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Baylan FDC - Hondo Escaping at 10 Ransom
I've been using the Baylan focused datacron and am seeing Hondo escape even though he has 10 stacks of Ransom when the Captive enemy is defeated. Hondo's unique reads, "... If a Captive enemy is defeated and Hondo does not have at least 10 stacks of Ransom, Hondo escapes from battle." Hondo's basic reads, "Deal Special damage to target enemy. Gain 1 stack of Ransom (max 50) for the rest of the encounter..." The text for the datacron that impacts Hondo reads, "Whenever Hondo Ohnaka uses a basic ability, he gains 9 additional stacks of Ransom..." The datacron seems to be constructed so that Hondo only needs to take one turn (using a basic) to get to 10 stacks of Ransom before the Captive enemy is defeated to avoid his escape from battle. This isn't working. Attached screenshots show, 1) the datacron in use. 2) Hondo with 10 stacks of Ransom and Captain Rex is Captive. 3) After defeating Captain Rex, Hondo escaping. This was done in Arena to be able to replicate the issue and capture the screenshots. Hondo's first turn was to Capture Captain Rex. His second turn was basic and received 10 Ransom. Next turn overall in the battle (next turn after Hondo's second turn and basic) was Marrok's which defeated Captain Rex, leading to Hondo escaping. What's extra confusing about this is that it happened in Territory Wars yesterday, and even though Hondo escaped, I got the 20 points for all units surviving. I didn't get a screenshot of this one, but thought this info may help track down the issue.53Views0likes6CommentsIs Coliseum a scam?
Something nefarious seems to be going on with Coliseum. I think if you spend some money but not enough money CG won’t let you get past tier 5 unless you spend more money. My toons are all 7 star and level 55 and I can’t beat any tier 5. There are people with 5 and 6 star level 50-55 toons who score more points than I do. I’m not sure how that’s possible. How are people who seem to have spent way less money getting more points than I am? I’d say I’ve spent like $50-80 on getting my toons to level 55, plus another $100 on crystals to get those toons to 7 star, but now I feel like I’m being punished for not spending enough money to get my toons higher than 55. I thought if I could get them to 55 I’d be good and could get to higher tiers to get my toons to level 70. I also can’t get past 91% on any of tier 5. No matter what I do. I feel like CG made last Coliseum easier so when this one started we had expectations that we’d get our toons to level 70 or so. This Coliseum is way harder and way less fun. I know it’s also designed to frustrate us so we spend money. Overall this just annoys me to the point that next Coliseum I won’t spend any money. It’s not worth my time, money, or frustration. Coliseum isn’t fun anymore and it’s way more expensive to unlock new toons than it was before Coliseum. I feel like CG is punishing people who spend money but not enough money.60Views2likes3CommentsJoin Vengeful Shadows!
Come join Vengeful Shadows! Whether you're an experienced player or just starting the game, we'd love to have you! No discord needed. We currently have 14/50 members and 20 mil GP with 9 ⭐️ in LS Hoth TB, and are only open to mergers if they come to us. Requirements & Benefits: -10 day inactivity limit (unless guild leadership notified) -Will start Raids and TW as soon as possible. -Feel free to ask any questions. Interested? Join Vengeful Shadows today! AC: 328-951-643158Views1like0CommentsCassian NEW LST Tokens Bug
When the LSTs were announced it was stated that they will be able to be used on the Legacy era characters and once the characters become double farmable, they move into legacy era. Based on that definition, the New Bad Batch members should be included in the newly released Cassian LSTs which will be released tomorrow. I have read the announcements and planned and invested accordingly. I am hoping since they are not released at the moment, the ingame version shows the old LSB tokens and they do not show the new bad batch characters in LST list. Please fix this before the release.28Views0likes2CommentsKit Reveal: Cobb Vanth
UNIT NAME: Cobb Vanth ALIGNMENT: Light CATEGORIES: Leader, Attacker, Constable Cobb Vanth, “Mr. Tatooine,” is designed as a Light Side leader who ties Jawas, Tuskens, and a broader Constable squad into a single high-performance team across multiple modes. His omicron diversity allows for an eclectic mix of teams and playstyles. With the emphasis on tracking down “outlaws” the team focuses offensively on taking actions against those that would mean to do harm. Cobb wants to maintain law and order with his Constable associates, but isn’t afraid to call in some temporary help through deputizing some of the local inhabitants. Creating a diverse team of Constables and Jawas or Tuskens (or both) can lead to some explosive outcomes. ------ Basic - Think It Through Deal Physical damage to target enemy and gain Tenacity Up for 1 turn. If the target enemy was Dark Side, they are inflicted with Offense Down and Constable allies