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Character Strategy Index
Below is a listing of character strategy posts for easier browsing and navigation. The most recent additions or updates to this category will be posted on top of the list. Cheers! SHIPS Ebon Hawk Han's Millennium Falcon Emperor's Shuttle B-28 Extinction-class Bomber IG-2000 Xanadu Blood Hound's Tooth Sith Fighter Lando's Millennium Falcon Chimaera First Order SF TIE Fighter TIE Silencer TERRITORY BATTLE CHARACTER KITS Rebel Officer Leia Organa Captain Han Solo Hermit Yoda STRATEGY GUIDES Jedi Knight Revan Chewbacca Jango Fett Aurra Sing Cad Bane Embo T3-M4 Zaalbar Mission Vao Bastila Shan Jolee Bindo Grand Master Yoda Range Trooper Young Lando Calrissian L3-37 Enfys Nest Qi'ra Young Han Solo Vandor Chewbacca Bossk Darth Traya Darth Sion Visas Marr Sith Marauder Emperor Palpatine Darth Vader Rose Tico Amilyn Holdo First Order Executioner Rey (Jedi Training) Wampa Colonel Starck Imperial Probe Droid Kylo Ren (Unmasked) First Order Special Forces TIE Pilot Mother Talzin Nightsister Spirit Nightsister Zombie Nightsister Reworks Phoenix Squadron ZETA's BB-8 Veteran Smuggler Chewbacca Veteran Smuggler Han Solo (RAID) Han Solo Princess Leia Stormtrooper Han Obi-Wan Kenobi (Old Ben) Luke Skywalker (Farmboy) Commander Luke Skywalker General Veers R2-D2 Bodhi Rook Darth Nihilus Sith Assassin Sith Trooper Cassian Andor Jyn Erso Chief Nebit General Kenobi Shoretrooper TIE Fighter Pilot Baze Malbus Geonosian Spy Dengar Bistan Scarif Rebel Pathfinder K-2SO Boba Fett (UPDATED!) CC-2224 "Cody" Jawa Scavenger Zam Wessel Chirruit Imwe Poe Dameron Finn Rey Captain Phasma Kylo Ren First Order OfficerCG_SBCrumb8 years agoNew Spectator485KViews1like0CommentsNew Player Index
Welcome to Star Wars: Galaxy of Heroes forums! Below you'll find a clickable index of information to get you started. This index will change and populate with further info as the need arises. Cheers! THE BASICS New Player Rules & Guidelines Forum Guidelines Community team Moderators of the Forums Answers HQ New Player Feedback and Suggestions FORUM NAVIGATION Common Forum Questions- How do you do anything on the forums? This handy listing details everything from sending a Direct message, to quoting a post. Guides Index- Confused about a certain part of the game? The Guides Index links to various dev and player submitted content to help you along. Game Update Glossary- A breakdown of the different types of Game updates to expect and their content. Game Update Status- When a Game update is upon us, this is the post to monitor to get a general idea of how soon that update will go live. Event Calendar- A monthly listing of upcoming in game Events. These posts can always be found in Dev Announcements and News. BORROW A HERO THREADS - Here players with General Obi Wan Kenobi have posted their ally codes so players without him can borrow him on the various holo-tables - Here players with Commander Luke Skywalker have posted their ally codes so players without him can borrow him on the various holo-tables - Here players with Grand Admiral Thrawn have posted their ally codes so players without him can borrow him on the various holo-tables - Here players with Rey (Jedi Training) have posted their ally codes so players without her can borrow her on the various holo-tables - Here players with Jedi Knight Revan have posted their ally codes so players without Revan can borrow him on the various holo-tables - Here players with Chewbacca have posted their ally codes so players without Chewbacca can borrow him on the various holo-tables - Here players with Darth Revan have posted their ally codes so players without Darth Revan can borrow him on the various holo-tables - Here players with Darth Malak have posted their ally codes so players without Darth Malak can borrow him on the various holo-tables - Here players with Padmé Amidala have posted their ally codes so players without Padmé Amidala can borrow her on the various holo-tables - Here players with General Anakin Skywalker have posted their ally codes so players without General Anakin Skywalker can borrow him on the various holo-tables371KViews1like3CommentsTo Farm or Not to Farm? How to Mod Every Char? Who to Farm? All Charachters' List
A small FAQ for beginners. It reflects the position of the majority of top players If there is "don't farm" it doesn't mean that a char is bad. It only means that considering lack of resources it's better to farm other chars for beginners. check www.swgoh.gg for more information about chars !!!The chars inside the fractions are ranked from top ones to useless ones!!! Rebels – very strong * Commander Luke Skywalker - farm. Very strong at arena as a leader of rebels, in raids (best for rancor), GW and Territory battles (TB). Crit damage and speed so that to heal himself more often and hit hard * Wedge Antilles - farm, pilot,, a great synergy with Biggs, strong AOE, a lot of speed (see unique ability) and good leader. Can be used everywhere. Needs crit damage, speed and crit chance because his main function is to produce enormous damage * Biggs Darklighter - farm, pilot, but only with Wedge, good against those who crit. Very strong 2nd skill. Also has much speed from Wedge's unique ability. Needs speed and crit damage so that to use his 2nd skill more often and hit hard * Chirrut Imwe - farm. Has a great synergy with Baze. Is cool in p2 or p4 of AAT with rebels and at arena. Very strong. Need speed, crit damage and hp so that to reduce cooldowns of 2nd (dispel) and 3rd (high damage) skills quickly. And health since he is squishy * Baze Malbus - farm. A tank with taunt (also has a taunt at the start of an encounter, like shoretrooper) and great self-heal, + synergy with Chirrut. Hp and speed so that to live longer and dispel more often * Ahsoka Tano Fulcrum - farm, a very strong char. Good with rebels at arena, but they need very good mods. Crit damage, offense and speed so that to go often and be able to one shot enemies * Han Solo – farm, very strong, useful with his first turn shot at arena. Good in raids, can reduce tm. Needs crit damage, crit chance, hp and speed so that to get TM from 2nd skill, produce high damage and live longer * Princess Leia - farm, good at arena and in p4 AAT with clones. Doesn't need potency. Needs crit damage and speed so that to hit hard and gain stealth asap * * Lando Calrissian – farm, good leader and very strong AOE, a top char for beginners, easy to farm. Also good at 85 lvl but not meta right now. Needs crit damage, crit chance and speed because his strong AOEs should crit at least 2 times so that not to have cooldowns * Stormtrooper Han - farm, one of the most powerful tanks. Needs speed, potency and tenacity (in descending order, so that to go first granting allies 30% TM, be able to reduce TM (skill «Bluff») and prevent himself from being shocked or becoming buff immune since in this case he is useless * Jyn Erso - farm, pilot. Not bad as a rebel leader, with those who buff a lot (like Chirrut). However she is not an imba, although she is cool on rancor due to turn meter reduction. Also can be used at p1 AAT. Needs crit chance (to revive, stun and get potency) and speed (to go very often) * Admiral Ackbar - farm, good leader. Fleetcommander. Nice skills though is not used often at 85 lvl. Speed and hp so that to dispel and get Tactical Genius more often and live longer * Rebel officer Leia Organa - farm, seem to be strong at arena. Needs crit chance and speed so that to aoe more often * Captain Han Solo - farm for TB. A good support, needs health and speed since most of his skills are health based * Cassian Andor - farm for TB, a pilot. A good debuffer with synergy with K-2SO, but doesn't seem like a meta shifter. Cool at p1 AAT. Potency and speed so that to land all his debuffs more often * Bistan - farm only because he is a pilot. Though he is good at rancor raid as a TM reducer. Potency and speed to reduce TM as often as possible * K-2SO - Farm for TB, a pilot. Taunts only when attacks, so if he is stunned, no taunt. Potency, speed and hp so that to inflict daze and offense down more often and be quick so that to taunt more * Hoth rebel scout - farm for TB, mediocre. Speed, potency, crit chance so that to grant allies TM, be able to stun and get TM from critical hit * Hoth rebel soldier – Farm for TB. Speed, hp and crit chance so that to taunt asap due to low basic speed, live longer and be able to inflict offense down * Bodhi Rook - farm, not bad against those who evade much (siths under zMaul, old Ben). Speed and potency so that to inflict evasion down and remove turn meter more often * Skarif Rebel Pathfinder – farm, pilot. not bad in p2\p4 AAT. Speed, hp and potency so that to grant allies TM, gain taunt more often and be able to inflict offense down * Luke Skywalker - do not farm. Crit chance and speed since most of his skills are critical chance based * Pao - do not farm, seems weak. Speed and potency to inflict debuffs and grant offense up * Lobot - do not farm. Speed and hp so that to dispel debuffs more often and live longer Clones - good at arena, GW, p4 aat with Leia. 5 clones is not the best team at arena though * Rex - farm, pilot, a strong leader for arena, good in raids, needs potency and speed so that to reduce TM as often as possible * Fives - farm, pilot, a strong char, used in different squads. Needs Omega in 1 skill and crit damage with crit chance. And don't forget about potency to land speed down. Or usually people put health and protection so that to make him a very tough guy (especially with barris zeta) * Cody - farm, only with other clones. A good clone leader with zeta (https://www.youtube.com/watch?v=wAD-sy6nTtk). Also nice when Rancor or Tanks is toppled\under the door https://www.youtube.com/watch?v=YOdkmoMA7OA. Speed, hp, crit chance so that to use the 212th attack as often as possible, live longer and be able to stun * Clone Sergeant - farm, pilot, strong dd (not only with clones). not bad in rancor raid with his damage and tm reduction. Crit damage, crit chance, offense and potency so that to hit hard, be able to reduce TM via AOE and grant himself TM from basic attack * Echo - farm, only with other clones. A good support dispeller who needs speed, hp and crit damage since he always assists and these assist should be strong and should be able to dispel buffs more often Droids - were strong at arena (6-7/10), GW and AAT raid (2 and 4 phases) * the best squad - HK-47 leader, B2, jawa engineer, IG-88, IG 86 (or instead of IG-86 use Chief Nebit, Grievous, MagnaGuard) * R2-D2 - farm, a strong support. Good at arena (especially against chars with evasion) and AAT raid (p2, p4). Nice zetas. Needs speed, hp and potency so that to go first, stun as often as possible and do his aoes * HK-47 – farm, the best leader for droids, much better than Poggle (leader skill at maximum because that makes droids get 50% turn meter after they crit). Needs potency to land debuffs and adjust speed so that he goes before IG88 since IG88 is stronger against debuffed enemies * IG-88 – farm, the main Damage dealer (dd) of droids. Needs crit damage, crit chance, hp and potency in order to have strong critical hits, live longer and be able to land debuffs. If possible – also speed. * B2 - farm, very useful and strong char at arena, dispels buffs, often gain 100% turn meter. Perfect against tanks. Can be used in any squad. Hp, potency and tenacity to live longer, be able to inflict buff immunity and not get shocked because then he doesn’t receive TM while allies are hit * Chopper - farm. A very fast tank with interesting abilities. Speed and health so that taunt and dispel more often * IG-86 – farm. Also very strong dd that can call assist. Needs crit damage, crit chance, hp –same as IG-88 but without debuffs * General Grievous - a long time to farm, you can deal without him, though a good leader against AOE crit Meta. Potency, speed and hp to inflict all his debuffs and live longer * K-2SO - see rebels * IG-100 MagnaGW – do not farm, although there are some people who use him. Potency, speed and crit damage to remove TM and inflict offense down and hit hard Empire – strong. Used in events, arena, raids * Emperor Palpatine - farm. Very strong at arena. Good leader for empire, needs speed (should go first to stun everyone) and some potency if he is not a leader to be able to stun and shock. Also very useful at p3 AAT with Chirpa (needs crit chance and crit damage there) * Shoretrooper - farm. A strong tank, has a taunt before any opponents have their turn. Also can grant crit immunity for allies. Protection, health, and if possible speed so that to live as long as possible and taunt more often * TIE pilot - farm, pilot. Very strong and fast dd that can reduce tenacity and inflict ability block. Good with debuffers and with Palpatine leader. His tenacity down depends only on crit and not on potency. Also cool in raids. Needs crit damage, speed, crit chance so that to hit very hard and very often. He doesn’t need additional potency since his basic one is more than 50% that is ok. Under Palpatine leader it is even more than enough * Darth Vader – farm, a very strong pilot. With Palpatine he can hit really cool 1 or 2 times. Also is cool in raids with zeta on his leader skill (https://www.youtube.com/watch?v=SLQSYgR5pTI&feature=youtu.be). Crit damage, crit chance, speed and potency so that to hit very hard with a 3rd skill and be able to land DOTs and speed down * Grand Admiral Thrawn - farm. A strong char, good for tank raid. Nice at arena. Needs speed and health\protection so that to fracture asap and live longer * Royal Guard – farm, one of the best tanks at many levels. has an auto-taunt when allies become <50% hp. Also can stun. Needs protection and potency to live longer and stun * Grand Moff Tarkin - farm, Fleetcommander, a good leader for empire squad and performs not bad at GW and arena. Speed, potency, crit damage to remove TM and inflict offense down more often and have some damage * Director Krennik - farm, a nice leader for empire, a great synergy with Deathtrooper. Perfect with palpatine, tie pilot, shoretrooper. A cool zeta on leader skill. Speed and potency to land all his debuffs * Deathtrooper - farm, a strong debuffer. Very good with Krennik, especially with zeta. Crit damage and crit chance or protection mostly if you have a zeta on his unique, so that Krennik live longer (zeta - Krennik can't be critically hit while DT is alive) * General Veers - farm as a leader to imperial troopers, not bad with them. Potency, speed, crit damage in order to inflict ability block more often and have some damage * Gar Saxon - do not farm, seems mediocre now (may change). Crit damage, crit chance and potency so that to hit hard when assist and be able to reduce tm * Imperial Super Commando - do not farm. Crit damage, potency and speed so that to hit hard when counter and attack twice, be able to inflict offense down * Magma-trooper - do not farm. Crit damage, potency and speed so that to hit hard, remove TM and do it quickly * Snowtrooper- do not farm. Crit damage, potency and speed to hit hard and be able to inflict buff immunity * Stormtrooper - do not farm. HP, speed, potency, so that to live longer, taunt faster and be able to remove TM while taunting Sith – strong at arena * Emperor Palpatine - see above * Dart Nihilus - farm. An interesting char with nice abilities. Can one shot an enemy (except a boss), but need a team with AOE debuff (like palpatine, tie pilot, vader, b2, r2d2) to reduce cool down of this one shot ability. If he is your leader - DO NOT put crit chance and crit damage mods on siths. Needs speed and hp to go faster and live longer so that to one shot more * Darth Maul - farm, pilot, strong against Jedi and nice sith leader with zeta. Crit damage and speed so that to destroy everything * Darth Vader - see above. * Sith trooper - farm in a sith squad, a nice tank. Is good under Nihilus leader because then he taunts faster and more often. He needs hp and tenacity, because his taunt is too dependent on a buff on him, so you don't want him to get buff immunity or shock. * Sith Assassin - farm in a sith squad. A very fast damage dealer, also good in a squad with maul zeta leader, because her mechanics are based on stealth. Needs damage, speed and potency to go often, strong and be able to stun * Darth Sidious - do not farm, until you are 85 lvl. He was buffed a little bit and is used in raids with Vader with zeta. Crit damage, potency, speed so that to hit hard, often, and be able to land debuffs * Savage Opress - do not farm until lvl 85. Though he is good against siths under Nihilus leader or Zeta Maul, because he can one shot enemies (except bosses) with 50% less hp (see nihilus leader skill). Very difficult to kill him if has a zeta. Crit damage and speed so that to hit hard and be able to one shot more often * Count Dooku – do not farm, used to be very strong at arena. Now is used only with Siths on 85 lvl. A nice leader and was buffed recently. Crit damage and potency so that to counter attack hard and be able to stun Ewoks - nice in raids, and bad at arena. * Teebo – farm, one of the best leader in rancor raid (though not used often now on high-end because of Vader Zeta). 