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chewie1256's avatar
8 years ago

New Phoenix Zeta's Ranked

I recently started using Phoenix In GW, and I thoroughly enjoy their synergy! Most of their new zeta abilities and meant for use within a full Phoenix Squad, but I have noticed some of them might be very useful with other rebels/jedi. I know I should be thinking about the future DS TB and looking to bolster that side of my roster, but I really like using phoenix and am considering my next zeta ability for one of them.

So my question is: of the Five new Zeta's given to Phoenix, what order would you put them in for not only usefulness within P.S. but also synergistically in other squads?

In case you forgot, here is the original post from CG_Kozispoon
"CG_Kozispoon;d-136771" wrote:
Phoenix Zeta & Omega Changes
Abilities

Hera - Play to Strengths

  • ZETA Upgrade: +25% Potency and dispel all debuffs, reduce cooldowns by 1 and grants 50% Turn Meter if target is Phoenix
  • Final Ability Text: Call another target ally to Assist. That ally’s attack has +50% Potency and deal 35% more damage. If target ally is Phoenix, Dispel all debuffs, reduce their cooldowns by 1, and grants 50% Turn Meter.


Kanan - Total Defense

  • ZETA Upgrade: Dispel all debuffs on Phoenix allies, grant Kanan and target ally Foresight for 2 turns and Defense Up to all Phoenix allies for 3 turns, and when each Foresight expires Kanan gains 100% Turn Meter and other Phoenix gains 50% Turn Meter.
  • Final Ability Text: Kanan Dispels all debuffs from Phoenix allies, grants himself and target ally Foresight and Protection Up (40%) for 2 turns. Also grants all Phoenix allies Defense Up for 3 turns. Kanan gains 100% Turn Meter when each Foresight expires and other Phoenix allies gain 50% Turn Meter.


Sabine - Demolish

  • ZETA Upgrade: +15% bonus damage for each active Phoenix ally, Stagger all enemies, grants all Phoenix allies Offense Up and Critical Chance Up for 2 turns, and Expose target enemy, then inflict additional Expose on random enemy for each other active Phoenix ally, reduce cooldown of Demolish by 2 if this attack scores a Critical Hit.
  • Final Ability Text: Deal Physical damage and inflict Stagger to all enemies for 2 turns. Grants all Phoenix allies Offense Up and Critical Chance Up for 2 turns. Expose target enemy and inflict additional Exposes on random enemies for each other active Phoenix ally. This attack can’t be Countered or Evaded and deals +15% bonus damage for each active Phoenix ally. If this attack scores a Critical Hit, reduce Sabine’s cooldowns by 2.


Ezra - Flourish

  • ZETA Upgrade: +50% Damage, +25% Turn Meter Gain and gains Defense Up for 2 turns.
  • Final Ability Text: Deal Physical damage to target enemy and Dispel all buffs on them. If the enemy had no buffs, this attack’s cooldown is reduced by 1 and Ezra gains 75% Turn Meter instead. Ezra gains Defense up for 2 turns.


Zeb - Staggering Sweep

  • ZETA Upgrade: Cooldown -1, +75% Bonus Damage and +20% bonus damage equal to enemy’s Maximum Health if the target has no debuff, ignores Armor if target is buffed, gain 50% Critical Damage if the target is debuffed, this attack can’t be Evaded and Zeb gains 10% Turn Meter for each active Phoenix ally.
  • Final Ability Text: Deal Physical damage to target enemy and Stagger them for 1 turn. If the target has no debuffs, this attack deals 100% more damage with bonus damage equal to 20% of the enemies Maximum Health and Stagger can’t be Resisted. If the target is buffed, this attack ignores armor. If the target is debuffed, gain 50% Critical Damage. This attack can’t be Evaded and Zeb gains 10% Turn Meter for each active Phoenix ally.


