Grow your collection the smart way
Everything in Reborn is earned by playing. Cards, Credits, Crystals and Perk Points all come in steadily, so the players who climb fastest are the ones who spend them on one plan instead of everywhere. Every number on this page comes straight from the game's own data tables.
The resources
| Resource | What it does | How you get it |
|---|---|---|
| Credits (gold bar, top right) | Upgrading cards, enhancing leader perks, rerolling datacards, creating a guild | Victory packs, free packs, daily mission Credit Packs, defeat rewards, donating to guildmates |
| Crystals (blue gem, top right) | Extra datacard quests, datacard storage and presets, opening packs early, shop items | Season rewards, bonus crystals for climbing past a tier threshold, battle-count rewards, events and check-in |
| Card copies | The other half of every card upgrade | Card packs, guild donations, the shop's rotating cards, Wild Cards |
| Perk Points | Enhancing leader perks | Deconstructing spare cards, the daily mission bonus |
| Perk Enhancement Tickets | Enhance a perk tier without spending Credits or Perk Points | Rewards and events. Each ticket matches one perk tier |
| Combat datacards | Stat bonuses for one era of cards | Datacard Quests, the shop |
| Season Credits | Buying from the Season Shop | End-of-season rewards, more for higher ranks |
| Wild Cards | Turn into extra copies of a card you already own | Tutorial quests (a Legendary Wild Card for finishing all 8 tiers), the shop |
Card upgrades
Every upgrade needs duplicate copies of the card plus Credits. One copy is all you need to use a card in battle, and spending every copy on upgrades never removes the card from your collection. Each rarity has its own level scale and its own growth per level:
| Rarity | Max level | Stats per level | Copies to max | Credits to max | First upgrade |
|---|---|---|---|---|---|
Common | 24 | +3.5% | 18,449 | 559,760 | 2 copies + 20 Credits |
Rare | 21 | +3.5% | 8,862 | 443,550 | 4 copies + 50 Credits |
Epic | 18 | +3.5% | 3,061 | 418,300 | 6 copies + 300 Credits |
Unique | 10 | +6% | 92 | 234,000 | 2 copies + 2,000 Credits |
Legendary (leaders) | 8 | +9% | 65 | 189,000 | 2 copies + 3,000 Credits |
Stat growth is each card's health and attack gain per level from the unit data. Costs are totals for every upgrade from level 1 to max.
Upgrading also earns Faction XP for that card's side. Your player level is tracked separately for Light Side and Dark Side, and it's shown next to your name on the home screen.
Leader perks
Every leader has 5 perk tiers that unlock in order. They're the biggest power jump available to a leader, and the costs are the same for all 46 leaders:
| Perk tier | Needs leader level | Perk Points | Credits | Typical effect |
|---|---|---|---|---|
| 1 | 1 | 1,000 | 6,000 | +5% health and attack |
| 2 | 3 | 3,450 | 10,000 | Better attacks, dash or combo |
| 3 | 4 | 8,500 | 16,000 | Skill upgrade, often a shorter cooldown |
| 4 | 5 | 16,000 | 32,000 | Skill upgrade, often a new effect |
| 5 | 7 | 31,750 | 136,000 | Leadership or unique ability upgrade |
| Total | 60,700 | 200,000 |
Each leader's exact perks are listed in the game when you tap the leader in your Deck. For example, Darth Vader's are +5% stats, a stronger follow-up slash, a 2-second shorter Force Pull cooldown, a heavy slash after every successful pull, and healing himself when he kills a leader.
Where Perk Points come from
Deconstruct spare cards from the perk screen (tap the + button). Each rarity gives a set amount, with a daily limit on how many you can break down:
| Card rarity | Perk Points each | Daily limit |
|---|---|---|
| Common | 1 | 200 cards |
| Rare | 10 | 30 cards |
| Epic | 150 | 3 cards |
| Unique | 600 | 1 card |
Legendary | 1,050 | 1 card |
Maxing out every daily limit is worth 2,900 Perk Points a day. Only break down copies of cards you'll never run. Leaders you don't play are the most valuable thing to deconstruct, but remember those copies could upgrade that leader later.
Foil versions of a leader add an extra bonus to that leader's tier 5 perk. In Reborn, foils drop 9% of the time (up from 3%), and the shop offers 3 foil cards every week, refreshed on Monday. The weekly set alternates between 2 Light and 1 Dark, and 2 Dark and 1 Light.

Combat datacards
Datacards are equipment for a whole era. Each era (Galactic Empire, Rebel Alliance, Separatists, Galactic Republic, First Order, Resistance) has its own 9 slots, and whatever you equip boosts every card of that era.
- Getting them: Datacard Quests are open from Tier 1 in Reborn. You get 2 runs a day, extra runs cost Crystals, and the featured era rotates daily. 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 pick a difficulty you can clear.
- Synergy cards: each day's quest names a Synergy Card. Bring it at the required level for bonus rewards.
