Galaxy of Heroes

Game modes › Conquest › Artifacts

Artifacts and modifiers 103

Artifacts empower the squad for a run. The higher the cost, the stronger the effect; each comes in up to four rarities.

Cost 1

Quickening

  • CommonAllied units gain 5% Speed and 3.5% Evasion bonus.
  • RareAllied units gain 6.5% Speed and 4.5% Evasion bonus.
  • EpicAllied units gain 8% Speed and 5.5% Evasion bonus.

Insatiable

  • CommonAllied units gain 8.5% Health Steal and 8.5% Defense Penetration.
  • RareAllied units gain 11% Health Steal and 11% Defense Penetration.
  • EpicAllied units gain 14% Health Steal and 14% Defense Penetration.

Convor's Agility

  • CommonAllies gain 5% Evasion and 10% Turn Meter whenever they evade.
  • RareAllies gain 6% Evasion and 15% Turn Meter whenever they evade.
  • EpicAllies gain 7% Evasion and 20% Turn Meter whenever they evade.

Guarded Approach

  • CommonAllied Tanks gain Taunt for 2 turns at the start of battle.

Steadfast Focus

  • RareAllies are immune to Ability Block, Daze and Stun for 2 turns at the start of battle.

Opportunistic Support I

  • CommonWhenever an ally attacks out of turn, all allies recover 2% Health.
  • RareWhenever an ally attacks out of turn, all allies recover 4% Health.
  • EpicWhenever an ally attacks out of turn, all allies recover 6% Health.

Defensive Formation I

  • CommonWhenever an ally attacks out of turn, all allies recover 2% Protection.
  • RareWhenever an ally attacks out of turn, all allies recover 4% Protection.
  • EpicWhenever an ally attacks out of turn, all allies recover 6% Protection.

Master's Technique

  • RareWhenever an ally attacks out of turn, they gain 8% Mastery until they are defeated.

Heal Over Time

  • CommonAllied units gain 2 Heal Over Time effects (stacking) for 2 turns at the start of their turn.
  • RareAllied units gain 3 Heal Over Time effects (stacking) for 2 turns at the start of their turn.
  • EpicAllied units gain 4 Heal Over Time effects (stacking) for 2 turns at the start of their turn.

Protection Recovery

  • CommonWhenever an ally gains a buff, they also recover 3% Protection.
  • RareWhenever an ally gains a buff, they also recover 4% Protection.
  • EpicWhenever an ally gains a buff, they also recover 5% Protection.

Spirited Speed

  • RareWhenever an ally gains a buff, they also gain 2.5% Turn Meter.
  • EpicWhenever an ally gains a buff, they also gain 3.3% Turn Meter.

Entrenched

  • CommonAt the start of encounter, all allies gain Protection Up (25%) until they are defeated, which can't be dispelled or prevented.
  • RareAt the start of encounter, all allies gain Protection Up (50%) until they are defeated, which can't be dispelled or prevented.
  • EpicAt the start of encounter, all allies gain Protection Up (75%) until they are defeated, which can't be dispelled or prevented.

Deployable Cooling Systems

  • CommonWhenever an allied unit gains a buff there's a 8% chance that their cooldowns will be reduced by 1.
  • RareWhenever an allied unit gains a buff there's a 10% chance that their cooldowns will be reduced by 1.
  • EpicWhenever an allied unit gains a buff there's a 15% chance that their cooldowns will be reduced by 1.

Decay: Turn Meter

  • CommonWhenever an ally deals damage to an enemy, that enemy loses 5% Turn Meter.
  • RareWhenever an ally deals damage to an enemy, that enemy loses 6.5% Turn Meter.
  • EpicWhenever an ally deals damage to an enemy, that enemy loses 8% Turn Meter.

Invasive Endings

  • EpicThe first time an ally is defeated, inflict all enemies with 5 stacks of Damage Over Time and Defense Down for 2 turns, which can't be evaded or resisted

Ruthless: Defense

  • CommonWhen an enemy falls below 100% Health all allies gain 17% Defense.
  • RareWhen an enemy falls below 100% Health all allies gain 22% Defense.
  • EpicWhen an enemy falls below 100% Health all allies gain 27% Defense.

Ruthless: Offense

  • CommonWhenever an enemy falls below 100% Health all allies gain 10% Offense (stacking) until the end of the encounter.
  • RareWhenever an enemy falls below 100% Health all allies gain 13% Offense (stacking) until the end of the encounter.
  • EpicWhenever an enemy falls below 100% Health all allies gain 16% Offense (stacking) until the end of the encounter.

