Forum Discussion
8 years ago
I haven't beefed Gar up yet, but I've tried a few mixes of Empire, and counter squads.
Gar (lead), Super, Vader, EP, TFP. A lot of hits, and deal a lot of damage...but facing another EP squad is tough.
Again, my Gar isn't beefy, so he drops quick.
Another crew:
Gar (lead), Snow, Magma, Storm, Super (or Shore). I like this mix up better, because with Shore, there are more Imperial benefits shared in the squad. Deals a lot of damage, great counters.
Last is a mix counter crew:
Gun Di (lead to increase counters), Secura, Fisto, Gar, Dooku.
If Gar stays up, then every counter gets multiple hits. If Fisto and Dooku have a good fight, their counter is already capable of 2 (or more, depending on the hit they take) hits, and Gar can back them up on each strike.
That is a lot of fun to watch.
As for the team you mentioned, I can't see a lot of counters in that, but I can see big hits. Zader is a great lead, but he doesn't give a counter option. Sith Trooper needs to have certain buffs before he counters. Gar isn't a counter character, unless he leads. Super was the only true counter character you named in the Zader squad.
Unless I misread something.
Anyway. I think Gar added a fun twist in my Empire squads.
Mods: again, since he isn't really beefy, I have health and defense mods on him to keep Gar standing longer. I have a speed enhancement on his arrow mod, and crit damage enhancement on his triangle mod. Others build his defense and offense.
I'm sure it will change as I level him up.
Hope you find great ways to use these guys. I'm always happy to use different Empire squads.
Gar (lead), Super, Vader, EP, TFP. A lot of hits, and deal a lot of damage...but facing another EP squad is tough.
Again, my Gar isn't beefy, so he drops quick.
Another crew:
Gar (lead), Snow, Magma, Storm, Super (or Shore). I like this mix up better, because with Shore, there are more Imperial benefits shared in the squad. Deals a lot of damage, great counters.
Last is a mix counter crew:
Gun Di (lead to increase counters), Secura, Fisto, Gar, Dooku.
If Gar stays up, then every counter gets multiple hits. If Fisto and Dooku have a good fight, their counter is already capable of 2 (or more, depending on the hit they take) hits, and Gar can back them up on each strike.
That is a lot of fun to watch.
As for the team you mentioned, I can't see a lot of counters in that, but I can see big hits. Zader is a great lead, but he doesn't give a counter option. Sith Trooper needs to have certain buffs before he counters. Gar isn't a counter character, unless he leads. Super was the only true counter character you named in the Zader squad.
Unless I misread something.
Anyway. I think Gar added a fun twist in my Empire squads.
Mods: again, since he isn't really beefy, I have health and defense mods on him to keep Gar standing longer. I have a speed enhancement on his arrow mod, and crit damage enhancement on his triangle mod. Others build his defense and offense.
I'm sure it will change as I level him up.
Hope you find great ways to use these guys. I'm always happy to use different Empire squads.
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