Territory Battle

From SWGoH Help Wiki

Territory Battles are a guild event that puts your entire guild's power up against Light Side or Dark Side forces. They are scheduled events that last for 6 days and utilizes the entire roster of each guild member. A player must be level 65+ to participate.

Wiki-Territory Battles-Hoth.png

Overview

Territory Battles are a player vs environment (PVE) event where every member in a guild tries to earn Territory Points (TP) by completing various missions in each territory. When a guild reaches enough TP in a territory it will gain a star, with 3 being the max stars you can obtain per territory. Once a territory has reached one star, the territory in the next zone that has arrows pointing to it from the previous one will unlock for the next phase. Rewards are determined based on the number of Stars your guild can achieve during the event.

Territory Battles take place on planets with each planet offering a separate Light Side and Dark Side version.

Terminology

  • Territory refers to the individual sections on the map where you need to complete Missions to obtain Territory Points.
  • Missions are the aspects of the event where you can earn Territory Points. See below for more details on them.
  • Zones are vertical sections of the map that contain 1 to 3 territories in a straight column. Zones are sometimes referred to as Phases due to the fact that if you get at least 1 star in them each phase you will progress through them at the same rate as the phases. The developers use to refer to them as a vertical slice.
  • Phases are timed durations that players have to try to get as many stars in a Territory as they can.

Territory Battle map legend

Missions

Each territory will have Missions that players can do to earn Territory Points. The current mission types are: Deployment, Platoon, Combat, and Special. Every territory will have Deployment, Combat, and Platoon missions. Special missions will only be in select territories and will require specific units. Some combat missions may also have requirements.

Units may only be deployed to one Territory and used in one Platoon, Special, or Combat mission in that Territory per Phase. Rosters refresh after every Phase allowing all units to be used again. Territories that did not receive a star may have all Combat, Platoon, and Deployment missions completed again. Special Missions may only be completed once.

Deployment

Deployment missions are where players send part or all of their roster to a territory, earning Territory Points for each point in power those units have. Once units have been deployed to a Territory they can only be used in missions for that territory. Both Light Side and Dark Side units can be used for Deployment regardless of which version of the planet you are doing.

Platoon Mission

Territory Battle Platoons.jpg

In Platoon Missions, all Guild Members work together to complete Platoons in order to earn Territory Points and to activate or disable mechanics for specific territories. Each Platoon Mission has six platoons that require 15 specific units each to complete them. Players may only contribute a max of 10 units per Territory per phase so guilds must coordinate to fill every slot accordingly.

When a platoon is completed it increases the level of that Platoon Mission by 1. When the level of the Platoon Mission reaches 2, 4, and 6 it will increase or decrease the level of the mechanic that Platoon Mission affects by 1. Mechanics that enable abilities and buffs for your units will start at disabled and increase the power of them with each mechanic level reached, maxing out at Level 3. Mechanics that disable abilities and buffs for enemy units will start at Level 3 and decrease the power of them until it reaches disabled.

Combat Mission

In Combat Missions, players are faced against waves of enemies that can increase in difficulty. Some enemy units may be Elite which means they gain additional abilities or status effects. Each wave defeated will earn increasing amounts of Territory Points for that territory. Some Combat missions may require specific factions or units.

Special Mission

In Special Missions, players will go up against waves of enemies to earn unique rewards for the entire guild. Most Special missions will reward a certain amount of Mk I Guild Event TokenGuild Event Tokens or Mk II Guild Event TokenMk II Guild Event Tokens to each player that completes all waves. Each Territory Battle will have one Special Mission on the map that will reward 1 shard of a special event limited unit for each player that completes all waves.

Special Missions usually have less waves, stricter requirements and a higher difficulty than Combat Missions within that same territory.

