Territory War

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Event-Territory War.png
Type Territory War
Runs 4 Days
Requires 25+ Guild Members
Units with 6000+ Power
Reward Guild Token Guild Token
Mk I Guild Event Token Mk I Guild Event Token
Mk II Guild Event Token Mk II Guild Event Token
Ability Material Zeta Ability Material Zeta
Ability Material Omega Ability Material Omega
Ability Material Mk III Ability Material Mk III
Release date November 29, 2017
Territory War

Territory War is a guild event that has two guilds battle against each other. The event lasts for 4 days and consists of 4 phases; Preview, Setup, Attack, and Review. A guild must have a minimum of 25 guild members sign up to participate and only units in a player's roster that have over 6000 Galactic Power can be used.


Standard event

Gameplay

The current Territory War map

Phases

There are four phases and each phase lasts for 24 hours.

Preview Phase

During this phase, players choose to Join the event. Once a player has joined, their roster in the event will be locked to how it was when they hit Join. All progression that occurs on any units after they have joined will NOT be reflected in the event. This is referred to as Player Lock and is used to provide a fair matchmaking experience. When the preview phase ends a very short Matchmaking period (~1 minute) will pair 2 guilds using a combination of factors including the number of players and the strength of their rosters.

Setup Phase

During this phase, a guild will set defenses on the territory map. Each territory on a map will require x amount of defenses (depending on the amount of players that joined the Territory War). Teams must consist of 5 characters and fleet teams a minimum of three with a capital ship. Units within a players roster can only be used once during this event. This means any unit put on defense may not be used for offense and vice versa.

Attack Phase

In this phase players attack their opponent’s defensive squads on the front territories. Territories behind the front territory will not be available to attack until a front territory is defeated. Defensive squads have persistent health and turn meter so players need to work together to defeat the opponents and make sure not to load a team's turn meter. Once all the opponent’s Defensive squads have been beaten in the available Territories, the Guild conquers the territory “pushing” to the next set of Territories. This will allow the guild to complete the Territory War Attack Phase as quickly as they choose.

Review Phase

A period to review the final status of the event. Players can see characters on all territories.

Banners

The winner of the match is based on the guild with the most banners at the conclusion. Players earn banners for a variety of actions including setting a defensive squad, successfully defeating a defensive squad, and conquering an opponent’s territory. More points are earned for conquering territories in the back three positions.

  • Set Defense:
    • Set Squad: +30 Banners
    • Set Fleet: +34 Banners
  • Offense Victory:
    • Successful Attack: +5 Banners
    • First Attempt Victory: +10 Banners
    • Second Attempt Victory: +5 Banners
    • Survivor Bonus: +1 Banner per surviving unit
    • Slot Bonus: +1 Banner per empty unit slot if bringing less than 5 units
  • Conquer:
    • +450 Banners for each cleared enemy Territory (doubled for back row Territories)
    • +10 additional Banners per Defensive Squad/Fleet that can be deployed in that Territory.

Rewards

Every guild member that participated in the event will receive the same reward when the event is over. Guilds must achieve at least 600 banners to earn rewards and players must set at least one team on defense or use one team during the attack phase to be considered as participating. Rewards are based on the total combined Galactic Power from all guild members that joined and the place they came in when it ends.