70-75% potency is enough for T7 rancor and 40-50% for Gamorrean captain. Needs potency and speed to reduce TM as often as possible * Chief Chirpa - farm, best leader for p3 AAT (doesn't need special mods there, only leader skill. Can die first). https://www.youtube.com/watch?v=uNvRNj6LlEo a strategy. Speed and hp to call assist more often. Actually he is used only in p3 AAT and doesn’t need mods at all there * Ewok Elder - farm, good in rancor raid with Teebo especially. Also can be used at arena due to dispel of debuffs and revival. Needs speed and HP to be faster and granting TM to all allies, and to be able to dispel and revive more often. Also HP since his healing is based on his own HP * Logray - farm, a good support-debuffer. Needs speed and potency so that to debuff more often * Wicket - do not farm, mediocre. Needs crit damage and speed as a normal damage dealer * Paploo - do not farm, mediocre. HP and speed so that to dispel more often and live longer * Ewok scout - do not farm, not bad in rancor raid, but not great. Needs potency and speed – same as Teebo but less effective The First Order – were buffed in february 2017. Seems like still weak * Kylo Ren - farm. Was buffed in February 2017, goof against debuffers. Can solo p1 AAT. Crit damage (3rd skill hits very hard), potency (inflict healing immunity and DOTs) and speed to be faster * Captain Phasma (she is a woman) – farm, one of the very useful for all the activities. For the raid needs potency and doesn't need speed (her basic only grants TM to a boss). Not bad as a leader at low and medium levels. At arena – speed and potency to use Victory march as often as possible * First order TIE Pilot - farm, strong pilot. Good at p1 AAT. Needs speed and crit damage to destroy everything * First order officer - do not farm. Speed, potency and crit damage so that to grant TM and reduce allies’ cooldowns more often and be able to remove tm and have some damage * First order stormtrooper - do not farm, though can be a good tank at arena. Hp, speed (taunt faster and dispel buffs), crit chance and potency (to inflict speed down) Geonosians - some good chars * Sun Fac - farm, pilot, heavy tank, dispels all positive effects with auto attack. Good at arena and p3 AAT. Needs protection and speed to live longer and dispel buffs more often * Geonosian soldier - farm, pilot. Strong dd, goes often, calls an assist. Need him at GW, deals good at arena and in rancor raid. A very useful char that is easy to farm (though not used at 85 lvl). Needs crit chance and crit damage +speed so that to hit hard and get tm while scoring critical hits, and go more often * Geonosian spy - farm because a pilot. Can be good at arena and hit strong 1 or 2 times . Crit damage, crit chance, speed so that to be able to repeat the hit like on the .gif * Poggle the lesser - do not farm, his time has passed. Speed, hp, potency so that to inflict ability block and speed up droids more often Jawa - not bad in AAT raid. In addition you need them for crit damage mods. 5 jawas are bad at arena * Jawa Engineer - farm, obligatory with droids at arena. Very good at p2\p4 aat raid with droids. Speed and hp so that to go first, use 3rd skill and grant droids 45% TM. Also to revive more often and live longer * Chief Nebit - farm, good with droids. Protection and speed to taunt asap and live longer calling an assist * Jawa Scavenger - farm for AAT raid and mods, needs speed, hp, and potency to be able to place bombs and explode them more often * Dathcha - farm, not bad as a leader for p3 AAT if you don't have chirpa\palpatine. Needs crit damage, potency and speed – a mere damage dealer that can stun and inflict ability block * Jawa - farm, he is also good in raids. Crit damage, speed, potency – same as Dathcha but speed down instead of ability block Phoenix - seam not so strong now, though abilities are interesting. Need 5 for TB * Hera Syndulla - farm, a good leader for Phoenix, because each proenix grants his uniqe to other phoenix members until she is alive. Speed and health\protection so that to expose, backup and call assist more often and live longer in order to save her leader buff * Ezra Bridger - farm, a good dd. Crit damage. speed and tenacity, so that to dispel and call assist more often * Kanan Jarrus - farm, a good tank. If Hera is a leader grants all phoenix members 70% counter chance. Protection, speed and crit chance so that to live longer, taunt more quickly and inflict offense down regularly * Sabine Wren - farm, has a nice unique that is good to be granted to phoenix (25% crit damage and 25% crit chance), crit damage and speed so that to aoe more often and hit strong from her basic (up to 5 shots per turn) * Garazeb "Zeb" Orrelios - farm, a tank with strong defence unique. Though doesn't have a taunt. Health\protection, potency and speed so that to live longer, be able to daze and stun * Chopper - farm. Though he has a taunt (1 turn) he is very fast and so this taunt will not last for long. Can dispel buffs and reduce allies' cooldowns. Protection and maybe speed so that live longer and taunt more often291KViews0likes102CommentsAdaptive F2P Guide
This guide is thought to be for new accounts. We start with rebels because those have multiple purposes, e.g. Lando and STH are scoundrels you need for events, Wedge and Biggs are good pilots, and five rebels together will master the Palpatine event. Furthermore if you follow this guide, you get the pilots and ships for the zeta mat challenge and Jedi to unlock 5*-mods in the mod store. You will also get EP, Vader, TFP, RG and Tarkin who will open the doors to the R2D2 event. Both your arena squad and fleet will profit from synergies. -1) You may want to manipulate your time zone so you have your collection/fighting time at more convenient hours. See below when these hours are. 0) After you start a new account, pull a chromium pack for 350 crystals (play some normal and hard battles, collect achievements until you have these crystals). Optional: There are different spots to farm your toons: Hard nodes, Cantina nodes, Cantina Store, SquadArena Store, Galactic War (GW) store, Guild Store, Fleet Arena Store (lvl 60). 1) Farm Lando in cantina 1-E 2) Farm Boba Fett in cantina store to 7* 3) Farm STH in the Squad Arena Store to 7* 4) Farm Biggs in GW store to 7* 5) Farm Jedi Consular (7* if you want to use him as a pilot or for the Yoda challenge, but no haste) and Chewie (4* is minimum, 5* recommended, because of crit mod challenge) from hard nodes. Optional: Royal Guard/First Order TIE Pilot (FOTP, lvl54 req). But gear is more important than shards generally speaking. This leads to your Arena team of Lando (Lead), Biggs, STH, Boba Fett, JC Always keep level, abilities and most important gear of your arena team to maximum! (While JC is a very good pilot, he is not very good as an arena toon. We want to replace him soon and only star him for the mod challenge (optional Yoda event) and as a pilot. You can let him fall behind in gear once you have another arena toon.) 6) In Guild store farm Rex (req. lvl 60, as an alternative lead against debuffing teams) and alternatively Sun Fac *or* Darth Maul (5 dark side ships+pilots are needed for the Zeta mat challenge later), see details in point (13). Farm IGD (Ima-Gun Di) to 5* for for the Defense Mod Challenge (only to unlock 5-dot-mods, don't farm def mods) . Don't spend too much gear on him, you don't need him other than for the challenge/event. Skip IGD if you farm another Jedi like Ezra or Old Ben but see the note on cantina toons below. Before lvl60 you can save tokens or buy prototype mats. Farm Luke Skywalker (Farmboy) for the Commander Luke Skywalker (CLS) event (time this with the other toons needed for the event, see below). 7) Farm Princess Leia in Squad Arena Store after STH is 7*. Also farm IG-88 so that you have him ready at lvl 70. IG-88 5* would also be sufficient. This gives you a Team for the Credit Heist event of Lando, STH, Boba, Chewie, and IG-88 at lvl 70. Farm Mace Windu 5* after IG88 5* for the Defense Mod Challenge (to unlock 5-dot-mods). Farm Tarkin (GMT) as your Fleet Commander, for the Rancor raid and for the R2D2 event (see below). 8) After Lando ist 7*, farm Kylo Ren in cantina 4-C and also gear him (as a fighter against Dooku that provides stun and healing immunity). Alternatively, Ezra (Jedi plus Rebel tag). Farm TIE fighter pilot (TFP) in cantina 4-B to about 5* (dark side pilot). Continue to 7* later for the rancor raid and events that require empire such as R2D2. At level 69 farm Wedge Antilles from Cantina 6-F. Not before you have a reasonable mod situation, farm Old Ben for the Commander Luke Skywalker (CLS) event (time this with the other toons needed for the event, see below). Note on cantina toons: If you want to farm 330 shards from cantina, you need about 1000 cantina fights. So 8'000 cantina energy for the 8 energy guys. That's an equivalent of 500 mods á 16 cantina energy (tier III) you don't farm. 12 cantina energy node toons cost as much as 750 mods. So don't farm a cantina toon if your mod base is not settled. 9) Farm 5-dot-health-Mods as soon as you manage tier III of the health mod challenge. You should use half your cantina energy on mods and the other half on char shards now. 10) Farm ship plans in GW store for Biggs', FOTP, TFP, Ahsoka's, Sun Fac's (optional), JC's, Umbaran Starfigher (Fives' ship) after Biggs is at 7* and you achieve lvl 60. TFP, FOTP and Umbaran appear not as often as the other plans, so prioritize these. Farming ship plans until your fleet arena team is all 7* will grant you access to a lot of mats (zeta) and shards (Wedge and all the other pilots). If Biggs is 7* before you are lvl60, safe the tokens. 11) Farm Wedge (char shards), Slave I, TIE advanced x1 and Chirrut Îmwe in Fleet store. If Vader shards occur in fleet store, also buy them (stop at about 6* 40/100 until you have the shards for rewards). Level all ships equally so you have them at 3 stars each on lvl68. You will need this for the challenge which rewards you a 2nd reinforcement place, so you can use 7 ships. 12) Further Cantina Store farms: Farm QGJ (after Ahsoka). This will give you a 5-Jedi-Team: IGD (L) JC Ahsoka QGJ Windu. Do the defense mod challenge as soon as all are 5*. Farm Fives (after QGJ), he is a very good pilot 13) One of the following: Darth Maul (Guild store, Fleet store) and his Scimitar (Fleet store). Very good reinforcement pilot, can be a game changer but is also countered by Fives/Ahsoka. Sun Fac (Guild store, Fleet store) and his ship (GW store). Very good tank but costs a lot of gear. Fast farm DS ship, also very useful as a tank (ship). 14) If you have a good rank, spare crystals can be used to buy Baze shards (50 shards x 50 crystals = 2500 needed for a 3* Baze). This would lead to the Chaze combo (Baze+Chirrut). Short summary: Pre-Level 60 Hard mode nodes: JC 5*, Chewie 5*, if you have energy left also RG, FOTP Cantina nodes: Lando 7*, 5-dot Health Mod and/or Kylo (alternatively Ezra), TFP Cantina store: Boba 7* Arena store: STH 7* GW store: Biggs 7* (save the rest) Guild store: Luke (farm boy), optional IGD (save the rest) Post-Level 60 Hard mode nodes: JC 7*, FOTP, RG Cantina nodes: Wedge 7*, TFP 7*, Old Ben Cantina store: Ahsoka 7*, QGJ 7*, Fives 7* Arena store: Leia 7*, IG-88 5*, Windu, Tarkin, Chief Nebit GW store: Ship Plans: Biggs/Wedge/JC/FOTP/Ahsoka/TFP/Fives Umbaran, Sun Fac (optional) Guild store: Rex, JE (optional Darth Maul, Sun Fac, depending on you dark side ships) Fleet store: Wedge/TIE advanced x1/Slave 1/Vader (optional Scimitar, Sun Fac) Additional Hints Think twice if you start with a different time zone. Collecting/Refreshing hours are: 0 h (all activities reset, Arena and GW store refresh, shipments, new challenges), 6h (shipments, GW store refresh, Arena store refresh), 12h (free energy, free cantina energy, all shops refresh, shipments), 18h (collect arena reward, free energy, new shipments, guild + fleet + arena store refresh), 19h (collect fleet arena reward), 21h (collect free energy, guild + fleet store refresh) Spend crystals on cantina and energy refreshes. 3x normal energy for each 50 crystals and 1-2x cantina energy for 100 crystals each would be very good. For a first good rank in arena and fleet arena, also use crystals to buy a refresh (50 crystals for 5 tries). Get a pole position. No further chromiums needed but the first ;-) Aim to have 5 Rebels at 7* Palpatine Event. https://swgoh.gg/db/events/emperors-demise/ Aim to have 5 Jedi at 5* for the Def Mod challenge. Tier II will allow you to buy 5-dot-mods in the mod shipments, Tier III will increase the chance for 5-dot-mods in the shipments. One star is enough, you don't need to farm these mods, just unlock tier III. G7 lvl65 Jedi should be sufficient. Aim to have 5 Empire toons at 7* for the R2D2 event (EP Vader RG Tarkin TFP). Aim to have Leia, Luke Skywalker (Farmboy), Old Ben, STH and R2D2 at 7* for the CLS event https://swgoh.gg/db/events/luke-skywalker-heros-journey/ optional: Aim to 5 Jedi at 7* for the Grand Master's Training Event. https://swgoh.gg/db/events/grand-masters-training/ (however, Yoda is not really needed) Aim to get Critical Damage Mods: after all other priority characters have been farmed from these locations, farm Chief Nebit from the Arena Store; Dathcha from the Galactic War Store; Jawa Scavenger from the Cantina Store; Jawa Engineer from the Guild Store; and Jawa from hard/cantina nodes. Improve these characters to 5*, level 60-65, g7 and complete Tier III of the Criticial Damage Mod Challenge. Aim to get Speed mods (soon after lvl85): Finn (also good for the hAAT raid with zeta), Poe, RP, RT, R2D2) After lvl85, aim to get Thrawn: Farm Hera, Chopper, Zeb, Ezra, Kanan (for 7* about g8-g9) After lvl85, aim to get BB-8: the First Order Chars (7*), g11 Zylo is enough, rest can be lvl1. However FOTP is recommended anyways as a pilot The starting characters not mentioned in this guide (e.g. Talia) may be needed for the challenges and nodes, but should be kept as low as possible and be replaced as soon as possible. Level 50 and gear V would certainly be enough. Find your arena shard chat to coordinate payouts. Google the name of your opponents' guilds plus "swgoh" and see if they/their guild mates entered contact details in swgoh.gg. Enter your own contact details there. visit http://www.swgoh.life/ for further explantions and calculators Zeta Challenge: (hard, probably need lvl 80+ but start preparing earlier) Aim for 5 dark side ships: TFP, FOTP, Slave1, TIEx1 and Scimitar/SF Aim for 8x 5* ships (Biggs, Wedge, JC, Ahsoka, TFP, FOTP, Slave 1, TIEx1, optional Scimitar/Sun Fac) Guild Enter a good guild early. 