If struggling in conquest, read this
If the enemy is inexplicably not dying while in the red - unequip the F3-4T disk from your datadisks. It is actively preventing the team from dying to make feat farming easier. Do not fall into this trap. If you’re trying to win, unequip it. Edit 1: I'm going to keep this at the top in the hope that reading comprehension still exists. Good lord... Edit 2: Putting this at the top again to try and discourage stupidity and poor eyesight561Views2likes21CommentsGive meaning to the game.
Just a little more and this is going to turn into pure insults, because the game drains your nerves. I log into the game to relax, not to get stressed because of blatant stupidity. There are hundreds of situations like this in the game. Developers, you are not actually working on the game anymore. It’s just a conveyor belt for extracting money from players. What is the point of this example if five powerful characters cannot destroy a single droid? This is not Sith Lord Bane — it’s just a droid. It stood there for five minutes like a tin can, unable to deal damage, while also taking no damage itself. A game should have at least some logic and realism beyond mindless button clicking. At this point it feels less like a game and more like a machine for milking money out of players. I wanted to upload a video, but the website is broken and won’t let me do it.287Views2likes9CommentsJML deserves the Lord Vader treatment
lately CG has stripped away everything that JML had, first is JKR with Satele Shan, then made it so that you can't use Ezra Bridger (Exile) with him anymore. imo JML needs a completely new team because well I don't think JKL and JKCK are thematically related to JML in any sense except for the fact that they're Jedi give us force ghosts (anakin, obi wan, yoda and qui-gon) or maybe have a conquest character like jedi leia or something as for people wanting a mara jade skywalker I think she would be a better fit as someone who actually enables JKL as a lead of a brand new Jedi team216Views1like6CommentsOvercharge and Era Arena
when will those arrive? CG, you guys announced it at the same time as the Cantina 2.0 update, yet this still hasn't been implemented and with this Overcharge system, you guys should make Coliseum be like Raids where you can choose to submit that attempt or not because clearly 5 is not enough for theorycrafting another thing I want to mention is that Era Leveling Currency is whack there isn't enough from the Episode pass like I have enough Era Leveling materials for a few extra levels but it would require a total of 55000 Era Leveling Currency, and considering the repeatable rewards of the track only gives 5000 each45Views0likes0CommentsRelic Delta has been a struggle in GAC…
I’m not some top-end player with a stacked account, and I’m not pretending to be. A good portion of my roster sits around Relic 5 (I’m working to improve) , which historically has been enough to make established counters work and reward smart play. The problem is that more and more often, I’m being matched against accounts with 2 million or more Galactic Power above mine, and suddenly those tried-and-true counters stop functioning the way they used to. Why? Because what was once an R5 or R7 matchup is now running into Relic 10 characters that completely overwhelm teams that previously had a chance. My squad isn’t losing because I misunderstood the strategy or made a bad play; it’s getting erased because someone invested further into a relic system that dramatically changes the matchup. As a casual player who has spent money here and there to support the game, that feels like a slap in the face. Instead of investing resources into new characters, new teams, or exciting content, I’m being pushed to revisit squads that were already functioning perfectly well just to keep up with a moving goalpost. What makes this especially disappointing is that some of the most memorable moments in this game came from overcoming the odds. Pulling off a win with an undergeared team, finding a creative counter, or executing a strategy that shouldn’t have worked on paper felt incredible. It was like watching your friend who’s terrible at games somehow clutch a random 1v5. It was unexpected, exciting, and rewarding. Those moments made the game feel like it valued knowledge and strategy as much as roster investment. Now, it feels like that element is disappearing. I’m not posting this just to complain. I’m genuinely trying to understand the reasoning behind Relic Delta. Before, upgrading a character made intuitive sense: they dealt more damage, survived longer, and performed better. Simple. So what exactly is Relic Delta supposed to accomplish? If the answer is that it doesn’t make a significant difference, then why should players spend valuable time, resources, and money engaging with an entire progression system that supposedly has little impact? And if it does make a significant difference, then why are we pretending it doesn’t fundamentally alter matchups and counter viability? That’s the part I struggle with. What’s even more frustrating is the perception that community concerns aren’t really being heard. When players raise legitimate questions, it often feels like the response isn’t to reevaluate the idea but to double down on it. But isn’t the entire point of a live-service game to maintain an ongoing relationship with the community? Players invest their time, energy, and money because they care about the game, and that feedback should matter. At the end of the day, this is a beloved Star Wars game tied to one of the biggest entertainment franchises in the world. It should be thriving because of engaging gameplay, meaningful progression, and strategic depth—not because players feel pressured into an endless spending race just to stay relevant. I want this game to succeed. I want to enjoy it for years to come. But when strategy increasingly takes a back seat to relic inflation, it’s hard not to wonder where things are headed…89Views2likes2CommentsCharacter idea: Ahsoka (Dark Side Vision)
