SWGoH: Best Ardent Ideologies Datacrons

Welcome to the best Ardent Ideologies datacrons, the latest in our new series about the popular game Star Wars Galaxy of Heroes where we take a look at the best datacrons in SWGoH. As I have stated elsewhere on this site, while I do not claim to have all of the answers in this game, I do my research and, like in our Best Mods for SWGoH characters series, I try to do my research and understand the details and practical use of each of these datacrons. These are recommendations based on the possible datacrons stats and actual gameplay to help you in your quest to dominate the Galaxy of Heroes holotables.

Today’s datacron to review is the Ardent Ideologies datacron, the 3rd set of datacrons in the game’s history. Active until November 2, 2022, these brown & tan datacrons are the newest addition to datacrons in SWGoH.

 

Ardent Ideologies Alignment, Faction & Character Targets

Taking a look at the target stats and who is most impacted by these stats with the Ardent Ideologies datacron set so that we can best determine how to rate these, we find the following:

Alignment Mechanic Targets

  • Dark Side
    • Whenever Dark Side allies grant a buff to another ally, that other ally recovers 3% Health and Protection.
    • Whenever Dark Side allies start their turn with fewer than 3 buffs, they recover 5% Health and Protection.
    • Whenever Dark Side allies gain Tenacity Up, they gain 10% Protection Up (stacking) for 2 turns.
    • Whenever Dark Side allies inflict a debuff on an enemy, they deal damage to that enemy equal to 2% of that enemy’s Max Health.
    • Whenever Dark Side allies start their turn with at least 3 debuffs that can be dispelled, they gain Tenacity Up for 2 turns.
  • Light Side
    • Whenever Light Side allies grant a buff to another ally, that other ally recovers 3% Health and Protection.
    • Whenever Light Side allies start their turn with fewer than 3 buffs, they recover 5% Health and Protection.
    • Whenever Light Side allies gain Tenacity Up, they gain 10% Protection Up (stacking) for 2 turns.
    • Whenever Light Side allies inflict a debuff on an enemy, they deal damage to that enemy equal to 2% of that enemy’s Max Health.
    • Whenever Light Side allies start their turn with at least 3 debuffs that can be dispelled, they gain Tenacity Up for 2 turns.

Faction Mechanic Targets

  • Nightsister
    • Whenever they use a Basic ability during their turn, Nightsister allies inflict Plague for 3 turns on target enemy, which can’t be copied, dispelled, or evaded.
    • At the end of each turn, Nightsister allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can’t trigger this effect on enemies.
    • Whenever enemies are damaged at the start of their turn, Nightsister allies gain 2% Turn Meter.
    • Whenever Nightsister allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
    • At the end of their turn, Nightsister allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
    • At the start of their first turn, Nightsister allies gain Offense equal to 400% of their current Defense. Then they lose 50% Defense.
  • Sith
    • Whenever an enemy is inflicted with Fear, Pain, or Shock, Sith allies gain 5% Offense until the end of battle.
    • At the end of each turn, Sith allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can’t trigger this effect on enemies.
    • Whenever Sith allies damage all enemies with an ability, they grant Tenacity Up for 2 turns to all allies.
    • At the start of their first turn, Sith allies gain Offense equal to 400% of their current Defense. Then they lose 50% Defense.
    • Whenever Sith allies recover Health, they recover Protection equal to the amount of Health recovered. Sith allies can’t recover Protection this way more than once per turn or if their Health was full.
    • Whenever a debuff on an enemy expires, Sith allies gain 2% Potency and Tenacity until the end of battle.
  • Mandalorian
    • Whenever a Mandalorian ally damages an enemy with an attack, if that enemy was damaged during the last Mandalorian ally turn, all Mandalorian allies gain 2% Offense until the end of battle.
    • At the end of each turn, Mandalorian allies recover Health and Protection equal to 50% of the amount enemies recovered that turn. This recovery can’t trigger this effect on enemies.
    • Whenever enemies are damaged at the start of their turn, Mandalorian allies gain 2% Turn Meter.
    • At the end of their turn, Mandalorian allies recover 50% Protection if they inflicted at least 5 debuffs that turn.
    • Whenever Mandalorian allies recover Health, they recover Protection equal to the amount of Health recovered. Mandalorian allies can’t recover Protection this way more than once per turn or if their Health was full.
    • Whenever a debuff on an enemy expires, Mandalorian allies gain 2% Potency and Tenacity until the end of battle.

