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Gungan phalanx zeta not working In jar jar journey event
I have noticed while attempting to unlock jar jar that gungan phalanx' zeta does not seem to work as when he assists another ally he does not give foresight. This has caused major issues for tier 4 of the event as jar jar cannot survive long enough for you to take down maul. There may be an issue with jar jar as well as he is not getting x1000 evasion as he should while the shield generator is active along with the blind interaction from ally foresight. In case anyone asks about mods everyone gungan is above 310 except phalanx at 274 with no survival issues. Any Devs able to look into this would be appreciated.9Views1like1CommentCharacter Kit Concept: Jumptrooper
Unit Name: Jumptrooper Relic Amplifier: Jetpack Affiliation: Dark Side, Attacker Tags: Empire, Imperial Trooper Attacks and Abilities Basic: Propelled Assault Deal Special damage to target enemy and gain Evasion Up for 2 turns. If all allies are Imperial Troopers, Jumptrooper also gains Speed Up for 2 turns. Special: Deadly Rain (Cooldown: 3) Deal Special damage to all enemies and inflict Off Balance for 2 turns. If Jumptrooper had Evasion Up, he inflicts Evasion Down on all enemies for 2 turns. If Jumptrooper had Speed Up, he inflicts Ecpose on all enemies for 2 turns. This attack can’t be Evaded. Unique: Moving Target Whenever Jumptrooper gains bonus Turn Meter, he Dispels all Debuffs on himself. Whenever Jumptrooper evades an attack, he gains 5% Turn Meter and +10% Offense for 1 turn. While Jumptrooper is active, Imperial Trooper allies have +25% Evasion7Views0likes0CommentsJedi Survivor Won’t L
Hey everyone, I’m having a problem with Star Wars Jedi: Survivor on PC. I installed it via Steam, but the critical file SwGame-Win64-Shipping.exe is missing from the install folder: SteamLibrary\steamapps\common\Jedi Survivor\SwGame\Binaries\Win64 I’ve tried: Full reinstalls of the game via Steam Verifying game files Reinstalling the EA App and clearing its cache Installing Visual C++ redistributables and DirectX Running the game as administrator Despite all this, the file never appears. Because of this, the game won’t launch at all, and the EA App gives the error: “There was an error on our end. Try again later.” My PC hardware is fully functional, and other Steam and EA games run fine. Has anyone encountered this missing .exe issue or found a fix? Any help would be greatly appreciated!59Views2likes2CommentsNew Republic Kit Reveals Pt 1
Hello Holotable Heroes and welcome to the Era of New Republic! Today we will be going over a few of the new upcoming units with another Kit Reveal post coming down the road with 3 new characters whom we cannot disclose today (SECRETS). As finalized artwork comes in, we will be adding them into the kits so stay tuned! UNIT NAME: R5-D4 ALIGNMENT: Light Side CATEGORIES: Support, Droid, New Republic, Rebel, Rebel Fighter ------ R5-D4, the "Red One," is the astromech droid whose famous malfunction changed the course of galactic history. Though remembered for a single moment on Tatooine, this droid eventually joined the Rebellion and later the New Republic, working alongside pilots like Carson Teva to help restore peace to the galaxy. R5-D4 is designed as a Light Side Support and the first member of a powerful New Republic squad, bringing disruption and battlefield pressure through Damage Over Time and cooldown manipulation. He pairs naturally alongside Carson Teva and the New Republic crew, but any Rebel squad benefits from a droid willing to detonate himself for the cause. Sometimes the droid nobody picked turns out to be the one that wins the fight. Basic: The Red One Deal Physical damage to target enemy and inflict 2 stacks of Damage Over Time for 1 turn. If it's R5-D4's turn, Expose target enemy for 1 turn. During an enemy's turn, Shock that enemy for 1 turn. Design Notes: R5-D4 has the twist in the conditional debuff where, on his turn, he inflicts Vulnerable on enemies for bonus damage whereas during enemies' turns he locks their Turn Meter. This Basic is built to feed the rest of R5-D4's kit. The Damage Over Time stacks power his Unique and reduce the cooldown of Bad Motivator, reinforcing his role as a disruption engine for the team. Inspiration : “The Red One” is the nickname given to the R5-D4 by Luke when pointing him out to the Jawas on Tatooine. It felt right for his most fundamental ability. Just like that moment, the Basic may appear simple on the surface, but what it sets in motion can change the course of the battle. —--- Tactical Support - Cooldown 3 Dispel all debuffs on New Republic allies. All allies gain a stack of Retaliate for 1 turn and the following benefits based on their faction and role : Attackers: Rebel allies ignore Taunt effects for 1 turn, increased to 2 turns if they are New Republic allies Healers and Supports: New Republic and Rebel allies gain 75% Critical Avoidance for 2 turns Tanks: New Republic allies gain 2 additional stacks of Retaliate for 1 turn and they Taunt for 2 turns Design Notes : This ability connects R5-D4 and the rest of the New Republic team. R5-D4 also finds a good spot to help Rebels. The Ignore Taunt effect creates a powerful dynamic, allowing damage dealers to target priority enemies while the Tank absorbs incoming damage. This reinforces coordinated team play and strategic target selection. Inspiration : R5-D4 spent years as a field mechanic and tactical asset for New Republic and Rebel operations. It wasn't flashy work but it kept the squad alive. Tactical Support captures that identity. R5-D4 isn’t leading the charge, but adapts to the needs of the crew, ensuring everyone around him can do their jobs better. —--- Bad Motivator - Cooldown 75 R5-D4 loses all Protection until the end of the encounter and gains that much Max Health. R5-D4 deals True Damage to all enemies equal to 50% of his Max Health, then he's reduced to 1 Health. Increase all enemies' cooldowns by 2. R5-D4 is Stunned for 2 turns, which can't be dispelled. If he is defeated during this Stun, he revives with 50% Health. This ability starts on cooldown and can't be evaded or resisted. Design Notes : This is R5-D4's defining moment. He converts his Max Protection to Max Health and deals heavy damage based on that Max Health. After the explosion he becomes completely vulnerable. But if an enemy defeats him while he is self-Stunned, he revives and gets right back to work. Synergy: The more Damage Over Time the team spreads through his Basic and assist attacks, the faster