Swgoh counters

Star Wars: Galaxy of Heroes Subreddit

2015.09.07 09:02 Star Wars: Galaxy of Heroes Subreddit

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.
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2023.05.27 18:06 kurth7114 450m 40+ reva

450m 40+ reva
Poster is from my guild however an alliance guild is looking for a couple members 40+ Reva
https://swgoh.gg/g/iLBJFQMpScuC44QMN9Bc9A/
435m guild
Part of the Schwartzies Alliance!
https://discord.gg/bTSzxqF9zT
The Last Crusaders want you! We are acompetitive/casual guild looking for active players to join our team! Comecrusade with us!
Who we are looking for: Players 8mill+ with atleast 3 GL and one GL ship 500-600 raid tix daily Willing to receive dm messages fromhotutils for platoon assignments, working towards Reva , activeparticipation.
What we offer: Dad jokes! Knowledge on the newdatacrons! Good counters advice Kam streaming available if desired Anunderstanding that irl comes before the game just let someone know so we planaccordingly
All raids on farm HSTR, sim pit and haat run @ 830 est CPIT on farm 9:30 TB participation is mandatory
32* in ROTE tb 20 Reva working towards inquisitors for Reva and dedicated plat toons
Currently hitting 90m crate in the Krayt raid and expecting 1.5m individually from our members
Win about 70% of our TW matchups.Come check out or alliance discord for further information!
submitted by kurth7114 to swgoh_guilds [link] [comments]


2023.05.27 18:05 kurth7114 450m 40 Reva

450m 40 Reva
Poster is from my guild however an alliance guild is looking for a couple members 40+ Reva
https://swgoh.gg/g/iLBJFQMpScuC44QMN9Bc9A/
435m guild
Part of the Schwartzies Alliance!
https://discord.gg/bTSzxqF9zT
The Last Crusaders want you! We are acompetitive/casual guild looking for active players to join our team! Comecrusade with us!
Who we are looking for: Players 8mill+ with atleast 3 GL and one GL ship 500-600 raid tix daily Willing to receive dm messages fromhotutils for platoon assignments, working towards Reva , activeparticipation.
What we offer: Dad jokes! Knowledge on the newdatacrons! Good counters advice Kam streaming available if desired Anunderstanding that irl comes before the game just let someone know so we planaccordingly
All raids on farm HSTR, sim pit and haat run @ 830 est CPIT on farm 9:30 TB participation is mandatory
32* in ROTE tb 20 Reva working towards inquisitors for Reva and dedicated plat toons
Currently hitting 90m crate in the Krayt raid and expecting 1.5m individually from our members
Win about 70% of our TW matchups.Come check out or alliance discord for further information!
submitted by kurth7114 to SWGOHRecruiting [link] [comments]


2023.05.22 20:36 Yliche3 Time investment is becoming too high for this game

This is something that I've brought up in the past but they continue to make it worse. The daily/weekly/monthly time investment of this game is continuing to go up. People are already complaining about raids.
You have your normal dailies that requires you to work around the reset time of your guild. Climbing to rank 1 fleet arena every day is part of this.
Now, we have to actively participate in raids whereas before in the big guilds, a few people would just blast it for fun and I'd never even have to participate.
Conquest is a huge time commitment to get hard red crates until someone develops an app that will look at my roster and tell me what to do every day and which disks to get, etc.
GAC takes time.
TW takes time.
TB has become a decent additional time commitment. Paying for hotutils makes platooning a little more convenient, but the missions are tedious and repetitive. I'd rather these fights were more randomized, but made 'easier' so that there was more uncertainty to what you're going into. Exceptions can be for special missions that should be static.
Modding takes a lot of time and sucks. It's expensive and takes too much time and has way too large of an impact on character performance.
Datacron management now
Events that come up
Just planning in general takes time since this is a resource management game


