Hotfix Update + Compensation Update
Hello Holotable Heroes, We wanted to keep you updated on our adjustments and compensation plans for the issues we ran into yesterday. Due to the issue limiting players advancing Marquee characters from lack of Era Resources, we will be granting all players over level 20 enough materials to take all of their Era Units up to Era Level 95 in the hotfix today. Star Level still impacts how high your Era level can go on a unit. Note: The dusting of any left over materials will be reduced by half for this Era for the granted Era Materials: MK I Grek Ability Module Mk I Basic Performance Core MK II Forn Ability Module MK II Improved Performance Core MK III Esk Ability Module MK III Advanced Performance Core MK IV Dorn Ability Module MK IV Enhanced Performance Core MK V Cresh Ability Module MK V Augmented Performance Core Era Level Currency We are disabling Era merchandise for the remainder of the Andor Era in the hotfix today The hotfix today resolves the issue where players couldn’t progress in Coliseum For the folks who purchased Era Material Bundle VI, Era Material Bundle VII, Era Material Bundle VIII, and or Era Material Cache VI, we will be sending you a make-good equal to the value of these bundles and packs in Crystals in a separate release. For the folks who completed the Journey Guide for Cassian (Undercover) and reached 7* on him before yesterday’s release we will be sending you a make-good in a separate release Because Coliseum ran into issues, we will be sending all eligible players 1000 Era Shipment Currency in a separate release EDIT For those of you who had Journey Guide Cassian 7* prior to today's update, in a future compensation we will be giving you 3,000 Crystals. In addition to this, we will be giving you Episode Pass Plus for the duration of New Republic Era (3 Pass + In total). See latest Message on the update for people who got Cassian 7* prior to our Fix. This above is no longer the compensation.20KViews28likes117CommentsEpisode Pass Issue (fixed) + Zeb Issue
Hello Holotable Heroes, The team is aware of the issue with the Episode Pass and are looking into it. The team has been made aware of an issue with Zeb's 2nd special being bugged in Coliseum and are investigating. UPDATE 1: A hotfix has been sent out to fix the episode pass, the team will now dive into analytics to discover who and what was affected. This will take a few days. Thank you.8.9KViews2likes31CommentsKit Reveal: The Stranger
UNIT NAME: The Stranger ALIGNMENT: Dark CATEGORIES: Attacker, Leader, Sith ------ Key Attributes: Each active ability has the opportunity to instantly defeat an opponent Cortosis Armor provides a potent effect that enemies should avoid Grand Arena Omicrons provide The Stranger and his Acolytes with significant action economy Inspiration: Watching Qimir reveal himself as Sith while systematically dismantling a group of Jedi was such a fantastic moment we knew he needed to be added to the game The Stranger was looking for “a pupil, an acolyte” so this led to having him lead the team with the most powerful apprentice, Starkiller, alongside other strong students like Barriss Offee, Visas Marr, and [REDACTED] The power of Cortosis, through his helmet and gauntlet, are represented in the new buff that reactively dismantles the enemy as they attack The Stranger His ability names “An Acolyte Destroys the Dream” and “Was That Its Name?” are direct quotes from the Stranger in the Acolyte “Peace is a Lie” is from the Sith code, and also alluded to in the show Strategy Tips: Bring in the appropriate team comp to fully unlock The Stranger’s power Utilize active abilities to increase The Stranger’s stats The Stranger has the potential for significant Speed and turns, so he can punish those slower opponents Mod Set Bonus Recommendations Gear 7+ Speed x4 Crit Chance x2 FAQ: How do I unlock The Stranger? CONQUEST Why is there a reference to Fracture in his kit? I mean, Stranger is taking Emperor Palpatine’s spot in Starkiller’s squad, so there must be someone else coming to slot where Mara Jade used to be. How does the benefits of the omicron on An Acolyte Kills the Dream trigger? Each enemy at the