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
- Open from Tier 1 in Reborn. Tap Special Modes, then Datacard Quest.
- 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.
- 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.
- 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.
- Bring the Synergy Card. Each day's quest names a card to bring along for a better result.
- 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:
| Slot | Needs |
|---|---|
| Row 1, second slot | 3 Unique cards of the era at level 3 |
| Row 1, third slot | 3 Legendary cards of the era at level 4 |
| Row 2, second slot | 2 Legendary cards of the era at level 2 |
| Row 2, third slot | 3 Unique cards of the era at level 4 |
| Row 3, second slot | 2 Unique cards of the era at level 2 |
| Row 3, third slot | 3 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:
| Era | Set | Bonus | Grade 1 | Grade 3 | Grade 5 |
|---|---|---|---|---|---|
| Galactic Empire Dark | 3 slots | Increases Airborne Support Cards’ Damage Dealt | 1.4% | 3.2% | 6.5% |
| 6 slots | Increases Organic Unit Health and Shields | 1.6% | 3.8% | 7.5% | |
| 9 slots | Increases Attack Power of Organic Units | 1.6% | 3.8% | 7.5% | |
| Separatists Dark | 3 slots | Increases Energy Recharge Rate during Sudden Death | 2.6% | 6.3% | 12.5% |
| 6 slots | Increases Tech Unit Attack Speed | 1.7% | 4% | 7.9% | |
| 9 slots | Increases Tech Unit Health and Shields | 1.5% | 3.6% | 7.2% | |
| First Order Dark | 3 slots | Increases Duration of Enemy Units’ Negative Status Effects | 2.2% | 5.2% | 10.4% |
| 6 slots | Reduces Leader’s Revive Cooldown Time | 2.4% | 5.7% | 11.4% | |
| 9 slots | Reduces Damage Received from Enemy Leaders | 2% | 4.7% | 9.3% | |
| Rebel Alliance Light | 3 slots | Increases Structure Attack Speed | 2.6% | 6.2% | 12.3% |
| 6 slots | Reduces Damage Received by Structures | 2.1% | 5% | 10.1% | |
| 9 slots | Increases Structure Health and Duration | 2.4% | 5.6% | 11.2% | |
| Galactic Republic Light | 3 slots | Reduces Deployment Time of Ranged Units | 4.3% | 10.2% | 20.3% |
| 6 slots | Reduces AoE Damage Received by Ranged Units | 1.8% | 4.3% | 8.6% | |
| 9 slots | Increases Attack Power of Ranged Units | 1.7% | 4% | 8% | |
| Resistance Light | 3 slots | Reduces Units’ Negative Status Effect Duration | 2.7% | 6.5% | 13% |
| 6 slots | Increases Leader’s Health Recovery Amount | 2.3% | 5.5% | 11% | |
| 9 slots | Increases Unit Damage to Enemy Leaders | 2% | 4.7% | 9.3% |
Every datacard stat
| Type | Stat | Grade 1 | Grade 3 | Grade 5 |
|---|---|---|---|---|
| Attack | Increases Attack Power of Units | 1% | 2.5% | 4.9% |
| Attack | Increases Attack Speed of Ranged Units | 1.4% | 3.4% | 6.8% |
| Attack | Increases structure attack power | 1.8% | 4.3% | 8.6% |
| Attack | Increases Unit Damage to Structures | 1.9% | 4.6% | 9.2% |
| Attack | Increases Attack Power of Tech Units | 1.2% | 2.8% | 5.5% |
| Attack | Increases Attack Power of Organic Units | 1.2% | 2.9% | 5.8% |
| Attack | Increases Unit Damage to Enemy Leaders | 1.5% | 3.6% | 7.2% |
| Defense | Increases Unit Health and Shields | 1% | 2.5% | 4.9% |
| Defense | Increases Structure Health and Duration | 1.8% | 4.3% | 8.6% |
| Defense | Increases Tech Unit Health and Shields | 1.2% | 2.8% | 5.5% |
| Defense | Increases Organic Unit Health and Shields | 1.2% | 2.9% | 5.8% |
| Defense | Reduces Damage Received from Enemy Ranged Units | 1.4% | 3.3% | 6.6% |
| Defense | Reduces Damage Received from Enemy Leaders | 1.5% | 3.6% | 7.2% |
| Defense | Reduces Damage Received from Enemy Structures | 1.7% | 4.2% | 8.3% |
| Utility | Increases Energy Recharge Rate | 0.7% | 1.8% | 3.5% |
| Utility | Reduces Leader’s Revive Cooldown Time | 1.8% | 4.4% | 8.8% |
| Utility | Increases Duration of Enemy Units’ Negative Status Effects | 1.7% | 4% | 8% |
| Utility | Increases Duration of Units’ Positive Status Effects | 1.9% | 4.5% | 9% |
| Utility | Reduces Unit Deployment Time | 2.6% | 6.2% | 12.5% |
| Utility | Increases All Unit and Leader Health Recovery Amount | 1.6% | 3.8% | 7.5% |
| Utility | Increases Energy Recharge Rate during Sudden Death | 2% | 4.8% | 9.6% |
Leveling, rerolling and selling
| Grade | Experience to level up | Reroll cost (Credits) | Sells for (Credits) |
|---|---|---|---|
| Grade 1 | 120 | 2,500 | 100 |
| Grade 2 | 300 | 5,000 | 200 |
| Grade 3 | 900 | 12,500 | 500 |
| Grade 4 | 3,150 | 40,000 | 1,200 |
| Grade 5 | 12,600 | 80,000 | 2,400 |
- 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.