<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[Druish Royalty Guild]]></title><description><![CDATA[Star Wars Galaxy of Heros guild site for Druish Royalty Guild. ]]></description><link>https://druishroyalty.azurewebsites.net/</link><generator>Ghost 0.11</generator><lastBuildDate>Sun, 03 May 2026 10:52:50 GMT</lastBuildDate><atom:link href="https://druishroyalty.azurewebsites.net/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Zero Damage Heroic Rancor]]></title><description><![CDATA[<p>This is a simple guide for first time players to see the process and how to achieve zero damage to register to a raid and ensure maximum tier for everyone in the guild. </p>

<h4 id="background">Background</h4>

<p>Simply put, doing some basic logic here, doing zero damage registration for a guild raid has</p>]]></description><link>https://druishroyalty.azurewebsites.net/zero-damage-heroic-rancor/</link><guid isPermaLink="false">536989d8-3483-42a1-a2d3-a9238cb3af78</guid><dc:creator><![CDATA[Marc Pozz]]></dc:creator><pubDate>Mon, 26 Feb 2018 23:03:28 GMT</pubDate><content:encoded><![CDATA[<p>This is a simple guide for first time players to see the process and how to achieve zero damage to register to a raid and ensure maximum tier for everyone in the guild. </p>

<h4 id="background">Background</h4>

<p>Simply put, doing some basic logic here, doing zero damage registration for a guild raid has optimizing benefits. <br>
<strong>Firstly,</strong> this allows for as many players access to at least some gear if they miss the free for all time. 
<strong>Secondly,</strong> when those that do land with zero damage, if 15 players all get zero damage because they miss the time to attack when it’s time for free for all, all those 15 players get the same teir of gear. </p>

<p><code>So as you can see, those 2 benefits of maximizing player exposure to get some gear, and the highest gear teir possible it is the way to go.</code></p>

<h2 id="howto">How-To</h2>

<p><img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/C88A50B4-3F06-452C-958E-C6DF74E70DBD.jpeg" alt="alt">
When you enter the raid screen you can see the amount of time left on the raid here in the top right corner. If there are more than 24 hours left it means 0-damage is in effect. Next, we'll look at how you can participate. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/E6B93204-A08A-4C11-89FA-6AF1A9379915.jpeg" alt="">
When you enter squad selection it will already have a team filled in for you, tap "CLEAR SQUAD". <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/39450B7D-6C06-4FCE-B9A8-60072DEE0787.jpeg" alt="">
Scroll down to the bottom of your toons. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/691A0BEF-ECDD-4A92-AA30-A8255C7428E0.jpeg" alt="">
Now that you've reached the bottom of the list pick the toon you're most willing to sacrifice to the Pigs. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/70801B51-DFDE-47B0-9B80-E133A9901C87.jpeg" alt="">
When you've chosen your weakest 7-star toon tap "BATTLE". <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/AC3C80B1-BF51-4CE4-91BA-60D0635FA122.jpeg" alt="">
This screen will always pop up when you try this. Don't be discouraged! It is simply warning you that you have only placed one toon in the off chance you have done this by accident. We have not done this by accident, we want that toon to die for our sins. Tap "OK". <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/9E423F8C-92D1-4DC8-ADFC-76A0AFECFF0D.jpeg" alt="">
Once the pop up is gone tap "BATTLE" again and you will now enter the Pit. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/1E388878-49D7-4BCD-A881-60C6ECA4E00D.jpeg" alt=""></p>

<p>Whoops, almost screenshot too late. Here you can see the 3 Gamorreans or "Pigs". The one in the middle should not be harmed under any circumstances. Don't touch him. He's gross.  HOWEVER, the guards on the left and right have independent health bars and do not contribute to your raid score at all. They can be attacked freely, unless they just destroy your toon in a single hit like they have my Maul here.. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/77859A9B-AB0D-41D8-AD7B-22BAC6CD06EA.jpeg" alt="">
It says defeat but really we all win because we all get rewards no matter what now. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/2006D685-5158-46A8-B1A1-6E77E3E680A8.jpeg" alt="">
Well, that's it! You've done it. You locked in your score as a zero but you will still receive rewards upon completion of the Raid whether you miss the Free For All or not. Thanks for reading :)</p>]]></content:encoded></item><item><title><![CDATA[SWGOH Acronyms]]></title><description><![CDATA[Commonly used acronyms used in Star Wars Galaxy of Heros.]]></description><link>https://druishroyalty.azurewebsites.net/swgoh-acronyms/</link><guid isPermaLink="false">99c47ab4-97a2-4280-943b-254a0606274e</guid><category><![CDATA[Acronyms]]></category><dc:creator><![CDATA[Marc Pozz]]></dc:creator><pubDate>Sun, 04 Feb 2018 01:48:36 GMT</pubDate><media:content url="https://druishroyalty.azurewebsites.net/content/images/2018/02/7BBECF57-24A8-4BC2-931E-7AD75F2F81D6.png" medium="image"/><content:encoded><![CDATA[<img src="https://druishroyalty.azurewebsites.net/content/images/2018/02/7BBECF57-24A8-4BC2-931E-7AD75F2F81D6.png" alt="SWGOH Acronyms"><p>Here is a list of acronyms used in Star Wars galaxy of heros. Hope it’s helpful. </p>

<p><a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#A">A</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#B">B</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#C">C</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#E">E</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#F">F</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#G">G</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#H">H</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#I">I</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#I">I</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#K">K</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#L">L</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#M">M</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#N">N</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#O">O</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#P">P</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#Q">Q</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#R">R</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#S">S</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#T">T</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#U">U</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#V">V</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#W">W</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#X">X</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#Y">Y</a> | <a href="https://druishroyalty.azurewebsites.net/swgoh-acronyms/#Z">Z</a></p>

