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Jar Jar Binks event tier IV is impossible to beat.
Immediately after starting the battle, maul takes a turn because he has an unnaturally high speed to make the event 'difficult'. But he immediately one-shots jar jar, who is the only character who's mods I can't control. I get making the event difficult, but this is literally impossible.9Views0likes1CommentUnable to load into the game.
Since Friday the 22nd of May i have been unable to load into the game. When trying to load into the game i will continuously get to the screen shown in the attatchment showing its 90% done and 102 of 105 MB complete. not once has it gotten past this point. I have attempted: Reconnecting the internet, repairing the game, redownloading the game, using a vpn, restarting the device, using both the PC and Android versions of the game, attempting over multiple days. Since being unable to get into my account i have: Been unable to play 2 rounds of grand arena, participate in TW and Raid(causing my guild to miss out on the next crate), Participate in Tb, participate in colisium (which will mean i am as of now 5 days behind on levilling my era charecters, I missed out on 20 Zeb shards meaning i will not 5 star him), Complete my daily objectives, and Use my energy meaning a loss of shards on all my farms.83Views0likes11CommentsKit Reveal: Rotta the Hutt
UNIT NAME: Rotta the Hutt ALIGNMENT: Light CATEGORIES: Leader, Attacker, Hutt Cartel ------ No longer the helpless child once hunted during the Clone Wars, Rotta has embraced spectacle and raw power to forge a reputation all his own. Whether commanding the crowd or crushing challengers beneath overwhelming force, Rotta fights to carve out a legacy no longer defined by his father. This character development for Rotta was something that we really wanted to reflect in his kit and in his ally choices. Rotta could lead the Hutt Cartel if he so chooses, but he prefers to take the field alone. With this in mind, we wanted Rotta to feel like the gladiator he is while in solo scenarios, where he truly comes into his own and his individuality takes center stage. —--- Basic Ability: Cleave the Unworthy Final Text: Deal Physical damage to target enemy twice and inflict 1 stack of Bleed (max 6), which can’t be evaded or resisted, until the end of the encounter, Healing Immunity, and Speed Down for 1 turn. Reduce the target enemy's Defense by 20% (stacking), which can't be resisted, until the end of battle. If Rotta the Hutt was the only ally at the start of battle: Reduce the target enemy's Critical Chance by 10% (max 50%) and Rotta gains 20 Speed (max 100) until the end of battle. Rotta recovers 10% Health and Protection. Synergies: This ability really supports the rest of his kit in that it sets up Bleed stacks for his Special 2, reduces the enemy’s Defense in anticipation of his larger moves being used, and allows him some additional sustain in solo scenarios. Inspiration: When we first saw the trailer for the movie, we saw those axes in his hands and knew we wanted to use them. However, Rotta does a lot of counterattacking, and so we also wanted this ability to feel fast - instead of having Rotta move to the enemy side and hit an opponent, we decided to have him throw his axes, showing off his incredible strength and helping to prevent long animations in matches. FAQ/Clarity: How you want to rotate your skills with Rotta tends to vary by matchup and squad lineup. If Rotta is alone on the field, sometimes this is the move you want to start with to start building up Speed against your opponent. —--- Special 1: Knock ‘Em Dead Final Text: Deal Physical damage to all enemies, dispel all buffs from them, inflict 2 stacks of Bleed (max 6) until the end of the encounter, and Off Balance on them for 2 turns. If all enemies are inflicted with Off Balance, Rotta gains a bonus turn and 40% Offense for 1 turn. If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, all other allies assist and Tank allies Taunt for 2 turns, if Rotta is below 50% Health this Taunt can't be dispelled. While in Grand Arenas if all allies were Hutt Cartel at the start of battle: This ability can’t be evaded or resisted. If Rotta was the only ally at the start of battle: He inflicts an additional stack of Bleed (max 6) on all enemies, removes 10% Turn Meter from them, reduces the cooldown of Showboat by 1, and he gains 50% Offense for 1 turn instead. Synergies: This ability sets up Showboat with extra stacks of Bleed, Off Balance, and with some extra Offensive power to make it feel impactful when that ability gets used. As a fairly quick ability, it’s also