Ruthless: Swiftness

  • CommonWhenever an enemy falls below 100% Health all allies gain 17% Turn Meter.
  • RareWhenever an enemy falls below 100% Health all allies gain 22% Turn Meter.
  • EpicWhenever an enemy falls below 100% Health all allies gain 27% Turn Meter.

Ruthless: Debilitation

  • EpicWhen an enemy falls below 100% Health they are inflicted with Healing Immunity and 2 stacks of Armor Shred, which can't be dispelled or resisted.

Ability Fatigue

  • CommonWhenever an enemy uses an ability, they are inflicted with a stack of Damage Over Time for 2 turns, which can't be evaded or resisted.
  • CommonWhenever an enemy uses an ability, they are inflicted with a stack of Damage Over Time for 2 turns, which can't be evaded or resisted.

Caustic Emissions

  • CommonEnemy units gain Damage over Time for 2 turns at the start of their turn, which can't be resisted.
  • RareEnemy units gain two Damage over Time effects for 2 turns at the start of their turn, which can't be resisted.
  • EpicEnemy units gain two Damage over Time effects and Burning for 2 turns at the start of their turn, which can't be resisted.

Potency Calibration

  • CommonWhenever an enemy resists a debuff all allies gain 17% Potency (stacking).
  • RareWhenever an enemy resists a debuff all allies gain 22% Potency (stacking).
  • EpicWhenever an enemy resists a debuff all allies gain 27% Potency (stacking).

Decay: Critical Turn Meter

  • CommonWhenever an ally scores a critical hit on an enemy, that enemy loses 5% Turn Meter.
  • RareWhenever an ally scores a critical hit on an enemy, that enemy loses 8% Turn Meter.
  • EpicWhenever an ally scores a critical hit on an enemy, that enemy loses 11% Turn Meter.

Fierce Persistence

  • CommonWhenever an ally is inflicted with a debuff, they recover 3% Health.
  • RareWhenever an ally is inflicted with a debuff, they recover 4% Health.
  • EpicWhenever an ally is inflicted with a debuff, they recover 5% Health.

Undercover

  • CommonThe first time each ally drops below 50% Health, if they are not a Tank, they Stealth for 1 turn and recover 10% Health, if they are a Tank, they recover 20% Health and Protection.
  • RareThe first time each ally drops below 50% Health, if they are not a Tank, they Stealth for 1 turn and recover 25% Health, if they are a Tank, they recover 50% Health and Protection.
  • EpicThe first time each ally drops below 50% Health, if they're not a Tank, they Stealth for 2 turns and recover 40% Health and Protection, if they are a Tank, they recover 80% Health and Protection.

F-34T Training Droids

  • LegendaryAt the start of battle, all enemies are inflicted with Tenacity Down until the end of battle, which can't be dispelled or prevented, and are immune to Tenacity Up. Enemies can't have their health reduced below 1% while the enemy Leader is …

Cost 2

Unbreakable

  • CommonAllied units gain 14% Max Health and 27% Defense
  • RareAllied units gain 19% Max Health and 33% Defense
  • EpicAllied units gain 24% Max Health and 39% Defense

Vitality

  • CommonAllied units gain 27% Max Health and 22% Max Protection.
  • RareAllied units gain 35% Max Health and 28% Max Protection.
  • EpicAllied units gain 44% Max Health and 35% Max Protection.

Power

  • CommonAllied units gain 20% Offense and 17% Critical Damage.
  • RareAllied units gain 27% Offense and 22% Critical Damage.
  • EpicAllied units gain 33% Offense and 27% Critical Damage.

Zealous Ambition

  • CommonAllied Healers and Supports gain Offense equal to 34% of their Max Health.
  • RareAllied Healers and Supports gain Offense equal to 44.2% of their Max Health.
  • EpicAllied Healers and Supports gain Offense equal to 54.4% of their Max Health.

Honed Skills

  • CommonAllied Attackers gain 40% Potency (stacking).
  • RareAllied Attackers gain 60% Potency (stacking).
  • EpicAllied Attackers gain 80% Potency (stacking).

Voluntary Vanguard

  • RareAt the start of battle, the strongest ally gains Marked. Allies take 30% reduced damage as long as the Marked ally is alive (This effect doesn't stack).