One of the strangest realizations is how most of the battles have become very paperock/scissors and so the actual combat is not as fun anymore. The most fun part is just simply unlocking new big units like GLs and journey unlocks, and progressing your roster. Playing with the new team is fun for a bit but then becomes repetitive because you're using them to counter the same 2 teams every time. Example, I have every GL but Rey...I just unlocked SLKR and have been having a lot of fun playing SLKR. I just hate modding, but it'll eventually get to the same point where I use that team for countering the same couple teams and move on.
Inb4 people say "you're just burnt out, stop playing!". I had taken a multi-year break for a while and came back when GLs were first released. I have ups and downs in enjoyment in the game, but these are real concerns. The game is a mobile game and should focus more on reducing chores and making combat more enjoyable and overhauling mods to not be awful. The only reason they give us more chores with new content is because they don't know how to make the game more fun and the more painful it is...the more people are willing to spend instead of grind.
If we wanted to invest tons of hours a week into the mobile resource management game, then we could just be playing a AAA PC game? Lots of 9-11 mil rosters in my guild just hit auto on TB missions and raids. It's the only explanation that I'm massively outscoring them in CMs completed and in raid contributions.
Edit2: Some recommendations. The worst offenders are conquest and mods. 1) simplify feats massively for conquest and add 200 key cards to the pass. This should be able to be cleared with a roster going full auto easily at 8 mil. It's a disaster and the biggest trash mode 2) modding needs an overhaul imo. They're way too impactful in the game and take way too much effort to manage. I think looking at games like MSF is worth evaluating here. Chasing speed and the RNG of mods makes it an absolute nightmare for how OP mods are 3) Randomize battles in TB but make them easier to clear so it's not a chore to clear and reduce the number of CMs. 4) change arena rewards to be based on highest rank hit for the week to avoid dealing with payout times 5) new raid is going to be awful and monotonous. You make us play with trash team comps and then require us to try every couple days reclearing the same content with the same teams. The raid should be weekly with bigger rewards and more flavor to it. Like affixes that are random with different teams that are usable each week. 6) tw and gac are probably fine. You either love them or hate them 7) events should all be simmable when cleared like smugglers run 2. Also, why is tie proving ground node impossible to 3 star? Seriously stupid. 8) add a sim all button for dailies. Why make me click through 8 screens to sim stuff for the day? This isn't a huge deal but also should be super easy to add. 9) squad arena is trash for a daily in general. Bring back crystals and refer to #4 10) delete datacrons. What a waste of time these are to deal with. Fake content in conquest and mods 2.0. Had so many complaints about mods that msf refused to add a similar system. Swgoh doubles down and adds a second one just like it. 11) stop adding a million currency and energy types. The reason they do this is so predatory I can't even imagine. It's to make it harder to gauge value of things but takes more time to deal with until it's mathed out on Reddit. This is only a temporary scam for long term annoyance.
I want to spend exponentially less time in conquest and modding. The credit cost on modding is also absurd. I want to spend less time on raids and TB with static fights that are on repeat for years before changed.
Edit: As expected. The 12 IQers from reddit hop in to say "omg stop stressing out, freaking out, play for fun, or don't play it all, omg omg omg". It's not that deep. Stop assuming that everyone making posts on reddit is doing a 'sky is falling post'. It's simple feedback. I think the game needs to reduce screen time requirements for a mobile game. I'm sure there are a few randos who prefer to play a mobile game 8 hours a day, but I would bet that the vast majority of the community does not. The vast majority of the community doesn't even get on reddit.
submitted by Yliche3 to SWGalaxyOfHeroes [link] [comments]


2023.05.20 00:38 Kahzgul [Near As I Can Tell...] Ship Farming is Fine and I've Done the Math

