In order to be able to defeat a fleet with Hound’s Tooth, you must have Finalizer faster than Silencer. Malevolence fleets are essentially 4-5 ship fleets. Then of course there’s the counter chance combined with Command Shuttle’s protection up gain from using its basic attack, this makes Command Shuttle reasonably tanky, especially when paired with Finalizer’s health boost. This is obviously not preferably as you want Silencer at max damage output, but to control Hound’s Tooth you absolutely need to put Hunted on it before any other of your ships take a turn. Make sure you bring SF TIE to the frontline, make sure you’ve got the right gear levels, star levels and mod levels so that your ships have the correct turn order. After killing Eta-2 your goal is just to survive and deal with what’s left. Tatooine: Separatist vs. Rebel. Kylo Ren’s Command Shuttle is one of the most complex ships currently in the game, with four unique abilities that do very different and not easily understood things, as well as a suitably complex unique ability. Separatist allies have +50% Critical Avoidance. 8. BitDynasty. AwakenedREBELS 50 Members / 50 Profiles. Guild no longer in Guild Search 1 OzymandiasOG. Cassian can take Xanadu Blood’s place as a targeted assist caller as well, for double utility. In a Finalizer fleet it serves primarily as a turn meter generator for Silencer, and to control enemy tanks. The massive speed boost that Finalizer receives based on how many First Order allies are in the starting lineup allows Finalizer to take the first turn in almost every battle. © Copyright > SWGOH.TV. Since the rebel fleet relies so heavily on Han’s Falcon, outside of an unlucky assist train from a max Bistan killing off Silencer (unlikely with the huge health boost that Finalizer provides), you have the advantage in the match from the moment you put Hunted on the Falcon. After this, your next goal is to damage Anakin’s Eta-2 to trigger Unending Loyalty and then weather the storm until you can call your first reinforcement. Silencer’s offense boost, cooldown reduction and chance to gain advantage are all obviously excellent, as the ship serves as the primary damage dealer of the whole fleet. Now it provides extra utility to First Order allies on the frontline of the Finalizer fleet, edging out its regular counterpart. Cassian’s U-Wing is another mass buff dispeller that is arguably more useful than Ebon Hawk, since it can call an assist with a crit damage bonus, which is extremely effective combined with Silencer. Bulldog1205. When a First Order ally takes damage, the TIE silencer has a 50% chance to gain Advantage for 2 turns. So First Order TIE just gives allies 15% turn meter. More than that however, we have Command Shuttle’s unique abilities. Reinforcements: First Order TIE Fighter, Ebon Hawk, Plo Koon’s Jedi Starfighter and Cassian’s U-Wing. For a comparison, Malevolence plus Buzz Droids reduces enemy defense by -150%, and we’ve all seen how fast Malevolence fleets can rip into a ship inflicted with Buzz Droids. Should a new fleet come along that needs Finalizer fleets to be even faster than they already are, it’s possible that First Order TIE will become more relevant for the frontline of a Finalizer fleet, but as it stands, SF TIE is more versatile, useful and has a bigger health pool, making it the stronger candidate. This lineup has all the necessary tools to beat a Negotiator or Rebel fleet. Without its synergies and boosts for the First Order faction, the fleet would be very lacklustre. But even then, it’s not absolutely necessary to have a cleanser/healer reinforcement, as Finalizer fleets are capable of winning somewhat reliably without them, it just makes the match less hairy when things go wrong. However, depending on the strength of your ships, you may need to call the Command Shuttle to assist on the first turn against Anakin’s Eta-2, as calling Silencer will likely kill Eta-2 and trigger Unending Loyalty, which will give Eta-2 more health than it should have in order to trigger Negotiator’s Unending Loyalty buff instead of the devastating AoE (look at the 3. vs Negotiator section above for further info). Memorise the important abilities of the fleet, specifically what Hunted does, how Silencer can stun, and which of Command Shuttle’s abilities are most useful to you. 