Forum Discussion
8 years ago
Empire will be tough, Krennic lead has the potential to keep players locked out of their specials for most of the match. Players with good speed on their mods benefit greatly from this group. Here's kind of how I see it and a couple others have touched on it already. Here's what I'm think about when dealing with the following squad (assume max everything), Krennic, Deathtrooper, TFP, Shore, Vader
1. QGJ zeta, Yoda zeta on BM, JKA, Ahsoka or Aayla. QJG's foresight protects the opener from a fast TFP, and then Yoda should go second if he's modded decently and can BM to give everybody foresight again. The player needs to be aware of the speed of the best teams and their TFP, Yoda should follow TFP. QGJ should be 3rd or 4th depending on speed but overall the Jedi should be very fast. QGJ breaks Shore's taunt and then probably try and take out DT ASAP. AI Krennic opens with his AOE so you have 4 turns before you have worry about DT being revived.
2. Darth Maul zeta, Palp, Baze, Boba Fett (very fast), Kenobi or Vader. This should almost guarantee a decently modded Palp goes first and hope for a couple stuns. A fast Boba Fett can ability block Krennic for 2 turns and hopefully get a couple others. Maul issues AOE Daze to stop different tricks from going off, and then Kenobi can either be a 2nd tank and cleanser, or Vader can help lock them down with AOE slow and a big Culling Blade, not sure what's best there. Empire only have the 1 dispel so having Baze and Kenobi could be a strong play.
3. Run the same damn thing but run faster mods on everybody if you can and just overrun them with speed. LOL
Granted, the squad isn't out yet but many of us in my guild have maxed DT's gear, abilities, and assigned good Mods and have a good feeling for how he works and he's just going to be stronger with Krennic in-play. Krennic is pretty straightforward I think, so it's not hard to theorycraft solutions now so you can be kind of prepared. We'll see how it goes, this conversation could be different this time next week.
1. QGJ zeta, Yoda zeta on BM, JKA, Ahsoka or Aayla. QJG's foresight protects the opener from a fast TFP, and then Yoda should go second if he's modded decently and can BM to give everybody foresight again. The player needs to be aware of the speed of the best teams and their TFP, Yoda should follow TFP. QGJ should be 3rd or 4th depending on speed but overall the Jedi should be very fast. QGJ breaks Shore's taunt and then probably try and take out DT ASAP. AI Krennic opens with his AOE so you have 4 turns before you have worry about DT being revived.
2. Darth Maul zeta, Palp, Baze, Boba Fett (very fast), Kenobi or Vader. This should almost guarantee a decently modded Palp goes first and hope for a couple stuns. A fast Boba Fett can ability block Krennic for 2 turns and hopefully get a couple others. Maul issues AOE Daze to stop different tricks from going off, and then Kenobi can either be a 2nd tank and cleanser, or Vader can help lock them down with AOE slow and a big Culling Blade, not sure what's best there. Empire only have the 1 dispel so having Baze and Kenobi could be a strong play.
3. Run the same damn thing but run faster mods on everybody if you can and just overrun them with speed. LOL
Granted, the squad isn't out yet but many of us in my guild have maxed DT's gear, abilities, and assigned good Mods and have a good feeling for how he works and he's just going to be stronger with Krennic in-play. Krennic is pretty straightforward I think, so it's not hard to theorycraft solutions now so you can be kind of prepared. We'll see how it goes, this conversation could be different this time next week.
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