The Finalizer fleet relies heavily on TIE Silencer as the primary damage dealer of the fleet, so it’s much more effective to call Silencer to assist than it is to try and use either other TIE as a damage dealer. 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. Mods are included in the calculation and shown by the unit portrait. 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. 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. Silencer is the damage dealer. 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. I used HT, Kylos Command Ship, Silencer to start, FO TIE and Vader’s TIE as reinforcements. First Order TIE Fighter: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted. In almost all circumstances that you are able, you want to give Silencer turn meter and call it to assist. Develop your SWGOH roster and take on the most challenging content in EA / Capital Games' hit mobile game Star Wars Galaxy of Heroes 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. Finalizer gains 30% turn meter when an ally is called as a reinforcement. Regardless, having one or both of them in your lineup is absolutely essential to the strategy of the fleet. FOTF will add some damage, but you really need to keep that taunt up and not let KRU die. That said, Thrawn’s Artist of War Legendary Event will severely test every player who desires Thrawn at 7*. 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. Most of the time this happens fast enough that losing Hound’s Tooth doesn’t change stop you from winning. 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. 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). Once … Yeah but Kru hitting for 200k+ after almost no time is pretty cool. Reinforcements: Hound’s Tooth, Xanadu Blood, Plo Koon’s Jedi Starfighter and Ebon Hawk. No extra requirements but it’s a much tougher fight against Negotiator and what is a top tier fleet arena setup right now. After killing Eta-2 your goal is just to survive and deal with what’s left. Fourth Turn: Next you’ll have to weather turns from Negotiator and Anakin’s Eta-2 if you didn’t manage to stun him. Some of my guild mates are struggling to get Hunted on him at the start, as you can see I have G12 Hux so I seem to have the speed to do that before the Y Wing gets its taunt up. The double damage special (when Silencer has advantage) and the advantage synergy as a whole. Utilise Plo Koon’s reinforcement, Hound’s Tooth’s tankiness or Xanadu Blood’s assist call to help you survive and work through the enemy fleet. Xanadu is an excellent utility ship to facilitate more damage output for Silencer. Any extra health, protection or tenacity is always welcome on this monster. 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. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. 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. Sales / Use tax services: reuniting you with your dollars since 1981 First Order SF TIE Fighter: All allies gain 40% Potency, doubled for First Order allies. These effects can’t be resisted by Resistance or Hunted enemies. Now it provides extra utility to First Order allies on the frontline of the Finalizer fleet, edging out its regular counterpart. Silencer, as stated over and over in this guide, is the powerhouse of this 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. Then there’s the minor comparison of target lock. As well as inflicting breach with numerous abilities. 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. 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. In a Finalizer fleet it serves primarily as a turn meter generator for Silencer, and to control enemy tanks. Don’t waste that ability. Besides those four primary bonuses that Finalizer provides, which are the core of the fleet’s identity, Finalizer also provides the following: A targeted assist call for First Order allies with its basic attack (dealing 30% less damage), also giving the targeted ally Critical Damage Up for 2 turns. I only had a g7 3* Hux but I took the Finalizer to 85. If you found this guide useful, you might also enjoy some of my other SWGoH Fleet content, such as my Malevolence Guide and my Fleet Meta summary. It also has the benefit of triggering Command Shuttle’s unique when damaged, as opposed to calling another reinforcement. Open with Kru stun on ETA. SWGOH Rank 1 Fleet Meta Report Based on 19277 Fleet Arena Teams. 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. 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. I see OP has his in the pic...hmmmm. 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. Inflict Offense Down and Target Lock for 3 turns with its first special ability. Of these effects, the most noteworthy are the stun/advantage on basic, which adds a fun layer of strategy to the ship’s use. 