<table><tr><th>Acronym</th><th>definition</th></tr>  
<tr><td><a id="0"></a>    5s  </td><td>   CT-5555 "Fives" </td></tr>  
<tr><td><a id="A"></a>    AA  </td><td>   Admiral Ackbar  </td></tr>  
<tr><td>    AAT </td><td>   Tank Raid   </td></tr>  
<tr><td>    AB  </td><td>   Ability Block   </td></tr>  
<tr><td>    Alt </td><td>   A player's secondary account, as opposed to a primary or main account   </td></tr>  
<tr><td>    AoE </td><td>   Area of Attack- An attack that does damage to multiple enemies  </td></tr>  
<tr><td>    ATF </td><td>   Ahsoka Tano (Fulcrum)   </td></tr>  
<tr><td>    AV  </td><td>   Asajj Ventress  </td></tr>  
<tr><td><a id="B"></a>    BB  </td><td>   Buff Block(same as buff immunity)   </td></tr>  
<tr><td>    BF  </td><td>   Boba Fett   </td></tr>  
<tr><td>    BI  </td><td>   Buff Immunity (same as buff block)  </td></tr>  
<tr><td><a id="C"></a>    CC  </td><td>   Chief Chirpa    </td></tr>  
<tr><td>    CC  </td><td>   Critical Chance </td></tr>  
<tr><td>    CD  </td><td>   Critical Damage </td></tr>  
<tr><td>    Chaze   </td><td>   Baze Malbus and Chirrut Imwe used together on the same team </td></tr>  
<tr><td>    Chewy   </td><td>   Clone Wars Chewbacca    </td></tr>  
<tr><td>    Chirpatine  </td><td>   A Heroic Tank Raid Team using Chief Chirpa Lead, Emperor Palpatine, and typically three taunting tank characters used in P3.    </td></tr>  
<tr><td>    Cholo   </td><td>   Captain Han Solo    </td></tr>  
<tr><td>    CHS </td><td>   Captain Han Solo    </td></tr>  
<tr><td>    CLS </td><td>   Commander Luke Skywalker    </td></tr>  
<tr><td>    CM  </td><td>   Combat Mision in a territory battle (TB)    </td></tr>  
<tr><td>    CN  </td><td>   Chief Nebit </td></tr>  
<tr><td>    CS  </td><td>   Clone Sergeant - Phase I    </td></tr>  
<tr><td>    CUP </td><td>   Coruscant Underworld Police </td></tr>  
<tr><td><a id="D"></a>    D   </td><td>   Defense </td></tr>  
<tr><td>    Devs    </td><td>   The game developers </td></tr>  
<tr><td>    DK  </td><td>   Director Krennic    </td></tr>  
<tr><td>    DN  </td><td>   Darth Nihilus   </td></tr>  
<tr><td>    Dots    </td><td>   Debuff that inflicts damage over time   </td></tr>  
<tr><td>    DPS </td><td>   Damage per second, generally refering to characters that inflict high damage    </td></tr>  
<tr><td>    Drennic </td><td>   Death Trooper and Director Krennic used in the same team    </td></tr>  
<tr><td>    DSTB    </td><td>   Dark Side Territory Battle  </td></tr>  
<tr><td>    DT  </td><td>   Death Trooper   </td></tr>  
<tr><td><a id="E"></a>    EE  </td><td>   Ewok Elder  </td></tr>  
<tr><td>    EK  </td><td>   Eeth Koth   </td></tr>  
<tr><td>    Emp </td><td>   Emperor Palpatine   </td></tr>  
<tr><td>    EP  </td><td>   Emperor Palpatine   </td></tr>  
<tr><td>    ES  </td><td>   Ewok Scout  </td></tr>  
<tr><td><a id="F"></a>    FOE </td><td>   First Order Executioner </td></tr>  
<tr><td>    FOO </td><td>   First Order Officer </td></tr>  
<tr><td>    FOSFTP  </td><td>   First Order SF Tie Pilot    </td></tr>  
<tr><td>    FOST    </td><td>   First Order Stormtrooper    </td></tr>  
<tr><td>    FOTP    </td><td>   First Order Tie Pilot   </td></tr>  
<tr><td>    FOX </td><td>   First Order Executioner </td></tr>  
<tr><td>    FTP </td><td>   A player who plays for free without making purchases (Free to play) </td></tr>  
<tr><td><a id="">G</a>    GAT </td><td>   Grand Admiral Thrawn    </td></tr>  
<tr><td>    GG  </td><td>   General Grievous    </td></tr>  
<tr><td>    GK  </td><td>   General Kenobi  </td></tr>  
<tr><td>    GMT </td><td>   Grand Moff Tarkin   </td></tr>  
<tr><td>    GMY </td><td>   Grand Master Yoda   </td></tr>  
<tr><td>    GS  </td><td>   Geonosian Soldier   </td></tr>  
<tr><td>    GS  </td><td>   Geonosian Spy   </td></tr>  
<tr><td>    GvG </td><td>   Events pitting one guild against another guild, currently Territory War is the only GvG event   </td></tr>  
<tr><td>    GW  </td><td>   Galactic War    </td></tr>  
<tr><td><a id="H"></a>    HAAT    </td><td>   Heroic Level Tank Raid  </td></tr>  
<tr><td>    HB  </td><td>   Heal Block  </td></tr>  
<tr><td>    Hoda    </td><td>   Hermit Yoda </td></tr>  
<tr><td>    Hots    </td><td>   Buff that grants healing over time  </td></tr>  
<tr><td>    HP  </td><td>   Health/Protection   </td></tr>  
<tr><td>    HRSc    </td><td>   Hoth Rebel Scout    </td></tr>  
<tr><td>    HRSo    </td><td>   Hoth Rebel Soilder  </td></tr>  
<tr><td>    Hyoda   </td><td>   Hermit Yoda </td></tr>  
<tr><td><a id="I"></a>    IGD </td><td>   Ima-Gun Di  </td></tr>  
<tr><td>    IPD </td><td>   Imperial Probe Droid    </td></tr>  
<tr><td>    ISC </td><td>   Imperial Super Commando </td></tr>  
<tr><td><a id="" j=""></a>    JC  </td><td>   Jedi Consular   </td></tr>  
<tr><td>    JE  </td><td>   Jawa Engineer   </td></tr>  
<tr><td>    JKA </td><td>   Jedi Knight Anakin  </td></tr>  
<tr><td>    JKG </td><td>   Jedi Knight Guardian    </td></tr>  
<tr><td>    JS  </td><td>   Jawa Scavenger  </td></tr>  
<tr><td>    JTR </td><td>   Rey (Jedi Training) </td></tr>  
<tr><td><a id="K"></a>    Krooper </td><td>   Death Trooper and Director Krennic used in the same team    </td></tr>  
<tr><td>    KRU </td><td>   Kylo Ren (Unmasked) </td></tr>  
<tr><td><a id="L"></a>    Leia    </td><td>   Typically refers to Princess Leia, as opposed to other versions </td></tr>  
<tr><td>    LSTB    </td><td>   Light Side Territory Battle </td></tr>  
<tr><td>    Lumi    </td><td>   Luminara Unduli </td></tr>  
<tr><td><a id="M"></a>    Main    </td><td>   A player's primary account, when the player has more than one account   </td></tr>  
<tr><td>    ME  </td><td>   Mob Enforcer    </td></tr>  
<tr><td>    META    </td><td>   Most Effective Team Available   </td></tr>  
<tr><td>    Mods    </td><td>   In forums, can refer to mods pieces for characters or forum moderators  </td></tr>  
<tr><td>    MT  </td><td>   Mother Talzin   </td></tr>  
<tr><td><a id="N"></a>    NAAT    </td><td>   Non Heroic Tank Raid    </td></tr>  
<tr><td>    NS  </td><td>   Nightsister </td></tr>  
<tr><td><a id="O"></a>    O   </td><td>   Offense </td></tr>  
<tr><td>    OB  </td><td>   Old Ben </td></tr>  
<tr><td>    OD  </td><td>   Old Daka    </td></tr>  
<tr><td>    OG Han  </td><td>   Han Solo (his shard are a reward for beating the heric level of the Pit Raid)   </td></tr>  
<tr><td>    Omega   </td><td>   A gold colored ability material used to take a character's abilities up to level 7 or 8,    </td></tr>  
<tr><td>    OP  </td><td>   On forums, when replying to a person on a thread is original poster, but when talking about a toon means over powered.  </td></tr>  
<tr><td><a id="P"></a>    P1 (or other numbers)   </td><td>   Phase 1, Phase 2, etc.  </td></tr>  
<tr><td>    Palp    </td><td>   Emperor Palpatine   </td></tr>  
<tr><td>    Phoenix </td><td>   Members of the Phoenix squad (Hera Syndulla, Ezra Bridger, Sabine Wren, Kanan Jarrus, Chopper, and Garazeb "Zeb" Orrelios)  </td></tr>  
<tr><td>    Pig </td><td>   Gamorrean Guard </td></tr>  
<tr><td>    Pot </td><td>   Potency </td></tr>  
<tr><td>    Princess Zody   </td><td>   Cody zeta, Princess Leia, and clones used as a team in tank raids   </td></tr>  
<tr><td>    Prot    </td><td>   Protection  </td></tr>  
<tr><td>    PTP </td><td>   A player who has purchased items in game (Pay to play). This can be further broken down into dolphins, whales and krackens, depending on the amount spent.  </td></tr>  
<tr><td>    PvP </td><td>   Player versus Player. SWGOH does not have a true PvP mode, as the AI controls one side. Usually refers to Squad Arena.  </td></tr>  
<tr><td><a id="Q"></a>    QGJ </td><td>   Qui-Gon Jinn    </td></tr>  
<tr><td><a id="R"></a>    R2Z2    </td><td>   R2D2 with double zeta   </td></tr>  
<tr><td>    Raid Han    </td><td>   Han Solo (his shards are a reward for beating the heric level of the Pit Raid)  </td></tr>  
<tr><td>    RG  </td><td>   Royal Guard </td></tr>  
<tr><td>    RNG </td><td>   Random Number Generator (Your "luck" for effects or events) </td></tr>  
<tr><td>    ROLO    </td><td>   Rebel Officer Leia Organa   </td></tr>  
<tr><td>    RP  </td><td>   Resistance Pilot    </td></tr>  
<tr><td>    RT  </td><td>   Resistance Trooper  </td></tr>  
<tr><td><a id="S"></a>    SA  </td><td>   Can either refer to Sith Assassin or Squad Arena    </td></tr>  
<tr><td>    Sass    </td><td>   Sith Assasin    </td></tr>  
<tr><td>    Sassy   </td><td>   Sith Assassin   </td></tr>  
<tr><td>    Scav Rey    </td><td>   Rey (Scavenger) </td></tr>  
<tr><td>    Shard   </td><td>   Can refer to either a piece of a character/ship, or the people you play against in squad arena or fleet arena)  </td></tr>  
<tr><td>    Shore   </td><td>   Shoretrooper    </td></tr>  
<tr><td>    SiT </td><td>   Sith Trooper    </td></tr>  
<tr><td>    Snips   </td><td>   Ahsoka Tano </td></tr>  
<tr><td>    Snow    </td><td>   Snowtrooper </td></tr>  
<tr><td>    Snolo   </td><td>   Captain Han Solo    </td></tr>  
<tr><td>    Snowlo  </td><td>   Captain Han Solo    </td></tr>  
<tr><td>    SM  </td><td>   Special Mission in a territory battle (TB)  </td></tr>  
<tr><td>    SRP </td><td>   Scarif Rebel Pathfinder </td></tr>  
<tr><td>    ST  </td><td>   Stormtrooper    </td></tr>  
<tr><td>    STH </td><td>   Stormtrooper Han    </td></tr>  
<tr><td>    STHan   </td><td>   Stormtrooper Han    </td></tr>  
<tr><td><a id="T"></a>    T   </td><td>   Tenacity    </td></tr>  
<tr><td>    TB  </td><td>   Territory Battle    </td></tr>  
<tr><td>    TFP </td><td>   Tie Fighter Pilot   </td></tr>  
<tr><td>    TLDR    </td><td>   Too long, didn't read, used when someone wants to reply but not read the entire post    </td></tr>  
<tr><td>    TM  </td><td>   Turn Meter  </td></tr>  
<tr><td>    TMR </td><td>   Tme Meter Reduction </td></tr>  
<tr><td>    Toon    </td><td>   In game characters  </td></tr>  
<tr><td>    TS  </td><td>   Tuskan Shaman   </td></tr>  
<tr><td>    TW  </td><td>   Territory War   </td></tr>  
<tr><td>    <a id="V"></a>Vets  </td><td>   Veteran Smuggler Han Solo and Veteran Smuggler Chewbacca    </td></tr>  
<tr><td>    VHS </td><td>   Veteran Smuggler Han Solo   </td></tr>  
<tr><td><a id="W"></a>    Wai </td><td>   Working as Intended </td></tr>  
<tr><td>    Wiggs   </td><td>   Wedge Antilles and Biggs Darklighter used together on the same team </td></tr>  
<tr><td><a id="Y"></a>    Yoda    </td><td>   Typically Grand Master Yoda </td></tr>  
<tr><td><a id="Z"></a>    Zader   </td><td>   Darth Vader with a zeta Inspiring Through Fear  </td></tr>  
<tr><td>    Zariss  </td><td>   Barriss Offee with a zeta on Swift Recovery </td></tr>  
<tr><td>    Zaul    </td><td>   Darth Maul with a zeta on Dancing Shadows   </td></tr>  
<tr><td>    Zavage  </td><td>   Savage Opress with a zeta on Brute  </td></tr>  
<tr><td>    zDN </td><td>   Darth Nihilus with a zeta (he has 2, can be either) </td></tr>  
<tr><td>    Zeers   </td><td>   General Veers with a zeta on Aggresssive Tactician  </td></tr>  
<tr><td>    Zentress    </td><td>   Asajj Ventress with a zeta (she has 2, can be either)   </td></tr>  
<tr><td>    Zeta    </td><td>   Zeta material used to raise select character abilities to level 8. These are some of the most powerful abilities in the game    </td></tr>  
<tr><td>    zFinn   </td><td>   Finn with zeta on Balanced Tactics  </td></tr>  
<tr><td>    Zidious </td><td>   Darth Sidious with a zeta on Sadistic Glee  </td></tr>  
<tr><td>    Zinn    </td><td>   Finn with zeta on Balanced Tactics  </td></tr>  
<tr><td>    Zoba    </td><td>   Boba Fett with a zeta on Bounty Hunter's Resolve    </td></tr>  
<tr><td>    Zoda    </td><td>   Grand Master Yoda with a zeta (typically on Battle Meditation)  </td></tr>  
<tr><td>    Zody    </td><td>   CC-2224 "Cody" with a zeta on Ghost Compay Commander    </td></tr>  
<tr><td>    Zolo    </td><td>   Han Solo with a zeta on Shoots First    </td></tr>  
<tr><td>    Zombie  </td><td>   Nightsister Zombie  </td></tr>  
<tr><td>    Zooku   </td><td>   Count Dooku with a zeta on Flawless Riposte </td></tr>  
<tr><td>    ZQGJ    </td><td>   Qui-Gon Jinn with a zeta on Agility Training    </td></tr>  
<tr><td>    Zylo    </td><td>   Kylo Ren with a zeta on Outrage </td></tr>  
<tr><td>    zZeb    </td><td>   Garazeb "Zeb" Orrelios with a zeta on Staggering Sweep  </td></tr>  
</table>]]></content:encoded></item><item><title><![CDATA[Territory War]]></title><description><![CDATA[<h1 id="defenceteams">defence teams</h1>