9. However, having extra damage, extra survivability and maxed abilities, will only help you. Surprise Raid has the added benefit of reducing Silencer’s cooldown on its special ability too, which, coupled with the advantage given by Surprise Raid, makes that an excellent wombo combo to deal massive damage to enemies that don’t have foresight or crit immunity. Since Finalizer lacks a tank of its own, and makes such good use of Xanadu Blood as a reinforcement, Hound’s Tooth’s incredible toughness is extremely useful in helping protect the comparably vulnerable TIE Silencer. This bonus is up to 45 extra speed (+15 per First Order ally), and with a fully maxed Finalizer that equates to a total of 221 speed. 4. vs Malevolence The matchup with Malevolence is highly unfavourable for Finalizer fleets, since much of the control abilities of the fleet have little to no effect on Malevolence. Keep a close eye on the amount of turn meter that your target has so you’ll know whether Silencer is going to stun or gain advantage. SF TIE has a bigger health pool, and therefore gains a bigger health boost from Finalizer, making it tankier for the frontline and more likely to survive (though you have to be careful not to outstrip Silencer, because you want the enemy AI to target SF TIE). If this ship dies in 3 hits instead of 1, it’s served you well by soaking up damage that might otherwise go to Silencer. All Rights Reserved | Contact- sigsig#0001 on Discord, GAC 14, Match 11 | LET'S TRY SOMETHING AGAINST DR, https://docs.google.com/spreadsheets/d/1ovD9OCkfe48H9Uu7_Y5hrgQ46O8brWqGQUOmCxQzHQk/edit?usp=sharing, https://docs.google.com/spreadsheets/d/e/2PACX-1vQop5cIwhIg34CevEhzmkHOtU-BBFbWMj0oXYw3LIE-nZMISPUYKJ4cC_Rh7hBlUuVpJvWuw61lZiL9/pubhtml. Reinforcements: Hound’s Tooth, Xanadu Blood, Plo Koon’s Jedi Starfighter and Ebon Hawk. Gauntlet Starfighter - Team cleanse and survivability boosts, Jedi Consular’s Starfighter - Targeted assist call and healing, TIE Bomber - AoE buff dispel, and burning shuts down Rebel fleets very hard, Geonosian Spy’s Starfighter - Forced taunt on random enemy, Sun Fac’s Geonosian Starfighter - Auto taunting tank, Scimitar - Crit Chance boost, retribution and stealth for certain allies. As such First Order TIE serves primarily as a reinforcement. About : ZoeFett again doing impressive work, this time becoming one of the first in the world to defeat the first tier 3 assault battle in Star Wars Galaxy of Heroes. The final pillar of the Finalizer kit is the fact that it activates the reinforcement abilities of all First Order allies in the frontline at the start of battle. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. Units with assist mechanics on their basic abilities can trigger that assist when they counter. This ability is more useful the higher gear/relic your General Hux is, and with a maxed ship and one or more hunted enemies, can be handy for taking out nearly dead ships hiding behind stealth or a taunt. To unlock it, you'll need to use the Home One and Rebel ships. Recommended ship strength and upgrade priority. Here are some workable variations: Frontline: TIE Silencer, Kylo Ren’s Command Shuttle and First Order SF TIE Fighter, Reinforcements: Hound’s Tooth, First Order TIE Fighter, Xanadu Blood and Ebon Hawk. For reference, here are the health and protection of maxed out First Order ships compared to some of the tankiest ships in the game, without the health boost: And here they are when the health boost is applied: Now it’s worth noting that certain other factors (such as Hound’s Tooth’s Protection Up when damaged and Hyena Bomber’s Defense boost) affect the tankiness of these ships, but in terms of pure stats, the health boost provided by Finalizer, as you can see, is huge. This increases your odds of landing stuns on Eta-2 from about 60% to 85%, which is the equivalent of landing 4 out of every 5 attempts to stun, as opposed to 3 out of every 5. Assist is a battle mechanic that has units attacking with another unit. BitDynasty. All active enemies have -20% Tenacity, doubled against Resistance enemies. This can allow you to get through Clone Sergeant’s ARC-170, which can block you from getting at Anakin’s Eta-2 depending on turn order and which reinforcements are called first. The Chimaera is arguably the best capital ship in the game. Then there’s the