Geonosis Republic Offensive Battles

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Zone 1: Galactic Republic (Fleet)

Combat Mission - Galactic Republic Fleet

Requires: Light Side (7-Star)
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Chimaera
      • HMP Droid Gunship
      • Vulture Droid
      • Hyena Bomber
      • Reserves
        • Vulture Droid
        • Geonosian Soldier's Starfighter
    • Executrix
      • Xanadu Blood
      • IG 2000
      • Hound’s Tooth
      • Reserves
        • Sun Fac's Geonosian Starfighter
        • Geonosian Soldier's Starfighter
        • Geonosian Spy's Starfighter

Zone 1: Count Dooku's Hanger (Middle)

Combat Mission 1 - Count Dooku's Hanger

Requires: Light Side (7-Star)
Waves: 4
Platoons Affecting Territory: None

  • Possible Enemies
    • [Core Enemies]
      • Geonosian Soldier
      • Geonosian Spy
      • IG-100 MagnaGuard
      • B1 Battle Droid
      • B1 Heavy Gunner
      • B2 Super Battle Droid
      • BX-series Commando Droid
      • Command Battle Droid
      • Droideka
      • Sniper Droid
    • B2 Rocket Trooper
    • T-Series Tactical Droid
    • Elite (Wave 4)
      • Count Dooku (+Asajj Ventress), or
      • Nute Gunray, or
      • General Grievous

Combat Mission 2 - Count Dooku's Hanger

Requires: Jedi (7-Star)
Waves: 4
Platoons Affecting Territory: None

  • Possible Enemies
    • [Core Enemies]
    • B2 Rocket Trooper
    • T-Series Tactical Droid
    • Elite (Wave 4)
      • Count Dooku (+Asajj Ventress), or
      • Nute Gunray, or
      • Wat Tambor

Special Mission - Count Dooku's Hanger

Requires: 7-Star, 16,500+ Power, Galactic Republic, Padmé Amidala
Waves: 4
Platoons Affecting Territory: None

  • Possible Enemies
    • [Core Enemies] but no Geos
    • Elites (Waves 3/4):
      • T-Series Tactical Droid / Nute Gunray (w/Count Dooku), or
      • Command Battle Droid / General Grievous (w/Wat Tambor)

Zone 1: Rear Flank (South)

Combat Mission 1 - Rear Flank

Required: Light Side (7-Star)
Waves: 4
Platoons Affecting Territory: None

  • Possible Enemies
    • [Core Enemies]
    • Elite (Wave 4)
      • Geonosian Brood Alpha (w/all Geos except Poggle), or
      • General Kalani, or
      • T-Series Tactical Droid (Increased chance)

Combat Mission 2 - Rear Flank

Required: Jedi (7-Star)
Waves: 4
Platoons Affecting Territory: None

  • Possible Enemies
    • [Core Enemies]
    • Elites (Waves 3/4)
      • T-Series Tactical Droid / General Kalani, or
      • Command Battle Droid / Geonosian Brood Alpha (w/all Geos)

Zone 2: Contested Air Space (Republic) (Fleet)

Combat Mission - Contested Air Space (Republic)

Required: Light Side (7-Star)
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Chimaera
      • IG-2000
      • Hound’s Tooth
      • Xanadu Blood
      • Reserves
        • Slave I
        • Vulture Droid
        • Hyena Bomber
    • Executrix
      • Sun Fac's Geonosian Starfighter
      • Geonosian Soldier's Starfighter
      • Geonosian Spy's Starfighter
      • Reserves
        • Vulture Droid
        • Geonosian Soldier's Starfighter
        • Hyena Bomber

Special Mission - Contested Air Space (Republic)

Required: Galactic Republic (7-Star)
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Malevolence
      • HMP Droid Gunship
      • Vulture Droid
      • Hyena Bomber
      • Reserves
        • Vulture Droid

Zone 2: Battleground (Middle)