<iframe width="560" height="315" src="https://www.youtube.com/embed/sOTHv4oJ1CA" frameborder="0" gesture="media" allowfullscreen></iframe>

<h1 id="howtowin">How to win</h1>

<p>To win Territory Wars and dominate the Galactic Leaderboards, Guilds have to do two things: <br>
DEFENSE: Set up a stout and dominant defense to repel the enemies <br>
OFFENSE: Conquer territories with an aggressive and overwhelming offense.</p>

<p>The ever-evolving strategies and tactics of how to employ</p>]]></description><link>https://druishroyalty.azurewebsites.net/territory-war-defence-teams/</link><guid isPermaLink="false">2c5dbd65-5c5f-4300-bbe8-14a5273dbd02</guid><category><![CDATA[Territory war]]></category><dc:creator><![CDATA[Marc Pozz]]></dc:creator><pubDate>Thu, 23 Nov 2017 16:14:15 GMT</pubDate><media:content url="https://druishroyalty.azurewebsites.net/content/images/2017/11/AB25869D-77AB-4597-B9FA-162DA8133D9F.png" medium="image"/><content:encoded><![CDATA[<h1 id="defenceteams">defence teams</h1>

<iframe width="560" height="315" src="https://www.youtube.com/embed/sOTHv4oJ1CA" frameborder="0" gesture="media" allowfullscreen></iframe>

<h1 id="howtowin">How to win</h1>

<img src="https://druishroyalty.azurewebsites.net/content/images/2017/11/AB25869D-77AB-4597-B9FA-162DA8133D9F.png" alt="Territory War"><p>To win Territory Wars and dominate the Galactic Leaderboards, Guilds have to do two things: <br>
DEFENSE: Set up a stout and dominant defense to repel the enemies <br>
OFFENSE: Conquer territories with an aggressive and overwhelming offense.</p>

<p>The ever-evolving strategies and tactics of how to employ Offense and Defense units, which territories to focus on, etc leads to endless ways to play that should keep Territory Wars interesting over months to come.</p>

<p>Matchmaking attempts to pair guilds of roughly equal Galactic Power (and other factors) to ensure Territory Wars are not lopsided.</p>