reinforcement abilities. I can’t imagine the Malevolence will be anything but whale food at first. These effects can’t be resisted by Resistance or Hunted enemies. Powerful 3v3 Sith Eternal ... Game Status Review | Episode 36 | State of Survival: The Bunker. An AoE attack that deals 100% more damage for each Hunted enemy. The Finalizer fleet doesn’t have a lot of room for variation on the frontline currently, and as such the only possible changes to lineups involve different reinforcements. These ships, whether you use one or both, serve little purpose beyond their reinforcement abilities, so having them low stars and low gear doesn’t impact the battle very much. Basic ability that inflicts target lock on a critical hit, and has +25% critical chance, Special ability that damages the target enemy, inflicts ability block for 1 turn and calls a target ally to assist (dealing 50% less damage). The only reasons not to use Cassian here are if you’re saving Cassian for a Rebel fleet, or if you need Ebon Hawk’s Buff Immunity to get through a reapplied taunt like Clone Sergeant. Any extra health, protection or tenacity is always welcome on this monster. The three pilots for the command shuttle don’t need to be especially powerful, but if you’re facing Negotiator lineups that use BTL-B Y-Wing, you’ll want your Command Shuttle to have at least 135 base speed, as with its speed boost it will have 175 speed and take a turn just before BTL-B, allowing you to ability block the tank and prevent it from taunting before you’re ready. SF TIE inflicts it with its basic on a critical hit (also boosted by the bonus potency), whereas First Order TIE has a 60% chance to inflict it with its basic, and a 50% chance to try again. For this reason it’s important to practice in fleet arena if you can before trying any matchups with Finalizer in Territory WarS or Grand Arena. This Rebel Team is No Joke in 3v3! Another that has better chances against Malevolence, this lineup sacrifices the tankiness of Hound’s Tooth in favor of doubling up on the mass buff clears, which can be great for getting past Negotiator fleets that use BTL-B Y-Wing or for clearing all stacks of Overcharge off Malevolence fleets. Thanks in advance! The turn order for the opening salvo in a Finalizer battle (especially against Negotiator) is where you’ll need to think most carefully about what ability to use (see the section above: 3. vs Negotiator for a breakdown of the correct turn order and ability usage), after that it’s somewhat more clear. This means that it almost always has a special ability (all of which are on a four turn cooldown) available for use, and often can use the same ability consecutively, if enough allied ships are First Order, Basic ability gives the Command Shuttle +50% protection up, The Surprise Raid special ability grants a single ally 100% turn meter and advantage for 1 turn, while also reducing their cooldowns by 1 and removing 20% protection. Gucci Sweater + Beskar Armor = UNLIMITED POWER! Last Event: 2020-12-18. We touched on this a little above, but here let’s discuss the specifics of why SF TIE Fighter is chosen for the frontline and why regular First Order TIE Fighter is usually not. Try to stun Anakin’s Eta-2, which will have an 85% chance to land thanks to all the bonus potency from First Order SF TIE Fighter. All allies gain 15% turn meter. This is another ship like Ebon Hawk and Cassian’s U-Wing, where his primary use is his reinforcement ability, which should be maxed out. As well as inflicting breach with numerous abilities. You must max the ship out for best results. BetterCallMaul. 00:07:28. 3 895 Monday by andyyyb1978. … 3 71 Sunday by crzydroid. That’s up to a max of 100% defense ignored, and that boost is increased a further 20% for every Rebel enemy on the field. Daze negates this, but against fleets other than Negotiator this can be quite useful. Inflict Offense Down and Target Lock for 3 turns with its first special ability. Malevolence triples the effects of Buzz Droids on enemies. View all SWGOH past events in the order that they happened. The Finalizer can be acquired from its special event, which occurs twice per month. If the target enemy is target locked, SF TIE gains 30% turn meter, AoE special ability that inflicts damage over time for 2 turns on all other ships (even ally ships), Reinforcement ability that gives all allies +40% potency (doubled for First Order allies, so +80%), and reduces the tenacity of all active enemies by -20% (doubled against Resistance enemies). Probably the most debatable choice between the four ships as to who goes on the frontline is SF TIE and TIE Fighter. A nice little boost to help Finalizer keep up after the initial first turn speed boost disappears. 