Galactic Challenges
Galactic Challenges is a player-vs-environment event that allows players to do challenging combat puzzles that will change on a regular basis. The combat puzzles utilize modifiers and feats to keep players looking for fresh new ways to complete the challenges. There are three types of modifiers; Global, Player, and Enemy. These modifiers can make changes to the battles such as applying buffs/debuffs or giving characters special abilities. Completing Feats will reward Challenge Keycards which are used to determine the reward chest you will receive at the end of the event. Currently Galactic Challenges is the only place to obtain slicing materials needed to slice mods from 6E to 6A. There are 10 tiers for each event that increase in difficulty, but players may only have to focus on one tier due to shared feat completion. Completing a feat at one tier will complete it for all previous tiers.
Galactic Challenges is accessible from the Events Holotable starting at Player Level 60 and last for 3 days.
Modifiers
There are currently two types of modifiers in Galactic Challenges: Planet (may also be referred to as Environmental) and Faction. Planet modifiers are specific to the planets and will not be used for other planets. Likewise Faction modifiers are specific to the Faction and will not be used for other factions. Each Galactic Challenge will use 3 different modifiers, 1 Planet and 2 Faction, which will be applied to Global, Player, and Enemy for the event. These modifiers are used to alter the battles by applying buffs, debuffs, new abilities, or special mechanics to each challenge.
Planet Modifiers
These modifiers are specific to each planet and will always be assigned as the Global Modifier in Galactic Challenges.
Planet | Name | Description |
---|---|---|
Bespin | Decadence I | At the start of each unit's turn, they gain Collected Wealth until the end of battle if they haven't taken damage since their last turn. This effect can't be copied, dispelled, or prevented. Collected Wealth: +10% Critical Chance and Critical Damage (stacking, max 25) |
Coruscant | Power Struggle I | Defeating the enemy Leader wins the battle. When your Leader is defeated, you lose the battle. |
Coruscant | Thunderous Applause | All characters (excluding summons) gain the Democracy granted ability which starts at 0%. Whenever an ally gains a buff or inflicts a debuff on an enemy, increase all ally's energy by 5%. At the start of the encounter, both Leaders gain 100% Potency and Tenacity, 100 Speed, and are immune to Fear. The enemy leader is immune to and destroy effects and can't fall below 1% Health while an ally is present. Democracy: Set Democracy's charge to 0% for all allies. Inflict 1 stack of No Confidence on the enemy Leader and Stun them for 1 turn, which can't be evaded or resisted. When the enemy Leader reaches 3 stacks of No Confidence, they are instantly defeated (including Galactic Legends), all allies no longer gain charge, and all allies (excluding summons) gain Thunderous Applause for the rest of the encounter. |
Dathomir | Dark Magick I | Every 10 turns, all defeated characters are revived at 50% Health. |
Death Star | Volatile Energies I | At the start of battle all units gain the Volatile Energies ability. When a unit with this ability starts their turn, this ability gains 5% energy. Units with this ability deal increased damage equal to the amount of energy present. If this ability is fully energized at the start of a unit's turn, they may activate it to expend all energy and destroy target enemy, which can't be evaded. Units defeated by this ability can't be revived. |
Endor | Part of the Tribe I | All characters gain the Rally the Tribe ability. Rally the Tribe: Each ally gains an effect based on this character's role. This ability is on a shared cooldown between all allies and is immune to cooldown manipulation (Cooldown: 8). Attacker: All allies gain Defense Penetration Up for 2 turns and assist dealing 50% less damage. Healer/Support: All allies gain Protection Over Time (20%) for 2 turns and 30% Turn Meter. Tank: All allies gain Critical Hit Immunity and Foresight for 2 turns; Tanks Taunt for 2 turns. |
Geonosis | Geonosis Arena I | Whenever a unit uses a Special ability, they gain a stack of Entertainment which can't be copied, dispelled, or prevented. Entertainment: +10% Max Health, Offense and Potency per stack |
Hoth | Frigid Expanse I | All units gain the Thermoregulate ability. At the start of each unit's turn, they are inflicted with Frostbite until they are defeated, which can't be resisted. Frostbite: -10% Speed per stack. This unit is defeated upon reaching 10 stacks |