A horrifying version of Ahsoka Tano if she chose to embrace the dark side of the force. Unit name: Ahsoka (Dark Side Vision) Relic Amplifier: Lightsabers Affiliation/Tags: Dark Side Support Unaligned Force User Double-bladed lightsaber Attacks and Abilities Basic: You Lack Conviction Deal physical damage to target enemy. Attack a 2nd time if the target was buffed, attack a 3rd time if they were debuffed or any buffs were dispelled. Light side enemies gain ability block for 1 turn. Special: Crush Opposition Deal special damage to target enemy with a 30% chance to call an ally to assist. If the assisting ally is dark side, they both gain defense penetration up, health steal up, and evasion up for 2 turns, reduce the cooldown of Drinker Of Light by 1. Special: Drinker Of Light Deal true damage to target enemy while dealing special damage to all enemies. Remove 25% turn meter and recover health equal to 25% of Ahsokas max health, doubled against light side enemies. Gain 1 stack of Dark Side Corruption(max 3) +35% offense and critical chance, -15% tenacity per stack. At max stacks these values are doubled, basic attacks then inflict tenacity down and healing immunity for 2 turns. This ability starts on cooldown. Unique: What Pride Had Wrought Ahsoka and the ally in the leader slot have +20% mastery and health(excluding Galactic Legends) When she assists dark side allies, she gains Ferocity and tenacity up for 1 turn. If she assists light side allies, she deals 30% less damage and is inflicted with expose for 1 turn. Unique: Live....Or Die If Lord Vader is in the leader slot, Ahsoka gains the Empire tag for the rest of the battle, and assists him whenever he attacks. If Darth Vader or Darth Vader (Duals End) is an ally and there are no Galactic Legend allies, she instead gains the Sith tag for the rest of the battle. While Vader is alive; he and Ahsoka are immune to health percentage based attacks, and damage they receive is reduced by 1% from enemies with stacks of damage over time.379Views0likes1CommentArkra: GL Kit Concept
(If you don't like it, don't read. If you have nothing to say besides "ew, fan kit", nobody is stopping you from clicking off and ignoring this) From a book I'm writing - Lore: One of the original Dark Jedi who fled the order, Arkra was the first to learn the secret to endless age and power through a perpetual force ritual. Unsatisfied with sharing Korriban with the Empire, he found the planet Leronia and forged his own. As centuries passed, Arkra grew so powerful and reclusive that the Sith mistakenly deified him as an avatar of the dark side itself, a misconception that suited Arkra's secretive nature. Over the millenia, he sought out each new Sith Emperor and brought them under his will - or disposed of them and selected a more suitable candidate. In this way, Arkra has shaped galactic history for thousands of years, until he finally decided to step out of the shadows... As the leader of a new Sith Empire team, Arkra specialises in granting his allies power and benefitting massively from their defeat. He also introduces two new effects - Shrouded, which prevents him from being targeted by either his enemies or his allies, and Wild Rage, a gift from him to a pawn that grants them stacking bonuses that only serve to empower Arkra more when that pawn eventually falls. A ruthless warlord, Arkra leads the Sith Empire from the shadows, sows confusion among his enemies and sacrifices his allies to fuel his power. Unit Name - Arkra Tags - Galactic Legend, Dark Side, Support, Leader, Arkan Empire, Sith Mastery - Accuracy, Defense Penetration, and Health Steal I Will Tolerate You No Longer (Ultimate ability) (I recommend reading this after the rest of the kit) Requires 100% Ultimate Charge to activate. Ultimate Charge: Arkra gains Ultimate Charge from using Saber Severance and Concussive Strike. If he is the leader, he also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. All other living allies are instantly defeated and lose 100% of their Defense, Max Health, Offense, Potency and Tenacity, then Arkra loses Shrouded and gains 100% of the amount lost in addition to his own stats until he is defeated (see Ancient Armour for a description of Shrouded). Arkra gains +120 speed for each defeated ally before this ability was used. This ability can’t be evaded or resisted, and units defeated by it can’t be revived. If no other allies are present when this ability is used, Arkra enters an aggressive stance, loses Shrouded, then triples his current Mastery, dispels all buffs on all enemies, which can’t be evaded, inflicts Vulnerable on them, gains +35% Counter Chance and gains Wild Rage until he is defeated, which can’t be prevented or dispelled (see Forceful Bestowal for a description of Wild Rage). These effects can’t be dispelled, evaded or resisted by enemies and last until the end of battle. Additionally, enemies can’t be revived. Wild Rage persists across encounters. Saber Severance (Basic) (Final text, Zeta) If it’s Arkra’s turn, deal Physical damage to target enemy. Dispel all buffs on them and all debuffs on Arkra, then target enemy is inflicted with all debuffs dispelled and Arkra gains all buffs