great for keeping buffs off of the enemy squad. In scenarios where he brings in allies with him, this ability allows him to redirect attention away from himself onto his Tank and to focus down a target enemy with the assist. Inspiration: When the stakes are high you use what you have to get through, and it made sense to us that Rotta would make use of his tail in a fight to surprise opponents when they thought his guard was actually down. FAQ/Clarity: If I call my allies to assist, will it prevent me from getting the bonus turn for everyone getting Off Balance? No, you will still get a bonus turn for landing the Off Balance even if your allies immediately trigger its effects by assisting. It says ‘if Rotta had a full squad of Hutt Cartel allies’ what does this mean? It means that in 3v3 Grand Arenas, there are three characters in the squad and they are all Hutt Cartel. Similarly, in 5v5 battles you will need to field 5 characters that are all Hutt Cartel in order for this to work. —--- Special 2: Showboat Final Text: Deal Physical damage to all enemies, trigger all stacks of Bleed on them, detonate all Thermal Detonators on them, and Stun them for 1 turn. If Rotta was the only ally at the start of battle: This Stun can't be evaded or resisted. If any enemy is defeated by this ability, all Hutt Cartel allies gain 20% Turn Meter. While in Grand Arenas if all allies were Hutt Cartel at the start of battle: Tank allies recover 10% Protection for each enemy damaged by this ability and Attacker allies gain 10% Defense Penetration (stacking, max 50%) each time this ability is used. If Rotta the Hutt was the only ally at the start of battle: This ability instantly defeats enemies below 40% Health (excludes Galactic Legends and raid bosses) and Rotta recovers 50% Health and Protection for each enemy defeated by this ability. Synergies: Again, depending on what enemy squad you’re facing, sometimes you’ll want to open with this to land the Stun on all enemies, but afterwards should be timed with his other abilities to take advantage of all of the other damaging effects he stacks. Inspiration: Every showman needs a signature move, right? We wanted this one to feel like a big move for Rotta, where if you set the enemy squad up well with his basic and Knock ‘Em Dead, this could defeat a couple of enemies at once and allow him to really snowball that momentum into the rest of the fight. —---------- Unique 1: Pedunkee Mufkin Final Text: Ally Hutt Cartel Tanks Taunt for 2 turns at the start of battle. Whenever Dark Side Support allies attack an enemy, all allies recover 10% Health, Protection, and Turn Meter. Dark Side Hutt Cartel allies and Rotta can ignore Taunt effects during their turn. All Hutt Cartel allies are immune to Cooldown Increase and Rotta is immune to Thermal Detonators. If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, whenever they have Turn Meter removed, Rotta has a 50% chance to gain a bonus turn. If Rotta the Hutt was the only ally at the start of battle: Whenever an enemy removes Turn Meter from him, he deals damage to all enemies equal to 10% of their Max Health (this damage can't defeat enemies) and has an additional 30% chance to gain a bonus turn. While in Grand Arenas if all allies are Hutt Cartel at the start of battle: All allies gain 50% Max Health. If all of Rotta's other allies are Dark Side, whenever they or Rotta are inflicted with a debuff, they inflict a Thermal Detonator on the enemy that applied it for 2 turns, which can't be evaded or resisted. Whenever Rotta defeats an enemy, the cooldown of Showboat is decreased by 1 and all allies gain bonus Protection (40%, stacking) until the end of the encounter. If Rotta was the only ally at the start of battle: He takes reduced damage from percent health effects and defeated enemies can't be revived. Inspiration: Rotta may be creating his own path towards his destiny now, but we felt we couldn’t fully recognize where he’s heading without also acknowledging where he came from. —----- Unique 2: Large Character Final Text: This character can’t be used in the ally slot or with another large character and summons are prevented for allies. —--------- Leader: A Legacy Reforged Final Text: Hutt Cartel allies gain 50% Accuracy and Critical Avoidance, 200% Defense, 75% Offense, 50 Speed, and 40% Tenacity. Dark Side Hutt Cartel allies and Rotta gain 75% counter chance and 50% Critical Chance. The first time each Hutt Cartel ally falls below 50% Health, they gain Damage Immunity for 1 turn, recover 20% Health and Protection, and ally Tanks Taunt for 2 turns. Whenever a Dark Side Hutt Cartel ally or Rotta inflicts a stack of Bleed