First Place
Active GP Mk II Guild Event Token Mk I Guild Event Token Guild Token Ability Material Zeta Ability Material Omega Ability Material Mk III Credit Gear
225M 650 500 1900 3 4 5 725K
Territory Mystery Box-Red
W1-01A
200M-224.9M 650 500 1800 3 4 5 700K
Territory Mystery Box-Orange
W1-02A
180M-199.9M 500 500 1700 3 4 5 675K
Territory Mystery Box-Orange
W1-02A
160M-179.9M - 500 1600 3 4 5 650K
Territory Mystery Box-Yellow
W1-03A
140M-159.9M - 500 1525 3 4 5 625K
Territory Mystery Box-Yellow
W1-04A
120M-139.9M - 475 1475 3 4 5 605K
Territory Mystery Box-Yellow
W1-05A
110M-119.9M - 475 1400 2 3 4 580K
Territory Mystery Box-Yellow
W1-06A
100M-109.9M - 450 1350 2 3 4 560K
Territory Mystery Box-Yellow
W1-07A
90M-99.9M - 450 1275 2 3 4 540K
Territory Mystery Box-Yellow
W1-08A
80M-89.9M - 425 1200 2 3 4 525K
Territory Mystery Box-Yellow
W1-09A
70M-79.9M - 425 1125 2 3 4 505K
Territory Mystery Box-Yellow
W1-10A
60M-69.9M - 400 1075 2 3 4 485K
Territory Mystery Box-Yellow
W1-11A
50M-59.9M - 400 1000 1 2 3 470K
Territory Mystery Box-Yellow
W1-12A
40M-49.9M - 400 950 1 2 3 455K
Territory Mystery Box-Purple
W1-13A
30M-39.9M - 375 875 1 2 3 440K
Territory Mystery Box-Purple
W1-13A
25M-29.9M - 375 825 - 1 2 425K
Territory Mystery Box-Purple
W1-13A
20M-24.9M - 350 775 - 1 2 410K
Territory Mystery Box-Purple
W1-14A
15M-19.9M - 350 725 - 1 2 395K
Territory Mystery Box-Purple
W1-14A
10M-14.9M - 350 675 - 1 2 380K
Territory Mystery Box-Blue
W1-15A
5M-9.99M - 325 625 - 1 2 365K
Territory Mystery Box-Blue
W1-15A
2.5M-4.99M - 325 575 - - 1 355K
Territory Mystery Box-Blue
W1-15A
1M-2.49M - 325 525 - - 1 340K
Territory Mystery Box-Blue
W1-15A
1-999.9K - 300 500 - - 1 330K
Territory Mystery Box-Blue
W1-16A
Second Place
Active GP Mk II Guild Event Token Mk I Guild Event Token Guild Token Ability Material Zeta Ability Material Omega Ability Material Mk III Credit Gear
225M 550 425 1625 2 3 4 175K
Territory Mystery Box-Red
W1-01B
200M-224.9M 550 425 1500 2 3 4 170K
Territory Mystery Box-Orange
W1-02B
180M-199.9M 400 425 1425 2 3 4 165K
Territory Mystery Box-Orange
W1-02B
160M-179.9M - 425 1350 2 3 4 160K
Territory Mystery Box-Yellow
W1-03B
140M-159.9M - 425 1300 2 3 4 155K
Territory Mystery Box-Yellow
W1-04B
120M-139.9M - 400 1250 2 3 4 150K
Territory Mystery Box-Yellow
W1-05B
110M-119.9M - 400 1200 1 2 3 145K
Territory Mystery Box-Yellow
W1-06B
100M-109.9M - 375 1150 1 2 3 140K
Territory Mystery Box-Yellow
W1-07B
90M-99.9M - 375 1075 1 2 3 135K
Territory Mystery Box-Yellow
W1-08B
80M-89.9M - 350 1025 1 2 3 130K
Territory Mystery Box-Yellow
W1-09B
70M-79.9M - 350 975 1 2 3 125K
Territory Mystery Box-Yellow
W1-10B
60M-69.9M - 325 900 1 2 3 150K
Territory Mystery Box-Yellow
W1-11B
50M-59.9M - 325 850 - 1 2 120K
Territory Mystery Box-Yellow
W1-12B
40M-49.9M - 325 800 - 1 1 115K
Territory Mystery Box-Purple
W1-13B
30M-39.9M - 300 750 - 1 2 110K
Territory Mystery Box-Purple
W1-13B
25M-29.9M - 300 700 - - 1 105K
Territory Mystery Box-Purple
W1-13B
20M-24.9M - 275 650 - - 1 100K
Territory Mystery Box-Purple
W1-14B
15M-19.9M - 275 625 - - 1 100K
Territory Mystery Box-Purple
W1-14B
10M-14.9M - 275 575 - - 1 95K
Territory Mystery Box-Blue
W1-15B
5M-9.99M - 250 525 - - 1 90K
Territory Mystery Box-Blue
W1-15B
2.5M-4.99M - 250 475 - - - 90K
Territory Mystery Box-Blue
W1-15B
1M-2.49M - 250 450 - - - 85K
Territory Mystery Box-Blue
W1-15B
1-999.9K - 225 425 - - - 80K -
First Place Gear Quantities
Pcs 1 1-2 1-2 1 1 1
Box Gear-Mk 7 Kyrotech Shock Prod Prototype Salvage.png
Gear-Mk 9 Kyrotech Battle Computer Prototype Salvage.png
Gear-Mk 12 ArmaTek Visor Prototype Salvage.pngGear-Mk 12 ArmaTek Armor Plating Prototype Salvage.pngGear-Mk 12 ArmaTek Cybernetics Prototype Salvage.png
