So CG just abandoned the "neutral alignment" idea, didn't they.
What was the point of creating the "neutral alignment", creating provisions/labels/etc for it in ROTE, etc for ONE character (Hondo)? He was released over two years ago now, and there hasn't been a single new Neutral toon added since. No explanation or conversation shared around their plan to either add more Neutral toons or just simply admit they didn't think the idea through and are abandoning it. Can just convert him to DS and give him his ship, at this point.707Views3likes21CommentsAll versions of Vader
1. Darth Vader (The Original Trilogy) Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lightsaber Attacks and Abilities Basic: Terrifying Swing Deal Physical damage to target enemy with an 80% chance to inflict Ability Block for 1 turn, increased to 100% if the target is Jedi or Rebel. This attack can't be evaded or resisted by Jedi and Rebel enemies. Special 1: Force Crush (Cooldown: 5) Deal Physical damage to all enemies and inflict Speed Down and 3 Damage Over Time effects for 2 turns. This attack can't be Countered. Special 2: Culling Blade (Cooldown: 4) Deal Physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled, increased to 100% against raid bosses, and grants 100% Turn Meter if the target is defeated. This attack has +25% Critical Chance and can't be evaded. Special 3: Merciless Massacre (Cooldown: 9) Gain Merciless and take a bonus turn after this one. All enemies gain Merciless Target, which can't be evaded or resisted. When Darth Vader uses an ability, Merciless Target is removed from the target enemy and Darth Vader takes a bonus turn. If the target did not have Merciless Target, Merciless expires and Merciless Target is removed from all remaining enemies. Darth Vader can ignore taunt effects when targeting enemies with Merciless Target. Merciless: +50% Offense (does not stack with Offense Up), +50% Critical Chance, and +50% Critical Damage; immune to Fear, Stun, and Turn Meter manipulation and Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain Merciless Target: Darth Vader must target a unit with this or a taunt effect, can ignore Taunt to target this unit, and takes a bonus turn after using an ability while targeting this unit Leader: Inspiring Through Fear Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them. Unique: No Escape At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy. Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies. 2. Lord Vader ('Episode III: Revenge of the Sith') Galactic Legend, Dark Side, Attacker, Leader, Empire, Sith Relic Amplifier: Lord Vader's Glove Attacks and Abilities Basic: Vindictive Storm Deal Physical damage to target enemy and if Lord Vader has 30 or more stacks of Underestimated, he deals damage again. Each time this ability deals damage in the same attack, it deals 25% more damage (max 50%). Ashes of the Republic: Deal damage again Special 1: Dark Harbinger (Cooldown: 3) Inflict Buff Immunity and Healing Immunity for 2 turns and deal Physical damage to target enemy. This ability deals 20% more Physical damage on subsequent uses (stacking, max 5 stacks). Lord Vader gains 1% Ultimate Charge and Empire and Dark Side Unaligned Force User allies recover 0.5% Health for each stack of Underestimated. Ashes of the Republic: This attack also deals true damage Special 2: Unshackled Emotions (Cooldown: 5) Deal Physical damage to all enemies and inflict Daze and 4 Damage Over Time effects for 2 turns, which can't be resisted. For each stack of Underestimated, this ability deals 2.5% more damage, and all Dark Side allies gain 1% Mastery (stacking) until the end of the encounter. Ashes of the Republic: Inflict Ability Block for 1 turn which can't be dispelled or resisted, and increase target enemy's cooldowns by 2 Leader: My New Empire Dark Side allies have +20 Speed, +20% Mastery, and +15% Max Health, doubled for Empire or Dark Side Unaligned Force User allies. At the start of battle, other Empire and Dark Side Unaligned Force User allies lose all Protection and gain that much Max Health. If a Dark Side Unaligned Force User ally was present at the start of battle, for the rest of the battle all Empire or Dark Side Unaligned Force User allies take 30% reduced damage from enemy Light Side Unaligned Force User attacks. If all allies are Dark Side at the start of battle, Empire and Dark Side Unaligned Force User allies are immune to Fear, Empire Tanks gain Taunt for 2 turns, and when an Empire ally loses Taunt, they are inflicted with Marked for 1 turn, which can't be dispelled, prevented, or resisted. Whenever a Dark Side ally loses a buff, Empire and Dark Side Unaligned Force User allies gain 1% Mastery (stacking) until the end of encounter. Whenever a debuffed Dark Side ally takes damage, Lord Vader gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Empire and Dark Side Unaligned Force User allies have +35% Critical Chance and Critical Damage when targeting a Galactic Republic enemy. Whenever an enemy critically hits an Empire or Dark Side Unaligned Force User ally, that enemy has -30% Critical Damage (stacking) for 3 turns. While Empire and Dark Side Unaligned Force User allies are at certain Health