Assertive Command

  • CommonWhenever an ally uses a Basic ability on their turn, call another random ally to assist, dealing 50% less damage (this effect doesn't stack)
  • RareWhenever an ally uses a Basic ability on their turn, call another random ally to assist, dealing 30% less damage (This effect doesn't stack)
  • EpicWhenever an ally uses a Basic ability on their turn, call another random ally to assist, dealing 15% less damage (This effect doesn't stack)

Blindside

  • RareWhenever an ally attacks out of turn, they inflict Expose on target enemy for 2 turns, which can't be resisted. (This effect doesn't stack)

Stacking Fervor

  • RareWhenever an ally attacks out of turn, all allies gain 4% Offense until they are defeated.

Debuff Dismantler

  • EpicWhenever an allied unit gains a buff, they have a 30% chance to dispel all debuffs on themselves and gain 15% Mastery (stacking).

Defensive Buffs

  • RareAllied units gain Critical Hit Immunity, Tenacity Up, and Defense Up for 1 turn at the start of their turn.

Tenacious Buffs

  • RareAllied units gain Critical Hit Immunity and Tenacity Up for 2 turns at the start of their turn.

Offensive Buffs

  • RareAllied units gain Offense Up, Critical Damage Up, and Critical Chance Up for 1 turn at the start of their turn.

Critical Buffs

  • RareAllied units gain Critical Damage Up, and Critical Chance Up for 1 turn at the start of each of their turns.

Stacking Offense

  • CommonWhenever an ally gains a buff, they also gain 4% Offense (stacking).
  • RareWhenever an ally gains a buff, they also gain 5% Offense (stacking).

Health Recovery

  • CommonWhenever an ally gains a buff, they also recover 7% Health.

Evasive Action

  • CommonAll allies gain Evasion Up for 2 turns at the start of their turn. Whenever an ally Evades, they gain 20% turn meter.

Evasive Technique

  • CommonAll allies gain Evasion Up for 2 turns at the start of their turn. Whenever an ally Evades, they gain 7% turn meter.
  • RareAll allies gain Evasion Up for 2 turns at the start of their turn. Whenever an ally Evades, they gain 10% turn meter.
  • EpicAll allies gain Evasion Up for 2 turns at the start of their turn. Whenever an ally Evades, they gain 13% turn meter.

Critical Tactics

  • CommonWhenever an ally scores a critical hit, they gain 3% Offense (stacking).
  • RareWhenever an ally scores a critical hit, they gain 4% Offense (stacking).
  • EpicWhenever an ally scores a critical hit, they gain 5% Offense (stacking).

Solid Intel

  • CommonWhenever an ally is critically hit, they gain 4% Turn Meter and Advantage for 1 turn
  • RareWhenever an ally is critically hit, they gain 8% Turn Meter, Advantage and Critical Damage Up for 1 turn.
  • EpicWhenever an ally is critically hit, they gain 12% Turn Meter, Advantage and Critical Chance Up and Critical Damage Up for 2 turns.

Unstable Decelerator

  • CommonWhenever an ally deals damage to an enemy, that enemy loses 5% Turn Meter.
  • RareWhenever an ally deals damage to an enemy, that enemy loses 6.5% Turn Meter.
  • EpicWhenever an ally deals damage to an enemy, that enemy loses 8% Turn Meter.

Protection Shield

  • CommonWhenever an ally is critically hit, all allies recover 5% Protection
  • RareWhenever an ally is critically hit, all allies recover 10% Protection
  • EpicWhenever an ally is critically hit, all allies recover 15% Protection

Certain Defeat

  • CommonThe first time an enemy would be reduced to 50% Health, they are inflicted with Protection Disruption for 1 turn.

Certain Defeat

  • RareThe first time an enemy would be reduced to 50% Health, they are inflicted with Protection Disruption for 2 turns, which can't be evaded or resisted.
  • EpicThe first time an enemy would be reduced to 50% Health, they are inflicted with Healing Immunity and Protection Disruption for 2 turns, which can't be evaded or resisted.

Last Rites

  • CommonThe first time each ally is defeated, all other allies recover 20% Max Health and Max Protection
  • RareThe first time each ally is defeated, all other allies recover 35% Max Health and Max Protection
  • EpicThe first time each ally is defeated, all other allies recover 50% Max Health and Max Protection

Volatile Hyperaccelerator

  • EpicWhen an ally deals damage to an enemy, that enemy gains 5% Speed. At the start of each enemy turn, that enemy takes 10% Max Health Damage.

