Forum Discussion

olddumper's avatar
8 years ago

Rex lead FOST Thrawn GK and DN

Can somebody explain why this squad is catching on? What are the mechanics that make it would. It looks super slap dash to me but some top notch guys are starting to run it.
  • "Maraxus;c-1160838" wrote:
    Maybe cause it's the best all around team at the moment heh?

    Check fost kit in detail, he is crazy good


    Shhhhhhhh
  • "JohnnySteelAlpha;c-1160856" wrote:
    This seems really vulnerable to a Tarkin lead DT / DN / Thrawn +5th lead

    Put +1 CD on them with DT aoe leading off, that eliminates Rex ten up and FOST taunt for a while and FOST is slow - fracture GK round 1 ... destroy Rex and use DN to +1 them at the end of round 1 / early round 2. Tarkin will have neg effects on all of them.

    Could probably use the 5th as EP or DK - EP shock spam all over the place - or use DK aoe and target Rex once GK is fractured by Thrawn so that DT dazes him. Fractured GK, +2 CD on FOST, and a dazed Rex with +1 CDs and no tank protection seems a pretty easy squad. Thrawn should also be on +2 CD and unable to use abilities until his 3rd turn.


    in theory u seem right, in practice a good whale will have moded it so that it doesn't depend only on first turn... and then the Rex mechanism make it catch up real fast (especially if u use dt that crits a lot) and it ends up being a much better combo than tarkin.

    But yeah this setup efficiency is contingent on great modding ... so not a easy-to-use toolbox like Tca is
  • "J_Starseed;c-1161396" wrote:
    "MarceloRuver;c-1160776" wrote:
    Well, i just tested a squad with Rex (L) g11, DN g10, Thrawn g9, Shore g11 and zKylo g10 and, at least on offensive, seems unstoppable. Let's see how this squad hold on defense. Probably will suck because my thrawn is only g9 e zkylo AI is just dumb.


    Nothing holds on defense except god mods.


    Agree - I'd even add a '.. except god mods vs minnow mods/'
  • "Maraxus;c-1161195" wrote:
    "JohnnySteelAlpha;c-1160856" wrote:
    This seems really vulnerable to a Tarkin lead DT / DN / Thrawn +5th lead

    Put +1 CD on them with DT aoe leading off, that eliminates Rex ten up and FOST taunt for a while and FOST is slow - fracture GK round 1 ... destroy Rex and use DN to +1 them at the end of round 1 / early round 2. Tarkin will have neg effects on all of them.

    Could probably use the 5th as EP or DK - EP shock spam all over the place - or use DK aoe and target Rex once GK is fractured by Thrawn so that DT dazes him. Fractured GK, +2 CD on FOST, and a dazed Rex with +1 CDs and no tank protection seems a pretty easy squad. Thrawn should also be on +2 CD and unable to use abilities until his 3rd turn.


    in theory u seem right, in practice a good whale will have moded it so that it doesn't depend only on first turn... and then the Rex mechanism make it catch up real fast (especially if u use dt that crits a lot) and it ends up being a much better combo than tarkin.

    But yeah this setup efficiency is contingent on great modding ... so not a easy-to-use toolbox like Tca is


    DT critting on opening move shouldn't matter as it will push people up in their turn 1 at best without the ability to use specials. Then in following turn 1 moves I have tarkin IT, Tarkin to then remove TM (he removes 50% TM with a low crit rate), Thrawn to fracture GK who's likely taunting, and DN to take CDs in round 2 - who also has a low crit rate - still have a 5th character to play with. Rex should be dead by the end of his 2nd turn or beginning of his third (he's still on CD) as there's nothing to protect him - if people aren't beating this team it's because it's just outmodding other players. On a relatively even speed mod basis against players with options on their roster it shouldn't be anything significant.
  • "JohnnySteelAlpha;c-1161659" wrote:
    "Maraxus;c-1161195" wrote:
    "JohnnySteelAlpha;c-1160856" wrote:
    This seems really vulnerable to a Tarkin lead DT / DN / Thrawn +5th lead

    Put +1 CD on them with DT aoe leading off, that eliminates Rex ten up and FOST taunt for a while and FOST is slow - fracture GK round 1 ... destroy Rex and use DN to +1 them at the end of round 1 / early round 2. Tarkin will have neg effects on all of them.