thresholds, they gain different benefits. - While above 35% Health: During an enemy's attack they are immune to Max Health reduction and other damage that is based on Max Health - While above 50% Health: They are immune to Damage Over Time and Thermal Detonator effects - While below 80% Health: Can't be critically hit Unique 1: Twisted Prophecy Lord Vader is immune to Turn Meter manipulation and his attacks can't be evaded. At the start of battle he loses all Protection and gains that much Max Health, and Dark Side Unaligned Force User allies gain Speed Up and Stealth for 2 turns. At the start of each of Lord Vader's turns, enemies are inflicted with 2 Damage Over Time effects for 2 turns, which can't be resisted. Enemies with Damage Over Time effects can't gain bonus Turn Meter. At the start of each other character's turn Lord Vader gains 1 stack of Underestimated (max: 60), doubled for Galactic Republic and Jedi enemies. Underestimated: Vindictive Storm, Dark Harbinger, and Unshackled Emotions gain additional effects Unique 2: Galactic Legend This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%. Ultimate: End of the Galactic Republic Requires at least 65% Ultimate Charge to activate. Ultimate Charge: Lord Vader gains Ultimate Charge when he uses Dark Harbinger. If Lord Vader is the Leader, when debuffed Dark Side allies receive damage he gains 2% Ultimate Charge, increased to 3% if that ally was an Unaligned Force User. If all other allies are Dark Side Clone Troopers at the start of encounter, Lord Vader gains 3% Ultimate Charge whenever a debuffed Dark Side Clone Trooper ally takes damage. Lord Vader gains 50% of other Dark Side allies' current Mastery (stacking) until the end of the encounter, then they lose that much. Empire and Dark Side Unaligned Force User allies don't lose Mastery from this ability. If 100% Ultimate Charge was used, Lord Vader instead gains 75% Mastery from this ability, dispels all debuffs on himself, takes a bonus turn, reduces his cooldowns by 1, and gains Ashes of the Republic for 5 turns, which can't be copied, dispelled, or prevented. These Mastery gains will only trigger if the character has more than 0 Mastery. Ashes of the Republic: Lord Vader's abilities gain additional effects; enemies defeated while this is active can't be revived; Lord Vader is immune to Ability Block, Healing Immunity, and Shock; can't gain Ultimate Charge 3. Darth Vader (Duel's End) ('Obi-Wan Kenobi') Dark Side, Attacker, Empire, Sith Relic Amplifier: Broken Helmet Attacks and Abilities Basic: Then You Will Die Deal Physical damage to target enemy and during Darth Vader (Duel's End)'s turn, Ability Block them and inflict Evasion Down for 2 turns. If the targeted enemy is Dazed, Shocked, or Stunned, reduce Vader's cooldowns by 1 and he gains 100% Offense for 1 turn. Special 1: Your Weakness Still Remains (Cooldown: 3) Deal Physical damage to target enemy twice and call the strongest other Attacker ally to assist. If the target enemy is Galactic Republic, Inquisitorius, or Jedi, Darth Vader (Duel's End) also assists. This ability will always critically hit if possible. Special 2: You Will Always Lose (Cooldown: 6) Dispel buffs on all enemies and deal Physical damage to them, dealing 50% more damage for each debuffed enemy. If the enemy is Shocked or Stunned, they take another instance of damage. Then inflict all enemies with Speed Down for 2 turns, which can't be dispelled, evaded, or prevented, and they lose 100% Accuracy for 1 turn, which can't be evaded. Enemies are inflicted with Buff Immunity for 2 turns. This ability can't be resisted. While in Grand Arenas: If Emperor Palpatine is in the ally Leader slot, Fracture target enemy and another random enemy until the start of Darth Vader (Duel's End)'s next turn or until Vader is defeated, which can't be copied, dispelled, or evaded. Vader can't gain bonus Turn Meter this turn. Unique 1: I Am What Remains At the start of battle, Darth Vader (Duel's End) loses 51% Health and is inflicted with Burning until the end of battle, which can't be copied, dispelled, or prevented. Vader can't be defeated by this Burning, is immune to other Burning effects, and takes reduced damage from percent Health effects. If there are no Galactic Legends at the start of battle, whenever Vader takes Burning damage, all Empire allies gain 20% Offense (stacking, max 300%) until the end of battle and 10% Turn Meter; this effect persists through defeat. If Vader ends his turn with 25% or more Health, all Empire allies gain Potency Up for 1 turn. If Vader ends his turn with 75% or less Health, all Empire allies gain Defense Up for 1 turn. At the start of battle, if Emperor Palpatine is the ally in the Leader slot, Vader gains Hatred until he is defeated which can't be copied, dispelled or prevented and assists when Emperor Palpatine uses a Special ability during his turn and whenever Emperor Palpatine assists during another ally's turn. If Vader is revived while Emperor Palpatine is the active ally in the Leader slot, Vader regains Hatred at the end of that turn which can't be copied, dispelled or prevented. While in Grand Arenas: At the start of battle, if there are no Galactic Legends and Emperor