Amplify Agony

  • CommonWhenever an ally inflicts a debuff on an enemy, they also deal 5.1% Max Health damage to that enemy. This damage can't defeat enemies.
  • RareWhenever an ally inflicts a debuff on an enemy, they also deal 6.63% Max Health damage to that enemy. This damage can't defeat enemies.
  • EpicWhenever an ally inflicts a debuff on an enemy, they also deal 8.16% Max Health damage to that enemy. This damage can't defeat enemies.

Weak Point

  • RareWhenever an ally attacks, they gain +4% Offense (stacking) for every debuff on all characters.

Weak Spot

  • RareWhenever an ally attacks, they gain +2% Offense (stacking) for every debuff on all characters.

Critical Debuffs

  • RareEnemy units gain Critical Chance Down, Critical Damage Down and Offense Down for 2 turns at the start of their turn, which can't be resisted.

Thermal Exhaust

  • CommonWhenever an enemy gains 5 debuffs, they gain a stack of Thermal Detonator for 2 turns, which can't be resisted. (This effect doesn't stack.)
  • RareWhenever an enemy gains 5 debuffs, they gain 2 stacks of Thermal Detonator for 2 turns, which can't be resisted. (This effect doesn't stack.)
  • EpicWhenever an enemy gains 5 debuffs, they gain 3 stacks of Thermal Detonator for 2 turns, which can't be resisted. (This effect doesn't stack.)

Shocking Exhaust

  • CommonWhenever an enemy gains 10 debuffs, they gain Shock for 2 turns, which can't be resisted.

Ability Exhaust

  • RareWhenever an enemy gains 10 debuffs, they gain Ability Block for 1 turn, which can't be resisted or evaded.

Stun Exhaust

  • EpicAt the end of every turn, whenever an enemy is inflicted with 20 debuffs, they are Stunned for 1 turn.

Critical Support I

  • CommonWhenever an ally scores a critical hit on an enemy, all allies recover 8% Health.
  • RareWhenever an ally scores a critical hit on an enemy, all allies recover 12% Health.

Critical Formation I

  • CommonWhenever an ally scores a critical hit on an enemy, all allies recover 8% Protection.
  • RareWhenever an ally scores a critical hit on an enemy, all allies recover 12% Protection.

Stacking Defiance

  • RareWhenever an ally scores a critical hit on an enemy, all allies gain 5% Offense.

Unshakable Focus

  • CommonWhenever an ally resists a debuff, they gain 3% Tenacity (stacking) until the end of battle. Whenever an ally inflicts a debuff, they gain 3% Potency (stacking) until the end of battle and remove 3% Turn Meter from that enemy, which can't…
  • RareWhenever an ally resists a debuff, they gain 4% Tenacity (stacking) until the end of battle. Whenever an ally inflicts a debuff, they gain 4% Potency (stacking) until the end of battle and remove 4% Turn Meter from that enemy, which can't …
  • EpicWhenever an ally resists a debuff, they gain 5% Tenacity (stacking) until the end of battle. Whenever an ally inflicts a debuff, they gain 5% Potency (stacking) until the end of battle and remove 5% Turn Meter from that enemy, which can't …

Epic Consumable Boost

  • EpicStat increases from consumables are increased by 50%. This does not stack with other Epic Consumable Boost data disks.
  • LegendaryStat increases from Booster consumables are increased by 100%. Booster and Medpac consumables grant +25% Speed. This does not stack with other Legendary Consumable Boost data disks.

Savior

  • EpicThe first time an ally would be reduced to 1% Health, they recover 100% Health and Protection

Martyr

  • RareAt the start of battle, the Strongest ally is Marked until the end of battle, which can't be dispelled. Allies take 30% reduced damage as long as the Marked ally is active.

Superior Discipline

  • RareAt the start of each allied Attacker's turn, they ignore Taunt effects.

Critical Cleanse

  • RareWhenever an ally scores a critical hit, they dispel all debuffs on themselves.

Commando Formation

  • CommonWhenever a non-Tank ally scores a critical hit, they gain Offense Up and Stealth for 1 turn and Tank allies gain Evasion Up and Taunt for 1 turn.
  • RareWhenever a non-Tank ally scores a critical hit, they gain Offense Up and Stealth for 2 turns and Tank allies gain Evasion Up and Taunt for 2 turns.

