- 1 Base Attributes
- 2 Survivability
- 3 Defense
- 4 Evasion
- 5 Damage
- 6 Turn Meter
- 7 Status Effects
- 8 Healing
- 9 Other Mechanics
Star Wars Galaxy of Heroes uses attributes (also referred to as stats) to define different aspects about all of the characters and ships in the game. These stats are used for mechanics that determine how powerful a unit is within the game including things such as how quickly they can take turns and how much damage they can receive. Some of these stats can directly affect other mechanics used during battles, these mechanics are referred to as Battle Mechanics on this site. Battle Mechanics are special mechanics that add more to battles than just how much damage a unit can deal and how much they can receive. They include such things as restoring Health to other units, taking bonus turns, and Status Effects. This page will go over these Mechanics in detail.
Increases Health and Armor.
Increases Physical Critical Rating and Armor.
Increases Physical Damage, Special Damage and Resistance.
Increases stats based on Archetype.
Amount of Strength gained per level.
Amount of Agility gained per level.
Amount of Tactics gained per level.
The core survivability of this unit. If this reaches 0 then the unit is defeated.
Additional survivability. If this reaches 0, then the unit will begin losing Health.
Reduces the damage taken from abilities using Physical Damage.
Reduces damage taken from abilities using Special Damage.
Ignore's a percentage of enemy's Defense.
Ignores an equal amount of the opponent(s) Resistance.
Ignores an equal amount of the opponent(s) Armor.
Determines the chance to evade Physical abilities.
Determines the chance to evade abilities that deal Special Damage.
Ignores an equal amount of an opponent(s) Deflection and Dodge. Accuracy against Dodge has a separate calculation than Accuracy against Deflection, but all abilities and sources that grant Accuracy apply the same amount to both.
Used to calculate damage dealt by all Physical abilities. Reduced by the opponent(s) Armor.
Used to calculate damage dealt by abilities that deal Special Damage. Reduced by opponent(s) Resistance.
Increases the amount of damage dealt by a Critical Hit.
Determines the chance to deliver a Critical Hit. Abilities that deal Physical Damage will have a different Critical Chance than abilities that deal Special Damage.
Reduces the chance of receiving a Critical Hit. Physical Damage and Special Damage abilities both have separate Critical Avoidance calculations. Unless otherwise noted, abilities and Mods that increase Critical Avoidance apply the same amount to both Special Critical Avoidance and Physical Critical Avoidance.
Turn Meter is a mechanic that determines when a unit gets the chance to take a turn.
Determines the rate at which the units turn meter increases.
Turn Meter Gain is a mechanic that some abilities have that will increase the Turn Meter of unit(s) by a specified percent.
Turn Meter Reduction is a mechanic that some abilities have that will reduce the Turn Meter of unit(s) by a specified percent.
Turn Meter Swap is a mechanic that swaps the units 100% Turn Meter with another units current Turn Meter. This is not a gain of Turn Meter for the selected unit so effects that prevent Turn Meter Gain will not affect this mechanic.
Increases the chance to apply detrimental effects, such as Debuffs and some battle mechanics including Turn Meter Reduction, to opponents.
Increases the chance to ward off detrimental effects. A unit's Tenacity has an absolute minimum value of 15% no matter how much their tenacity is reduced. This means every character will have a 15% chance to resist a detrimental effect that can be resisted no matter how much Potency a character has.
Buffs are beneficial effects that units are able to get that usually enhances specific stats or adds additional mechanics to the unit such as the ability to revive after being defeated. Go to the Buffs page to get a complete list of buffs in the game.
Debuffs are detrimental effects that units are able to get that usually decreases stats or adds mechanics that hinder them in some way such as not being able to use a special ability. Go to the Debuffs page to get a complete list of debuffs in the game.
Healing is a mechanic that restores Health and/or Protection to units.
For a full list of special mechanics go to Battle Mechanic.
Damage Over Time (DOT(s)) is Debuff that will deal damage to an enemy
Assist is a mechanic that allows units to attack with an ally or to call one or more allies to attack.
Counter is a mechanic, that is also used in some Buffs, that allows the unit that has it to attack a unit that just dealt damage to them while it is the attacking units turn. Counter attacks always use a units basic ability unless otherwise specified.
Revive is a mechanic that can bring a defeated unit back into the battle with a specified amount of Health.
Dispel is a mechanic that removes Status Effects that are on units. The game uses this in several ways:
All Special Abilities have a cooldown period before it can be used again. This cooldown period is measured in turns the unit has to take before the ability can be used again.
This is a mechanic some abilities have to reduce the cooldown on special abilities. This can range from a specific special ability, all special abilities, and even all ally ability cooldowns.
This is a mechanic some abilities have to completely reset one or more cooldowns making them immediately able to use once the unit is able to take a turn.
This is a mechanic some abilities have to increase the cooldowns of special abilities. This will also increase any special ability that is not on cooldown.
Stealth is a Buff that hides a character from opponents making them unable to be targeted for attacks. Stealthed characters can still be hit by attacks and abilities that hit all enemies or are not limited to only the targeted enemy. If all allies are under stealth then they any of them can be targeted.
Taunt is a Buff that makes enemy units have to target that unit. Some other Status Effects work similar to Taunt by forcing units to only target the affected enemy. An example of these are effects are Marked and Deathmark.