Game Update - April 2, 2025

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Update 4-2-2025

Shard Availability

  • Batcher's shards are now farmable from Fleet Battles 4-C Hard, replacing Greef Karga.
  • Greef Karga shards remain farmable from Light Side 3-E Hard.

App Fixes + Adjustments

  • Fixed a bug where Great Mother's Threads of Destiny Granted ability SFX would trigger twice.
  • Fixed an issue where Crosshair (Scarred)'s special ability "Target Secured" was dealing 200% Critical Damage from his Special 2 after the damage from the special is dealt.

Datacron Set 21 - Revenge of the Sith Era

  • Fixed Ordering:
  • Bad Batch
  • Crosshair (Scarred)
  • Batcher
  • Omega (Fugitive)
  • Omega
  • Wrecker (Mercenary)
  • Tech
  • Rebel Fighters
  • Cassian Andor, Luthen Rael, Mon Mothma, Saw Garrera, Bodhi Rook
  • Sith Emperor Palpatine, Darth Sidious, Darth Talon, Darth Sion, Sith Assassin
  • Separatist
  • Count Dooku, Admiral Trench, Nute Gunray, Wat Tambor, General Grievous, Poggle the Lesser
  • Target Description:
  • Dark Side: Whenever allies gain a buff, they recover 2% Health and Protection.
  • Dark Side: Whenever allies Daze or Stun an enemy, they recover 10% Health and Protection.
  • Dark Side: Whenever allies inflict a debuff on an enemy, they deal damage to that enemy equal to 2% of that enemy's Max Health.
  • Dark Side: Whenever allies use a Special ability, they gain Evasion Up, Health Steal Up, and Health Up for 2 turns.
  • Dark Side: Whenever allies start their turn with at least 3 debuffs that can be dispelled, they gain Tenacity Up for 2 turns.
  • Light Side: At the beginning of their turn, allies have +25% chance to dispel all Debuffs on themself.
  • Light Side: {0} allies start the battle with Protection Up (20%) for 2 turns.
  • Light Side: The first time a Tank ally is defeated, revive them with 100% Health, reset their cooldowns, and they gain a bonus turn. Limit once per battle.
  • Light Side: At the start of the encounter allies gain 15% Max Health and Max Protection for each other ally.
  • Light Side: The first time each ally is defeated, remaining allies gain 15% Offense and 20 Speed (stacking) for the rest of the encounter.
  • Bad Batch: Bad Batch allies can ignore Taunt to target an enemy that was damaged previously by a Bad Batch ally on their turn.
  • Bad Batch: Whenever an ally is defeated, dispel Stealth from the strongest ally, they gain 200% Defense for 2 turns, and recover 100% Health and Protection.
  • Bad Batch: Whenever allies recover Health, they recover Protection equal to the amount of Health recovered. allies can't recover Protection this way more than once per turn or if their Health was full.
  • Bad Batch: Whenever a ally is critically hit, they gain 100% Critical Avoidance and 100% Critical Chance for 2 turns.
  • Bad Batch: Whenever allies start their turn with at least 2 debuffs that can be dispelled, they have a 65% chance to dispel all debuffs on themselves.
  • Bad Batch: The first time each ally falls below 50% Health, all allies reduce their cooldowns by 1 and gain 10% Turn Meter.
  • Rebel Fighter: Whenever a ally defeats an enemy, they take a bonus turn.
  • Rebel Fighter: Whenever allies inflict a debuff on an enemy during their turn, they deal bonus damage equal to 10% of that enemy's Max Health, which can't be evaded.
  • Rebel Fighter: Whenever allies are revived, they recover 25% Protection, gain 25% Turn Meter, and reduce their cooldowns by 1.
  • Rebel Fighter: Whenever allies grant a buff to another ally, that ally gains 10% Turn Meter (limit once per turn per ally).
  • Rebel Fighter: Whenever allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
  • Sith: Whenever {0} allies are Stunned, gain 50% Turn Meter and recover 25% Health and Protection.
  • Sith: Whenever a {0} ally falls below 100% Health, they gain a bonus turn. Limit once per character per battle.
  • Sith: At the end of each turn, {0} allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can't trigger this effect on enemies.
  • Sith: Whenever an enemy is defeated by a {0} ally, that enemy can't be revived.
  • Sith: Whenever {0} allies critically hit an enemy during their turn, that ally gains 10% Offense (stacking) for 2 turns.
  • Separatist: Whenever {0} allies use a Special Ability on their turn, they gain Riposte for 2 turns.
  • Separatist: The first time each {0} ally falls below 50% Health they gain Damage Immunity for 1 turn and gain Health Steal Up for 2 turns.
  • Separatist: At the end of their turn, {0} allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
  • Separatist: Whenever a {0} ally deals damage to an enemy and no other enemy is Blinded, inflict Blind for 2 turns on the enemy, which can't be resisted.
  • Separatist: At the end of their turn, {0} allies gain Defense Penetration Up and Offense Up for 1 turn.
  • Character Ability Updates:
  • Crosshair (Scarred): Whenever Crosshair (Scarred) loses a stack of Shaken, he loses another stack of Shaken. Whenever Crosshair (Scarred) doesn't score a critical hit, he inflicts Buff Immunity on target enemy for 2 turns, which can't be evaded or resisted. Whenever Crosshair (Scarred) deals damage to an enemy, the weakest ally without Stealth recovers 10% Health and Protection.