30k raid tickets a day are maximum, if you guild does not reach at least 25k you should change it. If you get the chance to enter a heroic AAT guild, do it. Look at the guild activities and plan your resource spending accordingly. Look at your guild activities and prepare yourself. Always provide 600 tickets. 540 are given by free energy (120 cantina energy refill + 45 bonus, 240 energy refill + 3x45 bonus). For more you need to invest at least 50 crystals. There are some tricks, e.g. the next day will be "galactic war", you just start the first GW fight and retreat (via settings button). That gives you the daily challenge, but saves the GW for the next day. By this, you can collect 36 GW knots as guild activities. Endgame Teams See https://swgoh.gg/meta-report/#squads for the current meta Save gear for toons you will unlock in advance, look at the gear list. E.g. for GK at https://swgoh.gg/characters/general-kenobi/gear-list/ How to mod your arena team: Stormtrooper Han You want your STH to go first with his special "draw fire". This fills the other players turn meter (up to 30%). Also when he gets damaged, the others get (up to 20%) turnmeter. Although he is a tank, you need to give him a speed primary arrow mod (receiver). Protection on circle (databus) and cross (multiplexer) but with a speed secondary. The triangle (holo-matrix) can also be protection primary with a speed secondary. Boba Fett Boba can ability block the other players, even STH. He should also be very fast. At level 78, omega the "death from above" ability, so if you are faster than the enemy's STH, you can block him. So he also gets a speed primary arrow. He can use a potency cross, so his ability block will come through against the other team's tenacity. Boba will be revived with a percentage of his health (up to 100%), so give him some health secondaries. The triangle can be crit dmg primary. Boba Zett (zeta boba) also can use high protection. Lando Calrissian Lando needs high crit chance over all, and a crit dmg primary triangle. If you can farm cc (crit chance) and cd (crit dmg) mod sets, that would be great. Protection primary on the cross and circle. Speed primary on the arrow. Biggs Darklighter Biggs needs to be very fast. He also gets a huge speed up by Wedge's unique, so that you can maybe oneshot a squishy (especially in lower levels) with the "Wiggs" attack. He also needs a speed primary arrow. Protection primary on circle and cross. CD primary on the triangle. Speed secondaries are even more important, but also cc secondaries are very good here. Wedge Antilles Wedge is often the target no. 1 for your enemy. I prefer mine to be well protected. As long as Biggs can call him with his assist (omega gives Biggs -1 cooldown), he has his greatest value. So give him cc and cd mod sets, a cd (crit dmg) triangle and protection on circle, cross, and maybe even arrow (others say also speed, but I like protection more). Modding in general Don't overestimate set bonusses. The amount of bonus a cc set gives you (5%cc) can be compensated by a single secondary stat. A CD set is great, but only in addition to a CD primary triangle, not instead of it. A speed set will give you max. about 15 speed which is nice, but you shouldn't sacrifice your secondaries for it. Your attackers usually need to be fast and hit hard. The most important slot is the triangle (holo-array). Don't put defense, health or protection on it (there are exceptions like DN). Offense (value in numbers, not percentage) is a very good secondary stat for them. CD is usually the best. Chars that want to land a debuff need potency. Tenacity is rather bad. The chances that you resist a debuff are minimum 15%, no matter how high the enemy's potency is. If the enemy has 80% potency and you have 65% tenacity, the chances to resist are still 15%, so you win nothing. Only if the attacker has low potency and you have a very high tenacity value, there will be a difference. E.g. the enemy has 45% potency and you have 65% tenacity, your chance to resist will be 20%. Pos. 1: Transmitter (Square) The Transmitter has a fixed primary: offense. This position should therefore be used for good secondaries like speed, protection, offense (value in numbers is better than percentage), crit chance, health. Pos. 2: Receiver (Arrow) For the arrow, the speed primary is very good for most attackers and supports (+30 speed at 5-dot-mods). You can buy these in the mod store, even if they are grey. Protection is very good for most tanks. The other primaries are usually not taken. Pos. 3: Processor (diamond) The processor has a fixed primary: defense. Use it for good secondaries. Pos. 4: Holo-Array (triangle) This is a very important slot. You can get 36%CD from it or 23,5% protection. Pos. 5: Data-Bus (circle) Usually, you want a protection primary, speed secondary circle. Pos. 6: Multiplexer (cross) While in many cases, protection primary is very good, you can also use offense for attackers that do physical damage or potency for attackers that need to land a debuff (combined with potency sets). If you see a 5-dot-mod in the mod store, only buy it if it has a speed secondary (or if it's a speed arrow). Green mods will get one upgrade so a +5 speed can get additional +6 = +11 speed. Blue get two upgrades so they can be 5 speed, +6, +6 = +17 speed. Purple get three upgrades so they can get 5 speed + 6 +6 +6 = 23 speed and gold get 4 upgrades with a maximum of 28 speed. That's very unlikely so also green and blue mods are a good buy with a speed sec. Upgrades happen at levels 3, 6, 9 and 12. Don't upgrade more than 12 other that you need the set bonus. Squad Arena Strategy Find out what the payout of your daily opponents is. Find your shardmates in reddit, EA forum (pvp) or via swgoh.gg-profiles / contact data. Try to fight not before 2 hours (for 10 fights) or 1 hour (for 5 fights) before your payout. Avoid those guys with a similar payout/payout right before you (if you fight 2 hours, fighting after their payout is okay). Once you are a little advanced (lvl70+ maybe), you should be able to react with different setups to different enemy teams. E.G. use Rex lead if the opponent crits a lot. AoE crits like Lando's give your team a lot of turnmeter. Vice versa, don't use Lando against Rex lead enemies. If the enemy uses a lot of dispel (Rex, Chirrut, GK), debuffers are probably useless. Counter it with sheer damage (Wiggs Chaze R2Z2). Vice versa, use triple cleanse (Rex Chaze GK DN/CLS) against teams with a lot of debuffers. Glossary GK - General Kenobi, DN - Darth Nihilus, TFP - TIE Fighter Pilot, FOTP - First Order TIE Pilot, SF - Sun Fac, STH - Stormtrooper Han, Chewie - Clone Wars Chewbacca, Chaze - Chirrut Îmwe and Baze Malbus, Wiggs - Wedge Antilles and Biggs Darklighter, R2Z2- R2D2 with zeta on numer crunsh, Z2Z2 - R2D2 with both zetas, CLS - Commander Luke Slywalker, RG - Royal Guard, JC - Jedi Consular, JE - Jawa Engineer, Windu - Mace Windu, IGD - Ima-Gun Di, QGJ - Qui-Gon Jinn, RT - Resistance Trooper, RP - Resistance Pilot, CD - critical damage, CC - critical chance, GW - Galactic War223KViews1like1037CommentsAdaptive F2P Guide 2.0
This is the second iteration of Adaptive f2p guide. We created previous one, because all other were outdated and since @Raw stopped playing it’s time to refresh it a bit. You can find original one here: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/86926/adaptive-f2p-guide/p1 Guide focuses on most effective way of being competitive in both arenas as well as presents the fastest way of unlocking end game content while still remaining f2p. Before we start I want to strongly insist for every player to be focused on farming, gearing and leveling a very limited amount of characters. Biggest drawbacks of being f2p are limited resources: crystals and credits. Best way to use them: - Crystals – daily energy refresh (3x 50 crystals, always), daily cantina energy refresh (3x 100 crystals, preferably 2-3 daily), arena refreshes (it’s always beneficial to invest 50 or more crystals to get better rewards), gear (spend only in late game) - Credits – keep squad arena and fleet arena heroes maxed out, only invest in best mods (don’t upgrade mods past 12lvl unless you got stats you wanted), increase star lvl only on heroes you’re currently using. Now to the proper segment of this guide – how to start off: 1. Many events in game have set timers during a day, so it might be best to change your device timezone before starting the game – it will move every daily reset or payout accordingly, read more about it here (https://forums.galaxy-of-heroes.starwars.ea.com/discussion/142456/the-perfect-guide-for-the-perfect-start-2017-winter-edition) 2. Every new player will unlock a random hero from his first Chromium pack (350 crystals). Collect them from unlocking achievements. Repeat this process to get a head start (rerolling account, read about it in previous link). Heroes to aim for – TIER 1: Lando, Rex, Baze; TIER 2: Jyn, Chirrut, Ackbar, Old Ben. 3. Community created a list of unlocks per player lvl - https://forums.galaxy-of-heroes.starwars.ea.com/discussion/106106/what-unlocks-at-each-player-level-community-effort . It will help you create a plan for upcoming months and put into context elements of this guide. The best team to aim for from the begining is Phoenix Squadron. Reasons: - easy to farm with great survivability and synergy, - great for early and mid game in squad arena, - help immensely in finishing galactic war on a daily basis, - provide access to mod challenges and legendary characters: Emperor Palpatine, Grand Admiral Thrawn, - can finish one battle in each phase up to phase 5 in Territory Battles (with good mods and gear lvl 8), - are one of the best teams on defense in Territory Wars, - can get decent scores in normal raids (not heroic). Overall they aren’t powerful, but present great survivability and flexibility. You will need them from start to finish. You can farm unit shards from: Hard nodes, Cantina nodes, Squad arena store, Galactic War store, Guild store, Fleet Arena store, Guild Events store and Shipments. Most will be inaccessible for beginners, but will unlock as you progress. Merchandise in each store will change as you lvl up – most notably after 60 and 80 lvl. If what is described here isn't available for you, then it's probably best to save up currency and spend once it becomes accessible. I suggest you farm every character described in guide to 7*, however you don't need to do it right away. Key: 4* - it's fast and cheap (80 shards), 5* - minimal requirement for specific events or game modes, 5-7* - minimum 5* with intent of going to 7* asap, can be postponed until you get info about specific events or farm up another important unit. Farm schedule: - Cantina nodes: Hera Syndulla (4*), Ezra Bridger (7*), Hera (5-7*), Lando Calrissian (min. 5*)/TIE Fighter Pilot (5*)/3-5* health mods, Wedge (7*) Hera is necessary as she has leader ability, but she doesn’t have to be at a high star lvl now. Focus hard on Ezra after 4* Hera. You need at least one 7* for Heroic raid and Ezra is strongest phoenix member. At 69lvl you have to start farming Wedge Antilles. Before that you need to get Lando at least to 5* and farm enough 5* health mods to gear your main arena team (and some for pilots). It would be great if you could farm TFP to 4-5* as well. After Wedge is done get all previous units to 7*. - Cantina store: Chopper (7*), Ahsoka Tano (5*), Boba Fett (5*), Hoth Rebel Scout (5*)/Fives (4*), Stormtrooper (5*) It’s straightforward here – get units in this order. After Boba and Ahsoka are 5*, you can choose what to do next. Farm Boba to 7* if you want to include him in arena team. HRS isn't necessary early on, but is needed to fully participate in Light side Terrritory Battles. Fives is necessary if you want ot run a Mace Windu lead fleet, he also is awesome in a Target Lock fleet, but you can skip him wholeheartedly if you aim for a different fleet setup. Stormtrooper is needed for DS Territory Battles as well as R2 event as 5th Empire unit (if you missed Thrawn event). - Squad Arena store: Kanan Jarrus (7*), Stormtrooper Han (5-7*), IG-88 (5* - farm only if you can’t get Raid Han in time for CH), Admiral Ackbar (7*), Mace Windu (5*)/Princess Leia (7*)/Grand Moff Tarkin (5-7*) You need STH and IG88 for Credit Heist. If you manage to get into Heroic Rancor guild early on then you could skip IG88 and get Raid Han instead. Ackbar is your main fleet commander so farm him first. Afterwards you can choose who to farm: Windu - if you want to unlock defense mod challenge, Leia - if you want to include her in your second arena team and raid team, Tarkin - he is necessary for future fleet challenges as well as Empire unit for R2D2 legendary event. - GW store: Zeb Orellios (5-7*), Biggs Darklighter (4*), ship shards: Biggs, TFP, FOTP, Consular, Ahsoka. Other ships shards worth getting: Wedge, Sun Fac, Fives. Farm Zeb to 5* and get Biggs to at least 4* before 60lvl. Finish Zeb and continue with Biggs/ships. You don’t need Biggs 7* right away, so you can focus on ships – Biggs, JC, Ahsoka will be the core of your early fleet. Get TFP and FOTP ship shards fast since they are end game and rarely drop in shop. You will need Wedge, Sun Fac and Fives ships for different challenges. They need to be at 5*. Fives doesn’t need to be rushed. - Fleet store: Slave I/TIE Advanced/Scimitar (5*), Ghost (5*), Wedge(max 4*), Vader Focus on getting all 3 ships and Vader shards when they pop up - they are rare. You will also need to get Ghost ship from here - he is great for fleet arena. After he is 5* and you fare well in arena you can choose to get Phantom II to 5*, since he is needed for a legendary event. Otherwise stick to Ghost and max him out. Spare currency invest in FOTP and Wedge shards. If you started off with Baze from chromium getting Chirrut from here is a priority. - Guild store: Old Ben (7*), Farmboy Luke (5*), Rex (7*), Darth Maul (5*) After latest update this store is probably the best one out there. You'll get best return on your investment buying green and blue gear pieces, because they are fully crafted ones (ex. Mk3 Detonators, Mk2 Holo projectors, Mk 5 Blastech weapon mod and many more). It will let you allocate more energy into hard node farm. Mk 3 Stun cuffs and Carbanti's are another thing worth investing in, but in end game. Pre 60lvl focus on Old Ben and Luke – try to get first to 7* and second to 5-6* (you can resume his farm when Luke Hero Journey will be announced, he can be farmed from cheap cantina node as well). If you got a lot of whales in arena, best would be to farm Rex to 7* - he will be your