swgoh finalizer event strategy

February 22, 2021 No comments exist

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. 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. While it doesn’t prevent the enemy reinforcement ability from triggering, it does sometimes prevent them from immediately following up with a high damage attack (Ahsoka), taunting (Hound’s Tooth) or placing taunt on another enemy (Plo Koon). Regardless, having one or both of them in your lineup is absolutely essential to the strategy of the fleet. I didn’t quite reach the bonus stage this time, does it require anything the other stages don’t? Finalizer gains 30% turn meter when an ally is called as a reinforcement. Includes Legendaries, Journey events, Grand Arena, Territory Wars, Territory Battles, and more I also didn’t have SF TIE, so I used Xanadu instead. 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). 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. I stunned Ani first, then used the command shuttle to ability block Y wing. Press question mark to learn the rest of the keyboard shortcuts. However it suffers from being very poorly utilised on defense by the AI, and has great difficulty dealing with Malevolence fleets. This is good, since Finalizer fleets currently don’t have an effective tank, so drawing fire away from Silencer is desirable. Then targeted healers. 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. So, that’s a lot to unpack. 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. Below I’ll detail a priority list for getting your Finalizer fleet up and ready to go. After killing Eta-2 your goal is just to survive and deal with what’s left. Had G12 Kru/FOTP, G11 Kylo, others were G8. 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. Activating the reenforcment abilities is ridiculous, but the actual attacks are really lackluster. It greatly empowers the First Order fleet, turning what was previously a somewhat ragtag group of unconnected First Order ships into a synergistic and dangerous control fleet that works very well on offense. 93 % CT-5555 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. However, due to Plo Koon’s versatility a Finalizer fleet may not be the most useful place for him for you, in which case Gauntlet Starfighter can be a passable replacement if you don’t have an Empire fleet to put him in. 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. The Command Ship is great, but watch out for Daze debuff, your own ships won’t gain TM from his special when they have it, and they do have it often. Sales / Use tax services: reuniting you with your dollars since 1981 FOTF will add some damage, but you really need to keep that taunt up and not let KRU die. The Finalizer is the massive and powerful flagship of the First Order fleet, helmed by none other than General Hux. 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. If you can pop another Ultimate off before Rancor gets his Devour, you will be able to survive the insta-kill. This lineup has all the necessary tools to beat a Negotiator or Rebel fleet. 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. It’s also wickedly fast, being tied for fifth fastest base speed ship in the game. 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. The assist call is very useful for dishing out damage by calling Silencer to assist, while also giving Silencer advantage, if targeting an enemy without crit immunity this will also likely heal Silencer. swgoh. Develop your SWGOH roster and take on the most challenging content in EA / Capital Games' hit mobile game Star Wars Galaxy of Heroes

