Madden NFL - Madden Ultimate Team Pack Probability Breakdown
In Madden Ultimate Team, the goal is pretty simple: Build YOUR Ultimate Team. Yet, that goal means many different things to many different people. You might like to get players from only your favorite NFL team, or maybe you want players that give you the best chance to win, regardless of what uniform they wear on Sunday. This is what makes Ultimate Team our fastest growing mode; it’s the player’s choice. With so many ways to play and earn players, we have a feature that will display the pack probabilities of packs in the store prior to purchasing in Madden NFL. The goal with showing the probabilities for packs in MUT is to help you make decisions on where you want to invest your Points, Coins, and time. Probabilities will help provide you with more detail on the likelihood of what you will get in packs you purchase. While many upgrades to the mode are live in MUT this season, the Store should look generally the same to returning gamers. You’ll now just have a tool to help you make informed choices when building up your squad. So, if you want to know where you can see pack probabilities in MUT, head to the Store and select “View Info” to display the probabilities. You can always check the latest probabilities before selecting and ripping some new packs. How Pack Probabilities Work The main page for each pack will show you how many items are in it. The View Info button will show you additional probability information about the pack, broken down by the likelihood of getting certain categories of Items. For instance, a pack might show that you have a 100 percent likelihood of getting a category of Items that’s rated 80 or above. That means it will give you at least one player that’s 80+ rated. Any category of players or items listed at 100 percent will always be awarded to you. Every pack description in the MUT Store also lists how many items you will receive in total. All of this is designed so you can have the information that will help you better understand what the pack will contain. OVR Bands Due to the thousands of players that could appear in most packs, we are grouping ranges of players together by what we are calling OVR bands. Packs that advertise a specific type of content will either guarantee that content or provide the probability of getting it in a pack. In general, the higher an OVR band, the lower the probability of getting it. Key Things To Remember The probabilities listed are on a pack-by-pack basis and are not cumulative. Each pack opening is an independent event. Consecutive openings do not change the likelihood of being awarded an Item. For example, if you flip a coin three times and get heads each time, you still have a 50% chance of getting heads if you flip the coin again. With all packs in the game, you will always receive value. Madden Ultimate Team is a live service and we are looking to improve every day. This means being open to player feedback at all times. Feel free to reach out with any questions you have as you start grinding out those solo challenges. We have the EA Forums, EA Help, and many helpful community leaders. We know all the effort you put into building up your squad, and we want that time to be as rewarding and fun as possible.5Views0likes0CommentsMadden NFL 26 Ultimate Team Deep Dive
Hey Madden Fans! Welcome back to Gridiron Notes, your home for Madden NFL 26 News and Updates straight from the developers. Today, we’re deep diving into Madden Ultimate Team. We are delivering a deeper, more rewarding experience, built around your feedback. Whether your focus is head-to-head or solo play, everything this year is built to reward your football IQ and creativity while keeping the experience smooth, fresh, and rewarding week after week. There are new ways to play and more reasons to build, so let’s dive in! More Programs. More Events. More Football. Our goal heading into Madden NFL 26 was simple: Deliver more and deliver better. We’re expanding both the volume of programs and the variety. Each major content drop will bring a new wave of Live Events, designed to push your strategic depth, stretch your lineup, and offer rewarding gameplay in both Solo and H2H formats. Every single major content drop will feature both a CPU and a H2H event, allowing you to choose your preferred path to play. Rewards are tailored to reinforce your team-building experience and tied to each event. With events delivered on a consistent cadence, something fresh is always available. KICKING OFF THE YEAR In Season 1, we’ll be kicking things off with a pair of events for our Preseason Standouts program: Long Drive. You will take on opponents in either H2H or CPU under special house rules. Following this up will be Campus Heroes with College OT for H2H players. Solo players can look forward to Campus Chaos, a unique twist on a Solo Season where you will play through four years of college (Freshman, Sophomore, Junior, Senior), each represented by 2 games serving as the semester. This culminates in a Graduation showdown against the Campus Heroes themselves. Our final program of Season 1, Game Time, will launch our first team building event of the year. For H2H players, you’ll take on an abbreviated 5 game H2H Season with the most lucrative rewards for those that can manage to string together multiple Super Bowl wins. For Solo gamers, you’ll take on a Game Time twist on our new Solo Champions mode, including a slugfest against the Game Time Champions. As the year goes on, we’ll be delivering a wide variety of events, some of which are making their very first appearance in Ultimate Team. For example, while the Trick-or-Treat CPU event will be returning for Most Feared, it will be coming with a new twist: randomized House progression, each with its own house rules and attribute modifiers. Zero Chill will be bringing the heat with a new MUT team building event, where your event rewards will directly feed into your progression in the event as you bolster an event-specific lineup. You can also expect throughout the year some unique squads opportunities, a new type of battlescore-driven CPU event, as well as the return of some events that have been missing for a while now, such as the “Race” house rules event. SEASONAL EVENT PASS To capture all of the event goodness coming out this year, we’re introducing the Seasonal Event Pass. Building on the Showtime Showdown event from last year, Events in Madden Ultimate Team 26 will contribute to their own dedicated field pass. This will provide more flexibility in rewards and a more cohesive event experience across the entire Season. For Solo Players, you’ll be excited to hear that the Event Pass has room for you too, with our lineup of Solo Events this year also contributing to the Seasonal Event pass. WEEKLY SPOTLIGHT PASS In addition to the Seasonal Event Pass, another new pass will also be joining the mix – the Weekly Spotlight pass. The Weekly Spotlight pass will showcase specific programming throughout the year in a shared field pass experience to provide more freedom for rewards and progression. As part of this, all weekly programs will now share a single token, providing greater flexibility and giving you more control over your rewards. We’ll be debuting the Weekly Spotlight Pass with Legends. For its first iteration it’ll feature Legends, Team of the Week, and Collector’s Series. Collector’s Series Collector’s Series is a new weekly program that will have a new theme (Series) each Season, each with its own distinct style. Additionally, each Series will have a unique Collection Champion: if you can manage to get your hands on all of the Champions for that series, you’ll be able to earn a special, more powerful, version of your choice of Champion from that series. Collector’s Series will be debuting with the Signature Series for Season 1. Solo Play Overhaul We heard your feedback about solo play in Ultimate Team and we made it a priority to design a deeper and more rewarding experience for our solo players. This year, solo play gets the overhaul it deserves. We’ve completely redesigned our Solo reward structure to better support progression, pacing, and meaningful rewards. Solo players can enjoy the full Ultimate Team experience - team building, progression, and challenges - without needing to play H2H against others. SOLO CHAMPIONS This year we're introducing Solo Champions: a 12-game weekly gauntlet of escalating difficulty. It will serve as the pinnacle experience for Solo Players, measuring where your current skills are at. To enter, you’ll be given an entry token every week, and can earn more by completing weekly objectives. Then, you’ll choose your difficulty and rack up battlescore to earn rewards. Build up your Ultimate Team, hone your skills, and work your way up to tackling the highest difficulty levels of Solo Champions. SOLO SEASONS This year, we’re introducing The League. It’s a more casual Solo Seasons experience set up to better emulate the NFL Season. You’ll take on a regular season comprising half games. If you can manage 10 wins, you’ll enter the Playoffs and ultimately the Super Bowl, which are full game experiences. We also heard the feedback surrounding Ultimate Solo Seasons. We still want to make sure we’re providing the option for a more challenging, repeatable experience, so we’re replacing Ultimate Solo Seasons with The Run. The Run has four levels. Each level is five, two-quarter games. As you progress through the levels both your opponents and starting conditions get tougher. If you can manage to overcome the odds, you’ll find yourself rewarded. Solo Seasons will also have specific weekly objectives with high-powered rewards! Complete enough weekly objectives to redeem a free BND champion! CHALLENGES Challenges are also getting several updates. Star ratings are being adjusted to better reflect the difficulty level of a challenge. A one-star challenge will be easier in difficulty, while beating a five-star challenge will be a true testament to your skills. While some challenges will still feature selectable difficulty, we want to make sure that for those seeking a tougher experience, the option is still there for you. These aren’t all of the changes we have in store for our solo players this year! We’re expecting a more regular update cadence for solo modes with and a robust suite of solo friendly events, all landing with each new major content release. MUT26 rings in a new era for solo players! GAUNTLET Gauntlet is seeing a qualification update. Instead of needing to get a certain number of MUT Champs wins to qualify for the Gauntlet, you’ll now earn an entry token from a weekly objective to get Ranked wins. No need to put a win streak together. SICK SIX Sick Six is losing its limited availability, gather your squad and tackle your three runs per week whenever you want! Team Building Events Ultimate Team is and always has been a celebration of building your perfect squad. In MUT26, lineup construction was at the forefront of our upgrades. Team Building Events introduce new ways to test your roster-building skills. Some events will require a theme team to enter, while others might require your team to be within a specific OVR; others still might require a specific player in your lineup. To support these experiences, we’re giving you powerful lineup tools to make building easier than ever. You’ll have the ability to view any eligible event and its requirements, auto-generate a baseline lineup to meet those requirements and edit your lineup for optimization all from the lineup screen with real-time lineup compliance alerts. Tighter requirements will equate to better rewards. We want to make sure we’re giving you the tools you need to be able to participate in team building events with little friction. Our goal with team building is to reward creative, thoughtful team building, not punish your binder size. Our philosophy around team building events is to make them reward your football strategy IQ and creatively solving the team building requirements in front of you. Team building events are about providing you opportunities for unique challenges and roster building opportunities. Competitive Campaigns This year we’re introducing Leaderboard Campaigns. They’re smaller, limited-time, focused competitions designed to make every game matter. Each campaign puts you on a leaderboard with a small subset of players. Whether you're a H2H or Solo Player, your performance on key objectives (points scored, wins, etc.) determines your placement. Every tier unlocks bonus rewards and every player has a real chance to finish at the top. LTDs, Sets & Rewards With the massive amounts of content coming in Ultimate Team, we wanted to make sure it all feels worth playing and have made adjustments to rewards. In addition to the flexibility offered by the new Event Pass and Weekly Spotlight Pass, we’ve also re-evaluated our overall rewards. Welcome Pack players are seeing an improvement across the board: you’ll generally see them able to be upgraded all the way to Champion-level OVR. Non-fantasy reward packs will now have a chance to include an LTD. LTDs are now also available for a full week instead of just three days. For Sets, we have a couple of quality-of-life changes we’re launching aimed at giving you more choice when it comes to rewards. Firstly, program champions will no longer have bespoke sets for each Champion. Instead, it will be a single fantasy pack giving you a choice of program champion. Secondly, we’re tackling the frustration around our filter organization: they will be sorted alphabetically this year. We also have heard the feedback around alternate uniforms and have planned opportunities to