Gear-Mk 12 ArmaTek Multi-tool Prototype Salvage.pngGear-Mk 12 ArmaTek Tactical Data Prototype Salvage.pngGear-Mk 12 ArmaTek Bayonet Prototype Salvage.png
Gear-Mk 12 ArmaTek Medpac Prototype Salvage.pngGear-Mk 12 ArmaTek Thermal Detonator Prototype Salvage.png
Gear-Mk 6 Athakam Medpac Salvage.pngGear-Mk 6 Carbanti Sensor Array Salvage.pngGear-Mk 7 Chiewab Hypo Syringe Salvage.png
Gear-Mk 7 Merr-Sonn Thermal Detonator Salvage.pngGear-Mk 7 CEC Fusion Furnace Salvage.pngGear-Mk 7 Nubian Design Tech Salvage.png
Gear-Mk 7 Nubian Security Scanner Salvage.pngGear-Mk 8 Nubian Design Tech Salvage.png
Gear-Mk 3 Czerka Stun Cuffs Salvage.png Gear-Mk 3 Sienar Holo Projector Salvage.png Gear-Mk 3 Carbanti Sensor Array Salvage.png
Territory Mystery Box-Red
W1-01A
12 16 (8/8) 20 (10/10) 10 10 10
Territory Mystery Box-Orange
W1-02A
9 16 (8/8) 20 (10/10) 10 10 10
Territory Mystery Box-Yellow
W1-03A
- 16 (8/8) 20 (10/10) 10 10 10
Territory Mystery Box-Yellow
W1-04A
- 14 (7/7) 18 (9/9) 10 10 10
Territory Mystery Box-Yellow
W1-05A
- 12 (6/6) 16 (8/8) 10 10 10
Territory Mystery Box-Yellow
W1-06A
- 10 (5/5) 14 (7/7) 10 10 10
Territory Mystery Box-Yellow
W1-07A
- 8 (4/4) 12 (6/6) 10 10 10
Territory Mystery Box-Yellow
W1-08A
- 6 (3/3) 12 (6/6) 8 8 8
Territory Mystery Box-Yellow
W1-09A
- 6 (3/3) 10 (5/5) 8 8 8
Territory Mystery Box-Yellow
W1-10A
- 6 (3/3) 8 (4/4) 8 8 8
Territory Mystery Box-Yellow
W1-11A
- 4 (2/2) 8 (4/4) 8 8 8
Territory Mystery Box-Yellow
W1-12A
- 4 (2/2) 6 (3/3) 8 8 8
Territory Mystery Box-Purple
W1-13A
- - - 6 6 6
Territory Mystery Box-Purple
W1-14A
- - - 4 4 4
Territory Mystery Box-Blue
W1-15A
- - - - 3 3
Territory Mystery Box-Blue
W1-16A
- - - - 2 2
Second Place Gear Quantities
Pcs 1 1-2 1-2 1 1 1
Box Gear-Mk 7 Kyrotech Shock Prod Prototype Salvage.png
Gear-Mk 9 Kyrotech Battle Computer Prototype Salvage.png
Gear-Mk 12 ArmaTek Visor Prototype Salvage.pngGear-Mk 12 ArmaTek Armor Plating Prototype Salvage.pngGear-Mk 12 ArmaTek Cybernetics Prototype Salvage.png
Gear-Mk 12 ArmaTek Multi-tool Prototype Salvage.pngGear-Mk 12 ArmaTek Tactical Data Prototype Salvage.pngGear-Mk 12 ArmaTek Bayonet Prototype Salvage.png
Gear-Mk 12 ArmaTek Medpac Prototype Salvage.pngGear-Mk 12 ArmaTek Thermal Detonator Prototype Salvage.png
Gear-Mk 6 Athakam Medpac Salvage.pngGear-Mk 6 Carbanti Sensor Array Salvage.pngGear-Mk 7 Chiewab Hypo Syringe Salvage.png
Gear-Mk 7 Merr-Sonn Thermal Detonator Salvage.pngGear-Mk 7 CEC Fusion Furnace Salvage.pngGear-Mk 7 Nubian Design Tech Salvage.png
Gear-Mk 7 Nubian Security Scanner Salvage.pngGear-Mk 8 Nubian Design Tech Salvage.png
Gear-Mk 3 Czerka Stun Cuffs Salvage.png Gear-Mk 3 Sienar Holo Projector Salvage.png Gear-Mk 3 Carbanti Sensor Array Salvage.png
Territory Mystery Box-Red
W1-01B
10 14 (7/7) 18 (9/9) 8 8 8
Territory Mystery Box-Orange
W1-02B
7 14 (7/7) 18 (9/9) 8 8 8
Territory Mystery Box-Yellow
W1-03B
- 14 (7/7) 18 (9/9) 8 8 8
Territory Mystery Box-Yellow
W1-04B
- 12 (6/6) 16 (8/8) 8 8 8
Territory Mystery Box-Yellow
W1-05B
- 10 (5/5) 14 (7/7) 8 8 8
Territory Mystery Box-Yellow
W1-06B
- 8 (4/4) 12 (6/6) 8 8 8
Territory Mystery Box-Yellow
W1-07B
- 6 (3/3) 12 (6/6) 8 8 8
Territory Mystery Box-Yellow
W1-08B
- 6 (3/3) 10 (5/5) 6 6 6
Territory Mystery Box-Yellow
W1-09B
- 6 (3/3) 8 (4/4) 6 6 6
Territory Mystery Box-Yellow
W1-10B
- 4 (2/2) 8 (4/4) 6 6 6
Territory Mystery Box-Yellow
W1-11B
- 4 (2/2) 6 (3/3) 6 6 6
Territory Mystery Box-Yellow
W1-12AB
- 4 (2/2) 4 (2/2) 6 6 6
Territory Mystery Box-Purple
W1-13B
- - - 4 4 4
Territory Mystery Box-Purple
W1-14B
- - - 3 3 3
Territory Mystery Box-Blue
W1-15B
- - - - 2 2

