Know your faction
Every card belongs to a side (Light or Dark) and an era. Your deck can mix any eras from its side, but each era has its own style, its own set bonus and its own best leaders. Here's what each one does well, how to build around it and how to beat it.
Dark Side

Galactic Empire















Era bonus: leader skill cooldown 11% shorter at 4 cards, up to 15% at 8.
The deepest pool in the game. Disciplined trooper lines, heavy walkers, and the best air strikes on the Dark Side. Empire decks win by grinding: solid units in front, splash behind, and a leader whose skill comes back faster than anyone else's.
| Leader | Role | Build around |
|---|---|---|
| Darth Vader | Tank and puller (1,386 HP) | Organic units. Force Pull into Doctor Aphra's stun and melee units |
| Agent Kallus | Tank that shreds units (1,364 HP) | Yogar Lyste follows him and speeds up nearby organics |
| The Grand Inquisitor | Melee duelist whose hits ramp up | Long fights; keep him attacking one target |
| Grand Admiral Thrawn | Commander who grows stronger the longer he lives | Governor Pryce for energy, organic troopers for his speed boost |
| Grand Moff Tarkin | Orbital Strike artillery | Support cards: each one can refund energy |
| Director Krennic | Faster energy for the whole match | Expensive heavies: AT-ST, TX-225, AT-DT |
| Boba Fett | Leader hunter | Slave I or Energy Net to clump, then Missile Strike |
| Emperor Palpatine | Lightning that grows after any leader dies | Brawls where leaders fall often |
| Bossk | Snare and energy on leader kills | Aggressive leader-focused decks |
| Dengar | Grenadier who hits harder when behind | Comeback play and defense |
| Seventh Sister | Summons ID9 seeker droids over time | Patient defense that snowballs |
| 40th Anniversary Vader | Pull-and-slash brawler | Same organic shell as Vader |
| Dryden Vos | Rage and bleed | Fights against organic armies and leaders |
| Gar Saxon | Jetpack harasser | Imperial Super Commandos |
| Moloch | Hound master | Rebolt & Syke to speed up his Corellian Hounds |
Key cards: Stormtroopers, Sandtrooper, Death Troopers, Devaronian Bladesmen, Rocket Stormtrooper, Dewback Trooper, Imperial Royal Guards, Doctor Aphra, TIE Fighter, TIE Bomber, Slave I.
Combos: Slave I's seismic charge pulls enemies together, so follow with a TIE Bomber or Sandtrooper splash. Vader pulls a leader in, then Doctor Aphra, his Unique, stuns them with her grenade.
How to beat it: splash damage on its trooper lines, and anti-vehicle cards (Rebel Demolitionist, Ion Mine) for the walkers.

Separatists




Era bonus: energy recovery 4% faster at 4 cards, up to 8% at 8.
Droid armies. Cheap B1 swarms, sturdy Magnaguards, shielded Droidekas and tough walker droids. Separatist decks flood the lane and lean on General Grievous's boost to tech units.
| Leader | Role | Build around |
|---|---|---|
| General Grievous | Droid commander (1,298 HP) | Tech units get bonus attack and health. Run 5 or more droids |
| Darth Maul | Aggressive duelist | Comes back with health once after being defeated |
| Count Dooku | Counter-attacker who slows enemies | Defense-first decks; pairs with the Sith Probe Droid's slow |
| Cad Bane | Gunslinger who leaves grenades when he dies | Aurra Sing snipes whoever attacks him |
Key cards: B1 Battle Droids, Magnaguard, Droideka, B2 Super Battle Droid, Dwarf Spider Droid, Separatist Assassin Droid, Vulture Droid, Droid Gunship.
How to beat it: stuns and ion effects that hit tech (Chopper, Rex, Ion Mine, Resistance Grenadier, BB-8's hack), plus splash for the B1 swarm.

First Order




Era bonus: leader respawn time 6% shorter at 4 cards, up to 18% at 8. The biggest era bonus in the game.
Relentless pressure. Big stormtrooper squads, flamethrowers and executioners, and leaders who come back fast. Lean into the full era set and keep attacking.
| Leader | Role | Build around |
|---|---|---|
| Kylo Ren | Freeze and punish (1,323 HP) | Freeze an enemy, then his Cruelty bonus hits frozen targets harder. Focused Rage clears debuffs and powers him up |
| General Hux | First Order army buffer | First Order units get bonus attack, doubled when he orders a focus target. First Order Officer adds riot troopers |
| Captain Phasma | Leader executioner | Her Baton Attack resets if it finishes a leader |
| Supreme Leader Snoke | Silencer (fragile, 924 HP) | Push enemies away and stop enemy leaders from using skills. Play him in 2v2 |
Key cards: First Order Stormtroopers (6 per card), Flametroopers, Executioner, Heavy Assault Stormtrooper, Riot Control Stormtrooper, Elite Praetorian Guards, SF TIE Fighter.
How to beat it: trade efficiently and don't overextend into their faster respawns. Splash damage wrecks the big stormtrooper squads.
Dark Side tools
Usable in any Dark Side deck. They don't count toward an era bonus.
C-14A Stun Grenade stuns organic units and leaders. Energy Net and Energy Pike Trap pull enemies together. Nerve Gas Grenade slows and weakens organics. Dioxis Grenade poisons. All cost 2. A stun or pull followed by splash damage is the core Dark Side combo.
Light Side