start of the battle (not including summons that enter during the battle) must have fallen below full health at least once. Then the full benefits of the omicron will be available (ie the benefits of defeating an enemy and the Massively Overpowered) How does the bonus damage from taking a turn before the enemy work? When The Stranger completes his turn, if the enemy has not taken their turn then The Stranger will deal bonus True damage to them until they take their turn. In the Omicron mode, the turns can stack, but are not new instances of damage (ie the player will only see one instance of True damage in both modes, but in the omicron mode that number can scale up) ------ ABILITIES: Basic - Peace is a Lie Final Text: Deal Physical damage to target enemy and dispel all debuffs on The Stranger. During his turn, gain 50 Speed the first time this ability is used and 1 Speed (+1 per Relic Amplifier level; max 10) each subsequent use (stacking, max 50 triggers) for the rest of battle, and Alert for 1 turn, which can't be copied. During his turn, if The Stranger has 250 Speed more than the target enemy, instantly defeat the target enemy (once per battle), which can't be evaded. Special 1 - An Acolyte Kills the Dream (CD= 5)(Omicron) Final Text: Deal Physical damage to target enemy and The Stranger gains Perfect Defense for 1 turn, which can't be copied, dispelled, or prevented. Call all Dark Side Unaligned Force User Acolyte allies to assist. Gain 50% Max Health the first time this ability is used and 5% Max Health each subsequent use (stacking) for the rest of battle. Inflict all enemies with Tenacity Down for 2 turns and all enemies with less than full Health are Exposed for 1 turn. If there is only 1 enemy remaining, the Dark Side Unaligned Force User Acolytes instantly defeat target enemy on assist (once per battle), which can't be evaded. While in Grand Arenas and if all allies are Acolyte: If all enemies have fallen below 100% Health at least once this encounter, The Stranger gains Massively Overpowered for 1 turn, which can't be copied, dispelled, or prevented. If this ability defeats an enemy, revive all Acolyte allies, then all Acolyte allies recover full Health and Protection. Special 2 - Was That Its Name? (CD= 5) (Zeta) (Note the first part of the gif is the Special 2 Animation) Final Text: Deal Physical damage to target enemy and The Stranger gains Retribution for 1 turn, which can't be dispelled or prevented. Stun the target enemy for 1 turn and if all allies are Acolyte, Stun the weakest enemy for 1 turn, which can't be evaded or resisted. Gain 50% Defense Penetration the first time this ability is used and 5% Defense Penetration each subsequent use (stacking) for the rest of battle. This attack ignores Protection. All other Acolyte allies gain 10% Turn Meter. If this ability is used a third time against the same opponent this encounter then instantly defeat the target enemy (once per battle), which can't be evaded. If this ability instantly defeats an enemy, all enemies are Demoralized for 2 turns, which can't be copied, dispelled, evaded, or resisted. Unique 1 - You Might Call Me...Sith (Zeta + Omicron) Final Text: The Stranger has +35% Offense. The first time each enemy damages The Stranger (excluding summoned units), he gains 100% Turn Meter. Whenever The Stranger uses an ability he deals bonus True damage to target enemy equal to 10% of his Max Health if he has taken a turn before his enemies. This bonus damage value is reset on each enemy whenever they start their turn. Whenever The Stranger uses a Special ability he calls himself to assist and gains Cortosis Armor, which can't be copied, for 1 turn or until he is damaged by an enemy ability, which can't be copied. While The Stranger has Cortosis Armor he is immune to Turn Meter reduction. While in Grand Arenas: Whenever an enemy attacks the Stranger from an assist, The Stranger gains a bonus turn. At the start of the encounter, The Stranger can't have his Speed reduced below his base Speed for the rest of battle. The first time The Stranger is reduced to 25% Health he equalizes his Health and Protection with the strongest enemy. Whenever The Stranger