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leep1975's avatar
7 years ago

Squad/team composition

I’ve been playing for a while, but have hit a wall with squad arena and dark/light side challenges

Obviously the Capetians make a difference etc, and gear tier etc but assuming players are all level 85, what makes a good squad? A blend of attacker, tank, healer and support? Do squads need to be different for Squad Arena than they do for raids or dark/light side battles etc and if so, why and how?

Thank you

25 Replies

  • I'd keep farming phoenix to upgrade your Thrawn to 7*. Thrawn is a very strong character, who fits well in most teams.

    For arena I'd suggest to either switch back to jedi (zBastilla lead, GMY, Ezra, Old Ben and Thrawn fir a start) or develop your empire team. zEP, Vader, Tarkin, Thrawn and TFP can still take you to rank 200. (But your jedi will probably be stronger).

    No matter which team you decide on using (and even if you keep your current Finn lead team) you shold distribute your mods better. Speed is the single most important stat in arena. Having key characters like Poe, R2D2, GM Yoda or Thrawn move first is what can win the battle for you - or loose it, if your opponent moves first. Leaving all those speed arrows on random characters instead of on your arena team is a huge mistake:

    https://swgoh.gg/p/126257955/mods/?stat1_5=1

    https://swgoh.gg/p/126257955/mods/?stat2_5=1

    Switching to a new team without sorting your mods is a wasted effort. Mods make a huge difference.
  • Does auto assigning mods work? Or do I need to read up and do it properly
  • I’m getting there! I’ve read up on set bonuses, what the A-E ratings etc are so I’ve redistributed what I’ve got. Need to read up on slicing etc now.

    Trying to focus on speed mods if I can.

    Should you try to have a mix of mods/set bonuses across your team members?
  • Mod set types and stats should reflect each individual toon's role and abilities and the way you use them.

    Tank? Health, protection & defense, even at the expense of speed in many cases

    Attacker? Offense/Crit Chance/Crit Damage mix depending on their abilities & your preferences / available mods

    Support/Healer? Health & protection plus potency if they need to land debuffs

    If the character has debuff abilities you rely on, give them a potency set &/or cross.

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