Each attempt uses a different squad, with no character used twice. Your score is the total of all five.
The fight
Two security droids at once, three parts each.
Malfunction droid
- Head
- Nasty debuffs. Hard to damage while an arm is up.
- Right arm
- Heavy hit on your whole team.
- Left arm
- Hits harder as the fight goes on.
GoalTake out both arms, bring the head to 2%. It starts to malfunction.
Detonator droid
- Core
- Charges an explosive. Hits remove Detonation stacks.
- Arms
- One hits hard, more so after a throw. The other speeds up its cooldowns.
GoalStrip the stacks so the bomb goes off before it's thrown.
Tiers
Every character must meet the tier's requirement, so your weakest one sets the squad's top tier.
- T04 stars300k
- T1Gear 12450k
- T2Relic 2600k
- T3Relic 4900k
- T4Relic 61.2M
- T5Relic 81.8M
- T6Relic 92.7M
- T7Relic 103.6M
Short squads and solos only work on Tiers 0 and 1. Tier 2 and up need a full squad of 5.
Squads
Each leader unlocks a hero bonus when the right characters join them.
The Mandalorian and Grogu (New Republic)
Lead with 4 other New Republic, or 3 plus Yoda & Chewie. Pool: Grogu & Anzellans, Zeb, Mara Jade Skywalker, Yoda & Chewie.
- Everyone gets +50% Defense, Health and Protection, and the Wookiee tag.
- Yoda & Chewie count as New Republic, and everyone gets Master's Training.
- Mando & Grogu also count as Jedi Knight Luke and Tarfful.
- With Mara Jade in the squad, she, Mando & Grogu and Yoda & Chewie get Jedi's Will.
- When a Healer or Support hits the Detonator's core, the whole squad assists (once a turn).
Carson Teva (New Republic, second squad)
Lead with 4 New Republic, or 3 plus Rotta. Pool: Adelphi Ranger, Ward, R5-D4, Rotta.
- Everyone gets +40% Defense, Health and Protection.
- Hitting the Detonator's core while it's On the Run cuts R5-D4's Bad Motivator cooldown by 2, or by 4 with Rotta.
- With Rotta and 3 New Republic: Rotta becomes New Republic, the others become Hutt Cartel, and Rotta gets +50% Defense.
- Rotta hitting the Detonator's arms while Bleed is up gives him turn meter, heals the team and boosts Offense.
- Each arm destroyed adds On the Run to the core. Out-of-turn hits on its left arm stop the explosive's cooldown dropping.
Darth Jar Jar (Sith)
Lead with 3 other Sith plus Inquisitor Barriss. Pool: The Ronin, Dark Yoda, Darth Vader (Duel's End), Inquisitor Barriss.
- Barriss counts as Sith, and everyone counts as Unaligned Force User.
- The Detonator's core counts as a Shield Generator.
- Plasma Residue on an arm adds Purge stacks (up to 6) and makes all enemies Taunt until The Ronin acts.
- Manipulated on an arm cuts its Critical Chance by 80% for the rest of the fight.
Cassian (Undercover) (Rebels)
Lead with 4 other Rebels. Pool: Kleya, Vel, Cinta, Starkiller, Stormtrooper Luke.
- Cassian counts as Commander Luke Skywalker and Princess Leia.
- Varian Skye gives VIP to an ally and Call to Action to everyone.
- Starkiller or Stormtrooper Luke get +55% Defense and Offense and the Rebel Fighter tag.
- All enemies start the fight Undermined.
Stormtrooper Luke (Rebels)
Lead with 4 Rebels.
- Everyone gets the Rebel Fighter tag and +40% Defense, Health and Protection.
- Breach also Undermines the target and Stealths an ally.
- Attacks from Stealthed allies deal extra True damage.
- Starkiller gets +40% Offense. When he inflicts Buff Immunity, allies gain Critical Damage and Advantage.
Major Partagaz (ISB and Empire)
Lead with 2 ISB plus 2 Imperial Troopers, or 1 trooper and Maul (Hate-Fueled). Pool: KX, Dedra, Stormtrooper (Concept), Snowtrooper Commander, Maul.
- Partagaz ignores Taunt on his first turn.
- Everyone counts as Empire, Imperial Trooper and ISB.
- Without Maul, Tanks start with a 1-turn Taunt that can't be removed.
IG-90 (Bounty Hunters)
Lead with 3 Bounty Hunters plus Jaxxon or B1. Pool: Asajj (Dark Disciple), 4-LOM, Zuckuss, Jaxxon, B1.
- Everyone counts as Scoundrel and Mercenary, and Jaxxon counts as a Bounty Hunter.
- Everyone starts Prepared and with 2 turns of Defense Up.
- B1 starts with 5 Mercenary Battalion stacks.
- Taking a critical hit gives Foresight, heals the squad a little and removes debuffs.
From Capital Games' mechanics post, summarised. The short-squad rule comes from players' results.