gain Offense Up for 1 turn. If the target enemy was Light Side, they are inflicted with Defense Down and Constable allies gain Defense Penetration Up for 1 turn. If the target enemy was Outlaw, dispel all buffs on them and inflict Buff Immunity for 1 turn, which can't be resisted, and dispel all debuffs on all Constable allies. Design Notes: Cobb represents the leader of the Constables and so a lot of his actions are about picking the right targets. Outlaw enemies that represent some of the shadier dealings in the Star Wars universe will be particularly punished by those that represent that right side of the law. Inspiration: The name is referencing Cobb’s warning to the Pyke Syndicate while they were running spice through the area and were ready to attack Cobb Special 1 - Justified (CD=4) Deal Physical damage to all enemies and grant a bonus turn to another random Constable ally. Allies that have been damaged since their last turn gain Retribution for 2 turns, otherwise they gain Alert for 2 turns. Enemies that damaged Constable allies since Cobb's last turn are Ability Blocked for 1 turn, otherwise they are Vulnerable for 1 turn. Design Notes: Since the Constables are meant to represent those on the right side of the law, having an ability that responds to the actions of the enemies felt appropriate. If those enemies didn’t attack us, then we are alerted to their presence, and they become vulnerable. But, if they were railin’ on us then we will be givens them the business. Those actions would be Justified. Special 2 - High Noons (Cooldown = 12) Zeta + Omi Deal Physical damage to target enemy increased by 50% per other active Constable ally. If this attack is the first time this ability has been used against the enemy they lose 50 Speed and are Distracted until the end of encounter, which can't be dispelled or resisted, and can't deal damage to another Constable ally until damaging Cobb. If all allies are Constable, Jawa, or Tusken, they gain buffs until the end of encounter that can't be dispelled or prevented for each unique enemy attacked by this ability: 1+: Defense Up 2+: Speed Up 3+: Execution This ability can't be evaded. Execution: Whenever this character uses a Special ability, instantly defeat the target enemy then remove this buff from all allies While in Territory Battles: Dispel all debuffs on all allies and they gain 10% Max Health (stacking) for the rest of the battle. Constable allies recover 25% Health and Protection and gain 25% Turn Meter. If the target enemy is Outlaw, call all Constable allies to assist. Constable allies take reduced damage from Percent Health damage effects until the end of encounter. Reduce this ability's cooldown by 6. If this ability defeats an enemy, revive all allies. Design Notes: I wanted an ability that would incentivize going after each enemy that is standing in Cobb’s way. If Cobb has success in wrangling more enemies the team is rewarded with a powerful new buff, Execution, that allows the ally to instantly defeat an opponent. The Distracted debuff is the Constable’s way of breaking the enemy’s concentration. Synergy: Wanted to focus on Constables as the law in Star Wars, and the Jawas and Tuskens as the inhabitants of Tatooine that also worked with Cobb. Inspiration: High Noons is a reference to Tatooine and their twin suns and that classical Western duels would take place at “high noon” and the cooldown being 12 to align with that. FAQ: Q: What happens when using this ability against a 4th unique enemy? Answer: Execution would be applied again. Since Defense and Speed Up last until the end of encounter they would not be reapplied since they already would be on the ally, but Execution is removed upon use, so it would be gained when attacking a 4th (or 5th or 6th, etc) new enemy Q: How does Execution work? A: Execution is an instant defeat in buff form. When an ally with Execution uses a Special against an enemy that enemy would be instantly defeated and then the buff is removed from everyone. The same rules for instant defeats that apply in other abilities apply here as well so it can be stopped by can’t be defeated or instant defeat immunity effects and the buff would still be removed after that even if it didn’t defeat an enemy. Unique 1 - The Marshal (Zeta + Omi) Cobb has +10 Speed per active Constable ally. At the start of battle, if there is a Jawa ally, Cobb gains Bounty Hunter's Resolve until the end of encounter. If there is a Tusken ally, Cobb is immune to Damage Over Time. Whenever a Constable ally is damaged by an enemy, that enemy is inflicted with Burning for 1 turn, which can't be resisted, and can't recover Health or Protection while Burning. Jawas and Tuskens gain 25% Turn Meter whenever another Constable ally uses a Special ability. Dark Side enemies have -100% Critical Damage. Dark Side enemies lose 50 Speed for 1 turn whenever they are critically hit by a Constable ally. Light Side enemies have -100% Tenacity. Light Side enemies dispel their buffs whenever they critically hit a Constable ally. Constable allies can ignore Taunt effects to target Outlaw enemies and can't have their Turn Meter