Units with bonuses for Territory Wars

Unit-Character-Boba Fett, Scion of Jango-portrait-tr.png Boba Fett, Scion of Jango
Omicron Abilities Game-Icon-Ability Material Omicron.png
Dual Barrage (SPECIAL)
Dual Barrage (SPECIAL)
Deal Physical damage to target enemy and the weakest enemy. This ability has additional effects based on the number of stacks of Momentum Boba Fett, Scion of Jango has.

- 5 Stacks: All Bounty Hunter or Scoundrel allies gain Tenacity Up for 2 turns
- 9 Stacks: All Bounty Hunter or Scoundrel allies gain Tenacity Up for 3 turns

Gain 1 stack of Momentum for 3 turns, and if the target enemy is inflicted with Armor Shred, gain an additional stack of Momentum. These Momentum gains can't be copied, dispelled, or prevented.

While in Territory Wars: This ability gains a new benefit based on the number of stacks of Momentum Boba Fett, Scion of Jango has.

- 16 Stacks: All Bounty Hunter or Scoundrel allies gain Tenacity Up for 3 turns and inflict Protection Disruption for 2 turns, and these effects can't be dispelled, evaded or resisted

Protection Disruption: Protection is disabled, immune to Protection Up and bonus Protection

Dangerous Reputation (LEADER)
Dangerous Reputation (LEADER)
Bounty Hunter or Scoundrel allies have +50% Critical Avoidance while they have Tenacity Up. While debuffed, Bounty Hunter or Scoundrel allies gain 40% Critical Damage.

When Boba Fett, Scion of Jango is in the Leader slot, and not the Ally slot, the following Contract is active:

Contract: While buffed, damage a debuffed enemy 20 times. Enemies must be debuffed before the start of an attack to count progress. (Only Bounty Hunter or Scoundrel allies can contribute to the Contract.)

Reward: All Bounty Hunter allies have their payouts activated, and all Bounty Hunter or Scoundrel allies gain 25% Offense and Health Steal, and ignore Taunt.

While in Territory Wars: Bounty Hunter or Scoundrel allies have +30 Speed, +50% Mastery, +30% Potency, Max Health, and Max Protection and take 18% less damage.

Boba Fett, Scion of Jango gains an additional 60 Speed, and 100% Max Health, and Max Protection. Contract requirements and rewards are adjusted as follows:

Contract: While buffed, damage a debuffed enemy 10 times. Enemies must be debuffed before the start of an attack to count progress. (Only Bounty Hunter or Scoundrel allies can contribute to the Contract.)

Reward: All Bounty Hunter allies have their payouts activated, and all Bounty Hunter or Scoundrel allies gain 25% Offense and Health Steal, ignore Taunt and each time they deal damage with an ability, they deal damage an additional time as true damage.

Fett Legacy (UNIQUE)
Fett Legacy (UNIQUE)
Boba Fett, Scion of Jango has +50% Offense. At the start of the encounter, Boba Fett, Scion of Jango gains Bounty Hunter's Resolve until he is defeated.

Whenever Boba Fett, Scion of Jango gains a stack of Momentum, he gains 5% Turn Meter. Whenever he scores a critical hit, he gains a stack of Momentum for 3 turns which can't be copied, dispelled, or prevented.

If Boba Fett, Scion of Jango uses the same Special ability three turns in a row, that ability becomes Blocked for 1 turn.

While in Territory Wars: Boba Fett is immune to enemy Ability Block and Stun, and whenever he defeats an enemy, he recovers 100% Protection and gains Bounty Hunter's Resolve until he's defeated. Double Action, Dual Barrage, and Bounty Breaker generate an additional stack of Momentum when used. Bounty Breaker's debuffs can't be be resisted or dispelled.

Unit-Character-Captain Phasma-portrait-tr.png Captain Phasma
Omicron Abilities Game-Icon-Ability Material Omicron.png
Fire at Will (LEADER)
Fire at Will (LEADER)
First Order allies have +20% Potency, gain Advantage for 2 turns at the start of each encounter, and can't be critically hit while they have Advantage. Whenever an ally attacks, they have a 20% chance to call a random ally to assist. This chance is tripled if the attacking ally is First Order. If that ally had Advantage, they regain it for 2 turns.

While in Territory Wars: Additional +10% chance to call a random ally to assist. Captain Phasma has +100 Speed. Whenever a First Order ally attacks out of turn, First Order allies recover 5% Health and Protection. Whenever a First Order ally gains Advantage, they also gain 10% Offense (stacking) for the rest of battle and all First Order allies gain 7.5% Turn Meter.