earn alternate uniforms throughout the year. You’ll see them start to roll in with the Season 2 Field Pass. You’ll also earn progress on your NFL Team Pass throughout Ultimate Team, unlocking rewards that celebrate your achievements with your favorite squad. Pack Helper We know it can be tedious flipping between your binder, auction house, or lineup when opening packs to determine the best decisions for your squad. This year, we’re introducing a new feature called Pack Helper. With Pack Helper, you’ll instantly see if a new player is better than your current starter, whether they help complete a set, how they’re trending on the Auction House, or if they boost your Chemistry tiers, all directly from the pack opening screen. All these actions can be done with just two clicks. Every insight is optional, and if you want to take action, it’s quick and seamless. The Evolution of the Item We’ve redesigned the core of Ultimate Team: the player item itself. Key info like OVR, position, and name now stays locked in a standard location. Everything else can change based on the program. Our player items will reflect the identity of each drop, giving an even more distinctive visual feel to items throughout the year. We’re also bringing back player item flipping, with multiple back pages that allow you to explore key attributes, X-Factors, abilities and chemistries. You’ll be able to directly compare players on the same screen without needing to leave your lineup, making decision-making clearer than ever. Quality of Life Upgrades Every aspect of MUT should be intuitive and frictionless. We’ve made key upgrades to ensure that playing and progressing never gets in your way. CHALLENGE OBJECTIVES Challenge Objective Tracking is now available directly from the play call and presnap screens, no need to pause to check your progress or remind yourself of the goal! EVENTS UI House Rules visibility has been improved with a complete list of modifiers available on the event select screen itself, allowing you to easily preview how your gameplay will be impacted. Additionally, they’ve also been integrated right into your play experience, so you’re never surprised by a modifier. To help keep players in the flow of events, we’re making UI improvements to the event screens. All of your rewards will now be viewable from the event screen, even when an event features multiple levels. No more needing to be in the Playoffs to see the Playoffs rewards! House Rules also now have their own dedicated display space both on the event screen and in-game, no pause required. For those events that feature special end conditions for the game, those too are now available in-game. Always Fresh. Always Football. From all of us on the Madden Ultimate Team dev team, thank you! We’ve worked this offseason to build on your feedback and elevate every part of the Ultimate Team experience with more content, smarter tools, and deeper ways to play. We know we have the most passionate fans and are excited to see you at launch! For a reveal of the first season of Madden NFL 26 and Madden Ultimate Team, tune into our first Good Morning Madden stream of the year on August 6th at 10:30 A.M. Eastern, on twitch.tv/EAmaddennfl! [Source]2Views0likes0CommentsGame Changes + New Item
Hey Holotable Heroes, We have a massive update coming to the holotable! We will be introducing a brand new item and some fundamental changes to how you power up your roster. Let’s get to the first major piece of information! Gear and Relic Changes Relics at 4 Stars! Yes, you read that right. We’ve removed or drastically reduced star requirements on gear pieces, so characters can now reach Relic levels at only 4 stars! The only requirement is that applying gear pieces at Gear XII needs a character to be level 85 and 4 stars. New Relic Star Requirements: While you can get to Relics earlier, there are now star requirements for higher Relic levels: Relic 3 requires 5 stars. Relic 4 requires 6 stars. Relic 5+ requires 7 stars. This will be retroactive New Item: Lightspeed Tokens (LSTs) Lightspeed Tokens are a new consumable that instantly upgrades a character to a specific power level , think of it like an item that will boost specific characters similar to the Hyperdrive and Lightspeed Bundles. How They Work LSTs come in five tiers: Tier 1 - Carbonite: Level 85, 3 stars, Gear X, Ability level 3 Tier 2 - Bronzium: Level 85, 4 stars, Gear XII, Ability level 4 Tier 3 - Chromium: Level 85, 5 stars, Relic 1, Ability level 5 Tier 4 - Aurodium: Level 85, 6 stars, Relic 3, Ability Level 6 Tier 5 - Kyber: Level 85, 7 stars, Relic 5, Ability level 7 What You Need to Know Don't hoard! A LST is tied to a specific list of characters when it's released, and that list will never be updated to include units released later. So, there’s no reason to save them for a future character drop. Additionally, in order for us to eventually remove old and unused LSTs from data, all LSTs in your inventory expire exactly 6 months after the date and time you acquired them. Use them when you get them! Era Locked: Initially, LSTs can only be used for characters from the "Legacy Era" (everything before the Era of Apprentices that started on Nov. 19, 2024 with Huyang). Generally, tokens are for units from Eras that ended at least a year ago. Launch Factions: The first LSTs available at launch will be for Smugglers and Separatists. Excluded Units: You cannot use standard LSTs on these types of units: Galactic Legends Conquest units Journey Guide units (this includes Territory Battle and Raid rewards) Capital Ships These tokens won't apply Zeta or Omicron abilities Got a useless LST? If you get a token but all your eligible characters are already past that upgrade level, you can dismantle it for some rewards. Tier 1 10x Mk 7 Kyrotech Shock Prod Prototype Salvage 10x Mk 9 Kyrotech Battle Computer Prototype Salvage Tier 2 20x Mk 7 Kyrotech Shock Prod Prototype Salvage 20x Mk 9 Kyrotech Battle Computer Prototype Salvage Tier 3 10x Carbonite Circuit Board Tier 4 5x Fragmented Signal Data 5x Incomplete Signal Data 10x Carbonite Circuit Board 10x Bronzium Wiring 5x Chromium Transistor Tier 5 5x Fragmented Signal Data 5x Incomplete Signal Data 5x Flawed Signal Data 10x Carbonite Circuit Board 10x Bronzium Wiring 5x Chromium Transistor 5x Aurodium Heatsink You’ll find LSTs in the Store and as rewards on the free Episode Track and the Episode Pass. We also plan to use them as rewards in other ways in the future. Updating Unit Progression To make LSTs work more effectively we tore down some old walls in the unit upgrade system. Here’s a list of restrictions we’ve removed: Unit level is no longer gated by your player level. Units now have all their abilities unlocked right from the start. Unit ability tiers are no longer gated by a unit's gear tier. Unit level no longer gates ability upgrades. The only exceptions are Zeta and Omicron abilities, which keep their original requirements. Ship reinforcement abilities are no longer gated by star level. Ship ability upgrades are no longer gated by the crew's gear tier. Not changing: Capital ship ability upgrades are still gated by the ship's star level. A Few Exceptions Remain: There are three specific characters whose abilities do not unlock immediately: General Skywalker's leader ability still needs Gear VII. Merrin's Special 1 ability still needs Gear X. Nightsister Zombie's unique ability still needs Gear X. In addition to that, for LST to work well with our current and future systems, many units have had their Star unlock requirements reduced to 2 Stars. The changes are in the table below: Former 5-star Unlocks Former 4-star Unlocks Former 3-star Unlocks Hermit Yoda Wampa Characters: Admiral Ackbar ARC Trooper B2 Super Battle Droid Barriss Offee Boba Fett Captain Han Solo Colonel Starck CT-7567 "Rex" Darth Maul Darth Sidious Darth Vader Dathcha Finn General Grievous Geonosian Brood Alpha Geonosian Spy Grand Moff Tarkin HK-47 Ima Gun-Di Jawa Engineer Jyn Erso Kylo Ren Mace Windu Nute Gunray Old Daka Poggle the Lesser URoRRuR'R'R Wedge Antilles Ships: Cassian's U-Wing Comeuppance Ebon Hawk Emperor's Shuttle Hyena Bomber Imperial TIE Bomber Kylo Ren's Command Shuttle Marauder Mark VI Interceptor Outrider Raven's Claw Rebel Y-wing Rey's Millenium Falcon Slave 1 TIE Advanced x1 TIE Dagger TIE Defender Characters: Aayla Secura Asajj Ventress Baze Malbus Cad Bane Captain Phasma Cassian Andor CC-2224 "Cody" Chief Chirpa Chief Nebit Chirrut Imwe Clone Wars Chewbacca Count Dooku CT-21-0408 "Echo" CT-5555 "Fives" Darth Nihilus Director Krennic Eeth Koth First Order Officer Gamorrean Guard General Veers Hoth Rebel Scout Hoth Rebel Soldier IG-88 K-2SO Lando Calrissian Lobot Luke Skywalker (Farmboy) Luminara Unduli Moff Gideon Obi-Wan Kenobi (Old Ben) Plo Koon Poe Dameron Savage Opress Shoretrooper Sith Assassin Sith Trooper Stormtrooper Stormtrooper Han Sun Fac Tusken Raider Tusken Shaman Zam Wesell Ships: Bistan's U-wing Poe Dameron's X-wing Rex's ARC-170 Scimitar TIE Reaper But Wait, There’s More!: Quality of Life Upgrades Here are a few more updates to make your lives easier: Leveling up your units just got cheaper. The credit and ship material cost has been slashed by 50% across the board. If you’ve earned all possible rewards from a recurring event, that event will no longer appear on the Events table. This includes all re-run Marquee events, Fleet Mastery events, and Proving Grounds. Yes, you can finally say goodbye to the Finalizer and Raddus events hanging out at the end of your Events list. You can now sim up to 100 battles at once on campaign nodes, as long as you have the energy. This doesn’t change the daily attempt limits on Hard Nodes. A new icon next to the unit’s name on every Unit Details Screen displays the icon for the Era in which that unit was released. Tapping/clicking this icon will create a pop-up with the name of that Era as well. You can now sort your character inventory by Relic Amplifier Level. We've added new filters to see which characters have upgrades available for: Lightspeed Token Application Relic Amplifier Level Omicron Ability Zeta Ability Gear Upgrade "Any Ability Upgrade" and "Unit Level Upgrade" filters are also now available for both characters and ships. A number of changes have been made to streamline tutorials for new players and let them get into the Holotables faster! This includes the creation of two new quests granted to all players under level 40. We are excited to deliver this to you all and cannot wait to hear your feedback as this is the foundation for our next large update coming later this year! See you on the Holotable!63KViews66likes120CommentsCollege Football 26 Season 1
SEASON 1 Every path to greatness starts somewhere. Whether you’re a seasoned College Football 25 Ultimate Team player or a wide-eyed freshman looking to dip their toes into the mode, Season 1 is the perfect time to start building your dream roster. From fan-favorite events like Names of the Game to the all-new Fresh Faces, there’s plenty to play for and earn all season long. Get started today. ULTIMATE TEAM PROGRAMS NAMES OF THE GAME Run back the fan-favorite Names of the Game program from College Football 25, where we highlight some of the most interesting–and entertaining–names from throughout college football. STANDOUTS Standouts highlights top players from college football programs across the country. Every weekly Standout drop will spotlight remarkable players based on their class: Freshman, Sophomore and Upperclassman. FRESH FACES This all-new event showcases players new to their team this season, from veterans who transferred schools to freshmen kicking off their college careers. ALUMNI The new Alumni program begins during Season 1 but will continue to drop content all the way through Season 5. You can expect a variety of themes, formats, and Alumni player items from each drop as we highlight some of the greatest and most beloved college football players of all time. SEASON 1 PLAYER ITEMS Throughout Season 1, there will be 23 total players you can acquire through the Trophy Store, Packs, and Tower Challenges. Log in to Ultimate Team during Season 1 to receive an 80 OVR Keldric Faulk player item that can be upgraded to 85 OVR with tokens from the Season 1 Trophy Store. Be sure to stay plugged in with the CFB Ultimate Team channel on X to know when remaining players will release during Season 1. Players who will be available as part of the College Football Ultimate Team pool of items during Early Access on July 7th include: Jeremiyah Love: HB | 86 OVR (LTD) A.J. Harris: CB | 85 OVR (Tower of Valor Champion) Keldric Faulk: EDGE | 80 OVR -> 85 OVR (Welcome Pack Player) Parker Brailsford: C | 87 OVR (All-Season Champion) Fernando Carmona: LT | 85 OVR (Trophy Store Champion) Alex Perry: WR | 83 OVR (Hero) Aiden Fisher: MIKE | 83 OVR (Hero) Dallas Payne: TE | 81 OVR (Elite) Darius Taylor: HB | 81 OVR (Elite) FIELD PASS REWARD PATH Earn Coins, Packs, uniforms, Trophies, Player Items, and more by progressing along the Season 1 Field Pass with the below reward path: Level 2: 1,000 Coins Level 3: Uniform Pack Level 4: 400 Trophies Level 5: 79 OVR Player Fantasy Pack (BND) Level 6: 1,000 Coins Level 7: Strategy Item Pack (Common) Level 8: 450 Trophies Level 9: 2,000 Coins Level 10: Season 1 Fantasy Pack (Uncommon) Level 11: Stadium Pack Level 12: 500 Trophies Level 13: 2,000 Coins Level 14: Team Playbook Pack Level 15: 80 OVR Player Fantasy Pack (BND) Level 16: 550 Trophies Level 17: 3,000 Coins Level 18: Team Playbook Pack Level 19: 600 Trophies Level 20: Season 1 Fantasy Pack (Uncommon) Level 21: 3,000 Coins Level 22: Strategy Item Pack (Common) Level 23: 3,000 Coins Level 24: 650 Trophies Level 25: Season 1 