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Welcome to the SWGOH Club!! Here we can share tips and strategies for the best teams and upcoming in-game events to watch out and prepare for!

  1. What's new in this club
  2. Hey everyone, I'm almost at 2M GP in SWGOH and currently in a guild, but was wondering if anyone fancied joining up from here in to a new guild?
  3. A good combo would include Yoda, but he would have to have both his zetas finished.
  4. Any combos that work for say, qui-gonn jinn, Ashoka tano and jedi consular? Still trying to unlock other Jedi.Pl
  5. Looking to join a guild where we can mod freely and not have to worry about scrubs. Anyone have a guild or interested in starting one?
  6. Hi all, I’m not sure if this is a relevant place to post this one im looking for an active guild hopefully with people using the mod on here as it’s been almost a year and a half playing it until I found the non jailbroken version on here and would love to speed up getting some of the characters and playing with active members!
  7. Wondering which is the safest to use. ive used insta kill before almost every day, got banned. which do you guys use and do you use for arena?
  8. I like that suggestion, I am engaged in anotther guild right now, but I would definitly like to take you up on that offer in the near future.
  9. Combo 3: Empire Infinite Move Combo Leader: Emperor Palpatine Attacker: Darth Vader Support: Grand Moff Tarkin Other: any other empire character Emperor Palpatine has a leadership skill that grants empire characters a percentage of turn meter gain for every debuff inflicted on an opponent. This obviously is supposed to work well with Darth Vader's Force Crush skill that when leveled up to max will inflict Speed Down and 3 Damage over time effects for 2 rounds. With no cool down this gives Darth Vader the ability to continuously inflict damage over time, over and over damaging them in the process. As the opponent stacks damage over time Darth Vader can finish them off with Culling Blade. Culling Blade deals physical damage, it will dispel all debuffs, but when upgraded to max it deals 50% more damage for each effect dispelled and grants Darth Vader 100% turn meter on a finishing blow to continue to finish off everyone else. I've been able to damage opponents up to 90,000 hit points at times with the stacks of debuffs. Grand Moff Tarkin has an additional debuff ability called Intimidation Tactics that will inflict the debuff critical chance down and offense down which will give him an additional turn to use his Ultimate Firepower skill that at max will remove 100% of the opponent's turn meter. Drawbacks, challenges and opponents: Darth Vader's infinite turns totally depends on his ability to inflict debuffs on opponents. if you kill all but one or two he might not be able to inflict enough debuffs to perpetuate his turns. It is recommended that you make sure your last two opponents have enough debuffs stacked on them to use culling blade on them. By doing this you guarantee another turn for Darth Vader next round. Reviving opponents such as Boba Fett or HK-47 will prove to be a problem. If they die by Darth Vader's Force Crush and revive, they will start with no debuffs and more than likely have full life. The best way to deal with them is to use force crush several times until they have a good stack of debuffs and use Culling Blade early and then continue with Force Crush. By the time the other opponents are weak enough to use Culling Blade, you should have enough debuffs stacked on the newly revived opponent to Cull them as well. Grand Master Yoda as a leader or support he proves to be a challenge and can be a real headache. When he is leader he grants his group increased tenacity (higher tenacity means one is more likely to resist debuffs). His leadership also makes it so when one resists a debuff they gain a percentage of turn meter which will stop Darth Vader's perpetual turns when their turn meter reaches 100%. On top of that, Grand Master Yoda has the ability to grant the buff Tenacity Up essentially shielding his allies from debuffs, which works well with the leadership skill increasing their turn meter consistently. The best way to deal with him (aside from some luck and high level) is to debuff as much as possible before his turn meter reaches 100% from resisting some of your debuffs and then use Culling blade on him. You might not kill him out right, but you will more than likely do a lot of damage to him, enough to perhaps finish him off with the next few blows. The Grand Master Yoda and General Kenobi combo is a difficult one as well. First I am going to say that General Kenobi needs to go first no matter what. He has the ability to dispel all debuffs from all allies and then give them the opposite of that debuff. So if Vader stacks up 52 damage over time, General Kenobi will turn the debuffs to 52 heal over time for two turns basically making it impossible for you to take out any of the opponents. When combined with Grand Master Yoda's Battle Meditation, giving every ally tenacity up as well as all the buffs that he has on him, this whole thing becomes a nightmare. It will basically double the amount heal over time (so for my example it would be 104 buffs), at that point, you'll want to start the fight over if you can. Deal with Kenobi the same way you would deal with Grand Master Yoda, always take Kenobi out first. It takes a little luck and a higher gear level, but once you get there, you'll never lose.
  10. Combo 2: The permanent move combo. Leader: Admiral Ackbar Attacker: Princess Leia, Bistan, Biggs Tank: Garazeb "Zeb" Truthfully you only need Admiral Ackbar, Princess Leia and Bistan. Admiral Ackbar had a leadership skill that makes it so whenever a rebel uses a passive skill another random rebel will have a bonus attack. Whenever Princess Leia uses her Stealth skill (passive) she grants herself stealth and if you level it up properly she is granted 100% turn meter which allows her to use her skill over and over. Whenever she uses it a random rebel has a bonus attack. This bonus attack cannot be countered, which is nice because it basically freezes the opponent permanently. Bistan doubles as a bonus attack with his passive skill Fury, which makes it so he gets another turn every time someone uses a passive skill. They both perpetuate their turn permanently granting them an infinite amount of turns. Drawbacks, challenges and opponents: Some enemies increase their turn meter when they are hit (Biggs for example gains turn meter when he is critically hit) others like Darth Sidious and Old Daka gains turn meter upon the death of an opponent. In order to use this Princess Leia/Ackbar combo it’s necessary to nullify this ability. This is where Zeb comes in. His normal hit will dizzy the opponent causing him/her/it to not gain turn meter by any special means (critically hit turn meter gain, death turn meter gain, counter turn meter gain). Dizzy will also nullify counter attacks, however bonus attacks do not trigger counter attacks. He can also stun them if they have any debuff. Since Zeb is a rebel, he will randomly get a bonus attack and that will allow him to debuff an opponent with dizzy.