Combat Mission 1 - Battleground

Required: 7-Star, 21,000+ Power, Galactic Republic
Waves: 4
Platoons affecting territory: Republic Resolve Level 1: All Galactic Republic characters have +10% Tenacity and Potency.<br /><br />Level 2: All Galactic Republic characters have +10% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy and are immune to Stun.<br /><br />Level 3: All Galactic Republic characters have +25% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy, are immune to Stun, and take a bonus turn whenever they defeat an enemy., AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown., Hailfire Tank Starts at Level 3<br />Level 3: Deal Physical damage to all enemies and inflict Defense Down, Offense Down, Stagger, Tenacity Down, and 3 Damage Over Time debuffs for 2 turns.<br /><br />Level 2: Deal Physical damage to target enemy and two random enemies, dealing 20% less damage. Inflict 3 Damage Over Time debuffs on each of them and Stagger them for 2 turns.<br /><br />Level 1: Deal Physical damage to target enemy, dealing 40% less damage, and inflict 3 Damage Over Time debuffs for 2 turns.<br /><br />Disabled: (Hailfire Tank destroyed)

  • Possible Enemies
    • [Core Enemies] but no Geonosian Spy
    • Asajj Ventress
    • B2 Rocket Droid
    • T-Series Tactical Droid
    • Elites (Waves 3/4)
      • B2 Rocket Trooper / Count Dooku, or
      • Wat Tambor / Nute Gunray, or
      • Count Dooku / Wat Tambor, or
      • T-Series Tactical Droid (wave 4 only)

Combat Mission 2 - Battleground

Light Side (7-Star)
Waves: 4
Platoons affecting territory: Republic Resolve Level 1: All Galactic Republic characters have +10% Tenacity and Potency.<br /><br />Level 2: All Galactic Republic characters have +10% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy and are immune to Stun.<br /><br />Level 3: All Galactic Republic characters have +25% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy, are immune to Stun, and take a bonus turn whenever they defeat an enemy., AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown., Hailfire Tank Starts at Level 3<br />Level 3: Deal Physical damage to all enemies and inflict Defense Down, Offense Down, Stagger, Tenacity Down, and 3 Damage Over Time debuffs for 2 turns.<br /><br />Level 2: Deal Physical damage to target enemy and two random enemies, dealing 20% less damage. Inflict 3 Damage Over Time debuffs on each of them and Stagger them for 2 turns.<br /><br />Level 1: Deal Physical damage to target enemy, dealing 40% less damage, and inflict 3 Damage Over Time debuffs for 2 turns.<br /><br />Disabled: (Hailfire Tank destroyed)

  • Possible Enemies
    • [Core Enemies] but no Geonosian Spy
    • Asajj Ventress
    • B2 Rocket Droid
    • T-Series Tactical Droid
    • Elites (Waves 3/4)
      • B2 Rocket Trooper / Count Dooku, or
      • Wat Tambor / Nute Gunray, or
      • Count Dooku / Wat Tambor, or
      • T-Series Tactical Droid (wave 4 only)

Special Mission - Battleground

7-Star, 21,000+ Power. General Skywalker, Ahsoka Tano
Waves: 4
Platoons affecting territory: Republic Resolve Level 1: All Galactic Republic characters have +10% Tenacity and Potency.<br /><br />Level 2: All Galactic Republic characters have +10% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy and are immune to Stun.<br /><br />Level 3: All Galactic Republic characters have +25% Tenacity and Potency, deal 25% more damage when they use an ability targeting an Elite enemy, are immune to Stun, and take a bonus turn whenever they defeat an enemy., AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown., Hailfire Tank Starts at Level 3<br />Level 3: Deal Physical damage to all enemies and inflict Defense Down, Offense Down, Stagger, Tenacity Down, and 3 Damage Over Time debuffs for 2 turns.<br /><br />Level 2: Deal Physical damage to target enemy and two random enemies, dealing 20% less damage. Inflict 3 Damage Over Time debuffs on each of them and Stagger them for 2 turns.<br /><br />Level 1: Deal Physical damage to target enemy, dealing 40% less damage, and inflict 3 Damage Over Time debuffs for 2 turns.<br /><br />Disabled: (Hailfire Tank destroyed)