- Slots: the 9 slots sit in 3 groups. The first slot in each group is always open. The others unlock when you own enough Unique or Legendary cards of that era at certain levels, for example 3 Uniques at level 3 or 3 Legendaries at level 4.
- Set bonuses: each era's set gives three bonuses, unlocked as you fill 3, then 6, then all 9 slots. Higher-grade datacards make each bonus stronger. The Empire set, for example, boosts air strike damage, then organic health, then organic attack, each up to about 7.5% at the best grade.
- Improving them: datacards come in grades 1 to 5. Feed spare datacards to level one up, use Boost Datacard items to raise the chance of a grade up, and spend Credits to reroll a datacard's ability (2,500 Credits at grade 1 up to 80,000 at grade 5).
- Storage: 100 datacards to start, expandable to 300. Up to 5 presets let you swap whole loadouts.
Your daily routine


Since everything is earned by playing, the routine is the strategy. Ten minutes of collecting each day adds up fast.
- Collect the free pack. One every 4 hours, and up to 3 bank up. Checking in twice a day is enough to never waste one.
- Claim Check-In. 28-day calendar, resets at midnight UTC. Rewards must be claimed in order, so a missed day only delays you.
- Run your daily missions. Missions give tickets, every 5 tickets fill a Credit Pack, and every 2 Credit Packs add a bonus reward (Perk Points early on).
- Play ranked. Every win opens a step on your Victory Reward Set, and finishing a set raises its level for better rewards. Losses still pay Credits as a participation reward.
- Run 2 Datacard Quests.
- Request and donate in your guild. You can request cards every 6 hours, and donating earns you Credits.
- Deconstruct spares up to the daily limits for Perk Points.
What to spend on first
- Pick one main deck per side and stick to it. Spreading Credits across 20 cards keeps everything weak. Focus on 8 cards and you'll outlevel opponents at your tier.
- Leader first. Leaders gain 9% per level and carry every fight. Level your main leader whenever you have the copies.
- Leader perk tiers 1 to 3 next. They cost 12,950 Perk Points and 32,000 Credits together, and they're huge for the price.
- Then your Unique and your most-played units. Uniques gain 6% per level and need only a few copies.
- Push cheap levels on commons and rares. Low levels cost almost nothing, so keep every card in your deck caught up.
- Datacards for your main era.
- Crystals: all 4 deck slots are now free for everyone (players who bought them were compensated), so use them for a main deck and a counter deck per side. Spend Crystals on extra Datacard Quest runs first. Skipping pack timers is the weakest use.
Tiers and seasons
Ranked wins earn Rating Points, and points move you through 17 tiers (most with 3 grades). Each tier pays more Credits per win and opens a bigger daily donation limit in your guild.
| Tier | Name | Points | Credits per win |
|---|---|---|---|
| 1 | Duracrete | 0 | 60 |
| 2 | Carbonite Challenger | 500 | 70 |
| 3 | Carbonite | 1,000 | 80 |
| 4 | Durasteel Challenger | 1,500 | 90 |
| 5 | Durasteel | 2,000 | 100 |
| 6 | Bronzium Challenger | 2,500 | 110 |
| 7 | Bronzium | 3,000 | 120 |
| 8 | Chromium Challenger | 3,500 | 130 |
| 9 | Chromium | 4,000 | 140 |
| 10 | Aurodium Challenger | 4,500 | 150 |
| 11 | Aurodium | 5,000 | 160 |
| 12 | Kyber Challenger | 5,600 | 180 |
| 13 | Kyber | 6,200 | 200 |
| 14 | Kyber Master | 6,800 | 220 |
| 15 | Grand Kyber Challenger | 7,400 | 220 |
| 16 | Grand Kyber | 7,600 | 220 |
| 17 | Grand Kyber Master | 7,800 | 220 |
- Everything is open from Tier 1 in Reborn: guilds, Arcade (including unranked 2v2) and Datacard Quests. Every leader and card is in the pool from Tier 1 too.
- Arena wins now pay extra Credits on top of the amounts in this table.
- Each grade has a floor. Dropping a little below a grade's threshold won't demote you right away.
- Season rewards (Crystals, a card pack and Season Credits) need a minimum number of ranked matches in the season, and the top-200 leaderboard needs at least 10 ranked games after each weekly reset before you show up on it. Light Side and Dark Side have their own boards, plus a combined one, all ranked by Rating Points. Climbing past a threshold also pays 1 bonus Crystal per 10 extra points, up to 300.
- Light Side and Dark Side climb separately, so you can push both for double the season rewards.
Ranked seasons reset weekly, every Monday, as they did in the original game. The Reborn team tunes rewards often, so check the What's new page and the Discord for changes.
Common
Rare
Epic
Unique
Legendary (leaders)
Duracrete
Carbonite Challenger
Carbonite
Durasteel Challenger
Durasteel
Bronzium Challenger
Bronzium
Chromium Challenger
Chromium
Aurodium Challenger
Aurodium
Kyber Challenger
Kyber
Kyber Master
Grand Kyber Challenger
Grand Kyber
Grand Kyber Master