Forum Discussion
9 years ago
Spoiler
Quad Laser (27,162): Rey must be in the Quad Laser seat because it's just like her triple attack, albeit for less damage thanks to the 75% damage reduction on any additional hits. Still, it can be one of the highest basic damages if it gets at least two additional hits.
Against the Odds: This makes the Falcon a bigger threat the longer it's in the game. All three fleet commanders have an AOE they want to use, so this will slowly stack anyway over the course of the fight. Additionally, it forces your opponent to commit abilities with high damage to the Falcon lest they continually speed and buff her up. If she's buffed, she also has the added pleasure of slapping a target lock on the attacker to help spread the love with little red boxes.
Thrust Reversal: All three of the Falcon's other abilities want her to be buffed, and this is a great way to accomplish that. Protection recovery, extra evasion, and 100% bonus turn meter per surviving buff next turn. With one of the slower speeds in the game, the Falcon needs good taunt protection to ensure she lasts two full rounds of combat and that her buffs stick with her during the second time around. With three Thrust Reversal buffs remaining, the Falcon can do at least 129,020 damage (pre-armor) to a single target with her basic, counting only the guaranteed bonus hits from the presence of buffs, or 51,683 damage (pre-armor) to all enemies with Gambit. Combining the two (couple of basic attacks followed by Gambit) when the Falcon has more than just Thrust Reversal buffs would generate a lot of damage that your enemy couldn't counter right away (other than Retribution).
Gambit (20,673): This AOE is rather weak when compared to Boba's and Fives' options, but it reaches respectable damage when it sacrifices three buffs. A nice feature is that this is a multi-hit attack, not a multi-attack ability. This means the attack only has to pass the evasion check once. If you don't have any buffs on the Falcon, this should probably be saved unless it can guarantee a kill on someone hiding behind a taunt.
Reinforcements: With one of the most fragile ships in the game, Rey and Finn want to hide from all enemies. Combined with their low speed, they might have a hard time making it all the way to turn two unscathed (to actually use their Thrust Reversal buffs). However, if you bring them in from reinforcements, they skip turn one of vulnerability waiting to gain the stacks, and you can drop them behind a now-functioning wall to protect them until their slow ship makes it to another turn.
Synergies: As a Rebel ship under Han and Chewie, the Falcon.....errr, as a Resistance ship. Under Rey and Finn. Right. Ahem. Currently there are no synergies based on faction (Poe and Resistance Pilot don't care who they fight beside), but there are definitely potential synergies based on target locks (the Falcon doesn't care too much about them but can apply them outside of turn). However, the Falcon is such a fragile ship that relying on it to generate target locks when attacked is like wanting an ice sculpture to stay intact while you throw it in the air for dramatic effect. You might catch it safely on the way down, but there's a good chance you won't.
Finn
Rey
Overall Access to Max Stats: 2.92/10
Quad Laser (27,162): Rey must be in the Quad Laser seat because it's just like her triple attack, albeit for less damage thanks to the 75% damage reduction on any additional hits. Still, it can be one of the highest basic damages if it gets at least two additional hits.
Against the Odds: This makes the Falcon a bigger threat the longer it's in the game. All three fleet commanders have an AOE they want to use, so this will slowly stack anyway over the course of the fight. Additionally, it forces your opponent to commit abilities with high damage to the Falcon lest they continually speed and buff her up. If she's buffed, she also has the added pleasure of slapping a target lock on the attacker to help spread the love with little red boxes.
Thrust Reversal: All three of the Falcon's other abilities want her to be buffed, and this is a great way to accomplish that. Protection recovery, extra evasion, and 100% bonus turn meter per surviving buff next turn. With one of the slower speeds in the game, the Falcon needs good taunt protection to ensure she lasts two full rounds of combat and that her buffs stick with her during the second time around. With three Thrust Reversal buffs remaining, the Falcon can do at least 129,020 damage (pre-armor) to a single target with her basic, counting only the guaranteed bonus hits from the presence of buffs, or 51,683 damage (pre-armor) to all enemies with Gambit. Combining the two (couple of basic attacks followed by Gambit) when the Falcon has more than just Thrust Reversal buffs would generate a lot of damage that your enemy couldn't counter right away (other than Retribution).
Gambit (20,673): This AOE is rather weak when compared to Boba's and Fives' options, but it reaches respectable damage when it sacrifices three buffs. A nice feature is that this is a multi-hit attack, not a multi-attack ability. This means the attack only has to pass the evasion check once. If you don't have any buffs on the Falcon, this should probably be saved unless it can guarantee a kill on someone hiding behind a taunt.