  • Possible Enemies
    • [Core Enemies] but no Geos
    • Wave 3: Command Battle Droid
    • Wave 4: Count Dooku (+ Asajj Ventress)

Zone 2: Sand Dunes (South)

Combat Mission 1 - Sand Dunes

7-Star, 21,000+ Power. Jedi
Waves: 4
Platoons affecting territory: AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.

  • Possible Enemies
  • [Core Enemies] but no Droideka
  • B2 Rocket Droid
  • Elites (Waves 3/4)
    • B2 Rocket Droid / Geonosian Brood Alpha (w/all geos), or
    • Command Battle Droid / Poggle the Lesser (w/all geos), or
    • Command Battle Droid / General Kalani

Combat Mission 2 - Sand Dunes

Light Side (7-Star)
Waves: 4
Platoons affecting territory: AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.

  • Possible Enemies
  • [Core Enemies] but no Droideka
  • B2 Rocket Droid
  • Elites (Waves 3/4)
    • B2 Rocket Droid / Geonosian Brood Alpha (w/all geos), or
    • Command Battle Droid / Poggle the Lesser (w/all geos), or

Special Mission - Sand Dunes

7-Star, 21,000+ Power. General Kenobi, CC-2224 "Cody", Clone Sergeant - Phase I
Waves: 4
Platoons affecting territory: AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.

  • Possible Enemies
  • [Core Enemies] but no Geonosian Spy, Droideka, B1 Heavy Gunner, or Command Battle Droid
  • Wave 4: General Grievous

Zone 3: Contested Air Space (Separatist)

Combat Mission 1 - Contested Air Space (Separatist)

Required: Light Side (7-Star)
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Chimaera
    • IG-2000
    • Hound's Tooth
    • Xanadu Blood
    • Executrix
    • Sun Fac's Geonosian Starfighter
    • Geonosian Soldier's Starfighter
    • Geonosian Spy's Starfighter

Special Mission - Contested Air Space (Separatist)

Required: 7-Star, Galactic Republic, Anakin's Eta-2 Starfighter
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Malevolence
    • HMP Droid Gunship
    • Vulture Droid