Just keep feeding TM to Kylo as often as you can so you can trigger another fully charged Ultimate. 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). 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. 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. If you’ve a moment, would you be willing to support the missus and I as we work through this ordeal? swgoh thrawn tier 7 strategy. The massive potency boost and small tenacity reduction combine to give Silencer’s stun the maximum possible chance to land (85%, since all tenacity checks have a base 15% chance of being resisted regardless of potency and tenacity of the ships involved). Of these effects, the most noteworthy are the stun/advantage on basic, which adds a fun layer of strategy to the ship’s use. 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. I see you let it at lvl 72, so I guess you had to choose between some abilities to up, what did you choose ? Hound’s Tooth is there to absorb damage while Silencer burns through your opponent. 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. The mass buff dispel is reason enough to use Ebon Hawk in your Finalizer fleet. Quite handy since this can take effect at the start of battle, and give your fleet a solid initial damage boost. On the surface this seems very strong, however in practice the Finalizer fleet’s key players are already faster than most other ships in the game, so a 15% turn meter boost is less useful than the potency boost and assist call of SF TIE. The State of the Galaxy post is live on the EA SWGoH forums as we finally have proof that Capital Games is still in business. Once you gain a numbers advantage it steamrolls from there. Two new Capital Ships, the Raddus (Light Side, Resistance) and the Finalizer (Dark Side, First Order) will be joining the holotables. 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. And if you somehow end up with Hermit Yoda because of a glitch, you'll enjoy the use of a toon without a single attack. SF TIE’s reinforcement ability becomes very useful when considering Silencer’s ability to stun enemies with its basic attack. All allies gain 15% turn meter. This bonus is up to 45 extra speed (+15 per First Order ally), and with a fully maxed Finalizer … function changeStats(val){ The bonus event can be refreshed 19 times for 999 crystals each time. Especially with that sweet bonus damage boost from maxing Xanadu’s unique, which can be quite surprising against tanky ships like Hyena Bomber. 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. Its dumb that fo ship is not part of gaining a fo cap ship. 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. That said, Thrawn’s Artist of War Legendary Event will severely test every player who desires Thrawn at 7*. I edited the original post already - made an error taking the screenshot. First Order TIE Fighter’s reinforcement ability, when activated by Finalizer, doesn’t inflict target lock (as stated in Finalizer’s kit), but does give all allies 15% bonus turn meter. 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. The potency and assist call make SF TIE a more desirable frontline pick than regular First Order TIE Fighter (more on that below), simply for the extra utility provided. The Relic 5 character requirements are a huge roadblock for the regular player. 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. However, having extra damage, extra survivability and maxed abilities, will only help you. Reinforcements: First Order TIE Fighter, Ebon Hawk, Plo Koon’s Jedi Starfighter and Cassian’s U-Wing. 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. In a post today Capital Games (finally) announced some new content to Star Wars Galaxy of Heroes. If the assisting ally is First Order they gain advantage for 2 turns. This ability isn’t triggered for frontline ships, despite the whole activation of frontline ship reinforcement abilities. 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. Both Kylo ships and HT starting, Vader as first in, then I've used boba as the second. I used HT, Kylos Command Ship, Silencer to start, FO TIE and Vader’s TIE as reinforcements. Recommended Ship Strength and Upgrade Priority). Also gives all allies 15% turn meter. Since TIE Silencer becomes stronger as the match goes on, you shouldn’t have much trouble with this. Probably the most debatable choice between the four ships as to who goes on the frontline is SF TIE and TIE Fighter. The Finalizer fleet is possibly the trickiest fleet to learn in the game currently, because it’s such a glass cannon that can fall apart under many circumstances. The Precision Tactics of Finalizer Fleets. A stronger Hound’s Tooth can never hurt your fleet. All known upcoming SWGoH events. Silencer is the damage dealer. SF TIE’s primary use in the Finalizer fleet is its assist call and reinforcement ability. Yeah but Kru hitting for 200k+ after almost no time is pretty cool. Plo Koon is one of the most universally useful ships in the game, with its team-wide cleanse and healing. 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. Considering the huge speed boost Finalizer gets from First Order allies, which makes it the fastest ship in the game, as well as the impressive natural speed of Silencer and both First Order TIE Fighters, 15% bonus turn meter at the start of battle is unnecessary, as you’ll outspeed every opponent that you need to outspeed without the boost. 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. Honorable Mentions (Gauntlet Starfighter, Jedi Consular’s Starfighter, TIE Bomber, Geonosian Spy’s Starfighter, Sun Fac’s Geonosian Starfighter and Scimitar), The precision tactics of Finalizer fleets, Recommended Ship Strength and Upgrade Priority. First Order TIE Fighter, one of the older ships in the game, was once a strong part of the meta, but now serves as a reinforcement in Finalizer fleets. 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. Press J to jump to the feed. Honestly seems better to prioritize the basic over everything else so long as silencer doesn't have daze. Ebon Hawk has a few handy bonuses that can make it more or equally useful to Cassian’s U-Wing. First, the utility of each ship. I started with both Kylo ships and FOTF and used HT and XB as reinforcements. I I was able to get Hunted on Ani that way. I’ll explain in more depth the reasoning for choosing SF TIE over TIE Fighter in the starting lineup in section 7 of this guide. 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. I actually used Vader’s TIE, not FOSFT. Afterburner: When TIE silencer attacks with Advantage, reduce its cooldowns by 1. 