Forum Discussion
9 years ago
Spoiler
Plasma Weapons (18,294): Second place for lowest basic damage, and gives away 25% turn meter every time he uses this paltry attack during his long crew ability cooldown. It does though apply Offense Down, Defense Down, and has the potential to dispel positive status effects. Not too shabby, so long as you're not looking to Fives to have any sort of consistent damage output.
Reckless Piloting: This can be a troubling unique to come to terms with because granting so much turn meter to the enemy is unheard of. However, there are ways to mitigate this disadvantage (on offense, anyway). When attacking with your basic, you won't deal damage, so why bother trying to hit their damage dealers. Instead shoot at someone who's turn frequency doesn't matter as much. At the very least you can target ships with >75% turn meter to try and mitigate how much you give the enemy.
Umbaran Missile Pods (36,954): This is why you pick up Fives (in addition to his massive total health pool, though that's only relevant with Maul, Plo, and/or Mace). Irresistible target locks are hard to come by (the only other one not gated behind a tournament structure requires two fully geared characters to reach max potential, and it's a lot slower, too), and the damage potential is pretty impressive when you have several target locks applied.
Reinforcements: If you're using Fives for big AOE damage in a target lock fleet, he should probably go in reinforcements so his crew ability is up to do massive damage at an opportune time. In contrast, as one of the fastest ships in the game he is a wonderful candidate for getting a target lock out there to trigger abilities (most commonly Biggs) before the enemy can activate too many ships.
Synergies: Although Fives doesn't need to be with his Republic buddies to work well, if he's to play the role of "Guardian of the Fleet" he needs to sidle up to Plo and/or Mace so they can target him to receive their taunt. He can do wonders in a Vader-enforced fleet under Tarkin, where he would receive +35% damage for each target locked enemy (who he's also hitting). He probably works better under Ackbar, though, for if you line up his crew ability and Ackbar's ultimate ability you can clear some serious health off the enemy side in "one" turn.
CT-5555 "Fives"
Plasma Weapons (18,294): Second place for lowest basic damage, and gives away 25% turn meter every time he uses this paltry attack during his long crew ability cooldown. It does though apply Offense Down, Defense Down, and has the potential to dispel positive status effects. Not too shabby, so long as you're not looking to Fives to have any sort of consistent damage output.
Reckless Piloting: This can be a troubling unique to come to terms with because granting so much turn meter to the enemy is unheard of. However, there are ways to mitigate this disadvantage (on offense, anyway). When attacking with your basic, you won't deal damage, so why bother trying to hit their damage dealers. Instead shoot at someone who's turn frequency doesn't matter as much. At the very least you can target ships with >75% turn meter to try and mitigate how much you give the enemy.
Umbaran Missile Pods (36,954): This is why you pick up Fives (in addition to his massive total health pool, though that's only relevant with Maul, Plo, and/or Mace). Irresistible target locks are hard to come by (the only other one not gated behind a tournament structure requires two fully geared characters to reach max potential, and it's a lot slower, too), and the damage potential is pretty impressive when you have several target locks applied.
- Total Health Rank: 2nd (137,570)
- Speed Rank: 4th (183)
- Utility: Irresistible target lock
Reinforcements: If you're using Fives for big AOE damage in a target lock fleet, he should probably go in reinforcements so his crew ability is up to do massive damage at an opportune time. In contrast, as one of the fastest ships in the game he is a wonderful candidate for getting a target lock out there to trigger abilities (most commonly Biggs) before the enemy can activate too many ships.
Synergies: Although Fives doesn't need to be with his Republic buddies to work well, if he's to play the role of "Guardian of the Fleet" he needs to sidle up to Plo and/or Mace so they can target him to receive their taunt. He can do wonders in a Vader-enforced fleet under Tarkin, where he would receive +35% damage for each target locked enemy (who he's also hitting). He probably works better under Ackbar, though, for if you line up his crew ability and Ackbar's ultimate ability you can clear some serious health off the enemy side in "one" turn.
CT-5555 "Fives"
- Gear: 1025 Purple, 220 Gold, 2 Raid
- Shards: 2 Hard Nodes, Cantina Shipments, Fleet Shipments
- Overall Access to Max Stats: 6.21/10
Spoiler
KX9 Laser Cannons (27,742): Wedge has the 2nd highest basic damage in the game, and he deals even more damage via applying DoTs whenever he lands a critical hit. Each DoT removes 5% of the target's max health, and they stick for two turns. This means Wedge's DoTs deal just much damage as Resistance Pilot's Expose. They trade out immediate damage to get rid of the pressure to attack that same enemy again within the next two turns. Wedge's are slightly more vulnerable to cleanses, though.
Lead the Way: Wedge wants to be attacking out of turn as much as possible; while there is only one targetable assist right now, using Wedge in a fleet based around assists will help increase the overall turn meter benefit he gets from this unique.
Eyes on the Breach (46,580): This is the third highest crew ability damage, helping Wedge maintain one of the highest average damages over multiple turns. Deals bonus damage for any debuffs on the enemy and has the chance to apply up to 3 more DoTs on a target locked enemy.
Reinforcements: Wedge doesn't mind being in reinforcements under Ackbar because Advantage will help ensure he gets off two DoTs upon entry. In an assist-focused fleet, having him start would give him more opportunities to trigger hsi unique before either he dies or those with the assist abilities die. He can be used in either location with fairly similar results.
Synergies: Wedge pairs well with Biggs (who would have guessed?), as well as other assist-based characters under an Ackbar lead. Because it's only a 10% gain per debuff, Wedge isn't scrambling to get on a debuff-focused team; it's a nice bonus, but it's only 10% each once every 4 turns. Not enough to turn your whole fleet around, but certaily a nice boost on his already strong crew ability.
Wedge Antilles
KX9 Laser Cannons (27,742): Wedge has the 2nd highest basic damage in the game, and he deals even more damage via applying DoTs whenever he lands a critical hit. Each DoT removes 5% of the target's max health, and they stick for two turns. This means Wedge's DoTs deal just much damage as Resistance Pilot's Expose. They trade out immediate damage to get rid of the pressure to attack that same enemy again within the next two turns. Wedge's are slightly more vulnerable to cleanses, though.
Lead the Way: Wedge wants to be attacking out of turn as much as possible; while there is only one targetable assist right now, using Wedge in a fleet based around assists will help increase the overall turn meter benefit he gets from this unique.
Eyes on the Breach (46,580): This is the third highest crew ability damage, helping Wedge maintain one of the highest average damages over multiple turns. Deals bonus damage for any debuffs on the enemy and has the chance to apply up to 3 more DoTs on a target locked enemy.
- Total Health Rank: 19th (90,093)
- Speed Rank: 11th (165)
- Utility: DoTs, sustained damage
Reinforcements: Wedge doesn't mind being in reinforcements under Ackbar because Advantage will help ensure he gets off two DoTs upon entry. In an assist-focused fleet, having him start would give him more opportunities to trigger hsi unique before either he dies or those with the assist abilities die. He can be used in either location with fairly similar results.
Synergies: Wedge pairs well with Biggs (who would have guessed?), as well as other assist-based characters under an Ackbar lead. Because it's only a 10% gain per debuff, Wedge isn't scrambling to get on a debuff-focused team; it's a nice bonus, but it's only 10% each once every 4 turns. Not enough to turn your whole fleet around, but certaily a nice boost on his already strong crew ability.
Wedge Antilles
- Gear: 1130 Purple, 330 Gold, 5 Raid
- Shards: Cantina (12 energy), Fleet Shipments
- Overall Access to Max Stats: 3.50/10
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