Hoth | Frigid Expanse II | All units gain the Thermoregulate ability. At the start of each unit's turn, they are inflicted with Frostbite until they are defeated, which can't be resisted. Frostbite: -2% Critical Chance, Potency, and Speed per stack; this unit is defeated upon reaching 10 stacks. |
Jakku | Scorching Sun I | All units gain the Thermoregulate ability. At the start of each unit's turn, they are inflicted with Overheat until they are defeated, which can't be resisted. Overheat: -10% Max Health per stack. This unit is defeated upon reaching 10 stacks. |
Kamino | Proving Grounds I | At the start of battle, all units have their current Max Health, Max Protection, Offense, Defense, and Critical Chance reduced by 80%. Additionally, they gain the Superior Training ability. Superior Training: This unit gains Superiority (stacking) until they are defeated, which can't be copied, dispelled, or prevented. |
Kashyyyk | Righteous Retribution I | Whenever a unit takes damage, they gain 20% Critical Damage (stacking) until they score a critical hit. Whenever a unit is debuffed, they recover 10% Protection. Whenever a unit is defeated, another random ally takes a bonus turn. |
Malachor | Drain Essence I | Characters in the Leader slot gain the Drain Essence ability at the start of the encounter. Drain Essence: All other allies lose 25% Max Health and Max Protection. Gain 5% Offense per ally affected this way. Then, gain a bonus turn. |
Nevarro | Remnant of Power I | Whenever a character inflicts a debuff, they gain a stack of Imperial Rule, which can't be copied, dispelled, or prevented. Imperial Rule: +2% Offense and Potency per stack. |
Takodana | Safe Haven I | The first unit to deal damage to an enemy while no units are Deathmarked is inflicted with Deathmark until the end of battle, which can't be copied, dispelled, or resisted. |
Tatooine | Dune Sandstorm I | At the end of every other turn, all units are inflicted with Damage Over Time until the end of battle, which can't be resisted. |
Faction Modifier
These modifiers can be assigned to Player Modifier or Enemy Modifier in Galactic Challenges.
Faction | Name | Description |
---|---|---|
Bounty Hunter | Thrill of the Hunt I | All Bounty Hunter allies gain 9 stacks of True Defense at the start of battle. Whenever a Bounty Hunter gains their payout, they also gain Frenzy for 1 turn, 100% increased damage, and their cooldowns are reset. True Defense: 10% reduced damage taken per stack; lose one stack of True Defense when receiving damage. |
Droid | Protocol: Exterminate I | Droid allies have +30% Offense. Whenever a Droid all 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 Lock, that ally recovers 10% Protection. |
Empire | Imperial Edict I | If there is an Empire ally in the Leader slot, they gain +30% Max Health and Max Protection, and other Imperial Trooper allies will instantly revive when defeated. When an Imperial Trooper ally is revived, the ally in the Leader slot Taunts for 2 turns. 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 end of the encounter, and then all other Empire allies are called to assist. If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. |
Empire | Imperial Edict I (Version 2) | 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 end of the encounter, and then all other Empire allies are called to assist. If no summon is present at the start of the encounter, summon a Snowtrooper Operative if the ally slot is available. (Same as Imperial Edict I) |
First Order | Blind Fury I | 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 for 2 turns at the end of that turn if they did not already have it. |
Galactic Republic | Steadfast Retribution I | 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. |
Hutt Cartel | Permission I | If at the start of battle all allies are Hutt Cartel, then allies can't fall below 1% Health until the first time the ally in the Leader slot loses 100% of their Protection. If this condition has not been met and an ally is instantly defeated, active Hutt Cartel allies gain 300% Critical Chance, Critical Damage, and Offense the first time this occurs. Whenever a Thermal Detonator on the enemy detonates, Hutt Cartel allies gain Protection Up (stacking, 20%) for 2 turns. |
Imperial Trooper | Endless Ranks I | At the start of battle, Imperial Troopers gain 1 stack of Endless Ranks for each Imperial Trooper ally (max 3 stacks). Endless Ranks (Player): When defeated, remove 1 stack of Endless Ranks from all Imperial Trooper allies and revive with 60% Health and Protection. |
Inquisitorius | Dark Pursuit | 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 which can't be copied, dispelled, or resisted. Whenever an ally defeats an enemy, all enemies are inflicted with 5 stacks of Fatigue. At 20 stacks of Fatigue, Inquisitorius allies gain Coup De Grâce, which can't be copied, dispelled, or prevented.
