Forum Discussion
ZanirN7S
3 years agoSeasoned Traveler
"TheChild_eats_eggs1;c-2319958" wrote:
May have missed something, but won't troopers be able to counter this?
They should, but you have to land a mass Daze that will stick on JKA before QGJ hits 50% health or JKA will delete you. Piett AOE Daze is unreliable imo, so you'd have to bring in Gideon, but he needs to basic 4 times before his AOE becomes available, so you'd probably have to mark Gideon with Piett to call assists which brings you very close to giving JKA that bonus turn.
And consider what happens: if you hit too hard (and who's gonna mod Troopers to hit softer) or fail to Daze JKA, JKA will eventually break your tm train. Now, in many cases a break in the train doesn't necessarily mean a disaster, but here, it could. Unless you take the immediate next turn after JKA and resume your tm flow, other Jedi with their fat offense could take turns and start one-shotting your Troopers with basics. Troopers can maybe recover from losing one squad member and still bridge the gap with enough tm to take consecutive turns, but if you lose two, it's pretty much game over.
If JKA gets that bonus turn and his AOE is off cooldown, he deletes your entire squad in one move, or at least gets a kill or two and other Jedi mop you up. If JKA's AOE is on cooldown, he basics and other Jedi, if modded fast enough, can probably take a few turns and land massive dmg hits on you.
There's a lot of talk about putting GK in that squad--because GK is unkillable (except by destroy effects) as long as QGJ is alive, he'll be incredibly annoying, preventing you from killing QGJ. Throw Barriss in there as well and you have an unkillable tank and a leader who needs to be killed to make progress in the battle and Barriss will be a pain in the neck, healing every time you get close to a kill. You have to bring in buff immunity or taunt ignore and maybe a destroy effect, or a mass Daze. That funnels you into having to use powerful toons/squads to take out a QGJ lead of all things.
However, I think there may actually be a way of building the QGJ squad to facilitate JKA bonus turns by allowing the enemy easy kills. I imagine it as similar to relic GG with weak droids. Every time you take out a weak droid, GG hits you with an AOE, stealing banners, dealing massive dmg, possibly killing your squad.
Let's say you have QGJ lead, JKA and then you toss in some absolute garbage. That Eeth Koth that's been sitting at gear 1 forever, your lvl 46 Ima-Gun Di, Kit Fisto, Jedi Knight Guardian. It's definitely a theorycraft full of holes, because it's much easier to control 1 toon (JKA) than 3 or 4 that all play off each other and a player just doesn't have to hit the weak toons, you can avoid doing AOEs and so on. But it would take just one counterattack, a few dot stacks, and JKA could go crazy on you when his allies die. Back to back turns, eventually his AOE will be off cooldown and then he will wipe you out.
And if you bring in something like Thrawn to just Fracture JKA so you can pick off the rest quickly and leave JKA for last... imagine bringing in top tier toons to clear a QGJ lead where 2 or 3 enemies are laughable GR Jedi. That seems like a good trade.
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