Forum Discussion
8 years ago
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.
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.
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Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.
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