Forum Discussion
- Team so far is anakin (L) sth phasma qgj and rey
- Personally I have success focusing on Protection, Health, and Potency in that order. I still need one piece of gear to push him to gear 11 but he still has 21k hp, 33k protection.
"Darthwooly;64227" wrote:
What are the best mods for han ? Do you go potency speed or other ?
It really depends. Here's what I do, speed.
My squad is old Ben, rey, St Han, RG, qgj
First at payout and defends decently, top 20
Rey goes(leverage)
Han goes(taunt giving tm up)
Ben goes(potency modded for ability block so opponents Dispeller can't dispell St Han)
QGJ(accuracy modded to reduce tm)
RG goes(stun and slow, modded for potency)
For more ideas, join us in arena strategy group, multi guild with really great players.
Cheers,
Josh Mayer
Line id joshmayer- Speed....don't need nothing else but speed. Sthan that is
- Speed over everything. I'd trade 10k protection for 10 speed
- Why are you guys so protective for the speed on ST Han? I would love so see him going after QGJ because of the dispel factor?
- I also try to account for playing teams on offense, if Han taunts first he gets dispelled right away. If you have him go after another buff comes up his taunt might last. This changes if your entire team is built around speed and winning in the first round but in most cases you don't have enough damage to do so.
"Art_Wandelei;635564" wrote:
STH's taunt is easily countered by preemptive attack with the Emperor. Then I do the same to RG. Then I'm free to kill Rey. My EP is modded for speed and potency, and rarely does he fail to shock a character, and the shock lasts 3 turns. Wow.
Most of these STH, Rey, RG, QGJ teams can be consistently beaten this way. Until EP came out it was difficult. This eliminates the need to have a toon that dispels.
It does, but EP takes a place instead."Revenant;635537" wrote:
I also try to account for playing teams on offense, if Han taunts first he gets dispelled right away. If you have him go after another buff comes up his taunt might last. This changes if your entire team is built around speed and winning in the first round but in most cases you don't have enough damage to do so.
My thoughts exactly... ST Han taunting later in first round should be far more viable than going early imo... around 150 is good but anything above, you might risk getting dispelled right after. Don't know, we might be mistaken tho. I would love to hear it from someone who actually does either tactic."TMK;635532" wrote:
The way I see it, when I am on offense I can use the TM gain to take out the dispeller before he dispels the taunt. And if I am on defense, my opponent is going to save his dispel until after the taunt goes up anyway and I don't know what the attacking dispeller's speed will be.
Why are you guys so protective for the speed on ST Han? I would love so see him going after QGJ because of the dispel factor?"Dark_Helmet152;635679" wrote:
"TMK;635532" wrote:
The way I see it, when I am on offense I can use the TM gain to take out the dispeller before he dispels the taunt. And if I am on defense, my opponent is going to save his dispel until after the taunt goes up anyway and I don't know what the attacking dispeller's speed will be.
Why are you guys so protective for the speed on ST Han? I would love so see him going after QGJ because of the dispel factor?
When talking offense, you gotta take the auto-taunt by RG into the consideration. You can not always avoid triggering his unique.
When talking defense, ST Han is slower than QGJ most of the time so he rather goes after him, which would mean at least 1 full turn of being attacked while your whole crew benefits from him. If you have ST Han going early, you are risking going him before QGJ and getting dispelled within the next move.
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