- Total Health Rank: 18th (91,514)
- Speed Rank: 16th (152)
- Utility: Multi-hit attacks
Reinforcements: With one of the most fragile ships in the game, Rey and Finn want to hide from all enemies. Combined with their low speed, they might have a hard time making it all the way to turn two unscathed (to actually use their Thrust Reversal buffs). However, if you bring them in from reinforcements, they skip turn one of vulnerability waiting to gain the stacks, and you can drop them behind a now-functioning wall to protect them until their slow ship makes it to another turn.
Synergies: As a Rebel ship under Han and Chewie, the Falcon.....errr, as a Resistance ship. Under Rey and Finn. Right. Ahem. Currently there are no synergies based on faction (Poe and Resistance Pilot don't care who they fight beside), but there are definitely potential synergies based on target locks (the Falcon doesn't care too much about them but can apply them outside of turn). However, the Falcon is such a fragile ship that relying on it to generate target locks when attacked is like wanting an ice sculpture to stay intact while you throw it in the air for dramatic effect. You might catch it safely on the way down, but there's a good chance you won't.
Finn
- Gear: 1030 Purple, 110 Gold, 3 Raid
- Shards: 1 Hard Node, Cantina (10 energy)
Rey
- Gear: 1000 Purple, 220 Gold, 3 Raid
- Shards: 3 Hard Nodes, Guild Store
Overall Access to Max Stats: 2.92/10
Spoiler
Coordinated Assault (24,122): Speed Up on Plo Koon means more taunts and more turn meter manipulation. The damage is middle tier as well, which is nice because it's his only damaging ability.
Wings of the Republic: This is what makes a Mace Republic fleet difficult to take down in 7.5 minutes. Being able to select who receives your taunt gives immense flexibility and extended life for your tanks. Best used with two tanks and Mace so you can bounce taunt back and forth while healing whichever tank needs it more. Tanks have 50k+ protection, so 65% Protection Up is begging to be slapped on a Republic tank.
Inspiring Charge: Jawa Engineer turned into a Jedi and hopped into a starfighter. Most Republic ships are in the top half of all ships in terms of speed, so they're already going first and/or frequently. Having 40% free turn meter for the entire fleet builds on that speed advantage to further punish your enemies.
Reinforcements: Plo could sit in reinforcements, but he definitely prefers to be on the front lines. He's the 6th fastest ship in the game, so he's practically guaranteed to survive until he can drop a taunt or give 40% turn meter.
Synergies: Due to the free 65% Protection Up on his taunt (along with a convenient cleanse), Plo really wants to work with Republic tanks (Rex, Sarge, and Fives). However, he can still be viable with non-Republic tanks, though they will miss out on 35k+ bonus protection every 3 turns.
Plo Koon
Coordinated Assault (24,122): Speed Up on Plo Koon means more taunts and more turn meter manipulation. The damage is middle tier as well, which is nice because it's his only damaging ability.
Wings of the Republic: This is what makes a Mace Republic fleet difficult to take down in 7.5 minutes. Being able to select who receives your taunt gives immense flexibility and extended life for your tanks. Best used with two tanks and Mace so you can bounce taunt back and forth while healing whichever tank needs it more. Tanks have 50k+ protection, so 65% Protection Up is begging to be slapped on a Republic tank.
Inspiring Charge: Jawa Engineer turned into a Jedi and hopped into a starfighter. Most Republic ships are in the top half of all ships in terms of speed, so they're already going first and/or frequently. Having 40% free turn meter for the entire fleet builds on that speed advantage to further punish your enemies.
- Total Health Rank: 9th (104,694)
- Speed Rank: 6th (179)
- Utility: Targetable taunt, turn meter manipulation
Reinforcements: Plo could sit in reinforcements, but he definitely prefers to be on the front lines. He's the 6th fastest ship in the game, so he's practically guaranteed to survive until he can drop a taunt or give 40% turn meter.
Synergies: Due to the free 65% Protection Up on his taunt (along with a convenient cleanse), Plo really wants to work with Republic tanks (Rex, Sarge, and Fives). However, he can still be viable with non-Republic tanks, though they will miss out on 35k+ bonus protection every 3 turns.
Plo Koon
- Gear: 1110 Purple, 0 Gold, 4 Raid
- Shards: 1 Hard Node, Cantina (10 energy)
- Overall Access to Max Stats: 4.38/10
Spoiler
Cover All Angles (30,091): Daze is a pretty strong debuff, given all the assists and turn meter manipulation that not only exists but is frequently used. Applying it on his basic gives Poe great utility, provided he has someone to set up target locks for him.