Rebel Alliance















Era bonus: enemy units deal 6% less damage to your turrets at 4 cards, up to 10% at 8.
The most flexible faction. Strong ranged organics, explosives, the Light Side's best air strikes and a leader for every plan. The era bonus is defensive, so Rebel decks are great at holding turrets and countering.
| Leader | Role | Build around |
|---|---|---|
| Luke Skywalker | Tank and slasher (1,375 HP) | Ben Kenobi. When Ben falls, Luke deals more damage and takes less |
| Princess Leia | Summoner | Calls in Rebel Honor Guards; her units shrug off debuffs faster |
| Han Solo | Critical-hit gunslinger | Trip Mine for defense, Lucky Shot crits |
| Lando Calrissian | Card cycler | Swap your hand and gamble for bonus energy |
| Ezra Bridger | Gets faster as he takes damage | Organic units share his attack speed boost |
| Sabine Wren | Explosives expert | Grenadiers, Rocket and explosive units get bonus attack |
| Baze Malbus | Heavy gunner | Chirrut Îmwe. Baze attacks faster while Chirrut lives |
| Captain Cassian Andor | Sniper commander (fragile, 787 HP) | Calls Pathfinders and gives organic ranged units extra range |
| Jyn Erso | Long-range sharpshooter | Organic ranged units get bonus attack |
| Bodhi Rook | Supply runner | Tech units and structures take less damage. Drops energy or health packs |
| Hera Syndulla | Ghost strafing run | Chopper. Deploying him speeds up energy and skill recharge |
| 40th Anniversary Luke | Force blast, anti-tech | Deals extra damage to tech units. Great against droid decks |
| Young Han Solo | Rapid gunslinger | Stacks Vital Shot on targets for burst damage |
| Ahsoka Tano (Fulcrum) | Fast diver | Moves faster toward turrets and leaders. Hunts snipers and fragile leaders |
| Enfys Nest | Brawler with a shield | Damage reduction when not attacking |
Key cards: Rebel Troopers, Talz Marauders, Wookiee Warrior, Rebel Grenadier, Dressellian Sniper, Rebel Demolitionist, Rebel Pathfinders, Chewbacca, Ben Kenobi, Chirrut Îmwe, X-Wing, Y-Wing, U-Wing.
How to beat it: dive their back line with fast melee units or leaders, since Rebel decks often rely on ranged units.

Galactic Republic




Era bonus: squad unit attack 4% higher at 4 cards, up to 8% at 8.
Clone armies and Jedi. Clone Troopers and Riot Clones form a sturdy, efficient core, and the Republic's leaders are some of the best duelists in the game.
| Leader | Role | Build around |
|---|---|---|
| Anakin Skywalker | Raging duelist (1,364 HP) | Untempered Rage makes him stun-immune and gives organic units bonus attack speed |
| Obi-Wan Kenobi | Defensive taunt (1,331 HP) | Taunts enemies and takes less damage at low health. Holds a lane alone |
| Yoda | Dodges attacks | Long-range telekinesis on a long cooldown |
| Padmé Amidala | Organic army buffer (fragile) | Captain Typho guards her; her organic units hit harder |
Key cards: ARC Trooper, Clone Troopers, Riot Clone Troopers, Clone Sharpshooter, Republic Commando, Ahsoka Tano, Mace Windu, Commander Cody, AT-RT, Republic Attack Gunship.
How to beat it: splash damage on the clone squads and stuns on everyone except a raging Anakin.

Resistance




Era bonus: your units take 8% less damage at 4 cards, up to 12% at 8.
Tough, high-value units and the heaviest air support. Resistance cards cost more, so the era bonus helps every expensive unit stick around.
| Leader | Role | Build around |
|---|---|---|
| Rey | Mind Trick converter (1,356 HP) | Turns enemy organic units into allies. Heals when left alone |
| Luke Skywalker (Ahch-To) | Projection taunt (1,340 HP) | Projection on a 12-second cooldown pulls aggro; energy recharges faster while it's out |
| Finn | Rapid-fire commander | Swift Attack boosts organic allies' attack and movement speed |
| Poe Dameron | Air strike specialist (fragile) | Airborne support cards cost less energy |
Key cards: Resistance Troopers, Resistance Grenadier (stuns tech and leaders), Urodel Resistance Fighter, Resistance Sniper, Resistance Medic, Rose Tico, BB-8, R2-D2, Millennium Falcon, T-70 X-Wing.
How to beat it: punish the high costs. Pressure early before they can afford their best units.
Light Side tools
Usable in any Light Side deck. They don't count toward an era bonus.
Hyper-Adrenal (2) boosts attack, attack speed and movement for organic units and leaders in range. C-10 Stun Grenade (2) stuns organic units and leaders. Ion Mine (3) shocks a wide area. Auto Blaster Turret (3) and Mortar Turret (5) hold ground.