reduced by Light Side enemies or cooldowns increased by Dark Side enemies on their respective enemy turns. All Constable allies recover Health and Protection equal to the damage enemies have taken during Cobb's turn. Whenever an enemy starts their turn reduce the cooldown of High Noons by 1 (2 if the enemy is Outlaw). Distracted Outlaw enemies can't assist. While in Territory Wars and there are no Galactic Legend allies: If there are at least 3 Constable allies, Tuskens start the battle with Deputize. Tuskens no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks. If there is a Tusken ally, Stunned enemies can't gain bonus Turn Meter. All Distracted enemies can't assist. At the start of their turn, Constable allies can ignore Taunt effects if they have at least 10 Momentum. Whenever Tusken allies use Deputize, revive Cobb and Tusken allies with 100% Health. Tusken allies are immune to Damage Over Time. Whenever Tusken allies use a Special ability, Cobb gains Protection Up (100%) for 1 turn. Design Note: I wanted to lean into Cobb being the Marshal and an inhabitant of Tatooine. So, the harshness of the planet is represented some by the Burning. And then the Marshal side plays out in how he deals with those that are breaking the “law” of the fight. Dark Side enemies are being chased by Cobb, so being critically hit slows the enemies down. But, Light Side enemies are punished for critically hitting the Constables since they are Light Side and should be working with us not against us, so they lose their benefits. And Outlaws can’t hide, so Constables ignore the taunt effects to get to those enemies. For Territory Wars, I wanted to lean into one of the other factions he worked with in the Tuskens. This can allow for a unique team comp in this mode while allowing for a different comp in other modes. This omicron in particular helps bridge the gap of the Leader abilities from other Tuskens while Cobb is the Leader, so there is familiarity and synergy with some Tusken abilities. This focuses on their power with Momentum. Inspiration: Cobb gaining Bounty Hunter’s Resolve is a nod to his purchase of Boba Fett’s armor from the Jawas. And his immunity to Damage Over Time is a reference to the Tuskens and their adaptability to their environment. And the ability name is his official title. FAQ: Q: Do all the Speed reductions stack? A: The Speed reductions do not stack with themselves but different abilities can stack. So, if a Dark Side enemy were critically hit several times they would only lose 50 Speed. But, the negative Speed from High Noons would apply. Q: What does it mean that Tuskens “no longer consume Momentum from Deputize whenever they use an ability with more than 10 stacks”? A: In the Granted Ability, Constable allies consume their Momentum to deal bonus damage. Tuskens no longer consume Momentum this way. However, if the Tusken has other abilities that would consume their Momentum that could still occur at the same time. Leader -They Look to Me to Protect Them (Zeta + Omi) At the start of battle, Constable allies gain 25% Defense, Max Health, and Offense and 25 Speed (tripled if they are Supports). At the start of the encounter, enemy Hutt Cartel, Pirates, Scoundrels, and Smugglers gain the Outlaw tag. Whenever Outlaw enemies gain bonus Turn Meter they can't gain it again for 1 turn. Constable Support allies at the start of battle: Reset the cooldowns of their Special abilities whenever they use a Basic ability on their turn Whenever they use a Special ability, all allies gain 10% Turn Meter and Constable allies gain 5% Max Health (stacking) until the end of encounter Whenever they debuff an enemy, at the end of the turn, they also Expose the enemy, which can’t be resisted, until the end of encounter Whenever they deal damage, deal an additional instance of True damage Chance effects are increased to 100% at their max rank Can't be defeated while Cobb is active and gain Stealth for 2 turns whenever they reach 1% Health Cobb, Jawas, and Tuskens start the encounter with bonus Protection (75%, stacking) for the rest of the encounter per Constable ally. Whenever an ally Jawa or Tusken applies at least 5 buffs to allies (1 if it is Taunt) or inflicts at least 5 debuffs on enemies (1 debuff if that enemy is Outlaw) that ally gains the Granted ability, Deputize. While in Grand Arenas: If there are at least 3 Constable allies, Jawas start the battle with Deputize. Whenever a Thermal Detonator deals damage to an enemy, Constable allies also recover 10% Protection. Whenever any enemy gains bonus Turn Meter they can't gain it again for 1 turn. Whenever Cobb uses a Special ability, Jawa Tanks Taunt and gain 100% Defense for 2 turns. Stealthed enemies have -100% Accuracy. If there is a Jawa ally at the start of battle, allies are immune to Thermal Detonators. Design Notes: The Leader helps define an “Outlaw” for the sake of this team. I wanted to focus on the Constable Supports to make them a major focus of this squad. And then wanted to provide the Granted, Deputize to be a way for Cobb to gain some new temporary allies to deal with Outlaws and other ne’er-do-wells. For