Fatigue: -2 Speed and -2% Tenacity Coup De Grâce: On the next Special attack, deal true damage equal to 80% of the target's Max Health and dispel Coup De Grâce from all Inquisitorius allies and dispel Fatigue from all enemies |
Jedi | Humble Strike I | Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle. Alternate Version: Whenever an enemy buff is dispelled or expires during a Jedi ally's ability, that Jedi gains Advantage for 2 turns and 25% Critical Damage (stacking) until the end of battle (limit once per ability). |
Mandalorian | The Code | 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 Loyalty if they are not in the Leader slot. Allies with Clan Loyalty have a 50% chance to assist when another ally attacks during an enemy's turn (limit once per turn), dealing 95% less damage. Clan Loyalty: +1% Max Protection and counter chance, -1% damage penalty when assisting |
Nightsister | Limitless Magick I | Whenever an ally is revived, all other Nightsister allies gain Ichor (stacking), which can't be copied, dispelled, or prevented. Ichor: +5% Health, Protection, Damage, and Speed. |
Nightsister | Limitless Magick I (Version 2) | 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. |
Old Republic | Sweeping Strikes | 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 Meter. Whenever an Old Republic ally uses a Basic ability, they also deal True damage to all enemies, which can't be evaded. |
Rebel | The Odds I | 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. |
Rebel | A Few Surprises Left I | Rebel allies gain 50% Health Steal and can't be countered. Whenever a Rebel's Health drops below 40%, they are inflicted with Cornered, which can't be copied, dispelled, or prevented. When a Rebel ally's Health is above 70%, Cornered is dispelled and they gain 10% Offense (stacking, max 50%) for the rest of the encounter. Cornered: +30% Offense, calls a random Rebel ally to assist when using an ability, and can't attack out of turn. |
Resistance | Fearless Fortitude | 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 of battle, and 10% Turn Meter. |
Scoundrel | Hedged Bets I | Whenever a Scoundrel ally deals damage to their target enemy, for each buff that enemy has, that ally gains that buff for 3 turns. Then, dispel all buffs on target enemy. Alternate version: 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. |
Separatist | Malicious Minions I | Summoned Separatist allies have +25% Speed, Max Health, and Max Protection, and damage they deal is increased by 25%. All other Separatist allies gain half of these bonuses. |
Separatist | Malicious Minions II | 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. If there is a Separatist in the Leader slot and no summon is present at the start of the encounter, summon a Sniper Droid to the ally slot. |
Sith | Grim Machinations I | Whenever a Sith ally is defeated, all Sith allies gain 50% Max Health and Offense (stacking) until end of battle, and gain 50% Turn Meter. Whenever a Sith ally defeats an enemy, they gain Dark Ascension (stacking), which can't be copied, dispelled, or prevented. Dark Ascension: Damage received decreased by 15% and damage dealt increased by 30%. |
Tusken | Tusken Ambush! | 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 enemy with Ambushed!, all Tusken allies gain 2 stacks of Momentum for 3 turns. Whenever an enemy with Ambushed! is defeated, the weakest enemy is inflicted with Ambushed! until defeated. If Taunt is dispelled during the enemy's turn, Tusken allies gain 15 stacks of Momentum, their cooldowns are refreshed, and they gain 100% Turn Meter. Tusken allies gain 1% Offense, Defense, Critical Damage for the rest of the encounter whenever they gain Momentum. Ambushed!: Tusken allies can ignore Taunt to target this enemy. |
Rewards
Rewards received are based on the number of Challenge Keycards you can collect during the event which are used to determine which Reward Crate you will get at the end of the event. Challenge Keycards are earned by completing Feats for each tier of the event. Completing a Feat in one tier will complete it for all of the tiers before it. This means players can earn max rewards by doing only 1 battle if they can fully complete each Feat at the highest tier.