Desolation

  • CommonWhenever an enemy loses Turn Meter or is inflicted with Damage Over Time, all non-Attacker allies gain 2% Offense (stacking), and all non-Tank allies gain 2% Max Health (stacking) until the end of battle.
  • RareWhenever an enemy loses Turn Meter or is inflicted with Damage Over Time, all non-Attacker allies gain 3% Offense (stacking), and all non-Tank allies gain 3% Max Health (stacking) until the end of battle.

Cost 3

Leader's Resolve

  • RareThe allied unit in the Leader slot gains 66% Max Health, 53% Max Protection, 40% Offense and 20% Speed.
  • EpicThe allied unit in the Leader slot gains 82% Max Health, 65% Max Protection, 49% Offense and 24% Speed.

Quick Reflexes

  • EpicWhenever an ally gains 10 buffs, they gain Foresight for 2 turns. Whenever an ally Evades, reduce their cooldowns by 1 turn.

Perseverance

  • EpicWhenever an ally attacks out of turn, they attack again (limit once per turn). All damage allied units deal is reduced by 30%.

Volatile Accelerator

  • CommonWhen an ally deals damage to an enemy, that enemy gains 5% Turn Meter and 1 Damage Over Time for 2 turns, which can't be resisted or evaded. (This disk doesn't stack)
  • RareWhen an ally deals damage to an enemy, that enemy gains 6.5% Turn Meter and 2 Damage Over Time for 2 turns, which can't be resisted or evaded. (This disk doesn't stack)
  • EpicWhen an ally deals damage to an enemy, that enemy gains 8% Turn Meter and 3 Damage Over Time for 2 turns, which can't be resisted or evaded. (This disk doesn't stack)

Hyperaccelerator

  • LegendaryWhen an ally deals damage to an enemy, that enemy gains 5% Speed. At the start of each enemy turn, that enemy takes 10% Max Health Damage.

Painful Trials

  • CommonWhenever an ally is inflicted with a debuff, they gain 1% Turn Meter
  • RareWhenever an ally is inflicted with a debuff, they gain 2% Turn Meter
  • EpicWhenever an ally is inflicted with a debuff, they gain 3% Turn Meter

Fortified

  • CommonAt the start of battle allied units gain 100% Defense. Whenever an ally is damaged by an enemy, they lose 5% of this Defense and gain 3% Turn Meter. Whenever an enemy is defeated, all allies regain 50% Defense.
  • EpicAt the start of battle allied units gain 300% Defense. Whenever an ally is damaged by an enemy, they lose 5% of this Defense and gain 3% Turn Meter. Whenever an enemy is defeated, all allies regain 50% Defense.

Fortified

  • RareAt the start of battle allied units gain 200% Defense. Whenever an ally is damaged by an enemy, they lose 5% of this Defense and gain 3% Turn Meter. Whenever an enemy is defeated, all allies regain 50% Defense.

Guard and Penetrate

  • CommonAt the start of battle allied units gain 100% Defense. Whenever an ally is damaged by an enemy, they lose 5% of this Defense and gain 5 Defense Penetration. Whenever an enemy is defeated, all allies gain 50% Defense. (This effect doesn't s…
  • RareAt the start of battle allied units gain 210% Defense. Whenever an ally is damaged by an enemy, they lose 7% of this Defense and gain 7 Defense Penetration. Whenever an enemy is defeated, all allies gain 50% Defense. (This effect doesn't s…
  • EpicAt the start of battle allied units gain 300% Defense. Whenever an ally is damaged by an enemy, they lose 10% of this Defense and gain 10 Defense Penetration. Whenever an enemy is defeated, all allies gain 50% Defense. (This effect doesn't…

Helping Hands

  • CommonAlly units gain 50% Defense and Offense for 2 turns whenever an ally is summoned.
  • RareAlly units gain 75% Defense and Offense for 2 turns whenever an ally is summoned.
  • EpicAlly units gain 100% Defense and Offense for 2 turns whenever an ally is summoned.

Expendable Forces

  • EpicSummoned Separatist allies have +25% Max Health, Max Protection, and Speed, and damage they deal is increased by 25%. All other Separatist allies gain half of these bonuses.

Mortal Strike

  • EpicWhenever an enemy recovers Health, inflict Healing Immunity on all enemies for 2 turns, and a random ally takes a bonus turn (once per turn). Whenever an ally uses Basic ability and damages an enemy with Healing Immunity during their turn,…

Cost 4

Enchanted Assistance

  • EpicWhenever a summoned ally is damaged, all allies gain 10% Turn Meter
  • LegendaryWhenever a summoned ally is damaged, all allies gain 20% Offense for 1 turn (stacking) and 20% Turn Meter

Massively Overpowered

  • LegendaryAfter an ally has gained 10 buffs, they gain the Massively Overpowered effect for 1 turn, which cannot be copied, dispelled, or prevented. Massively Overpowered: The next time this unit uses an ability during their turn they also deal mass…

Future Vision

  • LegendaryAfter an ally has gained 10 buffs, they gain Foresight for 2 turns.