    Could probably use the 5th as EP or DK - EP shock spam all over the place - or use DK aoe and target Rex once GK is fractured by Thrawn so that DT dazes him. Fractured GK, +2 CD on FOST, and a dazed Rex with +1 CDs and no tank protection seems a pretty easy squad. Thrawn should also be on +2 CD and unable to use abilities until his 3rd turn.


    in theory u seem right, in practice a good whale will have moded it so that it doesn't depend only on first turn... and then the Rex mechanism make it catch up real fast (especially if u use dt that crits a lot) and it ends up being a much better combo than tarkin.

    But yeah this setup efficiency is contingent on great modding ... so not a easy-to-use toolbox like Tca is


    DT critting on opening move shouldn't matter as it will push people up in their turn 1 at best without the ability to use specials. Then in following turn 1 moves I have tarkin IT, Tarkin to then remove TM (he removes 50% TM with a low crit rate), Thrawn to fracture GK who's likely taunting, and DN to take CDs in round 2 - who also has a low crit rate - still have a 5th character to play with. Rex should be dead by the end of his 2nd turn or beginning of his third (he's still on CD) as there's nothing to protect him - if people aren't beating this team it's because it's just outmodding other players. On a relatively even speed mod basis against players with options on their roster it shouldn't be anything significant.


    Well that's my point. Op is asking why top arena team are using it, I'm saying cause top arena tea usually are the ones that can outmod others and in this team (contrary to others) when u outmod u have a huge advantage against competition.

    So I'm just answering to Op really.
  • First order storm trooper is really underrated, especially when zeta'd. He's fairly tanky, assists a lot, self cleanse and taunt in the same move, dispel on basic, speed down on basic, and counters all the time.

    As far as the set up goes, it's just another way to protect DN with cleansers and tanks
  • "Maraxus;c-1161710" wrote:
    "JohnnySteelAlpha;c-1161659" wrote:
    "Maraxus;c-1161195" wrote:
    "JohnnySteelAlpha;c-1160856" wrote:
    This seems really vulnerable to a Tarkin lead DT / DN / Thrawn +5th lead

    Put +1 CD on them with DT aoe leading off, that eliminates Rex ten up and FOST taunt for a while and FOST is slow - fracture GK round 1 ... destroy Rex and use DN to +1 them at the end of round 1 / early round 2. Tarkin will have neg effects on all of them.

    Could probably use the 5th as EP or DK - EP shock spam all over the place - or use DK aoe and target Rex once GK is fractured by Thrawn so that DT dazes him. Fractured GK, +2 CD on FOST, and a dazed Rex with +1 CDs and no tank protection seems a pretty easy squad. Thrawn should also be on +2 CD and unable to use abilities until his 3rd turn.


    in theory u seem right, in practice a good whale will have moded it so that it doesn't depend only on first turn... and then the Rex mechanism make it catch up real fast (especially if u use dt that crits a lot) and it ends up being a much better combo than tarkin.

    But yeah this setup efficiency is contingent on great modding ... so not a easy-to-use toolbox like Tca is


    DT critting on opening move shouldn't matter as it will push people up in their turn 1 at best without the ability to use specials. Then in following turn 1 moves I have tarkin IT, Tarkin to then remove TM (he removes 50% TM with a low crit rate), Thrawn to fracture GK who's likely taunting, and DN to take CDs in round 2 - who also has a low crit rate - still have a 5th character to play with. Rex should be dead by the end of his 2nd turn or beginning of his third (he's still on CD) as there's nothing to protect him - if people aren't beating this team it's because it's just outmodding other players. On a relatively even speed mod basis against players with options on their roster it shouldn't be anything significant.


    Well that's my point. Op is asking why top arena team are using it, I'm saying cause top arena tea usually are the ones that can outmod others and in this team (contrary to others) when u outmod u have a huge advantage against competition.

    So I'm just answering to Op really.


    Gotcha. Makes sense than. I misunderstood your point.
  • "Olddumper;c-1161140" wrote:
    I've faced FOST a few times in arena and it always seems like there would be a better toon to be there. How in this specific squad would he perform better than a typical top tier performer like say R-2 or Baze. A 50 percent assist chance is nice but it isn't all that different than toons with assist specials on short cooldowns. But the people running this squad can run anything which just surprises me. I would figure r-2 would be much better in that spot but apparently not.


    I think top players start to get bored with Chaze and just want to change a bit their arena squad. They just make some test with alternative toons to see what works before getting back to Chaze
    Btw, I've faced a team some week ago in GW 12 that I couldn't beat and it was including FOST (TM gain and low CD on his special make him a reliable tank imo).