Bolt from the Blue: The length of the cooldown means this will likely only be used once or twice in a battle, but that's okay. +50% offense on the hardest hitting basic is a solid boost and helps Poe contend with Tarkin's damage stacking for Empire allies.
Perfect Shot (49,425): The hardest-hitting single target crew ability in the game. Although it's a guaranteed critical on 0 protection enemies, it can still crit through protection. So don't hold it back for more than 1-2 turns waiting for the "unavoidable crit", as it still does considerable damage without being a critical hit (60% more than his basic).
Reinforcements: Poe is great in a starting lineup because he will always go first. However, on defense the AI will always use his crew ability on the first turn. Unless it targets the enemy's Imperial TIE Fighter, it misses its opportunity to be a guaranteed crit. If Poe is in reinforcements, though, there's a chance an enemy might lose their protection by the time the AI brings in Poe. Despite this, though, his speed and powerful attacks are best utilized (on offense, anyway) when he is the first ship to activate in your battle because he will spend more time dishing out high damage to your enemies.
Synergies: "Look, I want you to take her. I mean it, take her! You need all the help you can get; she's the fastest ship in the fleet!" Poe is fast, hits hard, and doesn't really care which faction he shacks up with. All he wants to do is go fast and blow stuff up. Target lock providers preferable but not required.
Poe Dameron
Cover All Angles (30,091): Daze is a pretty strong debuff, given all the assists and turn meter manipulation that not only exists but is frequently used. Applying it on his basic gives Poe great utility, provided he has someone to set up target locks for him.
Bolt from the Blue: The length of the cooldown means this will likely only be used once or twice in a battle, but that's okay. +50% offense on the hardest hitting basic is a solid boost and helps Poe contend with Tarkin's damage stacking for Empire allies.
Perfect Shot (49,425): The hardest-hitting single target crew ability in the game. Although it's a guaranteed critical on 0 protection enemies, it can still crit through protection. So don't hold it back for more than 1-2 turns waiting for the "unavoidable crit", as it still does considerable damage without being a critical hit (60% more than his basic).
- Total Health Rank: 16th (92,724)
- Speed Rank: 1st (193)
- Utility: Speed, daze
Reinforcements: Poe is great in a starting lineup because he will always go first. However, on defense the AI will always use his crew ability on the first turn. Unless it targets the enemy's Imperial TIE Fighter, it misses its opportunity to be a guaranteed crit. If Poe is in reinforcements, though, there's a chance an enemy might lose their protection by the time the AI brings in Poe. Despite this, though, his speed and powerful attacks are best utilized (on offense, anyway) when he is the first ship to activate in your battle because he will spend more time dishing out high damage to your enemies.
Synergies: "Look, I want you to take her. I mean it, take her! You need all the help you can get; she's the fastest ship in the fleet!" Poe is fast, hits hard, and doesn't really care which faction he shacks up with. All he wants to do is go fast and blow stuff up. Target lock providers preferable but not required.
Poe Dameron
- Gear: 1015 Purple,, 330 Gold, 4 Raid
- Shards: 2 Hard Nodes, Cantina Shipments
- Overall Access to Max Stats: 4.38/10
Spoiler
Hot Pursuit (27,593): With the third highest basic attack damage in the game, Resistance Pilot has consistent damage in exchange for a more mediocre average damage value (but you don't have to wait on a cooldown for the damage spike). However, once you start throwing in Expose on target locked enemies, her basic will cause at least as much damage (total) as the initial hit in Geonosian Soldier's assist attack, probably more (since it's 20% of target's health). This 20% ignores any kind of damage reduction, so it is a great way to eat through beefy tanks.
Disarray: Daze is a solid counter to Ackbar fleets, which focus on assists, and also render his ultimate innert (on that one ship). It also slows down Rex and Plo from Republic fleets. Lastly, it can effectively halve FOTP's damage output (he gets 99% turn meter total for each of his regularly acquired turns when used properly). It is the second strongest debuff in ships, next to target locks.
I'm On It! (36,848): This crew ability deals average damage for a cooldown ability, preventing Resistance Pilot from having any major damage spikes. However, it acts as an additional source of target locks to help proc the Expose on her basic (and potentially sets up Expose on its own).
Reinforcements: Resistance Pilot works great as a reinforcement because although the target lock on her crew ability isn't irresistible, it is guaranteed to proc. So it will land more frequently than other ships' attempts, offering a mid-late battle option for reliable target locks to fuel the fleet's abilities. Because she is slower than a little over half the ships, she should ideally have target locks available to her no matter where she resides.
