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4 years ago
SEE gains 2% ultimate charge when a deceived enemy uses an ability and another 8% if the enemy is also Linked (and SEE is your leader). This adds up quickly against teams that call a lot of assists, but not so much against teams like FO and most other dark side teams. A most light side teams, SEE will be fully charged by his 3rd or 4th turn if you link the right targets.
SLKR will almost always wipe the floor with SEE as he has everything SEE is weak against: multiple tanks, very strong AoE attacks, and more damage output than Sith tanks can take. The only way I’ve seen SEE beat SLKR reliably is by using the Armorer and giving 3 stacks of Beskar to SEE.
For team composition, I avoid toons that inflict fear and stun since I want enemies able to use abilities. I prefer Traya and Nihilus to increase cooldowns so that enemies can still act but can’t use specials.
SLKR will almost always wipe the floor with SEE as he has everything SEE is weak against: multiple tanks, very strong AoE attacks, and more damage output than Sith tanks can take. The only way I’ve seen SEE beat SLKR reliably is by using the Armorer and giving 3 stacks of Beskar to SEE.
For team composition, I avoid toons that inflict fear and stun since I want enemies able to use abilities. I prefer Traya and Nihilus to increase cooldowns so that enemies can still act but can’t use specials.
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