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ARC-CaptainRex's avatar
9 years ago

How to Beat GW Everyday

Since acquiring an actual roster (I'm ftp), I've only failed to complete GW about 4 times (and all of those times were because I got too confident and let key toons die). So, I figured I would brain dump everything I've learned in hopes that it will help people.
1. Patience
Patience is the key to GW. EA does not want you to be able to take 1 team and run the table on auto. They want you to have to use different strategies. It may take some time to learn how to beat the team you're up against. I once had to restart and fight the same battle for almost an hour. The restart button is a great thing. Say you're facing a team with Daka and Rey. You would normally want to take out Daka first. But if you're having trouble, try beating Rey first, and see if Daka's revive works. It may not. If it does, and it backfires, restart and try again. You will get it eventually, I promise.
2. Key toons
When I play GW, there are a few toons who I will refuse to let die. If you're like most you don't have 20+ toons that are maxed and modded. I have 7 that are fully geared, leveled, and modded. I try to make it to the last 3 nodes with at least 5 of them alive. Rey and QGJ are two toons who I will not let die until the last node. Rey's ability to one shot is essential, and QGJ's dispel and assist are great assets. Those 4ish times I've lost GW? I let QGJ or Rey die. Know who your key players are. If you're having trouble keeping your good toons alive, try not using them at the start, until you need to.
3. Barriss
I can not describe how much easier GW got when I started using Barriss as a leader. If you're just starting out, or can't keep your toons alive, try Barriss. You heal every turn, you heal when she uses her basic, and her heal can bypass heal block. (Side note, if you really need to heal a character, and she's too slow, stick QGJ in as a leader to speed her up)
4. Turn cooldowns
Try to make it out of each GW battle with all your abilities ready. I always pick out 1 toon each battle to save for last. Tanks/healers are usually the best. They have high defense/health, and hit like a noodle. I try to kill them as slowly as possible. Yes, your health won't be as high, but those abilities being ready at the start of the next battle (especially the "boss" nodes) are more important.
5. Suicide Squads
If you've restarted time and time again, and are still getting destroyed, you may need to send in a suicide squad. There are two different ways to use these squads. The first is to take out a key toon. These squads need to be able to kill the target before dying. I would generally advise not doing this. Rarely is one toon that important that you need to sacrifice 5 of yours to beat it, though it could happen. The other kind, which I use the most, is to burn through abilities. I've used these a couple times against Old Ben's ability block, and most commonly against droid teams. It may take 2 or 3 of these teams to burn through a certain ability. Again, use caution. When you use suicide squads, you often lose your turn meter advantage.
6. Balance
This goes hand in hand with turn cooldowns. You want to have your abilities ready for the next battle, but you shouldn't not use them. I played very cautiously for a long time, and towards the end, I struggled because I was going up against teams with full health/protection, while all of my protection was eliminated from previous nodes. Know your roster, and the opposing team's. The ability to judge how quickly you can beat a team is important.

7. Droid/Empire Team
A droid or empire team has been very valuable to me lately. My easy Node 12 has disappeared :( but I can usually clear 11-12 nodes with just my droid team. They go fast and hit hard; usually the other team only get's a couple turns in. Empire also accomplishes this.
Note: I do swap other teams in depending on my opponent. I had an IGD counter team, so I used a Teebo team instead of droids.

Important toons: These are toons who I have deemed helpful in beating GW
Palpatine: The most powerful toon in the game, and his group stun is invaluable
Barriss: Healing is awesome, and no one heals better than her
Rey: She can one shot toons, plus has foresight which helps her survive
Daka/RG/Palpatine: Stuns are the greatest thing ever
Phasma: Take more turns and speed down the opposing team
QGJ: The swiss army knife of SWGoH, useful for everything
Lumi/Jedi Consular/Sidious: Great for new players just starting out. Sid's heal block, JC's heal has a short cooldown/and Lumi hits hard while healing.
Leia: In the later nodes, you will face very annoying 5's and SunFac's who will drain your health/protection with their counters. Unless you're running with some good healers, Leia can hit them without activating their counter. Only attack them with Leia, and by the time your other toons have beaten the rest of the team, 5's/SunFac will be at low health, allowing you to take them down a lot easier.

Not sure how successful I was organizing this. If you have questions, or anything to add, feel free. I've finished over 3000 GW battles, so I've just about seen it all.
  • From experimenting, Gw difficulty scaling bases off the highest power team you have won an arena fight with, rank is immaterial.
  • "GhostTruckin;819044" wrote:
    From experimenting, Gw difficulty scaling bases off the highest power team you have won an arena fight with, rank is immaterial.


    Top 5 toons. That's it, that's all. PvP has nothing to do with it.
  • "1AmYourFath3r;819816" wrote:
    "GhostTruckin;819044" wrote:
    From experimenting, Gw difficulty scaling bases off the highest power team you have won an arena fight with, rank is immaterial.


    Top 5 toons. That's it, that's all. PvP has nothing to do with it.


    Are you sure about this? Because last August when CG did the change to GW mechanism I was close to arena rank 1000 and from one day to the other GW was over for me at node 9 usually...

    Then I put in a level 1 arena team let myself drop about a 1000 ranks but made sure I stayed within the same reward bracket and GW became significantly easier and ever since then I clear it 99% of the time (last week I met a full Jedi team with JKA lead once that turned out to be a brick wall on node 12, but apart from that no troubles usually).
  • "Albe_AuG;861779" wrote:
    I found my balance with an arrangement that gives me great results and a very limited effort in time.

    I deploy immediately the first line of my arena team Lando-Wedge (L)-Biggs.
    With Wedge healing capacity the health of the three guys is at max 90% of the time. Wiggs specials shall be used carefully, Lando's special every time there are three or more opponent.
    I complete with two healers to guarantee emergency rescue in case something goes wrong (unlikely) or Ackbar vs. dark teams for dispells. I don't want to field down other attackers because otherwise it would become impossible to control cooldown recovery. I go like this rotating the healers if and when necessary and nothing else.

    Only at level 11 I throw in my best healer (Luminara) and my best player (Boba) for the final show.

    Simple but super-effective !



    Yes, I do the same, but already take Boba with the initial team and rotate only one position. Boba doesn't really need his protection. I only safe my best tank, STH, for the 12.

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