the Bad Motivator is ready to blow again. The Protection to Health conversion matters, any Protection R5-D4 gains before exploding directly increases the True damage dealt on all enemies, rewarding proper setup and team coordination. Inspiration: In A New Hope, R5's head pops off with a shower of sparks just seconds after Uncle Owen picks him up. This small, comic malfunction that accidentally redirects the fate of the galaxy. This ability captures that same chaotic energy; one dramatic, messy explosion changes the tide of battle. —--------- Unique 1- Built for Adventure (Zeta and Omicron) At the start of each encounter, all Rebel allies gain 15% Max Protection until the end of encounter. Whenever R5-D4 takes damage from an enemy while a New Republic ally is Taunting, R5-D4 gains Protection Up (25%, stacking) for 1 turn. Whenever a New Republic ally without Deflective Ward critically hits an enemy that is Dazed and Shocked, that ally gains Deflective Ward for 1 turn or until they receive damage. Whenever an enemy recovers Health or Protection, R5-D4 inflicts 2 stacks of Damage Over Time on that enemy for 1 turn at the end of that turn (once per turn). Whenever another New Republic ally uses a Special ability, R5-D4 assists. If all allies were New Republic at the start of encounter, R5-D4 is immune to Ability Block and Cooldown Increase. Whenever R5-D4 inflicts a stack of Damage Over Time, reduce the cooldown of Bad Motivator by 1 and if The Mandalorian (Beskar Armor) has Whistling Birds, he gains 1 stack of Whistling Birds (max 20). While in Territory Wars and all allies are non-Galactic Legend New Republic : At the start of the encounter all New Republic allies gain 50% Defense and Tenacity until the end of encounter. The cooldown of Bad Motivator is reduced by 30 at the start of encounter and every time Bad Motivator is used. Whenever R5-D4 inflicts a stack of Damage Over Time, all allies gain 10% Max Health (stacking, max 100%). When R5-D4 uses Bad Motivator, all enemies' cooldowns are increased to maximum. Whenever Retaliate expires on an ally, trigger all stacks of Damage Over Time on all enemies. Whenever an ally is defeated, the weakest remaining ally gains Damage Immunity for 2 turns. The first time any New Republic ally falls below 50% Health, all New Republic allies recover 100% Protection and R5-D4 takes a bonus turn. Synergies: Built for Adventure is designed to make R5-D4 a continuous support loop for his New Republic allies. This defensive Unique has multiple moving parts that scale over time. As the battle progresses, R5-D4 and his team grow stronger through Protection stacking, Damage Over Time, and sustained battlefield pressure. Inspiration: The name says it all. R5-D4 was a disregarded droid who kept showing up where he was needed most. Built for Adventure captures that narrative through mechanics that reward persistence. It reflects a droid that was never built to be a hero but became one by refusing to quit and by always being ready for the next adventure. UNIT NAME: Zeb Orrelios (New Republic Pilot) ALIGNMENT: Light CATEGORIES: Tank, New Republic ------ Zeb Orrelios (New Republic Pilot)'s transition into a New Republic era fighter felt like a natural evolution of his story following Star Wars Rebels and appearances tied to the New Republic timeline. We wanted to represent how Zeb grows from a frontline bruiser into a disciplined enforcer working alongside organized forces like the New Republic. Zeb is designed as a control-focused Tank and disruptor who anchors New Republic squads through precise targeting, debuff pressure, and Evasion synergy. This version leans into his identity as a Lasat warrior: durable, disruptive, and capable of controlling the battlefield, while also tying him directly to the New Republic squad mechanics. Basic - Suppressive Barrage Deal Physical damage to target enemy and inflict Accuracy Down for 1 turn. If it's Zeb Orrelios (New Republic Pilot)'s turn and the target enemy already has Accuracy Down, Blind them for 1 turn instead. Inspiration: The AB-75 bo-rifle was a multi-purpose weapon that functioned as an electrostaff when in its extended state and a standard blaster rifle when collapsed. Special 1 - Devastating Sweep (Cooldown: 3) (Zeta) Dispel all buffs on target enemy and inflict them with Protection Disruption and Vulnerable for 1 turn, which can't be evaded or resisted. Deal Physical damage to all enemies and Provoke them for 2 turns, which can't be dispelled. Design Notes The undispellable Provoke, alongside his ability to Taunt, ensures enemies are locked into attacking him, granting control over enemy targeting and protecting more vulnerable allies. Instead of simply absorbing damage, Zeb forces enemies into inefficient, self-damaging counterattacks, disrupting their tempo. By dispelling all buffs and applying Protection Disruption and Vulnerable, he reinforces his role as a disruptor. Vulnerable and Protection Disruption strip away enemy protection and amplify incoming damage, creating openings for allies to capitalize on. This positions Zeb as an initiator who can set up decisive plays. Inspiration This ability is designed to establish Zeb as a frontline control and disruptor Tank. This sweeping attack is meant to overwhelm enemies and break their defenses, creating openings for allies to capitalize on. Special 2 - Tactical Reversal (Cooldown: 3) Deal Physical damage to target enemy equal to 25% of their Max Health. Dispel all Taunt effects on all enemies and Zeb Taunts for 2 turns. If any Taunt effect was dispelled, Zeb's Taunt can't be dispelled. If the target ally is New Republic, they gain additional effects based on target ally's role for 1 turn and all enemies are inflicted with the corresponding debuff for 1 turn: - Attacker: all New Republic allies gain Offense Up; enemies are inflicted with Offense Down - Healer or Support: all New Republic allies gain Potency Up; enemies are inflicted with Potency Down - Tank: all New Republic allies gain Defense Up; enemies are inflicted with Defense Down Design Notes: Dispelling all enemy Taunts and then gaining Taunt himself allows Zeb to immediately take control of the battlefield by redirecting all focus onto himself, safeguarding allies and giving them the chance to target key enemies. If a Taunt is successfully dispelled, Zeb's Taunt becomes undispellable, reinforcing his role as a dependable frontline tank who cannot easily be bypassed. The additional effects New Republic allies gain from this ability allow Zeb to support his team and weaken the enemy team based on the