Zone 3: Separatist Command

Combat Mission 1 - Separatist Command

Light Side (7-Star)
Waves:
Platoons affecting territory: Core Ship Starts on Level 3.<br />Level 3: All Separatist characters have +15% Offense and Speed, and call another random Separatist ally to assist, dealing 40% less damage, whenever they use an ability during their turn. This damage penalty excludes attacks based on Health.<br /><br />Level 2: All Separatist characters have +15% Offense and Speed.<br /><br />Level 1: All Separatist characters have +15% Offense.<br /><br />Disabled: (Core Ship destroyed), Hailfire Tank Starts at Level 3<br />Level 3: Deal Physical damage to all enemies and inflict Defense Down, Offense Down, Stagger, Tenacity Down, and 3 Damage Over Time debuffs for 2 turns.<br /><br />Level 2: Deal Physical damage to target enemy and two random enemies, dealing 20% less damage. Inflict 3 Damage Over Time debuffs on each of them and Stagger them for 2 turns.<br /><br />Level 1: Deal Physical damage to target enemy, dealing 40% less damage, and inflict 3 Damage Over Time debuffs for 2 turns.<br /><br />Disabled: (Hailfire Tank destroyed), AT-TE Granted to Galactic Republic characters only<br />Level 1: Deal Physical damage to all enemies and inflict Healing Immunity for 2 turns.This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 2: Deal Physical damage to all enemies dealing 25% more damage, and inflict Healing Immunity for 2 turns. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown.<br /><br />Level 3: Deal Physical damage to all enemies, dealing 50% more damage, and inflict Healing Immunity for 2 turns. Deal massive damage to target non-Elite enemy. Remove 10 stacks of Droid Battalion from all B1s and 3 stacks of Droid Battalion from all B2s. This attack can't be evaded. This ability starts on cooldown., Metal Mayhem Starts on Level 3<br />Level 3: All Droid allies have 35% Critical CHance and Critical Damage. Whenever they critically hit an enemy, they inflict a Damage Over Time debuff for 2 turns, which can't be evaded or resisted, and gain 10% Turn Meter.<br /><br />Level 2: All Droid allies have +20% Critical Chance. Whenever they critically hit an enemy, they inflict a Damage Over Time debuff for 2 turns, which can't be evaded or resisted.<br /><br />Level 1: All Droid allies have +10% Critical Chance.<br /><br />Disabled: (Metal Mayhem destroyed), Droid Factory Starts at Level 3<br />Level 3: Summon a B2 Rocket Trooper to the ally slot if it's available. This B2 Rocket Trooper Taunts for 1 turn at the end of each of its turns. Droid allies reset their cooldowns at the start of their turn for 2 turns, and Separatist allies gain 50% Turn Meter. Dispel all buffs on all enemies, which can't be evaded.<br /><br />Level 2: Summon a Geonosis B1 Battle Droid Commander to the ally slot if it's available. Separatist allies gain 50% Turn Meter. Dispel all buffs on all enemies, which can't be evaded.<br /><br />Level 1: Summon a Geonosis B1 Battle Droid to the ally slot if it's available. Dispel all buffs on all enemies, which can't be evaded.<br /><br />Disabled: (Droid Factory destroyed)

  • Sniper Droid
  • B2 Super Battle Droid
  • BX-series Commando Droid
  • B1 Battle Droid
  • Droideka
  • Geonosian Soldier
  • Geonosian Spy
  • General Kalani
  • IG-100 MagnaGuard
  • B1 Heavy Gunner
  • Count Dooku
  • General Grievous
  • T-Series Tactical Droid
  • Asajj Ventress
  • Nute Gunray
  • Wat Tambor

Combat Mission 2 - Separatist Command

Light Side (7-Star)

  • Sniper Droid
  • B2 Super Battle Droid
  • BX-series Commando Droid
  • B1 Battle Droid
  • Droideka
  • Geonosian Soldier
  • Geonosian Spy
  • General Kalani
  • IG-100 MagnaGuard
  • B1 Heavy Gunner
  • Count Dooku
  • General Grievous
  • T-Series Tactical Droid
  • Asajj Ventress
  • Nute Gunray
  • Command Battle Droid
  • Poggle the Lesser
  • Wat Tambor

Special Mission - Separatist Command

7-Star, 22,000+ Power. Galactic Republic Jedi

  • Sniper Droid
  • B1 Battle Droid
  • Command Battle Droid
  • B2 Super Battle Droid
  • BX-series Commando Droid
  • IG-100 MagnaGuard
  • B1 Heavy Gunner
  • General Grievous
  • Asajj Ventress
  • General Kalani
  • Nute Gunray
  • Wat Tambor
  • Count Dooku
  • Poggle the Lesser

Zone 3: Petranaki Arena

Combat Mission - Petranaki Arena

7-Star, 22,000+ Power. Jedi

  • Geonosian Soldier
  • Geonosian Spy
  • B2 Super Battle Droid
  • B1 Battle Droid
  • IG-100 MagnaGuard
  • B1 Heavy Gunner
  • Command Battle Droid
  • B2 Rocket Trooper
  • BX-series Commando Droid
  • Sniper Droid
  • Geonosian Brood Alpha
  • Sun Fac
  • T-Series Tactical Droid
  • Command Battle Droid