Character Mechanic Targets

  • Asajj Ventress
    • Whenever another ally attacks during Asajj Ventress’s turn, Asajj Ventress and that ally gain 25% Turn Meter.
    • Whenever a buff is dispelled on an enemy during Asajj Ventress’s turn, Asajj Ventress gains Critical Hit Immunity for 2 turns (limit once per turn).
  • Bo-Katan Kryze
    • Whenever another ally attacks during Bo-Katan Kryze’s turn, Bo-Katan Kryze and that ally gain 25% Turn Meter.
    • Whenever a buff is dispelled on an enemy during Bo-Katan Kryze’s turn, Bo-Katan Kryze gains Critical Hit Immunity for 2 turns (limit once per turn).
    • Whenever Bo-Katan Kryze attacks out of turn, they recover 20% Health and Protection.
  • Darth Malgus
    • We Have Returned grants an additional 10% Critical Damage and Offense and 15% Defense Penetration.
    • At the start of each of Darth Malgus’s turns, they reset their cooldowns and lose 5% Health for each turn each ability was reduced. Darth Malgus can’t be defeated this way.
  • Mother Talzin
    • Allies revived by The Great Mother are not defeated after assisting.
    • At the start of each of Mother Talzin’s turns, they reset their cooldowns and lose 5% Health for each turn each ability was reduced. Mother Talzin can’t be defeated this way.
    • Whenever another ally attacks during Mother Talzin’s turn, Mother Talzin and that ally gain 25% Turn Meter.
  • Nightsister Initiate
    • At the start of battle, Nightsister Initiate gains Protection Up (500%) until the end of battle, which can’t be dispelled or prevented. Whenever Nightsister Initiate is resisted by an enemy, she has an 80% chance to inflict a Damage Over Time effect for 1 turn on that enemy, which can’t be evaded or resisted. Whenever Nightsister Initiate inflicts a debuff on an enemy, she gains 100% Armor Penetration and 50% Physical Damage (stacking) until the end of battle and 45% Turn Meter. Nightsister Initiate is immune to Daze and Stun.
    • Whenever Nightsister Initiate uses an ability, they deal more damage equal to half their Tenacity percentage (max 100% more damage). This effect will only trigger if Nightsister Initiate has more than 0% Tenacity.
  • Sith Empire Trooper
    • Whenever Sith Empire Trooper uses an ability, they deal more damage equal to half their Tenacity percentage (max 100% more damage). This effect will only trigger if Sith Empire Trooper has more than 0% Tenacity.
    • Whenever Sith Empire Trooper attacks out of turn, they recover 20% Health and Protection.
  • Sith Eternal Emperor
    • At the start of battle, Sith Eternal Emperor gains 20% Ultimate Charge for each other Sith ally. If all allies were Sith at the start of battle, when Sith Eternal Emperor uses I Am All The Sith he takes a bonus turn.
    • Sith Eternal Emperor has +5% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 15%.
    • The first time each turn Sith Eternal Emperor gains Ultimate Charge, they gain an additional 6% Ultimate Charge.
  • The Mandalorian (Beskar Armor)
    • After using Disciplined Set Up, until he uses Swift Takedown, The Mandalorian (Beskar Armor) can’t be defeated and is immune to Fear, Stun, and Turn Meter reduction. Swift Takedown deals 20% more damage for each stack of Whistling Birds The Mandalorian (Beskar Armor) had at the start of the turn.
    • At the start of each of The Mandalorian (Beskar Armor)’s turns, they reset their cooldowns and lose 5% Health for each turn each ability was reduced. The Mandalorian (Beskar Armor) can’t be defeated this way.
    • Whenever The Mandalorian (Beskar Armor) uses an ability, they deal more damage equal to half their Tenacity percentage (max 100% more damage). This effect will only trigger if The Mandalorian (Beskar Armor) has more than 0% Tenacity.

 

Best Ardent Ideologies Datacrons

  • With this set now expired, looking back, the best datacrons for Set 3 were for Darth Malgus and Nightsister Initiate with some nice gains for The Mandalorian (Beskar Armor) as well.

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