Forum Discussion
8 years ago
"Darth_Jay77;965606" wrote:
Consider using Palp for 5th. Turn order should be TFP, DT to get rid of any taunts, buffs, unstealth Maul squads, and possibly get some ability blocks going if TFP landed some buff immunities, Krennic (AOE), and then follow-up with Palp. Palp has a chance to stun and also hit any remaining Staggers that Krennic afflicts the other team with. You'll kill a bunch of TM and if you're lucky you'll get some stuns and ability blocks (DK's lead). Not to mention Shock is pretty solid against Maul squads. Possibly not top-10 material but it should be fun.
I'm not a fan of Magmatrooper. At some point you still have to kill somebody and his damage is garbage. Palp gives you damage and utility.
EP's a good choice, but he's squishy and people have learned to Ability Block and then let AoE's finish him off. Plus Boba after some debuffs have landed on EP can execute him even with SHT or another tank taunting. He really needs his own lead for survivability or Zader for that extra offense and TM manipulation.
Magmatrooper on the other hand has a lot of Health and Protection that he'll potentially be recovering 20% of every turn with his basic. EP would also be recovering Protection every turn, but his naturally low protection won't equate to the same level of survivability.
If I were to abandon the Magmatrooper idea it would probably be to add Vader.
About SWGOH Strategy & Tips
Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.
22,748 PostsLatest Activity: 29 days agoRelated Posts
Recent Discussions
- 4 days ago
- 4 days ago
- 5 days ago
- 5 days ago