It used to be that I'd just see a complaint about how long something took to farm once a day on this sub, but lately those complaints seem to have been added to the accelerated list, and I don't need that extra juice in my veins, if you know what I mean (and if you don't know what I mean, what I mean is steroids, and no, there's not really any reason that I brought them up).
So I'm going to depart from my more typical post format to give you some resources and pointers to help you with your farms so you'll stop bitching and moaning about how unfair shard farming is so that we can all focus on the real villain of this game: The exclusion of 4LOM from the Bounty Hunter roster (hashtag Justice44LOM). Also I like the meme posts WAY MORE than the bitching and moaning posts. Just sayin'. Not that you need to cater to my whims; please don't. Just... memes are fun. Like, everyone likes memes. And by "everyone," I mean "me." Or "I." I like memes. "Me like memes" makes me sound like a egomaniacal caveman.
So here are two very important resources for farming things, which are actually the same resource:
https://swgoh.wiki/wiki/Ship_Farming_Locations
https://swgoh.wiki/wiki/Character_Farming_Locations
These are the only pages I ever visit on the swgoh wiki. And I only visit them when I'm fed up with complaints about how hard farming is (you press like three buttons; it's not hard), and I've decided to drop a truth bomb on some unsuspecting (and undeserving, if I'm being honest, which I have to be, because otherwise it's not a truth bomb) player who just wants Darth Vader to fly around in a sweet spaceship and blast some rebel scum (like you do).
Why do I visit them? Because they rock. Let's do maths (shout out to my friends across the pond who pluralize "math" like weirdos)!
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There are SIX (6) characters that are ideally farmed from fleet battles.
There are NINE (9) ships that are ideally farmed from fleet battles.
That makes... SIXTY NINE, dudes! Okay, no, it makes fifteen. damn. I had a joke prepared and a second bill and ted reference to make and everything.
So FIFTEEN (15) farms require the fleet nodes. If you're doing 3 energy refreshes per day (and you should be), you can farm 6 nodes at a time (maths)
(240 energy daily + 360 from refreshes = 600 energy and you still have your bonus energy on top of that)
But how long will it take to farm all these characters (more maths)? Well, and single shard farm takes 200 days, on average. All 9 ships will take 200 days each. The Characters are all accelerated, so they'll drop twice as often and take half as long to farm. 100 days each.
200 x 9 = 1800 ship days
100 x 6 = 600 character days
2400 days total / 5 farms at a time = 480 actual days of farming.
This means that in less than a year and a half, you can (and should) have farmed every single thing that you need to farm from fleet hard nodes. So for the people who complain about "ship farms" and actually mean "farming things that use fleet energy" - your portion of this post is now complete. Get farmin'!
For the folks who complain about "ship farms" and actually mean "ship farms," we need to press on...
If we focus just on ships, then you're talking 1800 / 5 = 360 days of fleet energy farming. Less than a year.
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Now, in addition to the fleet node farms, there are 12 ships ideally farmed from normal energy hard nodes. You can farm SEVEN (7) normal energy hard nodes per day (240 daily energy + 360 refresh energy + 135 bonus energy > 700). If you're just focused on ships (which we've already established we are), you're talking 12 ships x 200 days = 2400 total days / 7 simultaneous farms = 343 days to farm them all (rounding up).
That's also less than a year.
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Okay, but what about Cantina farms? Surely those will take the many billions of years all of these complaints make the farms out to take, right??? No. Cantina farms are the fastest farms in the game and there are only 3 ships you want to farm in the cantina anyway. You can easily bang those out in a few months of dedicated farming.
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"But then I can't farm signal data," whined everyone.
I know. This is called "making a meaningful decision." Without them, the game would be boring, we'd all be full r9 plus a billion omicrons banging our heads against identical perfect GAC counters every time, and everyone would quit. Meaningful choices are the heart and soul of this (and every) video game. Take those away, and you have the empty husk of the Diablo 3 launch version, real money auction house and all.
I promise you, you'll be fine. It will all be fine. You can spend a year farming up every ship in the game, and then you'll almost never have to worry about ships again. They'll occasionally add one, and you'll occasionally get slightly less ship node gear while you farm that ship. And then you'll be all caught up again.
"But that's not nearly all of the ships," complained other people. Right, there are 27 ships that can be had from various stores, which means you don't have to farm for them at all. Some others are earned from Journeys or other events, and still others are from proving grounds - no node farming for those ships, either. Like, just because Darth Vader's TIE Advanced x1 can be farmed from fleet 4B doesn't mean it should be - you can just buy shards of it from the ship shape ship shop.
Which is my point: Ships are fine. You can get completely caught up to the curve of existing ship farms in less than a year and a half from scratch, and I'd wager that almost none of the people complaining are starting from scratch. Be smart about what you farm, buy everything from the shops that you can so you don't have to farm them, and you'll be sitting pretty in I-Own-All-The-Ships-ville in no time.
I also advocate strongly for this. You should farm up all of the ships now. For real. Because they do take a long time, and when they suddenly become needed for something, already having that ship ready to go is a fantastic feeling. Plus then, when someone complains on reddit about how long the ship farm takes, you can come at them all snarky-like with facts and data so they'll stop kvetching and get back to some sweet, sweet, meme-making.
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For anyone who wants to read more insane ranting about this silly cell phone game, or wants to see an actually very decent guide to the current conquest, the index of my past posts lives here.
submitted by Kahzgul to SWGalaxyOfHeroes [link] [comments]


2023.05.16 02:22 whiteguy1225 Looking for conquest teams and help

I'm stuck on normal mode. I m wondering if there are recommendations for teams to complete normal mode. I normally run cls team but I never really understood how to us it to its fullest. I just recently started doing more than just click the auto button. Any guides or tips would be appreciated.
On a side note, is there a site that shows you counters to certain teams so I don't get wrecked in arena?
https://swgoh.gg/p/178323253/
submitted by whiteguy1225 to SWGalaxyOfHeroes [link] [comments]


2023.05.15 17:13 velawesomraptor What are some helpful things you've learned from this game so far?

Here are some of mine:
  1. In SWGOH it takes 2 seconds to long press something but in this game it takes 3 seconds. I went the first couple days thinking I couldn't long press because of this, which would be pretty annoying to think.
  2. You can tap on enemies to see their full kit and get an idea of what future characters will look like, subject to change of course (my favorite one has been Arwen, who has an ability where she will do 5 instances of damage for 35% each if Strider is an ally, called dancing duet or something like that, which was pretty cool).
  3. The banes are very different from SWGOH in this game, even if they have the same name. For example, expose causes them to have -50% armor rather than causing 20% max health damage when hit like in SWGOH. Also, daze doesn't prevent counter attacks, instead it causes -50% focus in this game.
submitted by velawesomraptor to HeroesOfMiddleEarth [link] [comments]


2023.05.09 21:42 Pumpkinpie78 Dr. Aphra - Team compositions, Modding, and which GLs to Dominate