Synergies: Resistance Pilot needs ample target locks to spread Expose. Even if the target lock is only on one enemy, she wants to applying Expose every turn. Without it her damage is subpar, but with it she climbs to Poe's level of average damage output.
Resistance Pilot
Hot Pursuit (27,593): With the third highest basic attack damage in the game, Resistance Pilot has consistent damage in exchange for a more mediocre average damage value (but you don't have to wait on a cooldown for the damage spike). However, once you start throwing in Expose on target locked enemies, her basic will cause at least as much damage (total) as the initial hit in Geonosian Soldier's assist attack, probably more (since it's 20% of target's health). This 20% ignores any kind of damage reduction, so it is a great way to eat through beefy tanks.
Disarray: Daze is a solid counter to Ackbar fleets, which focus on assists, and also render his ultimate innert (on that one ship). It also slows down Rex and Plo from Republic fleets. Lastly, it can effectively halve FOTP's damage output (he gets 99% turn meter total for each of his regularly acquired turns when used properly). It is the second strongest debuff in ships, next to target locks.
I'm On It! (36,848): This crew ability deals average damage for a cooldown ability, preventing Resistance Pilot from having any major damage spikes. However, it acts as an additional source of target locks to help proc the Expose on her basic (and potentially sets up Expose on its own).
- Total Health Rank: 10th (103,758)
- Speed Rank: 14th (157)
- Utility: Expose
Reinforcements: Resistance Pilot works great as a reinforcement because although the target lock on her crew ability isn't irresistible, it is guaranteed to proc. So it will land more frequently than other ships' attempts, offering a mid-late battle option for reliable target locks to fuel the fleet's abilities. Because she is slower than a little over half the ships, she should ideally have target locks available to her no matter where she resides.
Synergies: Resistance Pilot needs ample target locks to spread Expose. Even if the target lock is only on one enemy, she wants to applying Expose every turn. Without it her damage is subpar, but with it she climbs to Poe's level of average damage output.
Resistance Pilot
- Gear: 1290 Purple, 110 Gold, 5 Raid
- Shards: Galactic War Shipments, Fleet Shipments
- Overall Access to Max Stats: 3.50/10
Spoiler
Hair Trigger (24,799): Rex's target lock is guaranteed to fire, though it could still be resisted. This is handy because most forms of target locking only have a chance to proc. However, this only occurs when the enemy has no buffs or debuffs, which is uncommon in a target lock-heavy fleet or against Mace (Valor) and sometimes Ackbar (protection up). Consequently, this is not as reliable a form of target locking as it might seem. The turn meter reduction is okay, but 10% isn't going to hold an enemy back very much.
Ready and Able: Tenacity is already 15% higher than Potency with ships, so adding another 10% difference will further increase your ships' resiliency to debuffs. The protection recovery is nice, but because it's only 19% it will really only be noticeable on tanks and to some degree supports. Since it affects "other allies", it won't be an effective form of healing for your primary tanks, but can certainly help top off your off-duty tank in a Mace/Plo build.
Republic Coordination: This ability is why Rex only wants to play with Republic friends. He can reduce the cooldown to two turns, providing insane healing and speed to select ships in the fleet. As if that weren't enough, he's classified as a tank, not a support - so in a Republic fleet you can slap Plo's or Mace's taunt on him and every other turn he'll recover half his protection on his own.
Reinforcements: Rex could be used as a reinforcement to rapidly boost another ship's turn mid-fight, but he much prefers to be on the starting lineup where his turn meter gain and early target locks (before buffs/debuffs are commonly distributed) can build momentum for his team.
Synergies: Rex wants to hang out with his Republic buddies. He can work in other fleets, but he is far more potent as a turn meter machine when he stays true to his faction.
CT-7567 "Rex"
Hair Trigger (24,799): Rex's target lock is guaranteed to fire, though it could still be resisted. This is handy because most forms of target locking only have a chance to proc. However, this only occurs when the enemy has no buffs or debuffs, which is uncommon in a target lock-heavy fleet or against Mace (Valor) and sometimes Ackbar (protection up). Consequently, this is not as reliable a form of target locking as it might seem. The turn meter reduction is okay, but 10% isn't going to hold an enemy back very much.
Ready and Able: Tenacity is already 15% higher than Potency with ships, so adding another 10% difference will further increase your ships' resiliency to debuffs. The protection recovery is nice, but because it's only 19% it will really only be noticeable on tanks and to some degree supports. Since it affects "other allies", it won't be an effective form of healing for your primary tanks, but can certainly help top off your off-duty tank in a Mace/Plo build.