next leader after Phoenix. You will also need Sun Fac and Darth Maul for fleet challenge (4-5*). At later stages of the game you need to get Colonel Starck (4-5* - for DS TB). Units worth farming - Resistance Trooper and Finn - if you decided to farm a Resistance team, Rey (if you know her Hero Journey will be coming), Sith Assasin (great unit for any DS team), Kylo Ren. - Hard nodes: Jedi Consular (7*), First Order Stormtrooper (7*), Hoth Rebel Soldier (7*), Chewbacca (5*) Consular is a must for fleet so best to get him running before 60lvl. Chewbacca can wait – you need him for Credit Heist only. Additionally you can support your progress farming Boba, Ahsoka or Biggs. Farm FOST and HRS since they can only be aquired from hard nodes (or bronziums). Other units worth farming after you finish some of these are: First Order TIE Pilot (7*), Resistance Trooper (7*),Barriss Offe (7*), Veers (7*), Stormtrooper (7*). All of them can be also farmed from other shops. Remember not to overfarm units. You don’t have to sim all 5 battles on a node. First and foremost focus on getting your main units geared. - Guild Events store: Scimitar, Veers (4-5*), Krennic/Gar Saxon(5*), gear It’s an end game store – currency should be spent on g12 gear and Hermit Yoda/Wampa shards. For beginers focus on speeding up your progress by buying Scimitar shards and guns/cuffs/carbanti gear. In time farm Veers for Dark Side Territory Battles - he is also available in hard nodes and bronziums, so 4-5* is max what you should do. Krennic and Gar Saxon are great farms (DS TB leaders), but aren't needed at this part of the game - should be farmed later on (focus on one). You can consider buying Hoth Rebel soldier shards if you desperately need them. Currency in this shop is scarce, so I would suggest saving it up until you have a clear path what you want to farm. - Shipments In early game always buy items for credits. As you progress you can buy gear such as Mk3 Holo projectors or gold gear in end game. Here is a useful link: https://docs.google.com/spreadsheets/d/1G7fRR1taw83uBzsh5Ss9LDNqHXplvDK4cHZ6pBQ4jns/edit#gid=1679694163 This guide will let you start off with a Phoenix squad. However don’t overinvest in them. They are great in early and mid game, but fall off a cliff going forward. Get them max to gear lvl8-9. You can invest in g11 for Ezra, he’s worth it. This guide let’s you transition from phoenix squad into traditional Rebels lead by Wiggs (Wedge and Biggs) or Rex. Ezra, Boba Fett, Stormtrooper Han, Lando, Leia or Chaze (Chirrut + Baze) can beat any team in arena. How to effectively play phoenix squad. Chopper – usually fastest, so he can dispel any pretaunt. Adjust his speed if opponent has manual taunters to deal with them as well. Hera and Ezra assists should call Zeb. He can stun 2 ppl in opening round (2 assists + his attack + retaliation if opponent uses aoe). For survivability play around Kanan’s and Chopper taunts, using Zeb and Kanan protection up. Early on you can drop Zeb from squad if you got a good damage dealer from chromium – before g7 units don’t have protection so his unique doesn’t boost you at all. Phoenix are vulnerable to debuffs since they lack a reliable cleanser. Plan accordingly. Teams with greatest potential, transitioning from phoenix squadron, are: 1. Rex (L), STH, Boba, Wiggs - best overall team and accessible fairly quick (apart from Wedge, but you can use Ezra) - it has mediocre dps output, but can deal with any team you encounter in mid game. In nullifies whale opponent advantage when it comes to unit strength and better speed mods. Ideally STH or Boba should go first. It's a tactical team so it's not as good on defense. 2. Ackbar (L), STH, Ezra, Leia, Chirrut - a team with high speed and a lot of assists from Ackbar leader ability. Ezra + Leia are a great combo together. Chirrut provides survivability and most importantly tenacity up. This is a high dps team. As mentioned above, best if STH taunts first. Team is harder to get, because Chirrut is a late farm (or first chromium pull) and both - Leia, STH - are in same store. 3. Wedge (L), Biggs, STH, Ezra, Chirrut/Lando/Boba - All characters are easily obtainable and very strong on offense, however highly dependable on crit chance. If opponent doesn't have countering units (Sun Fac, Phoenix sq.) then it's good to use Lando (L), Boba, STH, Biggs, Wedge/Chirrut/Ezra - this team can help you kill units hiding behind pretaunters or in steath (Nightsisters). Fleet arena You aren’t limited to any capital ship in this guide. Core team of Biggs, TFP, FOTP, JC, Ahsoka, Ghost can thrive under any lead. For Mace lead you should farm Rex’s ship as well and prioritize Fives. Half ship power comes from it's pilot, so pls try to have pilots leveled and geared if resources allow it. Also put mods on them - stats don't matter, only rarity and lvl (the higher, the better). All pilots in this guide will be needed in end-game, so your investment won't go to waste. Pls refer to this guide for more info on ships - https://forums.galaxy-of-heroes.starwars.ea.com/discussion/79552/mostly-inclusive-guide-to-ships/p1 . To fully unlock fleet content you need 5x 5* dark side ships and 5x 5* light side ships. Minimal requirements to be successful are: 5x 4* dark side ships (TFP, FOTP, Sun Fac, Scimitar/Slave/TIE Advance) and 8x 5* ships (no restriction) – Biggs, Wedge, Ahsoka, TFP, FOTP, Ghost, JC, Sun Fac. This is the shortest route. Premium content requirements: - Yoda event – 5x 7* Jedi: Mace Windu, JC, Ezra, Kanan, Ahsoka - Palpatine event – 5x 7* Rebels: Phoenix Squadron - Thrawn event – 5x 7* Phoenix Rebels: Phoenix Squadron - R2D2 event – 5x 7* Empire: Emperor Palpatine, Tarkin, Darth Vader, TFP, Thrawn - BB8 event – 5x 7* First Order: Captain Phasma, FOST, FOTP, Kylo Ren, FO Officer - Chimaera Capital ship - 5x 7* Rebel ships: Biggs, Wedge, Ghost, Phantom II, any U-Wing and 7* Home One (Ackbar's capital ship) - Luke’s Hero Journey – 7* LS units: Old Ben, Farmboy Luke, R2D2, STH, Princess Leia - Rey’s Hero Journey – 7* LS units: Rey, Finn, BB8, Veteran Han, Veteran Chewbacca As you can see this guide covers every event outside BB8 and Rey’s. Please do notice that I listed Thrawn in R2D2 event. This can be problematic with bad timing. A solution to that is farming Veers or Stormtrooper from hard nodes (they also can be aquired from other shops and bronziums). Legendary events rerun every 3-4 months, so you can roughly estimate and plan which units and when to farm. Yoda/Palpatine events run interchangeably every month. Following this guide you will easily unlock most mod challenges: health, defense, critical chance, tenacity and potency. How you approach rest is up to you. Next do: - Offense mods challenge – if FOST is at 4* farm FO officer from cantina store, Phasma from GW store, Kylo Ren from cantina node – adjust timing to BB8 event - Critical Damage mods challenge – if you got Jawa at 4* from bronzium packs then you should focus on this challenge, farm Chief Nebit from Squad store, Jawa Engineer from Guild store, Jawa Scavenger from cantina store, Datcha from GW store. You can farm Jawa and Datcha from cantina node and hard nodes. - Speed mod challenge – farm Finn from cantina node, farm Poe Dameron from cantina store, farm Resistance Trooper from hard nodes and guild store, farm Resistance Pilot from GW store. You can skip Resistance Pilot if you have R2D2 or BB8. If you have trouble in arena with “whales” I would suggest getting Critical Damage mod challenge done first. It boosts rebels power, but it’s mainly intended for end game arena. If you know BB8 will come next month I would go for Offense mods challenge – you already have quite a few FO units farmed and BB8 is considered Resistance, so you would have 1 less unit to farm for speed mod challenge. Overall you will get best return from farming resistance team. Even at lower gear lvl (g8-g9) they can easily finish end game GW. They are currently the best PVE team in game. They’re also considered the best Territory Battle team and can score very high in heroic raids. However they are good only with zeta leader ability from Finn, so they won't be much help before you reach 85lvl (since your main focus for zeta's should be in arena squad). Finishing Defense mod challenge TIER 2 unlocks 5* mods in Mod store, TIER 3 increases their rate. It's worth having 4m credits saved up at all times in case a very good 5* gold mod with speed secondary shows up. If you're in need of good mods, have a lot of credits saved up and same crystals to spend, then you can refresh mod store. It costs only 15 crystals and can net you some good mods. Take into account that it's a very costly procedure and you should do it at end game. For more on mod challenges, watch - https://www.youtube.com/watch?v=O9PFc6Y8whI For more on mods, watch - https://www.youtube.com/watch?v=PjPiX6Mnv7k In early game focus on getting any mods with speed secondaries and good primaries (speed arrow for all). When you unlock 5* health mods - farm them. Try to get best stats for your arena team - same as before speed secondaries and good primary stats. Each unit has a specific mod set that benefits them the most, but don't worry about it until you reach end game stage and have enough spare credits to invest in it. For info on how to mod units, use - http://apps.crouchingrancor.com/Mods/Advisor Guild I suggest to join guild as soon as possible – the sooner you will start raids, the faster you’ll finish gearing your units – a lot of gear can be obtained only from raids. By spending energy daily you generate raid tickets. Every 6min you get 1 energy point, every 12min you get 1 cantina energy point. A guild can generate 30k raid tickets daily, so try to generate your max of 600 – most guilds require that from everyone. By generating as much as possible, you can raid more often. Daily you can get: 240 normal energy, 120 cantina energy, bonus 45 cantina energy and bonus 3x 45 noemal energy for a total of 540 energy. Each day of the week there is a different daily guild activity – which rewards every guildmember with currency, here’s that list - https://swgoh.gg/g/activities/. Raids As mentioned above - most important is to join a guild generating as close to 30k raid tickets daily, as possible. Raiding regularly is more important than scoring high in every raid. This guide provides you with necessary units to score well in raids. Here you can find a current, dynamic list of best teams for every raid - https://swgohindepth.com/2017/04/13/morningstar-013s-complete-haat-team-list/. Take it with a grain of salt though. Some teams might not be viable anymore once you reach end game. Territory Battles and Territory Wars These become available once you reach 65lvl. First is a PvE raid-like guild event and the second is a straight up guild versus guild battle. Both are end game content, so don't be too concerned about it early on. Following this guide you should be able to field enough good Light side teams (phoenix, rebels) to complete quite a few missions early on. For DS TB you need Imperial Troopers, Empire and Bounty Hunter teams to be competitive. Most of which are included in this guide. You will get a lot of them from bronzium pulls, so there is no need to extensively farm them early on. To get info on minimal unit requirements to complete TB visit (https://www.reddit.com/r/SWGalaxyOfHeroes/comments/7c1kig/completing_territory_battles_with_a_mix_of_high/?st=jal4cqph&sh=a0f446a4) - I can atest that with good mods these teams can do missions with some good RNG. Here is an infographic on opponent skills (https://www.reddit.com/r/SWGalaxyOfHeroes/comments/7azack/territory_battle_enemy_guide_and_why_daze_is_your/?st=jal43xv8&sh=275fbd78). Use daze to your advantage and be wary of snowtroopers counters and assists - it can decimate your team in mere seconds. As you can see there are some gray areas in this guide as to who to farm and how fast should they be taken to 7 stars. It's premeditated. Almost all units mentioned in this guide should be farmed to 7*. However the order in which you should do it depends on your preference, in game event shcedule and your squad/fleet arena needs. All in all, please refrain from overpreparing. Game is changing and evolving all the time. Teams I read were good in raids 9 months ago aren’t viable anymore, so when you get to the point I finished this guide, you probably will have more options than I did. Key notes: - Stay focused and diligent in farming and gearing units, - Focus on a limited number of units, - Always keep level, abilities and most important gear of your arena team to maximum, - There is no need to hoard crystals in early and mid game - use everything you got on cheap refreshes (3x50 and 3x100), - If you want to farm 330 shards from cantina, you need about 1000 cantina fights, so at 8 energy a piece that’s 8k energy. That’s an equivalent of 500 mods (5*). Farming a unit from 12 energy cantina node is equivalent of 750 mods, so don’t farm a unit if you lack good mods on your arena team (assuming you got credits to level them up), - After joining squad arena try to find your shardmates through reddit or forum, - Try to stick to your payout in arena, be active max 2h before and get info on other shardmate payouts, so you can avoid unnecessary trouble, - Don't be shy to refresh any store or hard node if you desperatelly need shards of specific unit, it's better to invest some crystals early on than miss on legendary event, - Join a Heroic Rancor guild as soon as possible, both heroic raids on farm will speed up your progress immensely, - Get a 7* unit as soon as possible - it will enable you to take part in Heroic raid, blanking that raid is much more profitable than doing normal ones, - Although gear is most important, try to always have at least 2-3 units on farm from hard nodes, especially in early game. Your progress is limited by lvl, so you won't encounter a huge gear crunch. Use that time to farm necessary units unlocking future content, - Previous edition of Rey and Luke's Hero Journey was in December, so next one won't be until April - plan accordingly, - For anything regarding numbers and info about this game refer to: https://swgoh.gg/, - For interactive help visit - http://www.swgoh.life/ or https://www.reddit.com/r/SWGalaxyOfHeroes/, - For info on upcoming events - https://swgohevents.com/, - Youtubers worth watching: Ahnald (https://www.youtube.com/user/AhnaldT101), MobileGamer (https://www.youtube.com/channel/UCKjqnZEvjlf4TPtt9dmqhYw/featured), Nukin (https://www.youtube.com/channel/UCdIo26CoCqBoO5dnc3fXcLw), CubsFan Han (https://www.youtube.com/channel/UCDWyx4wMW3RV1Hz8148OIYg/featured). There are a lot of them out there (McMole2, CrazyExcuses.) so choose to your liking.196KViews1like386CommentsMassive Mods Guide
