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These are always tricky for me because I only have three characters that remove turn meter, and one of them is too powerful to use (Vader) or the enemy team will be wiped out before I can remove enough turn meter.
Typically my team consists of Moff Gideon, Grand Moff Tarkin, and Admiral Thrawn. Depending on how powerful these three characters are for you, you can either go in with just this three-man team, select two more weak-hitting characters, or select two more heavy-hitting characters.
You’re trying to balance keeping the enemies alive long enough for Moff Gideon to use Control the Situation, while also trying to time it correctly so that when Moff Gideon uses that ability, most of your enemy team has over 50% turn meter. Similarly, use Tarkin’s Ultimate Firepower when you have as many enemies alive with as much turn meter as possible. Use Thrawn’s Grand Admiral’s Command to help time your deployment of either Gideon or Tarkin’s abilities.
Example: if it’s Thrawn’s turn, 5 enemies are alive, and most of them have 75% turn meter, use Thrawn’s ability to shoot it over to Gideon to deploy his ability.
Feel free to play around with it—I’m sure there’s lots of ways to manage it, and teams to handle it, but this is the one that works the quickest for me.
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