Republic Coordination: This ability is why Rex only wants to play with Republic friends. He can reduce the cooldown to two turns, providing insane healing and speed to select ships in the fleet. As if that weren't enough, he's classified as a tank, not a support - so in a Republic fleet you can slap Plo's or Mace's taunt on him and every other turn he'll recover half his protection on his own.
- Total Health Rank: 4th (126,524)
- Speed Rank: 13th (162)
- Utility: Turn meter manipulation, protection recovery
Reinforcements: Rex could be used as a reinforcement to rapidly boost another ship's turn mid-fight, but he much prefers to be on the starting lineup where his turn meter gain and early target locks (before buffs/debuffs are commonly distributed) can build momentum for his team.
Synergies: Rex wants to hang out with his Republic buddies. He can work in other fleets, but he is far more potent as a turn meter machine when he stays true to his faction.
CT-7567 "Rex"
- Gear: 1100 Purple, 0 Gold, 2 Raid
- Shards: Fleet Shipments
- Overall Access to Max Stats: 5.30/10
Spoiler
Dread Cannons (22,675): The second highest form of turn meter reduction (trumped by Vader at 100%), but only when Maul is stealthed. Since that only happens once every 3 turns, this is a somewhat unreliable form of turn meter manipulation if you intend to target specific ships with it.
Lurking Threat: A passive increase of 32.5% damage for 2 turns out of every 3 turns is a significant amount of additional pain you can bring to the enemy. This will also benefit any other stealth ships that may be released by CG. While a significant boost to your attackers, the bonus damage is roughly equivalent to having swapped out Maul for another attacker; if the stealth isn't needed for protection (aka you have tanks taunting regularly), you'd be better off going for another attacker or high damage support instead. The bonus damage helps make up for not having another attacker in Maul's place, but it doesn't give any more damage than an attacker would.
Slip Through: Stealth is a nice way to protect your ships because it can't be avoided with a simple dispel the way target locks can be ignored. Retribution is also wonderful, especially if placed on someone who has good effects on their basic (Sun Fac, Clone Sarge, and Boba all provide target locks in this manner). Now not only are you protecting your vulnerable attackers, you're dealing bonus damage and spreading additional effects. Three birds with one stealth.
Reinforcements: Maul is very slow. While he's the tankiest of the supports, at only 105k health there's a chance he will be blitzed down at the start of combat before he has an opportunity to stealth. However, if you put him in reinforcements, he will get to activate immediately upon entry and can stealth your team, putting Retribution on the one ally least in need of saving. Additionally, the AI will use Slip Through upon entry when your fleet is defending, acting as a pseudo-taunt that can immediately save your attackers and turn the tide of battle. He works okay up front but desperately wants to come from behind the reinforcement curtain to mess up your opponent's plans.
Synergies: Maul has no specific requirements for allies, and can function well with several fleets. He obviously lacks faction-related synergy with anyone (right now he's a lonely Sith), but he provides a means of late-battle immediate "taunt" that your opponent can't just dispel past. Pairing Maul with Boba, the beefiest of attackers, can result in just as much punishment as it does protection. Dropping it on Clone Sarge in a Republic fleet is handy if Plo has been killed off and Mace's taunt is on cooldown. However, it might not be wise to use Maul with Fives; Fives' basic is one of the weakest and with Retribution he'll be handing out turn meter like candy without doing any substantial damage to justify it. While you can intelligently avoid that on offense, the AI will likely slap Retribution on Fives because he's a tank. Retribution also pairs nicely with Ackbar, who grants protection up and +critical damage on each counterattack. This can effectively cancel out much of the enemy ships' damage (if on a ship with high enough base protection) while still getting some damage of your own.
Darth Maul
Dread Cannons (22,675): The second highest form of turn meter reduction (trumped by Vader at 100%), but only when Maul is stealthed. Since that only happens once every 3 turns, this is a somewhat unreliable form of turn meter manipulation if you intend to target specific ships with it.
Lurking Threat: A passive increase of 32.5% damage for 2 turns out of every 3 turns is a significant amount of additional pain you can bring to the enemy. This will also benefit any other stealth ships that may be released by CG. While a significant boost to your attackers, the bonus damage is roughly equivalent to having swapped out Maul for another attacker; if the stealth isn't needed for protection (aka you have tanks taunting regularly), you'd be better off going for another attacker or high damage support instead. The bonus damage helps make up for not having another attacker in Maul's place, but it doesn't give any more damage than an attacker would.
