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Mrbowser2's avatar
8 years ago

Still Cannot Win Galactic War, Can someone help me?

So I am level 70 and still have not won galactic war, sad right? My team right now is 4* Vader( level 66 Gear 7), 4* Maul (Level 70 Gear 7), 7* Sidious (Level 63 Gear 7) , 7* Luminara (Level 64 Gear 7), and 7* Geonosian Soldier (Level 63 Gear 8). My other strong characters are 7* Boba Fett, 6* Jedi Consular, 5* Sun Fac, and 5* Grand Moff Tarkin. Despite this, I still cannot win as I have to fight level 80 characters with gear 8 and above and they are all seven stars. Can I please have help?
  • 1. If the node has a strong opening volley, throw a couple scrubs in their first so they can take the opening volley. Then bring in your main team.

    2. Have more than one team. I have an empire/sith team built around Maul to take out jedi nodes and nodes with more than 2 jedi. I've got my main team of rebels. I've got a jedi team that i'll use to soften up a particularly tough node. I've got a clone/droid team for the same purpose.

    3. build some synergy between your characters. You've got a bit of a motley crue there. My main rebel team can clear the whole board most days. I let Wedge lead. He eliminates the need for lumi since he heals all rebels when they attack. Wedge synergizes well with biggs for the extra assist. He synergizes well with Lando since they both have strong AOE's. ST Han gives turn meter when taunting which helps with the AOE's and the Biggs double assist.

    4. Take out the most dangerous target first. Figure out who is going to ruin your day and end him/her.

    5. Let your secondary teams take on the first couple nodes. You are essentially "priming" their turn meter, so they don't have to build up from zero when you need them later. There's nothing worse than having a character at red on the main squad, and you bring in Lumi to pinch hit but she has to build from zero before she can heal. You want her going ASAP so she can heal him before the hits start coming.

    6. work on characters that can fit many team compositions. That way when you lose one character, you don't freak out. Just throw in your jack of all trades guys, and keep moving forward. Boba is so good he's likely in your main squad. Phasma gets tossed a lot on my team. Rex, 5's, Lumi, Yoda, Kylo, and JKA do a lot of pinch hitting as well if its a bad day. Those 7 can usually be swapped in depending on what I need for that particular node.

    7. if you have a bad start to a node, retreat and start again. Swap in a character or two to see if it makes a difference. Change who your first target is, etc. That retreat is your "get out of jail free" card. Use it before all your dudes bite it, and you can redo the node. No harm done.

    8. watch status effects. People tend to concentrate on damage, but status effects against you, or status effects on the enemy can be just as dangerous if not moreso. If you are facing EP you do NOT want his AOE stun to land. You'll be watching helplessly as your stunned team gets wiped out. You'll either want to take him out immediately or bring in someone who can up your tenacity to resist the stun. A cleanser works well against vader and his force crush, etc. Make sure you are countering their best moves.

  • I want to offer advice, but morgan has nailed it, this will help you reach the end my friend. Once you do, it gets easier every time. Though, you will find days now and then that you fail to complete it, just try again tomorrow! Also, I've got some advice in my videos, my channel is below. Hang in there!
  • yeah - all good advice here. Multiple teams is a must - synergy on teams is another. Pinch hitters as mentioned is always a good back-up plan. Toons that can jump in and not mess a lot of synergy up - Boba, JKA. The retreat button is your friend but sometimes you can get wiped so fast, there's just no chance - or EP stuns the whole team and you sit there watching your good team get turned to dust. It happens, build a diverse roster, and you'll do better.
  • "sirmazhar;c-1102563" wrote:
    I have the same problem ... but i notice that the key to win gw is DO NOT LEVEL YOUR CHAR THE SAME AS UR CURRENT LEVEL.

    Say if you are in lv 70 then your char should ne in lv65. ( below 5 levels )

    And you must have a good healer ...
    If your main team is loosing ... you can retreat and restart the battle

    With this i can easily win gw ...


    This isn't the best advice, GW nodes difficulty is based on your arena level. You think this is a valid solution because you aren't ranked that high in arena because your low level characters. You can max your characters out and just keep your arena rank a little lower then you can actually handle. That would make GW even easier. However, I only recommend doing this until you have a few squads and can handle the nodes at a higher arena rank level. High arena rank equals more crystals, crystals are the most important currency in the game.
  • Also, you may have noticed the nodes come in waves of 3, easy medium hard. First board is easy, second is medium, third is hard...that's the first wave. The second wave will be a little harder then the first but still follows the same pattern. The 4th node will be easy, the 5th will be medium, the 6th will be hard (usually the first node you may take significant damage). Then same with the next wave, 7th nod easy, 8th medium, 9th hard. So when you go at it, you will probably want to try and set your self up for good runs on those hard nodes. Don't throw all your specials into cooldown on your last turns of the medium phases, try to save them for the hard node coming next. And try to match your squads to the opposition. For example, say the opposing team has a Rex lead....don't use rebels, there high crit chance is only gonna trigger Rex squad turn meter boost and you'll get wrecked.
  • I use a Wedge lead with 5 rebels, and I dont lose a toon until node 11. they arnt even my strongest characters, sousually I can finish off the last node with my strongest characters and maybe a couple other squads, unless I run into a ZGQJ team.
  • "Lukeskykiller;c-1106591" wrote:
    Also, you may have noticed the nodes come in waves of 3, easy medium hard. First board is easy, second is medium, third is hard...that's the first wave. The second wave will be a little harder then the first but still follows the same pattern. The 4th node will be easy, the 5th will be medium, the 6th will be hard (usually the first node you may take significant damage). Then same with the next wave, 7th nod easy, 8th medium, 9th hard. So when you go at it, you will probably want to try and set your self up for good runs on those hard nodes. Don't throw all your specials into cooldown on your last turns of the medium phases, try to save them for the hard node coming next. And try to match your squads to the opposition. For example, say the opposing team has a Rex lead....don't use rebels, there high crit chance is only gonna trigger Rex squad turn meter boost and you'll get wrecked.


    Thanks for the word waves, it helps a lot to understand it.
    1 GW with 4 waves in 3 tier(easy, medium, hard) thinking of space defender ;-)

    @Vader_Killer
    You focus dark side. (Get 2nd team)
    You will have problems with credit heist. (Get Lando)
    Healers value drop very quick around lvl72 - lvl78. (Replace Lumi und JC. From lvl 69 you can farm Wedge.)
    Missing for a Rebellteam is Biggs.
    Run Wedge (l), Biggs, Lando with geo for the start as 2nd team.
    Good luck!