Grand Arenas, I wanted to focus more on having Jawas help to fill out the 5v5 squad. Their benefits from the omicron will help lean into their Thermal Detonator prowess even more by giving them immunity to them and some more recovery from them. Inspiration: The name is a reference to his belief in his role as a protector of those who gave him his rank. To Deputize someone is to make them temporary law enforcement and Cobb relies on the others in temporary ways to help him. FAQ: Q: What does it mean by “Constable Support allies at the start of battle”? A: Any character that begins the battle as a Constable Support would acquire these benefits, but if during the battle someone were to become a Constable Support they would not gain these benefits. Q: What does it mean by “chance effects are increased to 100% at their max rank”? A: This means that a character with a chance effect will only have that effect increased to 100% if that ability that has the chance effect is at its max rank. Granted Ability - Deputize (Jawa) Description: Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. Inflict a Thermal Detonator on all enemies for 2 turns. At the start of a Constable ally's turn, if there is an active Jawa ally, inflict a Thermal Detonator on all enemies for 2 turns. Whenever a Thermal Detonator deals damage to an enemy, Constable allies recover 10% Health and gain 100% Offense for 1 turn. Enemies with a Thermal Detonator deal 25% less damage. Limit one use per battle. Granted Ability - Deputize (Tusken) Description: Recover 100% Health and Protection. Gain 25% Defense, Max Health, and Offense, 25 Speed, and the Constable tag for the rest of battle. The strongest enemy without Ambushed is Ambushed until the end of encounter, which can't be dispelled, evaded, or resisted. All Constable allies gain 10 Momentum for 3 turns. Whenever a Constable ally is targeted by an enemy and they have at least 10 stacks of Momentum, consume all stacks of Momentum and Stun all attacking enemies for 1 turn, which can't be resisted. Whenever Constable allies use an ability while they have at least 10 stacks of Momentum, deal bonus True damage equal to 25% of the target enemy's Max Health, then consume all stacks of Momentum. Constable allies gain 5 Momentum for 3 turns at the end of their turn if there is an active Tusken ally. Limit one use per battle. Design Notes: The two granted abilities apply and provide benefits to their respective factions. Jawas will lean heavily into Thermal Detonators making them an explosive option for the team. But, Tuskens can also be utilized to carry their Momentum to control the flow of the battle (or particular Tuskens that may be able to provide significant damage through their Momentum). I wanted both factions to feel like they would be represented as members of a Constable team if Cobb were the leader. So, both Jawas and Tuskens should play similarly under Cobb as they would under their respective faction leaders. Inspiration: The inspiration here was mostly centering on Cobb’s interactions with Jawas and Tuskens in the Mandalorian. Even if things may not have started friendly between them, Cobb was able to see the bigger picture and work towards protecting everyone. FAQ: Q: What does it mean to gain the “Constable tag for the rest of the battle?” A: This means upon hitting the Deputize ability, the ally who hit the button will be considered a “Constable” with respect to other abilities that would apply to them, but would not gain any effects that applied at the start of the battle or that encounter.4.6KViews2likes18CommentsEchoes in the Force - 270M - 15* RotE - Order 66 - Looking for Active Players
Echoes in the Force - 270M - Looking for motivated players. Low GPs are welcome if very motivated. We are looking for daily active, motivated players to fill a few empty spots. We are a daily active guild with simple, reasonable guild requirements. 15* in Rise of the Empire - 5-6 Reva shards. More coming soon. We may do DS Geo for WAT shards in the future when we have more WAT mission teams. 4th box in Order 66 Raid. 50% win rate in TW What we are looking for: - Preferred: 4M+ GP - If you're very motivated, lower GP is ok. - Daily active, motivated to play. - In TB, you must deploy and fill operations. Do CMs as much as you can but CMs are not mandatory. - You are expected to join TW most of the time. Set minimum defense. Attack if you can. - You need to participate in raids. - A huge plus if you already have a Reva mission team. Otherwise, you need to get one as soon as you can. - A plus if you have a WAT mission team. - Discord is necessary. We have a discord server with lots of resources. Our recruitment chat: https://discord.gg/v5zS3xVrUZ FireStorm 551-961-3671.9KViews4likes29CommentsProfundity unlockable
Hey all! I have just finished all the prerequisites to unlock the profundity. However I am unable to do the battles in the journey guide?? It’s a grayed out “currently unavailable” in the journey guide where there should be a green “battle” option. How do I start the journey guide??50Views0likes2CommentsWhat’s the deal with raid store changes??
