Forum Discussion

pugettia's avatar
8 years ago

Endor Escalation - Minimum, best Team, Strategy

What are the reasonable minimum requirements to beat the Endor Escalation event (standard)?
(Characters, Stars, Gear level, Ability levels, Omegas, Mods)?
What are good team(s) to use?
What strategy tips (target selection, synergies to employ, etc.)

These two threads have a bit of data (buried in feedback).
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/141272/endor-escalation-event-minimum-levels
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/143806/endor-escalation

All the teams I have seen so far used these characters:
Chirpa lead
Ewok Elder
Teebo

Obviously any minimal team can not have Wicket above 4 star.

Which of the 3 remaining Ewoks do you use, and why?
  • I pushed EE to g11, he’s fairly easy to get that high, then the rest are g7 and g8, and EE just keeps reviving and debuffing the rest.
  • On the AT-ST waves, focus only on the walker. The scouts hit as hard as lettuce on a warm day.
    On the trooper waves, do everything you can to eliminate the Recon Stormtroopers first, then the Stormtrooper Commander. Leave the stock Stormtroopers for last.
    Save Teebo's debuff for the Stormtrooper taunt.
    Save EE's cleanse for the AT-ST AoE.

    Teebo, EE and Scout at G10; and CC and Logray at G9 will get it done for you.
  • Ryche135's avatar
    Ryche135
    Rising Newcomer
    "Liamtbqh;c-1427747" wrote:
    G12 all the ewoks


    If you can't beat any event with G12 toons in this game, you should probably just quit.
  • So here is the squad that I used...

    Chirpa (L) G9
    Teebo G11
    Elder G10
    Scout G8
    Paploo G7

    Mods are not optimized but I do have +30 Speed mods on all but Scout. There are a couple of keys that I use when playing this. First, for battles with the AT-ST active, I only attack it. Seems obvious but figured I'd state it. Second, I also tend to kill the Healing Trooper first to avoid the heals. Third, if the AT-ST is not attackable, I tend to hold back CC's buffs until after its first attack since it defuffs everyone.

    Otherwise, use TM reduction when you can for Teebo when stealthed, and use Paploo & Teebo for debuffs. I tend to focus on one toon at a time given the weak damage that the little bears cause, with Elder debuffing/healing, and reviving toons as needed.

    This works pretty well but not 100% of the time. I probably end up winning 3 out of 4 tries. Hope this helps!
  • Two tries after I settled on this lineup:

    Chirpa (L): 7* g8
    EE: 7* g8
    Paploo: 7* g7
    Teebo: 7* g7
    Wicket: 6* g7

    It was pretty dicey at times, I had to revive a lot and everyone was down pretty low more than once. My mods were nothing special, but all lvl 15. The posts above are pretty old, but still relevant—ignore the troopers on the waves you can damage the walker, give turn meter to EE when you can, use paploo's basic to dispell buffs, and be prepared to revive often.

    FWIW, I tried 3-4 times with Logray and Scout instead of Teebo and Wicket because my Wicket is only 6* and Logray is 7* g8, but the lineup above worked better for me. Wicket's assist is awesome and I assume Teebo was doing some turn meter wizardry I didn't bother to keep up with.

    Edit: I should mention all my ewoks are level 85. I'm guessing level 80 was the cap when this was originally posted.
  • "Scottacus;c-1999038" wrote:


    Edit: I should mention all my ewoks are level 85. I'm guessing level 80 was the cap when this was originally posted.


    So you knew it was a necro?