happy to edit to incorporate them, assuming that someone has validated that your information is correct. ;^]182KViews2likes36CommentsCharacter Strategy - Darth Sion
UNIT NAME: Darth Sion ALIGNMENT: Dark CATEGORIES: Sith, Tank Aggressive Sith tank that becomes stronger with Hatred ABILITIES: Basic: DARK RAGE FINAL TEXT: Deal Physical damage to target enemy and inflict Pain for 3 turns. If the target already had Pain, Dispel all debuffs on Sion. Pain: This unit takes bonus damage from Darth Sion Special 1: TORMENT FINAL TEXT: Deal Physical damage to all enemies and then Dispel all buffs on them. Then, inflict Pain on all enemies for 3 turns. Then, reduce the cooldown of this ability by 1 for each enemy without Pain. This attack can't be Evaded. Special 2: BREAK WILL FINAL TEXT: Deal Physical damage and inflict Pain on target enemy for 3 turns. This attack can't be Evaded. If the target already had Pain, this attack deals 100% more damage and Sion recovers 35% Protection. Special 3: HELD BY HATRED FINAL TEXT: Sion Dispels all debuffs on himself, recovers 100% Health and gains 100% Turn Meter. Sion gains Hatred until he is defeated, which can't be Dispelled or prevented. This ability starts on cooldown. When Sion inflicts Pain, reduce the cooldown of this ability by 1. (Cooldown 15) Hatred: +25% Critical Chance, +100% Defense and +100% Offense. When this unit is defeated, they revive with 100% Health, and gain 100% Turn Meter. Unique: LORD OF PAIN FINAL TEXT: (ZETA) Sion has +100% Defense and +100% Tenacity against enemies with Pain. At the start of each enemy’s turn, if they have Pain, Sion gains Taunt until the end of the turn. At the end of each turn, Sion inflicts Pain for 3 turns on enemies who damaged him that turn. When allied Darth Traya or Darth Nihilus are Critically Hit, reduce Held By Hatred’s Cooldown by 1. General Strategy, Synergy and Utilization Darth Sion is a disruptive Sith tank who likes to Taunt his enemies. He provides cover for his allies while not completely sacrificing himself, taking only as much damage as will benefit him and his Triumvirate allies. Darth Sion is capable of lasting a very long time thanks to his unique buff, "Hatred," which allows him to revive and increase his damage output considerably. In addition to being a bruiser, Sion establishes control of the fight and serves as a strong foundation to anchor the defense of any Sith squad. When used with the full Triumvirate, he can use "Held by Hatred" extremely quickly, and becomes a menace on the battlefield. Additionally, when Sion inflicts "Pain" on his enemies, he'll not only deal bonus damage to those enemies, but it reduces the cooldown of "Held by Hatred," ramping up his damage and allowing him to attack more often.75KViews2likes89CommentsAlly Code Sharing [June 2021]
Greetings Holo Tables Veterans and Novices, Are you a newer player who would like to borrow really strong characters to use on the Light Side, Cantina, Mod Battle or challenge holo-tables? Are you an older player who is willing to let others borrow your characters? Here, new players and veteran players can post their ally codes! Find new allies using the following rules: > Post your ally code if your willing to become allies with others in the community! > What lead you have set or are looking for on the tables > No additional text or the post will be edited/removedSunnie19785 years agoSeasoned Ace28KViews2likes129CommentsGaming-fans.com's "Best Mods" series