uses an ability he deals bonus True damage to target enemy equal to 10% of his Max Health for each turn he has taken before his enemies (stacking), which can't be evaded. This bonus damage value is reset on each enemy whenever they start their turn. Cortosis Armor: If this character is damaged by an enemy ability while they have this effect, the enemy who damaged them loses all of their protection and 25% Speed for 1 turn (Does not stack with Speed Down) Leader - I Want a Pupil (Zeta + Omicron) Final Text: All allies gain 50% Accuracy. Whenever an enemy attacks out of turn reduce the cooldown of Was That Its Name? by 1 (2 if the enemy was a Jedi). At the start of battle, if there are no Galactic Legend allies and The Stranger has exactly one Jedi, one Light Side Unaligned Force User, and two Dark Side Unaligned Force user allies, all allies gain the Acolyte tag and the following effects are active: - Whenever an ally attacks out of turn reduce the cooldown on An Acolyte Kills the Dream by 1. - Whenever an ally has a buff dispelled, the enemy that dispelled it can't recover Health or Protection for 1 turn. - At the start of each turn, allies have 100% Critical Chance while they have Protection, otherwise they have 100% Defense. - Whenever a Dark Side ally is inflicted with a debuff, The Stranger and Light Side allies gain 10% Turn Meter (once per turn). - Whenever a Light Side ally is critically hit, Dark Side allies gain 10% Turn Meter (once per turn). - Whenever an ally assists, dispel all debuffs on the ally they are assisting. - Whenever an ally counterattacks inflict the target enemy with Defense Down for 1 turn (once per turn). While in Grand Arenas: Whenever an Acolyte ally counterattacks inflict the target enemy with Armor Shred for the rest of the encounter instead (once per turn). Whenever an enemy is Fractured, all enemies lose 100% Turn Meter, which can't be resisted. Whenever an Acolyte ally takes damage from an enemy on consecutive turns they gain a bonus turn. Whenever this bonus turn occurs that ally can't gain another bonus turn this way until taking damage from an enemy on consecutive turns again. Enemies deal 35% less damage when attacking an Acolyte from an assist. In 3v3 Grand Arenas, if the team includes two Dark Side Unaligned Force users this will fulfill the conditions for the Acolyte tag.36KViews29likes102CommentsKnown Issue 5/29
Hi Holotable Heroes, The team is aware of an issue with the Loaned Unit Calendar. We are investigating an issue with claiming those daily rewards and are exploring a fix as soon as possible. UPDATE: The issue with claiming Loaned Unit Calendar rewards was due to a timer issue that prevented some players from claiming the rewards until an extra hour had passed. Any players who were unable to claim those rewards in the last hour can do so now. We are working on a fix and are looking to release it early next week.11KViews9likes97CommentsNext Extra Life Stream
Next Stream: June 11th, 2026: 2-4PM PT Watch Here: Hello Holotable Heroes, We’re back! Capital Games is teaming up with Extra Life, a fundraising program of Children’s Miracle Network, to help change the lives of children who are facing health challenges at UC Davis Children's Hospital. Join our stream on June 10th and donate to Extra Life and unlock special bundles. Let’s show what this community can do for a great cause. But this year, we’re doing things a little differently. Instead of a single marathon event, we’re shifting to a series of smaller, more casual streams throughout the year. Our goal and our cause remain the same, but this new format gives us more chances to hang out, share some laughs, and make a steady impact together. It’s less about one long sprint and more about building a year-long movement to support kids and families. Join us in helping kids get life-saving technology at UC Davis Children’s Hospital. Beginning May 1, 2026, donate to the Star Wars Galaxy of Heroes campaign at the Extra Life online fundraiser on Tiltify. 