Palpatine is in the allied Leader slot, all Empire allies gain Hatred until they are defeated which can't be copied, dispelled or prevented. Whenever an Empire Tank ally loses Taunt, they are Marked for 2 turns which can't be copied, dispelled or resisted and recover 30% Max Health and Protection. Vader gains 4 Speed (stacking, max 80) until the end of battle whenever an Empire ally targets a debuffed enemy with an ability, takes damage from an enemy ability while debuffed, or scores a critical hit. Unique 2: You Didn't Kill Anakin Skywalker, I Did At the start of each encounter, whenever he takes burning damage, or when he uses an ability, Darth Vader (Duel's End) gains 1 stack of Vengeance until the end of battle or until he is defeated. When Vader loses 15 stacks of Vengeance or more, he gains 2 additional bonus turns and the next time he damages an enemy, the targeted enemy is Deathmarked until the end of Vader's bonus turns or Vader is defeated. Vader can ignore Taunt effects during his turn. Whenever Vader uses a Special ability, the target enemy is inflicted with a stack of Damage Over Time for 1 turn which can't be evaded. This ability inflicts an additional stack if the target enemy is Galactic Republic, Inquisitorius, or Jedi, and another additional stack if it is an Anakin Skywalker. At the start of battle, if there is an enemy Anakin Skywalker, they are inflicted with Demoralized for the rest of battle which can't be copied, dispelled, evaded, prevented, or resisted and if they are in the enemy Leader slot, all Empire allies are immune to Daze for the rest of battle and Vader can't be targeted while there is another Empire ally. If all allies are Empire at the start of battle, Vader gains 50% Critical Damage, is immune to Fear and Turn Meter reduction. Bonus: 4. Darth Vader (Damaged) (The Force Unleashed) Dark Side, Attacker, Leader, Empire, Sith, Imperial Trooper Relic Amplifier: Life Support Armour Attacks and Abilities Basic: Sorrowful Blade Deal Physical damage to target enemy and inflict Sorrow (if they already had it, removes all buffs on them and has a 50% chance of inflicting Fear (doubled for Rebels and Jedi), then call another random Empire ally to assist and inflict Sorrow on them if they critically hit. Sorrow can't be copied, dispelled, or resisted. Sorrow: This unit cannot critically hit or evade attacks. Lasts for 2 turns. Special 1: Final Crush (Cooldown: 4) Deals Special Damage to target enemy and inflict Daze for 2 turns. Inflicts 25% additional damage for each enemy with Sorrow. Darth Vader (Damaged) recovers Health(If max out, then he recovers Protection) equal to 20% of the combined Max Health of all allies with Daze. This attack cannot be Countered or Evaded. Special 2: Wave of Terror (Cooldown: 5) Remove all Buffs/Debuffs from all allies and increase their Protection by 5% for each Debuff removed (Max 40%). For each Buff removed, Empire Allies have their cooldowns reduced by 1 and gain 20% Turn meter(Max 80). If an ally turn starts due to this increase, they receive Offense Up, Critical Damage Up and Sorrow. Leader: Surrounded by Fear Empire Allies gain 20% Offense and Defense, and +25 Speed (doubled for Imperial Troopers). Empire allies gain +10% Offense and Potency for each unit with Sorrow. Sorrow does not prevent Critical hits from Empire allies. The Turn Meter of allies with Sorrow cannot be reduced, and their Buffs cannot be dispelled. Whenever an Imperial Trooper ally is defeated, Darth Vader (Damaged) gains 10% of their Max Health, Max Protection, Offense, Potency, Tenacity, Critical Chance, Critical Damage, Defense and Defense Penetration until the end of the encounter. Unique: Hate Leads To Suffering Darth Vader (Damaged) loses 10 Speed and gains 20% Offense and Defense for each unit with Sorrow. At the start of each enemy's turn, if they have Sorrow, Darth Vader (Damaged) inflicts Marked on a random ally until the end of that turn. Darth Vader (Damaged) has +100% counter chance against enemies with Sorrow and he cannot receive Debuffs from them3Views0likes0CommentsMissing Anomalous Rebel LST
Greetings, I haven't been able to access, or missed access to somehow, the Anomalous Rebel LST provided via the Journey Quests. You'll see in the screenshots that I have used (greyed out) the CRex and Palpatine LST's, the AR-LST is in the top left, somehow available. Clicking on its locations, you'll see in the next screenshot that no locations are found. Also included is a screenshot of my quest log, showing journey quests completed and currently unavailable. I log in daily and have clearly completed the journey quests, so I'm not sure how I could have missed any 'click to gather reward' buttons under the Journey Quests tab. The Journey Quests tab simply closes/disappears once the last quest is completed, in my game. So I'm not certain that I missed gathering it versus this just being a bug in which the LST wasn't delivered to my account altogether. Is there any way to recover said LST in-game? If it is a bug, may I please have the LST sent to my inbox? If you need any other information, please let me know. :) Ally Code: 197-846-78146Views1like2CommentsNot enough materials for Maul, is this a bad joke ?