Fantasy Pack (Uncommon) Level 26: 4,000 Coins Level 27: Uniform Pack Level 28: 700 Trophies Level 29: 4,000 Coins Level 30: 83 OVR Player Fantasy Pack (BND) Level 31: Stadium Pack Level 32: 750 Trophies Level 33: 5,000 Coins Level 34: 800 Trophies Level 35: Season 1 Fantasy Pack (Uncommon) Level 36: Team Playbook Pack Level 37: 850 Trophies Level 38: 5,000 Coins Level 39: 900 Trophies Level 40: Season 1 Rare Fantasy Pack (BND) Level 41: 6,000 Coins Level 42: 950 Trophies Level 43: Team Playbook Pack Level 44: 6,000 Coins Level 45: Season 1 Rare Fantasy Pack (BND) Level 46: 1,000 Trophies Level 47: Strategy Item Pack (Uncommon) Level 48: 6,000 Coins Level 49: 1,000 Trophies Level 50: 87 OVR Xavier Scott (BND) Level 51: Season 1 Token Level 52: 6,000 Coins Level 53: 1,100 Trophies Level 54: 6,000 Coins Level 55: Season Rare Fantasy Pack (BND) Level 56: 6,000 Coins Level 57: 1,200 Trophies Level 58: 6,000 Coins Level 59: Season 1 Rare Fantasy Pack (BND) Level 60: 6,000 Coins Level 61: 1,300 Trophies PREMIUM REWARD PATH New to College Football 26, earn extra rewards while progressing all season long with the Premium Pass. Get the premium version of the Field Pass with 1500 College Football Points. Each level along the Field Pass will grant you an added bonus. Level 1: 80+ Premium Pass Fantasy Pack Level 2: 400 Trophies Level 3: 1,000 Coins Level 4: Team Playbook Pack Level 5: 79 OVR Player Fantasy Pack (BND) Level 6: 450 Trophies Level 7: 1,000 Coins Level 8: Strategy Item Pack (Common) Level 9: 2,000 Coins Level 10: Season 1 Fantasy Pack (Uncommon) Level 11: 2,000 Coins Level 12: Uniform Pack Level 13: 550 Trophies Level 14: 3,000 Coins Level 15: 80 OVR Player Fantasy Pack (BND) Level 16: Stadium Pack Level 17: 600 Trophies Level 18: 3,000 Coins Level 19: Team Pack Level 20: Season 1 Fantasy Pack (Uncommon) Level 21: 650 Trophies Level 22: 4,000 Coins Level 23: Strategy Item Pack (Common) Level 24: 81 OVR Player Fantasy Pack (BND) Level 25: Season 1 Fantasy Pack (Uncommon) Level 26: 700 Trophies Level 27: 4,000 Coins Level 28: Team Pack Level 29: 750 Trophies Level 30: Season 1 Rare Fantasy Pack (BND) Level 31: 5,000 Coins Level 32: 82 OVR Player Fantasy Pack (BND) Level 33: 800 Trophies Level 34: 5,000 Coins Level 35: Season 1 Fantasy Pack (Uncommon) Level 36: 850 Trophies Level 37: 6,000 Coins Level 38: 900 Trophies Level 39: 83 OVR Player Fantasy Pack (BND) Level 40: Season 1 Rare Fantasy Pack (BND) Level 41: 1,000 Trophies Level 42: 6,000 Coins Level 43: 1,000 Trophies Level 44: Strategy Item Pack (Uncommon) Level 45: Season 1 Rare Fantasy Pack (BND) Level 46: 84 OVR Player Fantasy Pack (BND) Level 47: 6,000 Coins Level 48: 1,000 Trophies Level 49: 6,000 Coins Level 50: 87 OVR Player Pack (BND) Level 51: 1,000 Trophies Level 52: 6,000 Coins Level 53: 1,100 Trophies Level 54: 6,000 Coins Level 55: Season Rare Fantasy Pack (BND) Level 56: 6,000 Coins Level 57: 1,200 Trophies Level 58: 6,000 Coins Level 59: Season 1 Rare Fantasy Pack (BND) Level 60: 6,000 Coins Level 61: 1,300 Trophies [Source] --- College Football 26 launches worldwide on July 10, 2025. Pre-order the Deluxe Edition<em> or the EA SPORTS™ MVP Bundle* and play 3 days early. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and EA Forums.495Views0likes2CommentsCollege Football 26 - Dynasty & Team Builder Deep Dive
Hey football fans, We've got some highlights from the Dynasty & Team Builder Deep Dive to share with you! Be sure to check out the full Dynasty & Team Builder Deep Dive for full details. BUILDING ON THE FOUNDATION When we set out to design College Football 25, we had a multi-year vision for what we wanted Dynasty Mode to become. That journey began by laying the foundation under three core pillars: Build Your Coach, Build Your Program, and Deliver the World of College Football. Build Your Coach: This encompasses the decisions you make on your coaching journey to the top of the college football world. Whether that’s starting as a coordinator at a small school and making a name for yourself before getting that first head coaching job, or starting as a head coach at your dream school. Every decision you make on your journey matters. Build Your Program: As the old saying goes, “to win in College Football it’s not the X’s and the O’s, it’s the Jimmy’s and the Joe’s”. Recruiting is the lifeblood of College Football and having a consistent winner means you need a roster that is built to reload rather than rebuild. That all starts on the high school recruiting trail, but in modern College Football roster retention and utilizing the Transfer Portal are instrumental in your ability to field a championship team. Deliver the World of College Football: The College Football landscape continues to evolve. In College Football 26, we’ve pushed to reflect the ever-changing reality of the sport, from custom conferences and scheduling to protected opponents and playoff structure. Whether you’re staying true to tradition or reshaping the map, the world of college football is yours to define. College Football 26 represents Year 2 of that vision — a year focused on building on the foundation we set and adding meaningful depth to each pillar. It’s about evolving Dynasty while staying true to what makes it special, and delivering on the feedback we’ve heard from our incredibly passionate community. Just like last year, we spent countless hours talking with community members, college football experts, and coaches. We also spent a ton of time watching Dynasty live streams, program rebuilds, wishlist videos, and of course reading thousands of message board posts and tweets. A large part of our research was focused not just on what is discussed, but how the mode is actually played and experienced by our community. Because as we said last year and still strongly believe today — our team has one singular motto: “Satisfy the Core Community” because “This is THEIR Game”. BUILD YOUR COACH At the heart of Dynasty Mode is your coach. Every decision, every upgrade, and every hire helps define your journey to the top of the college football world and the legacy you leave behind. Last year, we talked at length about what we learned from studying coaches in depth. No coach is great at everything, and there’s no single path to becoming a great coach. That belief continues to shape our approach in College Football 26, and remains central to everything we’ve built. This year, we’ve focused on deepening that experience, introducing more meaningful decision points and further emphasizing that every decision matters. CREATE YOUR COACH When starting your Dynasty, just like last year you’ll choose between creating your own coach or stepping into the role of an existing one. This year, existing coaches are now authentic real-life head coaches and coordinators, with more than 300 authentic coaches. Each one comes equipped with their authentic playbook, scheme, playcalling tendencies, historical career stats, and archetypes and abilities that reflect their coaching skillset. Throughout your Dynasty, you will have the opportunity to compete against these authentic coaches in-game and on the recruiting trail. As described in the Gameplay Deep Dive, when you play them on Saturday’s, you can expect their playcalling and tendencies to match their real world counterpart, adding a new layer of immersion. Of course, you’ll also have the opportunity to poach them and bring them onto your staff in the Coaching Carousel. We’ve also introduced coach demeanor and stance customization. Is your coach cool, calm, and collected? Or are they the high-energy, emotionally charged leader that fires up the sideline? Your choice will influence how your coach stands and acts throughout the game giving your coaching persona even more personality on the field. COACH PROGRESSION From the beginning, our design intent for our RPG archetype based abilities and progression system has been that no coach can be great at everything. How you build your coach and manage your staff matters. Your coordinators either complement your strengths or shore up your deficiencies. This intent still holds true in College Football 26 and we have continued to expand upon it. Last year, we saw players hitting the level cap too early — maxing out progression well before the later years of their Dynasty, which was not what we intended. While we still believe you cannot be great at everything, your coaching journey should evolve over time, with new decisions and challenges emerging each season. In College Football 26, the maximum coach level has been increased from 50 to 100. Additionally, we’ve completely rebalanced the amount of XP each goal earns to better reflect its frequency and difficulty. We’ve also introduced a new level progression curve designed to provide early momentum while creating a much longer tail of growth. You’ll still see meaningful development in the early years, but reaching the top now requires sustained success across the full arc of your coaching career. COACH ARCHETYPES While progression is the engine of your coaching journey, archetypes are the blueprint for how your coach grows and where your strengths lie. In College Football 26, we’ve made a number of updates to how archetypes are unlocked, balanced, and expanded — all with the goal of making each coaching path more strategic and distinct. To start, the three base archetypes — Recruiter, Motivator, and Tactician — now require a minimum coach level to unlock. This change encourages more focused investment early in your career, making that initial archetype choice even more meaningful. It’s no longer a quick jump between archetypes — instead, your coach will grow into their identity over time. This helps reinforce the rock-paper-scissors relationship not just between archetypes, but also between you and your coordinators. Choosing a staff that complements — or counters — your strengths is more important than ever. COACH CAROUSEL We introduced the foundation of the carousel last year, and in College Football 26, we’ve added more polish, feedback, and quality-of-life improvements to make it easier to track movement and make smarter staff decisions. You’ll now receive notifications when your coordinators accept or decline job offers, as well as alerts when one is poached for a new opportunity. Whether they’re leaving for a promotion or jumping ship unexpectedly, you’ll stay informed and ready to react. FILLING OUT YOUR TROPHY ROOM Every great Dynasty leaves behind a legacy — now you have a place to showcase it. The Trophy Room is your central hub for tracking the championships, rivalries, and awards you collect throughout your journey. Whether you're chasing your first conference title or building a Heisman factory, the Trophy Room keeps a running history of your program’s most meaningful moments. As you play through Dynasty, every time you win a rivalry game, bowl game, conference championship, national championship, or earn an individual award, you will receive a notification and the trophy will be added to your Trophy Room. You can access it anytime from the Dynasty Hub, or from the main menu and your global profile. Each Dynasty you create has its own dedicated Trophy Room tied to your coach, tracking every trophy you've earned. For team-based achievements, you’ll see the season year, team, opponent, and final score of the game. For individual awards, you’ll see the player who won, the team they were on, and the year they took home the hardware. You can also select any trophy to view more detailed information — including the trophy’s history and significance in college football. In total, there are more than 160 rivalry, bowl, and individual award trophies to collect. Whether you’re flexing your fifth Heisman, third natty, or just looking back on the legends that defined your Dynasty, the Trophy Room is built to celebrate your legacy. Every Dynasty has its greats — those unforgettable players who become stories we tell for years. Now, their names and moments live on, immortalized forever in your Trophy Room. And it’s not just limited to Dynasty. The Trophy Room is global across all modes, including Road to Glory, Play Now, and Road to the College Football Playoff — so no matter how you play, your accomplishments are remembered. BUILD YOUR PROGRAM Talent acquisition and roster management remain at the forefront of College Football. How you approach building and keeping your roster has never been more important. The transfer portal continues to grow and evolve, becoming an even bigger force in shaping programs across the country. Whether you're reloading through high school recruiting or retooling through the portal, your success depends on how well you execute your strategy and continue to evolve with players ever changing expectations. In College Football 26, we still have the same core goals in mind — making recruiting feel personal, differentiating players and regions, and making the portal even more authentically unpredictable. From the way prospects evaluate schools to how expectations evolve over time, building your program now means more than just landing talent — it’s about understanding it, developing it, and keeping it. THE TRANSFER PORTAL Some schools see a mass exodus. Others stay almost completely untouched. That’s the unpredictability of the modern transfer portal. In College Football 26, we’ve pushed to fully capture the essence and chaos that defines this era of roster movement. College Football 25 laid the groundwork, but this year, we wanted the portal to feel authentically unpredictable, forcing tough decisions around team retention, roster construction, and win-now urgency. Now, you can expect to see a consistent pool of around 2,000 players entering