dispelled for 2 turns (excludes stealth and taunt). If both Arkra and target enemy are buffed, this ability deals 100% more damage. If the target enemy is already debuffed, inflict Fear for 1 turn, which can’t be evaded. Arkra gains 2% Ultimate Charge for each active Arkan Empire ally. If this ability is used outside of his turn, deal Physical damage to target enemy, then all Dark Side allies recover 10% Max Health and Protection, doubled for Arkan Empire allies, and all Light Side enemies are inflicted with Confuse for 1 turn. (Animation - Arkra spins his lightsaber with one hand, then strikes down vertically while holding with both hands) Concussive Strike (Special 1, cooldown 4) (Final text, Zeta) Deal Physical damage to all enemies and an additional instance of true damage for each special ability used by each enemy this encounter. Inflict Daze and Confuse on all enemies for 2 turns, which can’t be evaded by an enemy if they have Foresight. If the target enemy is the weakest or a Jedi, also inflict Fracture on them until the end of Arkra’s next turn, which can’t be copied, dispelled, evaded or resisted. This ability inflicts an additional stack of Confuse on subsequent uses (stacking, max 3). For each debuff inflicted by this ability, all Dark Side allies gain +1% Mastery until the end of battle (stacking), doubled for Arkan Empire allies. Arkra gains 1% Ultimate Charge for each debuff resisted. If Arkra has Wild Rage, Confuse lasts for 3 turns and can't be dispelled. (Animation - Arkra puts one foot forward, then forcefully pushes out with a claw-like hand) Forceful Bestowal (Special 2, cooldown 5) (Final text, Zeta) Dispel Buff Immunity from all other Dark Side allies, then they take damage equal to 45% of Arkra’s Max Health and gain Wild Rage for 2 turns, which can’t be copied. This damage can't defeat them. All Arkan Empire allies gain Speed Up, Health Steal Up, and Offense Up for 2 turns and gain an additional bonus depending on their role: Attackers- Gain Defense Penetration Up and an additional +70% Offense for 2 turns Tanks- Gain Defense Up and double their Max Health for 2 turns; if Arkan Soldier is an ally, he assists Support- Gain 50% turn meter and reduce their cooldowns by 2 (this ability’s cooldown is unaffected) Reset target ally's cooldowns, dispel their debuffs, and grant them a bonus turn. Wild Rage: gain +2% Max Health, Health Steal, 10% Offense and 10 speed whenever this unit is damaged by an attack (stacking), -50% tenacity; can’t gain Ultimate Charge (Animation - a glowing red ball of energy forms in Arkra’s raised palm, then glowing red tendrils arc towards his allies) The Warlord (Leader) (Final text, Zeta) Sith allies have +20% Mastery, +15% Max Health and +20 speed, doubled for Arkan Empire allies. Allies gain +2% counter chance and Potency for each debuff on them. If all other allies were Dark Side Non-droid and Non-leader Sith, Sith Empire or Arkan Empire at the start of battle: - All allies gain +15% Critical Chance - When an ally inflicts a debuff, for each Jedi, Old Republic and Galactic Republic enemy the selected target loses 1% turn meter - Allies who have the Sith Empire tag at the start of battle also gain the Arkan Empire tag - While allies have Wild Rage, they have +30% counter chance and have their cooldowns increased by 1 when they are inflicted with a debuff (limit once per turn) Each time a Non-droid Sith or Arkan Empire ally critically hits an enemy, they gain +50% critical damage until they do not score a critical hit and +1% Mastery until the end of battle. If a Non-droid Sith or Arkan Empire ally scores 3 consecutive critical hits, they gain Damage Immunity for 1 turn. Allies can’t score critical hits while they have Damage Immunity. Ancient Armour (Unique) (Final text, Zeta) At the start of battle, Arkra loses all Protection and gains that much Max Health and loses 70 speed for each ally present, which cannot be changed by an enemy ability or debuff. Arkra is immune to Fear and attacks based on health, has +300% Defense against Light Side enemies, and can ignore taunt effects to target a debuffed Old Republic, Galactic Republic or Jedi enemy. Whenever an ally uses any ability, Arkra gains Shrouded until the end of the next unit’s turn, which can’t be actively dispelled. If there is any version of Draak Davaron on the enemy team, he takes damage at the start of each of his turns equal to 8% of Arkra’s Max Health, which can’t be evaded. This damage can’t defeat Draak. Additionally, whenever a Sith ally uses any ability that ignores Protection, they deal bonus true damage equal to 30% of their Potency, doubled for Special abilities. If Sith Assassin is an ally, all her cooldowns are reduced by 2 and she also gains Stealth and Potency Up for 1 turn at the end of each of her turns. Arkra gains Ultimate Charge when using Saber Severance and Concussive Strike. If he is the leader, he also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. Shrouded: Cannot be actively targeted by enemy or ally abilities. This character’s appearance is altered while this effect is active. This effect can’t be gained if no other allies are present. Galactic Legend (Unique) (Final text, Zeta) 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%. Recommended Mods: Speed + Health Speed Mods help balance out Arkra’s losses, and Health keeps him in the fight long enough to use his Ultimate ability. Triangle (Holo-Array) Primary: Protection Cross (Multiplexer) Primary: Protection Circle (Data-Bus) Primary: Protection Arrow (Receiver) Primary: Speed Secondaries: Speed, Health, Protection, and Potency478Views4likes4Comments