<h1 id="earnbanners">EARN BANNERS</h1>

<p>Territory Wars are won by earning Banners. Banners are earned from the activities of guild members as follows: <br>
* Setting a defensive squad/fleet: 20 banners
* Defeating an enemy squad/fleet: 10 banners
* Conquering a territory: 450 banners (doubled for the back row)</p>

<p>The scope of battle is related to the number of participating members in each guild (i.e., how many defensive squads can be set per territory).</p>

<p>MobileGamer put together a great overview on How to Earn Banners in Territory Wars along with the rewards you can earn.</p>

<iframe width="560" height="315" src="https://www.youtube.com/embed/Ntcbx6XYEz8" frameborder="0" gesture="media" allowfullscreen></iframe>]]></content:encoded></item><item><title><![CDATA[Mad amazing team]]></title><description><![CDATA[<p>Read details <br>
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<p><img src="https://druishroyalty.azurewebsites.net/content/images/2017/11/C2697207-922C-4AC7-B7B4-7F6292EAD01E.png" alt="Mad amazing team">
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<h1 id="howitworks">How it works</h1>

<p>The Guild leader or a guild officer launches the raid; there are seven tiers of difficulty, in which the enemies have progressively better stats and higher health <br>
<em>(Tier 7</em></p>]]></description><link>https://druishroyalty.azurewebsites.net/rancor-raid-guide/</link><guid isPermaLink="false">6e7afbba-5c80-414b-ae78-d60b9be76a17</guid><category><![CDATA[Guide]]></category><category><![CDATA[Beginner]]></category><category><![CDATA[Raids]]></category><dc:creator><![CDATA[Marc Pozz]]></dc:creator><pubDate>Tue, 04 Apr 2017 21:54:05 GMT</pubDate><media:content url="https://druishroyalty.azurewebsites.net/content/images/2017/05/rancor.jpg" medium="image"/><content:encoded><![CDATA[<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/rancor.jpg" alt="Rancor Raid Guide"><p>The main activity that guilds are organized around is raiding. Your guild works together to defeat a Rancor.</p>

<h1 id="howitworks">How it works</h1>

<p>The Guild leader or a guild officer launches the raid; there are seven tiers of difficulty, in which the enemies have progressively better stats and higher health <br>
<em>(Tier 7 is a little bit different than the others.)</em></p>

<p>A raid can only be attacked by characters with a star rating at least as high as the Tier of the raid <br>
<em>(a Tier V raid requires Tier V characters)</em></p>

<p>The Tier of the raid also impacts the rewards everyone gets at the end. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/IMG_7115.PNG" alt="Rancor Raid Guide"></p>

<p>Once the raid is started, everyone that has the required units can participate. You get 5 attacks per day; just like in Galactic War, characters that die in one attack cannot be used in subsequent attacks - until it resets every 24h.</p>

<p>Also just like in Galactic War, <strong>if you retreat,</strong> all the damage you had dealt is erased and all the damage done to your characters is erased, as though you'd never initiated the battle. </p>

<p><code>Unlike Galactic War, RNG does not persist between attempts against the Rancor; if you get really bad luck, you can retreat and try again and you might get better luck.</code></p>

<h5 id="inthebattleyourgoalisstraightforward">In the battle, your goal is straightforward:</h5>

<p>do as much damage to the central opponent as possible before your guys die or are forced to escape. After your guys die or retreat, the screen will say "Defeat!" but all the damage you've dealt to the Rancor will be applied permanently.</p>

<h5 id="escape">Escape?</h5>

<p><img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/IMG_7116.JPG" alt="Rancor Raid Guide"></p>

<blockquote>
  <p>Escape is different from retreat: during a raid, all of your characters gain an extra ability called Escape, which, if successful, removes that character from the current attack, but saves their health, turn meter, and cooldowns, and allows them to participate in another attack that same day. The Escape ability has a long cooldown, and starts cooled down, so you can't start a fight and escape immediately; it's also not guaranteed to succeed (chance of success decreases, the higher the Tier of the raid) and if it fails, you'll have to wait for the Escape ability to cool down again. It is primarily useful when you only have a few characters that are good against the Rancor, and the Rancor is about to Enrage and murder your guys; if you can pull them out in time, you can launch a fresh attack with 15 more turns before Enrage.</p>
</blockquote>

<h4 id="raidphases">Raid Phases</h4>

<p>Each raid is divided into 4 different phases (like the different stages of a boss fight, in many other video games); depending on which phase your raid is currently in, you will want to use different strategies. Each phase has millions of hit points, so you're not likely to go through multiple phases in one attack by yourself, but if you do (say you started your attack near the end of one phase) you'll just transition smoothly into the next phase with the same squad you were using. Each phase also has a kind of turn limit, which isn't set in stone, but instead works like this: after the main enemy has gone 15 times, the enemies will become Enraged, and start dealing massive damage (basically one-shotting all your guys), which ends the fight pretty fast. I'll talk about what's different about each phase below and suggest how to maximize your damage.  </p>

<h5 id="phase1thecaptain">Phase 1: The Captain</h5>

<p>Phase 1 is the most complicated section of the fight, with the most different things going on. It is also the stage where you can rack up the most damage, if you know what you're doing. In this stage, you're not fighting the actual Rancor yet; you're fighting a Gamorrean Captain, and his two sidekicks that he can periodically summon and re-summon. Important to note: only damage against the Captain himself actually counts as raid damage, damage against his sidekicks is not counted towards the total damage you've dealt to the raid.</p>

<p>The Captain has the following moves: <br>
<strong>Mighty Thrust:</strong> Deal Physical damage to target enemy, plus bonus damage equal to 20% of their Max Health. If the target had 50% Health or more, also call an ally to Assist. This attack can't be Evaded. - This is the Captain's basic attack. Hits pretty hard, can't be dodged, but he generally will only do it when he can't use any of his other moves (either because they're on cooldown or because he wouldn't get any benefit from it).
<strong>Rally the Guards:</strong> Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. - He will rarely use this for the assist: most of the time he will use this to summon new guards, assuming you've killed at least 1 guard since the last time he used it.
<strong>Bestial Roar:</strong> He and his guards gain 30% Turn Meter and Offense Up for 3 turns, and his guards recover 30% of their Max Health. - The Captain will typically use this move on his next turn after he summons the guards with Rally the Guards.
<strong>Kill Order:</strong> Puts the "Deathmark" debuff on one enemy for five of that enemy's turns. This debuff can't be resisted, but can be removed. (Deathmarked targets must be attacked if able, and whenever they are damaged by an attack, they take bonus damage equal to 50% of their Max Health. If the target is defeated while still Deathmarked, they can't be Revived.) - Kill order and Deathmark do pretty much just what they say they do - if you can't get rid of the Deathmark, or protect the Deathmarked target somehow<sup id="fnref:1"><a href="https://druishroyalty.azurewebsites.net/rancor-raid-guide/#fn:1" rel="footnote">1</a></sup>, the Deathmarked target is going to die, and fast.</p>

<div class="footnotes"><ol><li class="footnote" id="fn:1"><p>by taunting with someone else, for example, which will cause the Gamorreans to attack the taunter instead. If your taunter taunts before the captain uses Deathmark, then the Captain will probably just Deathmark your taunter, so the timing can be tricky. <a href="https://druishroyalty.azurewebsites.net/rancor-raid-guide/#fnref:1" title="return to article">↩</a></p></li></ol></div>

<p>Like the Rancor will be in later phases, the Captain gets 5% turn meter every time he takes damage, and he's immune to Stun, Ability Block, Health Down, Cooldown increases, and massive damage effects (such as Savage Opress's instant-kill on enemies below 25% health). The other guards he summons are, quite importantly, not immune to any of these things.</p>

<p>Now he periodically summons two guards, technically one is called Gamorrean Brute and the other one's called Gamorrean Guard, but for simplicity's sake, we'll call them Right Guard (the guard to the right of the Captain, as you're looking at him) and Left Guard (the guy on the left).</p>