the portal. As a part of this rebalance, we have also changed how we assign star ratings to transfer prospects. In College Football 25, players were assigned their star rating based on their OVR. Now, star rating is more heavily influenced by a player's position and class year. For example, an 85 OVR freshman quarterback will be scored higher than an 85 OVR senior guard. TRANSFER PORTAL CUSTOMIZATION With Dynamic Dealbreakers, the addition of the Conference Prestige dealbreaker, and improved Playing Time logic, the College Football 26 Transfer Portal is more reactive and unpredictable. While this brings the chaos of modern college football to life, we also want you to have the tools to customize that experience and make it your own. Whether you want a wild, modern-era portal or a throwback to the days when transferring was far less common, you now have full control over how the portal behaves in your Dynasty. New settings include: Max Transfers Per Team: Adjust how many players can transfer from a single team (0–30). Setting this to 0 disables the portal entirely for a more traditional experience. Transfer Probability (User Teams): Scale how likely players on user-controlled teams are to transfer if their dealbreaker is violated. Transfer Probability (CPU Teams): Do the same for CPU teams, allowing you to align or differentiate how the AI handles player retention. MY SCHOOL At the foundation of every program is one question: What is your identity? The My School grades define who your program is and what its strengths and weaknesses are across 14 core categories. It’s one of the clearest separators between powerhouse programs and those still trying to find their footing. In addition to the Playing Time improvements we outlined earlier — which now consider actual snaps played — we’ve made several key updates across the My School system to deepen realism and improve differentiation between programs. First, we’ve rebalanced the grade curve across all 14 categories. Fewer teams now sit in the A or B range, meaning most schools will fall somewhere between D and C — creating more visible separation between the haves and have-nots, and making meaningful improvement something you’ll need to earn over time. One of the biggest changes this year comes in Pro Potential. Previously, this grade estimated a program’s ability to produce NFL talent based on the current roster. Now, Pro Potential is based on a school’s historical draft results over the past four seasons, and it’s tracked by position. This means you can now clearly see which schools are consistently sending talent to the next level — and who truly deserves the title of Wide Receiver U. PLAYER PROGRESSION Player development is at the core of building a successful program. While talent acquisition is without question the most important thing in College Football, inability to develop your players will keep them from reaching their full potential and prevent you from realizing your dreams of winning a National Championship. In College Football 26, we’ve rebalanced and expanded how progression works to create more player differentiation, realism, and separation between programs. Living in the Iron paradise At times in College Football 25 players would go long stretches without any progression, only to suddenly take a big leap when they finally leveled up a skill group. In College Football 26 we have increased the number of skill group levels from 10 to 20, allowing for more gradual and natural progression. A player’s Development Trait also plays a bigger role in offseason progression. While there’s still variability in how much a player develops during the offseason, players with Impact, Star, and Elite development traits now have a higher minimum amount they will progress. This increases the likelihood that players with a better development trait will progress more than players with a normal trait. Every year we see freshmen arrive on campus and undergo significant physical changes during their first season. Now, when your players hit the Iron Paradise and put in the #work during the offseason you will also see physical changes to their body. Players will now gain weight during offseason progression. The amount they gain is influenced by their player position and year in school. This simulates the real world difference in physical maturity between a freshman and senior. Lastly, your school’s Athletic Facilities grade in My School now increases the amount of progression your players receive. No different than the real world where the schools with the best sports performance and nutrition programs seemingly perform at a higher level than the rest. The higher your Athletic Facilities grade is, the bigger your player progression boost will be. Athletic Facilities are just another factor that contributes to long-term program building and highlights the divide between powerhouse programs and those still finding their footing. Physical Abilities As Scott described in the Gameplay Deep Dive, we’ve introduced new physical and mental abilities this year. In addition to the new physical abilities, we’ve also modified the requirements to unlock physical ability tiers. Previously, all physical abilities required a single attribute level to unlock each tier, for example 95 Toughness to unlock Platinum Workhorse. Now, some abilities like Shifty require two attribute ratings to upgrade them. For example, Platinum Shifty now requires both 97 Change of Direction and 96 Acceleration for a Wide Receiver. These added thresholds make top-tier abilities even rarer — further increasing player differentiation. We’ve also completely overhauled our archetype system, introducing new player types and physical ability combinations that better reflect the diversity of players across college football. More on that later. From Impact Player to Star Player performance during the season now plays a huge role in their long-term potential. If a player absolutely cooks during the season, they can now upgrade their Development Trait during offseason progression. Performance is determined by their season stat line relative to their position. Upgrading a Development Trait is not guaranteed, and the better a player's current trait is, the harder it becomes to move up. For example, moving from Normal to Impact is more likely than jumping from Star to Elite. You can increase the odds of players upgrading their development trait by purchasing the Gainz Getter ability within the CEO archetype. If a player does upgrade their development trait, you’ll receive a notification and it will also be highlighted in the Training Results screen. Training Results Speaking of Training Results, this screen has undergone a major overhaul to give you better visibility into the growth and progression of each player during the offseason. For each player, you can now see exactly how much each attribute increased. Additionally, the player module on the right hand side displays their weight gain, any abilities that upgraded, and if their development trait upgraded. Manual Progression If you’re looking for more direct control over how your players develop, you can enable manual progression in league settings. Manual progression is an individual team setting, so it does not require all members of an Online Dynasty to have the same setting. If you choose to enable manual progression, your players will earn skill points like normal, however they will never automatically spend them to progress their attributes and abilities. You can see how many skill points each player has accumulated in the player module anywhere a player is shown in a spreadsheet or within their Player Card. To manually progress a player, just access their Player Card. Within the Player Card, you can spend their skill points to purchase ratings and physical abilities. If you only want to manually progress specific players, you can do so — and then automatically progress the rest of your roster by holding Triangle on the roster screen. This will automatically progress all players who have skill points remaining using the standard autoprogression logic. Manual progression can offer a significant advantage in shaping player growth, so when it's turned on, it comes with a default 25% progression nerf to help maintain balance. This nerf is fully customizable by the Dynasty Commissioner. It can be turned off completely or increased to 100% to fully prevent users from auto progressing players. POSITION CHANGES Position changes are a key part of building and evolving a roster in Dynasty Mode, but transitioning to a new role isn’t always seamless. When a player moves to a new role they must learn a new position and skillset — one that may not directly translate from their previous experience. While they can certainly grow into the role over time, that development doesn’t happen overnight. To better reflect, now when a player changes positions, they will only retain abilities that are shared between their previous archetype and the new one. Their skill group caps are also adjusted based on how closely the new position relates to their original one. For example, shifting a running back to wide receiver results in a smaller drop in development ceiling than moving that same player to offensive tackle. The farther apart the positions are in terms of required traits and responsibilities, the steeper the learning curve – which naturally limits their potential and current abilities. As you evaluate changing a player's position, the player module on the right side of the screen will display a preview of which abilities the player would retain at the selected position. The player’s development trait will stay the same, ensuring a consistent growth rate as they adapt to their new role. MANAGING WEAR AND TEAR Much like a boxer, a football player’s body can only take so many hits before it starts to break down. It’s not just about whether a player is injured — it’s about how their body responds to the physical demands of the season. Every hit adds up and as our friend OG says “not all hits are created equal”. Some players are able to endure the wear and tear over the long term, while others wear down under the weight of repeated impacts. Season and Career Health In College Football 26 every player now has season and career health pools that determine how much wear and tear damage they can recover in a single season and over the course of their career. Each time a player recovers wear and tear damage, it draws from these pools. Once the season health pool is depleted, that player can no longer recover wear and tear damage until the offseason when they will fully recover. We saw the effects of season health play out in last year’s National Championship game. Entering the matchup, Notre Dame’s quarterback had logged a career-high 167 rushing attempts on the season — 53 of those coming in just the last three games. On the opening drive, he led an 18-play, 75-yard touchdown march, carrying the ball nine more times. That drive alone added a significant amount of wear and tear, and when combined with the workload he’d taken on all season, it was clear his body had started to break down. From that point forward, his performance dipped noticeably — and he wasn’t the same player for the rest of the game. How Does Season Health Change Season to Season? At the end of each season, the pool replenishes, however, the size of the pool is determined by how full it was at the end of the season. For example, a player who finishes the season with their health pool nearly empty will begin the next year with a significantly smaller season health pool. This reflects the physical wear they carried over the course of the season. Conversely, a player who finished the year with a pool that is almost full will begin the next year with an almost identical health pool size. You will be able to see the impacts of a player's season health on their career health bar over the course of the season. In effect, you are now having to manage a player’s “career clock”. How heavily a player is used from year to year will significantly impact their longevity, adding a new layer of decision making and wear and tear management week to week and season to season. Where Can I See It? You can view a player’s season health anywhere that wear and tear is displayed. This year we have also updated the player module to include a wear and tear sub panel that can be accessed with the RS. This allows you to quickly view a player's wear and tear health at a glance. Auto Subs Strategy Auto Subs now incorporate wear and tear strategies by position, giving you control over how players are rotated in and out during games based on accumulated wear and tear damage. There are four sub strategies that you can choose from: Keep Fresh: Prioritize rotating players out early to limit accumulated wear and tear damage Normal: Balanced approach that will keep a steady rotation Grind It Out: Players will stay on the field even when they have incurred significant Wear and Tear damage Custom: Create a custom sub in and out wear and tear strategy using sliders Custom Settings As detailed in the Gameplay Deep Dive, we’ve also added a suite of wear and tear sliders that give you full control over how wear and tear behaves across Dynasty and gameplay. These settings let you fine-tune how much wear and tear is applied based on tackle type (such as normal tackles versus hit sticks), how much is recovered during the game (including per play, at quarter breaks, or halftime), and how much players recover during week advances in Dynasty. DELIVERING THE WORLD OF COLLEGE FOOTBALL College football is constantly changing, and Dynasty Mode needs to evolve with it. This year, we’ve added