Slip Through: Stealth is a nice way to protect your ships because it can't be avoided with a simple dispel the way target locks can be ignored. Retribution is also wonderful, especially if placed on someone who has good effects on their basic (Sun Fac, Clone Sarge, and Boba all provide target locks in this manner). Now not only are you protecting your vulnerable attackers, you're dealing bonus damage and spreading additional effects. Three birds with one stealth.
- Total Health Rank: 7th (105,058)
- Speed Rank: 19th (147)
- Utility: Group Stealth, pseudo-taunt with retribution
Reinforcements: Maul is very slow. While he's the tankiest of the supports, at only 105k health there's a chance he will be blitzed down at the start of combat before he has an opportunity to stealth. However, if you put him in reinforcements, he will get to activate immediately upon entry and can stealth your team, putting Retribution on the one ally least in need of saving. Additionally, the AI will use Slip Through upon entry when your fleet is defending, acting as a pseudo-taunt that can immediately save your attackers and turn the tide of battle. He works okay up front but desperately wants to come from behind the reinforcement curtain to mess up your opponent's plans.
Synergies: Maul has no specific requirements for allies, and can function well with several fleets. He obviously lacks faction-related synergy with anyone (right now he's a lonely Sith), but he provides a means of late-battle immediate "taunt" that your opponent can't just dispel past. Pairing Maul with Boba, the beefiest of attackers, can result in just as much punishment as it does protection. Dropping it on Clone Sarge in a Republic fleet is handy if Plo has been killed off and Mace's taunt is on cooldown. However, it might not be wise to use Maul with Fives; Fives' basic is one of the weakest and with Retribution he'll be handing out turn meter like candy without doing any substantial damage to justify it. While you can intelligently avoid that on offense, the AI will likely slap Retribution on Fives because he's a tank. Retribution also pairs nicely with Ackbar, who grants protection up and +critical damage on each counterattack. This can effectively cancel out much of the enemy ships' damage (if on a ship with high enough base protection) while still getting some damage of your own.
Darth Maul
- Gear: 1245 Purple, 330 Gold, 3 Raid
- Shards: Fleet Shipments
- Overall Access to Max Stats: 4.87/10
Spoiler
Rotating Twin Blaster Cannons (26,333): With higher basic damage than more than half the ships available (without even counting his multi-attack hits), and yet boasting the 6th highest health pool, Boba is a great attacker. He doesn't trade health for his damage, has a chance to target lock on his basic, and has two of the four non-fleet commander AOEs in the game.
Seismic Charge (13,374+20% HP): "This ability starts on cooldown." Unfortunate, but acceptable because it's a phenomenal finisher. It ignores protection AND armor. It will do between 45% and 49.5% of every ships health (not protection). A good rule of thumb is if your enemies' health is yellow, pull this trigger and they die if they don't evade. Pretty handy to have on hand, especially with the numerous protection recovery and protection up options in play.
Proton Torpedoes (41,900): There are very few ways to apply Ability Block on ships, and Boba has one of them, giving him additionally utility. This attack shines in a fleet built around target locks so you can maximize the AOE damage.
Reinforcements: Boba is an interesting ship. He's the tankiest of the attackers (highest non-tank total health), giving him a chance at surviving the first round until proper taunts can be placed. He's pretty slow, though, so keeping him in reinforcements and bringing him out after several target locks have been generated is certainly viable. The latter might also provide more opportunities to keep Boba safe until he can pop both AOEs for maximum damage.
Synergies: Boba wants to be with a strong target lock team. While he can still do significant damage with Seismic Charge regardless of who he's with, the more targets he can hit with Proton Torpedoes the more valuable he's going to be to you. Under Tarkin, with Offense Up and all 5 enemies suffering debuffs, Boba can technically get between 64% and 74% of anyone's health with Seismic Charge (ignoring armor and protection). The Empire might not want disintegration but they sure don't mind obliteration.
Boba Fett
Rotating Twin Blaster Cannons (26,333): With higher basic damage than more than half the ships available (without even counting his multi-attack hits), and yet boasting the 6th highest health pool, Boba is a great attacker. He doesn't trade health for his damage, has a chance to target lock on his basic, and has two of the four non-fleet commander AOEs in the game.
Seismic Charge (13,374+20% HP): "This ability starts on cooldown." Unfortunate, but acceptable because it's a phenomenal finisher. It ignores protection AND armor. It will do between 45% and 49.5% of every ships health (not protection). A good rule of thumb is if your enemies' health is yellow, pull this trigger and they die if they don't evade. Pretty handy to have on hand, especially with the numerous protection recovery and protection up options in play.