So I am slowly working to "complete" the SWGoH Best Mods series on the site and will use this single post to update you all since we can all benefit from this. I also have a couple of Smithie D's mods videos linked on the page since we announced our media partnership a couple of weeks ago. New additions to the Best Mods series are Kylo Ren and Baze Malbus. I will be working on Chirrut Imwe this week since I just 7-starred him myself and want to fully realize his potential. If anyone has recommendations or requests I am always open to try and write up a Best Mods for any toon in the game, especially if the fans/players all seem to want to see the same ones. Also, if you have good writing skills and a love for the game and feel that you can add to the site I will gladly publish anything that I review and agree is up to the standards we have set thus far. Hit me up via PM if you feel confident that you can/want to take this on as long as I know who you want to write about. Thanks all - I hope you all enjoy this as much as I do!ljcool1109 years agoSeasoned Veteran5.1KViews2likes41CommentsGuide to the Acronyms and Terms of Star Wars Galaxy of Heroes (SWGOH)
Have you ever asked a guildmate or someone in forums a question, and received back an answer you can't understand? Did you see posts about toons with high DPS, toons that apply dots, zetas, teams with CLS and wondered what they were talking about? Well, wonder no more! This handy guide of SWGOH acronyms and terms will have you sounding like a vet in no time! 5s - CT-5555 "Fives" AA - Admiral Ackbar AAT - Tank Raid AB - Ability Block Alt - A player's secondary account, as opposed to a primary or main account AoE - Area of Attack- An attack that does damage to multiple enemies ATF - Ahsoka Tano (Fulcrum) AV - Asajj Ventress BB - Buff Block(same as buff immunity) BF - Boba Fett BI - Buff Immunity (same as buff block) CC - Chief Chirpa CC - Critical Chance CD - Critical Damage CG - Capital Games, the developer of Star Wars Galaxy of Heros Chaze - Baze Malbus and Chirrut Imwe used together on the same team Chewy - Clone Wars Chewbacca Chirpatine - A Heroic Tank Raid Team using Chief Chirpa Lead, Emperor Palpatine, and typically three taunting tank characters used in P3. Cholo - Captain Han Solo CHS - Captain Han Solo CLS - Commander Luke Skywalker CM - Combat Mision in a territory battle (TB) CN - Chief Nebit CS - Clone Sergeant - Phase I CUP - Coruscant Underworld Police D - Defense Devs - The game developers DK - Director Krennic DN - Darth Nihilus Dots - Debuff that inflicts damage over time DPS - Damage per second, generally refering to characters that inflict high damage DR - Darth Revan Drennic - Death Trooper and Director Krennic used in the same team DSTB - Dark Side Territory Battle DT - Death Trooper (sometimes now also used for Darth Treya) EE - Ewok Elder EK - Eeth Koth Emp - Emperor Palpatine EP - Emperor Palpatine ES - Ewok Scout EzPz - Emperor Palpatine with both zetas FL - Farmboy Luke Skywalker FOE - First Order Executioner FOO - First Order Officer FOSFTP - First Order SF Tie Pilot FOST - First Order Stormtrooper FOTP - First Order Tie Pilot FOX - First Order Executioner FS - Foresight FTP - A player who plays for free without making purchases (Free to play) GAT - Grand Admiral Thrawn GG - General Grievous GK - General Kenobi GMT - Grand Moff Tarkin GMY - Grand Master Yoda GS - Geonosian Soldier GS - Geonosian Spy GvG - Events pitting one guild against another guild, currently Territory War is the only GvG event GW - Galactic War HAAT - Heroic Level Tank Raid HB - Heal Block HMF - Han’s Millennium Falcon Hoda - Hermit Yoda Hots - Buff that grants healing over time HP - Health/Protection HRSc - Hoth Rebel Scout HRSo - Hoth Rebel Soilder HSith - Heroic Sith Triumvirate Raid HSTR - Heroic Sith Triumvirate Raid HT - Hounds Tooth HTB - Hot Topic Bastila (Bastila Shan (Fallen)) Hyoda - Hermit Yoda IGD - Ima-Gun Di IPD - Imperial Probe Droid ISC - Imperial Super Commando JC - Jedi Consular JE - Jawa Engineer JKA - Jedi Knight Anakin JKG - Jedi Knight Guardian JKR - Jedi Knight Revan JS - Jawa Scavenger JTR - Rey (Jedi Training) Krooper - Death Trooper and Director Krennic used in the same team KRU - Kylo Ren (Unmasked) Leia - Typically refers to Princess Leia, as opposed to other versions LSTB - Light Side Territory Battle Lumi - Luminara Unduli Main - A player's primary account, when the player has more than one account ME - Mob Enforcer META - Most Effective Team Available Mods - In forums, can refer to mods pieces for characters or forum moderators MT - Mother Talzin NAAT - Non Heroic Tank Raid NS - Nightsister O - Offense OB - Old Ben OD - Old Daka OG Han - Han Solo (his shard are a reward for beating the heric level of the Pit Raid) Omega - A gold colored ability material used to take a character's abilities up to level 7 or 8, OP - On forums, when replying to a person on a thread is original poster, but when talking about a toon means over powered. P1 (or other numbers) - Phase 1, Phase 2, etc. Palp - Emperor Palpatine Phoenix - Members of the Phoenix squad (Hera Syndulla, Ezra Bridger, Sabine Wren, Kanan Jarrus, Chopper, and Garazeb "Zeb" Orrelios) Pig - Gamorrean Guard Pot - Potency Princess Zody - Cody zeta, Princess Leia, and clones used as a team in tank raids Prot - Protection PTP - A player who has purchased items in game (Pay to play). This can be further broken down into dolphins, whales and krackens, depending on the amount spent. PvP - Player versus Player. SWGOH does not have a true PvP mode, as the AI controls one side. Usually refers to Squad Arena. QGJ - Qui-Gon Jinn R2Z2 - R2D2 with double zeta Raid Han - Han Solo (his shards are a reward for beating the heric level of the Pit Raid) RaT - Range Trooper RG - Royal Guard RNG - Random Number Generator (Your "luck" for effects or events) ROLO - Rebel Officer Leia Organa RP - Resistance Pilot RT - Resistance Trooper SA - Can either refer to Sith Assassin or Squad Arena Sass - Sith Assasin Sassy - Sith Assassin Scav Rey - Rey (Scavenger) Shard - Can refer to either a piece of a character/ship, or the people you play against in squad arena or fleet arena) Shore - Shoretrooper SiT - Sith Trooper Snips - Ahsoka Tano Snow - Snowtrooper Snolo - Captain Han Solo Snowlo - Captain Han Solo SM - Special Mission in a territory battle (TB) SRP - Scarif Rebel Pathfinder ST - Stormtrooper STH - Stormtrooper Han STHan - Stormtrooper Han STR - Sith Triumvirate Raid T - Tenacity TB - Territory Battle TFP - Tie Fighter Pilot TLDR - Too long, didn't read, used when someone wants to reply but not read the entire post TM - Turn Meter TMR - Tme Meter Reduction Toon - In game characters TS - Tuskan Shaman TW - Territory War Vets - Veteran Smuggler Han Solo and Veteran Smuggler Chewbacca VHS - Veteran Smuggler Han Solo VM - Visas Marr Wai - Working as Intended Wiggs - Wedge Antilles and Biggs Darklighter used together on the same team XB - Xanadu Blood Yoda - Typically Grand Master Yoda Yolo - Young Han Solo Zader - Darth Vader with a zeta Inspiring Through Fear Zariss - Barriss Offee with a zeta on Swift Recovery Zaul - Darth Maul with a zeta on Dancing Shadows Zavage - Savage Opress with a zeta on Brute zDN - Darth Nihilus with a zeta (he has 2, can be either) Zeers - General Veers with a zeta on Aggresssive Tactician Zentress - Asajj Ventress with a zeta (she has 2, can be either) Zeta - Zeta material used to raise select character abilities to level 8. These are some of the most powerful abilities in the game Zidious - Darth Sidious with a zeta on Sadistic Glee Zinn - Finn with zeta on Balanced Tactics Zoba - Boba Fett with a zeta on Bounty Hunter's Resolve Zoda - Grand Master Yoda with a zeta (typically on Battle Meditation) Zody - CC-2224 "Cody" with a zeta on Ghost Compay Commander Zolo - Han Solo with a zeta on Shoots First Zombie - Nightsister Zombie Zooku - Count Dooku with a zeta on Flawless Riposte ZQGJ - Qui-Gon Jinn with a zeta on Agility Training Zylo - Kylo Ren with a zeta on Outrage zZeb - Garazeb "Zeb" Orrelios with a zeta on Staggering SweepSunnie19788 years agoSeasoned Ace92KViews2likes5CommentsLeveling up Characters
I'm just wondering. What is the best way to level up my characters. Right now, I am trying to get a full 5 teams of 6* heros for the Rancor raid "The Pit" tier 6. So after that, should I get all those 6* charaters to tier 7 gear for the protection, or should I get my main 5 up to level 12 gear 1st.915Views2likes22Comments