Missouri State and Delaware, expanding to 136 teams you can start your Dynasty with. While we will always look to stay current in the ever changing world of college football, we are also focused on expanding the depth of Dynasty Mode — building a more complete and immersive world through better access to stats, deeper historical tracking, storylines, and ongoing quality of life improvements that make reduce friction in your Dynasty experience. A PART OF COLLEGE FOOTBALL HISTORY One of the most powerful parts of Dynasty mode is looking back — reliving the moments, debating the greats, and remembering the champions that shaped your Dynasties of the past. Whether it’s your boss telling you about his sweet two star recruit that won the three Heismans and a national championship at a small school or arguments with friends over whose team was truly the best, those memories are what make Dynasty mode special. In College Football 26, we’re introducing College Football History, which is accessible from the Stats & Records tab of the Dynasty Hub. This is your hub for the legacy of the sport and your Dynasty — from Yale winning the very first National Championship in 1869 to every moment you create across your 30-year Dynasty. College Football History features: National Champions going back to 1869, including split National Champions Conference Champions dating back to 1896, including historical conferences no longer in existence For each national and conference champion you will be able to see the year they won the championship, their top 25 ranking, season record, and the name of the coach that won the championship. If this was a championship game, you will also be able to see the losing team, their top 25 rank, season record, and the score of the game. 21 Individual player and coach award winners, for example historical Heisman Trophy and Bear Bryant Coach of the Year Winners Within the College Football History you are able to filter the spreadsheet by team and conference. This gives you the ability to see every Heisman winner from Alabama, every SEC team that has reached the national championship game, or simply view every conference champion from the Big Ten or the Pac-12. When viewing conference championships, you will be able to see historical conferences and the evolution of conferences. For example, when you are looking at the Pac-12 conference champions, you will see the conference evolve from PCC, to AAWU, to Pac-8, to Pac-10, and eventually the Pac-12 Conference. As your Dynasty unfolds, this history grows with you. Every national champion, conference champion, winning coach, and award winner is etched into the record books for all 30 seasons. Speaking of awards, in College Football 26 we’ve added 14 authentic awards, including the Maxwell Award and the Walter Camp Award. Additionally, we’ve also rebalanced how defensive stats – in particular tackles, tackles for loss, and sacks – are evaluated in our awards logic. In addition to College Football History, you can now view all of a players awards and accolades from their player card. Within the player card, go to the more tab and then stats. Once you are within the stats screen filter to Awards. This will show all of their individual awards like Heisman Trophies, conference championships, national championship, All-American and All-Conference selections, how many times they have been national and conference player of the week, and their transfer history. NEW POSITIONS AND ARCHETYPES In College Football 26, we’ve overhauled positions and archetypes across the game to bring them in line with the way modern college football is played. Positions have been updated to reflect current-day schemes and terminology. We’ve made key positional updates to reflect how teams align in today’s game. Defensive Ends are now Edge Rushers, and Outside Linebackers are labeled as SAM or WILL, with MIKE replacing Middle Linebacker. These roles better reflect real-world defensive structures and responsibilities. We’ve also introduced support for smarter formation-based movement, so players adjust their alignment based on your defensive front. Additional depth chart updates include Long Snapper (LS), Gadget (GAD) for trick-play specialists, and Nose Tackle, specifically used in 3-4 fronts. We also took a hard look at every archetype in College Football 25 and found that many didn’t fully capture how college players move, play, and contribute. Some players fell between styles, while others had skill sets unique enough to deserve their own identity — for example, a gadget wide receiver. To address this, we’ve expanded to 59 total archetypes, each with its own unique combination of physical abilities. In addition to adding new archetypes, we also reworked our existing ones to better represent the full range of play styles and roles within each position group. Some positions, like Wide Receiver, now feature seven unique archetypes — each designed to capture a distinct play style. Here’s a breakdown of what makes each one unique: Speedster: A pure burner who takes the top off the defense. Not a technician, but lethal in open space. Route Artist: Precise, smooth, and always open. Wins with footwork and timing. Physical Route Runner: Big-bodied and technical, but not fast. Great for contested third downs. Elusive Route Runner: Shifty before and after the catch. Combines smooth routes with elite YAC ability. Gritty Possession: Tough, reliable, and physical. Ideal for option offenses and run blocking on the perimeter. Gadget Receiver: A do-it-all player who might take snaps at QB or RB. Built for trick plays and misdirection. Contested Specialist: Dominates tight coverage. High-points the ball and wins in jump-ball scenarios. These archetypes not only shape how a player performs, but also determine which physical abilities they have access to, creating meaningful gameplay and recruiting variation. Whether you want to recruit a possession guy who seals the edge or a true deep threat to stretch the field, there’s an archetype to match. FORMATION SUBS One of the things that makes college football so dynamic is the variety of formations and alignments across different programs. Each week, college coaches find creative ways to use personnel, designing packages that create mismatches and exploit opponent team weaknesses. Formation Subs bring that same flexibility allowing you to assign specific players to specific formations. This is a great way to take advantage of the new positions archetypes. Within Formation Subs you will be allowed to set up 50 formation subs per team. Subs will persist season to season unless the player leaves the team or you change teams. If you switch playbooks, any formations shared between the old and new playbook will retain their assigned subs. CUSTOM CONFERENCES & PROTECTED OPPONENTS Scheduling in college football has become more complex than ever — and in College Football 26, we’ve revisited how Custom Conferences work to ensure that your scheduling choices hold up across multi-year Dynasties. As part of this reassessment, we identified that some custom conference combinations were mathematically impossible to support within the scheduling system. To maintain long-term schedule integrity, those edge cases have been removed from the custom conference matrix. As a part of Custom Conferences, you can now set Protected Opponents — giving you the ability to lock in annual matchups regardless of divisional alignment. Want to ensure Michigan plays Ohio State every year, no matter how your Big Ten realignment shakes out? Now you can. Most conference configurations can support one or two protected opponents per team, depending on the number of teams in the conference, whether divisions are enabled or disabled, and the number of conference games played each season. Some conference configurations and setups will not be able to support Protected Opponents due to scheduling being mathematically impossible. To use Protected Opponents, open the Conference Rules screen by pressing Square/X on the conference you want to customize. Here, you can enable or disable Protected Opponents along with other key conference settings. From that screen, press Triangle/Y to access the Protected Opponents screen, where you can view current protected matchups and assign or edit them for each team. If you don’t feel like manually setting all of the protected opponents in a conference, you can press R3 to regenerate all of the protected opponents in the conference. Whether you’re building a new super-conference from scratch or preserving the rivalries that define college football, Protected Opponents give you the tools to keep the most meaningful games on the schedule every year. SCHEDULING UPDATES All known future season games, including kickoff games, have been added through 2040, ensuring that teams follow their actual schedules year over year. This includes updates to annual games like Florida vs. Georgia, which will no longer be played in Jacksonville for the 2026 and 2027 seasons. We’ve also updated conference rotations for both the MAC and Conference USA to reflect their latest real-world alignment and expansion. COLLEGE FOOTBALL PLAYOFF The world of college football is ever changing and in College Football 26 we are excited that you will have the opportunity to experience the new playoff format in Dynasty before you experience it in real life. This offseason, the College Football Playoff has changed its format so that now the top four teams in the CFP rankings receive first round byes. Previously, the byes were awarded to the four highest ranked conference champions. QUALITY OF LIFE We’ve added a number of improvements that make it easy to navigate, manage and access key information within your Dynasty. Quick Access to Player Info: Anytime a player appears in a spreadsheet, you can now press Triangle/(Y) to open their Player Card or R3/RS to view their stats and award history. Player Stats and Attributes Everywhere: Now anywhere a player appears in a spreadsheet you will be able to see their season stats on the player module. This makes it easy to compare award candidates on the award watchlists. The second new panel is player attributes, which shows six attributes that are key to the player’s position. Development Traits in the Player Module: In addition to the two new player module panels, you can now view a player’s Dev Trait in the Abilities sub-panel. Note, the development trait will only be viewable for players on your team. Quick Access to Team Schedules: Within the Conference Standings and Top 25 Polls screens, you can now Press Triangle/(Y) on a team view their full schedule and quickly compare resumes. Members Tab: In Dynasty Hub we have added a new tab called Members. The Members tab lets you see every user in your Online Dynasty or every coach character in your Offline Dynasty. For each team it shows their username, team, top 25 rank, current week matchup and result, platform, online status, and whether they’re ready to advance. As a Commissioner, the Members tab is now where you will make all of your Commissioner actions like:: Adding or removing users Toggling Auto Pilot Promoting or demoting other commissioners Transferring Dynasty ownership to another user Inviting new users to join the Dynasty CROSSPLAY College Football 26 Online Dynasty now supports cross-play across Xbox Series X|S and PlayStation 5. You can run a 32 person Online Dynasty with friends regardless of platform. Within the Members tab, you’ll be able to see each user's system. To use cross-play, you’ll need an internet connection, the latest game updates, and a valid EA Account. Cross-play is enabled by default in Online Dynasties but can be turned off at any time by the Commissioner in League Settings. For more info, check out the [Cross-Play FAQ for full details]. PREORDER BONUS To give players a head start on building their program, all preorders of College Football 26 will receive a bonus of 100 Coach Points* when you start a Dynasty. This bonus applies to every Dynasty you start, and is in addition to the 1,000 Coach Points you can earn over time through progression — giving you an early edge when shaping your coaching identity. We also know that not every league wants to start with these bonuses, so Commissioners will have the option to enable or disable preorder bonuses within league settings. IT’S THE LITTLE THINGS It’s the little things that bring everything together — subtle touches that elevate the experience. Here are a few little things that we have added this year: Dynamic Time of Day: As Christian described in the Presentation Deep Dive College Football 26 introduces Dynamic Time of Day. Within Dynasty mode, the calendar date will impact the sun positioning and lighting. Now, a 5:00pm game in September will be brighter with a higher sun when compared to a 5:00pm game in November at the same stadium. Super Sim Tempo Adjustements: Teams who run up tempo style of play will now have an increased number of snaps during their game better reflecting their style of play. Broken Records Feedback: When a player on your team breaks a single game, season, or career record, you will now receive a full screen takeover celebrating the achievement. Coach Stats: Within the Coach Stats screen you can now see offensive and defensive coordinator stats. Force Win Update: When forcing a win or loss it now says the name of the team you are forcing a win for so you no longer have to guess which team is home or away. Combined Opponent Record: When viewing a team’s schedule, you can now see their combined opponent record giving you a quick snapshot of their strength of schedule. Advance Week Confirmation: A confirmation popup will now