Premonition

  • LegendaryAfter an ally has gained 7 buffs, they gain Foresight for 2 turns. Whenever an ally Evades, reduce their cooldowns by 1 turn.

Booming Voice

  • LegendaryWhen an allied unit in the Leader slot uses an ability during their turn, all other allies are called to assist.

Return Fire

  • LegendaryWhenever an ally takes damage from an enemy, they reflect 20% of that damage back at that enemy (stacking). This damage can't defeat enemies.

Deadly Momentum

  • LegendaryAll allies ignore 30% of the enemy's Protection and gain 30% Offense until the end of the encounter when an enemy falls below 100% Health. Data Disk effects that trigger when enemies fall below 100% Health also trigger at 70% and 40% Healt…

Deadly Catalyst

  • LegendaryAll allies ignore 30% of the enemy's Protection and gain 30% Offense (stacking) until the end of the encounter each time an enemy falls below 100%, 70%, and 40% Health.

Dread

  • LegendaryAt the start of each allied units turn, they inflict Fear and Plague on a random enemy for 2 turns. When Fear expires, that enemy takes 25% Max Health damage. If an enemy is below 50% Health when Fear expires, they are instantly defeated.

Caustic Recurrence

  • LegendaryWhen a debuff on an enemy expires, they gain Damage Over Time for 2 turns, which can't be resisted or evaded (limit once per turn).

War of Attrition

  • LegendaryOnce per turn, whenever a debuff expires on an enemy, all enemies lose 4% Turn Meter. (This disk doesn't stack)

Critical Over

  • LegendaryAfter an ally scores a critical hit 5 times, they gain the Critical Over effect for 1 turn, which can't be copied, dispelled, or prevented. Critical Over: The next time this unit uses an ability during their turn, they gain 100% Critical C…

Dark Loyalty

  • LegendaryNon-Leader Dark Side allies gain Useful Pawn until the end of the encounter, which can't be copied or dispelled. If the Allied Leader is Dark Side, they have +10% Critical Chance, Critical Damage, and Offense for each ally with Useful Pawn…

Force Dyad

  • LegendaryAt the start of battle, if any version of Rey is in the allied Leader slot, summon Ben Solo if the allied slot is available

Soresu Form

  • LegendaryWhenever an ally receives damage, they gain 25% Defense, Speed, and Tenacity (stacking, max 100%) until the next time they use an ability during their turn. The next time that ally uses an ability, they deal additional true damage equal to…

Weather the Storm

  • LegendaryAll allies are immune to damage and debuffs until the start of their first turn.

Disruptive Reactions

  • LegendaryWhenever an enemy takes a turn, a random ally gains 100% Turn Meter.

Republic Resolve

  • LegendaryWhenever a Galactic Republic ally takes damage from an enemy, they reflect 20% of that damage back at that enemy. This damage can't defeat enemies.

Second Wind

  • LegendaryThe first time each ally is defeated, they are revived with 50% Health and Protection.

Culling Slash

  • LegendaryWhenever an ally scores a critical hit, if the target enemy has more than 75% Health, deal bonus True damage equal to 15% of their Max Health. If the target enemy has less than 75% Health, deal bonus True damage equal to 7% of their Max He…

Conquest consumables

Small Stim Pack +10

Restores 10% Stamina to the selected character.

Medium Stim Pack +25

Restores 25% Stamina to the selected character.

Large Stim Pack +50

Restores 50% Stamina to the selected character.