Seeing a lot of questions regarding Dr. Aphra, so let me impart my knowledge a bit.
https://swgoh.gg/p/252884567/characters/
I speak with experience and knowledge. Look at my GAC history. Haven't lost with her. I've been using her against every GL in Arena to perfect my girl. Love my girl. She gets WRECKED by JMK, Rey, and SLKR, so don't even bother against those three.
Lord Vader is entirely dependent on the enemy composition - avoid Vader with Maul and tanks, but if it's a throw away relic supporting cast, it can be doable if things fall right. At the very worst, it can shed Vader of his supporting cast before you try another option to finish him off.
JML, likewise, it matchup dependent. If Jedi Knight Luke is present, you're in for a rough ride; If Wat is there, you may never break through the added protection recovery. Any other assisting Jedi is doable - even Hermit Yoda and Bastilla lead.
SEE is dead 90% of the time unless he's tandemed with an entire team of superior Jedi Sith and REALLY fast mods. and Dr. Aphra is basically Jabba's Crossfit Instructor - just sit back and watch the fat peel away. I've lost only one fight against a Jabba - in Arena, against a specific leader I refuse to divulge. I want that tactical advantage.
I do have the Omicrons mind you. Saved them up and piled them all upon unlocking her.
I'd Recommend her lead 1st, Rogue Archeology 2nd, and Droid Savant 3rd - but the first two are the best ones.
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Mods
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You want as much potency as you can possibly get. All 6 mods should be potency, your Cross's Primary should be potency, and everything should have as much Potency secondaries as you can possibly get. All of Dr. Aphra's bonuses come from Potency.
https://swgoh.gg/stats/top-characters/potency/?f=Doctor%20Aphra
These guys know what's up. Why you ask? Use me as an example. I have 161% Potency, but from her Omicron on Lead (only GAC), she gets 50% extra Potency, taking me to 211%. Note: these specific numbers are based from my 211%. Your numbers will fluctuate based on your potency.
That's just from loading up on her potency. The rest of her kit includes
Functionally, this turns BT1 and Darth Vader into pure powerhouses. BT1's AoE burn attack has the potential to fully load his TM, and follow up with Basics, always basics cuz It can hit for 150,000 to 200,000 damage. I've dropped GLs at Full Health with a timely assist from BT1 followed by his own attack. Vader feels pre-nerf-Vader-esque with his extra Offense.
After Potency, you'll want her modded for Speed first, Survivability Second. The better she can get her through her turns, the easier it will be to keep that Revive off cooldown. After Calling the Hacked Commando Droid to battle, I like to save that special for a rainy day instead of healing anyone. The heal is good, the revive is better. If I know the battle is won, I will use that special to try to recoup some banners if I can.
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Team Composition
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The team you want is Dr. Aphra, BT1, 000 (The Murderbots) as your core.
Ideally, you're going to want Darth Vader and IG88 as your 4th and 5th. IG88 will draw the fire, has a powerful AoE, and hits very hard. I probably have really bad mods on him - haven't even bothered to look at modding any of my secondary characters with any sort of idea of specialization.
The following characters will work as well.
These guys will get the most benefits from Dr. Aphra if you have Vader and IG88 ungeared or otherwise allocated. I haven't tried Darktrooper personally, but he could be tremendously powerful in this team. I don't have him at Relics yet and can't spare him from my 2x Imperial Trooper teams. I like the potential of IG86 for his Assists and if he calls BT1, he gets 75% additional Crit Damage, but this is all theory and not practice as he's only G1. HK47 is all right, but not tremendous in any way, shape or form. Finally, I haven't tested IPD as a 5th, but he'd work well with IG88's Target lock mechanics. Not sure if he can be revived from Dr. Aphra if he self-destructs, so the value is iffy there, and GAC is about points, and you'll be getting high banners from a traditional 5th.
Santy (Krrsantan) is another good option, as I feel like the murderbots are exposed and killed a little too easily, but Dr. Aphra does a very good job reviving them, so I'd use him if any of the forementioned units are unavailable to you.
If none of the aformentioned are available or geared sufficiently, any Dark Side Bounty Hunter will do in a pinch, Gunray, Gamorrean Guard, and Canderous can fill in as an emergency 5th, but you're not going to gain any significant bonuses for them.
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Strategy
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Start off Calling the Commando Droid. Getting him out is a tremendous Advantage. He hits hard, has an Armor Shred, and seemingly always have something off cooldown. He tends to die, but can be called again, and I'm pretty sure his cooldowns get reset when he does, so it's not that bad if he gets popped off.
Do your best to keep Aphra's first move off cooldown. Like I said before, Healing is good, reviving is much, much better, and at any given time, you can Summon a new Droid, Revive BT1, 000, AND one more additional Dark Side Droid. I've been able to pull that off, and it flips the battlefield to your advantage. Use her Siphon AoE early and often.
BT1 is going to want to use his AoE first, then basics. The AoE does a good job getting TM, but the basic is the kill-shot. try to time BT1 for the kill shot, as his bonus turn is fun as well.
000 is simple to use. If you have his Torture ability off cooldown, use it.
Vader can use Massacre immediately. Assign one character to die, use his AoE on someone else, Cull the second, and rip everyone else apart.
IG88 can use his AoE unless the opponent has counters/retribution.
vs Jabba - I tend to focus down on Santy first. Kill him off, then pick apart the other minions. Eventually, Santy will come back, but he won't taunt, so you can continue to rip apart the other minions. BH Leia first, Lando Second, Boba third. Once they're all gone, just pick Jabba apart. No special Datacrons needed. This works in Arena, GAC, and everywhere else.
vs SEE, JML - pretty much same strategy. Leaving the GL to whither on the vine is a solid tactic, in order to kill of their support. Once their support is down, they don't really have the power to break you down. Meanwhile, as long as you keep Dr. Aphra standing, nearly her entire team can be brought back, and with enough Armor Shreds, you can break these two apart easily. With SEE, it's a bit of a race before his Ult is enabled, but as long as Aphra isn't linked, you'll survive it and bring everyone back except for Vader, but I've never lost him. The only times when I lost to SEE is when the opposing SEE is basically the Sith All-Star team at Relic 7 or better, or when they use a lot of Tanks.
EDIT: vs Rey - this one is going to be the only one with a significantly different strategy. This team will specifically require a fast Vader with high potency. The 5th character doesn't really matter. The goal here is to use Dr. Aphra's AoE first to add to the enemy's cooldowns. Then use Vaders Merciless and try to inflict Ability Block on Rey. If you get this, your win is assured. Use Force Crush on BB8 or someone else, then Cull the most challenging minion (I typically hit RH Finn). Other than that, you want to focus everything you have on Rey to take her out before she reaps you. You will survive 1 sudden whirlwind, but you won't survive long after that. Once she's gone, it's nothing more than a mop up. I've been able to win outright against more than 50% of the time, with the other 50% Divided up roughly evenly between killing rey, but losing agains the minions (Dr. Aphra dies before Rey), Killing the minions but losing to Rey, and getting massacred.
end of Edit
vs other GLs - Use another Counter. Don't waste your time. You can eliminate a few minions, but you're not going to win. Edit - You will be able to take out the most of Vader's Minions, but won't be able to get him, so there's a possible chance at a 2-team cleanup. SLKR Will ramp too quickly and the stuns are brutal against her. JM Kenobi flat out shuts Dr. Aphra down. His TM negation flat out freezes Dr. Aphra's start of battle cadence. Don't even try. end of Edit.
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3v3
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I haven't noticed any dropoff in her performance in the 3v3 realm. I have not and will not put any omicrons on the murderbots for 3v3, but they still perform tremendously. Pretty much everything works the same.
If I were going to use an omicron on one of them, it would be absolutely 0-0-0. Health recovery, added duration for Torture, and stacking offense - but most of the time, I wonder if anything will still be alive if before the ramping can take place. If It were an Assault Battle Omicron, I'd be in love with it.
submitted by Pumpkinpie78 to SWGalaxyOfHeroes [link] [comments]