target ally selected. This flexibility strengthens his identity as a disruptor who not only weakens enemies but also empowers allies. Selecting an Attacker ally grants all allies Offense Up while inflicting Offense Down on all enemies. Selecting a Healer or Support ally grants all allies Potency Up while inflicting Potency Down on all enemies. Selecting a Tank ally grants all allies Defense Up while inflicting Defense Down on all enemies. Inspiration This ability is designed to further reinforce Zeb’s role as a flexible disruptor who can shift the balance of the fight depending on the team’s immediate needs. Unique - Lasat Enforcer (Omicron) Zeb Orrelios (New Republic Pilot) has 35% Evasion and gains 15% Critical Avoidance, 5% Max Health and Max Protection for each New Republic ally. At the start of each encounter, Zeb Taunts for 2 turns and all New Republic allies gain Protection Up (25%) for the rest of battle, which can't be dispelled or prevented. While Taunting, Zeb gains 30% Defense and 25% Tenacity. Each time a New Republic ally evades an attack, they inflict the attacking enemy with Accuracy Down for 1 turn. The first time Zeb Orrelios (New Republic Pilot) drops below 50% Health, he gains 3 stacks of Heal Over Time and Frenzy for 2 turns and all New Republic allies gain 30% Turn Meter. While in 3v3 Grand Arenas: At the start of battle, Zeb Orrelios (New Republic Pilot) has 100% Evasion and he loses 5% each time he evades an attack until it reaches 35%, and all other New Republic allies gain Stealth for 1 turn. If the ally in the Leader slot is Captain Carson Teva, and R5-D4 is an ally, Captain Carson Teva ignores Taunt for the rest of battle, and R5-D4's ability Bad Motivator starts off cooldown. While Stealthed, Captain Carson Teva gains 200% Critical Damage and 40% Defense Penetration. All other New Republic allies gain 50% Critical Avoidance, Max Health, and Max Protection. New Republic allies gain 50% Critical Chance, Critical Damage, and Offense until the end of battle. Whenever Taunt is dispelled from Zeb, all other New Republic allies Stealth and gain Tenacity Up for 2 turns. Whenever Stealth is dispelled from other New Republic allies, they gain Foresight for 1 turn and Zeb Taunts for 1 turn. Whenever a New Republic ally attacks out of turn, they remove 15% Turn Meter from target enemy (excluding Galactic Legends). While Zeb Orrelios (New Republic Pilot)'s not Taunting, all other New Republic allies gain 30% Defense and 25% Tenacity. Each time Zeb critically hits an enemy, they are inflicted with 1 stack of Armor Shred (max 5) until the end of battle. Each time a New Republic ally evades an attack, they recover 10% Health and Protection. The first time Zeb Orrelios (New Republic Pilot), Captain Carson Teva, and R5-D4 lose 50% of their Health, they gain Damage Immunity for 1 turn, which can't be dispelled or prevented. Design Notes Zeb begins each encounter by Taunting and granting Protection Up to all New Republic allies. His survivability increases with each New Republic ally through Max Health, Max Protection, and Critical Avoidance. In 3v3 Grand Arenas, Zeb amplifies his role as a control Tank by starting with 100% Evasion, losing 5% each time he evades an attack until it reaches 35%. His synergy with Captain Carson Teva and R5-D4 enhances offensive pressure and punishes enemy attempts to break formation. Effects like Armor Shred on critical hits and Turn Meter reduction on out-of-turn attacks ensure that enemies are gradually weakened the longer the fight continues, again reinforcing Zeb's identity as a disruptor. UNIT NAME: Carson Teva ALIGNMENT: Light CATEGORIES: Attacker, Constable, New Republic, Rebel ------ Captain Carson Teva, the vigilant Ranger of the Outer Rim, is designed as a Light Side Leader for the New Republic who rallies his allies into a relentless counterattack machine. His Omicron in Territory Battles transforms his squad into a durable, hard-hitting force that punishes enemies for every action they take. With the emphasis on tracking down threats through stacks of the new debuff "On the Run", the team focuses offensively on punishing enemies who dare to strike first. Carson wants to keep the peace with his New Republic squad, leveraging Retribution to turn every enemy attack into an opportunity for devastating retaliation. —--- Basic Ability: On Your Signal Deal Physical damage to target enemy and gain Retribution for 1 turn. During Captain Carson Teva's turn, all other New Republic allies gain Retribution for 1 turn. If it is the enemy's turn, attack again (max 2 attacks). Synergies: Carson’s Basic ability is the engine of the kit. All of the New Republic characters in the Era have similar mechanics on their Basics: Do something unique when this happens on your turn, and do something else when this happens on the enemy’s turn. Carson spreads Retribution on his turn, allowing all of your New Republic allies to trigger their “on the enemy’s turn” part of their own Basic abilities when they are attacked. Couple that with every resulting counterattack triggering his Leader ability, stacking the On the Run debuff, building permanent Offense, inflicting Expose, and granting Defense Penetration Up. Pair with New Republic Tanks to maximize incoming attacks and R5-D4, whose Specials reduce Keeping the Peace's cooldown. The bonus attack on enemy turns also synergizes with the Unique's zeta: hitting On the Run targets grants Advantage, feeding the squad's snowballing Critical Chance and Critical Damage. Inspiration: A callback to Carson's role as a New Republic wing commander — the tactical callout before a coordinated strike, fitting for an ability that rallies allies into a wall of Retribution. FAQ/Clarity: "Max 2 attacks" means two total hits on the enemy's turn (the initial hit plus one bonus), not two bonus attacks on top of the original. Retribution is granted to allies only during Carson's natural turns, not from his counterattacks or assists. —--- Keeping the Peace (Cooldown: 4) Deal Physical damage to the target enemy 3 times. Call target other ally to assist. Inflict cumulative debuffs based on the number of critical hits scored: 1+: Offense Down for 1 turn 2+: Defense Down for 1 turn 3+: Speed Down for 1 turn Synergies: The Unique (Unauthorized Operation)'s Zeta grants Advantage when hitting enemies with On the Run stacks, boosting crits for the full debuff suite. R5-D4 reduces this ability's cooldown every time he uses a Special, and in Territory Battles the Leader (Captain of the Adelphi Rangers) resets it entirely when an enemy hits 5 On the