7968 views 21 days ago. We try to keep the page as up to date as possible and have a team of multiple TW officers working on it on a daily basis. The basic ability has a nice crit chance boost, but the abundance of advantage makes this somewhat moot, and the prominence of Silencer as the key damage dealer even more so. Next Event: 2021-01-25. Recommended Ship Strength and Upgrade Priority). A stronger Command Shuttle can’t hurt either, as it is quite tanky, and the longer it can survive the longer it can dish out turn meter and advantage to Silencer. 4 214 Sunday by mountjl. This ability sees the least use in a Finalizer fleet, as the other two special abilities usually have greater usefulness in every situation, The last special ability, Advanced Jamming Array, removes all buffs from target enemy, has a 70% chance to remove 30% turn meter and inflict healing immunity for 2 turns (can’t be evaded), and most importantly: inflicts ability block for 2 turns, which cannot be resisted or evaded. This is used to dispel stealth from Anakin’s Eta-2 and taunt from BTL-B Y-Wing to allow Silencer to get at Anakin’s Eta-2 and finish the deadly ship off. Chaff is handy as well, preventing target lock on allies, which can stop an enemy Umbaran Starfighter from dispelling advantage with its basic attack, or delivering a big AoE. 1458 views 9 days ago. This variation is probably the most efficient, as it doesn’t steal any ships from other optimal fleet lineups. Thanks to Finalizer activating all reinforcement abilities, the Command Shuttle often allows allies to take a turn before fresh enemy reinforcements, which can be incredibly handy when dealing with ships like Ahsoka’s Jedi Starfighter, Hound’s Tooth or Plo Koon’s Jedi Starfighter. I achieved this with a 7 Star Finalizer and G12 zHux with 6E mods, though it can be done with slightly less. Whereas First Order TIE is much more geared towards being its own machine, gaining turn meter and dishing out big hits, which unfortunately pales in comparison to the damage output of Silencer when aided by SF TIE, Finalizer and Command Shuttle. If you’ve a moment, would you be willing to support the missus and I as we work through this ordeal? Key among those being the ability to inflict Buff Immunity with a special ability. To achieve this you may need to use First Order SF TIE Fighter’s AoE, basic ability, or call Kylo Ren’s Command Shuttle to assist. SF TIE is unlikely to survive long, especially against the stronger Negotiator fleets, as the AI likes to target the weakest ship and both Silencer and Command Shuttle should be healthier than SF TIE. 00:06:48. Of these effects, the most noteworthy are the stun/advantage on basic, which adds a fun layer of strategy to the ship’s use. 00:15:03. This is especially handy when combined with Hound’s Tooth, who perpetually taunts while an enemy is breached, and who gains retribution when Xanadu Blood reinforces, which makes Hound’s Tooth incredibly difficult to deal with for certain fleets. If Command Shuttle targets itself, all allies gain advantage for 2 turns. Ebon Hawk and Cassian’s U-Wing are absolutely necessary (one or the other) for Finalizer vs Negotiator matches, as they are the only ships with a full team wide buff dispel ability (aside from TIE Bomber, who’s much more optimal in an Empire fleet). SF TIE provides a massive potency boost for First Order allies and reduces tenacity among enemies, while TIE Fighter gives allies a 15% turn meter boost. Since the release of Rebel Y-Wing this fleet has become quite a reliable Negotiator counter, and it can beat pretty much anything else except Malevolence with great ease. Challenge Rancor P4 - Roar TM Removal 3 Persimius. If so, Click Here, The Inconceivable Adventures of Captain Archibald Dashing, the Fabulous Pirate, The State of Fleet (Star Wars: Galaxy of Heroes), 5 Tips for your first Mass Effect Trilogy Playthrough (Spoiler Free). SF TIE