or a Thermal Detonator on an enemy, they gain 5% Turn Meter and recover 5% Health and Protection. If Rotta the Hutt is the only ally at the start of battle: He gains 250% Max Health and Max Protection, 50% Health Steal, 25 Speed, he can't be instantly defeated, and whenever he is Ability Blocked, Blinded, Dazed, Feared, or Stunned he dispels it and inflicts a stack of Bleed (max 6) and 1 Thermal Detonator on all enemies for 2 turns, which can't be evaded or resisted. If it can't be dispelled, he also gains Damage Immunity for 1 turn, which can't be dispelled. Synergies: Inspiration: Rotta is forging his own path forward now, and in doing so creating his own story. The name for this ability was inspired by this part of his character development. FAQ/Clarity: —-------- Closing Thoughts: Designing Rotta came with a unique challenge, because Galaxy of Heroes has plenty of ways to pin down a lone character. From the beginning, we wanted Rotta to capture the feeling of a true arena brawler who could stand on his own and keep the fight going. He’s been a blast to play internally, and we’re excited to see players throw him into some of the game’s toughest matchups.11KViews4likes19CommentsEA Webstore Scam
I just purchased the Gungan LSB from the webstore and upon entering the game it gave me a notification to claim it. after claiming it I received 5847 Crystals instead of the Gungans stating: “there was an issue processing your purchase. We have credited your account as best we could.” Not only did EA charge me the full amount but their crediting wasn’t even an equivalent value if I bought just raw crystals (which I would never do) I expect EA to fix this and refund my money immediately as this is completely unprofessional and inappropriate. Does anyone have any advise on how to get this fixed ASAP as I did not just spend $44 to be given crystals which have essentially no buying power in this game.74Views2likes4CommentsCouldn’t receive the last 25 shards from the Thrawn journey!
Hello, I didn’t get the last 25 shards from the Grand Admiral Thrawn journey even after all tier cleared which appears to be a common issue or bug. Is this something that can be fixed or solved? That issue has remained to be fixed for years. All need is to get only 25 shards of Thrawn!! My ally code is 244-728-596.6Views0likes0CommentsThe Twins - Kit Concept
Alignment: Dark Side Role: Leader, Support Faction: Hutt Cartel, Scoundrel an actual Hutt Cartel lifter because Rotta should always be used solo + makes more sense the key idea is that they try to avoid conflict whenever they can but will become aggressive if you stand in their way Basic: Pay Tribute On their turn, call target other Hutt Cartel ally to assist, dealing 50% more damage if that ally is a Bounty Hunter. Hutt Cartel allies gain 1 stack of Profit (max 5) until the end of the battle. Special 1: Bad For Business. (Cooldown 3) Dispel all debuffs on all Hutt Cartel allies. Hutt Cartel Tank allies Taunts for 2 turns. Hutt Cartel allies gain 2 stacks of Profit (max 5) until the end of the battle. Special 2: You will suffer. Then it will be his turn. (Cooldown 14) Deal True Damage to all enemies one time for each stack of Profit on Hutt Cartel allies and detonate all Thermal Detonators. If this attack defeats an enemy, all Hutt Cartel allies gain a bonus turn and inflict one stack of Thermal Detonator on all enemies for 2 turns. Leader: Claim to Jabba's Bequest At the start of the battle, Dark Side Hutt Cartel allies loses 75% Max Health and gain that much Max Protection. Hutt Cartel allies have +100% Potency, +30% Max Protection and +30 Speed. Whenever an enemy's buff is dispelled, that enemy is inflicted with a stack of Thermal Detonator for each buff dispelled for 2 turns. All Hutt Cartel allies' Payouts are activated at the start of the battle. Hutt Cartel allies take reduced damage from Max Health damage effects and their Protection can't be ignored. Whenever Unique 1: Brother and Sister The Twins have +100% Max Protection and can't be instantly defeated. Whenever a Hutt Cartel ally inflicts Damage over Time on an enemy, they inflict a stack of Thermal Detonator instead. Whenever a Hutt Cartel ally gains Protection Up, they gain Shield Up instead. Whenever a stack of Thermal Detonator expires on an enemy, Hutt Cartel allies recover 5% Health and Protection and gain 5% Turn Meter. Whenever a Hutt Cartel ally with 5 stacks of Profit uses an ability, remove all stacks of Profit from them and inflict the target enemy with a Thermal Detonator for 2 turns. Unique 2: Large Character24Views0likes1CommentRule of Fifty - ~675M GP - Independent, International and with UK timebase