Run stacks, creating a counterattack-to-burst loop. The called assist also triggers the Leader's Retribution-on-Special, keeping the whole squad primed. Inspiration: "Keeping the Peace" reflects Carson Teva's core motivation throughout The Mandalorian as a soldier who believes the New Republic should be actively protecting the Outer Rim, not abandoning it. The three escalating hits mirror a measured response: warning, enforcement, then full shutdown. FAQ/Clarity: The critical hit check counts all three hits independently; you need the individual hits to crit, not a single roll for the whole ability. The squad's stacking Critical Chance from the Unique's zeta (up to 100%) makes landing all three increasingly reliable as the battle progresses. The debuffs are cumulative, not exclusive — landing 3 crits will apply all three debuffs simultaneously. —--- Leader Captain of the Adelphi Rangers (Territory Battle Omicron) Final Text: At the start of battle, New Republic allies gain 50% Accuracy and Critical Damage. Whenever a New Republic ally counterattacks, inflict the target enemy with a stack of On the Run (stacking, max 10). Whenever a New Republic ally uses a Special ability, all other New Republic allies gain Retribution for 1 turn. Whenever New Republic ally resists a debuff, they gain 100% Potency for 1 turn. Whenever any New Republic ally counterattacks, that ally deals 50% more damage. Whenever another New Republic ally counterattacks, they gain 10% Offense (stacking, max 50%) until the end of encounter and gain Defense Penetration Up for 1 turn. Whenever an ally counterattacks, that enemy is Exposed for 1 turn. On the Run; -10% Evasion and Tenacity per stack; at 10 stacks, lose all stacks, take 20% Max Health damage (can't be defeated by this damage), and all enemies gain a bonus turn; whenever stacks of On the Run are reset, inflict 2 stacks to this character and 1 stack to all other allies While in Territory Battles: Rebel allies gain 50% Max Health. If all allies are New Republic, they gain 100% Max Health and Max Protection until the end of battle, and 50% Defense Penetration and Offense for 2 turns; at the start of each encounter, New Republic Tank allies gain Foresight until the end of the encounter; New Republic allies are immune to Daze for 2 turns; whenever an enemy recovers Health or Protection, they are inflicted with Healing Immunity for 2 turns, which can't be resisted; whenever a New Republic ally attacks out of turn, they deal 100% more damage, the attack can't be evaded, inflict the target enemy with a stack of On the Run, and call a random New Republic ally to assist; whenever an enemy gains 5 stacks of On the Run, reset the cooldown of Keeping the Peace;\n\nThe first time each New Republic ally falls below 50% Health, they gain Damage Immunity for 1 turn; whenever a New Republic ally defeats an enemy, inflict Deathmark on the strongest enemy for 2 turns, which can't be resisted, and Expose all other enemies for 2 turns Synergies: Every piece of the kit feeds back into this ability. The Basic spreads Retribution on Carson's turn, the Leader converts those counterattacks into On the Run stacks, permanent Offense, and Exposes. The Unique's Zeta turns On the Run targets into Advantage generators, which builds squad-wide Critical Chance and Critical Damage, making Keeping the Peace's three-hit critical chance checks increasingly reliable. R5-D4 is the ideal partner: his Specials reduce Keeping the Peace's cooldown while triggering the Leader's Retribution-on-Special for the whole squad. New Republic Tanks draw fire and counterattack constantly, maximizing every stacking mechanic. In Territory Battles, the Omicron turns out-of-turn attacks into a self-sustaining machine: each counterattack inflicts On the Run, calls an assist (which also inflicts On the Run), accelerating toward the 5-stack Keeping the Peace reset. Inspiration: "Captain of the Adelphi Rangers" is Carson Teva's actual rank and posting. The Adelphi Rangers patrolled the Outer Rim when nobody else would. The ability captures that identity by rewarding a squad that fights back harder the more it's challenged, turning every enemy action into escalating consequences. FAQ/Clarity: On the Run's 10-stack reset deals 20% Max Health damage but can't defeat the target; it leaves them at 1 HP minimum. When stacks reset, 2 stacks are immediately reapplied to the target and 1 stack to all other enemies, so the cycle restarts rather than ending. The stacking 10% Offense (max 50%) is permanent for the Battle, meaning it persists through On the Run resets and new Battle in TB. In the TB omicron, "attacks out of turn" means counterattacks, assists, and any bonus turns all deal double damage that can't be evaded. —---------- Unique - Unauthorized Operation (Zeta) Final Text - At the start of each encounter, all New Republic Tank allies gain Retribution for 1 turn, which can't be dispelled. Teva gains 30% Max Health, Max Protection, and Offense. Whenever a New Republic ally is inflicted with a debuff, inflict Critical Chance Down and Potency Down on all enemies that didn't already have it for 1 turn, also inflict Accuracy Down on all Empire enemies that didn't already have it for 1 turn (limit once per turn). At the start of each enemy's turn (excluding Galactic Legends), if they have 300 Speed more than Carson Teva, they are inflicted with Speed Down for 1 turn, which can't be resisted. Whenever a New Republic ally gains Advantage, all New Republic allies gain 5% Critical Chance and Critical Damage (stacking, max 100%) until the end of battle. Whenever R5-D4 uses a Special ability, reduce the cooldown of Keeping the Peace by 1. Whenever an ally uses a Special ability on an enemy with at least one stack of On the Run, they gain Advantage. Whenever a New Republic ally evades, inflict target enemy with a stack of On the Run (stacking, max 10). Synergies: This is the connective tissue that turns the whole kit into a loop. The Leader grants Advantage when allies hit On the Run targets with Specials. This Unique then converts each Advantage into permanent squad-wide Critical Chance and Critical Damage, which makes Keeping the Peace's three-hit critical chance check increasingly trivial. Evades inflict On the Run, and the Leader's 50% Accuracy buff helps ensure New Republic allies land their attacks while enemies miss, fueling more On the Run stacks through evasion. R5-D4 is explicitly wired into the kit: his Specials keep Keeping the Peace cycling, and he benefits from every buff Carson provides. The Speed check clause is a