100% of the money donated to Children's Miracle Network will support UC David Children's Hospital. Donations at different levels unlock special thank you gifts from Children’s Miracle Network–a digital redemption code for in-game portraits you can use right away. Redeem the code at the Star Wars Galaxy of Heroes store. So whether you’re donating, tuning in to chat on an upcoming stream, or just rallying your squad to spread the word, every bit of support counts. Let’s make 2026 our biggest and most impactful year yet! —------------------------------------------ PACKS INFORMATION Pack 1 Donate $25 and receive this fantastic reward pack: 1x Exclusive Portrait (unique to this tier) 1x Exclusive Title: Hope Keeper 1x Kyber All Legacy Lightspeed Token 500x Crystals 5x Ability Material Zeta 15x Ability Material Omega 100x Ability Material MK III 25x Fragmented Signal Data 25x Incomplete Signal Data 25x Flawed Signal Data 1,000,000x Credits 10x BRUTUS 10x VANE 10x CAPTAINSILVO 10x ROGUEONESHIP 10x BWINGREBEL 10x 4LOM 10x ZUCKUSS 5x STORMTROOPERLUKE 5x IG90 5x YODACHEWBACCA 5x ASAJJDARKDISCIPLE 5x INQUISITORBARRISS 5x VADERDUELSEND Pack 2 Donate $50 and receive this fantastic reward pack: 1x Exclusive Portrait (unique to this tier) 1x Exclusive Title: Lightwarden 1x Kyber All Legacy Lightspeed Token 1000x Crystals 3x Ability Material Omicron 5x Ability Material Zeta 15x Ability Material Omega 100x Ability Material MK III 10x Gyrda Keypad 10x Aeromagnifier 10x Impulse Detector 10x Zinbiddle Card 15x Electrium Conductor 20x Aurodium Heatsink 25x Chromium Transistor 50x Bronzium Wiring 25x Fragmented Signal Data 25x Incomplete Signal Data 25x Flawed Signal Data 1,000,000x Credits 15x BRUTUS 15x VANE 15x CAPTAINSILVO 15x ROGUEONESHIP 15x BWINGREBEL 15x 4LOM 15x ZUCKUSS 5x STORMTROOPERLUKE 5x IG90 5x YODACHEWBACCA 5x ASAJJDARKDISCIPLE 5x INQUISITORBARRISS 5x VADERDUELSEND Pack 3 Donate $100 and receive this fantastic reward pack: 2x Exclusive Portrait (unique to this tier) 1x Exclusive Title: Paragon of Hope 1x Kyber All Legacy Lightspeed Token 2000x Crystals 3x Ability Material Omicron 5x Ability Material Zeta 15x Ability Material Omega 100x Ability Material MK III 10x Droid Brain 10x Gyrda Keypad 10x Aeromagnifier 10x Impulse Detector 10x Zinbiddle Card 15x Electrium Conductor 20x Aurodium Heatsink 25x Chromium Transistor 50x Bronzium Wiring 25x Fragmented Signal Data 25x Incomplete Signal Data 25x Flawed Signal Data 5x Corrupted Signal Data 2,000,000x Credits 20x BRUTUS 20x VANE 20x CAPTAINSILVO 20x ROGUEONESHIP 20x BWINGREBEL 20x 4LOM 20x ZUCKUSS 10x STORMTROOPERLUKE 10x IG90 10x YODACHEWBACCA 10x ASAJJDARKDISCIPLE 10x INQUISITORBARRISS 10x VADERDUELSEND ------------------ *Requires Star Wars: Galaxy of Heroes (the "Game"), all Game updates, and internet connection. You must link your EA Account to your in-Game account before redeeming code on go.ea.com/swgoh-welcome. Age restrictions apply. Limit one offer per account. Offer has no cash value and may not be substituted, exchanged, or sold for cash, goods or services. May not be combined with other offers or prepaid card redeemable for the applicable content unless expressly authorized by EA. Void where prohibited, taxed or restricted by law.5.4KViews0likes15CommentsUpdate on Cassian Compensation
Hello Holotable Heroes, We’ve decided to change the original Pass Plus compensation. We will be sending eligible players 30,000 Crystals as compensation instead. Soon after this message goes out, eligible players will be sent 30,000 Crystals to their inbox. Thank you for your patience. See you on the Holotable16KViews10likes97CommentsKit Reveal: Grogu & Anzellans
Grogu crashes onto the holotables alongside his Anzellan friends and their nifty hovercraft! Inspired by Grogu’s charming antics and his relationship with the Anzellan droidsmiths, this character adds a bit of tactical chaos to the battlefield. As a force sensitive Healer, they provide helpful recovery options and improve their allies’ durability. They also pepper enemies with a number of debuffs that consistently whittle them down and create opportunities for allies to deal increased damage. Grogu & Anzellans synergize with both Mandalorian and New Republic allies, providing extra utility when used on a team with fellow members of these factions. Grogu & Anzellans’ marquee event begins June 30th