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Found 3 results

  1. SlyGambit

    SWGOH: Sith Triumvarant Raid

    New Raid! So new post. This post is to catalog teams that are viable in the Sith Triumverant Raid. I will likely spell Triumvarent at least 6 different ways in this post but I refuse to spell check. Here is a generic strategy guide on day 1 of the release. Likely will be updated. T6 Teams Phase 1 (6s Toons Required, 150m HP Teams capable of 2mil+ on P1: JTR, R2, BB8, OG Rey, RTr/GK - This is a team capable of doing 11mil in P1 on the first day of the raid and may make it over 10% of P1. Thrawn, MagmaTrooper, Death Trooper, Shore Trooper, zVeers - This team is based on two things. First DeathMark from DT does 45k per hit in T6. Second Magma gets TM from resisting. Under a THrawn lead and modified for high tenacity Magma chains attacks. With Death mark on DN that enables Magma, even at low gear, to do a signficant amount of damage. Gar Saxon, DT, ShT, Raid Han, Thrawn: This team is based on applying DeathMark and then counter attacking. No screenshots yet. Teams capable of 1mil+ on p1 Chief Nebit, JE, Jawa Scavenger, +2 Boba, Jawa Engineer, Zam, Greedo, GM Yoda - This is mainly a thermal detonator team with Yoda providing tenacity up. May work with other tenacity up toons as well. DN, EP, Vader, +2 attacking Sith (Savage, Sid, Dooku, Sith Assasin) - these toons utilize Nihilius lead health steal to prevent death and can make it to enrage. CLS, Raid Han, Thrawn, GK, R2 - Leia can be subbed in as well and Chaze may help with health restoration.
  2. SlyGambit