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. Press question mark to learn the rest of the keyboard shortcuts. Afterburner: When TIE silencer attacks with Advantage, reduce its cooldowns by 1. MAYBE you could lose Kanaan at the very end, but everyone else is essential. The counter it gives to ht means ht stays free of debuffs. Cassian can take Xanadu Blood’s place as a targeted assist caller as well, for double utility. 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. I was able to get Hunted on Ani that way. 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. For reference, not counting start of battle turn meter boosts (which are nonexistent in the current meta), the next fastest ship in the game is Gauntlet Starfighter, with 216 speed, thanks to its unique ability that grants a speed boost based on Empire allies. 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 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. 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. Second Turn: Here you’ll want TIE Silencer to go next, as this ship needs to be as powerful as possible for the Finalizer fleet, since it’s the primary damage dealer and the backbone of the entire fleet, and as such will be faster than everything except Finalizer itself. 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. Using Finaliser’s basic and calling Silencer stuns (if the target has >50% TM), so that can actually be the best ability to use if Hunted special isn’t available. The stacking offense throughout the battle including the boost at the start of battle under Finalizer. Now go out there and hunt down some Rebel and Negotiator fleets! Use Kylo’s Shuttle to ability block Hound’s Tooth (this ability block can’t be resisted) in order to prevent it from putting Breach on an ally and making your life much harder. 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). 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. 8. Even SF TIE’s AoE has slight utility by providing a means to boost Silencer’s offense. I was able to get the first kill with Silencer, and he basically destroyed every ship from there. So First Order TIE just gives allies 15% turn meter. Not to mention that the requirements for Supreme Leader Kylo Ren will mean you’ll have a perfect Finalizer fleet ready to go anyway. 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. 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. The most common usage for the Finalizer fleet is as a secondary offense fleet in Territory Wars and Grand Arena Championships, as Finalizer fleets are able to hard counter Rebel fleets that might be placed on defense, and can beat anything that isn’t Malevolence fairly reliably. FacebookTwitterGoogle+LinkedIn Boba’s Counters is a page full of tactics and videos on swgoh counters for gac and TW provided to you by Boba’s Alliance. 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). 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. This ability isn’t triggered for frontline ships, despite the whole activation of frontline ship reinforcement abilities. Home / swgoh farming guide 2021. swgoh farming guide 2021. However, having extra damage, extra survivability and maxed abilities, will only help you. I did all three bounty hunters and FO as reinforcement. 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. The Finalizer can be acquired from its special event, which occurs twice per month. 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. 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. 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. 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 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. Did it with a similar strategy but a g8 Hux. 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. Both Kylo ships and HT starting, Vader as first in, then I've used boba as the second. They specifically said this ship wouldn’t be meta. Activating the reenforcment abilities is ridiculous, but the actual attacks are really lackluster. 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. Honestly seems better to prioritize the basic over everything else so long as silencer doesn't have daze. In the Finalizer fleet TIE Silencer is your primary weapon and tool. 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. For those who went after Supreme Leader Kylo Ren, the necessary speed can also be achieved with an R5 zHux with 6E mods and a 5 star Finalizer. 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. It removes all turn meter from target ally and grants all allies +40% turn meter, plus a further 25% of the targeted ally’s lost turn meter. Your ideal first reinforcement is to call Ebon Hawk or Cassian’s U-Wing to strip buffs from enemies, meaning removing stealth from Anakin’s Eta-2 and taunt from BTL-B Y-Wing. My strategy was breach on enemies.