Available Territory Battles

Event-Territory Battle-Republic Offensive.png
Phases 4
Duration 36 hours
Requires 100M+ Guild GP
Light Side units
Galactic Republic
Jedi
Clone Trooper
501st
Rewards Mk I Guild Event Token Mk I Guild Event Token
Mk II Guild Event Token Mk II Guild Event Token
Crystal Crystal
Territory Mystery Box-Yellow Prize Box
Ki-Adi-Mundi Ki-Adi-Mundi
Event-Territory Battle-Separatist Might.png
Phases 4
Duration 36 hours
Requires 80M+ Guild GP
Dark Side units
Separatist
Geonosian
Droid

Rewards Mk I Guild Event Token Mk I Guild Event Token
Mk II Guild Event Token Mk II Guild Event Token
Crystal Crystal
Territory Mystery Box-Yellow Prize Box
Wat Tambor Wat Tambor
Event-Territory Battle-Rebel Assault.png
Phases 6
Duration 24 hours
Requires Light Side units
Rebel
Phoenix
Rogue One

Rewards Mk I Guild Event Token Mk I Guild Event Token
Mk II Guild Event Token Mk II Guild Event Token
Crystal Crystal
Territory Mystery Box-Yellow Prize Box
Rebel Officer Leia Organa Rebel Officer Leia Organa
Event-Territory Battle-Imperial Retaliation.png
Phases 6
Duration 24 hours
Requires Dark Side units
Empire
Bounty Hunter
Imperial Troopers


Rewards Mk I Guild Event Token Mk I Guild Event Token
Mk II Guild Event Token Mk II Guild Event Token
Crystal Crystal
Territory Mystery Box-Yellow Prize Box
Imperial Probe Droid Imperial Probe Droid

Units with bonuses for Territory Battles

Unit-Character-Carth Onasi-portrait-tr.png Carth Onasi
Omicron Abilities Game-Icon-Ability Material Omicron.png
Soldier of the Old Republic (LEADER)
Soldier of the Old Republic (LEADER)
Old Republic allies gain 30% Potency, Tenacity and Critical Avoidance. Whenever an enemy is inflicted with a Damage Over Time effect, all Old Republic allies recover 3% Health and Protection.

When an Old Republic ally uses their Basic ability during their turn, they have an 80% chance to call another Old Republic ally to assist, dealing 50% less damage (limit once per turn).

While in Territory Battles: Old Republic allies have +20% counter chance, Defense, and Max Health for each Old Republic ally. Whenever an Old Republic ally uses a Special ability, they inflict 4 Damage Over Time effects on the target enemy, which can't be evaded, and then Carth is called to assist. Whenever an Old Republic ally attacks out of turn, they recover 5% Health and Protection and gain 25% Offense (stacking) until the end of the encounter.

Unit-Character-Gamorrean Guard-portrait-tr.png Gamorrean Guard
Omicron Abilities Game-Icon-Ability Material Omicron.png
Loyal Enforcer (UNIQUE)
Loyal Enforcer (UNIQUE)
At the start of battle, Gamorrean Guard gains 10% Max Health for each other Hutt Cartel ally and a stack of My Kind of Scum. While he is active, enemies have -20% Tenacity.

If the ally in the Leader slot is Jabba the Hutt: While Gamorrean Guard has Defense Up, he gains 50% Critical Avoidance. Whenever Gamorrean Guard loses Taunt, he gains Defense Up for 2 turns and whenever Jabba uses a Special ability, if Gamorrean Guard is Taunting he recovers 20% Health.

If the ally in the Leader slot is Hutt Cartel, whenever another Hutt Cartel ally falls below 70% Health while Gamorrean Guard has Defense Up, he Taunts and gains Protection Up (100%) for 2 turns.

While in Territory Battles: Gamorrean Guard has +50% Critical Avoidance, Defense, and Tenacity. Other Hutt Cartel allies have +50% Max Health and Max Protection. The first time each other Hutt Cartel ally falls below 50% Health, they gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented. If the ally in the Leader slot is Hutt Cartel and not Gamorrean Guard, whenever they use an ability, Gamorrean Guard assists.

Unit-Character-Imperial Probe Droid-portrait-tr.png Imperial Probe Droid
Omicron Abilities Game-Icon-Ability Material Omicron.png
Imperial Logistics (UNIQUE)
Imperial Logistics (UNIQUE)
Imperial Probe Droid has +50% Max Health. At the end of each Droid ally turn, at the end of each Empire ally turn, and at the end of each Rebel enemy turn, Imperial Probe Droid gains 3% Turn Meter.

While Imperial Probe Droid is active, Target Locked enemies have -25% Evasion and can't gain buffs.

