Forum Discussion
5 years ago
"Indominable_J;c-2140628" wrote:
Thrawn's is fine. If he has his unique zeta, then he has +100% tenacity while fracturing, plus a decent base tenacity (~55% at g13), so he's not getting debuffed a ton while fracturing. Running his lead, all your empire allies gain an extra special ability, which can then be used to remove tm from him to keep fracture going longer if need be. Plus, his own use of that special ability and his tm swap means when comes out of a fracture he can refracture very quickly.
Traya's, as others have pointed out, wasn't designed with DR in mind, and they aren't necessarily meant to synergize together.
One that does strike me as bad design is Hux's basic. Hux was designed at the same time as SLKR. SLKR's unique reduces the max health and protection of a dark side ally who gains bonus turn meter. Hux's basic gives him bonus turn meter, as does his first special. This means that if you have the omega on Hux's basic, in any long PvE event Hux will quickly become incredibly weak very quickly, even if you aren't running SLKR lead. The prime example of this is the Sith Raid. I don't have the omega on his basic (once I saw SLKR's kit, I decided not to upgrade it) and my Hux makes it deep into phase 4 every time. A guildmate who has the omega can't keep Hux alive more than part of the way into phase 2.
Excellent analysis on Thrawn’s Lead.
I agree Traya and DR aren’t meant to be, but theoretically if you didn’t upgrade Traya’s zeta, would she be valuable in a DR team? I’m curious to see.
I will also be avoiding Hux’s basic if this is the case. Good catch.
About SWGOH Strategy & Tips
Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.
22,728 PostsLatest Activity: 2 months agoRelated Posts
Recent Discussions
- 4 days ago
- 8 days ago
- 11 days ago