meta-aware safety valve: hyper-fast enemies can't lap Carson's squad without penalty. New Republic Tanks starting with undispellable Retribution means the counterattack engine is online from turn zero. Inspiration: "Unauthorized Operation" references Carson Teva's defining character moment flying an unsanctioned mission to help Din Djarin on Nevarro despite the New Republic pulling back from the Outer Rim. He broke protocol because it was the right thing to do, capturing a character who acts on principle over orders. FAQ/Clarity: The stacking Critical Chance and Critical Damage (5% per Advantage gained, max 100%) is per squad, not per character. Every instance of any New Republic ally gaining Advantage advances a single shared counter. This stacks fast when multiple allies are hitting On the Run targets with Specials. The 300 Speed threshold on the Speed check compares the enemy's total Speed to Carson's total Speed, not base Speed, so mods and buffs count. The undispellable Retribution on Tanks lasts 1 turn but is reapplied at the start of each encounter in multi-wave modes like Territory Battles. UNIT NAME: Snowtrooper Commander ALIGNMENT: Dark CATEGORIES: Leader, Tank, Empire, Imperial Trooper, Imperial Remnant ------ Snowtrooper Commander arrives at the Holotables as a frontline enforcer built to absorb pressure, lock down the battlefield, and keep his squad entrenched under enemy fire. Inspired by the Empire’s steady advance on Hoth, he holds the line and turns enemy pressure into snowballing momentum, enabling Imperial Remnant allies to press their aggression. Snowtrooper Commander is intended to reinforce the Imperial Remnant faction with a new marquee Tank and deliver a fresh take on a Snowtrooper. His role is to create a cohesive rank-and-file Remnant Trooper squad, to evoke the feeling of the Empire’s endless legions of troops, while also giving older units like Snowtrooper and TIE Fighter Pilot a stronger home in 3v3. - - - - - - - - - - - - - - - - - - - - - Basic - T-21B Blaster Rifle Deal Physical damage to target enemy and inflict Vulnerable for 1 turn. If they already have Vulnerable, inflict Offense Down for 2 turns instead. During Snowtrooper Commander's turn, Snowtrooper will assist. Design Notes The Basic is designed as a setup-and-control tool. Its two-part structure helps establish that role early in the battle, first by weakening enemies with Vulnerable so allied Attackers can land critical hits and trigger their own control effects, then by shifting into Offense Down to blunt the enemy's return fire. As a Snowtrooper Commander, having Snowtrooper assist on his most readily available action felt like an immediate and natural way to reinforce that battlefield relationship. By applying Vulnerable first, he sets the target up for Snowtrooper to follow through with a guaranteed critical hit, creating a sense of practiced battlefield cohesion. This assist also gives Snowtrooper more opportunities to land Ability Block from his own Basic. Inspiration The T-21B Blaster Rifle helped define this Basic as a more precise, tactical attack. Its long-range profile and added optics suggested a weapon meant to single out priority targets and deliver high-impact fire with fewer shots. An enemy struck by this rifle becomes easier for other allies to capitalize on, creating a focused point of pressure for the squad. As an added bonus, the inclusion of the large rifle makes identifying which character is the Snowtrooper and which is the Snowtrooper Commander easier, especially from behind. - - - - - - - - - - - - - - - - - - - - - Special 1 - Hunker Down (Cooldown 3) Dispel all debuffs on Snowtrooper Commander. Gain 200% Defense and Taunt for 2 turns. All Empire allies gain Defense Up for 2 turns, and all Imperial Remnant allies gain Protection Up (50%) for 2 turns. Snowtrooper Commander recovers 30% Health and Protection. Design Notes Hunker Down is Snowtrooper Commander's main defensive button and the ability you use when your squad needs to stabilize, buy time, or survive a dangerous attack. The Taunt works especially well with his Unique, Whiteout Conditions, since Snowtrooper Commander wants to be taking hits. Maintaining Taunt is a key part of the kit's engine, as it fuels bonuses for the rest of the squad, such as Defense Penetration, bonus Offense, and Recovery. Pairing the massive 200% Defense gain from Hunker Down with Defense Up enables Snowtrooper Commander to build very high defensive stats, which later matters when Rifle Butt converts that Defense into Offense for Snowtrooper and TIE Fighter Pilot. Inspiration Snowtroopers are especially trained for harsh environments and direct frontal assaults, so a defensive ability like Hunker Down fits the idea of a unit that can endure hostile conditions and keep advancing under fire. Rather than feeling flashy, it is meant to reflect the disciplined, relentless nature of an Imperial Commander keeping the line intact. - - - - - - - - - - - - - - - - - - - - - Special 2 - Rifle Butt (Cooldown 4) Deal Physical damage to target enemy and Stun them for 1 turn. Snowtrooper and TIE Fighter Pilot gain Alert and Offense equal to 100% of Snowtrooper Commander's Defense for 1 turn. All Imperial Remnant non-Tank allies Stealth for 2 turns. Design Notes Rifle Butt is Snowtrooper Commander's core offensive stance, turning his defensive investment into an immediate offensive payoff for his Attacker allies. The Alert buff helps Snowtrooper and TIE Fighter Pilot immediately capitalize on that bonus Offense. Scout Trooper also benefits heavily from this ability, since Stealth boosts her Basic critical hits and makes Imperial Precision impossible to evade. Rifle Butt also works as a quasi-Taunt by Stealthing the squad's glass cannons like Dark Trooper, while Snowtrooper Commander remains exposed. This gives the ability an important dual purpose: if the squad can withstand the enemy's initial assault, Snowtrooper Commander can lead with Rifle Butt to apply pressure early while still protecting his allies. Inspiration Rifle Butt was designed to give Snowtrooper Commander an ability that could influence the flow of battle without feeling like just another blaster shot. Using the T-21B as a melee weapon sets the move apart visually and sells the idea that Snowtrooper Commander adapts when the enemy gets too close. - - - - - - - - - - - - - - - - - - - - - Unique - Whiteout Conditions While Snowtrooper Commander is Taunting, whenever he is damaged by an enemy, all Imperial Remnant allies gain 10% Defense Penetration (stacking, max 100%) until the end of