  • Batcher: Batcher is immune to Daze and Stun. Whenever Batcher damages an enemy, she removes 15% Turn Meter from them and gains that much Turn Meter. If there are no Galactic Legends, enemies can't gain bonus Turn Meter. Whenever another Bad Batch ally is inflicted with Captive, reset the cooldowns of Batcher's abilities, she dispels all debuffs on her, and she takes a bonus turn.
  • Omega (Fugitive): Whenever another ally recovers Protection, {0} gains Foresight for 1 turn.
  • Omega: Whenever {0} gains Stealth, they also reduce the cooldowns of their Special abilities by 1.
  • Wrecker (Mercenary): Whenever {0} loses Taunt, remove 50% Turn Meter from all enemies.
  • Tech: At the start of each of {0}'s turns, they reset their cooldowns and lose 5% Health for each turn each ability was reduced. {0} can't be defeated this way.
  • Cassian Andor: Whenever {0} inflicts a debuff, they recover 25% of their Max Health and Max Protection (limit once per turn).
  • Luthen Rael: {0} has +5% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 15%.
  • Mon Mothma: Whenever {0} uses a Basic Ability on their turn, other allies gain +25% Turn Meter.
  • Saw Garrera: Whenever another ally is defeated, {0} takes a bonus turn and their cooldowns are reset.
  • Bodhi Rook: If the allied leader is a Rebel Fighter: Whenever a Rebel Fighter ally gains or loses Turn Meter or a bonus turn, they recover that much Health and Protection. Whenever an enemy loses Turn Meter, they take 10% of their Max Health as true damage. Whenever Bodhi Rook uses his Basic ability, the target enemy loses 30% Turn Meter, which can't be resisted. If Bodhi Rook is defeated while another Rebl Fighter ally is active, he revives with 50% Health and takes a bonus turn.
  • Emperor Palpatine: Whenever {0} Stuns an enemy, {0} gains 10% Critical Damage (stacking, max 200%) and 5 Speed (stacking, max 50) until the end of the encounter.
  • Darth Sidious: If there are no other active allies at the start of battle: Darth Sidious gains 200% Defense, Health Steal, Max Health and Max Protection, 100% counter chance and Critical Chance, and 100 Speed. He is immune to Daze and Stun. At the start of his turn, dispel all debuffs on himself and reset all cooldowns. Whenever he uses his Basic ability, inflict a stack of Damage Over Time for 1 turn, which can't be resisted, and whenever he uses a Special ability, dispel all buffs on all enemies. Enemies can't assist or attack again if he is targeted. At the start of each enemy's turn, if they have at least 5 stacks of Damage Over Time they are instantly defeated. Whenever an enemy is defeated, he recovers 100% Health and Protection.
  • Darth Talon: Whenever {0} uses a Basic ability, {0} gains Protection Up (50%, stacking) for 2 turns and 50% Turn Meter. Whenever {0} damages an enemy using a Special ability, inflict Fear for 1 turn on that enemy, which can't be resisted.
  • Darth Sion: Whenever {0} critically hits an enemy, {0} gains 10% Critical Damage, Defense Penetration, and Offense (stacking, max 200%) until the end of battle.
  • Sith Assassin: Whenever {0} gains Stealth, they recover 100% Protection.
  • Count Dooku: Count Dooku has +200% Critical Chance and Critical Damage while he is inflicted with a debuff. Whenever a Separatist ally uses a Special ability on their turn, Count Dooku assists and dispels all buffs on the target enemy. At the end of his turn, Count Dooku is inflicted with Disarm until the start of his next turn. Whenever Count Dooku takes damage during his turn, the weakest enemy is dealt 200% of that damage, which can't defeat them.
  • Admiral Trench: At the start of {0}'s turn, dispel all debuffs on them. They recover 5% Health for each debuff dispelled this way.
  • Nute Gunray: {0} gains 15% Turn Meter when other allies use a Special Ability on their turn.
  • Wat Tambor: Whenever {0} is dealt damage, reflect 20% of the damage dealt back onto the attacker as True damage, which can't be evaded. This damage can't defeat enemies.
  • General Grievous: Whenever another ally uses an ability on their turn, {0} assists (limit once per turn) dealing 50% more damage.
  • Poggle the Lesser: Whenever {0} attacks out turn, they gain a stack of Heal Over Time and Protection Over Time for 2 turns and they inflict target enemy with Protection Disruption for 1 turn.
  • Empire: Whenever a debuff on an enemy expires, {0} allies gain 2% Potency and Tenacity until the end of battle.
  • CC-1119 "Appo" (Bespoke): If the allied Leader is Lord Vader and all other allies are Empire, the conditions requiring all other allies to be Dark Side Clone Troopers for CC-1119 "Appo"'s Vader's Fist Unique ability are considered met. Whenever an enemy dispels any amount of Damage Over Time, CC-1119 "Appo" gains a stack of Operation Knightfall for each enemy that had a stack of Damage Over Time dispelled, and he inflicts Order 66 on a random enemy that had a stack of Damage Over Time dispelled, for 1 turn, which can't be copied, dispelled, evaded, or resisted. At the start of each Dark Side Clone Trooper's turn, all allies gain 10% Defense Penetration (stacking) and Offense (stacking) for 1 turn for each stack of Operation Knightfall on CC-1119 "Appo".