at 11am Pacific. UNIT NAME: Grogu & Anzellans ALIGNMENT: Light CATEGORIES: Healer, Mandalorian, New Republic, Unaligned Force User ------ Basic Ability: Good Shot, Baby! Final Text: Deal 1 True damage to target enemy and inflict 1 stack of Off Balance for 1 turn. During Grogu & Anzellans' turn, inflict 1 stack of Force Influence for 1 turn. During enemy turns, Ability Block them for 1 turn. Grogu & Anzellans and a random Support ally gain Tenacity Up for 2 turns. Synergies: Although this ability doesn’t deal much damage on its own, it has the potential to reduce enemy turn meter, hinder their out of turn attacks, and prevent enemy buffs. When combined with the New Republic team’s counterattack mechanics, it can be a potent source of Ability Block as well. Inspiration: Grogu has shown his skill with the Mandalorian training darts on at least two occasions. The glimpse we saw of him using this tool in the movie shows how inhibiting a well placed shot can be. The Anzellan’s comment also happened to make for a great ability name. FAQ/Clarity: Wait, so which effects trigger on turn and off turn? Grogu & Anzellans will inflict the target enemy with 1 stack of Off Balance regardless of whose turn it is. On their turn, they will also inflict 1 stack of Force Influence in addition to Off Balance. During enemy turns, Grogu & Anzellans will again inflict the target enemy with 1 stack of Off Balance and Ability Block them. —--- Special 1: Tune Up (Cooldown: 3) Final Text: Equalize all allies’ Health. Then grant them Defense Up for 2 turns and Attacker and Tank allies gain 1 stack of Endure for 1 turn. Mandalorian or New Republic allies recover 30% of their Max Health and gain 2 stacks of Heal Over Time for 2 turns. Synergies: Grogu & Anzellans’ unique ability, Bad Baby!, provides extra opportunities to trigger the stacks of Heal Over Time for additional, teamwide recovery. Inspiration: Grogu is often seen snacking or attempting to snack on things which, of course, translates to health recovery in video games. We also wanted to capture the Anzellans’ mechanical prowess and their maintenance of the hovercraft as a protective ability. FAQ/Clarity: Does this ability only check for the Mandalorian and New Republic factions for the second part of the ability? Yes. The first portion will apply to any allied unit meaning all allies can equalize their health, get the Defense Up buff, and gain Endure (provided they are an Attacker or Tank). However only New Republic or Mandalorian allies will gain additional healing and the stacks of Heal Over Time. —--- Special 2: Strapped In (Cooldown: 5) Final Text: Dispel buffs on all enemies and deal Physical damage to them. All allies gain Dramatic Entrance until the end of Grogu & Anzellans’ next turn and 3 stacks of Heal Over Time for 2 turns. Other Healer and Support allies Stealth for 1 turn. Target New Republic ally gains Retribution for 2 turns and their cooldowns are reduced by 1. Target enemy is inflicted with 1 stack of On the Run and their cooldowns are increased by 1. Synergies: The Heal Over Time stacks granted here are also able to be triggered by Grogu & Anzellans’ unique ability, Bad Baby!, for even more heals. The Retribution granted by this ability provides New Republic allies additional chances to counterattack and inflicts 1 stack of On the Run, adding to the teamwide mechanics. Inspiration: While on the Razor Crest, Din Djarin tells Grogu to “strap in” as they prepare to embark on their journey. This quote combined with a daring (perhaps even dramatic) attack from the hovercraft made for an amusing ability. FAQ/Clarity: What is Dramatic Entrance again? Dramatic Entrance: +25% Offense; deal bonus True damage equal to 10% of the target's Max Health, which can't be evaded; gain 20% Turn Meter and Dramatic Entrance for 2 turns if this unit defeats an enemy. —---------- Unique 1: Bad Baby! (Zeta + Omicron) Final Text: At the start of battle if all allies are New Republic, allies gain 30% Max Health and Protection and Deflective Ward for 1 turn or until they take damage. Whenever an Attacker or Tank ally loses Deflective Ward, Retaliate, Retribution, or a Taunt effect, trigger their stacks