Captain Ziggy?
The quicker way is to give people the URL to your profile page. If you are CaptainZiggy, that's this:
https://swgoh.gg/p/642468576/
Assuming this is correct, I'm seeing:
Chirpa: Modded for speed & survivability
+4k health (22.4k total)
+2k protection (24.7k total)
+110 speed (226 total)
+226 offense (2430 total)
Crit damage = 186%
CC% = 33.1 (+5.3)
Elder: Modded for Health
+15k Health (35.6 total)
+20k Prot (50k total)
+51 speed (173 total)
Wicket: Modded for crit damage & crit chance
+1.6k health (17k total)
+2.5k prot (25.7k total)
+69 speed (215 total)
Crit damage = 216%
CC% = +18.5% (64.44 total)
+284 offense (2591 total)
Paploo Modded for Speed & Health
+3.6k Health (28.7k total)
+14.3k Prot (43.2k total)
+80 Speed (188 total, or 235 when without Taunt)
Crit damage = 186%
CC% = +6.35 (35.26 total)
ScoutModded for crit damage & crit chance
+3.4k health (17k total)
+1.7k prot (18.5k total)
+68 speed (208 total)
Crit damage = 180%
CC% = +21.8% (58.83 total)
+160 offense (2418 total)
First thing I noticed was that you've left a couple of important Omegas undone.
- Scout's Tribal Tactics,
- Paploo's Galvanize
- Wicket's Guerrilla strike
Should all be Omega'd right away. The following are helpful but not as necessary:
- Chirpa's Bounding Strike
- Paploo's Diversion
A quick question: Is Paploo going first? I'm not sure what speed is required for that, but that's what you want. I know you need survivability as well, but you can get the survivability with a zeta even as you pare back on Prot & Health to get more speed.
I personally think that as long as you're getting the Ewoks so close to be a competent faction you might as well add one more zeta, either Paploo or Wicket. Both help. You should not underestimate the importance of adding protection recovery to this squad. Right now you're getting Health recovery, but look at those stats: all of them have more protection than health. If you make that into a renewable resource you're going to survive much longer. This is especially important without Logray to daze them, because they're going to do a lot more damage to you if they aren't dazed. If you decide to give out a zeta to one of Paploo or Wicket but not both, I prefer Wicket. It's not a huge deal, and either can work, but I thought I might as well offer you my opinion.
Now before we go further, you would do better to have Logray during this mission. You don't have Logray, I get that, but I hope you understand how that extra dispel and the AoE daze would make this mission much easier.
So you can't make this easy and you're going to have to invest player time in it if you can't invest in-game shards & gear.
My biggest thought right away is that you haven't gotten as much CC% from secondaries as I would like to see. More CC% on Wicket means more TM jumping. His CC% is good, but it could be better, and it honestly might be worth sacrificing damage for CC%. If you do 180% damage on a crit but attack twice as often, you'll be doing more damage than you will at 216% damage but lower CC%. The same is true of Ewok Scout if you Omega Tribal Tactics (as you should), although Scout already has a CC% triangle.
You really want to take as many turns as possible without the enemy moving at all. You can't do that with flat speed, but you can do that with TM jumping. So I would work to boost the CC% on Wicket & Scout if at all possible.
That said, if you add some more Omegas, this team with these mods can probably get the job done. You're just relying on RNG more than might be optimal.
If you choose to add more gear, Wicket and Scout are the obvious choices.