Unit-Character-Chief Nebit-portrait-tr.png Chief Nebit
Omicron Abilities Game-Icon-Ability Material Omicron.png
Raiding Parties (LEADER)
Raiding Parties (LEADER)
Jawa and Droid allies gain 30% Critical Chance and inflict Critical Chance Down for 3 turns on a critical hit.

While in Territory Wars: When a Jawa ally deals damage to an enemy, they dispel all buffs on that enemy. For every buff dispelled, that enemy is inflicted with a Thermal Detonator for 2 turns, which can't be dispelled, prevented, or resisted.

When an enemy takes damage from a Thermal Detonator, Jawa allies recover 5% Health and Protection, gain 5% Turn Meter, and there is a 50% chance that enemy is inflicted with a Thermal Detonator for 2 turns, which can't be dispelled, prevented, or resisted.

Unit-Character-Darth Sidious-portrait-tr.png Darth Sidious
Omicron Abilities Game-Icon-Ability Material Omicron.png
Sadistic Glee (UNIQUE)
Sadistic Glee (UNIQUE)
Darth Sidious recovers 20% of his Max Health and gains 50% Turn Meter whenever any unit is defeated. In addition, he has +35% Evasion against Jedi attacks, +50% Potency, and gains Max Health equal to his Potency percentage.

While in Territory Wars: If all allies are Sith at the start of battle, other Sith allies gain Max Health equal to half of Darth Sidious' Potency until the first time he is defeated (excludes Galactic Legends). When Darth Sidious uses Demoralizing Blows, the cooldown of the ability is reduced by 1 for each other Sith ally and Darth Sidious gains 50 Speed (stacking) for 4 turns.

Unit-Character-Eighth Brother-portrait-tr.png Eighth Brother
Omicron Abilities Game-Icon-Ability Material Omicron.png
More Than Enough (LEADER)
More Than Enough (LEADER)
Empire allies have +5% Accuracy and +5% Potency. Inquisitorius allies have an additional +30% Accuracy and +30% Potency. Jedi enemies that gain Foresight from Jedi Unique abilities also gain Blind for 2 turns which can't be evaded or resisted. Whenever other Inquisitorius allies use a Basic ability, they have a 30% chance to inflict a stack of Purge (max 6) until the end of the encounter, which can't be copied, evaded, or resisted.

While in Territory Wars: Whenever a Jedi enemy gains Taunt from Jedi Unique abilities, all enemies take damage equal to 20% of their max Health. This damage can't defeat enemies. Whenever a Jedi enemy gains Critical Hit Immunity from Jedi Unique abilities, they dispel Critical Hit Immunity and gain Vulnerable for one 1 turn, which can't be resisted.

Unit-Character-Embo-portrait-tr.png Embo
Omicron Abilities Game-Icon-Ability Material Omicron.png
Way of the Kyuzo (UNIQUE)
Way of the Kyuzo (UNIQUE)
Embo can't be critically hit. While Embo has Protection he gains +30% Offense, while Embo has no Protection he gains +30% Critical Chance. When Embo receives damage from an enemy's attack, if he has no Protection, he gains Foresight for 2 turns.

While in Territory Wars: Bounty Hunter allies gain +40% Max Protection. At the end of Embo's turn, Bounty Hunter allies recover Protection equal to 25% of Embo's Max Protection, doubled for Embo. While Embo has Protection, all Bounty Hunter allies gain +30% Defense and 5% Turn Meter when a Bounty Hunter ally receives damage while debuffed.

Unit-Character-Fifth Brother-portrait-tr.png Fifth Brother
Omicron Abilities Game-Icon-Ability Material Omicron.png
I Sense Those We Seek (LEADER)
I Sense Those We Seek (LEADER)
Empire allies gain 5% Defense and Max Health. Inquisitorius allies gain an additional 30% Defense and Max Health. If the enemy leader is a Jedi, inflict a stack of Purge on the leader and all non-Jedi enemies at the start of battle (stacking, max 6), which can't be resisted, and whenever Purge is consumed or dispelled on non-Jedi enemies (excluding Galactic Legends) they lose 3% Speed (stacking, max 18%) for the rest of the encounter. Whenever an ally Inquisitor uses a Special ability, apply a stack of Purge on target enemy, which can't be evaded or resisted.

While in Territory Wars: If the enemy Leader is a Jedi (excluding Galactic Legends), Jedi Leader abilities that grant bonus Speed to non-Jedi allies additionally remove 70 Speed, and whenever a non-Jedi enemy gains Retribution, dispel Retribution and instead inflict Expose for 2 turns, which can't be resisted. Whenever an enemy gains bonus Turn Meter, Inquisitorius allies gain 15% Turn Meter (limit once per turn).