2023.05.06 04:33 CoolStoryDJ The SWGOH Controversy Iceberg Chart!

The SWGOH Controversy Iceberg Chart! submitted by CoolStoryDJ to SWGalaxyOfHeroes [link] [comments]


2023.04.30 17:47 ObiWanNoBottoms Early Farming Targets

Hello, long time SWGOH player and I’ve been playing HoME since the 26 and watched a good amount of content. Just thought I’d give some tips for early farming targets.
Strider & Hobbits: as far as I can tell, this is going to be a fun team. You get Strider and Frodo for free, Pippin is a pretty early unlock and a solid healer. Sam can be unlocked within a week or two of starting. The big caveat here is Merry, his shards are very deep in the game. So the team won’t be optimized for awhile into playing. There is an early game pack that gives Merry shards, but if you’re f2p you may want to avoid early on.
Eowyn & Rohan: This is a solid team to get some of your early progression. They have lots of counter attacks and assist, which can really swing a fight. I’d recommend focusing resources into them early up to about gear 4.
Isengard: You unlock a few of these guys early on. They are big bodies but feel kinda lack luster early on. You could invest some resources for early progression, but I wouldn’t recommended taking them further at the moment.
Ghazh Ironhide- Seems like a solid Shadow character. It’s a big investment at 180 shards, but the few people in my guild that have him are pretty happy with it. Mordor seems like a faction that will be easy enough to collect a full team without having to get too deep into the game.
Goblins- I’m currently working on goblins, but it will be hard to tell without Great Goblin (reward after 7 days of login). They have a mechanic where you essentially have to kill them twice. This could be really good in pvp, but I wouldn’t recommend them for progression because you will struggle to 3 star nodes. One point to make is that Goblin Chef and Quickshot are relatively deep. So it’s up to you.
Haradrim- the only reason I bring these guys up is because datamines suggest that you will need this faction for the first legendary (The Witch King). At the moment there’s only 3 of them and they are relatively accessible. I am personally waiting until it’s confirmed they’re needed for this legendary event.
That’s my 2 cents for what it’s worth. You others who have been in early, what are your thoughts?
TLDR: Rohan, and Isengard very early game (gear 4), Hobbits and Mordor mid (gear 5+), Goblins for PvP (your main source of crystals and characters from Arena store).
submitted by ObiWanNoBottoms to HeroesOfMiddleEarth [link] [comments]


2023.04.18 00:15 Prequx Who to attack with Sana Starros

I've been wondering who I can attack with a Sana Starros team in GAC (with Cara). I've looked on the swgoh.gg website and I see people effectively use her against Raddus a lot but are there any other teams that she is an easy counter to? Not many people attack with her in gac apparently so there's not enough data for me to trust it. Or should I just place her on defense?
submitted by Prequx to SWGalaxyOfHeroes [link] [comments]


2023.04.15 20:07 coachfozzie Who can beat JMK+CAT squads?