We are a U.K. time based guild, fully independent, with people from several countries, created since the inception of guilds in the game, with some basic competitive standards that all members must put an effort to accomplish. TB INFO: RotE - 41* with maxed Mandalore We have attendance rules for TBs (do the battles you can and always do the final deployment according to the instructions). TW INFO: Registration not mandatory but if you choose to register then you need to help properly on both phases. RAID INFO: Order 66 with scores above 245M reward tier. Attendance is a must (use your attempts). COMUNICATION: We use Discord for guild communication. ROSTER & DAILY PLAY REQUIREMENTS: The requirements for joining us are: • Daily play with 600 tickets energy/day (exception made to real life stuff like holidays, but not making it should be the exception) and help on the guild features. • Roster with GP values higher than 12M with a decent number of chars on relics, at least 7 GLs + 2 top fleets done and working on more. Exceptions possible if you are close to this requirements and you also have a focused roster. • Attitude and willingness to help on the guild features goals - a good roster isn't enough, we want good spirit, commitment and teamwork. What we have to offer: • Lots of game experience and fair environment. • Respect for all members. We only replace members if they fail to commit to our basic rules. • No micromanagement or mandatory farms. We can advise and help following paths but it's always your account and your decision. • Good organization and communication. • Sharing of game information and experiences. • Long term members. If you are interested in joining us please post here or send a PM to “AceCV” (in forum) or using Discord (id= ace7103) and I'll get back to you. Thanks!3.4KViews2likes81CommentsFarming Datacrons
Hi, now that Set of Datacrons can only be farmed in 1 Conquest cycle, It's very difficult to farm enough datacrons and also at the same time complete the Red crate, this is only worse in the DC sets that have FDC's, because they costs you a lot of MK2 and MK3 materials and then they can't be dismantled like a normal DC, this is pretty annoying to anyone trying to compete in GAC, so I think that the FDC's need to be like normal DC's, I don't have any problem that FDC's costs a lot of materials because some of them are really broken, but I think they need to return a couple of materials for the next set to do the farming not that difficult, specially if there's one or more FDC's LVL 15.181Views1like9CommentsAccount bug
Hello! My problem is, i cannot link my game account to my ea acc (to use the store). Settings/connect: it shows as connected to EA. If i try to unlink account it throws error code 9 and a restart. Same if i try to import account. Tried a lot of options, switching wifi to mobile data, sign out of google play and relog, clear cache/storage, etc. If needed, my ally code: 491-975-667 Thank you in advance45Views1like5CommentsEyes of the Empire Tier VIII won't unlock
I have Cassian undercover at tier 10, and Kleya, Vel, and Cinta at tier 9 and the final tier won't unlock. That's a lot of materials to invest with no reward. I tried restarting the PC app and also the android mobile app, same issue in both. 776-186-482122Views3likes3CommentsCannot log in to the webstore
I have a problem logging in to the webstore but somehow I can’t access it because my email that i used for ea account isn’t there even thought i remember back then exactly from 2025 i used the same email for entering code just to get into the webstore please help10Views0likes0CommentsBogus Journey Guide
I'm not one to normally complain about the difficulty of the game. I enjoy a challenge and view it as a reason to get better. But the bo katan event is wack. As a f2p player, slaving away to get the requirements done, finally completing them, attempting the first tier, and getting stomped. Some defining features here. I have not neglected mods, I have some decent ones, but reroll attempts are stupidly expensive, and micro attenuators are ridiculously hard to come by. So I've gotten a few sets as high in speed and other stats as I can. But even those aren't near good enough to consistently beat these tiers. I managed to snake out a win on tier one after putting my very best mods on kel, but it took easily 2 dozen attempts. Paz was easier but still took my best mods, and then tier three has stumped me entirely. I've looked at tutorials, Ive attempted to get my characters to the required stats, but with my limited resources it's not happening. I can't get one character to the required speed with my fastest mods, let alone 2. All I'm wondering is why ever other journey guide is a challenge but doable, but recently the journeys have been extremely hard, requiring even more unwanted investment from f2p players. I don't have the time or crystals to constantly be rerolling mods, and I should be at least given a chance after slaving for the requirements. Anyways. Rant over.84Views1like4CommentsCharacter Kit Concept: Jedi Master Dooku