<p>The turn after Right Guard is summoned, he will taunt, gaining Defense up and 70% turn meter. On his next attack, he can inflict Buff Immunity and Ability Block for 2 turns; on his subsequent attacks he'll have a chance to inflict Healing Immunity. After a few turns, if he's not dead, he'll start the whole cycle over again.</p>

<p>Left Guard doesn't taunt the first turn he's summoned, instead on his first turn he'll do an attack that causes <strong>Expose</strong> (Expose is a debuff that means the next attack that hits the exposed target will do extra damage equal to 20% of the target's health). The turn after <em>that</em>, he'll taunt, and gain Retribution (a buff that means he counterattacks). After that he switches to his basic attack, which he will also use when he counterattacks, which applies up to 2 DoTs when he hits.</p>

<p>It's a lot to take in, but basically: the Captain will summon two guards; the one on the right will taunt to protect the captain, then the one on the left will taunt to protect the captain, and meanwhile the captain will buff and heal them, and mark one of your guys for death. If you lose track of who is about to do what, you can check the cooldown status of their skills by selecting the enemy you want to know about as a target, then looking up in the top right corner of the screen.  </p>

<h5 id="phase1strategy">Phase 1 Strategy</h5>

<p>So how do we deal with all that? Well, a lot of Phase 1 is having the right characters for the job, but the basic strategy is:</p>

<ol>
<li><p>Prevent the Captain from taking turns by slowing him down and removing his turn meter as much as possible. This keeps him from doing bad stuff, and it also gives our team more turns before the Captain becomes Enraged and starts one-shotting everyone.</p>

<ul><li>Applying Speed Down and removing turn meter is basically the secret to success in every phase of the raid. Teebo is the king of turn meter removal (a maxed out Teebo can reset an enemy back to 0% turn meter with his basic attack, when he's in stealth mode, and will be in stealth mode >55% of the time if he is the squad leader) but there are plenty of other characters who can help with that - Chewie, Ewok Scout, Tusken Raider, Storm Trooper Han, Qui-Gon Jinn once he's level 76+, and probably some others I'm forgetting. For applying Speed Down, the two most popular options are CT-5555 "Fives" and Captain Phasma.</li></ul></li>
<li><p>Get rid of Deathmark as soon as it's applied. For this you need someone with a move that removes your team's debuffs. The three popular options here are CT-7567 "Rex", Admiral Ackbar, and Ewok Elder. Rex is probably the best of the three, but he's currently P2W only. Ackbar is a solid option, but he really shines as leader of a Rebel team; Ewok Elder is a long and tedious farm to acquire, but worth it, IMO, because where Ackbar synergizes with Rebels, Elder synergizes with Ewoks, such as Teebo and Ewok Scout (see step 1). There are other characters who can remove debuffs, but they aren't generally as good: Barriss has a 40% chance to remove debuffs from Jedi at the end of her turn, which is too unreliable to count on (and doesn't help non-Jedi); Lobot removes debuffs, but isn't very good otherwise and is very hard to farm.</p></li>
<li><p>Deal with the guards, somehow. There are two basic methods of dealing with the guards:  </p>

<ul><li>dispel their taunts, and ignore them. There are a few characters who can remove buffs from an enemy, but two popular choices are Teebo (see Step 1) and Qui-Gon Jinn. If you dispel the guards' taunts, and have a tank character who can absorb the damage from the guards, you can ignore them and go back to beating up the Captain.</li>
<li>kill them quickly, and go back to beating up the Captain before he summons more. This option requires a less specialized squad, but if you have a couple strong damage dealers (Geonosian Soldier, Rey, IG-86, Lando, Leia, folks like that), you should be able to kill both guards before the Captain is able to summon replacements. Then you can beat him up until he summons more, then kill them and repeat.</li>
<li>it's also possible to do a hybrid strategy - if, for example, you can only dispel one taunt, you can kill one guard, ignore the other one, and beat up the captain. If you're going to do this, it's important to kill Right Guard and dispel the taunt from Left Guard, because even though Right Guard taunts first, Left Guard is the one who counterattacks when he's taunting, and will dish out a lot more damage to your guys.</li></ul></li>
</ol>

<p>If you don't have any of the characters I mentioned for <strong>Step 1 and Step 2,</strong> this stage of the raid probably won't be one where you can deal a lot of damage.  </p>

<blockquote>
  <p>If you do have the characters needed, you can deal a ton of damage and potentially even solo the entire phase.</p>
</blockquote>

<h4 id="phase2meettherancor">Phase 2: Meet the Rancor</h4>

<p>The good news: no guards to worry about, nothing standing between you and your target. <br>
The bad news: your target is big, brown, ugly, hungry, and mean.  </p>

<p>The Rancor has the following moves: <br>
<strong>Crushing Claw:</strong> Deals Physical damage to target enemy with a 50% chance to inflict Healing Immunity for 2 turns and a 50% chance to Stun for 1 turn. This Stun chance is doubled if the target has less than 50% Health. This ability deals 30% less damage to Taunting targets. - his basic attack. Hits pretty hard (unless against a taunting target), can mess you up. He will only do this if he hasn't got anything better to do.</p>

<p><strong>Rancor Slam:</strong> Deal Physical damage to all enemies with a 35% chance to inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 50% Health. This ability deals 30% less damage to Taunting targets. - His area attack. He will use this every time he can, as soon as he can, unless there's only 1 enemy left.</p>

<p><strong>Bellow:</strong> The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. - On the bright side, it doesn't deal any damage, which means you'll practically be looking forward to it. The Rancor will not use this move unless there is at least one buff on somebody for him to dispel; if you have a buff you want to last for several turns (like a Taunt!) you need to sucker him into using this first, by putting up some other buff(s), and then taunt while this skill is on cooldown.</p>

<p><strong>Devour:</strong> Instantly kills an enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins. - yeah this is bad news. You have a 15-turn clock before the Rancor gets enraged, but only a 6-turn clock before he eats someone. He will use this skill as soon as it cools down, unless both Slam and Bellow are both cooled down as well and he wants to use them both as well, in which case he Slam and Bellow (or Bellow and Slam) and then eat someone the next turn. If your tank is taunting, he will eat the tank; if nobody is taunting, he will eat someone, who he eats is mostly random but he seems to show some preference for eating characters that still have a lot of health left.</p>

<p>Like the Captain, the Rancor is immune to Stun, Ability Block, Health Down, Cooldown increases, and massive damage effects, gains 5% turn meter whenever it gets hurt, and this turn meter gain cannot be prevented. Like enemy bosses in MAA, the Rancor takes two moves in a row whenever its turn comes up. In this phase, the Rancor gets +50% armor when it's not suffering any debuffs, which means you will deal more damage (not 50% more, but around 20% more) if you can keep it suffering from some kind of debuff.</p>

<p>You can see the current cooldown status of the Rancor's moves in the top right of the screen, when the Rancor is selected as a target. Keep an eye on Devour!</p>

<p><strong>The Door Switch</strong> - you'll notice there's also something else with a health bar that you can attack, in this phase. The door switch is actually more of an ally than an enemy: killing it will cause the door to slam down on the Rancor. This doesn't kill the Rancor, but it does "topple" the Rancor. When the Rancor gets toppled, its turn meter goes to 0%, it stops gaining turn meter from getting hit, and it can no longer have turn meter removed; it also gets -50% tenacity (so it won't resist debuffs very well at all) and your entire team gets buffs"</p>

<p><strong>Morale I:</strong> All attacking units gain 100% Critical Chance. (Guaranteed crits!)</p>

<p><strong>Morale II:</strong> If the Rancor has 50% Health or less in its current phase, all attacking units gain +25% Speed.</p>

<p><strong>Morale III:</strong> All attacking units that have more than 50% Health when the Rancor becomes Toppled gain 50% Offense.</p>

<p>You can deal a ton of damage to the Rancor when the door is down. Eventually, the Rancor will get full turn meter again, and on its next turn it will only stand back up, which returns everything to normal. The Door Switch won't come back right away - its blue Turn Meter bar will slowly fill up, and when it finally fills up, the Door Switch will come back to life at full health and you can kill it and bring the door down again.</p>