Special Mission - Petranaki Arena

7-Star, 22,000+ Power. Clone Troopers, Shaak Ti. ARC Trooper

  • Reek
  • Jango Fett
  • B2 Super Battle Droid

Zone 4: Separatist Armada

Combat Mission - Separatist Armada

Required: Light Side (7-Star)
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Chimaera
    • IG-2000
    • Hound's Tooth
    • Xanadu Blood
    • Executrix
    • Sun Fac's Geonosian Starfighter
    • Geonosian Soldier's Starfighter
    • Geonosian Spy's Starfighter

Special Mission - Separatist Armada

Require: 7-Star, Galactic Republic, Negotiator, Anakin's Eta-2 Starfighter
Waves: 1
Platoons Affecting Territory: Formations <b>Level 1</b>: The allied Capital Ship gains two abilities, Assault Formation and Defensive Formation. Allied ships start in Defensive Formation.<br /><br /><span class="granted-ability"><b>Assault Formation:</b></span> Reduce allied non-Capital ships cooldowns by 2 and they gain 50% Turn Meter. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Defensive Formation. (Cooldown: 2)<br /><br /><span class="granted-ability"><b>Defensive Formation:</b></span> Until a new Formation is issued, allied Tanks Taunt at the start of each turn if they don't already have it. This ship takes a bonus turn without reducing its cooldowns. This ability starts on cooldown and shares a cooldown with Assault Formation. (Cooldown: 2)<br /><br /><b>Level 2</b>: Add to Defensive Formation: Allied non-Capital ships recover 25% of their Max Health and all of their Protection.<br /><br /><b>Level 3</b>: Add to Assault Formation: Until a new Formation is issued, allied non-Capital ships deal 100% more damage.

  • Possible Enemies
    • Malevolence
    • HMP Droid Gunship
    • Hyena Bomber
    • Vulture Droid

Zone 4: Factory Waste

Combat Mission 1 - Factory Waste

7-Star, 23,000+ Power. Jedi

  • Geonosian Soldier
  • B1 Battle Droid
  • B2 Super Battle Droid
  • Sniper Droid
  • Command Battle Droid
  • BX-series Commando Droid
  • Droideka
  • IG-100 MagnaGuard
  • General Kalani
  • B2 Rocket Trooper
  • General Grievous
  • Wat Tambor
  • Geonosian Spy
  • Count Dooku
  • Asajj Ventress
  • Nute Gunray

Combat Mission 2 - Factory Waste

Light Side (7-Star)

  • Geonosian Soldier
  • B1 Battle Droid
  • B2 Super Battle Droid
  • Sniper Droid
  • Command Battle Droid
  • BX-series Commando Droid
  • Droideka
  • IG-100 MagnaGuard
  • General Kalani
  • B2 Rocket Trooper
  • General Grievous
  • Wat Tambor
  • Geonosian Spy
  • Count Dooku
  • Asajj Ventress
  • Nute Gunray

Special Mission - Factory Waste

7-Star, 23,000+ Power. Galactic Republic Jedi. Ki-Adi-Mundi, Shaak Ti

  • BX-series Commando Droid
  • B1 Battle Droid
  • Droideka
  • Command Battle Droid
  • IG-100 MagnaGuard
  • General Kalani
  • Wat Tambor
  • General Grievous
  • B2 Super Battle Droid

Zone 4: Canyons

Combat Mission 1 - Canyons

7-Star, 23,000+ Power. Galactic Republic. Padmé Amidala, Jedi Knight Anakin, General Kenobi

  • Geonosian Soldier
  • Geonosian Spy
  • B2 Super Battle Droid
  • B1 Battle Droid
  • IG-100 MagnaGuard
  • Nexu

Combat Mission 2 - Canyons

Light Side (7-Star)

  • Geonosian Soldier
  • Geonosian Spy
  • B2 Super Battle Droid
  • B1 Battle Droid
  • IG-100 MagnaGuard
  • Command Battle Droid
  • B2 Rocket Trooper
  • Command Battle Droid
  • Poggle the Lesser
  • Geonosian Brood Alpha
  • Sun Fac
  • Sniper Droid
  • Droideka
  • BX-series Commando Droid
  • T-Series Tactical Droid
  • B1 Heavy Gunner