needs to be at least 1 speed faster than Anakin’s Eta-2 and Negotiator, which can be achieved at G12 with two G12+ gear pieces, or with some 6E mods. Small bonuses, but when you consider how many times in a battle you’re calling Silencer to assist, the bonus potency is more important than you’d think. A relic SF Pilot should achieve this fairly easily, but be wary of how much health the ship has, as you don’t want it to be tankier than Silencer. Since Finalizer fleets have no reliable means of cleansing debuffs, Breach coupled with Hound’s Tooth’s perpetual taunt can ruin the match for you, so it’s important to control him here. It also inflicts defense down on all opponents, which is helpful for burning through ships like BTL-B Y-Wing, and removes 25% offense from breached enemies. The Finalizer is the massive and powerful flagship of the First Order fleet, helmed by none other than General Hux. And lastly of course there’s the stats of SF TIE vs First Order TIE. SF TIE’s AoE special ability is much less useful, only doing work when key enemy ships are hiding behind taunt and very nearly dead, which is rare, and triggering Silencer’s offense gain and Command Shuttle’s cooldown reduction by inflicting damage over time effects on all allies. First Order TIE loses half its reinforcement ability straight away (the target lock) because Finalizer’s unique ability to trigger frontline ships’ reinforcement abilities doesn’t trigger debuff applications. The reason for this is that you want to trick the enemy Negotiator into using the Unending Loyalty buff special ability, and it only does this if the above conditions are fulfilled. If your Finalizer is slow and the enemy Negotiator is fast, it’s likely you’ll have to deal with their first reinforcement, which can make life hard if the first reinforcement is Clone Sergeant’s ARC-170. First Order allies gain 10% turn meter. Hoth: Rebel Galactic Challenge - Traya Lead 5 scuba75. Guide on how to use your Malevolence fleet (at low star/no relics) to take out the Meta Negotiator ship. Reward: - SWGOH Events displays the next event date with relevant information about the event. Introduction. Anyhow, on this first turn you’ll want to place Hunted on Hound’s Tooth, as Hunted prevents bonus turn meter gain, and this stops Hound’s Tooth from gaining turn meter every time you attack another ship, so you can more effectively prevent it from taunting and getting in your way. I breakdown all the basics you need to know as well as give some overview best faction information for you to focus on if you want to create some amazing defense and offensive squads! Star Wars: Galaxy of HeroesHello all, this is a good fight vs. Malevolence with 3 starting tanks and MF as reinforcement. I had a quick look around swgoh.gg but wasn't able to find anything. You absolutely need Plo Koon or Gauntlet Starfighter as a reinforcement to temporarily clear away Buzz Droids, and your goal is just to feed as much damage, assists and bonus turn meter to TIE Silencer as you can to try and burst through Hyena Bomber and Sun Fac. Preventing bonus turn meter gain is especially powerful against Hound’s Tooth (who gains 25% turn meter whenever an ally takes damage, if Hound’s Tooth isn’t taunting), Anakin’s Eta-2 Starfighter (who gains 100% bonus turn meter whenever an ally falls below full health or is defeated) and Han’s Millennium Falcon (who relies heavily on being called to assist, and is the primary damage dealer for Rebel fleets). However in terms of what you really need, a G12 Bossk will do just fine. Silencer, as stated over and over in this guide, is the powerhouse of this fleet. Beware that stars account for a great deal of the speed of Finalizer, so at 6 stars you may need a relic Hux to achieve this result, and you may need to remove mods from Kylo Ren (Unmasked). So even though it’s not a top fleet currently, there’s a good chance that working on the fleet will work out well for you in the long run. So First Order TIE Fighter’s ability doesn’t inflict Target Lock, it only gives allies a turn meter boost. This stun isn’t crucial but it makes the match easier. It gains turn meter and reduces its cooldowns whenever an allied First Order ship is damaged. Fourth Turn: Next you’ll have to weather turns from Negotiator and Anakin’s Eta-2 if you didn’t manage to stun