<h4 id="rancorstrategy">Rancor Strategy</h4>

<p>Just like with <em>Phase 1</em>, the most helpful step is:</p>

<ol>
<li><p>Prevent the Rancor from taking turns by slowing him down and removing his turn meter as much as possible. Again, this prevents the Rancor from eating your guys (for a while) and also buys more time before he becomes Enraged and starts killing everyone (one Slam from an enraged Rancor can wipe out your entire team). Same basics apply: Teebo and other turn meter removers remove the Rancor's turn meter, and Phasma or Fives applies Speed Down, and everybody else just pounds on the Rancor as hard as possible. The Rancor has a much higher Tenacity than the Captain, and is more likely to resist Turn Meter removal or debuffs; you can offset this with a high Potency on the character applying the debuff or removing the turn meter.</p></li>
<li><p>Keep the Rancor debuffed! This helps keep your damage up but isn't really critical. Speed Down is obviously the most helpful debuff, but any other characters which apply debuffs are helpful in this stage. Remember the Rancor's immune to a bunch of debuffs, though.</p></li>
<li><p>Use the door wisely. You can deal a lot of damage while the door is down, and you also buy yourself a couple turns of the Rancor doing nothing. In general, your two best options are, drop the door early, hit the Rancor, and then try to last long enough to drop the door a second time before the fight ends; OR, drop the door right before the Rancor is about to devour someone, to buy yourself a couple of extra turns before that person gets eaten. It's important to note that the door switch's turn meter and health persist between attacks; if it's dead at the end of one fight, you'll still have to wait for it to come back at the beginning of the next fight. Depending on the specifics of your squads, you'll have to experiment a little to see what works best for you. </p></li>
</ol>

<p>The Rancor can't have turn meter removed while the door is down (to prevent us from just keeping it trapped under the door forever and annihilating it) but Speed Down will make it take longer before the Rancor stands back up, so it's very helpful to make sure you've got Speed Down applied before you drop the door or shortly after the door comes down.</p>

<h4 id="phase3moreofthesame">Phase 3: More of the same</h4>

<p><strong>Phase 3 is mostly the same as Phase 2.</strong> The main differences are, the Rancor no longer gets +50% armor when it's not debuffed - instead, when your guys are debuffed, they will deal half damage. This makes those debuff removers that you should remember from Phase 1, Ackbar, Rex, and Ewok Elder, are helpful here, though not as critical as they were for Phase 1; meanwhile, people you were bringing along for their debuffing capabilities, unless it's Speed Down, aren't as helpful here. </p>

<p>Other than that, the Rancor is a little stronger and has a bit higher Tenacity, so it's the same thing as Phase 2, just a bit harder.  </p>

<h5 id="phase4">Phase 4</h5>

<p>Now you've gone and made him mad <br>
The good news: in Phase 4, you don't have to worry about debuffing the Rancor, or getting rid of the debuffs from your guys. Better still, the Rancor's not hungry anymore, so it doesn't have the insta-kill Devour move!</p>

<p>Phase 4 instead of hungry, the Rancor is angry. It is twice as fast, the cooldowns for Slam and Bellow go down twice as fast, it hits a whole lot harder, and its Tenacity is a whole lot higher. Also, the Rancor smashed the door switch completely and emerged out past the door, so there's no more dropping the door on it to slow it down.</p>

<p>There's not much strategy to this phase that we haven't already covered. Slowing the rancor down and removing turn meter has never been more important, but also never been more likely to be resisted. Other than that, throw as much damage at the Rancor as you can, and expect a lot of short, brutal fights.  </p>

<h5 id="sowhatssospecialabouttier7">So what's so special about Tier 7?</h5>

<p>Tier 7, also called Heroic, is a bit different than the other modes. In this mode, the Guard Captain and Rancor actually have a lot less health than Tier 6. (At Tier 6, the Captain has ~6 million hit points, Phase 2 and 3 are ~10 million hit points each, and Phase 4 is ~6 million; for Tier 7 each phase is only around 30% as many hit points.) However, the enemy's damage and stats are higher, the raid has a time limit to complete, and instead of getting 5 attacks per day, each person only gets 5 attacks, period. Because of this, you shouldn't even attempt Tier 7 until your guild has got Tier 6 pretty easily under control.</p>

<p>The benefit of doing Tier 7 raids is, even though it's much harder, the rewards are better, and everyone will get some character shards for Han Solo. (Not the Storm Trooper Han, the regular Han Solo.) Currently this is the only way to get Han Solo shards. <br>
Victory!</p>

<p>After your guild finally finishes Phase 4, the game will take an hour to calculate the rewards and rankings, and then your rewards should show up in a message in your inbox for you to claim</p>]]></content:encoded></item><item><title><![CDATA[Mods 101]]></title><description><![CDATA[<p><a href="https://druishroyalty.azurewebsites.net/mods-101/#Obtaining_Mods">Obtaining Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Battles">Mod Battles</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Challenge_Battles">Mod Challenge Battles</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shop">Mod Shop</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Stat_Increases">Mod Stat Increases</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shapes">Mod Shapes</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Upgrading_Mods">Upgrading Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Tiers">Mod Tiers</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Quality">Mod Quality/Color</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Levels">Mod Levels</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Set-Bonuses">Mod Set-Bonuses</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Managing_Mods">Managing Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Achievements">Mod Achievements</a>  </p>

<h2 id="basics">Basics</h2>

<p>All mods have the following attributes: <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Tiers">Tiers</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Quality">Quality/Color</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Levels">Level</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shapes">Shape/Slot</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Set-Bonuses">Set-Bonus</a> <br>
- Primary</p>]]></description><link>https://druishroyalty.azurewebsites.net/mods-101/</link><guid isPermaLink="false">528ff02d-d067-4623-8732-bd73e9e6853c</guid><category><![CDATA[Mods]]></category><category><![CDATA[Guide]]></category><category><![CDATA[Beginner]]></category><dc:creator><![CDATA[Marc Pozz]]></dc:creator><pubDate>Sun, 19 Feb 2017 03:26:00 GMT</pubDate><media:content url="https://druishroyalty.azurewebsites.net/content/images/2017/05/IMG_7112.JPG" medium="image"/><content:encoded><![CDATA[<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/IMG_7112.JPG" alt="Mods 101"><p><a href="https://druishroyalty.azurewebsites.net/mods-101/#Obtaining_Mods">Obtaining Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Battles">Mod Battles</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Challenge_Battles">Mod Challenge Battles</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shop">Mod Shop</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Stat_Increases">Mod Stat Increases</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shapes">Mod Shapes</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Upgrading_Mods">Upgrading Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Tiers">Mod Tiers</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Quality">Mod Quality/Color</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Levels">Mod Levels</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Set-Bonuses">Mod Set-Bonuses</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Managing_Mods">Managing Mods</a> <br>
<a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Achievements">Mod Achievements</a>  </p>

<h2 id="basics">Basics</h2>

<p>All mods have the following attributes: <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Tiers">Tiers</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Quality">Quality/Color</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Levels">Level</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Shapes">Shape/Slot</a> <br>
- <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Set-Bonuses">Set-Bonus</a> <br>
- Primary Stat <br>
- Secondary Stat(s) (if any)  </p>

<p>Mods come in <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Tiers">Tiers</a> 1-5, <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Quality">Quality</a> A-E, <a href="https://druishroyalty.azurewebsites.net/mods-101/#Mod_Levels">Level</a>  1-15.</p>

<p>All mods use the following methods to improve stats: Primary Stat, Secondary Stat(s), and Set Bonus. These improvements either come in the form of a flat increase or a % increase.</p>

<p><a id="Obtaining_Mods"></a>  </p>

<h2 id="obtainingmods">Obtaining Mods</h2>

<p>Mods unlock at player level 50 and can be assigned to any character level 50 or higher.</p>

