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nysse01's avatar
nysse01
Seasoned Novice
7 years ago

What EP lead teams has worked for you in the arena?

I am wondering what characters i should i have in my EP lead sith empire team. Underneath you can look at my sith rooster.

https://swgoh.gg/u/nysse01/collection/

13 Replies

  • "Poxx;c-1490231" wrote:
    zzEP, zzThrawn, Vader, zDT, DK

    Tanks just get stripped, buff-blocked or fractured anyways. Better to bring the pain fast imo.


    I seen this squad parked at rank 2 today. I decided to test it out. Definitely the best (non-sion) Palp L I have faced.
  • "Poxx;c-1490231" wrote:
    zzEP, zzThrawn, Vader, zDT, DK

    Tanks just get stripped, buff-blocked or fractured anyways. Better to bring the pain fast imo.


    Krooper with the zeta on DT is seriously underrated under Palp, nice counter to faster Vaders too
  • I’m consistently running first in a younger shard (Nov 2017) with ZPalp lead, Vader, Shoretrooper, Tie Fighter Pilot and Tarkin. Palp leads dominate because the shard is young enough that no one has JTR or even CLS yet, although JTR will be appearing shortly. Only a few R2s.

    A lot of people are sleeping on TFP, but he is a really good option who deals incredible damage. I was one of the few in my shard who resisted the early Phoenix farm, so I missed out on Thrawn. But TFP has kept me in first, and the others in my shard chat have been working him into their lineups because he’s giving them fits when they have to face me.

    TFP has the highest base speed in the game (unless some new character I’m missing now has more). He also gets 10 percent turn meter at the end of each turn for each debuffed enemy. Because Vader is going to immediately debuff the entire enemy squad and the rest of your squad debuffs constantly, that means he starts with 50 percent turn meter after each turn early in an encounter, essentially doubling his already high speed. He should go right after Vader Crush and Cull. His opener is his AOE, which ability blocks primary target (usually tank) and inflicts buff immunity (80 percent chance) on all enemies. That keeps taunt off enemy tank, especially useful against multi-tank squads like those with Sion and either Shoretrooper or Sith Trooper. His basic does 35 percent additional damage for each debuffed enemy (so 140 percent of you have 4/5 enemies debuffed). Stack crit chance and crit damage, and he does massive damage with his basic. Because of the turn meter bonus and his speed, he is getting two or three turns for every one turn any other toon takes (even speed-stacked Vader). He also gets 35 percent foresight chance for each debuffed enemy, almost guaranteed since you are applying so many debuffs. That helps keep him alive and avoid AOEs from enemy. My one weakness is that without Thrawn, I can’t dispel opening default taunt from Sith Trooper. But TFP does so much damage and gets so many turns that I can usually kill Sith Trooper outright within a couple of turns while Palp AOE stun and Tarkin AOE keep enemy from getting a chance to hit back. If I had Thrawn, I’d probably plug him in for Tarkin. But I wouldn’t give up my TFP for anything.

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