Proton Torpedoes (41,900): There are very few ways to apply Ability Block on ships, and Boba has one of them, giving him additionally utility. This attack shines in a fleet built around target locks so you can maximize the AOE damage.
- Total Health Rank: 6th (108,595)
- Speed Rank: 17th (151)
- Utility: AOE damage
Reinforcements: Boba is an interesting ship. He's the tankiest of the attackers (highest non-tank total health), giving him a chance at surviving the first round until proper taunts can be placed. He's pretty slow, though, so keeping him in reinforcements and bringing him out after several target locks have been generated is certainly viable. The latter might also provide more opportunities to keep Boba safe until he can pop both AOEs for maximum damage.
Synergies: Boba wants to be with a strong target lock team. While he can still do significant damage with Seismic Charge regardless of who he's with, the more targets he can hit with Proton Torpedoes the more valuable he's going to be to you. Under Tarkin, with Offense Up and all 5 enemies suffering debuffs, Boba can technically get between 64% and 74% of anyone's health with Seismic Charge (ignoring armor and protection). The Empire might not want disintegration but they sure don't mind obliteration.
Boba Fett
- Gear: 1410 Purple, 110 Gold, 7 Raid
- Shards: 3 Hard Nodes, Cantina Shipments, Fleet Shipments
- Overall Access to Max Stats: 2.50/10
Spoiler
Air Superiority (21,742): This is the third weakest basic attack in the game. You won't be making any plays off the damage, but it's better than nothing (see Jedi Consular's basic for that). However, this basic is a beauty when used in an assist-focused fleet or with Maul's Retribution buff. With guaranteed proc chance, all you have to worry about is the enemy's tenacity.
Grudge: The guy's got a scar where his right eye should be; of course he's holding a grudge. Sun Fac is in the middle of the tanks on total health, and he can only taunt when the enemy is buffed. Since both Ackbar and Mace apply buffs to their ships frequently, Sun Fac is a solid option against both. He gains +40% defense when auto-taunting, bringing his total physical damage reduction to around 60%. Suddenly his 136k total health turns into 340k effective HP. The auto-taunt also makes him a great counter to Ahsoka and Fives as their dispel won't prevent him from taunting on the next buffed enemy's turn.
Prime Target (37,858): The damage on this is a little below average for crew abilities, but with buffs being commonplace the chance to stun is quite handy. With limited stuns and crown control available right now, this is pretty useful. Too bad it's on the slowest ship in the game (barring his turn meter gain on auto-taunt).
Reinforcements: Sun Fac is great in reinforcements as your opponent won't know he's there and will likely apply buffs as normal. Then Sun Fac can swoop in and soak damage like nobody's business. He can definitely be used in the starting lineup as well, though, as a means of discouraging your opponents from buffing at the start and slowing down their plan this way instead (though here they can see him coming).
Synergies: Sun Fac doesn't need anyone in particular, though he probably wants some allies toward the top of the speed chart in order to make up for his slow, low damage. He doesn't mind sitting next to another tank who can taunt while the enemy isn't buffed, or he can grab a taunt from Plo or Mace and just miss out on the 40% defense increase. He fits nicely into the Jedi Consular+Geonosian Soldier assist fleet core because of the doubled chance of calling Soldier to assist and the ability for Consular to apply a target lock with his select assist.
Sun Fac
Air Superiority (21,742): This is the third weakest basic attack in the game. You won't be making any plays off the damage, but it's better than nothing (see Jedi Consular's basic for that). However, this basic is a beauty when used in an assist-focused fleet or with Maul's Retribution buff. With guaranteed proc chance, all you have to worry about is the enemy's tenacity.
Grudge: The guy's got a scar where his right eye should be; of course he's holding a grudge. Sun Fac is in the middle of the tanks on total health, and he can only taunt when the enemy is buffed. Since both Ackbar and Mace apply buffs to their ships frequently, Sun Fac is a solid option against both. He gains +40% defense when auto-taunting, bringing his total physical damage reduction to around 60%. Suddenly his 136k total health turns into 340k effective HP. The auto-taunt also makes him a great counter to Ahsoka and Fives as their dispel won't prevent him from taunting on the next buffed enemy's turn.
Prime Target (37,858): The damage on this is a little below average for crew abilities, but with buffs being commonplace the chance to stun is quite handy. With limited stuns and crown control available right now, this is pretty useful. Too bad it's on the slowest ship in the game (barring his turn meter gain on auto-taunt).