appear when you go to advance to the next week, helping prevent accidental clicks that could cost you a national championship. Sim to Points: When advancing the week you can now sim to any week in the season rather than only specific weeks. Redshirt Updates: Players can now play in postseason games without them counting against their redshirt eligibility. Additionally, now when you redshirt a player, it will not reset the entire depth chart. Instead, it will only alter the positions that player was in the depth chart for. Scouting Ability Info: If you’d like to know more about what an ability is when scouting a player, you can highlight the ability on the right side panel and it will display a tooltip informing you what that ability does. Increased Spreadsheet Row Count: We’ve increased the number of rows you can see in multiple spreadsheet screens. The Prospect List and Transfer Portal spreadsheets now display 600 rows instead of 300. The player season and career stats screens now display 700 rows of stats giving you better insight into the nations best players. TEAM BUILDER When we launched Team Builder last year, we were blown away by the creativity and passion from the community. It was incredible to watch players not only build their own teams, but also help others bring their fantasy creations to life with templates and other assets. We loved seeing everything you put together and we can’t wait to see what you build next. Just like Dynasty Mode, Team Builder is part of a multi-year vision for us — one where we continue to expand and deepen the experience over time. Last year was about laying the foundation. We launched Team Builder as a Beta and now we are removing that tag. Our team has been hard at work polishing and improving the overall site performance. Team Builder now has a completely new look and the site is 2X faster. Overall render performance is greatly improved, so Team Builder will now work on a wider array of devices and lower end machines. In addition to performance updates, College Football 26 was about building on the foundation we built with even tighter integration into Dynasty and more customization. In College Football 25, you were limited to 10 custom images per team. In College Football 26, you now have an upload limit of 5 MB per team. This means you can upload as many custom images and textures as you want until you hit the 5 MB limit, increasing your creative power. IMPORT TEAMS FROM COLLEGE FOOTBALL 25 We know how much time and creativity you poured into your Team Builder teams last year and we wanted to ensure you could bring your College Football 25 creations directly into College Football 26 without having to start over from scratch. With College Football 26, you can import your teams directly from College Football 25. From the Team Builder, press the Import button in the top-right corner, which will open a dropdown asking you which title you would like to import from. After selecting College Football 25, you’ll see a list of every team you created in CFB25. Pick the team you want to bring forward, and you’ll be taken to the Edit Team page. Here, we’ll flag any assets or details that couldn’t carry over from last year’s game — and give you the chance to make adjustments before you republish. Make sure you take a few moments to fill out the new Team Builder features we’ve added this year. If you do not make any changes, your team will receive the default values for those features. Once your team’s ready for primetime, hit Submit, and your creation will be live and available for download in College Football 26. DEFINING YOUR PROGRAM In Dynasty, all teams have a set of My School grades that define who they are as a program. Are they great at academics? Are they a traditional powerhouse? Within the Program tab, you’ll now be able to choose your starting grades by selecting from a list of unique templates, each representing a different school identity. Whether you’re a Powerhouse, a Pro Factory, or a Cupcake trying to establish yourself, there's a foundation that fits your vision. Once you pick a template, you’ll see your projected Team Prestige and My School grades. Some of these grades will show up as exact values, while others appear as ranges — and that’s by design. Several elements of your team setup can influence how these grades shake out. For example, your Stadium Atmosphere grade will adjust based on the size of the stadium you select, and your Championship Contender grade depends on which team you replace in Dynasty Mode — since you’ll inherit their preseason ranking. Other attributes like Coach Stability, Coach Prestige, and Conference Prestige won’t come from your template at all. Instead, they’ll reflect your coach setup when you start your Dynasty and where you choose to place your team in Custom Conferences. ENHANCED ROSTER EDITING Roster editing now lives in its own dedicated tab, and it has been enhanced with deeper customization designed to give you more control over each player on your team. One of the biggest feedback points we heard from the community was that it was difficult to assess how good or bad a player and team were when you were editing the roster. In College Football 26, you will be able to see your team’s Overall, Offensive and Defensive ratings at all times at the top of the website. These will update in real time as you make changes. When viewing an individual player, you will be able to see their Overall Rating (OVR), so you always know the impact of each edit. Bio & Appearance When editing a player, there are now two editing tabs: Bio and Skill Ratings & Abilities. In the Bio tab, you can modify a player’s general information and appearance. Within the Bio tab we have added several new editable fields: First and last name Previous Redshirt (i.e., has the player already used their redshirt year) High school star rating Dealbreaker As we talked about in our Dynasty discussion, all players now have Dynamic Dealbreakers, so the Dealbreaker threshold will be determined when you import the team into Dynasty mode based on the player’s final OVR Skill Ratings & Abilities Within the Skill Ratings & Abilities tab, you will be able to have more control how good (or bad) each player is. This year we have added the following editing capabilities: Player Archetype: This determines which five physical abilities are available for that player. Development Trait: Choose how fast a player develops over time. Player Potential: Players can now have a potential of Low, Medium, or High. This will set the player’s skill group caps, which determine a player's ceiling or how high they can progress a given attribute. The cap is scaled based on potential and class year. A freshman with high potential will have more room to grow than a junior with high potential, just like in real life. Physical Abilities: Once you set your player archetype, you will be able to determine what tier each physical ability is (None, Bronze, Silver, Gold, Platinum). Each tier has a required attribute rating in order to qualify for it. The required attributes will be visible when you are selecting the tier and if the player doesn’t meet that requirement, you’ll get a prompt asking if you want to automatically adjust their rating to match the ability tier. Mental Abilities: Which mental abilities are available is determined by the player’s position. You will be able to choose from a dropdown which mental abilities they have (if any) and what tier each ability is (Bronze, Silver, Gold, Platinum). Remember, mental abilities cannot be upgraded, so choose wisely. RIVALRIES Rivalries are a core piece of college football and now you have complete control of your Team Builder team’s rivalries. Within the Program tab, you can now create up to five rivalries for your Team Builder team. For each rivalry, fill out historical information: Rival team Rivalry name The first year it was played All-time series record Who won the last matchup The score of the last game This information will carry with you into Dynasty Mode. If you want to set up a Team Builder rivalry, simply set that team’s rival to an existing team, then replace that team with your Team Builder school. TOUGHEST PLACES TO PLAY The crowd. The noise. The overwhelmingly hostile atmosphere. See which teams you don't want to face on their home turf in our Top 25 Toughest Places to Play. Tiger Stadium | LSU Beaver Stadium | Penn State Ohio Stadium | Ohio State Sanford Stadium | Georgia Bryant-Denny Stadium | Alabama Memorial Stadium | Clemson Ben Hill Griffin Stadium | Florida Gaylord Family - Oklahoma Memorial Stadium | Oklahoma Autzen Stadium | Oregon Michigan Stadium | Michigan Kyle Field | Texas A&M Neyland Stadium | Tennessee Darrell K Royal Texas Memorial Stadium | Texas Doak S. Campbell Stadium | Florida State Camp Randall Stadium | Wisconsin Williams-Brice Stadium | South Carolina Jordan-Hare Stadium | Auburn Husky Stadium | Washington Kinnick Stadium | Iowa Rice-Eccles Stadium | Utah Notre Dame Stadium | Notre Dame Carter-Finley Stadium | NC State Boone Pickens Stadium | Oklahoma State Spartan Stadium | Michigan State Davis Wade Stadium | Mississippi State POST-GAME SPEECH If you’ve made it this far — thank you. This blog isn’t just a feature list or a changelog. It’s a reflection of the care, passion, and purpose that this team brings to Dynasty mode every single day. We’re continuing to build on the foundation we laid last year, always with one goal at the center: “Satisfy the Core Community” because “This is THEIR Game”. That mindset has never wavered. The team has fully rallied behind it, and what we’ve built together in College Football 26 is something we’re incredibly proud of. But this is just Year Two of a multi-year journey and we’re incredibly excited about where we are going. To the community: don’t lose your passion and excitement. That energy is the fuel that drives us. Your support, your feedback, and your love for this game are the reason we’re here, and we never take that for granted. With that being said, we will see you again soon for the next deep dive on Road To Glory and Superstar! [Source] --- College Football 26 launches worldwide on July 10, 2025. Pre-order the Deluxe Edition** or the EA SPORTS™ MVP Bundle* and play 3 days early. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums. *Conditions & restrictions apply. See ea.com/games/ea-sports-college-football/college-football-26/game-disclaimers for details. **Conditions & restrictions apply. See https://www.ea.com/games/madden-nfl/madden-nfl-26/game-disclaimers for details.1KViews0likes3CommentsUpdate on Undersized Squads
Hello Holotable Heroes, We wanted to follow up on our post about our observations on the Order 66 Raid. Currently we have no plans to address the undersized squads we are currently seeing, with that being said, if we do see an interaction that we feel requires our intervention, we will take action. Update: Lord Vader Basic in the Raid has also been updated to: Deal True damage to target enemy. Enemies defeated by this ability can't be revived. This only affects Lord Vader’s Enraged state in the Order 66 Raid This should not affect any squads currently live and is coming due to some findings during our Pirates testing17KViews12likes14CommentsCommunity Update - Eras, Episodes and Marquees Oh My
Hello there Holotable Heroes! We're excited to announce a massive update coming to Star Wars: Galaxy of Heroes, which will enhance your gaming experience by streamlining older processes that have been around for our 9-year tenure. We expect these changes will make your sessions more enjoyable and rewarding! One major change is our revamped quest system, making quests easier to track and complete. We will also implement the Episode Track, a new reward track with Free and Paid tiers to reward you along your journey, as well as a loyalty program for those who interact with our webstore. Most importantly, we will be creating a clearer schedule for you to follow in your SWGOH journey, to allow you to plan your sessions better. In addition to the above, we will discuss a highly requested Quality of Life update to make many events SIMMABLE which will be coming in a near future update (soonTM)! Plus one more QoL surprise. So let's get into it! As a reminder, while this is still in development, anything is subject to change, including visuals and things visible on said visuals So why are we making these adjustments 9 years into development? That’s a great question which partially answers itself: Our game is 9 years old with a lot of systems, some older than others, and our game needs to adjust to ensure the experience reflects the love and passion we put into it. This means we need to make some hard decisions, look at the game as a whole, and figure out what needs to be reworked, moved around, or removed altogether. As we go through the rest of the update notes below, you’ll start to see our process and how we went about the adjustments. To get where we are today took months of hard work and dedication from many disciplines inside Capital Games and we are extremely happy with where we landed. We consider the experience delivered with our next update to be a great foundation for the future of the game, making it more enjoyable every time you open up Star Wars: Galaxy of Heroes. “Throughout this process, or journey we should say, we prioritized what makes Star Wars: Galaxy of Heroes compelling for many types of players while simultaneously smoothing out portions of our game that we felt would have the most impact on a player’s day to day experience. Our main focus was to make sure we kept all our groups of players top of mind with every decision we made. One group in particular