<p>Currently, mods can be obtained by completing mod battles for Tier 1 &amp; 2 mods, by completing mod challenges for Tier 3, 4, &amp; 5 mods, and by purchasing them from the Mod Shop. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/mod-battles-and-challenges.png" alt="Mods 101"></p>

<p><a id="Mod_Battles"></a>  </p>

<h3 id="modbattles">Mod Battles</h3>

<p>Mod battles unlock at player level 50, have no character restrictions, and require cantina energy to complete. Sim tickets may be used after the battle has been completed at 3 stars, just like cantina battles. There are 8 stages, each corresponding to a particular set-bonus, and each stage contains 7 battles, one for each shape and a 7th battle that rewards a random shape. In addition to rewarding tier 1 and 2 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP.</p>

<p><a id="Mod_Challenge_Battles"></a>  </p>

<h2 id="modchallengebattles">Mod Challenge Battles</h2>

<p>Mod challenge battles unlock when Stage 3 of Mod Battles is complete, and each set of challenge battles unlocks when a corresponding stage of Mod Battles has been completed. Each challenge requires a specific squad of characters:</p>

<p>Health Set-Bonus Mods – All characters allowed <br>
Defense Set-Bonus Mods – Only Jedi Allowed <br>
Critical Damage Set-Bonus Mods – Only Jawas Allowed <br>
Critical Chance Set-Bonus Mods – Only Scoundrels Allowed <br>
Tenacity Set-Bonus Mods – Only Rebels Allowed <br>
Offense Set-Bonus Mods – Only First Order Allowed <br>
Potency Set-Bonus Mods – Only Empire Allowed <br>
Speed Set-Bonus Mods – Only Resistance Allowed</p>

<p>Mod challenge battles require at least 3 3-star characters for the tier-3 challenge battles, at least 4 4-star characters for the tier-4 challenge battles, and at least 5 5-star characters for the tier-5 challenge battles. In addition to rewarding tier 3, 4, and 5 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP. Mod Challenge Battles also require cantina energy to complete.</p>

<p>CG_NotReallyAJedi writes:  </p>

<blockquote>
  <p>The Energy-to-Currency ratio: (in dots) <br>
  * 1-2 Mods Battles: 10 Energy, 17 Cantina Currency <br>
  * 3 Mods Battles: 10 Energy, 17 Cantina Currency <br>
  * 4 Mods Battles: 12 Energy, 21 Cantina Currency <br>
  * 5 Mods Battles: 16 Energy, 28 Cantina Currency  </p>
</blockquote>

<p><a id="Mod_Shop"></a>  </p>

<h3 id="modshop">Mod Shop</h3>

<p>You may also purchase mods in the Mod Shop for either credits or crystals. The Mod Shop unlocks when Mod Battles is unlocked at player level 50. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/modstore.png" alt="Mods 101">
EA_Jesse writes:</p>

<blockquote>
  <p>Prior to unlocking Mod Challenges only 1, 2 and 3 star Mods will be available in Mod Shipments.
  Upon completion of ALL Tier 1 Mod Challenges 4 star Mods will start to appear in Mod Shipments. <br>
  Upon completion of ALL Tier 2 Mod Challenges 5 star Mods will start to appear in Mod shipments.</p>
</blockquote>

<p>Mods are <em>not</em> available as a reward for the AAT Tank Takedown raid, and Tier 5 remains the highest tier mod you can obtain. No new updates/news as to when Tier 6 and/or 7 mods will become available, but I will update this guide if/when they become available.</p>

<p><a id="Mod_Stat_Increases"></a>  </p>

<h2 id="modstatincreases">Mod Stat Increases</h2>

<p>Mods can improve the following stats: Health, Defense, Critical Damage, Critical Chance, Tenacity, Offense, Potency, Speed, Accuracy, Protection, and Critical Avoidance.</p>

<p>These stats are improvements based on a character's stats obtained through other progression prior to any mods, rather than after mods have been added. So, if your character has 100 speed prior to adding any mods, you add +10 speed with a primary stat, and then get a 5% speed-set bonus, the 2 bonuses are applied as (5% x 100) + 10 = 15 rather than [5% x (100 + 10)] + 10 = 15.5 (stats don't typically have decimals, but you get the idea).</p>

<p>Stats can be increased using set-bonuses, primary stats, and secondary stats.</p>

<p><a id="Mod_Shapes"></a>  </p>

<h2 id="modshapes">Mod Shapes</h2>

<p>All mods correspond with one of 6 pre-defined, unique slots: Square, Arrow, Diamond, Triangle, Circle, and Plus. Each mod will correspond with one of these slots, and can only be equipped in its corresponding slot. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/mod-table.png" alt="Mods 101">
Each shape can have any set bonus, and any secondary stat(s). However, specific shapes will correspond with specific primary stats. These are as follows:</p>

<p>Square - Offense (%) <br>
Arrow - Speed (flat), Accuracy (%), Offense (%), Defense (%), Health (%), Protection (%), Critical Avoidance (%) <br>
Diamond - Defense (%) <br>
Triangle - Critical Chance (%), Critical Damage (%), Offense (%), Defense (%), Health (%), Protection (%) <br>
Circle - Health (%), Protection (%) <br>
Plus - Potency (%), Tenacity (%), Offense (%), Defense (%), Health (%), Protection (%)</p>

<p>Here's another view of the same data that you might find helpful:</p>

<p>Offense (%) - Square, Arrow, Triangle, Plus <br>
Speed (flat) – Arrow <br>
Accuracy (%) - Arrow <br>
Defense (%) - Arrow, Diamond, Triangle, Plus <br>
Health (%) - Arrow, Triangle, Circle, Plus <br>
Protection (%) - Arrow, Triangle, Circle, Plus <br>
Critical Avoidance (%) - Arrow <br>
Critical Chance (%) - Triangle <br>
Critical Damage (%) - Triangle <br>
Potency (%) - Plus <br>
Tenacity (%) - Plus</p>

<p><a id="Upgrading_Mods"></a>  </p>

<h2 id="upgradingmods">Upgrading Mods</h2>

<p>Tier 1 mods have the lowest starting and max stats, whereas Tier 5 mods have the highest starting and max stats. However, Tier 1 mods have the lowest cost to increase level, whereas Tier 5 mods have the highest cost to increase level. Tier 1 is also cheapest to swap between characters, whereas Tier 5 is the most expensive. However, Tier 5 mods will sell for the highest value (since they are the most valuable), but you won't get many credits back from a Tier 1 mod.</p>

<p>This means that lower-tier mods will upgrade quicker and much more cheaply, but higher-tier mods have a greater upside and will ultimately be more valuable in the long-run.</p>

<p>Mk 1-A mod means tier 1, quality A. Mk 5-C means tier 5, quality C. Etc.</p>

<p>Here are the costs to upgrade or remove mods</p>

<h6 id="tier1">Tier 1</h6>

<p>Upgrade: 375 (3,750 x 10) <br>
Remove: 550</p>

<h6 id="tier2">Tier 2</h6>

<p>Upgrade: 750 (7,500 x 10) <br>
Remove: 1,050</p>

<h6 id="tier3">Tier 3</h6>

<p>Upgrade: 1,250 (12,500 x 10) <br>
Remove: 1,900</p>

<h6 id="tier4">Tier 4</h6>

<p>Upgrade: 1,750 (17,500 x 10) <br>
Remove: 3,000</p>

<h6 id="tier5">Tier 5</h6>

<p>Upgrade: 2,250 (22,500 x 10) <br>
Remove: 4,750</p>

<h6 id="totalcoststoupgrademodsfromlevel115">Total costs to upgrade mods from level 1-15</h6>

<table>  
<tr><th>Tier</th><th>Credits</th></tr>  
<tr><td>1</td><td>28,875</td></tr>  
<tr><td>2</td><td>57,750</td></tr>  
<tr><td>3</td><td>152,500</td></tr>  
<tr><td>4</td><td>250,250</td></tr>  
<tr><td>5</td><td>474,750</td></tr>  
</table>