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. Just hot 7* thrawn with sabine instead of chopper. New comments cannot be posted and votes cannot be cast, More posts from the SWGalaxyOfHeroes community. As well as inflicting breach with numerous abilities. 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. Get Hunted debuff on Ani ASAP to stop him getting bonus turns, and Silencer’s stun on him too helps. Home / swgoh farming guide 2021. swgoh farming guide 2021. MAYBE you could lose Kanaan at the very end, but everyone else is essential. At the start of battle, the Finalizer gains 15 Speed for each other active First Order ally until the end of its first turn. 434 views 8 hours … General Skywalker uses an additional ability during his turn. None of the pilots had relics. 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. Thankfully, with practice, it becomes second nature. 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’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. 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. Unlike most other fleets, there aren’t multiple possible ways to build this fleet, you need a specific set of ships at specific levels or higher. Basic ability that has a 50% chance to hit twice, with each hit having a 60% chance to inflict target lock for 2 turns, Special ability that hits hard and comes immediately off cooldown if used on a target locked enemy, Unique ability that gives First Order TIE 15% turn meter every time a target locked enemy is damaged by an attack, Reinforcement ability inflicts target lock on target enemy for 2 turns, which can’t be resisted or evaded. Calling TIE Silencer to assist will deal too much damage. The stacking offense throughout the battle including the boost at the start of battle under Finalizer. First Order SF TIE Fighter: All allies gain 40% Potency, doubled for First Order allies. The DTs killed themselves with aoes that got countered. Hunted is an irresistible and uncleansable debuff unique to the Finalizer, which prevents bonus turn meter gain and reduces the damage dealt by out of turn attacks. 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. In order to be able to defeat a fleet with Hound’s Tooth, you must have Finalizer faster than Silencer. No extra requirements but it’s a much tougher fight against Negotiator and what is a top tier fleet arena setup right now. 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. 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. 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. 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 other abilities... meh. All active enemies have -20% Tenacity, doubled against Resistance enemies. It’s a solid damage dealer that can inflict target lock and deal big damage with its special ability. In almost all circumstances that you are able, you want to give Silencer turn meter and call it to assist. However I can see with greater damage output and health FO TIE might be a solid finisher, or be able to take Silencer’s place somewhat if RNG screws you over and Silencer is destroyed. And a GoFundMe. Totally agree about the Finalizer’s abilities, basic seems like the best thing to do (other than apply Hunted to specific targets), especially when calling Silencer. 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. Without its synergies and boosts for the First Order faction, the fleet would be very lacklustre. Yeah the last phase took me by surprise. With only G12 I’ve found the ship to be lacking compared to the other reinforcements listed above, as it doesn’t do a whole lot to complement TIE Silencer. Open with Kru stun on ETA. This one is a little trickier to place, as you either want to put as little investment in it as possible due to the lack of utility it provides, or you want to go all out and make it a monster by giving as many relic levels and 6E mods to the pilot as possible. An AoE attack that deals 100% more damage for each Hunted enemy. General Grievous’ Malevolence is the best attacking Capital ship in SWGOH. It's easier with Xanadu as a reinforcement (with his reinforce ability maxed). Reinforcements: Hound’s Tooth, Xanadu Blood, Plo Koon’s Jedi Starfighter and Ebon Hawk. Finalizer gives First Order ships a whopping +50% max health, which is a lot, especially considering that most ships have more health than protection. Use shuttle basic whenever it doesn't have protection up. Basic ability stuns enemies that have above 50% turn meter, and gains advantage if enemies have less than 50% turn meter, Deals double damage with special ability if Silencer has advantage, and gains 20% turn meter and foresight (2 turns) if the special ability defeats an enemy, Gains 10% turn meter and 15% stacking offense whenever damaged, or whenever damaging a target locked enemy, Gains +25% offense and Afterburner when called as a reinforcement or used in the frontline of a Finalizer fleet, Afterburner reduces Silencer’s cooldowns by 1 whenever attacking with advantage. General's Command. In a Finalizer fleet it serves primarily as a turn meter generator for Silencer, and to control enemy tanks. Any extra health, protection or tenacity is always welcome on this monster. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. The Finalizer is the most crucial component of the Finalizer fleet. As you've probably noticed while playing SWGOH, R2-D2 is a common piece of the top squads in Squad Arena.It's easy to see why: He fits well with Droids, Rebels, and Resistance. 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. 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. Xanadu is an excellent utility ship to facilitate more damage output for Silencer. Where possible try to spread target lock to help boost Silencer’s offense. The possibility of inflicting target lock is nice however, as it can help boost Silencer’s offense again if applied to the next target Silencer will attack. From SWGoH Help Wiki Jump to: navigation , search Welcome to the Star Wars Galaxy of Heroes Wiki , a guide and resource site for the game Star Wars: Galaxy of Heroes by EA and Capital Games . Cassian can take Xanadu Blood’s place as a targeted assist caller as well, for double utility. The aoe special does comically low damage even when you have a hunted target. Most of the time this happens fast enough that losing Hound’s Tooth doesn’t change stop you from winning. Give First Order allies Defense Penetration Up and Offense Up for 2 turns when using Finalizer’s ultimate ability.

Keep Frampt And Kaathe, Gta 5 No Swearing Cheat, Sound Mitigation Equipment Lightweight, Season 3 Fortnite Map Og, Fallout 4 Radiant Quests List, Pontoon Boat Song,

Leave a Reply