Tiers | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Total |
---|---|---|---|---|---|---|---|---|---|---|---|
Feat 1 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 60 |
Feat 2 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 30 |
Feat 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 30 |
Feat 4 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 40 |
Totals | 14 | 14 | 15 | 15 | 16 | 16 | 17 | 17 | 18 | 18 | 160 |
Keycards | Crate | Rewards |
---|---|---|
5 | GC-T1 |
2 Gear Salvage Box10K 10,000 Credits5K 5,000 Ship Building Materials1 Mystery-Random-C |
10 | GC-T2 |
3 Gear Salvage Box1 Gear Salvage BoxBox A 15K 15,000 Credits10K 10,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B |
15 | GC-T3 |
3 Gear Salvage Box2 Gear Salvage BoxBox A 25K 25,000 Credits15K 15,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B |
30 | GC-T4 |
2 Gear Salvage Box3 Gear Salvage BoxBox A 1 Gear Salvage BoxBox B 35K 35,000 Credits20K 20,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A1 Ability Material Omicron |
50 | GC-T5 |
2 Gear Salvage BoxBox A 2 Gear Salvage BoxBox B 1 Gear Salvage BoxBox A 45K 45,000 Credits25K 25,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A1 Ability Material Omicron |
75 | GC-T6 |
3 Gear Salvage BoxBox B 2 Gear Salvage BoxBox A 55K 55,000 Credits35K 35,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A6 Mk 1 Amplifier10 Mk 1 Capacitor10 Mk 2 Pulse Modulator2 Ability Material Omicron |
85 | GC-T7 |
2 Gear Salvage BoxBox B 2 Gear Salvage BoxBox A 1 Gear 12 Salvage BoxBox B 1 Gear 12 Salvage BoxG-12 65K 65,000 Credits45K 45,000 Ship Building Materials1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A6 Mk 1 Amplifier15 Mk 1 Capacitor10 Mk 2 Pulse Modulator2 Ability Material Omicron |
110 | GC-T8 |
1 Gear Salvage BoxBox B 2 Gear Salvage BoxBox A 2 Gear 12 Salvage BoxBox B 1 Gear 12 Salvage BoxG-12 1 Gear 12+ Salvage BoxG-12+ 75K 75,000 Credits55K 55,000 Ship Building Materials1 Ability Material Omega1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A6 Mk 1 Amplifier15 Mk 1 Capacitor10 Mk 2 Pulse Modulator7 Mk 2 Circuit Breaker Module12 Mk 2 Thermal Exchange Unit2 Ability Material Omicron |
135 | GC-T9 |
2 Gear Salvage BoxBox A 2 Gear 12 Salvage BoxBox B 1 Gear 12 Salvage BoxG-12 1 Gear 12+ Salvage BoxG-12+ 95K 95,000 Credits65K 65,000 Ship Building Materials1 Ability Material Omega1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A6 Mk 1 Amplifier20 Mk 1 Capacitor10 Mk 2 Pulse Modulator15 Mk 2 Circuit Breaker Module20 Mk 2 Thermal Exchange Unit7 Mk 2 Variable Resistor3 Mk 2 Microprocessor2 Ability Material Omicron |
155 | GC-T10 |
2 Gear Salvage BoxBox A 2 Gear 12 Salvage BoxBox B 1 Gear 12 Salvage BoxG-12 1 Gear 12+ Salvage BoxG-12+ 110K 110,000 Credits75K 75,000 Ship Building Materials1 Ability Material Omega1 Mystery-Random-C1 Mystery-Random-B1 Mystery-Random-A6 Mk 1 Amplifier20 Mk 1 Capacitor10 Mk 2 Pulse Modulator20 Mk 2 Circuit Breaker Module32 Mk 2 Thermal Exchange Unit15 Mk 2 Variable Resistor6 Mk 2 Microprocessor2 Ability Material Omicron |
** These gear pieces will change with each event. Normally it will cycle between the different Kyrotech and Injector gear.
