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Metroplex79's avatar
6 years ago

Shoretrooper Arrow Mod Advice

My Shoretrooper is already quite beefy. Gear 11 (0/6).

Current Health Arrow Mod (unsliced):

+11.75% Defence
+6.18% Protection (4)
+15 Defence (2)
+4 Speed (1)
+2.19% Tenacity (1)

New Health Arrow Mod (unsliced) that showed up:

+23.5% Protection
+0.69% Offence (2)
+5 Speed (1)
+0.76% Health (1)
+478 Protection (1)

Is losing all that Armor (Defence) & Tenacity worth the amount of Protection that would be gained?

With the Current Mod on, affected stats are:
Health = 39,820
Protection = 51,338
Tenacity = 32.19%
Armor = 39.83%
Resistance = 26.68%
  • "BrtStlnd;c-1718438" wrote:
    "FalenXLacer;c-1718420" wrote:
    "BrtStlnd;c-1718417" wrote:
    "Metroplex79;c-1718394" wrote:
    "BrtStlnd;c-1718371" wrote:
    I think a speed arrow on him is the best option. You want him to use that heal as many times as possible... especially in a longer battle like TB.

    I just checked. All Health Arrow Mods with Speed primary I have has crappy secondaries. Not worth it...for now.


    A speed arrow will still be your best option even if secondaries aren’t great.


    Even if Shore is best with a speed arrow (quasi-debatable) there are definitely other toons who will need those speed arrows more than Shoretrooper. If supply is limited, give speed to attackers and supports, defensive stats to tanks.


    He will be more effective with a speed arrow, he said he had some but didn’t like the secondary stats.


    I stand corrected. Thanks.
  • "Vendi1983;c-1718435" wrote:
    Debatable. With the amount of TM handed out by Snowtrooper & Veers, Shore will plow through turns pretty quick on an IT team. If you're using him outside of a Trooper team then absolutely, use a +speed arrow. Otherwise go with +health or +protection primary. He regains max health from his unique constantly so extra health needs to be weighed against extra protection.


    The more turns he gets, the more he’s buffing the other troopers and giving them TM from Veers lead as well.
  • He's currently primary used on Empire, not with his IT brethren. He's protecting TIE Fighter Pilot and Palpatine.

    The few Speed primary Health Arrows has stuff like:
    +0.53% Offence, +8 Defence, +0.35% Offence, +1% Defence, +604 Protection, +43 Offence, etc.

    I do have a full IT team, the worst is Magma at the moment, but I'm really building Death Trooper up.
  • Echoing what others have said:
    Paired with Empire (non-IT) - speed speed speed
    Paired with Imp Troops - stack with protection and defense (if you can find a protection arrow with +15 speed or better you can probably get away with leaving this on him at all times)
  • I don't know why they even make non-speed arrows. (Especially given the game's unhealthy obsession with/bias toward speed.)
  • "Tryxa;c-1718644" wrote:
    I don't know why they even make non-speed arrows. (Especially given the game's unhealthy obsession with/bias toward speed.)


    Because losing 10 speed for another 6* primary offence is a good trade.
  • Or an additional +23.5% protection with +15-20 speed? On someone who's already slow as molasses (Kanan I'm looking at you...).
  • "Chicagotarsier;c-1719264" wrote:
    "Tryxa;c-1718644" wrote:
    I don't know why they even make non-speed arrows. (Especially given the game's unhealthy obsession with/bias toward speed.)


    Because losing 10 speed for another 6* primary offence is a good trade.


    Also because I see plenty of TW opponents (and GA now) who don't know what they're doing and put the wrong arrows on their toons. There has to be some reward for making smart decisions or else this game is 100% RNG. Non-optimal mods vs optimal mods is a choice.

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