Offense Booster

+50% Offense +20 Speed Max Duration: 1 battle

Overcharged Offense Booster

+100% Offense +20 Speed Max Duration: 1 battle

Defense Booster

+75% Defense +20 Speed Max Duration: 1 battle

Overcharged Defense Booster

+150% Defense +20 Speed Max Duration: 1 battle

Potency Booster

+75% Potency +20 Speed Max Duration: 1 battle

Overcharged Potency Booster

+150% Potency +20 Speed Max Duration: 1 battle

Tenacity Booster

+75% Tenacity +20 Speed Max Duration: 1 battle

Overcharged Tenacity Booster

+150% Tenacity +20 Speed Max Duration: 1 battle

Speed Booster

+25% Speed +20 Speed Max Duration: 1 battle

Overcharged Speed Booster

+50% Speed +20 Speed Max Duration: 1 battle

Critical Chance Booster

+50% Critical Chance +20 Speed Max Duration: 1 battle

Overcharged Critical Chance Booster

+100% Critical Chance +20 Speed Max Duration: 1 battle

Critical Damage Booster

+50% Critical Damage +20 Speed Max Duration: 1 battle

Overcharged Critical Damage Booster

+100% Critical Damage +20 Speed Max Duration: 1 battle

Critical Avoidance Booster

+50% Critical Avoidance +20 Speed Max Duration: 1 battle

Overcharged Critical Avoidance Booster

+100% Critical Avoidance +20 Speed Max Duration: 1 battle

Evasion Booster

+20% Evasion +20 Speed Max Duration: 1 battle

Overcharged Evasion Booster

+40% Evasion +20 Speed Max Duration: 1 battle

Defense Penetration Booster

+75% Defense Penetration +20 Speed Max Duration: 1 battle

Overcharged Defense Penetration Booster

+150% Defense Penetration +20 Speed Max Duration: 1 battle

Health Medpac

+55% Max Health Max Duration: 1 battle

Overcharged Health Medpac

+110% Max Health Max Duration: 1 battle

Health Steal Medpac

+50% Health Steal Max Duration: 1 battle

Overcharged Health Steal Medpac

+100% Health Steal Max Duration: 1 battle

Protection Medpac

+45% Max Protection Max Duration: 1 battle

Overcharged Protection Medpac

+90% Max Protection Max Duration: 1 battle

Critical D.O.T. Tech

Whenever an enemy receives a critical hit, they are inflicted with Damage Over Time for 1 turn, which can't be resisted. Max Duration: 1 battle

Reflexive Barrier Tech

Gain Protection Up (15%) for 2 turns on receiving a critical hit. Max Duration: 1 battle

Initial Frenzy Tech

At the start of battle, all allies gain Frenzy for 2 turns. Max Duration: 1 battle

Initial Tether Tech

At the start of the encounter, all enemies are inflicted with Ability Block for 2 turns, which can't be resisted. Max Duration: 1 battle

Mending Shield Tech

Whenever an ally recovers Health, they also recover 10% Protection. Max Duration: 1 battle

Deployable Cooling Systems

Whenever an allied unit gains a buff, they have a 15% chance to reduce their cooldowns by 1. Max Duration: 1 battle

Overprepared I

Allied units have +20% Max Health, Max Protection, Offense, and Speed. Max Duration: 1 battle

Dread

At the start of each allied units turn, they inflict Fear and Plague on a random enemy for 2 turns. When Fear expires, that enemy takes 25% Max Health damage. If an enemy is below 50% Health when Fear expires, they are instantly defeated. …

Jump the Blaster

Each ally takes a bonus turn at the start of battle. Max Duration: 1 battle

Imbue Chaos I

Reduce the enemy's Overprepared level by 1. Max Duration: 1 battle

Imbue Chaos II

Reduce the enemy's Overprepared level by 2. Max Duration: 1 battle

Blind Fury Tech

Whenever a First Order ally gains Advantage, they lose 20% Critical Chance and gain 35% Critical Damage (stacking) until the end of battle. If a First Order unit does not score at least 1 critical hit during their turn, they gain Advantage…

Fearless Fortitude Tech

Whenever an enemy resists a detrimental effect from a Resistance ally, that ally gains Heal Over Time for 1 turn. Whenever a Resistance ally gains a buff, they also gain 5% Potency, Critical Chance, and Critical Damage (stacking) until end…

Imperial Edict Tech

If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection. Whenever an Empire ally in the Leader slot uses a Special ability during their turn, all Empire allies increase the damage they deal by 10% until …

The Odds Tech

Whenever a Rebel ally scores a critical hit during their turn, they have a 100% chance to attack again. This chance is reduced to 25% for bonus attacks beyond the first. Rebel allies gain 50% Health Steal and can't be countered. Max Durati…

Steadfast Retribution Tech

Whenever a Galactic Republic ally takes damage from an enemy, they reflect 100% of that damage back at that enemy. The damage of this ability is increased by 10% for each time this ally has dealt damage this way. Max Duration: 1 battle

