Forum Discussion

YungLean31's avatar
8 years ago

I Discovered the Ultimate Fleet Arena team

The entire team is based around target locks. Here's the comp-

Fleet Commander- Mace's Endurance. The target lock synergies are fantastic with him, in a good match you're looking at 2 or 3 ultimate moves (damage inmunity) because of how many turns he gets. Also a lot of damage output because he's hitting so many targets that have target lock, and he provides a lot of survivability with taunts.

Crew:

Tie Advanced- a guaranteed target lock every time, and as long as he's alive those target locks aren't going away, makes DOTs, dispels, ability block, etc. Crucial to the lineup

Slave I- His basic is almost a guaranteed target lock because of the multi hit attack. By his 2nd turn, most enemy ships are going to be target locked, which means he's going to hit a lot of people and inflict a lot of abilty blocks with his crew ability.

First Order Tie- similar to Slave I, his basic is almost a guaranteed target lock, once the target locks are there you can keep reusing his special ability

Tie Fighter- basic will likely give you a target lock, buff immunity on his special is key against enemy tanks, and his dodges will help contribute to the massive amount of turns your capital ship gets

Biggs' X Wing- CRUCIAL to this team. Once the target locks are there, he's constantly taunting and regaining protection. I've had some rounds where he doesn't get defeated bc of the protection gain. He can also inflict his own target lock, and call assists.

Reenforcements:

Scimitar- Can be a clutch reenforcment if you need to save a dying ship by granting it stealth

Umbaran Starfighter- can inflict target lock and hit multiple targets with his special, and he can dispel target locked enemies (really helpful against enemy tanks who have target lock)

Ahsoka, Jedi Consular, etc- This one doesn't really matter. You likely won't need it, it's up to you what you use

How to play it-

On all your first turns, use your basic attacks to inflict as many different ships with target lock as possibly. Most people have Biggs on their team so make sure to target lock their highest damage dealing ships before the taunt goes up. If you do get a lot of target locks, just spam Mace's special ability, which will keep reducing his cooldowns and hit a lot of different enemies. For all your ships' second turns, focus on taking out highest threat targets first, and try to inflict buff immunity on their tank by using TFP's special. After you take out their threats it's pretty easy. Target lock all ships, focus on damage dealers (ahsoka, slave I, etc), wash, rinse and repeat.
  • Yeah, the whole ships area of the game is built around target lock. It would be nice to not only have some more diversity with ships themselves, but another meaningful mechanic so that every battle isn't just a race to see who can target lock the most enemies and get Tarkin's TIE swarm off first.
  • I am pretty consistently 1st on my server come rewards time and have been for around 2 months now. Makes zeta farming a doddle. Line-up:
    Mace as commander plus Biggs, TFA, FOTF, Wedge and JC in first wave. Reserve: Resistance X-Wing, Slave 1, Scimitar

    Biggs and TA already discussed. I find Biggs, TA, FOTF and Mace are enough to keep target locks on. Biggs is always first to bite the dust but usually after opposing Biggs +1-4 other ships are taken out.

    FOTF is a beast when maxed out (toon and ship).
    Wedge's Eyes on the Breach target lock attack is often one-hit kill for me, if not an easy follow up kill for someone else

    JC's Guarded Assault is basically another target lock plus the protection boosts are very useful.

    Scimitar almost always comes next and when applied to FOTF or TA can usually clean out the rest or at least reduce them down to one-shot kills for the others.



  • Your history is wrong...Columbus did not discover America...the Vikings did a couple hundred years before....besides the indigenous were here before so technically they did.
  • You forgot about Bistan.

    Irresistable TL, plus grants advantage anytime an enemy gains TL.
  • I have run Tarkin's ship lead since week one of ships and he is finally paying off big! The greatest synergy he has is with TFP because every time TFP evades Tarkin gains 30% TM... and we all know how much he evades! The great thing about this is that it helps Tark's Tie Swarm cooldown clicks down quicker and I usually can get it off before the opposing ship can get their special off. I have Reaper leveled up and ready to test out (only 3* right now), so it will help remove TM from the opposing capital ship and make it much easier for Tark to beat the enemy to the punch with the special attacks! The target lock and taunt works great with any setup, but capital specials can be the turning point in drawn out battles, and you want yours to get there quicker!
  • "Spiffymatt117;c-1121948" wrote:
    Your history is wrong...Columbus did not discover America...the Vikings did a couple hundred years before....besides the indigenous were here before so technically they did.


    That was exactly my point.
  • Speak from experience never use first order TIE's special. If his basic gets the second go it'll do more damage and he gains turn meter each time a target locked enemy is hit