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Guide · Datacards

Datacards: farm them, max them

Datacards are the biggest long-term power boost in Force Arena Reborn, and the least explained. Here's how to farm them, how to unlock all 9 slots, every set bonus and stat with the real numbers from the game files, and one important warning about whether they work right now.

Reported issue: datacards may not be working yet. A player logged incoming damage before and after equipping datacards and found that datacards and their set bonuses appear to have no effect on the server. It is an open support ticket with the Reborn team, not yet confirmed or fixed. Keep collecting and leveling the datacards you get for free, since any fix would apply to what you already own, but don't spend Crystals on extra Datacard Quests until the team confirms they work. For the latest status, check the official SWFAR Discord in #project-announcements or the support tickets channel. Reported October 2026. We'll update this page as soon as there's an answer.

What datacards are

  • Equipment for a whole era. Each era (Galactic Empire, Separatists, First Order, Rebel Alliance, Galactic Republic, Resistance) has its own 9 slots. Whatever you equip boosts every card of that era.
  • Three kinds of datacard: Attack, Defense and Utility. Each one carries one stat, like more attack for organic units or faster energy recharge.
  • Grades 1 to 5. A grade 5 datacard gives about five times the bonus of a grade 1.
  • Set bonuses unlock as you fill 3, then 6, then all 9 slots of an era. Each set bonus is stronger with higher-grade datacards in it.

How to farm them: Datacard Quests

  1. Open from Tier 1 in Reborn. Tap Special Modes, then Datacard Quest.
  2. 2 runs a day are free. In the original game's settings, extra runs started at 100 Crystals and got more expensive with each run.
  3. The era rotates daily in a fixed order: Galactic Empire, Rebel Alliance, Separatists, Galactic Republic, First Order, Resistance, then back to the Empire. Plan your runs around your main deck's era.
  4. Pick the right difficulty. Difficulty 1, 2 and 3 are recommended for Tier 3, 7 and 12. A failed run still uses up a play and gives nothing, so choose one you can clear.
  5. Bring the Synergy Card. Each day's quest names a card to bring along for a better result.
  6. Leader level matters. Quest missions check your cards at levels 1, 3 and 5, so leveled era cards clear harder quests.

Unlocking all 9 slots

Three slots per era are open from the start. The other six open when you level that era's Unique and Legendary cards:

SlotNeeds
Row 1, second slot3 Unique cards of the era at level 3
Row 1, third slot3 Legendary cards of the era at level 4
Row 2, second slot2 Legendary cards of the era at level 2
Row 2, third slot3 Unique cards of the era at level 4
Row 3, second slot2 Unique cards of the era at level 2
Row 3, third slot3 Legendary cards of the era at level 3

Legendary cards include leaders, so leveling the leaders of your main era opens its slots too.

Every set bonus

What each era's set gives at 3, 6 and 9 slots, at grade 1, 3 and 5:

EraSetBonusGrade 1Grade 3Grade 5
Galactic Empire Dark3 slotsIncreases Airborne Support Cards’ Damage Dealt1.4%3.2%6.5%
6 slotsIncreases Organic Unit Health and Shields1.6%3.8%7.5%
9 slotsIncreases Attack Power of Organic Units1.6%3.8%7.5%
Separatists Dark3 slotsIncreases Energy Recharge Rate during Sudden Death2.6%6.3%12.5%
6 slotsIncreases Tech Unit Attack Speed1.7%4%7.9%
9 slotsIncreases Tech Unit Health and Shields1.5%3.6%7.2%
First Order Dark3 slotsIncreases Duration of Enemy Units’ Negative Status Effects2.2%5.2%10.4%
6 slotsReduces Leader’s Revive Cooldown Time2.4%5.7%11.4%
9 slotsReduces Damage Received from Enemy Leaders2%4.7%9.3%
Rebel Alliance Light3 slotsIncreases Structure Attack Speed2.6%6.2%12.3%
6 slotsReduces Damage Received by Structures2.1%5%10.1%
9 slotsIncreases Structure Health and Duration2.4%5.6%11.2%
Galactic Republic Light3 slotsReduces Deployment Time of Ranged Units4.3%10.2%20.3%
6 slotsReduces AoE Damage Received by Ranged Units1.8%4.3%8.6%
9 slotsIncreases Attack Power of Ranged Units1.7%4%8%
Resistance Light3 slotsReduces Units’ Negative Status Effect Duration2.7%6.5%13%
6 slotsIncreases Leader’s Health Recovery Amount2.3%5.5%11%
9 slotsIncreases Unit Damage to Enemy Leaders2%4.7%9.3%