Focused Datacrons

  • Boba Fett, Scion of Jango:
  • Slot 1: Critical Damage 25%
  • Slot 2: Critical Chance 10%
  • Slot 3: When {0} allies use a Special ability, they gain Evasion Up, Health Steal Up, and Health Up for 2 turns.
  • Slot 4: Critical Damage 35%
  • Slot 5: Critical Chance 20%
  • Slot 6: At the start of battle, {0} allies lose all Max Protection and gain that much Max Health. {0} allies gain Grit until the end of battle, which can't be copied, dispelled, or prevented. Grit: Takes reduced damage from percent Health damage effects
  • Slot 7: Critical Damage 35%
  • Slot 8: Critical Chance 20%
  • Slot 9: Whenever an enemy is defeated, Bounty Hunter allies gain Bounty Hunter's Resolve.
  • Slot 10: Armor Penetration 100%
  • Slot 11: Critical Chance 30%
  • Slot 12: Fennec Shand calls a random Bounty Hunter ally to assist whenever she uses a basic ability. At the start of Fennec's turn, she gains a stack of Loyal Hand (max 20 stacks) until the end of the encounter. If Boba Fett, Scion of Jango is in the Leader slot, Fennec also gains a stack of Loyal Hand at the start of his turns, and the benefits she gains from Loyal Hand are also granted to him.
  • Slot 13: Resistance Penetration 100%
  • Slot 14: Critical Chance 30%
  • Slot 15: Boba Fett, Scion of Jango has +100% Speed while he has fewer than 10 stacks of Momentum. At the start of the encounter Boba Fett, Scion of Jango gains 3 stacks of Beskar Armor until the end of the encounter, and all enemies are inflicted with Target Lock until the end of the encounter, which can't be resisted, prevented, or dispelled. Boba Fett, Scion of Jango's attacks ignore Protection. If at the start of the encounter there are no Empire Galactic Legends and Fennec Shand is the only other ally: While Boba Fett, Scion of Jango is active, all allies have +75% Max Health and Offense, Instant Defeat Immunity, and immunity to Ability Block, Daze, Healing Immunity, Shock, Stun, and Turn Meter reduction, and ally attacks can't be evaded. Whenever Boba Fett, Scion of Jango gains a stack of Momentum, Fennec gains 5% Turn Meter. If Fennec has 10 or more stacks of Loyal Hand, she inflicts Deathmark for 2 turns, which can't be resisted, whenever she uses a basic ability.
  • Doctor Aphra:
  • Slot 1: Protection 10%
  • Slot 2: Potency 20%
  • Slot 3: If all other allies are Doctor Aphra, Darth Vader, or Dark Side Droids: Krrsantan's abilities trigger as though all allies were Hutt Cartel. Krrsantan reduces all ally cooldowns by 1 whenever he inflicts Disarm.
  • Slot 4: Offense 10%
  • Slot 5: Potency 20%
  • Slot 6: {0} allies can ignore Taunt to target a debuffed enemy.
  • Slot 7: Tenacity 35%
  • Slot 8: Potency 40%
  • Slot 9: While BT-1 is active, 0-0-0 is immune to Daze and Stun. Whenever 0-0-0 damages a Target Locked enemy, he gains Protection Up (100%, stacking) for 2 turns, 50% Turn Meter, and inflicts Protection Disruption for 2 turns, which can't be resisted.