battle and whenever he is inflicted with a debuff, all other Imperial Remnant allies gain 5% Turn Meter. While Snowtrooper Commander is not Taunting, whenever another Imperial Remnant ally is damaged by an enemy, Snowtrooper Commander gains 30% Turn Meter. While Snowtrooper Commander has Protection, all Imperial Remnant allies have 100% Critical Avoidance and Tenacity. Whenever another Imperial Remnant ally scores more than one Critical Hit on their turn, that ally Stealths for 1 turn and Snowtrooper Commander Taunts for 1 turn, if Snowtrooper Commander was already Taunting, that ally recovers 10% Health and Protection. Design Notes Whiteout Conditions is built to help Snowtrooper Commander keep the Taunt engine running. While he is Taunting, enemy debuffs make the rest of the team take their turns faster. That matters most for allies with AoE attacks, since they can score multiple critical hits to refresh Snowtrooper Commander's Taunt without him needing to take a turn. That multi-critical hit trigger also works well after Snowtrooper Commander has set enemies up with Vulnerable by his Basic. Inspiration Whiteout Conditions is built around blizzard imagery that evokes harsh winter conditions. Since Snowtroopers are equipped with specialized gear for snow, it was fitting that they could turn hostile conditions and enemy actions into an advantage. Allies gaining Stealth after multi-crits helps sell the image of Imperial troops disappearing into the whiteout, while the stacking Defense Penetration reflects the Empire’s slow, steady push through Rebel lines. - - - - - - - - - - - - - - - - - - - - - Leader - Warlord's Enforcer (Zeta and Omicron) All Imperial Remnant allies have +100% Max Health and Max Protection. The first time each Imperial Remnant ally falls below 30% Health, they recover 30% Health and Protection, and all other Imperial Remnant allies recover 15% Health and Protection, all Imperial Remnant allies gain Defense Up for 2 turns and Snowtrooper Commander Taunts for 2 turns. Whenever an Imperial Remnant ally inflicts Ability Block, they gain Defense equal to 50% of Snowtrooper Commander's Defense for 1 turn. Whenever an enemy attacks out of turn, inflict Speed Down on them for 1 turn, and whenever an enemy resists a debuff, inflict Tenacity Down on them for 1 turn. While in 3v3 Grand Arenas and all allies are Imperial Remnant: At the start of battle, Snowtrooper Commander Taunts and all non-Tank allies Stealth for 2 turns, all allies gain Advantage and Defense Up for 2 turns, and 100% bonus Protection until the end of battle. Whenever an enemy attacks out of turn or resists a debuff, Snowtrooper Commander Taunts, all non-Tank allies Stealth, and all allies gain Alert and Offense Up for 1 turn. Whenever Snowtrooper Commander Taunts, all allies gain 10% Offense (stacking, max 150%) until the end of battle. Whenever an ally Stealths, that ally recovers 30% Protection. Stealthed allies have +200% Critical Chance and Critical Damage. Whenever Snowtrooper Commander uses Hunker Down while Taunting, dispel all debuffs from all allies. Whenever an ally Ability Blocks an enemy, remove 30% Turn Meter from that enemy and increase their cooldowns by 1. Design Notes Warlord's Enforcer is built to reward Imperial Remnant allies and punish enemies for doing what they are already meant to do. Attacking out of turn and resisting debuffs both trigger effects that make enemies easier to control, with Speed Down and Tenacity Down helping the squad keep debuffs active. That is especially valuable for TIE Fighter Pilot, whose Speed and damage both scale with debuffed enemies. The Omicron is effective against enemies that rely on assists or counterattacks, as it helps Snowtrooper Commander keep Taunt active, build the team's Offense, and repeatedly protect allied damage dealers through Stealth and Protection recovery. It also creates a strong interaction with Hunker Down, which can layer more Defense onto Snowtrooper Commander while converting his self-cleanse into a full-team cleanse if he is already Taunting. On the offensive side, combining Rifle Butt's Offense conversion with Offense Up and the Omicron's bonus Critical Damage on Stealthed allies can create a massive damage spike for Snowtrooper Commander's attacker allies. Inspiration Warlord’s Enforcer draws from the idea that Snowtrooper Commander, as part of the Imperial Remnant, is likely serving directly under one of the surviving Imperial warlords as a field commander. That made “enforcer” a natural fit for the ability, with mechanics built around punishing enemies whenever they try to outmaneuver his squad through extra attacks, resisted debuffs, or attempts to break the team’s formation.27KViews14likes37CommentsQ/A Form + Known Issues
Hello Holotable Heroes, A lot of information has gone out yesterday, here is the Q/A form to submit your questions: Known Issues that will be getting fixed with the update: Ship and Mod Battles don't properly remember the last node you played The Challenges badge doesn't immediately update after doing a multi sim and requires you to go back to cantina to clear it out The information label of the Guild Events table may be misplaced until the timer updates The Total Era Level progress bar's highlight is misplace6.5KViews2likes12CommentsThe Fun way to Rework Ships
They probably already have this solution fully cooked up, so feedback is probably not wanted. That being said, removing the pilot-ship pairing is the key mechanic. Have all (non-GL) characters available as pilots. They apply stats based on Zetas, Mods, Relics as they do now. However, you choose who pilots what ship. Give pilots affinity bonuses based on mastery (Tactics healers provide X). Give affinity bonuses for matching force alignments (You can have IG-88 pilot your Marauder, but it will be missing Y stats). Make the current ship abilities tied to characters part of the base kits of the ships. And most importantly, add pilot slots to unpiloted vessels. Now our Hyena Bombers and Y Wings can survive. This makes ships fun and customizable while also easing the pipeline to add more ships. You don't need a pilot anymore, just a ship kit.119Views0likes9CommentsPlan Ninety Nine is Recruiting - Battle for Naboo, LS+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 28. 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 Geo TB, 7 stars 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. Best territory war win streak: 13. 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: 563-553-5931.5KViews6likes15CommentsThe game loading is infinite.