of Heal Over Time. At the start of each enemy turn, Grogu & Anzellans gains 5% Defense (stacking) until the end of their next turn. Allies ignore Taunt effects during enemy turns. If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle, whenever a New Republic ally is Stunned during an enemy turn, dispel it and reduce their cooldowns by 1 and whenever a New Republic ally is Dazed, dispel it and they recover 20% Health. While in Grand Arenas if all allies are Mandalorian or New Republic and there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle: At the start of battle, allies gain an additional 20% Max Health and Protection and Deflective Ward for 1 turn or until they take damage. Whenever Grogu & Anzellans use a Special Ability they gain Untargetable for 1 turn. Synergies: This ability synergizes with Grogu & Anzellans’ two special abilities and also with a variety of buffs allies gain from their own kits. Dispelling the Stunned and Dazed conditions and ignoring Taunt during enemy turns allows the New Republic team to counterattack freely. Inspiration: The relationship between Grogu and the Anzellans was a key inspiration for this character. We would be remiss to not include a reference to the scene where this comedic dynamic was first introduced. FAQ/Clarity: Why are the Defense increases removed at the end of their turn? These Defense increases are meant to provide additional survivability during enemy turns and if an enemy counterattacks during Grogu & Anzellans’ turn. It is primarily intended as a countermeasure against teams that take turns more frequently than the New Republic team, so Grogu & Anzellans’ can survive long enough to aid their allies. Can you explain the conditional for the Stun and Daze dispel and the Omicron? Absolutely. This is the same check that we use for Colonel Ward’s unique ability. If there is a New Republic GL ally, the effects will work regardless of if other GLs are present. If there is no allied New Republic GL, then there needs to be no other GLs present for these effects to work. Who is the New Republic Galactic Legend!?!? We can’t reveal this just yet, but we’ll share more information as soon as we can. —----- Unique 2: Din Grogu Final Text: At the start of each encounter, if all allies are New Republic, Distract all enemies for 1 turn, which can't be resisted, and whenever an enemy gains Speed Up, Distract them until the start of Grogu & Anzellans' next turn and inflict them with 1 stack of On the Run. At the start of each ally's turn, Grogu & Anzellans gains 1 stack of Force Connection (stacking, max 50) for the rest of the encounter. This limit is increased to 100 stacks if any version of The Mandalorian is an ally. Synergies: While Grogu & Anzellans gain stacks of Force Connection by default, there is a clear synergy for having specific allies. Inspiration: The blend of Jedi and Mandalorian training that Grogu has received throughout his journey thus far. FAQ/Clarity: What happens if an enemy gains Speed Up but they already have the Speed Up buff? If an enemy gains Speed Up while they already have it, they will still be inflicted with the stack of On the Run. —-------- Closing Thoughts: Grogu & Anzellans is a scrappy Healer that can aid your success in the Era of New Republic and beyond. We hope you enjoy this character as much as Grogu enjoys snacking!13KViews4likes21CommentsKit Reveal: Rotta the Hutt
UNIT NAME: Rotta the Hutt ALIGNMENT: Light CATEGORIES: Leader, Attacker, Hutt Cartel ------ No longer the helpless child once hunted during the Clone Wars, Rotta has embraced spectacle and raw power to forge a reputation all his own. Whether commanding the crowd or crushing challengers beneath overwhelming force, Rotta fights to carve out a legacy no longer defined by his father. This character development for Rotta was something that we really wanted to reflect in his kit and in his ally choices. Rotta could lead the Hutt Cartel if he so chooses, but he prefers to take the field alone. With this in mind, we wanted Rotta to feel like the gladiator he is while in solo scenarios, where he truly comes into his own and his individuality takes center stage. —--- Basic Ability: Cleave the Unworthy Final Text: Deal Physical damage to target enemy twice and inflict 1 stack of Bleed (max 6), which can’t be evaded or resisted, until the end of the encounter, Healing Immunity, and Speed Down for 1 turn. Reduce the target enemy's Defense by 20% (stacking), which can't be resisted, until the end of battle. If Rotta the Hutt was the only ally at the start of battle: Reduce the target enemy's Critical Chance by 10% (max 50%) and Rotta gains 20 Speed (max 100) until the end of battle. Rotta recovers 10% Health and Protection. Synergies: This ability really supports the rest of his kit in that it sets up Bleed stacks for his Special 2, reduces the enemy’s Defense in anticipation of his larger moves being used, and allows him some additional sustain in solo scenarios. Inspiration: When we first saw the trailer for the movie, we saw those axes in his hands and knew we wanted to use them. However, Rotta does a lot of counterattacking, and so we also wanted this ability to feel fast - instead of having Rotta move to the enemy side and hit an opponent, we decided to have him throw his axes, showing off his incredible strength and helping to prevent long animations in matches. FAQ/Clarity: How you want to rotate your skills with Rotta tends to vary by matchup and squad lineup. If Rotta is alone on the field, sometimes this is the move you want to start with to start building up Speed against your opponent. —--- Special 1: Knock ‘Em Dead Final Text: Deal Physical damage to all enemies, dispel all buffs from them, inflict 2 stacks of Bleed (max 6) until the end of the encounter, and Off Balance on them for 2 turns. If all enemies are inflicted with Off Balance, Rotta gains a bonus turn and 40% Offense for 1 turn. If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, all other allies assist and Tank allies Taunt for 2 turns, if Rotta is below 50% Health this Taunt can't be dispelled. While in Grand Arenas if all allies were Hutt Cartel at the start of battle: This ability can’t be evaded or resisted. If Rotta was the only ally at the start of battle: He inflicts an additional stack of Bleed (max 6) on all enemies, removes 10% Turn Meter from them, reduces the cooldown of Showboat by 1, and he gains 50% Offense for 1 turn instead. Synergies: This ability sets up Showboat with extra stacks of Bleed, Off Balance, and with some extra Offensive power to make it feel impactful when that ability gets used. As a fairly quick ability, it’s also great for keeping buffs off of the enemy squad. In scenarios where he brings in allies with him, this ability allows him to redirect attention away from himself onto his Tank and to focus down a target enemy with the assist. Inspiration: When the stakes are high you use what you have to get through, and it made sense to us that Rotta would make use of his tail in a fight to surprise opponents when they thought his guard was actually down. FAQ/Clarity: If I call my allies to assist, will it prevent me from getting the bonus turn for everyone getting Off Balance? No, you will still get a bonus turn for landing the Off Balance even if your allies immediately trigger its effects by assisting. It says ‘if Rotta had a full squad of Hutt Cartel allies’ what does this mean? It means that in 3v3 Grand Arenas, there are three characters in the squad and they are all Hutt Cartel. Similarly, in 5v5 battles you will need to field 5 characters that are all Hutt Cartel in order for this to work. —--- Special 2: Showboat Final Text: Deal Physical damage to all enemies, trigger all stacks of Bleed on them, detonate all Thermal Detonators on them, and Stun them for 1 turn. If Rotta was the only ally at the start of battle: This Stun can't be evaded or resisted. If any enemy is defeated by this ability, all Hutt Cartel allies gain 20% Turn Meter. While in Grand Arenas if all allies were Hutt Cartel at the start of battle: Tank allies recover 10% Protection for each enemy damaged by this ability and Attacker allies gain 10% Defense Penetration (stacking, max 50%) each time this ability is used. If Rotta the Hutt was the only ally at the start of battle: This ability instantly defeats enemies