Special Mission - Canyons

7-Star, 23,000+ Power. 501st. General Skywalker

  • Geonosian Soldier
  • Command Battle Droid
  • B1 Battle Droid
  • B2 Super Battle Droid
  • Sniper Droid
  • Geonosian Spy
  • Droideka
  • T-Series Tactical Droid
  • BX-series Commando Droid
  • B2 Rocket Trooper
  • Geonosian Brood Alpha
  • Poggle the Lesser
  • Sun Fac
  • IG-100 MagnaGuard
  • Command Battle Droid

Recommended Teams

Enemy Kits

The non-playable character (NPC) kits are identical to their corresponding playable characters (PC).There are 10 core enemies that appear in every mission (unless otherwise indicated): Geonosian Soldier, Geonosian Spy, IG-100 MagnaGuard, B1 Battle Droid, B1 Heavy Gunner, B2 Super Battle Droid, BX-series Commando Droid, Command Battle Droid, Droideka, and Sniper Droid. In all cases, the elite versions of the NPC corresponds to the zeta ability upgrade for that PC.

B1 Heavy Gunner

Tex.ability b1 repeatingblaster basic.png Turret Barrage
Basic

Deal Physical damage to all enemies and inflict Speed Down for 2 turns.


Tex.ability b1 repeatingblaster special01.png Exterminate the Republic
Special
3 Turn Cooldown

Deal Physical damage to all enemies twice. Deal damage a third time to Target Locked enemies. This attack can't be countered.


Tex.abilityui passive mechanicalmenace.png Strategic Control Circuits
Unique

B1 Heavy Gunner can't score critical hits or be revived. B1 Heavy Gunner has no Protection, 1 Health and 1 stack of Droid Battalion, and can't be defeated or destroyed while any other B1 allies have more than 1 stack of Droid Battalion. B1 Heavy Gunner is immune to Damage Over Time, and their Max Health and Max Protection can't be increased. B1 Heavy Gunner can't have more than 1 stack of Droid Battalion. When B1 Heavy Gunner takes damage, they remove 1 stack of Droid Battalion from another random B1 ally with more than 1 stack if there are any. Otherwise, B1 Heavy Gunner is immediately destroyed.

BX-series Commando Droid

Tex.ability bxcommando basic.png Enfilade
Basic

Deal Physical damage to target enemy. All allies without Offense Up gain Offense Up for 2 turns.


Tex.ability bxcommando special01.png Besiege
Special
3 Turn Cooldown

Deal Physical damage to target enemy and call a random ally to assist.


Tex.ability bxcommando special02.png Lunging Strike
Special
4 Turn Cooldown

Deal Physical damage to target enemy and inflict Armor Shred for the rest of the battle. This attack deals 20% more damage for each buff and debuff on the target enemy. Enemies defeated by this ability can't be revived.

Command Battle Droid

Tex.ability b1commander lstb basic.png Open Fire
Basic

Deal Physical damage to all enemies and Daze them for 2 turns, which can't be resisted.


Tex.ability b1commander lstb speical01.png There They Are!
Special
4 Turn Cooldown

Target Lock the target enemy for 2 turns, which can't be evaded, and call all other allies to assist.


Tex.abilityui passive mechanicalmenace.png Viceroy's Orders
Unique

At the start of Command Battle Droid's turn, B1 Battle Droid allies gain 8 stacks of Droid Battalion and B2 Super Battle Droid allies gain 1 stack of Droid Battalion. Whenever a B1 or B2 ally damages a Target Locked enemy, they reduce that enemy's Max Health by 1%.


Tex.abilityui passive counterattack.png Independent Thinker Elite only
Unique

Whenever a B1 ally uses an ability, they call another random ally to assist (limit once per turn).