Unit-Character-Grand Inquisitor-portrait-tr.png Grand Inquisitor
Omicron Abilities Game-Icon-Ability Material Omicron.png
Ready to Die? (SPECIAL)
Ready to Die? (SPECIAL)
Remove 100% Turn Meter from the target enemy, which can't be resisted, and deal Physical damage. Then inflict Torture for 1 turn, which can't be copied, dispelled, evaded, or resisted. Gain buffs for 2 turns based on the number of stacks of Purge on the target enemy.

- 1+ Stack: Grand Inquisitor gains Offense Up for 2 turns
- 2+ Stacks: Grand Inquisitor gains Speed Up for 2 turns
- 3+ Stacks: Grand Inquisitor gains Tenacity Up for 2 turns
- 4+ Stacks: Inquisitorius allies gain Offense Up for 2 turns
- 5+ Stacks: Inquisitorius allies gain Speed Up for 2 turns
- 6 Stacks: Inquisitorius allies gain Tenacity Up for 2 turns

Torture: Take bonus damage equal to 10% of this character's Max Health when damaged by an attack; reduce Defense by 10% (stacking, max 50%) for the rest of the encounter when damaged by an attack; can't gain bonus Turn Meter

While in Territory Wars: The first time all enemies reach 6 stacks of Purge, this ability's cooldown is reset if this ability has not defeated an enemy. If the target enemy has 6 stacks of Purge and is not Jedi, inflict Buff Immunity for 1 turn, which can't be dispelled, evaded, prevented, or resisted. If the target enemy has 6 stacks of Purge and is Jedi, instantly defeat them. Jedi enemies defeated this way can't be revived.

Master Inquisitorius (LEADER)
Master Inquisitorius (LEADER)
Empire allies gain 20% Max Health and Max Protection and 10 Speed. If all allies are Inquisitorius at the start of battle, they gain an additional 46% Max Health and Max Protection and 15 Speed, and they are immune to Ability Block. Also, Grand Inquisitor gains Defense Penetration Up and Offense Up for 2 turns, which can't be dispelled or prevented.

Additionally, if all allies are Inquisitorius at the start of battle, whenever Purge is inflicted, Inquisitorius allies gain benefits based on their role for the rest of the encounter (stacking, max 200%):
- Attackers: +2% Critical Damage
- Healers and Supports: +2% Potency
- Tanks: +2% Defense

If the enemy Leader is Jedi, Inquisitorius allies start the battle with buffs based on their role for 1 turn:
- Attackers: Advantage
- Healers and Supports: Foresight
- Tanks: Taunt

While in Territory Wars: While Grand Inquisitor is active, whenever an enemy loses Purge, they regain it at the end of the turn. On their turn, Inquisitorius allies can ignore Taunt to target an enemy with 6 stacks of Purge.

Compassion Leaves a Trail (UNIQUE)
Compassion Leaves a Trail (UNIQUE)
For each Inquisitorius ally, enemies with Purge have -10% Defense and -5 Speed.

If an enemy evades an Inquisitorius ally's attack, all other enemies take true damage and dispel Foresight from themselves.

The first time each enemy reaches 6 stacks of Purge, Grand Inquisitor takes a bonus turn and gains 10% Critical Avoidance, Health Steal, and Offense and 5 Speed until the end of the encounter (stacking, max 6). These bonuses are doubled if the enemy is Jedi.

While in Territory Wars: Whenever Jedi enemies with Purge gain Protection Up, they take damage equal to 25% of their Max Health at the end of that turn. This damage can't defeat enemies. If an enemy with 6 stacks of Purge were to reduce Grand Inquisitor to 1% Health, he recovers 100% Health and Protection (limit once per enemy).

Unit-Character-Hera Syndulla-portrait-tr.png Hera Syndulla
Omicron Abilities Game-Icon-Ability Material Omicron.png
Rise Together (LEADER)
Rise Together (LEADER)
Each active Phoenix ally grants their Unique ability to other Phoenix allies. In addition, whenever a Phoenix ally uses a Special ability, they gain 20% Turn Meter if Hera is active. This effect is doubled for Phoenix allies with less than full Health.

While in Territory Wars: Phoenix allies have +30% counter chance, +50% Max Health, and +30 Speed. When Hera uses Backup Plan, all Phoenix allies gain the Backup Plan buff for 3 turns. The first time each other Phoenix ally falls below 50% Health, Hera gains 80% Turn Meter. Whenever a Phoenix ally uses a Special ability, all Phoenix allies gain 10% Offense (stacking) until they're defeated.

Unit-Character-Jyn Erso-portrait-tr.png Jyn Erso
Omicron Abilities Game-Icon-Ability Material Omicron.png
Fierce Determination (UNIQUE)
Fierce Determination (UNIQUE)
Rogue One allies are immune to Buff Immunity. Jyn is immune to Stun and gains 10% Potency each time she critically hits an enemy.