below 40% Health (excludes Galactic Legends and raid bosses) and Rotta recovers 50% Health and Protection for each enemy defeated by this ability. Synergies: Again, depending on what enemy squad you’re facing, sometimes you’ll want to open with this to land the Stun on all enemies, but afterwards should be timed with his other abilities to take advantage of all of the other damaging effects he stacks. Inspiration: Every showman needs a signature move, right? We wanted this one to feel like a big move for Rotta, where if you set the enemy squad up well with his basic and Knock ‘Em Dead, this could defeat a couple of enemies at once and allow him to really snowball that momentum into the rest of the fight. —---------- Unique 1: Pedunkee Mufkin Final Text: Ally Hutt Cartel Tanks Taunt for 2 turns at the start of battle. Whenever Dark Side Support allies attack an enemy, all allies recover 10% Health, Protection, and Turn Meter. Dark Side Hutt Cartel allies and Rotta can ignore Taunt effects during their turn. All Hutt Cartel allies are immune to Cooldown Increase and Rotta is immune to Thermal Detonators. If Rotta the Hutt had a full squad of Hutt Cartel allies at the start of battle, whenever they have Turn Meter removed, Rotta has a 50% chance to gain a bonus turn. If Rotta the Hutt was the only ally at the start of battle: Whenever an enemy removes Turn Meter from him, he deals damage to all enemies equal to 10% of their Max Health (this damage can't defeat enemies) and has an additional 30% chance to gain a bonus turn. While in Grand Arenas if all allies are Hutt Cartel at the start of battle: All allies gain 50% Max Health. If all of Rotta's other allies are Dark Side, whenever they or Rotta are inflicted with a debuff, they inflict a Thermal Detonator on the enemy that applied it for 2 turns, which can't be evaded or resisted. Whenever Rotta defeats an enemy, the cooldown of Showboat is decreased by 1 and all allies gain bonus Protection (40%, stacking) until the end of the encounter. If Rotta was the only ally at the start of battle: He takes reduced damage from percent health effects and defeated enemies can't be revived. Inspiration: Rotta may be creating his own path towards his destiny now, but we felt we couldn’t fully recognize where he’s heading without also acknowledging where he came from. —----- Unique 2: Large Character Final Text: This character can’t be used in the ally slot or with another large character and summons are prevented for allies. —--------- Leader: A Legacy Reforged Final Text: Hutt Cartel allies gain 50% Accuracy and Critical Avoidance, 200% Defense, 75% Offense, 50 Speed, and 40% Tenacity. Dark Side Hutt Cartel allies and Rotta gain 75% counter chance and 50% Critical Chance. The first time each Hutt Cartel ally falls below 50% Health, they gain Damage Immunity for 1 turn, recover 20% Health and Protection, and ally Tanks Taunt for 2 turns. Whenever a Dark Side Hutt Cartel ally or Rotta inflicts a stack of Bleed or a Thermal Detonator on an enemy, they gain 5% Turn Meter and recover 5% Health and Protection. If Rotta the Hutt is the only ally at the start of battle: He gains 250% Max Health and Max Protection, 50% Health Steal, 25 Speed, he can't be instantly defeated, and whenever he is Ability Blocked, Blinded, Dazed, Feared, or Stunned he dispels it and inflicts a stack of Bleed (max 6) and 1 Thermal Detonator on all enemies for 2 turns, which can't be evaded or resisted. If it can't be dispelled, he also gains Damage Immunity for 1 turn, which can't be dispelled. Synergies: Inspiration: Rotta is forging his own path forward now, and in doing so creating his own story. The name for this ability was inspired by this part of his character development. FAQ/Clarity: —-------- Closing Thoughts: Designing Rotta came with a unique challenge, because Galaxy of Heroes has plenty of ways to pin down a lone character. From the beginning, we wanted Rotta to capture the feeling of a true arena brawler who could stand on his own and keep the fight going. He’s been a blast to play internally, and we’re excited to see players throw him into some of the game’s toughest matchups.13KViews5likes22Comments