Chopper - Reckless Fling

  • Omega Upgrade: +10% Cooldown Reduction Chance, and also applies to Droid allies.
  • Final Ability Text: Deal Physical damage to target enemy and grant a random Phoenix or Droid ally Offense Up, Defense up, or Speed Up at random for 2 turns, with a 60% chance to also reduce that ally’s cooldowns by 1.


Chopper - Maintenance Protocols

  • +4% Heal, +4% Protection; Chopper has a 30% chance to Assist when another Phoenix or Droid ally uses an ability during their turn (this effect is not shared)
  • Final Ability Text: At the start of his turn, Chopper recovers 15% of his Max Health. In addition, whenever he is damaged by an attack, he gains Protection Up (15%) if he doesn't have Protection Up. Additionally, Chopper has a 30% Chance to Assist when another Phoenix or Droid ally uses an ability during their turn (this effect is not shared).


General Strategy

  • If you’re having trouble completing the Phoenix-specific node in Territory Battles try upgrading a few of the new Zetas for a quick boost of power and sustainability.
  • Sabine’s Zeta upgrade on “Demolish” is especially powerful for the Phoenix faction, as the combination of Critical Chance and Offense Up is a rare combination to find in one move.
  • Ezra’s Zeta upgrade on “Flourish” gives him a pseudo burst attack considering he can gain 75% Turn Meter when targeting an enemy without buffs.
  • Kanan’s Zeta upgrade on “Total Defense” now provides a group cleanse for the Phoenix Squad, along with the mechanics to use it much more often.


Hero Synergies

  • The changes to Chopper make him more effective within the Phoenix squad, and also allow him to serve as a useful tank for Droids as he provides buffs and reduces the cooldowns of Droid allies.
  • Ezra is extremely versatile in different teams given he acts as an efficient DPS dealer under both the Jedi and Rebel tags. Also worth pointing out, is that Ezra’s Flourish is described as getting 75% TM, which is true. However, the additional 20% TM he gets under a Hera lead results in him generating 95% TM, which means he gets to go again almost immediately!


Where to Use

  • With their new Zeta Upgrades, the Phoenix faction competes with some of the best teams on the tank phases of HAAT.
  • Phoenix Squad shines in Territory Battles, as they can keep themselves in the fight and get the job done.
  • Phoenix now also provide a quick climber team for Squad Arena, and represent a particularly worthy investment for newer players looking for a good all-around squad.


  • Would this arena team be pretty solid?
    CLS(zLead), zRaid Han, zR2, zKanan and Ezra.

    I know there might be better options for a tank with CLS but putting that foresight on Han would keep him alive longer plus it would have Ezra going all the time. Kanan would also either inflict a debuff or give 5% tm whenever he countered. He brings a cleanse to himself and Ezra plus a targeted cleanse on his taunt. I know defense up isn't the best but plus 100% defense, including CLS lead, has to make some difference.

    I want to zeta Kanan and Sabine to make all of Phoenix better and would like to make the most of the investment. I also like running something at least a little different that the meta
  • I'd order them this way:

    1. Kanan/Sabine
    2. Zeb/Ezra
    3. Hera

    If your goal is, to zeta them all:
    If you start with Sabine, follow with Kanan, zeb/ezra
    If you start with Kanan, you can chose, whatever you like most of the top 4.

    If you plan on using Phoenix in other squads as well, I'd probably start with Zeb or Ezra.

    Then again, if you prefer to use Chopper, you might start with a damage dealer (Sabine, you've probably benched, so Ezra or - crazy enough - Zeb (your tank)).

    I don't use Chopper, btw.

  • yeah that's the hard part, I like using Chopper cause of his Ability cooldown, dispel, and health gain. Plus, the potential to throw Off+, Def+, or Speed+ on any them is very helpful as well.

    All good things to think about though. Probably gonna save up till I have enough to do 2 at once, so the decision is less of an actual decision.
  • "SolariJedi;d-141246" wrote:

    So my question is: of the Five new Zeta's given to Phoenix, what order would you put them in for not only usefulness within P.S. but also synergistically in other squads?

    I wouldn't

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