  • Slot 10: Protection 25%
  • Slot 11: Potency 40%
  • Slot 12: The first time each {0} ally reaches 90%, 70%, and 50% Health inflict Doubt on a random enemy that doesn't have it for 2 turns, which can't be dispelled or prevented.
  • Slot 13: Offense 15%
  • Slot 14: Potency 60%
  • Slot 15: Doctor Aphra can't be targeted by enemies if there are active Dark Side Droid allies, and she revives all Dark Side Scoundrel allies when she uses Dangerous Tech. Aphra, Krrsantan, Darth Vader, and Dark Side Droids are immune to Thermal Detonators.
  • Hera Syndulla:
  • Slot 1: Critical Chance 10%
  • Slot 2: Offense 10%
  • Slot 3: {0} allies start the battle with +25% Turn Meter.
  • Slot 4: Health 15%
  • Slot 5: Offense 10%
  • Slot 6: If there are no Galactic Legends at the start of the encounter, Kanan Jarrus is immune to instant defeat effects, and other Phoenix allies can't be defeated while Kanan is active.
  • Slot 7: Critical Chance 20%
  • Slot 8: Defense 30%
  • Slot 9: Whenever {0} allies target another ally with an ability during their turn, they both gain 5% Defense, Max Health, Max Protection, and Offense (stacking) until the end of battle.
  • Slot 10: Health 25%
  • Slot 11: Critical Chance 20%
  • Slot 12: Whenever Ezra Bridger dispels a buff from an enemy during his attack, he deals True damage to that enemy, which can't be evaded.
  • Slot 13: Health 25%
  • Slot 14: Offense 15%
  • Slot 15: At the start of the encounter Hera Syndulla and Kanan Jarrus gain Guard until they are defeated. Whenever an ally is defeated, if there are no other allies with Guard, Hera applies Guard to the strongest other Phoenix ally.
  • Zaalbar:
  • Slot 1: Critical Chance 10%
  • Slot 2: Defense 35%
  • Slot 3: The first time {0} is defeated, they are revived with 100% Health, gain Health Over Time (75%) for 2 turns, and take a bonus turn.
  • Slot 4: Critical Chance 15%
  • Slot 5: Health 15%
  • Slot 6: Whenever {0} allies attack out of turn, they have a 25% chance to remove 10% Turn Meter from the target.
  • Slot 7: Defense 65%
  • Slot 8: Health 15%
  • Slot 9: Whenever {0} allies inflict at least 4 debuffs in a turn, they have a 10% chance (stacking) to reduce their cooldowns by 1 for each debuff they inflicted that turn (limit once per turn).
  • Slot 10: Critical Chance 25%
  • Slot 11: Health 25%
  • Slot 12: Whenever a debuff on an enemy expires, {0} allies gain 2% Offense, doubled if that debuff was dispelled, until the end of battle.
  • Slot 13: Critical Chance 25%
  • Slot 14: Health 25%
  • Slot 15: At the start of his turn, Zaalbar gives Taunt for 1 turn to all Tank allies, and Tank allies are immune to Buff Immunity and Stun while he is active. Once per turn when Zaalbar inflicts Armor Shred on an enemy, he inflicts it on all other enemies until the end of the encounter.