  11. Combo 3: Empire Infinite Move Combo Leader: Emperor Palpatine Attacker: Darth Vader Support: Grand Moff Tarkin Other: any other empire character Emperor Palpatine has a leadership skill that grants empire characters a percentage of turn meter gain for every debuff inflicted on an opponent. This obviously is supposed to work well with Darth Vader's Force Crush skill that when leveled up to max will inflict Speed Down and 3 Damage over time effects for 2 rounds. With no cool down this gives Darth Vader the ability to continuously inflict damage over time, over and over damaging them in the process. As the opponent stacks damage over time Darth Vader can finish them off with Culling Blade. Culling Blade deals physical damage, it will dispel all debuffs, but when upgraded to max it deals 50% more damage for each effect dispelled and grants Darth Vader 100% turn meter on a finishing blow to continue to finish off everyone else. I've been able to damage opponents up to 90,000 hit points at times with the stacks of debuffs. Grand Moff Tarkin has an additional debuff ability called Intimidation Tactics that will inflict the debuff critical chance down and offense down which will give him an additional turn to use his Ultimate Firepower skill that at max will remove 100% of the opponent's turn meter. Drawbacks, challenges and opponents: Darth Vader's infinite turns totally depends on his ability to inflict debuffs on opponents. if you kill all but one or two he might not be able to inflict enough debuffs to perpetuate his turns. It is recommended that you make sure your last two opponents have enough debuffs stacked on them to use culling blade on them. By doing this you guarantee another turn for Darth Vader next round. Reviving opponents such as Boba Fett or HK-47 will prove to be a problem. If they die by Darth Vader's Force Crush and revive, they will start with no debuffs and more than likely have full life. The best way to deal with them is to use force crush several times until they have a good stack of debuffs and use Culling Blade early and then continue with Force Crush. By the time the other opponents are weak enough to use Culling Blade, you should have enough debuffs stacked on the newly revived opponent to Cull them as well. Grand Master Yoda as a leader or support he proves to be a challenge and can be a real headache. When he is leader he grants his group increased tenacity (higher tenacity means one is more likely to resist debuffs). His leadership also makes it so when one resists a debuff they gain a percentage of turn meter which will stop Darth Vader's perpetual turns when their turn meter reaches 100%. On top of that, Grand Master Yoda has the ability to grant the buff Tenacity Up essentially shielding his allies from debuffs, which works well with the leadership skill increasing their turn meter consistently. The best way to deal with him (aside from some luck and high level) is to debuff as much as possible before his turn meter reaches 100% from resisting some of your debuffs and then use Culling blade on him. You might not kill him out right, but you will more than likely do a lot of damage to him, enough to perhaps finish him off with the next few blows. The Grand Master Yoda and General Kenobi combo is a difficult one as well. First I am going to say that General Kenobi needs to go first no matter what. He has the ability to dispel all debuffs from all allies and then give them the opposite of that debuff. So if Vader stacks up 52 damage over time, General Kenobi will turn the debuffs to 52 heal over time for two turns basically making it impossible for you to take out any of the opponents. When combined with Grand Master Yoda's Battle Meditation, giving every ally tenacity up as well as all the buffs that he has on him, this whole thing becomes a nightmare. It will basically double the amount heal over time (so for my example it would be 104 buffs), at that point, you'll want to start the fight over if you can. Deal with Kenobi the same way you would deal with Grand Master Yoda, always take Kenobi out first. It takes a little luck and a higher gear level, but once you get there, you'll never lose.
  12. Combo 2: The permanent move combo. Leader: Admiral Ackbar Attacker: Princess Leia, Bistan, Biggs Tank: Garazeb "Zeb" Truthfully you only need Admiral Ackbar, Princess Leia and Bistan. Admiral Ackbar had a leadership skill that makes it so whenever a rebel uses a passive skill another random rebel will have a bonus attack. Whenever Princess Leia uses her Stealth skill (passive) she grants herself stealth and if you level it up properly she is granted 100% turn meter which allows her to use her skill over and over. Whenever she uses it a random rebel has a bonus attack. This bonus attack cannot be countered, which is nice because it basically freezes the opponent permanently. Bistan doubles as a bonus attack with his passive skill Fury, which makes it so he gets another turn every time someone uses a passive skill. They both perpetuate their turn permanently granting them an infinite amount of turns. Drawbacks, challenges and opponents: Some enemies increase their turn meter when they are hit (Biggs for example gains turn meter when he is critically hit) others like Darth Sidious and Old Daka gains turn meter upon the death of an opponent. In order to use this Princess Leia/Ackbar combo it’s necessary to nullify this ability. This is where Zeb comes in. His normal hit will dizzy the opponent causing him/her/it to not gain turn meter by any special means (critically hit turn meter gain, death turn meter gain, counter turn meter gain). Dizzy will also nullify counter attacks, however bonus attacks do not trigger counter attacks. He can also stun them if they have any debuff. Since Zeb is a rebel, he will randomly get a bonus attack and that will allow him to debuff an opponent with dizzy.
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