While in Territory Battles: At the start of battle, Imperial Probe Droid loses all Protection and gains that much Max Health. Imperial Probe Droid can be revived after using Self-Destruct and ignores Taunt. At the start of each encounter, Imperial Probe Droid is revived with 100% Health. Whenever Imperial Probe Droid uses Self-Destruct, the target enemy takes additional damage equal to 200% of Imperial Probe Droid's Max Health and other Empire allies gain Offense equal to 300% of Imperial Probe Droid's Offense (stacking) until they're defeated.

Unit-Character-Kyle Katarn-portrait-tr.png Kyle Katarn
Omicron Abilities Game-Icon-Ability Material Omicron.png
Blue Milk Run (UNIQUE)
Blue Milk Run (UNIQUE)
At the start of each encounter, Kyle Katarn gains 10% Turn Meter for each other Rebel Fighter ally.

Whenever a Rebel Fighter ally attacks out of turn, they gain 12% Offense (stacking, max 60%) until the end of their next turn.

Whenever Kyle Katarn attacks out of turn, he gains a stack of Force Connection until the end of the battle, which can't be copied, dispelled, or prevented (stacking, max 10 stacks).
When Kyle Katarn reaches 10 stacks of Force Connection, he resets his cooldowns, loses all stacks of Force Connection, and gains Jedi Knight until the end of the battle which can't be copied, dispelled, or prevented.

At the start of the encounter, if the enemy leader is a Sith, Rebel Fighter allies have +50% Defense and Tenacity, and +25% Max Health until the end of the encounter.

Force Connection: +2% Defense and Offense

Jedi Knight: Kyle Katarn and Rebel Fighter allies gain 50% Defense and Offense; can't gain Force Connection. This bonus applies to Jedi allies in Territory Battles

While in Territory Battles: Enemies can't gain bonus Turn Meter and Force Influence can't be resisted. When Kyle Katarn attacks out of turn, he gains an additional stack of Force Connection, and the bonuses of Jedi Knight also apply to other Jedi allies. At the start of each encounter, all Jedi and Rebel Fighter allies gain 75% bonus Protection until the end of the encounter. At the start of each encounter, Kyle Katarn gains 10% Turn Meter for each other Jedi ally.

Unit-Character-Rebel Officer Leia Organa-portrait-tr.png Rebel Officer Leia Organa
Omicron Abilities Game-Icon-Ability Material Omicron.png
Battlefront Command (LEADER)
Battlefront Command (LEADER)
Rebel allies have +20% Tenacity and 20% Critical Chance. Whenever a Rebel ally takes damage from an Empire enemy they have a 50% chance to gain Foresight for 2 turns. The first time each turn a Rebel ally resists a detrimental effect or suffers a debuff, they gain 30% Turn Meter.

While in Territory Battles: Rebel allies have +35% Speed. Rebel allies recover 100% Health and Protection at the start of each encounter and whenever another Rebel ally is defeated. When a Rebel ally critically hits an enemy, all Rebel allies gain 5% Turn Meter, doubled if it's their turn. When a Rebel ally is defeated, all Rebel allies gain 100% of that ally's Offense (stacking) until they're defeated.

Tips

  • General
    • The goal for Territory Battles is to get as many Stars as possible which are unlocked at specific Territory Point amounts. Aim to get as many Stars as possible during the entire event instead of trying to at least one star every territory in each Phase. Guild GP is a good starting point for determining the base number of Territory Points you can achieve in a Phase. Another good calculation is estimating how many points can be obtained from battles, adding it to the base points you can get and seeing how you can divide those points up across different territories and phases to maximize stars.
  • Platoons
    • The coordination of platoons is extremely important for rarer characters so that their owners do not reach their limit of 10 units before having deployed them. When guilds may not have enough rare units, Officers in charge of Territory Battle may either designate platoons that are not to be filled with any units as there are crucial units missing throughout the guild or to only designate those platoons that the guild can fill.
      • Echobase is a very useful external tool that can be used to assign platoons for each Territory Battle.
      • HotUtils, the web app version for subscribers to HotBot, also has great tools for Territory Battles including ones that can be used to assign and monitor Platoons.

Notes

References

Trivia

  • Territory Battles, first released August 28th, 2017, was the first feature where every unit collected and every upgrade provides value, including units seldom used in combat.