NOTE: THIS THREAD IS INTENDED FOR INFORMATIONAL PURPOSES ONLY. Please post comments only related to providing information about mods, and refrain from posting any opinions, strategies, or other commentary about mods in this thread. If you want to talk strat or complain or otherwise share opinions about mods, please put it in a different thread. I'm really just compiling a lot of things that are probably already posted elsewhere, but I felt like there isn't really a single, comprehensive guide to mods on the forums yet. So, not that we need another mods guide, I figured I would at least take as much as I could find about mods and combine it all together into a single guide. I'm sure I'm probably leaving things out here, or that someone else already has a much better guide, but feel free to add to it in the comments or dispute anything I've written, and I'll try to come back and update occassionally as new info is made available. Also, all of this is accurate as of the time I'm writing this post. As we already know, everything is subject to change, including the level cap, quality levels, stats, set bonuses, etc. Enjoy! >>Basics<< All mods have the following attributes: Tier, Quality/Color, Level, Shape/Slot, Set-Bonus, Primary Stat, and Secondary Stat(s). Mods come in Tiers 1-5, Quality A-E, Level 1-15. All mods use the following methods to improve stats: Primary Stat, Secondary Stat(s), and Set Bonus. These improvements either come in the form of a flat increase or a % increase. Note: I'm a bit confused about which primary stats can still have flat values. This is because other than speed, I never really see any flat values on mod primary stats anymore, even though the devs stated in their update that it was only Offense, Defense, Health, and Protection that had the flat values removed. If anyone knows of any additional primary stat flat values other than speed, please let me know and I will update this guide to include them. >>Obtaining Mods<< Mods unlock at player level 50 and can be assigned to any character level 50 or higher. Currently, mods can be obtained by completing mod battles for Tier 1 & 2 mods, by completing mod challenges for Tier 3, 4, & 5 mods, and by purchasing them from the Mod Shop. Mod Battles Mod battles unlock at player level 50, have no character restrictions, and require cantina energy to complete. Sim tickets may be used after the battle has been completed at 3 stars, just like cantina battles. There are 8 stages, each corresponding to a particular set-bonus, and each stage contains 7 battles, one for each shape and a 7th battle that rewards a random shape. In addition to rewarding tier 1 and 2 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP. Mod Challenge Battles Mod challenge battles unlock when Stage 3 of Mod Battles is complete, and each set of challenge battles unlocks when a corresponding stage of Mod Battles has been completed. Each challenge requires a specific squad of characters, as follows: Health Set-Bonus Mods – All characters allowed Defense Set-Bonus Mods – Only Jedi Allowed Critical Damage Set-Bonus Mods – Only Jawas Allowed Critical Chance Set-Bonus Mods – Only Scoundrels Allowed Tenacity Set-Bonus Mods – Only Rebels Allowed Offense Set-Bonus Mods – Only First Order Allowed Potency Set-Bonus Mods – Only Empire Allowed Speed Set-Bonus Mods – Only Resistance Allowed Mod challenge battles require at least 3 3-star characters for the tier-3 challenge battles, at least 4 4-star characters for the tier-4 challenge battles, and at least 5 5-star characters for the tier-5 challenge battles. In addition to rewarding tier 3, 4, and 5 mods, mod battles will also reward ability mats, training droids, sim tickets, credits, cantina currency, and XP. Mod Challenge Battles also require cantina energy to complete. CG_NotReallyAJedi writes: “The Energy-to-Currency ratio is as follows: 1- 2* Mods Battles: 10 Energy, 17 Cantina Currency 3* Mods Battles: 10 Energy, 17 Cantina Currency 4* Mods Battles: 12 Energy, 21 Cantina Currency 5* Mods Battles: 16 Energy, 28 Cantina Currency” Mod Shop You may also purchase mods in the Mod Shop for either credits or crystals. The Mod Shop unlocks when Mod Battles is unlocked at player level 50. EA_Jesse writes: “Prior to unlocking Mod Challenges only 1, 2 and 3 star Mods will be available in Mod Shipments. Upon completion of ALL Tier 1 Mod Challenges 4 star Mods will start to appear in Mod Shipments. Upon completion of ALL Tier 2 Mod Challenges 5 star Mods will start to appear in Mod shipments.” It is rumored that mods may also be a reward provided by the upcoming AAT raid, and that Tier 6 and 7 mods will become available at that time. However, as of the time of this post, Tier 6 and 7 mods are currently unavailable. Edit (10/23/2016): Mods are not available as a reward for the AAT Tank Takedown raid, and Tier 5 remains the highest tier mod you can obtain. No new updates/news as to when Tier 6 and/or 7 mods will become available, but I will update this guide if/when they become available. >>Mod Stat Increases<< Mods can improve the following stats: Health, Defense, Critical Damage, Critical Chance, Tenacity, Offense, Potency, Speed, Accuracy, Protection, and Critical Avoidance. These stats are improvements based on a character's stats obtained through other progression prior to any mods, rather than after mods have been added. So, if your character has 100 speed prior to adding any mods, you add +10 speed with a primary stat, and then get a 5% speed-set bonus, the 2 bonuses are applied as (5% x 100) + 10 = 15 rather than + 10 = 15.5 (stats don't typically have decimals, but you get the idea). Stats can be increased using set-bonuses, primary stats, and secondary stats. >>Mod Shapes<< All mods correspond with one of 6 pre-defined, unique slots: Square, Arrow, Diamond, Triangle, Circle, and Plus. Each mod will correspond with one of these slots, and can only be equipped in its corresponding slot. Each shape can have any set bonus, and any secondary stat(s). However, specific shapes will correspond with specific primary stats. These are as follows: Square - Offense (%) Arrow - Speed (flat), Accuracy (%), Offense (%), Defense (%), Health (%), Protection (%), Critical Avoidance (%) Diamond - Defense (%) Triangle - Critical Chance (%), Critical Damage (%), Offense (%), Defense (%), Health (%), Protection (%) Circle - Health (%), Protection (%) Plus - Potency (%), Tenacity (%), Offense (%), Defense (%), Health (%), Protection (%) Here's another view of the same data that you might find helpful: Offense (%) - Square, Arrow, Triangle, Plus Speed (flat) – Arrow Accuracy (%) - Arrow Defense (%) - Arrow, Diamond, Triangle, Plus Health (%) - Arrow, Triangle, Circle, Plus Protection (%) - Arrow, Triangle, Circle, Plus Critical Avoidance (%) - Arrow Critical Chance (%) - Triangle Critical Damage (%) - Triangle Potency (%) - Plus Tenacity (%) - Plus >>Upgrading Mods<< Tier 1 mods have the lowest starting and max stats, whereas Tier 5 mods have the highest starting and max stats. However, Tier 1 mods have the lowest cost to increase level, whereas Tier 5 mods have the highest cost to increase level. Tier 1 is also cheapest to swap between characters, whereas Tier 5 is the most expensive. However, Tier 5 mods will sell for the highest value (since they are the most valuable), but you won't get many credits back from a Tier 1 mod. This means that lower-tier mods will upgrade quicker and much more cheaply, but higher-tier mods have a greater upside and will ultimately be more valuable in the long-run. Mk 1-A mod means tier 1, quality A. Mk 5-C means tier 5, quality C. Etc. Here are the costs to upgrade or remove mods (thanks to @IdobaFett): Tier 1 Upgrade: 375 (3,750 x 10) Remove: 550 Tier 2 Upgrade: 750 (7,500 x 10) Remove: 1,050 Tier 3 Upgrade: 1,250 (12,500 x 10) Remove: 1,900 Tier 4 Upgrade: 1,750 (17,500 x 10) Remove: 3,000 Tier 5 Upgrade: 2,250 (22,500 x 10) Remove: 4,750 Here are the total costs to upgrade mods from level 1-15 (thanks to @scuba): Tier 1: 28,875 credits Tier 2: 57,750 credits Tier 3: 152,500 credits Tier 4: 250,250 credits Tier 5: 474,750 credits >>Mod Tiers<< All mods come in Tiers 1-5. A mod's tier (number of "dots") is permanently set from the beginning, and cannot be changed (unless the devs change it, of course). Higher-tier mods have higher starting and ending values for each stat. So, for example, a Tier 1 mod will max-out at 17 speed as the primary stat, whereas a Tier 5 mod will max-out at 30 speed for the primary stat. Tiers typically determine that the mod has a higher starting or ending value for the primary and secondary stats, whereas the mod quality/color determines the number of secondary stats the mod has, and how many times it gets upgraded. >>Mod Quality/Color<< All mods come in quality A-E, which corresponds with the following colors: A - Gold, B - Purple, C - Blue, D - Green, E - Grey Mod quality can start at anywhere from quality A-E at level 1, but as the mod's level increases, the quality improves. Therefore, ALL MODS will eventually reach quality A (Gold) once upgraded to level 15. The difference is, mods that start with quality A at level 1 will typically have higher "final" secondary stats (due to existing stats increasing as the mod levels increase), whereas mods that start at quality E will typically have lower "final" secondary stats since instead of upgrading the stats on existing secondary stats, the quality increase will simply add a new stat. This can all be very confusing, but in other words, starting at a higher quality is sort of like having "more" increases applied to each stat on the mod, whereas having a higher tier is sort of like having "larger" increases applied to each stat on the mod. See Mod Levels below for further details. Most quality A (Gold) mods have 4 secondary stats, but higher-tier versions usually end up with higher stats. >>Mod Levels<< EA_Jesse writes: “Mods can reach up to level 15 Each level up increases the primary stat on the Mod At levels 3, 6, 9, and 12, a secondary stat will be added or an existing secondary stat will be increased Mods are upgraded by spending credits to increase the XP of the Mod. It is possible to receive a large XP boost immediately upgrading the Mod's level.” Note that secondary stats are only added or upgraded at levels 3,6,9, and 12. This means that the rest of the time, only the primary stat will be upgraded when a new mod-level is achieved. >>Mod Set-Bonuses<< Each mod corresponds with a specific, pre-defined set-bonus that cannot be changed (unless the devs change it, of course). Set-bonuses are earned when a character has equipped a certain number of mods (either 2 or 4 mods) that all have the same set-bonus. A Max set-Bonus can also be earned when that same group of mods (again, either 2 or 4 mods) have all been upgraded to level 15. Max set-bonuses replace the basic set-bonuses once applied. Set-bonuses and Max set-bonuses are as follows: Equip 2 Health Mods: +2.5% Health Equip 2 L15 Health Mods: +5% Health Equip 2 Defense Mods: +2.5% Defense Equip 2 L15 Defense Mods: +5% Defense Equip 4 Critical Damage Mods: +15% Critical Damage Equip 4 L15 Critical Damage Mods: +30% Critical Damage Equip 2 Critical Chance Mods: +2.5% Critical Chance Equip 2 L15 Critical Chance Mods: +5% Critical Chance Equip 2 Tenacity Mods: +5% Tenacity Equip 2 L15 Tenacity Mods: +10% Tenacity Equip 4 Offense Mods: +5% Offense Equip 4 L15 Offense Mods: +10% Offense Equip 2 Potency Mods: +5% Potency Equip 2 L15 Potency Mods: +10% Potency Equip 4 Speed Mods: +5% Speed Equip 4 L15 Speed Mods: +10% Speed >>Managing Mods<< Mods can be equipped, upgraded, removed, sold, or destroyed. Upgrading and removing costs credits. Selling a mod will return credits to the user, and equipping or destroying a mod will neither cost nor return credits. The higher the mod's tier, the more credits it costs or returns. If a mod has already been equipped, it must be unequipped first before it can be sold. Mods can be locked/unlocked to prevent them from being removed or sold until you're ready to do so. Up to 500 mods can be stored in the Mod Inventory before the UI will force you to sell or destroy mods to make room for new mods. You can search for mods using various filters and search criteria in the inventory screen to make finding the mods you're looking for easier. >>Mod Achievements<< There are tier 1, 2, and 3 achievements for mod challenges for each set-bonus type. Tier 1 Challenge Completion: 10k credits, 10 crystals, 30 ally points Tier 2 Challenge Completion: 20k credits, 20 crystals, 60 ally points Tier 3 Challenge Completion: 40k credits, 40 crystals, 120 ally points If anyone has the data on what all of the achievement rewards are for equipping mods, I would be happy to add it to this guide. I hope you've enjoyed this guide, and are (hopefully) a little less-confused by mods now; I know I was completely overwhelmed by mods when they first got implemented. Again, let me know in the comments below if you have any additions or changes you would like to see and I would be happy to edit to incorporate them, assuming that someone has validated that your information is correct. ;^]182KViews1like36CommentsCharacter Strategy: Commander Luke Skywalker
Commander Luke Skywalker Determined Rebel hero who can ignore debuffs or ignore Taunts Unlocks at: Seven stars Available from: Hero's Journey Event Abilities BASIC Attack – Destined Strike: Deal Physical damage to target enemy and inflict Speed Down and Defense Down for 2 turns. If the target already had Speed Down, remove 30% Turn Meter. If the target already had Defense Down, inflict Stun for 1 turn. SPECIAL Attack – Use the Force: Deal Physical damage to target enemy, Dispel all buffs on them, remove 100% Turn Meter, and inflict Buff Immunity and Tenacity Down for 2 turns. Reduce the cooldown of this ability by 1 if the target didn’t have full Health. (Cooldown 4). SPECIAL Ability – Call to Action: Dispel all debuffs on Luke. Luke gains 100% Turn Meter and recovers 40% Health and 40% Protection. If Luke doesn’t have the “Call to Action” unique buff, he gains it until the next time this ability is used. (Cooldown 4) Call to Action: Luke ignores Taunts during his turn and has +50% Accuracy, +50% Critical Chance, and +50% Critical Damage. Can’t be Dispelled or prevented. Leader Ability – Rebel Maneuvers: Rebel allies have +50% Counter Chance, +50% Defense, and +15% Offense. Whenever an enemy Resists a detrimental effect, Rebel allies gain 5% Turn Meter. Unique Ability – Learn Control: While Luke doesn’t have Call to Action, he has +50% Counter Chance, +50% Critical Avoidance, +50% Defense, +100% Tenacity, and gains 10% Turn Meter whenever another Rebel ally takes damage. Unique Ability – It Binds All Things: Luke has +40% Potency. Whenever Luke Resists a detrimental effect he recovers 5% Health and 5% Protection. Whenever Luke inflicts a debuff he gains 10% Turn Meter and other allies gain half that amount. General Strategy Luke’s special “Use the Force” is devastating, stripping all buffs and Turn Meter from the target, and then preventing further buffs from being applied through Buff Immunity. Luke’s Lead grants Counter Chance to the entire Rebel Faction for the first time. With all the high-damage attackers within the Rebels, using an AoE against them becomes an interesting proposition of whether the counterstrike might hurt more than the intended AoE attack. Use Luke’s second special to grant himself the “Call to Action” buff when you need to get through a taunting tank and finish off a wounded enemy. Hero Synergies Pair Luke with allies that can provide Speed Down and/or Defense Down so that Luke’s basic can proc the more powerful secondary effects of Turn Meter Remove and Stun earlier rather than later. Using Rebels with AoE Debuffs such as Obi-Wan Kenobi (Old Ben), Cassian, R2D2, or Scarif Rebel Pathfinder under a Luke lead can help versus enemies that repeatedly apply Tenacity Up. A full 5 enemies resisting an AoE debuff supplies 25% Turn Meter to all Rebel Allies, which would be doubled to 50% when figuring that Obi-Wan’s “Mind Trick” applies two! Luke’s lead and R2 are a match made in heaven, as each Counterattack gives another opportunity to Critical Hit and cleanse all debuffs from the character. Where to Use Luke is one of the most versatile and powerful characters we have released, and can be used in any group in Squad Arena, Raid, Assault Battles, or various other PVE squads.152KViews1like182CommentsReoccurring Events and Characters Required Index