Sweeping Strikes Tech

Old Republic allies are immune to Tenacity Down. At the start of battle, Old Republic allies gain 20% Tenacity for each Old Republic ally. Whenever an Old Republic ally resists a detrimental effect, all Old Republic allies gain 4% Turn Met…

Grim Machinations Tech

Whenever a Sith ally is defeated, all Sith allies gain 50% Max Health and Offense (stacking) until end of battle, gain 50% Turn Meter, and recover 50% Health. Whenever a Sith ally defeats an enemy, they gain Dark Ascension (stacking), whic…

Thrill of the Hunt Tech

All Bounty Hunter allies gain 9 stacks of True Defense at the start of battle, which can't be copied, dispelled or prevented. Whenever a Bounty Hunter gains their payout, they also gain Frenzy for 1 turn, 100% increased damage, and their c…

Malicious Minions Tech

Summoned Separatist allies have +50% Speed, Max Health, and Max Protection, and damage they deal is increased by 50%. All other Separatist allies gain half of these bonuses. Max Duration: 1 battle

Humble Strike Tech

If any enemy buffs are dispelled or expire during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle. Max Duration: 1 battle

Limitless Magick Tech

Whenever an ally is revived, all other Nightsister allies gain Ichor (stacking), which can't be copied, dispelled, or prevented. Ichor: +5% Max Health, Max Protection, Offense, and Speed Max Duration: 1 battle

Tusken Ambush Tech

Tusken allies gain 50% Max Health and Defense, and 20 Speed. At the start of the encounter, the weakest enemy is inflicted with Ambushed! until defeated and the healthiest ally gains Taunt for 3 turns. Whenever a Tusken ally damages an ene…

The Code Tech

Whenever a Mandalorian ally takes damage, all Mandalorian allies gain a stack of Clan Loyalty, which can't be copied, dispelled, or prevented. If there is exactly one non-Mandalorian ally at the start of battle, that ally also gains Clan L…

Hedged Bets Tech

Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns (except Taunt). Then, dispel all buffs on target enemy. Max Duration: 1 battle

Protocol: Exterminate Tech

Droid allies have +30% Offense. Whenever a Droid ally scores a critical hit during their turn, they inflict Target Lock on target enemy for 2 turns if that enemy didn't already have it. Whenever a Droid ally damages an enemy with Target Lo…

Endless Ranks Tech

At the start of battle, Imperial Troopers gain 1 stack of Endless Ranks for each Imperial Trooper ally (max 3 stacks). Endless Ranks: When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 60% Healt…

Dauntless Courage Tech

Whenever a Clone Trooper gains a buff that can be dispelled, they also gain a stack of Dauntless Courage, which can't be copied or dispelled. Dauntless Courage: +5% Offense, Critical Chance, Critical Damage, and +1% Health Steal Max Durati…

Booby Traps Tech

Ewok allies have +50% Counter Chance and +20% Speed. Whenever an enemy targets an Ewok ally while attacking out of turn, that enemy is Stunned for 1 turn at the end of the turn (limit once per turn per enemy), which can't be evaded or resi…

Shootogawa! Tech

Jawa allies have +100% Protection. Whenever a Thermal Detonator deals damage, Jawa allies recover 100% Protection and gain 5% Speed, to a maximum of +100%. At the end of each turn, if a Jawa ally was damaged by a debuffed enemy that turn, …

Smuggler's Map Tech

At the start of the encounter, all Smugglers gain Critical Damage Up and Protection up (20%) for 2 turns, and are Prepared. Max Duration: 1 battle

Dark Pursuit Tech

If the allied leader is Inquisitorius, whenever they use an ability during their turn they inflict a stack of Purge (max 6) on the target enemy. Whenever Purge expires from an enemy, they gain a stack of Fatigue (max 20) which can't be cop…

Preview: Dark Trooper Moff Gideon

At the start of battle, summon a Dark Trooper Moff Gideon who simulates having Relic Amplifier Level 9, mods, maxed abilities, and his Leader ability active. This consumable will not summon in Boss battles against Gamorrean Boss or the Ran…

Preview: Darth Bane

At the start of battle, summon a Darth Bane who simulates having Relic Amplifier Level 9, mods, maxed abilities, and his Leader ability active. Max Duration: 1 battle

Preview: Rey (Dark Side Vision)

At the start of battle, summon a Rey (Dark Side Vision) who simulates having Relic Amplifier Level 9, mods, and maxed abilities. Max Duration: 1 battle