Known 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.10KViews9likes94CommentsKit 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.12KViews5likes22CommentsImproved Returning User Experience + QoL Updates
Hello Holotable Heroes, We're happy to announce that we've revamped our Returning User Experience! If you know a fellow Holotable friend who hasn't played SWGOH in a while, let them know we've implemented a sweet new Questline just for them. We know that coming back to a game can be a bit overwhelming and we have built a system that will help players form short, mid and long term goals through quests to help them re-acclimate back to the Holotable! Quality of Life Changes In addition to the Return User Experience, we’ve also implemented batch upgrading that will allow you to use a single click to take a character from Relic level 1 to whatever Relic Level you have available! We've also added a warning message in Territory Battles if you're about to platoon a character who is used for a Special Mission. See you on the Holotable!18KViews13likes58CommentsHotfix 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.20KViews28likes114CommentsKit Reveal: Colonel Ward
UNIT NAME: Colonel Ward ALIGNMENT: Light CATEGORIES: Support, New Republic ------ Colonel Ward uncovers looming threats to the New Republic while pursuing dangerous targets across the galaxy. Colonel Ward is a Support unit designed to slot right into the rest of the New Republic squad helmed by Captain Carson Teva. She specializes in inflicting debuffs and punishing her enemies. —--- Basic Ability: A180 Blaster Pistol Final Text: Deal Physical damage to target enemy and inflict Evasion Down for 1 turn. If it’s Ward's turn, also inflict Defense Down for 1 turn. —--- Special 1: New Republic's Most Wanted (Cooldown 3) Final Text: Dispel all debuffs on target ally. The next time the target ally counterattacks, they inflict Evasion Down to the target enemy for 1 turn. Dispel Stealth from all enemies. Each enemy that lost Stealth this way is Marked for 2 turns. Inflict all enemies with Critical Damage Down and Expose them for 2 turns. Synergies: By picking out enemies that should otherwise be Stealthed and Marking them, Ward excels at funneling New Republic’s powerful and frequent out-of-turn attacks to the most significant enemy targets. —--- Special 2: X-haul Fly-by (Cooldown 4) Final Text: Deal Physical damage to all enemies, inflict them with Burning and Healing Immunity for 2 turns. Synergies: This ability’s Healing Immunity can be even more lethal when timed well with other New Republic abilities, such as R5-D4’s Bad Motivator. Additionally, in her Unique ability, New Republic Officer, using this ability in the correct scenario can trigger a mass assist. Inspiration: This ability name and ability is inspired by the ship that she pilots, playing into a big hero moment for her that we wanted to capture thematically. —---------- Unique 1: New Republic Officer (Zeta + Omicron) Final Text: Whenever a Support or Healer ally is damaged by an enemy ability while an ally is Taunting, Ward inflicts the enemy with Evasion Down for 1 turn. Whenever the enemy dispels Retaliate on any ally, New Republic allies gain 10% Offense (stacking, max 50%) when attacking enemies out of turn. Whenever allies trigger Expose out of turn, they gain Critical Damage Up for 1 turn. Whenever Ward uses X-haul Fly-by, if any enemies have On the Run, all New Republic allies assist the next time any ally counterattacks. If all allies were New Republic at the start of battle: Whenever a Taunting Tank ally is damaged, the enemy that damaged them is Ability Blocked for 1 turn. If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle, whenever a Healer or Support ally is damaged by an enemy ability while an ally is Taunting, increase all cooldowns of the enemy who damaged them (excluding raid bosses and Galactic Legends) and the enemy gains 1 stack of On the Run. While in Grand Arenas: At the start of battle, all New Republic allies gain 10% Potency and Tenacity for each New Republic ally until the end of battle. If all allies are New Republic at the start of battle, enemies start the battle with 2 stacks of On the Run. If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle, whenever enemies gain a stack of On the Run, Ward inflicts them with an additional stack of On the Run (once per target enemy’s turn). When enemies take damage from On the Run, they are also Exposed for 1 turn. Synergies: This ability heavily punishes the enemy for targeting Healer or Support New Republic allies when an ally is Taunting. It also heavily punishes AoE abilities (that are typically used to circumvent Taunt mechanics) because it could mean gaining multiple stacks of On the Run at once. Ward functions best in a counterattack centric squad, giving Offense bonuses when attacking out of turn, and triggering mass assists with counterattacks. This part of her kit synergizes with the rest of the New Republic squad, and allows her to be a key support unit in this team. FAQ/Clarity: Q: “What is On the Run again?” A: On the Run: -10% Evasion and Tenacity per stack; at 10 stacks, lose all stacks, take 20% Max Health damage (can't be defeated by this damage), and all enemies gain a bonus turn; whenever stacks of On the Run are reset, inflict 2 stacks to this character and 1 stack to all other allies Q: “If there is an allied New Republic Galactic Legend or there are no other Galactic Legends in the battle” is a very verbose and confusing condition. Can you explain what this means? A: The ability will work if: There are no GLs If there are GLs, there needs to be an allied New Republic GL present The ability will not work if: There is a GL/multiple GLs but none of them are New Republic (on ally side) Q: “But there’s no New Republic Galactic Legend in the game yet.” A: Don’t worry about it.7.6KViews2likes12CommentsServer Update 05/26/2026
Hi Holotable Heroes, We have a minor Server Update today to remain in compliance with Brazilian law. Update Notes: Underage players (under 18 years old) playing in Brazil will have chat disabled and will temporarily see the message, “This feature unlocks at Player Level 999,” when interacting with chat.9.6KViews1like15CommentsUpdate 5-27-2026
Hello Holotable Heroes, Here are the updates for today: News Colonel Ward Kit (LINK) Grogu & Anzellans Kit (LINK) Rotta the Hutt Kit (Link) Vel Sartha shards are now farmable from Cantina Battles 9-C. Bugs and Adjustments Updated find flow for Omicron materials to point to correct Cantina missions. Major Partagaz' Unique ability description text has been tweaked: "At the start of battle, if all allies are Imperial Security Bureau, Major Partagaz can't be targeted for the rest of the battle." Fixed an issue where Armor Shred would occasionally count multiple times towards quests against Raid Bosses Corrected an incorrect URoRRuR'R'R Conquest description string Defeat 10 Bounty Hunters quest should now work as intended Fixed Loaned unit portraits Moff Gideon, Remnant Stormtrooper Commander, and Remnant Recon Stormtrooper now correctly count as Imperial Remnant enemies. Fixed an issue where Emperor Palpatine's datacron affix could sometimes soft lock the game and updated the description to match the new function. The enemy defeating Palp now gets a bonus turn and then is defeated on that bonus turn.15KViews5likes27CommentsUpdate 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 Holotable16KViews10likes93Comments