Chest | Contents |
---|---|
Box A |
|
Box B |
|
Box A |
|
Box B |
|
Gear 12 |
|
Gear 12+ |
Feats
Each Galactic Challenge tier has Feats for players to achieve. Completing these Feats gives you different rewards based on the Feat and the Tier level.
Note: These feats are subject to change, please see individual planet page for past rewards used for feats on those planets.
Feat Details | Feat Slot |
---|---|
Complete Tier # Complete the battle |
1 |
Beep-boop-beeeep! # Complete the battle with three Light Side Droid characters in the party |
2,3 |
Calculated Risk # Complete the battle with an undersized squad |
2,3 |
Chain Attack Tier # Win after taking 8 turns in a row |
2,3 |
Crush Time # Win after defeating 3 enemies in the same turn |
2,3 |
Engineered Mayhem # Complete the battle after Droid allies deal 1,500,000 or more damage |
2,3 |
Flawless Victory # Complete the battle without losing a unit |
2,3 |
Fleet-Footed # Win after evading 10 attacks |
2,3 |
Going Critical # Win after scoring 3 critical hits in a row during ally turns |
2,3 |
Hindered Movement # Win after removing 400% Turn Meter from enemies |
2,3 |
Liberated # Win without using a Leader in the leader slot |
2,3 |
Lingering Death # Complete the battle after attempting to inflict Damage Over Time 30 times |
2,3 |
Lucky Shot # Complete the battle after scoring at least 30 critical hits |
2,3 |
Opportunistic Advance # Complete the battle after attacking out of turn 20 or more times |
2,3 |
Shadowy Dealings # Complete the battle after gaining Stealth 10 times |
2,3 |
Simple Tricks # Win after using no more than 3 special abilities |
2,3 |
That'll Leave a Mark # Complete the battle after gaining Offense Up 20 times |
2,3 |
Unguarded # Win the battle with no Tanks in your squad |
2,3 |
Full Squad: Faction # Complete the battle with a full team of faction units |
4 |
Planets
List of all planets available, choose a planet to see more information about it.
Notes
- Galactic Challenges was first launched on 8-12-2020 as an Exhibition season.
References
- June 2020 Road Ahead
- Galactic War Report Podcast Episode 205 - Interview with CG SBCrumb
- State of the Galaxy August 2020
Trivia
Galactic Challenges was first added to the game as an Exhibition season. This season brought 6 planets with different length events.
- Tatooine: Separatist | Sith = 08/12/20 - 08/18/20 (7 days)
- Death Star: Empire | Bounty Hunter = 08/19/20 - 08/25/20 (7 days)
- Malachor: Old Republic | Rebel = 08/26/20 - 08/28/20 (3 days)
- Takodana: First Order | Empire = 08/29/20 - 08/31/20 (3 days)
- Jakku: Resistance | Old Republic = 09/01/20 - 09/02/20 (2 days)
- Kamino: Galactic Republic | Separatist = 09/03/20 - 09/04/20 (2 days)