<p><a id="Mod_Tiers"></a>  </p>

<h2 id="modtiers">Mod Tiers</h2>

<p>All mods come in Tiers 1-5. A mod's tier (number of "dots") indicate the mod's quality.  </p>

<p>Higher-tier mods have higher starting and ending values for each stat. <br>
<em>Example, a Tier 1 mod will max-out at 17 speed as the primary stat, whereas a Tier 5 mod will max-out at 30 speed for the primary stat.</em></p>

<p>Tiers typically determine that the mod has a higher starting or ending value for the primary and secondary stats  </p>

<blockquote>
  <p>whereas the mod quality/color determines the number of secondary stats the mod has, and how many times it gets upgraded.</p>
</blockquote>

<p><a id="Mod_Quality"></a>  </p>

<h2 id="modqualitycolor">Mod Quality/Color</h2>

<p>All mods come in quality A-E</p>

<p>Some simple quick advice to get you up and going before you learn the full game of mods  </p>

<table>  
<th>Quality</th><th>Advice</th>  
<tr><td style="background-color:white;">E (White)</td><td>Level only if you need the primary on your main teams ASAP. Otherwise sell.</td>  
</tr><tr><td style="background-color:Green;color:white;">D (Green)</td><td>Level only if you need the primary on your main teams ASAP. Otherwise sell.</td>  
</tr><tr><td style="background-color:blue;color:white;">C (Blue)</td><td>Level up to level 3-6 to check substat gain. Or higher if you think you will use it for more than a couple of weeks.</td>  
</tr><tr><td style="background-color:purple;color:white;">B (Purple)</td><td>Level up to level 6-9 to check substat gain. Or higher if you think that you will use it for more than a month.</td>  
</tr><tr><td style="background-color:gold;">A (Gold)</td><td>Level up to 12-15 checking substats. Max it if you think that you will use it for more than a couple months.</td></tr></table>

<h5>Some Mod Quality Details</h5>

<table>  
<tr>  
<th>Quality</th>  
<th>Advice</th>  
</tr>  
<tr>  
<td style="background-color:white;">E (White)</td>  
<td>Has <strong>no</strong> substats at level 1</td>  
</tr>  
<tr>  
<td style="background-color:Green;color:white;">D (Green)</td>  
<td>Has <strong>one</strong> substat at level 1</td>  
</tr>  
<tr>  
<td style="background-color:blue;color:white;">C (Blue)</td>  
<td>Has <strong>two</strong> substats at level 1</td>  
</tr>  
<tr>  
<td style="background-color:purple;color:white;">B (Purple)</td>  
<td>Has <strong>three</strong> substats at level 1</td>  
</tr>  
<tr>  
<td style="background-color:gold;">A (Gold)</td>  
<td>Has <strong>four</strong> substats at level 1</td>  
</tr>  
</table>

<table>  
<tr>  
<th>Quality</th><th>Advice</th>  
</tr>  
<tr>  
<td style="background-color:white;">E (White)</td>  
<td>Adds a substat at levels 3/6/9/12</td>  
</tr>  
<tr>  
<td style="background-color:Green;color:white;">D (Green)</td>  
<td>Improves the existing substat at level 3 and gains other substats at levels 6/9/12</td>  
</tr>  
<tr>  
<td style="background-color:blue;color:white;">C (Blue)</td>  
<td>Improves the existing substats at level 3/6 (randomly) and gains other substats at levels 9/12</td>  
</tr>  
<tr>  
<td style="background-color:purple;color:white;">B (Purple)</td>  
<td>Improves the existing substats at level 3/6/9 (randomly) and gains another substat at level 12</td>  
</tr>  
<tr>  
<td style="background-color:gold;">A (Gold)</td>  
<td>Improves the existing substats at level 3/6/9/12 (randomly)</td></tr>  
<tr>  
<tfoot><td></td><td style="color:grey;"><blockquote>* A-Quality Mods with pre-existing substats can have any of those increased up to 4 times<br>*How much a substat increases in power is also RNG defined (it's not a fixed amount)</blockquote></td><td></td></tfoot></tr>  
</table>

<p><img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/Mod-_0004_20170220_173402000_iOS.png" alt="Mods 101">
Mod quality can start at anywhere from quality A-E at level 1, but as the mod's level increases, the quality improves.</p>

<p>Therefore, ALL MODS will eventually reach quality <span style="color: gold; background-color: black;">A (Gold)</span> once upgraded to level 15. The difference is, mods that start with quality A at level 1 will typically have higher "final" secondary stats (due to existing stats increasing as the mod levels increase), whereas mods that start at quality E will typically have lower "final" secondary stats since instead of upgrading the stats on existing secondary stats, the quality increase will simply add a new stat.</p>

<p>This can all be very confusing, but in other words, starting at a higher quality is sort of like having "more" increases applied to each stat on the mod, whereas having a higher tier is sort of like having "larger" increases applied to each stat on the mod. See Mod Levels below for further details.</p>

<p>Most quality <span style="color: gold; background-color: black;">A (Gold)</span> mods have 4 secondary stats, but higher-tier versions usually end up with higher stats.</p>

<p><a id="Mod_Levels"></a>  </p>

<h2 id="modlevels">Mod Levels</h2>

<p>EA_Jesse writes:</p>

<blockquote>
  <p>Mods can reach up to level 15
  Each level up increases the primary stat on the Mod <br>
  At levels 3, 6, 9, and 12, a secondary stat will be added or an existing secondary stat will be increased <br>
  Mods are upgraded by spending credits to increase the XP of the Mod.<br>It is possible to receive a large XP boost immediately upgrading the Mod's level.</p>
</blockquote>

<p>Note that secondary stats are only added or upgraded at levels 3,6,9, and 12. This means that the rest of the time, only the primary stat will be upgraded when a new mod-level is achieved.</p>

<p><a id="Mod_Set-Bonuses"></a>  </p>

<h2 id="modsetbonuses">Mod Set-Bonuses</h2>

<p>Each mod corresponds with a specific, <strong>pre-defined</strong> set-bonus. Set-bonuses are earned when a character has equipped a certain number of mods (either 2 or 4 mods) that all have the same set-bonus. <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/mod-table-1.png" alt="Mods 101">
A Max set-Bonus can also be earned when that same group of mods (again, either 2 or 4 mods) have all been upgraded to level 15. Max set-bonuses replace the basic set-bonuses once applied.</p>

<p>Set-bonuses and Max set-bonuses: <br>
<img src="https://druishroyalty.azurewebsites.net/content/images/2017/05/mod-requirements-1.png" alt="Mods 101"></p>

<p><a id="Managing_Mods"></a>  </p>

<h2 id="managingmods">Managing Mods</h2>

<p>Mods can be equipped, upgraded, removed, sold, or destroyed. Upgrading and removing costs credits. Selling a mod will return credits to the user, and equipping or destroying a mod will neither cost nor return credits. The higher the mod's tier, the more credits it costs or returns. If a mod has already been equipped, it must be unequipped first before it can be sold.</p>

<p>Mods can be locked/unlocked to prevent them from being removed or sold until you're ready to do so.</p>

<p>Up to 500 mods can be stored in the Mod Inventory before the UI will force you to sell or destroy mods to make room for new mods.</p>

<p>You can search for mods using various filters and search criteria in the inventory screen to make finding the mods you're looking for easier.</p>

<p><a id="Mod_Achievements"></a>  </p>

<h2 id="modachievements">Mod Achievements</h2>

<p>There are tier 1, 2, and 3 achievements for mod challenges for each set-bonus type.</p>

<p>Tier 1 Challenge Completion: 10k credits, 10 crystals, 30 ally points <br>
Tier 2 Challenge Completion: 20k credits, 20 crystals, 60 ally points <br>
Tier 3 Challenge Completion: 40k credits, 40 crystals, 120 ally points</p>]]></content:encoded></item></channel></rss>