Sniper Droid

  • Triple Fire: Deal Physical damage to target enemy and Ability Block them for 1 turn. This attack deals 50% more damage against Target Locked enemies.
  • Sniper Shot: Deal Physical damage to target enemy and Stun them for 1 turn, which can't be resisted. If Sniper Droid has at least 15 stacks of Charge, instantly defeat target enemy, which can't be evaded. Enemies defeated by this ability can't be revived.
  • Reinforcing Position: Sniper Droid gains Accuracy Up, Offense Up, and Protection Up (100%) for 2 turns and recovers 50% Turn Meter and 25% Protection.
  • Technical Precision: Sniper Droid ignores taunt and gains 15% Turn Meter and 1 stack of Charge whenever an enemy takes a turn. Additionally, Sniper Droid's attacks against Target Locked enemies can't be evaded and ignore defense.

B2 Rocket Trooper

  • Warm-up Shot: Deal Physical Damage to target enemy and gain Offense Up and Critical Chance Up for 2 turns. If the target enemy had Target Lock, B2 Rocket Trooper gains Critical Damage Up for 2 turns.
  • Scatter Shot: Deal Physical damage to all enemies and inflict Ability Block for 1 turn and Offense Down for 2 turns. Call target other ally to assist, dealing 50% more damage, and grant them 25% Turn Meter.
  • Barrage: Deal Physical damage to all enemies and inflict Healing Immunity and Health Down for 2 turns. This ability's cooldown is reduced by 1 for each defeated ally.
  • Engage All Threats: B2 Rocket Trooper has +35% counter chance and gains 25% Turn Meter whenever it attacks out of turn. B2 Rocket Tropper Taunts for 1 turn at the end of each of its turns.
  • Eliminate Hostiles (Elite only): Each time B2 Rocket Trooper scores a critical hit, it gains 15% Critical Damage (stacking) for the rest of the encounter.

General Kalani

  • Bolster Ranks: All B1 Battle Droids gain 20 stacks of Droid Battalion. All B2 Super Battle Droids gain 2 stacks of Droid Battalion.
  • Leave No Survivors: Inflict Target Lock for 2 turns on target enemy, which can't be evaded. Call all other allies to assist, dealing 40% less damage.
  • Restore Power: Revive a random Droid ally with 50% Health and Protection. All allies gain Offense Up for 2 turns.
  • Separatist Vengeance: All allies deal 20% more damage for each Galactic Republic enemy. If there are no other allied combatants at the start of a turn, General Kalani escapes from the battle. General Kalani can't be revived.
  • Calculated Approach (Elite only): B1 Battle Droid allies can't lose more than 8 stacks of Droid Battalion per turn. B2 Super Battle Droid allies can't lose more than 1 stack of Droid Battalion per turn. Allies have +50% counter chance.

T-Series Tactical Droid

  • Commence Attack: Grant Defense Penetration Up, Offense Up, and Retribution for 2 turns to another random ally.
  • More On The Way: All B1 Battle Droid and B2 Super Battle Droid allies double their stacks of Droid Battalion. All other allies recover 30% Health and 30% Protection. This ability starts on cooldown.
  • Optimal Positions: Whenever an enemy uses an ability that would damage all allies, they deal 50% less damage and allies don't lose stacks of Droid Battalion. If there are no other allied combatants at the start of a turn, T-Series Tactical Droid escapes from the battle.
  • Calculated Odds (Elite only): Droid allies can't be countered. B1 allies can critically hit enemies.
CONTENT BELOW UNDER CONSTRUCTION

Note: to simplify encounter list for missions, the shorthand "[Core Enemies]" is used to represent the following ten enemies who appear in every mission unless otherwise indicated:

  • [Core Enemies]
    • Geonosian Soldier
    • Geonosian Spy
    • IG-100 MagnaGuard
    • B1 Battle Droid
    • B1 Heavy Gunner
    • B2 Super Battle Droid
    • BX-series Commando Droid
    • Command Battle Droid
    • Droideka
    • Sniper Droid