Hello, I launched the game this morning to complete daily tasks, etc., but when I get to the game's loading screen (the one with the different heroes on the screen), the game just keeps loading (or maybe not, I'm not exactly sure) indefinitely on that screen. Usually, the game loads in under 30 seconds, but this time, even after waiting 10 minutes, I'm still stuck on that loading screen. This is hindering everything: daily quests, the Coliseum, the Arena... I have added the relevant page to this post. PS: I'm on iPhone 11 (but 2 days ago, the game was still working23Views0likes2CommentsAll Mods disappeared
Well Support is a blatant joke: short: returned on monday after years long break and all was like i left behind. Yesterday my Account went from 7.2m Gp to 6,5m because all equipped mods were gone. I can not farm new mods because as soon as I equip a second mod, the former disappears. Posted a vid on reddit showing the bug. Support People introduce themselves within 5 Minutes with always changing names and are not even able to read my bug report or to review the screen Recordings they explicetly asked for. I went through all troubleshooting guides with them. But now they simply closed the ticket. playing without mods is a huge disadvantage. Anyone has an idea ? I would even consider to start farm new mods… but i need to be able to equip them at least.289Views1like15CommentsJourney Guide Locked
Hello, Any time I try to start a Journey in the Journey Guide the button doesn't work. I am getting the sound when I click the button but nothing happens. And this is for all of the journey quests, not just one particular one. Any help would be greatly appreciated. This is for the PC version of the game My ally code is 928-899-245223Views7likes14CommentsCommunity Update 4-27-2026
Hello Holotable Heroes, We’re thrilled to share an update packed with information, from Era updates and economy tuning to Loaned Units and much more! First, let’s kick off with a rundown of our next major feature update. The Upcoming Update Cantina 2.0 In our May the 4th update, we want to refresh SWGoH with a visual and content makeover to bring our 10-year-old game up to a modern standard, we’re calling it Cantina 2.0! We’ll cover all the details in another post, but here’s an overview of what’s arriving in this release: Cantina Overhaul Home Screen Update: The first thing you’ll see is that the Cantina home screen has received a complete visual update, including environment art, lighting, table arrangement, and both 2-D and 3-D art for Cantina patrons and employees. New Table Layout: A new table layout focuses on thematic grouping of content and simpler navigation around the cantina, as well as ensuring that interactive zones on tables don’t overlap. Improved UI: Every table has been fitted with a new holographic display, and many are fully functional, showing top-level information like currently active Events, your score in the current GAC round, your Guild’s current raid score, or your Territory Battle progression. Campaign Overhaul Campaign Rework: All Light Side, Dark Side, Cantina, and Mod campaigns have had a full content rework. Battles have all been reduced to 1 or 2 encounters, and campaign tiers reflect stories from Star Wars movies, TV series, comics, and video games that you know and love. Updated Tiers: New battles have been added to Hard tiers in the Light and Dark campaigns, bringing later Hard tiers up to a minimum standard of 6 battles. In addition, Cantina Battles now have a brand-new 9th tier with some very juicy first-time rewards. New Farmable Units: Taking advantage of the additional farming potential of new battles, some units will be farmable within campaigns for the first time: Light Side (Hard): Rebel Officer Leia Organa Dark Side (Hard): Imperial Probe Droid Cantina: Wampa, General Grievous, Hermit Yoda Refreshed Mod Battles: The entire campaign is now reduced to 2 tiers. The first tier of battles will grant rewards equivalent to the top tier of each Mod Challenge, allowing you to farm Mod Battles for 5-dot mods. 1- to 4-dot mod rewards are now completely removed as rewards. The 2nd tier is identical to the pre-existing 9th tier, granting mod slicing materials, with a reduced unlock level required. With this change, the now redundant Mod Challenges are being removed from the game. Other Changes Journey Guide Adjustments: The Journey Guide gets some tier realignment for the first time as we make room for future units. No changes to pre-requisites are being made during this realignment. Improved Economics: Economy changes intended to ease bottlenecks for new players: Increased drop rates of Training Droids and Mk I-III ability materials across the game. Promoting a unit’s Star level no longer requires Credits or Ship Building Materials. It only requires the unit shards themselves. Updated Tutorial: Tutorialization is significantly changed, focusing on reducing the number of taps/clicks and bringing some character back to the Cantina staff. Our Twi’lek cantina keeper Fey Zara is excited to welcome you back to her newly-renovated Cantina, and we can’t wait for you to see it! Now let’s talk about changes coming to the Era system. Based on your feedback we knew we needed to make adjustments to rewards and milestone cadence, so what did we end up doing? Economy Changes We are adding 40 freely-accessible Era Levels for all players, giving you more room to grow. Characters that reach the highest Era Level of 135 will convert to Relic 8 at the end of the Era. 4 additional Coliseum tiers will accompany these new Era Levels. Please note that all players will still be able to reach Gear 12 for free with mode engagement. We are increasing the rewards across the Era to help players grow their Relic Levels faster. At a high level, we’re aiming to increase Era Currency inflow by at least 200% for all players. Accompanying this increase, we are reducing the price of Tier 4 Lightspeed Tokens from 5,000 EC to 3,500 EC. Full spend Difference between old inflow and new inflow: Approx +204% Episode Pass Purchasers Inflow Adjustment: Approx +419% Free-to-Play (high engagement) Inflow Adjustment: Approx +344% For this era, we are introducing some new and updated store offers: There is a new offer containing both character shards and Era Level materials to provide another avenue for kickstarting progress. Era Level material bundles have been updated to reflect the new Era Levels. Era Level material bundles will roll out over time, rather than being available all at once, in an effort to preserve progression pacing while still providing a competitive advantage. Next up, Loaned Units! Loaned Units With the upcoming Title Update, we’re excited to introduce Loaned Units, which we mentioned in our last update. Starting this Era, Loaned Units will replace the summoned units in the Coliseum. Loaned Units are available to all players during their respective Era and can only be used in Era Modes. They go away at the end of the era, making room for different Loaned Units to arrive at the start of the next era. How do we upgrade Loaned Units? All of your Loaned Units have the same Era Level, and they can’t be upgraded directly. Instead, they are upgraded whenever you receive a Loaned Unit Era Level Increase token, which is automatically consumed to level all of your Loaned Units by 1. For