The Journey Guide character for the 'Era of the Jedi' Unit Name: Jedi Master Dooku Relic Amplifier: Lightsaber Affiliation: Light Side, Attacker Tags: Leader, Galactic Republic, Jedi Era: Era of the Jedi Attacks and Abilities Basic: Lightsaber Finesse Deal Physical damage to target enemy. Each instance of damage has a 50% chance to inflict Stagger for 2 turns, which can't be Evaded or Resisted. If the target enemy has Backfoot, Jedi Master Dooku attacks again. Special 1: Corruption Must Be Eradicated (Cooldown: 3) Deal Physical damage to target enemy three times and inflict Armour Shred for the rest of the encounter. If Jedi Master Dooku had Riposte, deal true damage and inflict Backfoot until the end of the encounter or until it is cleansed. If the target enemy has Stagger these effects cannot be evaded or resisted. Backfoot: At the start of the enemy's turn, they have a 50% chance to lose their turn. If they lose their turn in this way, they lose Backfoot. While in Grand Arenas and if all allies are Galactic Republic Jedi: Deal bonus damage based on 50% of Jedi Master Dooku's Potency, and inflict an additional stack of Armour Shred. Special 2: I Will Have The Truth (Cooldown: 3) Target enemy is inflicted with Marked for 2 turns, which can't be Resisted or Dispelled. Jedi Master Dooku and a random Galactic Republic Jedi ally gain 20% Turn Meter and Riposte for 2 turns. Jedi Master Dooku gains an additional 5% Turn Meter for each Galactic Republic Jedi ally. If Jedi Master Dooku already has Riposte, call two random Galactic Republic Jedi allies to assist. If Sifo-Dyas is present, he is also called to assist. Leader: Peace and Order All Galactic Republic Jedi allies have +40 Counter Chance and have +10% Critical Chance and Critical Damage for each Debuffed ally. Whenever a Galactic Republic Jedi ally inflicts a Debuff, they gain 1% Max Health (stacking, max 75%) and whenever they are Resisted, they gain +2% Potency (stacking, max +60%). While in Grand Arenas and if all allies are Galactic Republic Jedi: All enemies start the battle with Backfoot, which can be neither evaded nor resisted. All allies gain +30% Critical Avoidance until the end of battle and Tenacity Up for 2 turns. Unique: What Choice Have I? Whenever any enemy gains Backfoot, Jedi Master Dooku and one random ally gain Retribution for 2 turns. Whenever Jedi Master Dooku gains Retribution, he gains +2% Max Health, +2% Max Protection, +2% offence until the end of battle (Stacking, Max +100%). Whenever a Galactic Republic Jedi ally is damaged by an enemy with Backfoot, Jedi Master Dooku gains Anger for 2 turns and takes a bonus turn. If Jedi Master Dooku damages a single enemy 20 times without damaging any other enemy, he gains Fatal Flourish for 1 turn and that enemy gains Armour Shred. While in Grand Arenas and if all allies are Galactic Republic Jedi excluding Galactic Legends: All allies gain Foresight at the beginning of battles. Whenever any ally evades an attack, all allies recover 10% Health and 10% Protection. All allies gain bonuses equivalent to Jedi Master Dooku's Health, Protection, and Offence bonuses from this ability. Whenever Jedi Master Dooku damages an enemy affected by Stagger, he applies Backfoot. If the enemy has Armour Shred, this effect cannot be Evaded or Resisted. If Retribution is dispelled from any ally during an enemy's turn, that ally gains Retribution for two turns at the end of that turn. Jedi Master Dooku gains Fatal Flourish twice as fast. Anger: -10% Accuracy except against Debuffed opponents. +50% damage against Debuffed opponents. Anger is dispelled on a successful attack. Fatal Flourish: If target enemy has Armour Shred, instantly defeat target enemy (excluding Galactic Legends and Raid Bosses). Against Galactic Legends, Raid Bosses, and any target that is not Debuffed, ignore Damage Immunity for this attack and deal Massive Damage in addition to the normal damage of this attack. Once an attack deals damage or instantly defeats an enemy, Fatal Flourish is dispelled. Required Units: Yaddle Sifo-Dyas Jak'zin Quinlan Vos Cin Drallig Adi Gallia Journey Event: The Cost of Freedom9Views0likes0Comments
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