Back to New Player Index Ever wondered what characters are required for a reoccurring event or what is the recommended Gear Level? Below you'll find a clickable index of information regarding events, including required characters, frequency, tiers, gear/level recommendations and more. This index will change and populate with further info as the need arises. LEGENDARY EVENTS Grand Master's Training Emperor's Demise Artist of War Daring Droid Pieces and Plans Imperial Chimaera One Famous Wookiee Flight of the Falcon Agressive Negotiations HERO AND ANCIENT JOURNEY Luke's Hero Journey Rey's Hero Journey Jedi Knight Revan's Ancient Journey Darth Revan's Ancient Journey The Journey Continues EPIC CONFRONTATION EVENTS Showdown at Star Forge Clash on Kamino HEROIC BATTLES Endor Escalation Defense of Dathomir FLEET MASTERY EVENTS Home One Fleet Mastery Endurance Fleet Mastery Executrix Fleet Mastery SPECIAL EVENTS Ghosts of Dathomir OMEGA BATTLE EVENTS Bespin Omega Coruscant Omega Dathomir Omega Endor Omega Hoth Omega Imperial Fleet Omega Jakkuu Omega ASSAULT BATTLE EVENTS Forest Moon Ground War Military Might Places of Power Secrets and Shadows Rebel Roundup MYTHIC EVENTS All Mythic events require beating the highest tier of the corresponding Legendary event for Legendary event mythics or the bonus tier for assault battle mythics. MYTHIC EVENTS LEGENDARY Emperor's Demise MYTHIC Artist of War MYTHIC Daring Droid MYTHIC Pieces and Plans MYTHIC Grand Masters Training MYTHIC MYTHIC EVENTS ASSAULT BATTLES Military Might Assault Battle MYTHIC Forest Moon Assault Battle MYTHIC GALACTIC BOUNTIES EVENTS Galactic Bounties HEIST EVENTS Credit Heist Training Droid Smuggling ADVANCED FLEET MASTERY EVENTS Admiral's Maneuver General's Command GALACTIC LEGEND EVENTS Heir to the Dark Side Heir to the Light Side145KViews1like49CommentsKit Reveal: Jedi Knight Revan
UNIT NAME: Jedi Knight Revan ALIGNMENT: Light CATEGORIES: Jedi, Old Republic, Attacker Fabled Jedi leader who controls the battle with a wide mix of powerful abilities https://youtu.be/KMi8RBCQv9E ABILITIES: Basic: FEROCIOUS CHARGE Final Text: Deal Special damage to target enemy. This attack deals 25% more damage to Dark Side enemies. If the target is Marked, Revan gains 20% Turn Meter. Special 1: MASTER STRATEGIST (Cooldown 3) Final Text: Deal Special damage to all enemies. Revan dispels all debuffs on Jedi and Old Republic allies, then Revan heals all Jedi and Old Republic allies by 10% for each Jedi and each Old Republic ally. Revan gains Critical Damage Up and Foresight for 3 turns. Swap Turn Meter with target other Jedi. Special 2: DIRECT FOCUS (Cooldown 3) Final Text: (ZETA) Inflict Buff Immunity and Marked on target enemy for 2 turns (these effects can't be Resisted, Copied or Dispelled). Increase target enemy's cooldowns by 1, reduce their Turn Meter by 50% and Stun them for 1 turn. This attack can't be Evaded. Call all Jedi allies to assist dealing 50% less damage. Marked: All enemies will target this unit Leader: GENERAL OF THE OLD REPUBLIC Final Text: (ZETA) At the start of battle, Jedi and Old Republic allies gain +5 Speed, +5% Crit Chance and +5% Offense for each Jedi and each Old Republic ally. Jedi allies begin the battle with Tenacity Up for 1 turn. While Revan is in the leader slot and not the ally slot, units are immune to bonus Turn Meter effects from leader abilities until the start of the first turn of battle. Whenever a Jedi ally attacks out of turn, they recover 20% of their Max Protection and deal 35% more damage. When a Jedi ally uses a Basic ability on an enemy with Bonus Protection, reduce the target enemy's Max Health by 10% (stacking, doesn't work against Raid Bosses). At the start of each Jedi ally's turn, they gain Strategic Advantage if no ally has Strategic Advantage. A Jedi ally with Strategic Advantage can't be countered. Strategic Advantage: (cooldown 1) Dispel all debuffs on target other Jedi ally. They gain Strategic Advantage and assist, using their Basic ability. This character uses their Basic ability and loses Strategic Advantage. Unique 1: SAVIOR Final Text: While another Jedi ally is active, Revan ignores Taunt. The first time another Jedi ally would be reduced to 1% Health, if Jedi Knight Revan is active, they recover 100% of their Max Health and Protection, gain Critical Hit Immunity for 2 turns, and take a Bonus Turn. While Revan is in the Leader slot and not the ally slot, he can also be saved by Savior. Unique 2: HERO Final Text: (ZETA) Jedi Knight Revan is immune to Stun and Ability Block. Revan has +10% Tenacity, Health Steal, Max Health, Max Protection, Critical Hit Avoidance, Defense and Critical Damage. Other Light Side allies gain half these bonuses while Revan is active. These bonuses are doubled while Revan is in the leader slot and not the ally slot. SYNERGY:CG_SBCrumb7 years agoNew Spectator137KViews1like288CommentsKit Reveal: The Mandalorian (Beskar Armor)
UNIT NAME: The Mandalorian (Beskar Armor) ALIGNMENT: Light CATEGORIES: Attacker, Leader, Scoundrel Fearless Scoundrel leader who hunts down enemies to protect his allies ABILITIES: Basic: DEFT STRIKE FINAL TEXT: Deal Physical damage to target enemy and inflict Damage over Time for 3 turns. If they were already debuffed, deal damage again. Special 1: DISCIPLINED SET UP (Cooldown 4) FINAL TEXT: The Mandalorian (Beskar Armor) gains 1 stack of Whistling Birds for each enemy (max 20 stacks), and he may only use Swift Takedown the next time he uses an ability. Until The Mandalorian (Beskar Armor) uses Swift Takedown, he can't assist or counter attack, he ignores Stealth and Taunt, and he gains 1 stack of Whistling Birds whenever an enemy takes damage (max 20 stacks). Whistling Birds last until Swift Takedown is used or until The Mandalorian (Beskar Armor) is defeated. Whistling Birds: Deal true damage to target enemy for each stack when using Swift Takedown Special 2: WONDER OF THE FORCE (Cooldown 4) FINAL TEXT: Dispel all debuffs on all Scoundrel allies and equalize their Protection. All Scoundrel allies recover 20% Protection. Remove 20% Turn Meter from all enemies, which can't be evaded. The Mandalorian (Beskar Armor) and target other Scoundrel ally gain Damage Immunity for 1 turn, which can't be copied, dispelled, or prevented, and Tenacity Up for 2 turns. This ability starts on cooldown. Special 3: SWIFT TAKEDOWN (Cooldown 0) FINAL TEXT: Inflict Healing Immunity for 2 turns on all enemies, deal Physical damage to them, and lose 1 stack of Whistling Birds for each enemy damaged this way. Deal true damage to target enemy for each stack of Whistling Birds. If target enemy is defeated by this ability, remaining Whistling Birds will damage the weakest remaining enemy. This attack can't be countered or evaded, and enemies defeated by this ability can't be revived. This ability can only be used immediately after Disciplined Set Up. Leader: (ZETA) SEASONED TACTICS FINAL TEXT: For each Scoundrel ally at the start of battle, Scoundrel allies gain 5% Max Health, Max Protection, and Offense. Whenever an enemy takes damage, Scoundrel allies gain 2% Turn Meter. Unique 1: (ZETA) PROTECTIVE INTUITION FINAL TEXT: The Mandalorian (Beskar Armor) is immune to Ability Block and has +40% Potency and Tenacity. The first time each Scoundrel ally falls below 75% Health, The Mandalorian (Beskar Armor) dispels all debuffs on himself, gains 1 stack of Whistling Birds, and takes a bonus turn, and the cooldown of Wonder of the Force is reset.CG_SBCrumb4 years agoNew Spectator131KViews1like93CommentsKit Reveal: Darth Revan
UNIT NAME: Darth Revan ALIGNMENT: Dark CATEGORIES: Dark Side, Attacker, Sith, Sith Empire, Leader Ruthless Sith Lord that is extremely effective at taking down the enemy leader ABILITIES: Basic: Lacerate FINAL TEXT: Deal Special damage to target enemy. Inflict Buff Immunity on target enemy and enemy leader for 2 turns. If the target is the leader, reduce Darth Revan's cooldowns by 1. Special 1: Force Storm (Cooldown 3) FINAL TEXT: Deal Special damage to all enemies and Shock them for 2 turns. All Sith Empire allies gain 5 stacks of Ferocity for 2 turns. This attack can't be evaded. Ferocity: -15% Defense and Tenacity per stack, +8% Offense and Potency per stack; can't be copied Special 2: Insanity (Cooldown 4) FINAL TEXT: Deal Special damage to target enemy and inflict Fear on them and enemy leader for 1 turn. If the target is the leader, or if the leader is defeated, inflict Fear on all enemies for 1 turn. This Fear can't be copied, dispelled, or resisted and this attack can't be evaded. Fear: Miss the next turn, can't use abilities, and can't evade. Increase cooldowns by 1 and Fear expires on taking damage from an attack. Leader: Lord of the Sith FINAL TEXT: (ZETA) Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuff. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns. At the start of battle, if all allies are Sith Empire they have +50% Critical Damage. At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn. This Deathmark can't be copied, dispelled, evaded, or resisted. Unique 1: Conqueror FINAL TEXT: (ZETA) Darth Revan has +100% Defense Penetration. At the start of each Sith Empire ally's turn, dispel all Foresight on all enemies, which can't be evaded. When a Sith Empire ally is inflicted with Ability Block or Stun, they dispel that debuff and gain Ferocity for 2 turns. Enemies can't assist or attack again if their attack is targeting Darth Revan NOTE: We updated this abilities description to be more straightforward. This did not change the in game mechanics of this ability in any way. Check out the FAQ for more information Unique 2: Villain FINAL TEXT: (ZETA) When Darth Revan uses an ability during their turn, if the selected target is already inflicted with Deathmark, Fear, or Corrupted Battle Meditation, Darth Revan immediately uses Lacerate. When Fear expires on an enemy, they also dispel all buffs on themselves. When Darth Revan's Health falls below 50%, it is equalized with the other healthiest ally. SYNERGY: Check out Developer Insights where I discuss Darth Revan with CG_ParkingInstructor! Plus some awesome tips and tricks!CG_SBCrumb6 years agoNew Spectator125KViews1like356CommentsDarth Revan Event: Bare Minimum?
Beat all 7 tiers with this https://cdn.discordapp.com/attachments/404369275252637717/559849060304027678/IMG_3249.jpg T5 was a piece of cake, got it on my first try. Ignored the sides and focused all attacks on the main droid (convinced Lady Luck was on my side after reading some other posts). T6 was really annoying. Had to spend 100 carbantis to push Juhani to G8, loaded her with my best 5* protection mods, and it took about 30 tries. I tried to inflict fear on Bastila and use Revan's basic most of the time to reset the cooldown, but it might have just been RNG. All in all, took me an hour. Actually spent more crystals refreshing the store to G12 Revan than anything else :lol:122KViews1like40CommentsRey (Jedi Training) Strategy Guide
UNIT NAME: Rey (Jedi Training) ALIGNMENT: Light Side CATEGORIES: Resistance, Tank Resilient Resistance Tank who avenges debuffed allies and controls the battlefield ABILITIES: Basic: Connected Strikes Deal Physical damage to target enemy. Damage is increased by 25% for each of the following: Rey has no debuffs; Rey has any buffs; the target has no buffs; the target has any debuffs. Special 1: Defiant Slash Deal Physical damage to target enemy and inflict Healing Immunity for 2 turns (this effect can’t be Copied, Dispelled, or Resisted). Target other Resistance ally and dispel all their debuffs, call them to Assist, and grant them Foresight for 2 turns. (Cooldown 5). Special 2: Mind Trick Dispel all buffs on target enemy and inflict Ability Block, Daze, Offense Down, and Speed Down for 2 turns. For each debuff inflicted, remove 10% Turn Meter, which can't be Resisted. For each debuff Resisted, remove 20% Turn Meter, which can't be Resisted. For each active Resistance ally, gain 15% Turn Meter. This attack can't be Evaded. (Cooldown 5) Leader: Inspirational Presence (Includes ZETA Upgrades): Resistance allies have +30% Critical Chance and +30% Critical Damage. When they score a Critical Hit, they have a 70% chance to inflict Expose for 2 turns (this effect can’t be Resisted). Resistance allies gain 10% Turn Meter when an enemy is Exposed. When Resistance allies use a Special ability: All Exposed enemies lose 5% Turn Meter (this effect can't be Resisted) If the Resistance ally has no debuffs, reduce their Cooldowns by 1 (ZETA): When a Resistance ally uses a Special ability, all Exposed enemies lose 5% Turn Meter (this effect can't be Resisted); when a Resistance ally uses a Special ability, if they aren't debuffed, reduce their Cooldowns by 1. Unique 1: Virtuous Protector (Includes ZETA Upgrades): When another ally suffers a debuff, or when a Resistance ally gains Secret Intel, Rey gains 8% Turn Meter. When Rey suffers a debuff she has a 40% chance to Dispel all debuffs on herself. (ZETA): When Rey suffers a debuff she has a 40% chance to Dispel all debuffs on herself. Unique 2: Insight (Includes ZETA Upgrades): At the start of each encounter, Rey gains Foresight until she Evades. Rey recovers 5% Health and 5% Protection when she Evades. At the end of Rey's turn: Rey gains Foresight until she Evades If Rey has Foresight, she gains Critical Damage Up until she is damaged If Rey has Critical Damage Up, she gains Offense Up until she is damaged. (ZETA): At the end of her turn, if Rey already had Critical Damage Up, she gains Offense Up until she is damaged instead; at the start of each encounter, Rey gains Foresight until she Evades; when Rey Evades, she recovers 5% Health and 5% Protection. General Strategy, Synergy and Utilization Rey’s Hero’s Journey continues in Galaxy of Heroes! Guide Rey as she uses her lightsaber to defeat her foes and learn the ways of The Force. In PvP... Rey (Jedi Training) is a tank character that is also able to deal powerful damage and establish control of the battlefield. Coupled with her consistent Foresight, she is difficult to take out. Locking her down with debuffs is equally difficult given Rey’s unique “Virtuous Protector” ability grants the chance to dispel all debuffs on her. Rey (Jedi Training) also brings the first unpreventable and undispellable Healing Immunity, which helps her while battling stubborn opponents such as Barriss Offee, Chirrut Imwe and Kylo Ren (Unmasked). While Rey (Jedi Training) can function in multiple squads, she works best when accompanied by her trusty droids. BB-8, can use “Secret Intel” to speed her up, while R2-D2 can help keep her under stealth as Rey (Jedi Training) is ramping up damage via her “Insight.” In PvE... Rey (Jedi Training) brings a new twist to the Resistance playstyle. Her leader ability, “Inspirational Presence,” grants any Resistance unit a chance to apply Expose via a Critical Hit. Thus, she pairs extremely well with Resistance squad mates who gain Turn Meter from each successful Expose application. It also benefits Resistance units that can score multiple Critical Hits in the same turn. She excels at providing Turn Meter and Cooldown reduction to her team in reliable amounts. She also brings the team’s damage up significantly with her assist call (especially when paired with BB-8), and her powerful basic attack. In HAAT Raid, her “Insight” can reliably keep her Offense Up and Critical Damage Up active. This boosts her already formidable offensive presence, and allows her to consistently deal large amounts of damage in quick succession. COMMUNITY VIDEOS Looking for even more strategies and analysis of Rey (Jedi Training)'s kit? Check out these videos made by your fellow players. CubsFanHan https://youtu.be/Klj1WYXT-qg Nukin from Republic https://youtu.be/M3OWf6RJ4w0 AhnaldT101 https://youtu.be/wVNp3lJtvyk Mist Passiert https://www.youtube.com/watch?v=ywyMCSGxFh4 MobileGamer https://www.youtube.com/watch?v=kpVBwTJemqA WarriorPresents https://www.youtube.com/watch?v=eyKq-KKAD30 DBofficial125 https://www.youtube.com/watch?v=w6S6YJsN7q4&t110KViews0likes175CommentsCHARACTER STRATEGIES - Captain Phasma, Kylo Ren and First Order Officer