we wanted to focus on with these changes was our Free to Play players and how they will interact with the new Episode and Quests systems. This approach guided us to create experiences and opportunities that allow many types of players to be able to enjoy the latest Star Wars experiences.” Chris Stott / “CG_SBCrumb” Lead Producer for this Title Update Improved Scheduling One of the largest changes you will see is with our content cadence, which will be moving to a more defined 12-week release schedule. If you’re anything like MeatheadMilitia, you probably would love an image to better showcase what this schedule looks like, so here you have it: a Meathead-special piece of art. We intend to announce all of each Episode’s content just before that Episode starts, so you can better follow the story we are telling, and so we can showcase the characters who will be joining us as part of that story. We want you to see your intended end goal as well as what to expect along the way. What is an Era? What is an Episode? An Era is a period of time in which released characters and events are themed around a specific story being told. Eras last just under 3 months, or to be more specific: exactly 12 weeks. Each Era is broken up into 3 Episodes, each lasting exactly 4 weeks, or 28 days. An Episode’s content arc is thematic to the specific unit or units acquired during the Episode. There will always be a new Marquee unit released to start each Episode, with most Episodes containing a second Marquee released midway through the Episode. At the end of each Era we intend to provide a new Event or Journey-Guide-level unit to pursue using all of the units you’ve worked to acquire through the Era. Over the course of a calendar year, you can expect 12 Episodes contained within 4 Eras, plus an additional 13th Episode each year during our normal time off in the Holiday season. Holiday Episodes are an exception regarding Marquee releases, as they will not contain new Marquee characters. Launch Era: The Era of Apprentices So after laying all of this out, this is where I deliver the news that the first Era begins one week from today, on November 19th, 2024, and will play out slightly differently than what’s described above. This squad will be based on the events of Season 3 of the Bad Batch Disney+ Series, and includes a couple of characters that make use of the new Mercenary tag. We can’t wait to announce more details in the new year! Episode 1 of the Era of Apprentices begins at 11:00 a.m. Pacific Time on November 19 and, as planned, features 2 new Marquee Characters. The first, (drumroll please,) is Huyang, the lightsaber architect and storyteller droid who was Ahsoka’s companion on the show. The second, arriving two weeks later, is none other than General Syndulla, Ahsoka’s longtime friend, close ally, and a General in the New Republic! Episode 2 of the Era acts as the Holiday Episode for 2024 and does not include any Marquees, but is included in the Era since the release of Galactic Legend Ahsoka Tano lands during Episode 2, to wrap up the Era’s theme. The First Full Era: The Era of the Cavalry Our first full, 3-Episode Era begins on January 14, 2025, and clever players may already be able to deduce the theme based on the title. This Era will contain 5 new Marquee Characters to create a new Bad Batch squad! This squad will be based on the events of Season 3 of the Disney+ Series, and includes a couple of characters that make use of the new Mercenary tag. We can’t wait to announce more details in the new year! Where do Conquest characters and Galactic Legends fit into this schedule? Conquest characters will continue to be released at their current cadence, but are not tied to an Era. While occasionally a Conquest character will line up with an Era’s theme, they often will not. This lets us continue to release powerful one-off characters without being limited to our planned themes. The relationship of Galactic Legends is still being worked on, but we definitely will not limit participation in an Episode around owning a GL. While GL Ahsoka will release during Episode 2 of the Era of Apprentices, having her unlocked is not a requirement to enjoy any other part of the Episode. What is happening to Daily Activities? The upcoming adjustment to the Daily Activities portion of your SWGOH adventure is one of my favorite changes in this update. For starters, they are now called Daily Quests. Additionally, you’ll only need to complete 7 quick and efficient Daily Quests each day to collect your Daily Quest Reward. Individual Daily Quests are one source of Episode Points (EP), that progress you along the Episode Track for each Episode. More on this in a minute. Below are the quests that you will see each day when you are at Player Level 85. Players below Level 85 will have a different selection of Daily Quests to complete each day as they level up. Daily Quests Use 600 Energy, Cantina Energy, Mod Energy, or Ship Energy Purchase 3 Shipments Finish a Galactic War battle Finish 2 Challenges Finish 1 Fleet Challenge Open 1 Data Pack in the Store Complete 1 Squad Arena or Fleet Arena battle Spoiler Alert: See that first quest to spend all those different types of Energy? You probably recognize that 600 is the total spent Energy or Cantina Energy required to earn all of your daily Guild Raid Tickets. Well, now Mod and Ship Energy also contribute to earning Tickets, making it easier to help out your guild and focus on nodes you care about, and easier for your Guild Officers who don’t have to chase you down to earn those dang Tickets. And by the way, that Energy change goes live TODAY!!!! So you can enjoy earning those tickets faster, before the release of this Feature Update. This change is intended to guide players of all levels, and reduce the amount of focus required for this part of your daily gameplay, so you can dedicate more time and resources to the fun stuff and your personal goals. What are the Episode Track and Episode Pass? Once a player hits level 85, they unlock the Episode Track and can start earning additional rewards on the Track by completing Quests. You progress along the Episode Track by earning Episode Points (EP) which are given as rewards from Daily Quests at level 85, as well as from the new Episode Quests and Character Quests. Additionally, earning feats in Galactic Challenges now rewards you with EP. In each Episode there is a Free Track and an Episode Pass track that is unlocked by purchasing the Episode Pass. Fear not: if you are a Free-to-Play player who completes all your Daily Quests and Episode quests, and engages in Galactic Challenges, you can expect to complete the Free Track by the end of the Episode. However, purchasing the Episode Pass will let you complete the track more quickly, earning more rewards such as Marquee character shards, Relic tier materials, Kyrotechs and ability materials such as Zetas and Omicrons. It also includes a repeatable Bonus Reward at the end of the Track that can be claimed as many times as you can unlock it before the Episode ends. Note that the Episode Pass will include shards for both Marquees to be released over the course of the episode. Initially, shards for the first Marquee will be available on the paid tier of the Episode Track, while shards for the second one will be a reward for completing one of the Pass-Exclusive Episode Quests that appear at the same time that the Marquee is released. The cost of the Episode Pass will be $20 (USD) and will provide a significant amount of value. The rewards inside the Free Track are about equivalent in value to earning 4 Tier-10 boxes, (a.k.a. red boxes) and 4 Tier-9 boxes from our previous Galactic Challenges. What is the Episode Shipment store? Similarly to the Raid Shipment tab, the Episode Shipment tab will allow you to choose the rewards you’d like to spend your Episode Currency on throughout the Episode, as you earn that currency on the Episode Track. At release, Episode Shipments will refresh once per week, on Tuesdays. The total value provided across shipments is far more than any player could spend in a single Episode, so there is plenty of flexibility to pursue the rewards that you would like. Notably, Episode Shipments contain Omicron Ability Materials, very inexpensive Mods (presented just as they are in Mods shipments,) and character shards for many characters at discounted value. Episode Quests Another source of Episode Points are Episode Quests. There are 28 Episode Quests in each Episode, one of which is revealed to players each day. These 28 quests are divided into 4 “Chapters” with 7 Episode Quests per Chapter. Completing 7 Episode Quests in a Chapter lets you claim a larger Chapter reward. Episode Quests are intended to be completed without significantly adjusting your normal gameplay behavior within SWGOH. There may be quests that require you to use a farmable character, but these quests are front-loaded in the Episode to allow time to get them if you do not already have them. Fortunately, our first Episode features quests that require various members of the original Phoenix Squad, which all players now have unlocked by the time they reach level 85. Another great feature is that Episode Quests remain available to complete through the entire Episode, which means if you miss any days, you can come in later and still complete Episode Quests to catch up. While we plan on some Episode Quests being time-sensitive around events, (e.g. “Attack 3 times in a Territory War,”) we fully expect all players to be able to participate in and complete each Chapter if they are playing consistently. For those who purchase the Episode Pass, there are additional quests in each Chapter that can be completed to help you progress down the Episode Track even faster (but are not required in order to reach the end of the Track). These quests also count towards the Chapter reward, so can be completed to make up gaps if a time-sensitive quest was missed. Character Quests This new type of quest is in support of the Marquees that get released during an Episode and will reward a player who participates in both the unlock and advancement of said Marquee Character in the 2 weeks after the Marquee’s release. Like Episode Quests, there are 28 Character Quests, divided into 4 parts of 7 quests each, and again, completing all 7 quests in one part grants a larger reward. Unlike Episode Quests, all 28 of these quests are revealed and available immediately when a Marquee is released. Character Quests are intended to be simple to complete, and are focused around using the new character in battle. In fact, just playing through the Marquee Event will complete many of them! However, claiming these quests requires the player to own a specific number of shards of the associated Marquee Character. Shards that have already been used to promote a character count towards these requirements, so don’t worry about using them! Completing Character Quests also earns Episode points to progress you down the Episode Track. These quests are intended to give a player a boost in their progress on the Track, but are not required to complete the Episode Track itself. TL;DR: The faster you progress a Marquee Character during their Episode release window, the quicker you'll unlock additional rewards. Journey Quests A few months ago we released a significant update to rewards earned from quests granted from levels 1 to 85. That was the start of work we are continuing with this Title Update, as we give these quests the official name of “Journey Quests” and present them in a more easily-digestible format. All Journey Quests now have only a single task, and going to the Journey Quests tab in the new Quests UI will allow you to see everything that quests are asking you to do much more easily than tapping through a list of identical quest-giver portraits. In general, we’ve reduced the amount of grind required for many of these quests, which now focus on investment and the introduction of players to new features as they advance to level 85 much more quickly than before. Prestigious… Achievements! So how do the existing Prestigious Quests fit into this new quest format? To put it bluntly: they don’t. As a result, Prestigious Quests have been converted into Prestigious Achievements, which appear in your list of achievements along with all of the others. Most of these new achievements focus only on investment goals, and the long, grindy tasks of old have been removed, making these much more achievable for many players. They still grant the same rewards that the quests did before, and many players will earn one or two immediately upon logging in after the release of this update! For example, the new Prestigious Bounty Hunter achievement now grants the Bounty Hunter title and requires completing the 7 other new Bounty Hunter achievements. Each of these new achievements corresponds to one of the 7 Bounty Hunters featured in the old Prestigious Quest, and requires only that the Bounty Hunter be upgraded to Gear XII. They also can be completed in any order! If you’ve already completed a step in a Prestigious Quest, you won’t see the associated new achievement listed, and if you have an active Prestigious Quest in your Quest Log when your game is updated, you will see a quest marked “Prestigious Quest: Legacy” in your new Journey Quests tab. This can still be completed, and you will still be able to earn the reward. Quality of Life Update: Simming Events! While working on Daily Quests and making sure that was a solid QoL improvement to your gameplay, we wanted to do more to improve the overall quality of your time spent in the game. We realize that some systems and events have been around for a long time, which take