I’m all for changing store inventory to keep up with the times but why did all the small quantities of gear such as carbanti’s and stun guns get deleted?!?!?! Myself on my alt account I rarely need or can I afford 125 of something!!! Quantities of 10-50 were a great buy!!!! And lastly what’s the deal with the gray signal data needing the highest level raid currency and the green needing the second highest currency??? You guys at $$CG$$ having trouble distinguishing between which currency is which or there?? How about changing the color of the symbols. Do something right for a change!!!134Views3likes9CommentsColiseum character progress
These era charactors. We are told that we progress by way of the coliseum instead of the conventional way, fine. Whatever it equates to in the end is what we get as a conventional toon. All with the goal of getting the prerequisite toons at era level. But there's a problem. What you don't say is that we have to pay money to 7* the toon right away so we have access to the last 2 tiers of the special marquee event. We need to have access to those critical Zarek ability moduals. There is no way to achieve our goals unless we collect these from the beginning. This is wholly counter to the era method. It's the only place to get those zarek mats. (Im stuck at the 3rd tier of the new maul event without these zarek mats) On top of that, I'm stuck here at level 80 with my era toons because you stopped our progress and gave us a few coins, How do I move forward. The event has ended for me. I have almost 15mil gp. What's your plan for me to continue my collection? Even if I wanted to spend 100's of dollars on gear cards for the 81/85 gear levels, I will never have enough zarek mats. All of the ,basically, empty space with all those coins in tier 6 to 8 that could have had 81 to 85 mats in them so we could make our goals and progress. This seems poorly thought out and money grabbing.493Views5likes9CommentsGAC need a rework / better Matchmaking
Hello guys, I searched for this topic and I didn't found anything. But I guess my Problem is common for F2P players. I constantly face 9+GM upwards players, in bronzium with my tiny 5,7 GM Acc. Constantly I am the weakest or the 2nd weakest guy in the lineup. I am sick and tired of this, I face this problem for years now. And I am feeling ignored using the ea bot, who I dislike personally. And with Relic Delta the Gamemode is for me only pain no fun no grind, just a waste of time and frustrating. I wish to spend some money in the future, but not if the game continous as it does rn. So I hope the most of you feel the same and together we can change it or at least build up some pressure, because for me this game is dying and I guess the unfair Matchmaking does a huge favor to my assumption. Happy Eastern 26 and GLHF286Views9likes23CommentsMissing Shard Dark Revan
1 year ago on Christmas Day, I bought two packs: one that allowed me to unlock Revan and another that allowed me to unlock Dark Revan. When I finished the Revan Jedi event, I had no problem, but when I finished Dark Revan’s, I was surprised to see that I was missing shards. So I decided to contact you, but unfortunately, I received no answer except one that I had unfortunately not seen, and since that time, I have tried again and again. My ally code is: 954-174-12828Views0likes0CommentsUseless Trivia
Queen's Amidala's first special is the best animation in the game. The number of shots fired and the places they're fired at will actually change relative to enemy count and position, which I only recently realised and thought it was very cool. Anyway, have a nice day, whoever may be reading this.120Views5likes2CommentsThe Neutral Order- Guild Looking for Active Players or Potential Guild Merger
