Forum Discussion

I_love_Wolves06's avatar
6 years ago

advice for Empire team - mods

Hello everyone I been playing this for a few months and i was looking for help with mods. I have been doing some research for my empire team and i see ppl saying get speed for them then others is saying mainly potency. My team is 5* pap, vader and thrwan and 6 star tarkin and tie fighter. I love this team and been using this until i have a good 501st team. What shoudl i be focusing on with this characters. right now i have potency with second traits speed for tarkin. mainly crit for tie fighter, vader i have 4 speed mods and 2 crit i believe. pap i think about the same as vader and thrawn i think is crit. What is the main focus i should be doing for these characters. I do everything with them right now it is my main team.

6 Replies

  • https://gaming-fans.com/star-wars-goh/mods/

    I've been using this person's advice as a starting platform. It seems to work fairly good, and you can tweak it to your own needs.
  • TL;DR: Speed is king. They'll have enough potency from a potency cross, Palp's leadership, and the two potency mods. DV: speed, potency; Thrawn: S, CC (or whatever); EP: S, P; GMT: S, P; TFP: CD, CC.

    Check out: https://swgoh.gg/stats/mod-meta-report/guilds_100_gp/

    Long Version:

    Those mod advice pages are both good starting points, though I've occasionally disagreed with their reasoning, and I'm not sure how often they're updated.

    I think the most useful tool is this: https://swgoh.gg/stats/mod-meta-report/guilds_100_gp/

    It basically gives you the rundown of how the biggest, most successful players mod their characters. If you click on a character name, you'll see a breakdown by percentage of how players have modded them—not only which set types, but which primary attributes are most often used in each slot. It's a great way to see the general consensus/practice of serious players as well as what the range of viable alternatives might be.

    The general rule of thumb for arena is that speed wins. For your team especially, you need to get the jump out of the gate.

    If you have Palpatine's leadership zeta, dump all possible speed into Vader—that plus his unique should get him enough speed to go first, use crush, dispel with saber throw, and that should give enough TM to get the rest of the team started. Thrawn should go next, giving his turn to EP. The objective is to get to EP's mass stun ASAP, and fast Vader and Thrawn are the tools to do it. (Vader's base speed isn't amazing, so if you can get better total speed using other mods with speed secondaries, go for it. But secondaries being equal, the speed set is obviously ideal.)

    If you don't have Palp's leadership zeta, then go all out speed into Thrawn so he can give a turn to EP.

    A fast Tarkin can remove TM from the other team before they get going (but watch out for counters). TFP has good base speed already so should be more focused on damage; a lot of his TM will come from his unique

    Hope this helps. Good luck!
  • Bottom line:
    * Vader needs to be fast enough to be faster than the whole enemy team once his 'No Escape' bonus is applied
    * Palpatine needs potency to land as many stuns as possible
    * Get Palpatine's lead zeta'd as soon as possible to enable the Imperial debuff TM-train
  • "Rath_Tarr;c-2026361" wrote:
    Bottom line:
    * Vader needs to be fast enough to be faster than the whole enemy team once his 'No Escape' bonus is applied
    * Palpatine needs potency to land as many stuns as possible
    * Get Palpatine's lead zeta'd as soon as possible to enable the Imperial debuff TM-train


    All you need to know right there.

About SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.81,261 PostsLatest Activity: 13 hours ago