Captain Phasma Overview Captain Phasma is a tremendous support unit that can grant allies extra attacks, whether by increasing turn meters with Victory March or debilitating the speed of the opposition with Fusillade. With her leader ability Fire at Will, any of your units that attack, especially ones from the First Order, may randomly call in an additional ally to assist in attacks. Where to use In Squad Arena, responding sooner rather than later can turn the tide of battle. Increasing turn meters with Victory March and slowing down enemies with Fusillade will allow your slower, high-damaging units to have an early combat advantage by hitting your opponents with their special abilities. Unit Synergy Of all the First Order units, Kylo Ren creates the best synergy of offensive power when supported with meter fill of Victory March from Captain Phasma. The combination of power plus speed creates a devastating combo that can ensure your Squad Arena victory. Character Shard Locations Galactic War Shipments Kylo Ren Overview Kylo Ren is a versatile attacker that can inflict Healing Immunity and Damage Over Time with Ragged Cut. However, this unit really shines with his Unstoppable passive that resets his skill cooldowns whenever he receives damage. He can then unleash AoE havoc with Lash Out, which also grants him a Retribution buff that allows him to counter any enemy that hits him. Where to use With the constant battery of attacks you’ll receive from Squad Arena, you’re guaranteed to have Kylo Ren activate his Unstoppable ability, allowing him to blast the enemy side with Lash Out almost every round, while counter attacking with his Retribution buff. Unit Synergy Poggle the Lesser is an excellent support unit that can buff a unit’s attack for 3 turns. By applying this benefit to Kylo Ren, this will ensure that all his Unstoppable AoE attacks and Retribution counter attacks will obliterate the opposition successfully. First Order Officer Overview While primarily touted as a support unit, First Order Officer is notable for providing allies with the beneficial Advantage buff, as well as manipulating the Turn Meters of your own team and the opposition to capitalize on speed. Where to use Turn Meter control is one potential strategy in gaining the edge for Squad Arena, whether it’s increasing the meters of your own allies with Marching Orders or slowing a powerful enemy down with Pinning Shot. Unit Synergy While the First Order Officer has a stronger support kit, his basic attack called Capitalize can gain increased damage for each ally that has the Advantage buff. In this instance, Captain Phasma becomes a great synergistic unit capable of granting the entire party with the much needed buff for the First Order Officer. Character Shard Locations Cantina Shipments106KViews0likes103CommentsEwok team for c3po and general use
Hey everyone I am building an Ewok squad. Can you tell me the ideal Ewok team for the c3po event and for general t.war/battle usage. I currently have Teebo, Elder and Scot at 7 stars. I am farming Wicket and Chief Chirpa at the moment. But I will follow and change your advice and suggestions. I'm hoping teebo, elder and chirpa can be included. But I'm very confused in general and even more so with logray, paploo106KViews1like5CommentsAAT Raid Guide (Normal Mode)
Hey guys, we abandoned our Heroic Raid and launched a Normal AAT now. After 1 refresh we are in the middle of P2 and tonight after our 2nd refresh we should be able to dive into Phase 3. I read a lot of complaints and i am not going to explain everything in detail now - you will find a lot of youtube videos about all Phases - but i want to point out a few things. Hopefully it will help you a bit. At least the ones of you who are struggling right now. I will try to update my "Mini-Guide" the next days. Keep in mind the Raid is new for everyone, and it is just what i learned so far (still discovering a lot, no veteran ^^). TANK TAKEDOWN RAID STRATEGY GUIDE Best team so far is: Wedge lead+Biggs+Lando+Phasma+StHan (credits go to Smithie D) - i dealt ~2 million damage in P2 today. You can run some gear 8 chars on every team, but you will really need several gear 9/10/(11) chars and 5* mods on all of them. If you aim for ~2 million damage you will need max gear Chars and lots of top mods with speed secondaries. Easy math: every Phase has 100%, every guild member has to clear 2% of a Phase with his teams. Some might deal 3,4, or 5% ... and thus compensate lower damage of other (weaker) guildies. Update: in P2 Droids with JE and Poggle dealt > 3 million damage now, and in P4 using Leia (no Omegas) instead of StHan i nearly dealt 2.4 million damage. P1 General Grievous - the annoying phase It is just about damage. Step 1: Do not buff and hit General Grievous a few times and let him use his "Baleful Laugh" ability first. Step 2: Afterwards always nuke down B2 first, then unload all damage you have on GG. When he gets hit 10 times all his abiliites will get reset. A cleanser won´t help you for long if you run AoE guys here. You can clear all dots once, maybe twice later, but you will eat so many dots = i just felt like: it makes more sense to use your highest single DPS chars and go all in vs GG. Tipp: try to land Anakins Buff Immunity (mod some potency on Ani) on GG, so GG won´t get the Tactical Maneuvering buff. If your team is strong enough you can use a cleanser. I even used a cleanser + Barriss and was able to get to "GG enrage" with 1 team. We only had a short P1 yesterday, but i was not the biggest fan of IGD here. Though using him as lead makes sense, cause paired with Aayla she might stun GGs adds, and your team will also take down B2 and both IGs while you focus on GG. If you do not run Anakin you should run a debuffer here. QGJ for example - 1st to get rid of GG´s Tactical Maneuvering buff, 2nd to get rid of an IG taunting and 3rd buffing you with offense up. Keep in mind IGs will taunt every time vs any of your chars who are debuffed by them. I rather prefer single target damage in this phase, but as it is just Normal Mode run the strongest teams you can build. Just deal as much dmg as you can. It all depends on your roster and which toons are available. There is no perfect team. We ran Aayla lead, Ani lead, ungeared OB lead (pretty good), IGD lead, Yoda lead, Palp lead, Teebo lead (stealth attacks)... - in the end it was always the same outcome. One dealt 180k, another one 160k (same team, different leader, some with cleanser, some without, some with dispeller, some without,...),...mediocre teams dealt 100~200k and ungeared teams 50-80k. Maxed out teams will deal 300k+ here. For me this was rather like P4 of the Pit raid, give a f... and just zerg it, as this phase does not make real fun at all. High single target DPS paired with a cleanser (Rex,EE,AA) or with Tenacity buffers (Yoda,Rex) will be most effective here. Yes, also Wiggs works, but try to avoid using Wedge´s AoE and keep using his Basic for Defense Down on GG. Only use his AoE when the IG´s are taunting and there is no B2 ^^. P2 The AAT - here you need high (AoE) damage The AAT (centre) has 3 cannons, the dangerous one is the one on the top (Main Cannon). If you destroy all cannons the AAT gets toppled (similar to door down in Pit Raid vs Rancor) and you will receive morale bonuses. Some important things: 1) Try to destroy all 3 cannons as fast as possible (within 1 turn will grant you morale bonus 2) = AoE is your friend (by Anakin or Lando for example). For Lando´s sake try not to kill the cannons one by one. Once they are yellow to red and Lando will go before them (watch turn meter) let him AoE them - he needs more targets for landing his 2 crits/Double Down cooldown reset. Same for Ani in order to have chance on buffing you with Offense Up. 2) Do not let the main cannon on the top hit you (huge dmg / oneshot possible if a char of you is unbuffed) - you could get moral bonus 3 for it, but a normal hit is ~32k and a oneshot is 100k 3) If you do not have strong teams left (also no AoE) which can destroy the cannons in time: just nuke down the main cannon on top and deal damage to the AAT (centre). Do not care about the side-cannons. Just deal as much damage as you can to the AAT without getting hit by the main cannon. 4) Great team is full Jawas, full Droids, and even a mix of Jawas and Droids (HK47+88+86,JE+Nebit) works. If you have both teams you will either have to decide for 1 team OR try not to get to enrage and escape with JE in time, so you can use him with the other team. I dealt 1.6 million with full Jawas on my very first try - and i have no real clue how to play them. I know Droids can deal > 2 million damage. Pretty sure Jawas can, too. Also the mixed team. The only Omega Ability i have is Scrap Bomb on Scavenger. 5) If you use Smithie D´s Wiggs team i mentioned ( i dealt ~2million dmg with it) try to land speed down on all cannons and the AAT. If not, retreat and try again. It definetely has to land on the AAT. I used Phasmas speed down first, and when the AAT was toppled i used her VM to deal even more dmg to the AAT. Also i used StHan´s taunt to get even more turn meter and a few more hits in during the AAT was toppled. You don´t need a healer or cleanser here. If your team is well geared and modded enough they will all heal up again and not die until enrage. Rebels due to Wedge lead and Phasma due to Health Steal. Last but not least Do not use Lando and Anakin in the same team. Have a Rebel team with Lando and Wiggs, use Anakin with other Jedis. If you have enough Jedis build a 2nd Jedi team. Best Jedi team i could create so far: Anakin lead + Ima-Gun Di + Aayla + 2 other (Jedis or what you think helps your team most). Ahsoka (rework) paired with Ani is pretty cool, Yoda would work, QGJ,...so why not IGD lead? The only thing i can´t prove (just what i think): In P1 counterattack works but might also help GG reducing his ability cooldown (to my mind, have to test it more next time). Anakin lead buffs all Jedis with offense and crit damage, and P1 is just about total damage vs GG. My output was always higher with Ani lead than with IGD lead. But: IGD lead works - no question - might also help you vs both IG´s and B2. My problem was / or is: my IGD is gear 9 now, my Aayla was only 6* gear 8 (both without omega abilities). As far as i can say IGD lead paired with Aayla is great, because she (Aayla) might stun B2 or the IGs on every counter. I just had my best attempt with Ani lead. Will test it again soon. In Phase 2 IGD lead didn´t help me much. I needed Anakins AoE (higher dmg due to his lead) to kill all cannons as quick as possible (to get a better moral bonus). Whereas IGD lead and counterattacks of your Jedis might lead to an uncontrolled destruction of 1 cannon -> less cannons = Anakin might fail buffing you with Offense Up. Just my playstyle, but i also preferred running Anakin lead here (+6* Rex - the only Chromium Char i am buying right now + 6* gear 8 Aayla+ gear 9 IGD+ lvl 73 gear 8 Ahsoka) - ~600k dmg. Will test it soon again with IGD lead and maybe i will find out i could deal way more dmg with him being the leader. I am just not used to him so much. Why generally IGD on a team? His defense down debuff as well as his defense up buff will help your Jedis to deal more dmg and to survive longer. And he also deals extra damage to droids. A cleanser (EE/Rex) does also fit very very well in this team. But keep AA for Rebels (AA lead + Leia + Han Solo for example, add more DPS like Rey and GS). Lessons learned in P2 - take out the Main Cannon first if your team can´t disable all 3 in time - make sure all chars are buffed when you come out of the toppling phase, otherwise the main cannon might nuke your team instantly (all unbuffed) in the end (happened to me 2 times now before enrage, always when the enrage timer - 15 turns - went down from 3 to 2!) - when you use a 2nd team and the Main Cannon instantly kills one of your chars - bad luck, welcome to the club. What i did to help me: i put in Ewok Elder, let the Main Cannon not kill him and revived the Char it killed. - this also leads me to: always use your best team first, then your 2nd best,...as long as the Main-Cannon-insta-nukes-a-single-char does not happen to you, all good. But if it does you can use EE or throw in your team number 5 to soak up the damage. Keep in mind this will count as 1 of your 5 daily attempts. And: the AAT might also use his High-Explosive Shells, followed by his Incendiary Shells. So this "cannon fodder team" might soak up the Main Cannon nuke (1 dead) and also soak up the dots - all dead. This would be the best your cannon fodder team can achieve. Afterwards pick your next best team again - If you are out of AoE teams i would suggest running sth like AA+Leia+Rey and also all Assist Caller chars you still have (like QGJ,IG86,GS,Fives,...). All those assists really help you to reach a few topple phases, and AA can also cleanse the dots. Leia will also buff your chars in the topple phase. P3 B2 Rocket Trooper and his 6 Battle Droids - it is all about the stuns Top Team: Dathcha lead JAWAS! Team 2-5: All chars being able to apply DEBUFFS (especially stuns) are your friend - heavy Rebel AoE is not! Ugnaught is very good (might stun all droids), Palpatine, Eeth Koth, Lumi, Phasma, OB, IGD, Ani, Aayla, Fives.... throw in whatever you have, but you also need a char being able to buff yourself before the AAT hits you. Tactics: Only focus on the B2 and try NOT to kill his B1 Droids unless necessary. Stun them, slow them, but only kill the buffed B1 Droid (Directing Fire buff) before it is able to shoot at you. Why not kill any B1 droids (this is a bit similar to Phase 1 where GG gets cooldown back for all his abilities)? The problem here is: B2 Rocket will get -1 cooldown on his "Barrage" ability back whenever you kill a droid. He will then use it and you will suffer healing immunity! So if you have to kill a B1 try to time it when B2 would get this ability back anyways. I didn´t really pay attention to the B1 Battle Droid Commander (they all look the same) so i can´t tell you if you have to pay attention to him at all. I guess i killed or stunned all B1 droids and he never used his Shaken effect. Always keep an eye on the AAT Main Cannon in the upper left corner. Like in Phase 2 be sure you do have positive status effects on all your Chars before it shoots. Tipps: You can use Wedge lead Rebels here, but avoid using Wedge AoE, just use his BASIC vs B2. Lando doesn´t help you much (do not use AoE), replace him by Leia for example. Generally said: SINGLE TARGET HIGH DPS Chars will help you to deal a lot of damage. Empire