extra effort to get through, and may impact your ability to continue your normal farms. So with that, we will be introducing the ability to sim some events in the near future! We hope this helps to reduce your overall time in-game as well as let you focus that time on things more suited for the journey you are on. Events that will now be Simmable are: Galactic Legend Ultimate Journey Mythic Events (all tiers) i.e. Artist of War, Daring Droid, Pieces and Plans, Emperor’s Demise, Grand Master’s Training Smuggler’s Run I and II Galactic Bounties I and II Endor Escalation Ghosts of Dathomir Defense of Dathomir Contraband Cargo We will continue to look for more ways to help improve your gameplay and make sure your time and experience inside SWGOH is the best it can be. Wait, there’s another Quality of Life Update! With the release of the Huyang Marquee Event, you’ll see a brand new Marquee UI that will make it much easier to navigate and participate in Marquee Events. You’ll be able to see what the rewards of each tier are without needing to unlock the tier, and you’ll be able to quickly navigate to and from the Character Screen and Store for a more streamlined process of acquiring Shard Packs and promoting the character. I can’t believe it’s another Quality of Life Update! You may have noticed in some of the above screenshots that while Guild Activities have not changed, there is now an indicator right on the navigation tab that shows you how many Raid Tickets you’ve earned. No more digging through menus to know for sure how many you have! What’s happening to Galactic Challenges? Our biggest change to an existing system in the next update is the removal of “boxes” as rewards within Galactic Challenges. Rewards from the Galactic Challenge boxes have been moved to the Free Track of the Episode Track and inside the new Episode Shipment store. As mentioned above, completing the Free Track rewards the equivalent value of 4 Tier-10 boxes (a.k.a. Red Boxes) and 4 Tier-9 boxes. For the majority of players, they should see the same or more rewards as they received before. Galactic Challenge Feats are still a part of this system, but instead they provide you with Episode Points. These are rewarded immediately upon completing each feat, which means you will no longer need to wait for the GC to end to get the rewards you’ve earned. By earning these Episode Points and moving up your Episode Track, you will earn Episode Currency that you can spend on new Episode Shipments for items you need. Similarly to how you are able to choose your rewards with Raid currency, you will now be able to do that with your Episode Currency, giving more freedom to choose the items you need for your current goals. As for the Feats themselves, there are a few changes. At launch, the feat to beat each tier with no squad restriction will require the Episode Pass to collect it. (Beating the tier and then buying the Episode Pass will work, but you’ll need to complete any GC battle to “refresh” the data and trigger the Feat completion.) Another feat asks you to win the battle with the newest Marquee Character on your squad at a specific Star requirement. (They don’t have to survive!) This requirement escalates from 3 Stars in the early tiers to 7 Stars at the top tiers. For example, these are the feats for the first GC to arrive after the release of Episodes, on 11-20/24: Win the battle with a full team of Rebel Fighters Win after removing 400% Turn Meter from enemies Win the battle with an active Episode Pass Win the battle with a 3-star Huyang on your squad This is for tiers 1 and 2, escalating to a 7-star Huyang for tiers 9 and 10. This adjustment is intended to reduce the time required for players to participate in Galactic Challenges as well as reward players who are actively engaged with the newest Episode content. Don’t worry, the feats without Episode Pass or Marquee requirements don’t have to be maxed out in order to reach the end of the Episode Track by the end of the Episode, but completing more feats will accelerate progress on the Track and increase the potential for more Bonus Rewards at the end. One final change: because Galactic Challenges reward Episode Points directly, they now require the player to be Level 85 to participate. For players under Level 85, focus on your Journey Quests and you’ll get there in no time! Schedule Changes With the changes to Marquees and Galactic Challenges, the scheduling of these events is changing as well. Marquees are moving from Thursday to Tuesday to coincide with the start of their Episode. GCs will now begin on Wednesdays and Saturdays, with Tuesdays as the day when no GC is active. What is the Loyalty Program (Kessel Run)? With the above changes coming to SWGOH, we will also be introducing a Loyalty Program, which will be known as the Kessel Run. This feature will only be available for the Webstore at launch but we have every intention to bring the Loyalty program to the PC Version at a later date. In Kessel Run Events players complete objectives to earn Coaxium. As a player earns Coaxium they advance to new milestones, called Parsecs, where they earn new in-game rewards. Earning Coaxium can be done through free-to-play actions, but making purchases in the Webstore can earn even more. Closing We can’t wait for you to get your hands on our latest update in the coming week. Our goal with this Title Update was to put us on a path towards a more streamlined and transparent experience, particularly benefiting Free-to-Play players, while focusing on what makes Star Wars: Galaxy of Heroes fun and appealing - collecting a roster of Star Wars characters and using them in exciting events to relive iconic Star Wars moments and create new ones. This is certainly not the end of this journey, we have many ideas for how we continue to shape the game to be engaging for years to come. Most importantly, we also want to hear from you on how it is going and will be looking forward to your feedback. Thank you all for reading. If you have any questions about what you’ve read above, please submit them HERE: https://forms.gle/sAEmGtVHA8NWuGFDA89KViews26likes204CommentsExtra Life Charity Drive Kickoff
Hello Holotable Heroes! This year, we're approaching our Extra Life charity drive with a new strategy! Instead of one big event, we'll be hosting multiple incentive package days throughout the year, all leading up to a grand finale stream at the end of 2025. What is Extra Life? https://www.extra-life.org/index.cfm?fuseaction=cms.page&id=1306 Tune In Today! Join Crumb, Caley, and Meathead on Twitch at https://www.twitch.tv/capitalgames_charity today at 4 PM PT Our Cause We're proud to be raising money for UC Davis Children's Hospital. You can learn more about their incredible work here: https://ucdavis.childrensmiraclenetworkhospitals.org/ Where to Donate: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=69242 The First Pack Donate $15 and receive this fantastic reward pack: 250x Crystals 10x Ability Material Omega 50x Ability Material MK III 1,000,000x Credits 15x Crosshair (Scarred) shards 15x Hunter (Mercenary) shards 15x Omega (Fugitive) shards 15x Wrecker (Mercenary) shards 15x Batcher shards A Unique Portrait! Important: To ensure you receive your incentives, please include a valid Ally Code with your donation. Packs without a valid Ally Code will not receive these items. These packs will be distributed regularly throughout the year.10KViews9likes29CommentsKit Reveal: Kix
UNIT NAME: Kix ALIGNMENT: Light Side CATEGORIES: Light Side, Healer, Clone Trooper, Pirate, Scoundrel, Order 66 Raid ------ Key Attributes: Main healer for Captain Ithano and Maz Kanata Steals Healing buffs from enemies and distributes them to Allies Has a revival mechanic for Pirate allies New Endure Buff Inspiration: The short story “The Crimson Corsair and the Lost Treasure of Count Dooku” was where we are reintroduced to the character Kix. He’s the titular Lost Treasure, having been trapped in stasis for almost fifty years. Kix was a Clone lost in time and without purpose, but Ithano was there to take him on as part of his Pirate crew. Kix was the Clone Medic for Skywalker’s 501st, so it made sense to keep him as a Healer and have healing and revives be a part of his kit. Strategy Tips: As a Pirate, Kix uses Profit for bonuses and to fuel his abilities. Assuming there are no buffs to steal, starting off battles with your Special 1 lets Kix gain 5 stacks of Profit to use however he wants. Maximize Kix’s healing with strategic Profit usage. The more Profit he has, the more he heals. Kix heals a lot with his Basic ability, so call him to assist whenever you need healing. Mod Set Bonus Recommendations Gear 7+ Health Speed FAQ: How do I unlock Kix? Kix will be available as a Marquee Event, starting on the 29th of July Why does he not have the 501st tag? This is very specifically Kix as he was in the Force Awakens time-frame. He wears the blue-colored Phase I armor and has the tattered green cape. If we were to make a Kix as part of General Skywalker’s squad in the future, we would make sure that his look fit in with the other four 501st Clones. What squad does he belong to? He works best under an Ithano or Maz Kanata Leader. Alongside those characters, his crewmate Quiggold, and either Enfys Nest or OG Hondo round out the squad. What utility does Kix have? He’s required, at Relic 6, to get Galactic Legend Pirate King Hondo Ohnaka. He’s a Pirate, which means he’ll help his squad do well in the Order 66 Raid He will help you take down the increasingly difficult tiers of the Pirate Era Battle Pirates will have a Modifier for some upcoming Galactic Challenges ------ ABILITIES: Basic - Rapidfire Blast Final Text: Deal Special damage twice to target enemy and grant all Pirate allies Tenacity Up for 1 turn. For each critical hit scored, dispel all debuffs from a random debuffed Pirate ally. If no Pirate allies were debuffed, a random Pirate ally with less than 100% Health recovers 5% Health and a random Pirate ally with less than 100% Protection recovers 5% Protection. During Kix's turn, he gains 1 stack of Profit (max 5) for the rest of the battle, and Retribution for 2 turns. Special 1 - Explosive Response (Cooldown 3) Final Text: Kix dispels all debuffs on himself. Deal Special damage to all enemies, inflict Healing Immunity for 2 turns, and Steal Critical Hit Immunity, Heal Over Time, Health Up, Health Steal Up, Protection Over Time, and Protection Up. If any buffs were stolen, grant them to all Pirate allies and reset their duration. For each enemy that didn't have any buffs stolen, Kix gains 1 stack of Profit (max 5) for the rest of the battle. If target enemy is Sith, their cooldowns are increased by 1. Otherwise, call target other Pirate ally to assist, dealing 50% more damage. Special 2 - Emergency Medpac (Cooldown 5, Zeta) Final Text: Revive a random Pirate ally with 50% Health and Protection. If the revived Pirate ally is a Tank, they Taunt for 2 turns, otherwise they Stealth for 2 turns. All Pirate allies recover 10% Health and Protection. If no Pirate ally was revived, reduce the cooldown of this ability by 2. This ability gains additional effects depending on how many stacks of Profit Kix has. Kix loses 1 stack of Profit for each effect triggered. 3+ Stacks of Profit: All Pirate allies recover 30% Health and Protection 10+ Stacks of Profit: If there are no allied Galactic Legends, the weakest Pirate ally gains Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented Unique - Republic Medic Corps (Zeta + Omicron) Final Text: Kix has +20 Speed for each Pirate ally below 100% Health and Stealths for 1 turn whenever he falls below 100% Health (limit once per encounter). If Maz Kanata is the Leader, all Pirate allies gain 20% bonus Protection and Tenacity Up for 1 turn at the start of the encounter. If Pirate King Hondo Ohnaka or Maz Kanata is the ally in the Leader slot, the cap for Profit is removed for Kix. Whenever a Pirate ally is inflicted with Healing Immunity or Shock, Kix dispels all debuffs on himself, gains Speed Up for 1 turn and 20% Turn Meter, and he assists himself the next time he uses a Special ability. At the start of his turn, Pirate allies below 100% Health gain Evasion Up for 1 turn, otherwise they gain 20% Offense for 1 turn. During Kix's turn, his Health and Protection recovery abilities gain an additional 4% healing (once per turn, stacking, max 20%) for each stack of Profit on him. If there are no allied Galactic Legends and there's an active ally, if Kix has 3+ stacks of Profit, the first time each Pirate ally would be defeated, the defeated ally is revived with 30% Health and Protection, and Kix loses 3 stacks of Profit. If Kix had 5+ stacks of Profit whenever he revives a Pirate ally, the revived ally gains 3 stacks of Endure for 2 turns. Endure: Can't be instantly defeated; the first time this character would be reduced to 1% Health, dispel 1 stack of Endure, and recover 1% Health which can't be prevented While in Territory Wars: Kix gains 20% Critical Avoidance, Defense, and Tenacity for the rest of the battle whenever a Pirate ally falls below 100% Health (limit once per ally). Whenever Kix revives a Pirate ally, they gain a bonus turn and 100% Offense for 1 turn, their cooldowns are reset, and if they're a Tank, they Taunt for 2 turns, otherwise they Stealth for 2 turns. If a Pirate ally was unable to be revived by Kix, all active Pirate allies gain 20% Defense, Health, and Offense (stacking) for the rest of the encounter, and 20% bonus Protection for 2 turns. Whenever a Pirate ally gains Endure, they gain Damage Immunity until the start of their next turn, which can't be copied, dispelled, or prevented.17KViews8likes24Comments