Forum Discussion
7 years ago
1. First Order TIE. Turnmeter gain when a target-locked enemy is hit. So it gets roughly 1.5x~2x more turns than others. Cooldown is reset whenever FO TIE hits a target locked ship. Basic hits twice and can target lock.
2. TIE Advanced. 100% Target lock. 100% hit on Imperial TIE. Enemies can't get rid of target lock while this ship is present.
Weakness: Has tenacity of 15%. Easiest ship to be target-locked.
3. Biggs' X-Wing. Taunt & Protection when enemy is target-locked. Basic can target lock.
4. TIE Reaper. Enemy capital ship loses 35% turnmeter when an enemy or ally ship gets wrecked. Special removes buff.
5. Imperial TIE. The only ship that has evasion chance higher than 2%. Also the fastest ship among those that can target-lock enemies. Capital ship gains 15% (14% without ship omega, which is normally impossible to get) turnmeter when this ship evades. Empire Capital ships gain double that turnmeter. Gains foresight with special ability.
Weakness: Has no protection.
2. TIE Advanced. 100% Target lock. 100% hit on Imperial TIE. Enemies can't get rid of target lock while this ship is present.
Weakness: Has tenacity of 15%. Easiest ship to be target-locked.
3. Biggs' X-Wing. Taunt & Protection when enemy is target-locked. Basic can target lock.
4. TIE Reaper. Enemy capital ship loses 35% turnmeter when an enemy or ally ship gets wrecked. Special removes buff.
5. Imperial TIE. The only ship that has evasion chance higher than 2%. Also the fastest ship among those that can target-lock enemies. Capital ship gains 15% (14% without ship omega, which is normally impossible to get) turnmeter when this ship evades. Empire Capital ships gain double that turnmeter. Gains foresight with special ability.
Weakness: Has no protection.
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