According to SWGOH.gg, the counters are almost entirely mirror matches. There's a whole lot of JMK+CAT vs. JMK+CAT. Not much of anyone else beating him. I don't have JMK or CAT and won't have either anytime soon. Can a good Imp Troopers squad beat him? How about GAS? I am currently working on getting both of those squads into relics. Any suggestions appreciated. SWGOH.gg link in comments.
submitted by coachfozzie to SWGalaxyOfHeroes [link] [comments]


2023.04.13 21:46 danpaulson [SWGOH.GG] Introducing GAC Insight

[SWGOH.GG] Introducing GAC Insight
Hey folks,
We're excited to announce a massive new feature on SWGOH.GG today - we call it GAC Insight. Our goal when building Insight was to give users access to the entire dataset of GAC results, with no data limits, with all the power to slice the data any way they want. In addition to top level counter and attacking data, users are now able to view individual battles from those data slices, along with Datacrons, Omicrons, Ultimates and Zetas to determine how battles are playing out and what attributes are affecting them.
Here's some of the impactful new features that are a part of Insight:
- Exclude units / leaders (!)
- Search across multiple seasons
- View cleanups and multi-shot attempts with the ability to stipulate squad state (dead/alive)
- View individual battles along with the squad's Datacron and Omi/Zeta/Ultimates
- Filter by zones, attempts, duration, GP, League and Division, Relic Tiers and more
- Filter by Datacron tiers, levels and specific sets
- Filter by Ally Code
- Save Filter sets for future rounds use
While this feature is still in it's infancy, the amount of data we are processing to power Insight is opening so many more features in the future. We are processing over 15 million battles a season, and this data will be used to power recommendations and overviews at a Unit, Player and even Guild level.

Because of the massive amount of data (over 2 billion documents and counting) needed to power Insight, it is only available to premium SWGOH.GG users. All premium users, regardless of tier, will have access to Insight during the beta. We intend to run the beta and respond to feedback through the next season or two, and will announce hard dates on that as we get closer and are happy with the feature's progress.

That said, the current GAC counters page will continue to be updated and will remain free forever. We want to ensure that the data is available to all users, but are excited to build in-depth analytical tools for users that find it useful.

Here's an imgur gallery of screenshots of this new feature. We've also got some links to Fatal's streams where he was checking it out. We're super excited to continue iterating on this, and want to thank everyone for the support so far!

The Dashboard
Individual Battle View

Filter by Omicrons
https://imgur.com/a/qLlDDWn
SWGOH.GG GAC Page: https://swgoh.gg/gac/counters/
submitted by danpaulson to SWGalaxyOfHeroes [link] [comments]


2023.04.13 16:56 ThoughtsofAPoet95 Decent counters to SEE?

I've looked on SWGOH for counters to SEE that are somewhat reliable and sadly, I have none of the teams or toons Relic'd. Taking a look at my roster, are there any teams I potentially have that could at least 2-shot a SEE team?
https://swgoh.gg/p/574568793/characters/
Any and all help is appreciated!
submitted by ThoughtsofAPoet95 to SWGalaxyOfHeroes [link] [comments]


2023.04.08 00:54 Rellius99 Ready to hop into 320m territory? Join Age of Barbarism today!

,gg https://swgoh.gg/g/71956/age-of-barbarism/ Age of Barbarism
Ready to make the next step into a 300M+ guild for R9 mats? Looking for a new, energetic environment? Age of Barbarism is a US-based guild with a main focus on exceeding in TW, and conquering the TBs. We are looking for players who are seeking competitive gameplay, as well as a strong sense of community. Our family of five guilds offers roster reviews, modding advice, team consulting, KAM coaching (And Reva coaching in the future), GAC parties, a weekly podcast, and more! We will not be doing Dark Side TBs and those Battles will be used for ROTE. We have grown 100M GP in the last year! We have an active and helpful officer core to assist you in all your needs.
Raids: - Completing CPIT on farm with minor strategy - Heroic Pit and Tank simmed, with all raids starting at 2PM EST
Territory Wars: - Annual record of 45-5 - Defense assignments, strategy based on using counters - Take advantage of strong ships and see rosters on offense
Territory Battles: - 22* LSGTB -47 KAM Ready, 25+ KAM shards Coaching and streaming available through the guild. - 19* ROTE - expect 45+ GI’s at the end of June
Requirements: - 5.5M+ GP - CPIT-ready teams - KAM ready (Reva ready very encouraged) - At least 1 GL - 540 Tickets per day required - Mandatory TW/TB participation - Willing to farm inquisitors to r7
Come check us out! We are always looking for fantastic individuals who want to be part of our fun, growth-focused environment. If your unsure if we are a good fit for you, come have a chat! If not, we may have a place for you in one of our sister guilds! https://discord.gg/C7zH9VMDax
submitted by Rellius99 to swgoh_guilds [link] [comments]