While in Territory Wars: Rogue One allies gain 30% Max Health and Potency and 20 Speed. Whenever a Rogue One ally's buff expires during an enemy's turn, Jyn gains 10% Turn Meter. If all allies are Rogue One at the start of battle, whenever Jyn critically hits an enemy, all allies recover 10% Health and gain an additional bonus depending on their role

- Attacker Gain Critical Damage Up and Offense Up for 2 turns
- Tank Gain Critical Hit Immunity and Taunt for 2 turns
- Support or Healer Gain Evasion Up and Speed Up for 2 turns

Unit-Character-Luke Skywalker (Farmboy)-portrait-tr.png Luke Skywalker (Farmboy)
Omicron Abilities Game-Icon-Ability Material Omicron.png
Draw a Bead (UNIQUE)
Draw a Bead (UNIQUE)
Luke has +25% Critical Chance. At the start of each of his turns, Luke gains 10% Critical Damage (stacking) until the end of the encounter.

While in Territory Wars: Luke gains 30% Defense, Max Health, and Tenacity. At the start of each of his turns, Luke gains 10% Defense and Offense (stacking) until the end of the encounter. Whenever Luke scores a critical hit during his turn, he gains 20% Turn Meter, and Critical Damage Up and Offense Up for 2 turns. When Luke is prevented from using an ability during his turn, he recovers 50% Health and Protection.

Unit-Character-Mace Windu-portrait-tr.png Mace Windu
Omicron Abilities Game-Icon-Ability Material Omicron.png
Sense Weakness (UNIQUE)
Sense Weakness (UNIQUE)
Mace gains 30% Offense. At the start of Mace's turn, dispel Stealth on all enemies and a random enemy (excluding raid bosses and Galactic Legends) is inflicted with Speed Down for 1 turn and Shatterpoint, which can't be evaded or resisted. Shatterpoint is dispelled at the end of each ally's turn. When an ally damages an enemy with Shatterpoint, all allies recover 10% Protection, and all Galactic Republic Jedi allies gain Foresight for 1 turn.

Shatterpoint: Receiving damage dispels Shatterpoint and reduces Defense, Max Health, and Offense by 10% for the rest of the encounter; enemies can ignore Taunt to target this unit

While in Territory Wars: At the start of each other Light Side ally's turn, a random enemy (excluding Galactic Legends) is inflicted with Speed Down for 1 turn and Shatterpoint, which can't be evaded or resisted. When an ally damages an enemy with Shatterpoint, all allies gain 5% Turn Meter.

Unit-Character-Mara Jade, The Emperor's Hand-portrait-tr.png Mara Jade, The Emperor's Hand
Omicron Abilities Game-Icon-Ability Material Omicron.png
The Emperor's Hand (UNIQUE)
The Emperor's Hand (UNIQUE)
If Emperor Palpatine is in the Leader slot at the start of the encounter, Empire and Sith allies have +20% Offense and Potency; otherwise, all other Dark Side allies gain Useful Pawn until the end of the encounter, which can't be copied or dispelled. Mara Jade has +10% Critical Chance, Critical Damage, and Offense for each ally with Useful Pawn. At the start of Mara Jade's and Emperor Palpatine's turns, she gains a stack of Loyal Hand (max 20 stacks) until the end of the encounter.

If Jedi Knight Luke Skywalker is on the enemy squad: Mara Jade Blinds Jedi Knight Luke Skywalker for 1 turn at the start of her turn, which can't be evaded or resisted.

Useful Pawn: -5% Critical Chance, Critical Damage, and Offense

Loyal Hand: +10% Max Protection and Offense

While in Territory Wars: At the start of battle, if the enemy Leader is not a Galactic Legend they lose 100% Protection, 50% Max Protection, and Mara Jade gains 100% Turn Meter. Whenever an enemy unit is defeated, all allies gain 20% Max Protection and Mara Jade inflicts Vulnerable for 1 turn on a random enemy, which can't be evaded or resisted.

Unit-Character-Ninth Sister-portrait-tr.png Ninth Sister
Omicron Abilities Game-Icon-Ability Material Omicron.png
Can't Stop the Empire (LEADER)
Can't Stop the Empire (LEADER)
Allies are immune to Speed limiting effects. Whenever an enemy gains bonus Turn Meter, all Inquisitorius allies gain 2% Potency and 2% Tenacity (stacking) for the rest of the encounter. If that enemy is a Jedi, they have a 50% chance to gain a stack of Purge (max 6) until the end of the encounter.


While in Territory Wars: All Empire allies gain 20% Defense and all Inquisitorius allies are immune to Ability Block and Stun.

