First, the utility of each ship. Especially with that sweet bonus damage boost from maxing Xanadu’s unique, which can be quite surprising against tanky ships like Hyena Bomber. 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. The Precision Tactics of Finalizer Fleets. Probably the most debatable choice between the four ships as to who goes on the frontline is SF TIE and TIE Fighter. Reinforcements: Hound’s Tooth, Xanadu Blood, Plo Koon’s Jedi Starfighter and Ebon Hawk. 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. So First Order TIE just gives allies 15% turn meter. For all my SWGoH related content check out my SWGoH page. Then there’s the minor comparison of target lock. 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. Adult content. Unlock his full potential as a true Heir to the Dark Side! Then there’s the reinforcement abilities. This might not be what you're looking for, though, if you want. 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. ... Star Wars Battlefront 2 The Force Awakens MOD! This author has not credited anyone else in this file, Protection primaries, speed primary, and then crit chance and crit damage sets, while aiming for crit chance as another secondary as well. Have a gander, but feel free to take our soldiers for a test drive if you like. SF TIE’s reinforcement ability becomes very useful when considering Silencer’s ability to stun enemies with its basic attack. 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. A nice little boost to help Finalizer keep up after the initial first turn speed boost disappears. 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). First Order SF TIE Fighter: All allies gain 40% Potency, doubled for First Order allies. Kylo was one of the Jedi trained by Luke Skywalker after the defeat of the Empire, but was tempted to the dark side by Supreme Leader Snoke of the … There's something on this list in every dosage and for every budget — plus, learn how to find the best CBD for you. 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. GALACTIC LEGEND KYLO REN MOD BUNDLE C This limited time bundle contains two special mods that were specifically designed to have excellent utility with Galactic Legend Supreme Leader Kylo Ren. I focused on speed, tenacity, and crit chance on that order. 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). If Command Shuttle targets itself, all allies gain advantage for 2 turns. 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. Ideal Mod Setup for SWGoH Kylo Ren Unmasked: Transmitter (Square) – Health/Defense mod with a primary focus on offense and a secondary focus on speed, defense,... Receiver (Arrow) – Health mod with a primary focus on speed and a secondary focus … 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. 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. It is working for me! Players with high relic pilots will find more use since the damage dealt is more significant and can match the usefulness of bringing in a ship like Xanadu Blood who can call an assist from Silencer. 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. You must max the ship out for best results. 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. Recommendations for how to mod each character and why, mainly focusing on 2 set bonus stats per character. 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. 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. 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. There are also a number of other extra effects caused by the Finalizer when damaging or defeating a Hunted enemy, these are: Finalizer’s basic ability deals damage twice to Hunted enemies (but does not call a second assist), Finalizer’s 1st special ability’s debuffs (Offense Down and Target Lock for 3 turns) cannot be resisted by a Hunted enemy, Finalizer’s AoE special ability deals 100% more damage for each Hunted enemy, Finalizer’s ultimate ability removes 35% turn meter from all Hunted enemies, Whenever a First Order ally defeats a Hunted enemy, they gain +25% critical damage (up to a total of +125% critical damage) for the remainder of the battle. The matchup against Rebels is very favourable for Finalizer on offense. In the first episode I take a look at the rising dark lord Kylo Ren. Silencer is, besides Finalizer itself, the most important ship in a Finalizer fleet. 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. and give him some love! Without its synergies and boosts for the First Order faction, the fleet would be very lacklustre. 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. 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. 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. If you’re not sure how to import custom soldiers or how to make and share your own, check out our guide for detailed instructions. Close. 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. 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. I had a quick look around swgoh.gg but wasn't able to find anything. 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. The Finalizer is the most crucial component of the Finalizer fleet. 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. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. This ability isn’t extremely useful aside from providing a Target Lock enemy for Silencer to build offense stacks by attacking, and hampering the damage output of certain ships like Anakin’s Eta-2 Starfighter. Enjoy from over 30 Lakh Hindi, Eng However for anyone who uses Hound’s Tooth elsewhere you will obviously prefer a different set of reinforcements. In almost all circumstances that you are able, you want to give Silencer turn meter and call it to assist. 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. Silencer in particular is able to recover very quickly when you feed the ship turns and assist calls, due to how often it gains 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). 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. Especially with all the buildup. relic 5 swgoh, Is there somewhere a guy can go to see what each relic is? 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. 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