Every datacard stat

TypeStatGrade 1Grade 3Grade 5
AttackIncreases Attack Power of Units1%2.5%4.9%
AttackIncreases Attack Speed of Ranged Units1.4%3.4%6.8%
AttackIncreases structure attack power1.8%4.3%8.6%
AttackIncreases Unit Damage to Structures1.9%4.6%9.2%
AttackIncreases Attack Power of Tech Units1.2%2.8%5.5%
AttackIncreases Attack Power of Organic Units1.2%2.9%5.8%
AttackIncreases Unit Damage to Enemy Leaders1.5%3.6%7.2%
DefenseIncreases Unit Health and Shields1%2.5%4.9%
DefenseIncreases Structure Health and Duration1.8%4.3%8.6%
DefenseIncreases Tech Unit Health and Shields1.2%2.8%5.5%
DefenseIncreases Organic Unit Health and Shields1.2%2.9%5.8%
DefenseReduces Damage Received from Enemy Ranged Units1.4%3.3%6.6%
DefenseReduces Damage Received from Enemy Leaders1.5%3.6%7.2%
DefenseReduces Damage Received from Enemy Structures1.7%4.2%8.3%
UtilityIncreases Energy Recharge Rate0.7%1.8%3.5%
UtilityReduces Leader’s Revive Cooldown Time1.8%4.4%8.8%
UtilityIncreases Duration of Enemy Units’ Negative Status Effects1.7%4%8%
UtilityIncreases Duration of Units’ Positive Status Effects1.9%4.5%9%
UtilityReduces Unit Deployment Time2.6%6.2%12.5%
UtilityIncreases All Unit and Leader Health Recovery Amount1.6%3.8%7.5%
UtilityIncreases Energy Recharge Rate during Sudden Death2%4.8%9.6%

Leveling, rerolling and selling

GradeExperience to level upReroll cost (Credits)Sells for (Credits)
Grade 11202,500100
Grade 23005,000200
Grade 390012,500500
Grade 43,15040,0001,200
Grade 512,60080,0002,400
  • Feed spare datacards to level one up, and use Boost Datacard items to raise the chance of a grade up.
  • Rerolling changes a datacard's stat. It gets expensive fast at high grades, so only reroll grade 4 and 5 cards you plan to keep.
  • Storage starts at 100 datacards and can grow to 300, 20 slots at a time for Crystals. You can save up to 5 presets.
  • Unequipping a datacard costs 2,500 Credits in the original game's settings, so plan your layout before you slot.

Which eras to build first

  • Build your main deck's era first. All 9 slots in one era beats 3 slots in three eras, because set bonuses need full rows.
  • Galactic Empire: air strike damage, then organic health and organic attack. Great for Vader, Thrawn and organic Empire decks.
  • Separatists: energy in sudden death, then tech attack speed and tech health. Pairs with Grievous droid decks.
  • Rebel Alliance: all three bonuses are for structures. Best for turret and defense decks.
  • Galactic Republic: faster deployment, AoE protection and attack for ranged units. Ideal for clone decks like Obi-Wan's.
  • First Order and Resistance: leader-focused bonuses: revive time, damage from and to leaders, status effect duration.
Put it to work. Build the deck in the deck builder and share the link, vote on the community tier list, or rank every card your way with the tier list maker and post it in the SWFAR Discord.