Just keep feeding TM to Kylo as often as you can so you can trigger another fully charged Ultimate. Since TIE Silencer becomes stronger as the match goes on, you shouldn’t have much trouble with this. swgoh. That said, the only important factor in Finalizer’s speed is being able to take a turn before TIE Silencer, which can be achieved with 161 speed or more on Finalizer (G12 7-star Hux and 7-star Finalizer is enough for this), and is crucial when facing fleets that use Hound’s Tooth, to put Hunted on Hound’s Tooth before allies start attacking other ships, thus preventing Hound’s Tooth from gaining bonus turn meter and breaching an ally and taunting. 93 % CT-5555 Considering how often advantage is spread by Command Shuttle, it’s much more likely you’ll be able to inflict target lock with SF TIE, and then subsequently be able to trigger Silencer’s offense gain by attacking said target locked enemy. 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 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. 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. 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. Cool man thanks, thought maybe i was missing something to make it available, Nah, lol. 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. Counter teams against: Xbox Countdown Sale. The mass buff dispel is reason enough to use Ebon Hawk in your Finalizer fleet. Then targeted healers. More than that however, we have Command Shuttle’s unique abilities. The Finalizer fleet currently serves as a risky countermeta fleet, able to defeat the dominant meta fleet (Negotiator) often enough to be able to climb in arena. Currently there are four First Order ships that can be affected this way, and their reinforcement abilities are as follows: TIE Silencer: TIE silencer gains +25% Offense and the Afterburner buff, which can't be prevented or Dispelled. 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. Two new Capital Ships, the Raddus (Light Side, Resistance) and the Finalizer (Dark Side, First Order) will be joining the holotables. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. Just hot 7* thrawn with sabine instead of chopper. Silencer is, besides Finalizer itself, the most important ship in a Finalizer fleet. First Order allies gain 10% turn meter. 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. Besides that, we come to the reasons why we choose Command Shuttle for the frontline. 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. How these abilities come into play is fairly straightforward for the most part. In a post today Capital Games (finally) announced some new content to Star Wars Galaxy of Heroes. Cassian’s U-Wing and Plo Koon’s Jedi Starfighter both have better homes in Rebel and Negotiator fleets respectively. 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. The aoe special does comically low damage even when you have a hunted target. Not to mention that calling Silencer to assist is a potential stun, while First Order TIE can only deal single damage and potentially inflict target lock. My strategy: HT, KRU, Shuttle to start. I actually used Vader’s TIE, not FOSFT. Depending on what enemy you’re taking your Finalizer against you must know your turn order, correct moves to make, and how best to utilise the tools at your disposal to survive and win. 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. First, the utility of each ship. With that, so ends my Finalizer guide. 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. 9. For some reason my fosftp was not available to me yet both are 7*. function changeStats(val){ The bonus event can be refreshed 19 times for 999 crystals each time. Didn’t want to pay 999 crystals to take a screenshot so I used a normal fleet battle and selected the wrong ship ♂️. 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. Star Wars: Galaxy of Heroes is a mobile game by EA Capital Games where players collect, level and battle with heroes and villains from the Star Wars universe. Probably the most useful ship in all of fleet, Hound’s Tooth has one of its two most efficient homes here in the Finalizer fleet, having been effectively replaced in Negotiator, Malevolence, Empire and Rebel fleets by pilotless tanks. Calling TIE Silencer to assist will deal too much damage. The most effective capabilities of the Finalizer are centred around 4 parts of its kit: The Hunted unique debuff, the start of battle speed boost it receives from First Order allies, the health and healing boosts it provides First Order allies and the fact that it triggers First Order allies’ reinforcement abilities at the start of battle. All known upcoming SWGoH events. It’s important to watch out for enemies with crit immunity for this reason, as they will prevent Silencer from healing. This lineup has all the necessary tools to beat a Negotiator or Rebel fleet. 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. If the assisting ally is First Order they gain advantage for 2 turns. Press J to jump to the feed. It’s also wickedly fast, being tied for fifth fastest base speed ship in the game. Cheers man. And lastly of course there’s the stats of SF TIE vs First Order TIE. The first and foremost being its AoE assist call, which can call Silencer to assist without a damage penalty. New comments cannot be posted and votes cannot be cast, More posts from the SWGalaxyOfHeroes community. If they don't stick (or you can't target because the Y-wing went first), restart. Quite handy since this can take effect at the start of battle, and give your fleet a solid initial damage boost. 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). First Order TIE is very straightforward to use, but will see less use by players with a weaker First Order TIE Pilot. Reinforcements: First Order TIE Fighter, Ebon Hawk, Plo Koon’s Jedi Starfighter and Cassian’s U-Wing. Last updated: SWGoH Panic Farm Calculator BETA. Having at least one option for each is essential. 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). Here is a look at some of the post from the EA SWGoH forums: An update to… Kylo Ren’s Command Shuttle: Remove 20% turn meter from enemy ships when they are called in as Reinforcements. Stun Anakin, use HT special on anakin. Then Fives hit and HT was coinflipped with YWing. 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 .
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