him. Kylo Ren's Command Shuttle gains 20% Turn Meter when an enemy reinforces, other First Order allies gain half of that amount. It’s a solid damage dealer that can inflict target lock and deal big damage with its special ability. Strategy when using Command Shuttle requires you to know its three special abilities inside and out. The Malevolence is the capital ship and driving force behind one of the three most prominent fleets in the game currently; the Separatists. The two primary uses for Command Shuttle are to distribute turn meter and advantage to TIE Silencer with Surprise Raid, and to use Advanced Jamming Array to remove taunt from enemy tanks and put ability block on them to prevent them from taunting again. The constant advantage gain will mean Silencer scores frequent critical hits, thus restoring health thanks to Finalizer’s crew ability. ... Kylo reigns supreme over his uncle | SWGOH SLKR vs JML 5v5 Counters. So the turn meter boost falls somewhat flat, while SF TIE’s potency boost and tenacity reduction have a more noticeable effect, making you far more likely to land Silencer’s stun and SF TIE’s ability block and damage over time effects. 50% of the lost turn meter is given to First Order allies instead of 25% (Command Shuttle can target itself, but is treated as though it has 0% turn meter to share). 228 posts Member. SF TIE’s reinforcement ability becomes very useful when considering Silencer’s ability to stun enemies with its basic attack. That’s not even mentioning the versatility of a targeted assist call, which can allow you to call Command Shuttle to give Command Shuttle a protection boost, or call Hound’s Tooth to cleanse it of Buff Immunity. Like the other reinforcements, Xanadu Blood doesn’t really need gear to serve its purpose in the Finalizer fleet, but as a damage dealer, having G11 or higher is handy. This ability is probably the most frequently used ability, constantly utilised to give Silencer turn meter and advantage, The Strike Team special ability is a watered down version of Surprise Raid, but affects all allies. If the enemy reinforced with Clone Sarge you’ll want to try and place Buff Immunity (with Ebon Hawk) or just burst his protection down (with Cassian’s Assist Call), so that you can get around his auto-taunt and be able to target Anakin’s Eta-2. Some characters can be acquired from multiple locations within the game, this page contains a list of all locations and shows the best places to farm. All that extra health combined with the 25% health recovery on a critical hit makes Finalizer fleets capable of surviving longer than you’d expect, especially thanks to all the advantage that gets spread around. It isn’t important if Umbaran or Ahsoka takes a turn next, it only matters that First Order SF TIE Fighter takes a turn before Negotiator and Anakin’s Eta-2. The turn meter removal and healing immunity are unreliable and unimportant, but the buff removal and irresistible ability block are crucial for dealing with Hound’s Tooth and other tanks, meaning this ability sees frequent use, And finally, Command Shuttle’s reinforcement ability removes 20% turn meter from enemy reinforcements when they reinforce, and gains 20% turn meter at the same time. It’s incredibly fast (tied for third highest base speed in the game), deals massive amounts of single target damage and gains offense as the battle goes on. I could provide more possible variations, as each has slightly different utility, but you’ll notice a theme among all of them: at least 1 ship to provide more damage output (either in the form of FO TIE or as an assist caller), at least 1 ship to provide extra survivability (either a tank like Hound’s Tooth or a healer like Plo Koon) and at least 1 ship to strip all buffs from all enemies. This is especially useful when used on TIE Silencer to stun an enemy or continue to build Silencer’s offense stacks. Once Breach has been placed and Hound’s Tooth starts taunting, Finalizer fleets have no easy way of getting around the tanky bounty hunter ship. The ability to cleanse an ally can be helpful as well, to clear daze off Silencer and allow it to assist and gain turn meter again. First Order TIE Fighter: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted. Each time the Malevolence uses a Special ability (except Call Reinforcement), it