2023.04.06 18:05 fullydepreciatedpep Regarding Wampa Omi being broken

So there's a lot of chatter that Wampa Omi is broken because it's failing against MM.
One thing that might not be obvious on swgoh.gg counter data is that you can edit the season number in the address and look at more than just the recent data.
If we go back to season 32, before the prot up cron, we can see that the win rate is far from a sure thing and depends significantly on the MM composition: https://swgoh.gg/gac/counters/MONMOTHMA/?season=32&a_lead=WAMPA
If we filter down to teams including Pao, who adds more of a TM train and another non-damaging ability that can't be countered (the yell), then the win rates look even worse. Notably, this is one that a lot of people are reporting: https://swgoh.gg/gac/counters/MONMOTHMA/?season=32&a_lead=WAMPA&d_unit=PAO
Compare this to results during season 34, once the Prot Up on DOT datacron comes into play, and Wampa vs MM suddenly DOES become a sure thing - almost. The failure cases seem to involve Cara, so people likely got stuck on revives. https://swgoh.gg/gac/counters/MONMOTHMA/?season=34&a_lead=WAMPA
In conclusion, the data supports that the omi is working fine and people are just experiencing the post-cron hangover.
EDIT: Sorry, a main piece of evidence omitted - if we go to this season, the results are VERY similar to S32. https://swgoh.gg/gac/counters/MONMOTHMA/?a_lead=WAMPA&season=38
submitted by fullydepreciatedpep to SWGalaxyOfHeroes [link] [comments]


2023.04.03 05:59 diadmer Did anyone else see their Wampa get shredded by Mon Mothma teams this GAC round?

I lost all three rounds this GAC by slim margins, and in every round my Wampa (R3 with omicron) got absolutely SMOKED by Mon Mothma teams. And the first MM team was Relic 5 MM, Relic 5 Kyle Katarn, and Gear 12 everyone else -- Cara Dune, Pao, HRScout. Their MM team didn't have a datacron, obviously.
Wampa lost badly to the next MM teams I faced, and they were all R5. Only one of them had a datacron, though I can't see what it is now.
Maybe I need to boost my Wampa a bit, but she normally handles any Mon Mothma team I've sent her against, and the only concern is playing Cara Dune whack-a-mole. But this time, Wampa barely even got in one or two turns before she got destroyed. Barely ever counter-attacked.
Did anyone else see noticeably different Wampa performance, or did I just have a string of bad luck?
Edit: I went through all the SWGOH.gg history available to me and my Wampa was 8-0 in the previous 5v5, and 13-1 in the last two 3v3. The only time I lost was to a tm-spun up Admiral Raddus team. Losing 3 straight after going 21-1? That’s a bug. I’ve reported it on the official site.
submitted by diadmer to SWGalaxyOfHeroes [link] [comments]


2023.04.01 00:21 krazykilla982 Small team help

https://swgoh.gg/p/376692535/characters/
I am closing in on executor and I realized that I am lacking on depth in my roster. So I am asking you all which non-journey teams are good to have for counters and such. Teams like sith trio or solo character, etc.
submitted by krazykilla982 to SWGalaxyOfHeroes [link] [comments]


2023.03.26 20:54 Rellius99 Ready to hop into 320m territory? Join Age of Barbarism today!

Ready to hop into 320m territory? Join Age of Barbarism today!
,gg https://swgoh.gg/g/71956/age-of-barbarism/ Age of Barbarism
Ready to make the next step into a 300M+ guild for R9 mats? Looking for a new, energetic environment? Age of Barbarism is a US-based guild with a main focus on exceeding in TW, and conquering the TBs. We are looking for players who are seeking competitive gameplay, as well as a strong sense of community. Our family of five guilds offers roster reviews, modding advice, team consulting, KAM coaching (And Reva coaching in the future), GAC parties, a weekly podcast, and more! We will not be doing Dark Side TBs and those Battles will be used for ROTE. We have grown 100M GP in the last year! We have an active and helpful officer core to assist you in all your needs.
Raids: - Completing CPIT on farm with minor strategy - Heroic Pit and Tank simmed, with all raids starting at 2PM EST
Territory Wars: - Annual record of 45-5 - Defense assignments, strategy based on using counters - Take advantage of strong ships and see rosters on offense
Territory Battles: - 22* LSGTB -47 KAM Ready, 25+ KAM shards Coaching and streaming available through the guild. - 19* ROTE
Requirements: - 5.5M+ GP (lower with a thorough roster) - CPIT-ready teams - KAM ready (Reva ready very encouraged) - At least 1 GL - 540 Tickets per day required - Mandatory TW/TB participation
Come check us out! We are always looking for fantastic individuals who want to be part of our fun, growth-focused environment. If your unsure if we are a good fit for you, come have a chat! If not, we may have a place for you in one of our sister guilds! https://discord.gg/C7zH9VMDax
submitted by Rellius99 to swgoh_guilds [link] [comments]


