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- Palpy provides amazing Potency and Max health to allies, AND the biggest thing is getting 20% TM from a debuff for all empire allies. Makes Vader go even more as well as Palpy.
- If you zeta his lead and have a fast Vader, then Vader will go first with his aoe, get 100% turn meter, and then follow it up with culling blade. That cleanses the debuffs he just applied, so everyone probably gets around 15-20% turn meter.
It's like having a Jawa engineer with droids except his turn meter boost at the start of the match comes with 30k of damage - How are people modding zeta Palp? While again, primarily for DS TB, I'd want to know that he had a fair chance of surviving Raid Han's opening salvo.
- You also get more health for squishy Palps every time he applies a debuff, which is every attack (unless resisted/evaded).
- Ok thanks guys. I know people are pretty underwhelmed but I want to them for DS TB.
- EP lead is pretty useful for TB.
Until the airstrike one shots your entire team lol. "Tuftedpaper85;c-1454959" wrote:
If you zeta his lead and have a fast Vader, then Vader will go first with his aoe, get 100% turn meter, and then follow it up with culling blade. That cleanses the debuffs he just applied, so everyone probably gets around 15-20% turn meter.
It's like having a Jawa engineer with droids except his turn meter boost at the start of the match comes with 30k of damage
Yeah.. and if u have sith marauder, it even more deadly under papa palpi lead zeta"AlexanderG;c-1455047" wrote:
How are people modding zeta Palp? While again, primarily for DS TB, I'd want to know that he had a fair chance of surviving Raid Han's opening salvo.
I have mine for speed and protection"AlexanderG;c-1455047" wrote:
How are people modding zeta Palp? While again, primarily for DS TB, I'd want to know that he had a fair chance of surviving Raid Han's opening salvo.
It matters how both he and Vader are modded.
As was mentioned, Vader will accelerate the whole team by going early and often. He definitely needs a 4 piece speed set with speed secondaries. The other 2 piece set should be whatever has the highest speed secondaries, but preferably crit chance to boost his damage. He's already very beefy, and gets tons of potency from zPalpatine lead, but his crit chance is not naturally very high, and it's rare to have super high speed secondaries AND super high crit chance secondaries. He needs a speed primary on the arrow, a crit chance primary triangle, and for the cross I'd go for offense.
For Palpatine you should go for a mix of health protection and offense. I personally have a 4 piece offense set and a 2 piece health set. Speed secondaries and flat offense stats are good. All his attacks do special damage with hopelessly low crit chance, but his damage is good. Flat offense help. Obviously a speed primary arrow. For both the triangle and cross I think offense primary stats are good if you have the Zeta on his unique for extra protection. If you don't, then put protection primary on one of the two. His natural potency plus his lead is plenty. No need for modding for more there."JacenRoe;c-1455174" wrote:
"AlexanderG;c-1455047" wrote:
How are people modding zeta Palp? While again, primarily for DS TB, I'd want to know that he had a fair chance of surviving Raid Han's opening salvo.
It matters how both he and Vader are modded.
As was mentioned, Vader will accelerate the whole team by going early and often. He definitely needs a 4 piece speed set with speed secondaries. The other 2 piece set should be whatever has the highest speed secondaries, but preferably crit chance to boost his damage. He's already very beefy, and gets tons of potency from zPalpatine lead, but his crit chance is not naturally very high, and it's rare to have super high speed secondaries AND super high crit chance secondaries. He needs a speed primary on the arrow, a crit chance primary triangle, and for the cross I'd go for offense.
For Palpatine you should go for a mix of health protection and offense. I personally have a 4 piece offense set and a 2 piece health set. Speed secondaries and flat offense stats are good. All his attacks do special damage with hopelessly low crit chance, but his damage is good. Flat offense help. Obviously a speed primary arrow. For both the triangle and cross I think offense primary stats are good if you have the Zeta on his unique for extra protection. If you don't, then put protection primary on one of the two. His natural potency plus his lead is plenty. No need for modding for more there.
I've been following this simple rule.
Speed is the most important
Then potency
Then durability
In arena newer toons like GK R-2 Luke and Thrawn have high tenacity. Your goal is to lay debuffs so speed and potency are number 1 and 2. Aim for as much speed as you can and near 100 percent potency after the EP leadership applies. Aside from laying debuffs your only other responsibility is to Not Die. So durability is the next thing I lean towards.
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