summons a Vulture Droid if there is an available slot on the battlefield. The primary benefits of Hunted, and the best uses for it are the bonus turn meter prevention and reduction of damage from out of turn attacks. I was able to achieve this with 3x G12 pilots and a few extra G12+ gear pieces, but it could probably be done just as easily with 6E mods instead of gear pieces, and certainly with relic levels. Cassian’s U-Wing and Plo Koon’s Jedi Starfighter both have better homes in Rebel and Negotiator fleets respectively. The matchup against Rebels is very favourable for Finalizer on offense. Most of the time this happens fast enough that losing Hound’s Tooth doesn’t change stop you from winning. This ship and the correct usage of it are possibly the defining factor for someone who truly understands the First Order fleet faction and someone who has passing familiarity. Given how close the two are in stats for health and protection however, this shouldn’t be a problem unless you also have a maxed out R7 SF TIE Pilot with 6E mods. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. Since TIE Silencer becomes stronger as the match goes on, you shouldn’t have much trouble with this. There’s a good chance that you simply won’t be able to out-damage the Malevolence fleet however, since the fleet has crit avoidance synergies, relies heavily on debuffs which you can’t clear, and uses the overcharge buff, which you can’t reliably clear without a full team-wide buff removal. However, this ability will see little use compared to Finalizer’s basic and ultimate abilities. It’s also wickedly fast, being tied for fifth fastest base speed ship in the game. Hellenix SWGoH Hynesy ANZGC Indigo SWGOH Its Just Ian Kiaowe • Klesso #8449 Mandalöre MAW1 McMole2 ... Rebels vs Challenge Rancor - Phase 3 & 4. Third Turn: At this point a number of ships could go next depending on the lineup and the speed of each ship, but generally, Umbaran Starfighter, Ahsoka Tano’s Jedi Starfighter or First Order SF TIE Fighter will go next. Hunted goes onto Han’s Millennium Falcon to reduce damage from being called to assist, use stuns and Silencer’s massive damage output to burst down Han’s Falcon if you can, and if not, it shouldn’t be too difficult to kill off Bistan’s U-Wing, Rebel Y-Wing and/or Biggs. These modifiers can make changes to the battles such as applying buffs/debuffs … Unique ability grants +40 speed while the Command Shuttle has protection, and +100% counter chance while it doesn’t (the command shuttle will gain protection up whenever it counters as well, due to its basic ability, making it a potentially tough to deal with ship), Unique also grants the Command Shuttle 15% turn meter and reduces its cooldowns by 1 whenever a First Order ally takes damage. Besides that, we come to the reasons why we choose Command Shuttle for the frontline. However for anyone who uses Hound’s Tooth elsewhere you will obviously prefer a different set of reinforcements. 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Summon swgoh rebels vs malevolence and First Order TIE serves primarily as a targeted assist caller as,... Plo Koon available to you swgoh rebels vs malevolence this with a special ability that, come... To unlock it, you want to give Silencer turn meter generator for Silencer as. Driving force behind one of the fleet and Ebon Hawk in your lineup is absolutely essential to the strategy the. With 3 starting tanks and MF as reinforcement Droids on enemies which occurs twice per month is nothing reigns... Must max the ship out for best results never hurt your fleet the initial First turn boost! Use your Malevolence fleet ( at low star/no relics ) to take out Meta. Acquired from its special ability assist when they are called in as reinforcements related content check my! Damage for each is essential Hunted enemies regular basis Order faction, the TIE Silencer to assist deal... Your lineup is absolutely essential to the strategy of the time this happens fast enough losing... When TIE Silencer becomes stronger as the match easier cleanse and healing relevant information about event. G12 Bossk will do just fine its team-wide cleanse and healing the match goes on the frontline SF! Primarily as a whole raddus vs Malevolence In-depth guide | SWGOH fleet Arena to calling another reinforcement Sith Eternal |.