2023.03.25 20:40 Daemar_The_Barbarian Fleet and Ship Tips. Profundity

In SWGoH there are a great many ships and even more fleets which you can create. But as more and more ships are added to the game it becomes difficult to figure out how exactly you should divvy up your ships between all the different capital ships and what you can even use them against. We will primarily be talking about how to properly use ships in GAC since that’s the only mode that requires so many ships on the table at once. If you want to know what ship to use for fleet arena, TW’s (although you should probably ask your guild), TB’s, or even just the regular fleet battles and challenges. Profundity. Single best fleet in the game. But let’s start with the basics.
Out of the 10 capital ships in SWGoH only 9 of them are actually usable, all with varying levels of power. In order from most to least powerful these fleets are Profundity, Executor, Negotiator, Malevolence, Chimaera/Executrix, Finalizer, Home One, and the Raddus. Personally for your first god tier fleet I would recommend getting the Executor over the Profundity first since most farming guides require you to have some sort of Empire fleet because of zetas, plus the Hounds Tooth for some survivability. Farming these ships makes Executor rather easy to get, and it forces you to get a Bounty Hunter team up and running which you can use to get the Millennium Falcon which is required for Profundity. Similarly to Starkiller and Aphra. Aphra is overall the better team, but both are strong, and getting Starkiller first usually feeds into Aphra as long as you have some other teams up and running like Empire and Rebels. And both work synergistically with one another. Same thing with Executor and Profundity. As long as you have some sort of fleet(s) up and running beforehand the Executor feeds into Profundity, and having both makes you a powerhouse.
Personally for GAC I will always recommend a ship heavy defense because if your opponent can’t clear ships but you can off-meta counter there’s than you will win pretty much every time. For defense I would recommend putting both Profundity and Executor on defense, as well as Negotiator and Home One. This gives you the strongest defense possible without sacrificing your ability to clear your enemies defense. Although of course if you don’t trust your ability to off-meta counter your enemy (especially if they put Profundity on defense, the Malevolence counter is rough and expensive) at least put either your Executor or your Profundity on defense. But again of course I recommend Profundity for defense because it is a beast.
The rest of this essay will go through the Profundity’s uses, it’s abilities, function in GAC, and the fleets it can counter (hint hint, everyone).
submitted by Daemar_The_Barbarian to SWGalaxyOfHeroes [link] [comments]


2023.03.15 20:26 Dutchey4333 just a kit touch up for r2d2

basic: add shock for 2 turns,if the target already has shock the stun is granted:
this could help a lot CLS.because what are his most powerful counters?the squads that benefit from penalties,like phoenix that heal 25% by each penalty recieved,or even thrawn that gains turn meter with debuffs,this addiction can completely counter them(someone knows someway to send feedback for swgoh gg? is a good tool,but there are some problems,for example the search tags,we dont have shock tag,and palp lead is classified as an evesion up,not down so I had to search for a long time to see that if r2 d2 would be the only light side to inflict shock,that could be a problem
special 1: grant advantage and evasion up for every one for 2 turns,the target gain crit immunity
to make this ability more powerful,granting 100% crit chance,and evasion,providing a way too remove all the debuffs on them with r2 zeta
submitted by Dutchey4333 to SWGalaxyOfHeroes [link] [comments]


2023.03.15 19:59 Dutchey4333 just a kit touch up for r2d2

basic: add shock for 2 turns,if the target already has shock the stun is granted:
this could help a lot CLS.because what are his most powerful counters?the squads that benefit from penalties,like phoenix that heal 25% by each penalty recieved,or even thrawn that gains turn meter with debuffs,this addiction can completely counter them(someone knows someway to send feedback for swgoh gg? is a good tool,but there are some problems,for example the search tags,we dont have shock tag,and palp lead is classified as an evesion up,not down so I had to search for a long time to see that if r2 d2 would be the only light side to inflict shock,that could be a problem
special 1: grant advantage and evasion up for every one for 2 turns,the target gain crit immunity
to make this ability more powerful,granting 100% crit chance,and evasion,providing a way too remove all the debuffs on them with r2 zeta
submitted by Dutchey4333 to u/Dutchey4333 [link] [comments]


2023.03.15 17:01 cremedelakremz Game mechanics that bother me

Curious if other players feel similar to me. Some of my angst might simply be from playing other turn based games and some could also just be unique to me and that's cool.
1) Taunts are not full taunts. Meaning, if I have a character taunting on my team and I hit an opposing character who has Counter, they will counterattack my attacking character not the one with taunt. Maybe i got too used to true taunts in SWGOH.
2) Turn meter when a character is stunned. Always bugged me but today I had an opposing Cloak and Dagger both stunned, and they both cleared the stun and then immediately used their ults back to back. Shouldn't the clearing of stun reset that characters turn meter? Or is stun in this game more for mitigating deflects/blocks/counters than actually losing a turn.
I know particularly on #2 some might say just read up but after posting this I honestly just won't care anymore until it happens again. More curious if these or other mechanics bug yall too.
submitted by cremedelakremz to MarvelStrikeForce [link] [comments]