Unit-Character-Second Sister-portrait-tr.png Second Sister
Omicron Abilities Game-Icon-Ability Material Omicron.png
They Will Never Be Victorious (LEADER)
They Will Never Be Victorious (LEADER)
At the start of battle, Empire allies gain 5% Offense and Inquisitorius allies gain an additional 30% Offense. Other Inquisitorius allies have a 30% chance to inflict a stack of Purge when using a Basic ability, which can't be copied or resisted. Whenever an ally is Marked, Mark all other allies (excluding Stealthed allies) who don't have it for 2 turns, which can't be copied, dispelled, or prevented.

While in Territory Wars: Enemies start the battle with two stacks of Purge. Jedi enemies can't recover Health or Protection from Jedi Unique abilities (excludes Galactic Legends).

Unit-Character-Seventh Sister-portrait-tr.png Seventh Sister
Omicron Abilities Game-Icon-Ability Material Omicron.png
Guess Again (LEADER)
Guess Again (LEADER)
Empire allies gain 16% Evasion. Whenever Inquisitorius allies evade, they recover 5% Health and Protection and gain Advantage for 2 turns.

While in Territory Wars: Whenever a Jedi enemy gains Foresight, all Inquisitorius allies gain Foresight for 2 turns; at the end of each turn, dispel all buffs on Jedi enemies who have Foresight. Additionally, whenever an enemy gains a buff, Seventh Sister has a 10% chance to inflict 1 stack of Purge (max 6) on that enemy until the end of the encounter, increased to 20% if that enemy is Jedi.

Unit-Character-Skiff Guard (Lando Calrissian)-portrait-tr.png Skiff Guard (Lando Calrissian)
Omicron Abilities Game-Icon-Ability Material Omicron.png
Agent On The Inside (UNIQUE)
Agent On The Inside (UNIQUE)
Skiff Guard (Lando Calrissian) has +15% Defense Penetration. Allies with any stacks of Deep Cover have +15% Defense Penetration and +30% Potency. At the start of his turn, Skiff Guard (Lando Calrissian) gains a stack of Deep Cover (max 5), which can't be copied. If all allies were Hutt Cartel at the start of battle, Skiff Guard (Lando Calrissian) gains 5 stacks of Deep Cover, and while he has 5 stacks of Deep Cover, he gains the granted ability Hutt's Favor.

Hutt's Favor: Deal Physical damage to target enemy and consume all stacks of Deep Cover on Skiff Guard (Lando Calrissian). This attack deals 3% of target enemy's Max Health per debuff on them. Skiff Guard (Lando Calrissian) gains a stack of Trusted Agent (max 5) for the rest of battle, which can't be copied, dispelled, or prevented

Trusted Agent: +30% Defense Penetration and Offense; at 1 or more stacks, attack again when performing a Basic attack

While in Territory Wars: Allies with Deep Cover gain an additional 10% Defense Penetration, 20% Potency, and 20 Speed. When Skiff Guard (Lando Calrissian) gains a stack of Deep Cover, he grants one stack of Deep Cover to a random ally (excluding Galactic Legends) who doesn't have it, which can't be copied.

Unit-Character-T3-M4-portrait-tr.png T3-M4
Omicron Abilities Game-Icon-Ability Material Omicron.png
Master Gearhead (UNIQUE)
Master Gearhead (UNIQUE)
T3-M4 has +100% Defense Penetration, and Droid allies gain 100% of T3-M4's Defense Penetration. Additionally, each time T3-M4 starts his turn, he has a 75% chance to inflict Target Lock for 2 turns on a random enemy who does not already have it. This Target Lock can't be evaded.

While in Territory Wars: At the start of the encounter, T3-M4 gains Stealth for 2 turns, and Droid allies gain 15 Armor Penetration and 30% Max Health. Droid allies have +20% Defense for each Target Locked enemy, +20% Defense while debuffed, and +20% Defense while buffed. At the start of T3-M4's turn, inflict Target Lock for 2 turns on a random enemy who does not already have it, which can't be evaded. Then, all allies recover 5% Health and Protection for each Target Locked enemy.

Tips

Deployment Strategies

One of the most common strategies is to put good defensive teams, such as Revan, Bastila, First Order, Nightsisters or Bossk teams in the front territories and put weaker teams in the back territories.

Attack Strategies

Most guilds pick a side to attack and only attack there until they get to the back territory, since the three back territories award double conquer points.

Guides

Notes

References

Trivia

  • It was originally announced on October 3, 2017 and the first Territory War ran on November 29th, 2017.
  • December 2018 was the first month without any Territory Wars since it was first introduced. This was because of tight scheduling around the newly released Grand Arena mode as well as several other events.
  • On January 2, 2019, CG announced that Territory Wars will take a more playful and fun direction and that Grand Arena will be purely for competitive play. Part of making Territory Wars more playful, they sent out a survey asking which groups of characters to keep. The lowest voted groups would be unavailable during the next Territory War. In total, 28 random characters would not be available. This grew a great amount of negative feedback from players across social media.
  • Territory War got updated on September 29, 2021, with the introduction of Relic 9.