this first era, they will be provided primarily via daily inbox messages to make sure those who show up later in the era can still claim them all and aren’t permanently behind. For future eras, we are looking into ways to improve clarity and the user flow for obtaining the Unit Era Increase tokens. To use Loaned Units, you can select them from the roster during pre-battle unit selection. You must bring in at least 1 Era Unit, however, you can’t enter battle with a squad of only Loaned Units. Loaned Units will create opportunities for you to theorycraft and strategize within Era content, setting the stage for more exciting updates coming later this year. When Loaned Units arrive we will be providing you with enough units to allow for multiple factions and squads to theorycraft some interesting composition. We’re looking forward to seeing what you all come up with. In the Era that will be introducing Loaned Units, here are the characters you can expect: Death Trooper Scout Trooper Stormtrooper TIE Fighter Pilot Snowtrooper General Syndulla Mon Mothma Captain Drogan Chopper Cara Dune The Mandalorian (Beskar Armor) Cad Bane Embo Gamorrean Guard Greedo Mob Enforcer For reference, here are the New Republic Era Units Captain Carson Teva R5-D4 Snowtrooper Commander Zeb Orrelios (New Republic Pilot) 3 New Characters (stay tuned for exciting details on these new characters!) Now let's talk about the next features coming in the future, Overcharge and Era Arena! Future Update Information Overcharge Mods have been the way to distinguish your character from someone else's, and while the depth and breadth of the system is great for long-term collection and variety, it isn’t well suited to the 12-week time frame of the standard Era. Yet we recognize that stat differentiation is critical for the way you play and craft your characters. The new Overcharge system will seek to fill that role while reducing complexity and eliminating randomness. You will be able to modify the stats of both Era units and Loaned units in a controlled manner, helping you craft unique squads. We wanted to make this as frictionless as possible, so you will also be able to shift your stat distribution around at will at no cost so you can experiment and discover new strategies freely! When it comes to the resources needed to participate in the Overcharge system, a majority of the resources will be earned through your normal gameplay. We want everyone to have ample opportunities to make their Era units and Loaned units distinctly theirs. Era Arena We’re very excited to announce a new individual PvP mode for Era Units, Era Arena. This is a place to test ideas and try fresh, experimental setups. It all begins with Faction tag sharing. Era units will share select faction tags with the other units you bring with them which will help open up the options for teams to bring in. There will not be a score cap, so push your squads as far as you can while you experiment. Working together with Loaned Units and Overcharge, you will have plenty of room to theorycraft something unique and compare results with others. We look forward to seeing what you come up with! Era Arena will also provide you with an opportunity to battle others in your Era shard. You’ll earn banners based on your best Era Arena battle of the day, and those banners will determine your ranking on the leaderboard. To make sure things remain fresh, Era Shards will reset each Era. And now… The moment you have all been waiting for is finally here! With the introduction of Era Arena we will be retiring Squad Arena and refreshing your quests to make way for the most requested feature in this game’s history. The addition you have been screaming for is finally here. Training Mode has officially arrived! ((In a future update)) We understand Squad Arena has long been a place for testing new characters and Datacrons in order to understand how things work, and we want to make sure you still have the ability to learn and practice. To address this, we will be replacing Squad Arena with the new Training Mode. This new mode will be accessible in the Squad Management section of your inventory, allowing you to battle against any squad you can build from your own roster. At its release, it will follow these standard battle rules: Only characters you own can be used Only 1 Galactic Legend per side You will be able to use the same characters on both Offense and Defense. The current state of the units (gear, relic, abilities, and mods) is used on both Offense and Defense. Omicrons will not be present, similar to current Squad Arena, and Datacrons will be usable on Offense but not on Defense at this time. Additionally, these battles will not progress any quests, feats, or account stats. The Future To wrap up this update, we want to talk about where we’re heading next. We’ve seen concerns that our recent focus on Eras means we’re moving away from the rest of the game. That’s not our intent; Eras are designed to build on top of Galaxy of Heroes, not replace the modes and systems you’ve invested in for years. Grand Arena Championships, Conquest, Territory Wars, Territory Battles, and Raids remain core to the game, and they will continue to evolve alongside Eras. Over the past several updates, we’ve focused heavily on building out the Era system. As we look ahead, a key part of our roadmap is continuing to improve and modernize Legacy systems across the game. At the same time, we’re also investing in new ways for players to engage with Galaxy of Heroes - including how you experiment, express your roster, and connect with others around the game. You’re already seeing early steps in this direction with features like Training Mode and Era Arena, which open up more opportunities to theorycraft, test ideas, and push your squads in new ways. This is an area we’re excited to keep building on. Alongside that, we’ll continue improving core systems like Fleets, GAC, Territory Battles, and Territory Wars, while also focusing on overall quality-of-life, where we see opportunities to deliver a more modern, strategic, and connected experience. Let’s talk about Fleets for a second. Ships are a huge part of Star Wars, and we don’t think the current Fleet experience fully lives up to that. Our goal is to make Fleets feel like a more rewarding and strategic part of your overall progression - not something separate or left behind. As we begin exploring here, we’re targeting a few key improvements: Stronger connection to the rest of the game so your investment in ships feels more impactful across multiple modes More strategic depth and decision-making, both in how you build your fleet and how battles play out Clearer choices and counterplay, so outcomes feel driven by planning and execution - not just matchups These are large, foundational systems, and meaningful updates will take time - but this work is an important part of how we’re evolving Galaxy of Heroes for the long term. Our goal is simple: To keep improving the modes you play every day, while creating new ways to play, connect, and express yourself in the game. We’ll share more details as our plans take shape. For now, we want you to know that your feedback is being heard and is directly shaping what comes next. See you on the Holotable, SWGOH Team28KViews46likes57Comments
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