- Total Health Rank: 3rd (136,192)
- Speed Rank: 23rd (136)
- Utility: Auto-taunt
Reinforcements: Sun Fac is great in reinforcements as your opponent won't know he's there and will likely apply buffs as normal. Then Sun Fac can swoop in and soak damage like nobody's business. He can definitely be used in the starting lineup as well, though, as a means of discouraging your opponents from buffing at the start and slowing down their plan this way instead (though here they can see him coming).
Synergies: Sun Fac doesn't need anyone in particular, though he probably wants some allies toward the top of the speed chart in order to make up for his slow, low damage. He doesn't mind sitting next to another tank who can taunt while the enemy isn't buffed, or he can grab a taunt from Plo or Mace and just miss out on the 40% defense increase. He fits nicely into the Jedi Consular+Geonosian Soldier assist fleet core because of the doubled chance of calling Soldier to assist and the ability for Consular to apply a target lock with his select assist.
Sun Fac
- Gear: 1620 Purple, 110 Gold, 2 Raid
- Shards: Fleet Shipments
- Overall Access to Max Stats: 4.59/10
Spoiler
Deadly Accuracy (22,150): Okay. So Vader wins the target lock war. The damage is minimal if not buffed by Tarkin's unique (which gives 30% offense to Vader for each debuffed enemy), but the utility of permanent, unavoidable, irresistible target locks cannot be overstated. If you're using him with people that care much about target locks, that is.
Advanced Targeting System: No time outs, no cleanses, nothing short of someone dying will cause those pretty red boxes to disappear. Handy for a Tarkin fleet that's looking for some persistent debuffs to fuel the offensive fire. The turn meter gain isn't that noticeable unless TIE Fighter Pilot and Vader are assisting, but it also applies to Tarkin, helping you outrun other fleet commanders in an attempt to burst down the enemy.
I Have You Now: Unfortunately, both debuffs provided by this ability are resistable and temporary. However, they last for two turns, which can shut down key ships long enough to disrupt combos. The turn meter gain here is great for getting back into the target lock factory. It's also a viable dispel, since the enemy can't clear your target lock off their taunting tank.
Reinforcements: Vader could work as a reinforcement, but what he really wants is to be out front so he can see those tiny red boxes over multiple enemies as soon as possible. Just make sure he's protected so he doesn't die before he can get the ball rolling.
Synergies: His speed is in the middle, and he's quite fragile, so pairing him with a speedy taunt option is almost mandatory; otherwise, you'll lose him swiftly on defense and your fleet will sorely miss the steller utility. Other than defending him, he needs to be with people who can use target locks effectively. Ships like Fives, Resistance Pilot, Wedge, Boba, and FOTP all thrive when they join the darkside. Turns out they know the power of the darkside of the force.
Darth Vader
Deadly Accuracy (22,150): Okay. So Vader wins the target lock war. The damage is minimal if not buffed by Tarkin's unique (which gives 30% offense to Vader for each debuffed enemy), but the utility of permanent, unavoidable, irresistible target locks cannot be overstated. If you're using him with people that care much about target locks, that is.
Advanced Targeting System: No time outs, no cleanses, nothing short of someone dying will cause those pretty red boxes to disappear. Handy for a Tarkin fleet that's looking for some persistent debuffs to fuel the offensive fire. The turn meter gain isn't that noticeable unless TIE Fighter Pilot and Vader are assisting, but it also applies to Tarkin, helping you outrun other fleet commanders in an attempt to burst down the enemy.
I Have You Now: Unfortunately, both debuffs provided by this ability are resistable and temporary. However, they last for two turns, which can shut down key ships long enough to disrupt combos. The turn meter gain here is great for getting back into the target lock factory. It's also a viable dispel, since the enemy can't clear your target lock off their taunting tank.
- Total Health Rank: 14th (92,936)
- Speed Rank: 9th (170)
- Utility: Target lock King
Reinforcements: Vader could work as a reinforcement, but what he really wants is to be out front so he can see those tiny red boxes over multiple enemies as soon as possible. Just make sure he's protected so he doesn't die before he can get the ball rolling.
Synergies: His speed is in the middle, and he's quite fragile, so pairing him with a speedy taunt option is almost mandatory; otherwise, you'll lose him swiftly on defense and your fleet will sorely miss the steller utility. Other than defending him, he needs to be with people who can use target locks effectively. Ships like Fives, Resistance Pilot, Wedge, Boba, and FOTP all thrive when they join the darkside. Turns out they know the power of the darkside of the force.
Darth Vader
- Gear: 880 Purple, 330 Gold, 1 Raid
- Shards: Achievements, Fleet Shipments
- Overall Access to Max Stats: 5.30/10
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