and Clones are also ok for teams 2-5. IGD lead counterattack Jedis and Ugnaught also. Enough said. P4 AAT again, pretty much like P2, but now protected by 2 B´s Top Teams: Rebels (Wedge lead Lando Phasma - paired with AA or Leia), Jawas and whatever can deal tons of dmg and has AoE (also Clones, Droids, Counterattacker Jedis). Step 1: Kill both B2´s as quickly as possible and don´t use Wedge AoE - use his basic to apply Defense Down on one B2. Biggs special should OHKO the other B2. Do not buff yourself if you can´t kill both B2´s in time - or all buffs might be gone. If you use Phasma and AA: try to use Lando´s AoE first, but if a B2 counters - RETREAT. Then buff AA´s Tactical Genius and topple the AAT by Lando DOUBLE-AoE. When only the AAT is left everything is pretty much like in P2. If you use Phasma+Leia like i did: avoid doing Lando AoE first, do not stealth with Leia - target 1 B2 with Wedge,Leia,Lando,Phasma and OHKO the other one with Biggs Special! Step 2: Topple AAT, gain Morale Bonuses, unload damage on AAT during the topple phase, BUT be sure to have positive status effects on ALL chars when you come out of the topple phase. Now an Airstrike will hit you and kills ALL UNBUFFED chars - carefully at the end of the topple phase, your whole team might get wiped! If buffed - all good, the airstrike won´t hit you too hard. I used Leias basic to get positive buffs during the topple phase - really helped me. You could also try Han Solo (6*) to buff your group with "Never tell me the odds" for 2 turns. Whatever you are going to do: you need to time it well in the topple phase. Too early and buffs might be gone when you come out of it - ooohwee, DANGER. Tipps: Pay attention to the main cannon on top - if you lack damage disable it first after both B2´s are dead. Otherwise disable it by Wedge/Lando AoE or whatever char has the chance to disable it fast enough. Land speed down (Phasma) on the AAT to deal more dmg during the topple phase. Do not use Slow Down during the topple phase! Won´t work. Last but not least: if your other teams are too weak to topple the AAT, just stun/kill the B2s and take out the main cannon + maybe another side cannon. Then focus on the AAT (centre) only. Do not try to topple it if you lost a char, can´t manage the airstrike, and besides of having to disable the main cannon again also B2´s will again be in your way. Just all single target damage to the AAT. Other teams: Rex helps buffing you, Palp can shock B2´s,... i wish you a lot of fun, but if you made it to P4 i guess you will have it anyways! Last words: We are pretty much done with our first AAT NORMAL now. 4 days and 4 refreshes - on the first day we launched the Raid pretty late, so about a dozen members missed dealing damage in P1 on day 1 and many didn´t even do all their battles. I guess we could clear it with 3 refrehses, if all work hard on their chars. P1 is no fun and will probably never be, P3 is not easy, P2+4 i love. Wedge is the overall MVP for me (look at my screen shot) - guys, work on him, Lando and Biggs NOW. Jawas are really great - also Droids (tho mine are not good enough to really use them right now). Jedis are ok, but their damage output disappointed all of us. Ugnaught shines in P3 (his stun), his basic damage is really good. But do not farm him if you have other priorities! I will update my guide during our next raid, still so much we all have to learn. Please keep in mind it is just the first week of the new content - give it a chance. Do not work on all your Chars, do not upgrade a char you don´t have to (just because you have the gear to gear IX Poe Dameron) - save gear for the important chars of this raid and max them all! And now i am out, wishing all of you lots of fun and of course "GOOD LUCK"! Kelthuzad (Leader DeathStarVentDesigners) PS: Our current progress and my P4 team (my new personal best) - Update: cleared in 4 days + 4 hours. http://up.picr.de/27248798qr.jpg http://up.picr.de/27248799st.jpg104KViews0likes41CommentsNew Player Farming Guide 2018
Are you a new player in search of expert advice for when you just start out? Are you farming Clone Wars Chewbacca and are not sure that is a good idea? The Gamer Changers are here to help, with beginner videos to help you decide who to farm and other information that will help you become the top player on the holotables! Game Changer's Beginner Guides Ahnold Complete Beginner + F2P Character Farming Guide for 2018! https://www.youtube.com/watch?v=WH_RzSMTgP4 Mist Passiert Beginner's Guide: Character Farming from Cantina Nodes! SWGoH https://www.youtube.com/watch?v=TrhkCTc4bpg Beginner's Guide: Hard Node Farming! SWGoH https://www.youtube.com/watch?v=As5Ixh64qF0 Beginner's Guide: Resource Conservation - Crystals! SWGoH https://www.youtube.com/watch?v=b4ylxqS_W74 Beginner's Guide: Galactic War! SWGoH https://www.youtube.com/watch?v=DkO0tgL7JmA Beginner's Guide: Daily Activities! SWGoH https://www.youtube.com/watch?v=khjOacmeOW4 Beginner's Guide: Gear Farming! https://www.youtube.com/watch?v=LpnsBHS1RAU Beginner's Guide: Guild Activities & Tracking 600s! SWGoH https://www.youtube.com/watch?v=Y_EbkXQOV8894KViews1like3CommentsGuide to the Acronyms and Terms of Star Wars Galaxy of Heroes (SWGOH)
Have you ever asked a guildmate or someone in forums a question, and received back an answer you can't understand? Did you see posts about toons with high DPS, toons that apply dots, zetas, teams with CLS and wondered what they were talking about? Well, wonder no more! This handy guide of SWGOH acronyms and terms will have you sounding like a vet in no time! 5s - CT-5555 "Fives" AA - Admiral Ackbar AAT - Tank Raid AB - Ability Block Alt - A player's secondary account, as opposed to a primary or main account AoE - Area of Attack- An attack that does damage to multiple enemies ATF - Ahsoka Tano (Fulcrum) AV - Asajj Ventress BB - Buff Block(same as buff immunity) BF - Boba Fett BI - Buff Immunity (same as buff block) CC - Chief Chirpa CC - Critical Chance CD - Critical Damage CG - Capital Games, the developer of Star Wars Galaxy of Heros Chaze - Baze Malbus and Chirrut Imwe used together on the same team Chewy - Clone Wars Chewbacca Chirpatine - A Heroic Tank Raid Team using Chief Chirpa Lead, Emperor Palpatine, and typically three taunting tank characters used in P3. Cholo - Captain Han Solo CHS - Captain Han Solo CLS - Commander Luke Skywalker CM - Combat Mision in a territory battle (TB) CN - Chief Nebit CS - Clone Sergeant - Phase I CUP - Coruscant Underworld Police D - Defense Devs - The game developers DK - Director Krennic DN - Darth Nihilus Dots - Debuff that inflicts damage over time DPS - Damage per second, generally refering to characters that inflict high damage DR - Darth Revan Drennic - Death Trooper and Director Krennic used in the same team DSTB - Dark Side Territory Battle DT - Death Trooper (sometimes now also used for Darth Treya) EE - Ewok Elder EK - Eeth Koth Emp - Emperor Palpatine EP - Emperor Palpatine ES - Ewok Scout EzPz - Emperor Palpatine with both zetas FL - Farmboy Luke Skywalker FOE - First Order Executioner FOO - First Order Officer FOSFTP - First Order SF Tie Pilot FOST - First Order Stormtrooper FOTP - First Order Tie Pilot FOX - First Order Executioner FS - Foresight FTP - A player who plays for free without making purchases (Free to play) GAT - Grand Admiral Thrawn GG - General Grievous GK - General Kenobi GMT - Grand Moff Tarkin GMY - Grand Master Yoda GS - Geonosian Soldier GS - Geonosian Spy GvG - Events pitting one guild against another guild, currently Territory War is the only GvG event GW - Galactic War HAAT - Heroic Level Tank Raid HB - Heal Block HMF - Han’s Millennium Falcon Hoda - Hermit Yoda Hots - Buff that grants healing over time HP - Health/Protection HRSc - Hoth Rebel Scout HRSo - Hoth Rebel Soilder HSith - Heroic Sith Triumvirate Raid HSTR - Heroic Sith Triumvirate Raid HT - Hounds Tooth HTB - Hot Topic Bastila (Bastila Shan (Fallen)) Hyoda - Hermit Yoda IGD - Ima-Gun Di IPD - Imperial Probe Droid ISC - Imperial Super Commando JC - Jedi Consular JE - Jawa Engineer JKA - Jedi Knight Anakin JKG - Jedi Knight Guardian JKR - Jedi Knight Revan JS - Jawa Scavenger JTR - Rey (Jedi Training) Krooper - Death Trooper and Director Krennic used in the same team KRU - Kylo Ren (Unmasked) Leia - Typically refers to Princess Leia, as opposed to other versions LSTB - Light Side Territory Battle Lumi - Luminara Unduli Main - A player's primary account, when the player has more than one account ME - Mob Enforcer META - Most Effective Team Available Mods - In forums, can refer to mods pieces for characters or forum moderators MT - Mother Talzin NAAT - Non Heroic Tank Raid NS - Nightsister O - Offense OB - Old Ben OD - Old Daka OG Han - Han Solo (his shard are a reward for beating the heric level of the Pit Raid) Omega - A gold colored ability material used to take a character's abilities up to level 7 or 8, OP - On forums, when replying to a person on a thread is original poster, but when talking about a toon means over powered. P1 (or other numbers) - Phase 1, Phase 2, etc. Palp - Emperor Palpatine Phoenix - Members of the Phoenix squad (Hera Syndulla, Ezra Bridger, Sabine Wren, Kanan Jarrus, Chopper, and Garazeb "Zeb" Orrelios) Pig - Gamorrean Guard Pot - Potency Princess Zody - Cody zeta, Princess Leia, and clones used as a team in tank raids Prot - Protection PTP - A player who has purchased items in game (Pay to play). This can be further broken down into dolphins, whales and krackens, depending on the amount spent. PvP - Player versus Player. SWGOH does not have a true PvP mode, as the AI controls one side. Usually refers to Squad Arena. QGJ - Qui-Gon Jinn R2Z2 - R2D2 with double zeta Raid Han - Han Solo (his shards are a reward for beating the heric level of the Pit Raid) RaT - Range Trooper RG - Royal Guard RNG - Random Number Generator (Your "luck" for effects or events) ROLO - Rebel Officer Leia Organa RP - Resistance Pilot RT - Resistance Trooper SA - Can either refer to Sith Assassin or Squad Arena Sass - Sith Assasin Sassy - Sith Assassin Scav Rey - Rey (Scavenger) Shard - Can refer to either a piece of a character/ship, or the people you play against in squad arena or fleet arena) Shore - Shoretrooper SiT - Sith Trooper Snips - Ahsoka Tano Snow - Snowtrooper Snolo - Captain Han Solo Snowlo - Captain Han Solo SM - Special Mission in a territory battle (TB) SRP - Scarif Rebel Pathfinder ST - Stormtrooper STH - Stormtrooper Han STHan - Stormtrooper Han STR - Sith Triumvirate Raid T - Tenacity TB - Territory Battle TFP - Tie Fighter Pilot TLDR - Too long, didn't read, used when someone wants to reply but not read the entire post TM - Turn Meter TMR - Tme Meter Reduction Toon - In game characters TS - Tuskan Shaman TW - Territory War Vets - Veteran Smuggler Han Solo and Veteran Smuggler Chewbacca VHS - Veteran Smuggler Han Solo VM - Visas Marr Wai - Working as Intended Wiggs - Wedge Antilles and Biggs Darklighter used together on the same team XB - Xanadu Blood Yoda - Typically Grand Master Yoda Yolo - Young Han Solo Zader - Darth Vader with a zeta Inspiring Through Fear Zariss - Barriss Offee with a zeta on Swift Recovery Zaul - Darth Maul with a zeta on Dancing Shadows Zavage - Savage Opress with a zeta on Brute zDN - Darth Nihilus with a zeta (he has 2, can be either) Zeers - General Veers with a zeta on Aggresssive Tactician Zentress - Asajj Ventress with a zeta (she has 2, can be either) Zeta - Zeta material used to raise select character abilities to level 8. These are some of the most powerful abilities in the game Zidious - Darth Sidious with a zeta on Sadistic Glee Zinn - Finn with zeta on Balanced Tactics Zoba - Boba Fett with a zeta on Bounty Hunter's Resolve Zoda - Grand Master Yoda with a zeta (typically on Battle Meditation) Zody - CC-2224 "Cody" with a zeta on Ghost Compay Commander Zolo - Han Solo with a zeta on Shoots First Zombie - Nightsister Zombie Zooku - Count Dooku with a zeta on Flawless Riposte ZQGJ - Qui-Gon Jinn with a zeta on Agility Training Zylo - Kylo Ren with a zeta on Outrage zZeb - Garazeb "Zeb" Orrelios with a zeta on Staggering Sweep92KViews1like5CommentsKit Touch-Up: General Kenobi
CHANGES HIGHLIGHTED IN GREEN UNIT NAME: General Kenobi ALIGNMENT: Light CATEGORIES: Light Side, Tank, Galactic Republic, Jedi, Leader Vigorous Jedi Tank who gains Foresight, dispels debuffs to grant buffs, and calls buffed allies to assist ABILITIES: Basic: Intuitive Strike FINAL TEXT: Deal Physical damage to target enemy with a 75% chance to grant Foresight for 2 turns to a random ally that doesn't have it. If all allies are buffed, deal double damage. Special 1: The Negotiator (Cooldown 4) FINAL TEXT: Dispel all debuffs from all allies and grant them the opposite buffs, if any, for 2 turns. All allies that were not debuffed gain Retribution for 2 turns. General Kenobi gains 60% Turn Meter. Special 2: Lead the Charge (Cooldown 4) FINAL TEXT: Deal Physical damage to target enemy and grant a random other ally Offense Up for 2 turns. Call all other buffed allies to assist, dealing 30% less damage. Jedi Knight Anakin and Ahsoka Tano are not affected by this damage penalty. Leader: 212th Attack Battalion Commander FINAL TEXT: Jedi and Clone allies have +30% Max Health and +70% Defense. After a Jedi ally uses a team-healing Special ability, all other allies at full Health are called to assist, dealing 50% less damage. When a Clone ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 1 turn. Unique: Soresu FINAL TEXT (ZETA): At the end of his turn, General Kenobi has a 65% chance to gain Foresight for 2 turns. Whenever another ally is critically hit, if General Kenobi is alive, they gain Critical Hit Immunity for 1 turn and General Kenobi Taunts for 1 turn. If all allies are Galactic Republic, General Kenobi Taunts for 1 turn whenever another Galactic Republic ally loses any Protection Up.CG_SBCrumb9 years agoNew Spectator91KViews1like85CommentsCharacter Strategy- Emperor Palpatine
UNIT NAME: Emperor Palpatine ALIGNMENT: Dark CATEGORIES: Dark Side, Sith, Empire, Support ABILITIES: Changes are colored green Basic: LIGHTNING STRIKE FINAL TEXT: Deal Special damage to target enemy and Shock them for 3 turns. Then, Palpatine gains 15% Turn Meter for each Shocked enemy. Shock: Can't gain Health, Buffs, or bonus Turn Meter. Special 1: The Power of the Dark Side FINAL TEXT: Deal Special damage to all enemies with a 70% chance to Stun them for 1 turn. Shocked enemies are Stunned for 2 turns and have their Shock dispelled. All allies gain Offense Up for 2 turns. (Cooldown 4) Special 2: Let the Hate Flow FINAL TEXT: All other units lose 5% Health and Palptine recovers Health equal to 150% the total amount lost. Palpatine gains 50% Turn Meter for each Shocked enemy. All allies gain Health Steal Up for 1 turn. (Cooldown 3) Leader: Emperor of the Galactic Empire FINAL TEXT: (ZETA) Empire and Sith allies have +35% Potency and 35% Max Health. Jedi and Rebel enemies have -35% Potency and -35% Evasion. When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health. When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter. Unique: Crackling Doom FINAL TEXT: (ZETA) While Palpatine is active, at the start of each enemy turn, they take damage equal to 20% of their Max Health for each of the following: they are Shocked; they are a Jedi; they are a Rebel. This damage can't defeat enemies. Palpatine has +50% Max Protection, and, when he inflicts Shock, he gains 5% Max Protection until the end of the encounter.85KViews1like150Comments