Ability Classes
Buffs, debuffs and mechanics found across SWGOH characters. Click any to see which units apply or interact with it.
Débuffs
Stunned units lose their next turn. Strong counter to fast attackers and Galactic Legends without immunity.
Dazed units cannot grant turn meter, gain bonus turns, or counter attack. Disables fast-meta lineups.
Feared units lose all bonus turn meter when they take damage. Common synergy with Sith and Nightsister kits.
Shocked units cannot recover Protection and lose bonus turn meter. Key debuff for Sith Empire teams.
Inflicts a unit so they cannot recover Health for a number of turns. Hard counter to healers.
Reduces a target's Tenacity to 0%, making them vulnerable to debuffs that would normally resist.
Halves a target's Defense. Common setup for nuke teams that need to break tanks.
Halves a target's damage output. Used to neutralize big damage dealers.
Reduces Speed by 25%. Lets your team out-pace enemies that normally go first.
Removes 50% Critical Chance from the target. Useful vs crit-reliant attackers.
Prevents the target from using anything but their basic. Shuts down specials and uniques.
Target cannot gain new buffs while inflicted. Counter to buff-stacking teams (GAS, JKR).
Extends the target's ability cooldowns. Delays big specials.
Damage Over Time. Deals percent-based damage each turn. Bypasses Defense and shreds high-HP targets.
Specialized DoT used by Mandalorian and Bad Batch kits.
A unique Nightsister debuff that spreads when the target dies.
Marks an enemy to take bonus damage from the next attack. Classic Phoenix team mechanic.
Forces allies to target the marked unit. Used by Bounty Hunters and JKR teams.
Detonates after a few turns dealing massive damage. Signature mechanic of Bounty Hunters.
Buffs
Increases Defense by 50%. Common protective buff that scales well with Tank kits.
Increases damage by 50%. Pairs with Crit Damage Up for nuke combos.
Boosts Speed by 25%. Lets allies cycle abilities faster.
Adds 50% Critical Chance. Used with Offense Up for huge spike damage.
Crit Damage stacks up. Most lethal when combined with high-crit attackers.
Temporary Protection shield. Sustains squads through burst damage.
Grants 100% chance to resist debuffs. Counters debuff-heavy teams.
Adds 50% Potency. Helps land debuffs against tanky targets.
Doubles Health Steal. Standard sustain buff in attacker kits.
Causes the next attack to evade. Signature Jedi defensive mechanic (JKL, JMK).
Hides a unit from targeting unless they have Taunt. Used by Jedi and Smugglers.
Forces enemies to attack the taunting unit. Core tank mechanic.
Auto-counters every attack received until the end of the turn. Empire / Sith Empire mechanic.
Counters with bonus damage. Jedi-flavored counter buff.
Stacking buff used by C-3PO. Unlocks bonus effects at max stacks.
Guarantees the next attack is a critical hit. Setup for nuke combos.
Wookiee buff that boosts Offense, Crit Chance and Crit Damage as Health drops.
Statuts et mécaniques
Grants an extra turn immediately. Massive tempo win — chain bonus turns to lock enemies out.
Push allies up the turn order. Key to opening control with first-mover advantage.
Drains the enemy turn meter. Delays incoming damage and ultimates.
Resets ability cooldowns so the unit can use them again. Brutal when paired with bonus turns.
Counter-attacks when targeted. Foundation of tank kits like Old Republic and Sith Eternal.
Removes buffs from the target. Hard counter to buff-stacking teams.
Brings a defeated ally back to combat. Iconic to Nightsisters, Phoenix, and JKL.
Calls an ally to assist on an attack. Multiplies single-turn damage.
Brings a new unit into the battlefield. Used by Sith Empire raid bosses and select GLs.