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CG_SBCrumb
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5 years ago

Kit Reveal: Finalizer






UNIT NAME: Finalizer
ALIGNMENT: Dark Side
CATEGORIES: Dark Side, Capital Ship, First Order
FLEET COMMANDER: General Hux
First Order Capital ship that enables the First Order fleet to have an early game advantage and relentlessly pursue enemies

ABILITIES:

Basic: Lay Waste



FINAL TEXT: Deal Physical damage to target enemy. If the target is Hunted, deal damage a second time. Target ally gains Critical Damage Up for 2 turns and if they are First Order they are also called to assist, dealing 30% less damage.

Special 1: Quell (Cooldown 2)



FINAL TEXT: Deal Physical damage to target enemy and inflict Offense Down and Target Lock for 3 turns. If the target is Resistance or Hunted, these effects can't be resisted.

Special 2: Ravage (Cooldown 4)



FINAL TEXT: Deal Physical damage to all enemies. This attack deals 100% more damage for each Hunted enemy.

Special 3: (Ultimate) Extinguish Hope (Cooldown 3)



FINAL TEXT: All Hunted enemies lose 35% Turn Meter and the target enemy becomes Hunted until they are defeated, which can't be copied, dispelled, prevented, or resisted. Then, deal Physical damage to target enemy.

First Order allies gain Defense Penetration and Offense Up for 2 turns.

This ability can't be evaded and is available for use at the start of battle.

Hunted: Deals 75% less damage with out of turn attacks and can't gain bonus Turn Meter

Unique: Two Steps Ahead

FINAL TEXT: At the start of battle the Finalizer gains 15 Speed for each other active First Order ally until the end of its first turn. All First Order allies active at the start of battle have +50% Max Health and have their Reinforcement abilities activated (debuffs from these abilities will not be inflicted).

First Order allies recover 25% Health when they critically hit an enemy. If a First Order ally defeats a Hunted enemy, that ally gains 25% Critical Damage (stacking, max 5 stacks) until the end of battle.

Reinforcement Bonus:
Reinforcements gain Advantage for 2 turns. If the Reinforcement is First Order they also gain 25% Critical Damage until the end of battle and the Finalizer gains 30% Turn Meter.
  • "Legend91;c-2071022" wrote:
    Overall I really like it but I just can't understand why it has such underwhelming specials. Outside the 2 obvious abilities to always use (ultimate + reinforce) it seems to be far more appealing to use it's basic and call Silencer to assist than using one of the two specials. Could've definitely used some mass assist or some team cleanse there (maybe on that AoE special since it has a CD of 4 so it should have way more impact than it actually does).


    Would you say a better option is a Malevolence fleet? In short I am close to maxing out Negotiator and need to figure out my next focus
  • "SparkyBurns;c-2071064" wrote:
    "Legend91;c-2071022" wrote:
    Overall I really like it but I just can't understand why it has such underwhelming specials. Outside the 2 obvious abilities to always use (ultimate + reinforce) it seems to be far more appealing to use it's basic and call Silencer to assist than using one of the two specials. Could've definitely used some mass assist or some team cleanse there (maybe on that AoE special since it has a CD of 4 so it should have way more impact than it actually does).


    Would you say a better option is a Malevolence fleet? In short I am close to maxing out Negotiator and need to figure out my next focus


    Malevolence is definitely the better overall option for pvp. The Finalizer is great as an offense option to beat those Ackbar fleets in GAC / TW.
    For the future raid we'll have to see which of the 2 offense monsters (Malevolence, Finalizer) is going to be performing better. Both have an increadible dmg potential with Melevolance now having all Vultures assisting on buzz droided enemies (not to forget the Geo Spy swarm attack with all the overcharge on the field - that's just brutal) and the Finalizer ramping up Silencers dmg through the roof (with killing several hunted enemies and getting the full 5 stack bonus for +125% CD I could see the Silencer delivering 1mio+ crits with his special).
  • "Legend91;c-2071022" wrote:
    Overall I really like it but I just can't understand why it has such underwhelming specials. Outside the 2 obvious abilities to always use (ultimate + reinforce) it seems to be far more appealing to use it's basic and call Silencer to assist than using one of the two specials. Could've definitely used some mass assist or some team cleanse there (maybe on that AoE special since it has a CD of 4 so it should have way more impact than it actually does).


    Maybe because it's enough? It's already completely shuts down rebels and kills Negotiators on offense without fully maxed fleet. And we still don't know if other FO ships will be introduced. Let's suggest, for example, that GL will come with their ships - it can completely redefine the entire faction fleet as HMF did with rebels.

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