Heyo everyone, I'm The Dude coming at ya on behalf of The Neutral Order, a mid-to-late game guild looking for either some active players to join up, or potentially another guild entirely that's lacking in active members and looking to merge so we can all further our positions in the game! We would also be interested in a guild merger if it makes sense! Here are some stats for our guild: 394M Guild GP 172 Collective Guild GLs 16* Highest in ROTE 26M Average Collective Score in Order 66 Raid Current Guild Objective- Working towards getting GI & Marrok for Reva, or getting a Galactic Legend if you don't have one We're looking for people who meet the following criteria: Minimum 5M GP & 1 GL Active Players- Playing at least 1 time every 24 hours (we don't care if you miss days, just don't make it a habit, or let us know if you'll be MIA for a while) Players who can contribute to ROTE TB (Just deploying all of your units is enough participation for us) Players who contribute to raids Players who contribute to TW (We need players who will be active in this big time) Players who work towards specific characters/ships (Make a plan and stick to it so your progress doesn't stagnate!) We have 10 open spaces at the time of this post, and are able to make more if this plea for members gets some traction. If this sounds like a place you want to be, drop a comment to discuss, search our guild up in-game and apply to join, or you can send a message to either me or the guild leader, Bubble Fet, if you have any other questions. Alternatively, if you have a guild in a similar position and you'd like to discuss a merger, we would be interested in that! Our Ally codes can be found below - (Please don't reach out if you're thinking about joining multiple guilds): Bubble Fet Ally Code: 753-278-986 (Guild Leader) The Dude Ally Code: 745-771-444 (Me, the guy who made the post)9Views0likes0CommentsTORC Cantonica, 594m, 37* RotE, Zeffo/Mandalore. 209m+ Order 66
https://swgoh.gg/g/KFv_8k7ySj-tqTrYDI81yQ/ Join us in TORC Cantonica! Currently 594m GP, looking to replace a couple who've fallen off in participation. ABOUT US TB: 37 stars in RotE Zeffo unlocked consistently Mandalore unlocked regularly 30+ Reva shards per TB TW: Optional to join, Mandatory participation if you do. Order 66: 209m and climbing WHAT WE ARE LOOKING FOR 600 tickets daily, consistently. 11m GP minimum, willing to consider smaller accounts with heavy RotE focused roster 2.5m in Order 66, or close to that and working toward it Willingness to work on RotE teams and the occasional platoon unit Active on discord OTHER PERKS Community! TORC Cantonica is part of a 5-guild coalition, with a great community that openly share successes and failures, so we can all learn and grow together. Resources! We have a robust library of knowledge for RotE teams, TW counters, etc. Tools! Hotutils management of guild events makes all of our lives much easier! Regular goals posted to keep everyone progressing together! Come talk to us today, and make Cantonica your new home on the holotables! https://discord.com/invite/KBEX7awNF26Views0likes0CommentsPlan Ninety Nine is Recruiting - Battle for Naboo, LS Hoth, DS Geo
Whether you’re a shiny or an old hand, we’d love to have you. We have a few openings as of April 6. We have an active core of players, ranging from new accounts, to our leader at 5m GP, to players who have been playing since the game launched. We welcome anyone as long as they show a consistent desire to improve and are a team player. What makes us different from other guilds? You will not be required to use Discord - all you need is the game. We will gladly share tips and advice as long as you’re doing your part and show a desire to improve. There is no minimum GP required to join. What we offer: Light Side Hoth TB, 40 stars last run, 32 ROLO shards. We will only be doing this one roughly 2-3 more times while a few members finish up getting ROLO. Then, we will switch to Light Side Geo. Dark Side Geo TB, 18 stars last run, 12 Wat shards. Battle for Naboo Raid, 22 million crate. We believe this raid is especially applicable to newer accounts right now because of the free Light Speed Tokens. Currently on an 12 win streak in Territory War. Friendly guild members and experienced leaders, always willing to share tips and advice. We can help with squad advice and direction, allies to beat battles and quests, modding 101, and more. What we require: Players must be active, consistently getting 600 raid tickets a day, or notify an officer if they will be inactive. Players must follow basic directions in events. Players must get the free Light Speed Tokens from the Journey Quests. If you would be interested, you can contact me by sending me your ally code, or by using mine below. You can also find a helpful overview of the guild on swgoh.gg. https://swgoh.gg/g/FGa8OoMyQX6SZgy9A4jbjg/ Ally Code: 563-553-5931.3KViews5likes15Comments
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