This entire update has been failure after failure but this really takes the cake. Not only do you need to pay $ to unlock maul, but then if you are not careful you do not have enough materials to level up your Maul and will be stuck at level 52 unless you pay another 30$. The greed and shadiness of CG knows no bound.115Views3likes3CommentsCrystals instead of LSB characters
I purchased the Jabba's entourage bundle from the webstore, then upon entering the game to claim the characters, I was given a message stating there was an error with my purchase and I was given approximately 3,500 crystals. There was money taken out of my bank account. I have purchased bundles before and nothing like this has happened, and I am confused as to how something like this could happen. I haven't spent the crystals and would be open to having them removed for the characters that I do not already have at relic levels.17Views0likes0CommentsEra Levels Reduced
Prior to the Inquisitor Barriss and Maul (Hate-Fueled) events I had brought the 4 available Era Units to 7 stars, Era Level 70. Once said events went live the units were all rolled down to Era Level 65. I contacted EA Customer Support multiple times in an attempt to rectify the issue but they kept stating that this was an "intentional reduction". I have attached one such example. May I please have my characters returned to Era Level 70?16Views0likes0CommentsMission Vao: Zeta lost?
I'm pretty sure that I spend 20 zeta mats for Mission Vao's zeta ability. Has this this zeta been dropped with the introdutcion of her omi (both at ability level 8)? Do we get a refund? In game: Where's my zeta? I didn't give her the omi! Guild list swgoh.gg (first load with speed): With Zetas Guild list after changing to different stat: No zeta column! Ability tiers: Assisting Zaalbar now at tier 7 without Zeta?7Views0likes0CommentsNEW ERA PROPOSAL: ERA OF THE FORGOTTEN
would like to propose a new era for SWGOH called Era of the Forgotten, focused on characters defined by loss, exile, sacrifice, and shifting loyalties — those who were overlooked, left behind, or existed between sides, yet shaped the galaxy in subtle but powerful ways. This era would emphasize conditional synergies, story-driven mechanics, and relationships that evolve during battle. Cobb Vanth — Marshal of Mos Pelgo Bridges Scoundrels and Mandalorians without being a Mandalorian himself. Could feature a basic titled “Only One of Us Is Walking Out” that calls a Beskar-armoured Mandalorian ally to assist, with Armour Plating as a shared defensive effect. Represents law without allegiance and expands Mandalorian teams in a story-driven way. Meetra Surik — The Jedi Exile Attrition-based Jedi / Old Republic leader. Ability names include: Basic “Jedi Exile”, Special 1 “Severed Connections”, Special 2 “Lead the Charge”. Stronger as allies fall, directly counters Sith, and embodies a Jedi defined by absence and survival. Geonosian Zombie PvE-focused disruptive tank. Buff overload triggers “Blinded by Light,” fitting The Clone Wars canon. Reinforces Geonosian hive mechanics while remaining challenging and unpredictable. Anakin Skywalker (Podrace) Conditional hybrid unit: gains Scoundrel tag if all allies are Light Side, Jedi, or Scoundrel. Bridges his street-survival background with Jedi destiny and could introduce event-based gameplay like Podracing. Young Boba Fett & Jango Fett’s Slave I Features health-sharing and survival mechanics that tell the story of Jango’s sacrifice for Boba. The first time Young Boba would be defeated, Jango sacrifices himself to revive him, creating risk and opportunity for recovery. Optional Additions: Agent Kallus: begins as anti-Zeb, gradually supports him mid-battle, representing internal conflict. Crosshair: counter to Bad Batch but unintentionally supports them, reflecting fractured loyalty. Why this era works: Focuses on relationships and story over raw stats. Encourages mixed-faction squads and creative team-building. Expands the game horizontally, giving long-requested characters meaningful mechanics. This era is not about galactic legends. It is about the ones history almost left behind.23Views0likes0Comments