    The Territory Wars Bible

    This is a primer on how we, DHO, approach TW. Territory wars in SWGOH is an entire guild event which requires good use of each individual account's entire roster. TW gives slightly better rewards for winning than losing but doesn't give as much as a comparable Territory Battle and in general isn't considered that important of a farm for upper tier guilds. However in the niche that DHO finds itself (70-90 mil GP guild) the table is arguably one of the best content provided by CG/EA. Maximizing YOUR Roster: So the most important part of TW is that each individual maximizes the way they use their roster. Even the 'weakest' DHO member has the ability to influence the results of a Territory War by maximizing the way their toons are used. Understanding what squads/units have good mods or bad mods and understanding how to balance squad synergy and which toons work significantly better under human control (offense) than AI control (defense) is really important. There are some basic guidelines here but keep in mind that a well modded, weak geared team can end up being a big thorn in the side of the attackers. This is because most people attacking don't spend much time analyzing the enemy and can only judge your team by power and by the squad's known abilities. The difference between an arena modded 70k Phoenix squad and an unmodded 70k Phoenix squad is ridiculous. Arguably the most important thing you can do to maximize your roster is to make sure you've spent some time applying mods in storage to any toons that might be used in TW. Also upgrading toons to 6k power so they are useable in TW is a smart step everyone can take. Also keep in mind the value of leaders when you use them in non-leadership roles. Certain toons like Darth Nihilus is really good in both roles but is exceptional at beating Rex led teams or GK/zBarriss teams as a lead. Rex is another example of a toon that is a great all round leader (good bonuses to every squad member) who can be used to decent effect as an individual. You know your roster so plan it out the best you can but don't 'waste' squad leaders if it can be avoided. TW Defense Philosophy and Recommended Squads: We've set up a standard defensive philosphy. It boils down to this. Front line - arena teams that are ultra fast, second line old arena teams, third line mid Phoenix or other relatively good TW squads, and the back middle line is filled with regenerating toons that can endure multiple weak teams. We balance that front line with arena caliber teams to discourage the enemy from pushing the bottom path. This enables us to 'stack' the top/middle and then leave our back two bottom rows extremely weak. In effect we allow us to have a little bit better offense and keep enough teams to beat the enemy. We generally expect to really stop them on our back middle line to guarantee a win so it really is important to put more viable teams in the higher rows. If we micromanaged this we'd put 'gold ring' G12 teams with arena mods in the top and gold ring G12 teams that aren't modded for arena at the bottom. Thus giving the high level impression that we're balanced but really we've stacked the top. We don't micromanage this so we leave it up to your best judgment. If you think you have one of the best squads in DHO put it up top front. If you think yours is really good but probably not the best drop in in the front bottom. Eyeball both territories and pretend you're attacking - if one looks significantly weaker than the other and you have a good squad put it in the weakest territory. By setting arena teams on the top front that require the best enemy arena teams to beat them we prevent our back row teams from being able to be attacked by 'ideal' counters. Squads for defense should be well controlled by the AI. The AI is almost always inferior although Phoenix AI is arguably one that seems better than some humans. However there are some squads or individuals that are just ridiculously awful when controlled by AI. For example a zFinn Resistance team. The AI does not bother to 'chase' exposes and so the team fails to gain TM/reset cooldowns necessary to win. It also won't use the best attack based on the expose TM mechanic and instead uses the attack that would be the best regardless of exposes. This makes a zFinn team pretty terrible. In addition to that example toons that have AoE attacks are generally poorly controlled by the AI. The AI does not take into consideration things like counter attacks so a Phoenix team with Kanan or an IDG Jedi team that attacks a Vader/GMT/TFP Empire team is going to feast on all of the AoE attacks. Here are some examples of squad templates that can be used. Note that you know your own roster and should consider what fits best. Also keep in mind that your arena team might be better suited in the back row depending on its composition. Some updated templates with more details are available in SWGOH: https://swgoh.gg/g/1171/dads-hideout/squad-templates/ Front Line (Arena): Note that these teams can be beaten by multiple teams but typically require multiple very good teams and can't be beaten my multiple bad teams. CLS, Raid Han, R2, GK, Thrawn (CLS Meta) CLS, zBarriss, GK, Baze, Chirrut CLS, Wedge, Biggs, R2, STHan JTR, R2, BB-8, Old Ben, GK JTR, R2, BB-8, Thrawn, CLS MT, Asajj, Zombie, Daka, GK Asajj, MT, Zombie, Acolyte, Daka Second Line (Old Arena Meta): Similar to front line these are teams that are 'beatable' but require newer meta teams to defeat them or better modded old meta teams. You want 'complete' teams at a sufficient gear level that still have competitive mods. zMaul, GK, DN, Vader, zSavage zMaul, Shore, DN, Vader, zSavage Wedge, Biggs, Chirrut, Baze, zR2 zQGJ, zYoda, GK, JKA, Ayala Rex, Chirrut, Baze, Thrawn, DN HK, IG-88, IG-86, Chief Nebit, Jawa Engineer Third Line (Phoenix and Friends): This is really for teams that generally out-perform their GP. A well modded and leveled Phoenix, Ewoks, Droid, etc. team can fit here. By emphasizing a generic squad template it forces the enemy guild to spread out their attacks since no one account will be able to effiiciently dispose of so many (nearly) identical teams. Hera, Ezra, Kanan, Zeb, Chopper Hera, zSabine, Ezra, Kanan, Zeb Chirpa, Paploo, Logray, Wicket, Elder Chirpa, Teebo, Scout, Elder, Logray Back Line (GK and zBarriss): This is intended to stack up arena teams that were built on timeouts. Effectively by constantly regenerating health and/or protection and reviving toons these teams are difficult to defeat using multiple teams. In order to beat them the enemy needs to be able to bring a more powerful squad with specific abiilities. GK, zBarriss, R2, CLS, DN GK, zBarriss, CLS, Chirrut, Baze GK, zBarriss, R2, Thrawn, Aayla Thrawn, zVeers, DT, Shore, Storm zKrennic, zVeers, DT, Shore, Storm zVeers, DT, Shore, Storm, Snow zJyn, Chirrut, Baze, K2, Cassian CLS, Chirrut, Baze, R2, Thrawn Chirpa, zPaploo, zLogray, zWicket, Elder TW Attack Philosophy and Recommended Squads: Our attack philosophy is pretty normal. We focus out the top row first to open up the enemy ships and middle back row. Most guilds stack the top row so in the past we've also tried driving through the bottom row. Recently quite a few guild members received a 4th capital ship so we are still staying on the top row for now but if we continue to not completely destroy the enemy ships we might return back to the bottom row. As a member of DHO all you need to do is follow the yellow brick road (any priority targets are marked as yellow). If for some reason there are no priority targets you can always shift to what is available. Sometimes our leadership falls asleep at the wheel. While we do not track 'rogue' actions only attack in places we have marked off limits if that's your only option. Your defensive roster is set first in TW so when the timer hits go on the attack phase you'll only have a limited roster available to you. What you need to do to get the most out of what you have left is to bring up the list of enemy squads on the territory we are focused on. Scroll through and try to identify any squads that you are confident you can defeat. While you can use the power levels of the squads those usually do not accurately reflect the strength of a squad. The key things to look at are the gear levels, any zetas, and the speed of the toons you're facing. For example a 70k Maul led squad of Sith with a Shore/GK tank might be a real easy target. However if that squad's Maul is zeta'd and has a zSavage accompanied by a couple low level/geared Sith Assasin/DN/Dooku it might be a lot more difficult than a similarly powered non-zeta'd Maul/Savage team with slightly better geared squadmates. If you see a zCLS team there's a huge difference between one with 250 speed CLS and a 200 speed CLS even if they're at the same gear level. The former might rip apart a Resistance team with a 232 speed Poe while the latter will get run over. Also always take note of speed given to characters via a leader (QGJ, GMT, Asajj) or characters like Raid Han or Jawa Engineer who can dramatically affect the start of a team. The real goal of attacking is to win efficiently. You want to take out one squad with each of your squads. Leaving 'scraps' means someone else has to accurately judge what is left and beat it with a team that could have been used to take out a different team. Also fighting some toons like CLS, Boba Fett, zSavage, or zKylo and leaving them alone and alive by themselves is often a real problem as they are incredibly effective solo and cause people to bring underpowered teams that just refill their protection/health. Finally if you enter a match and you just simply underestimated your opponent and do almost no damage to them consider retreating from the battle (or force closing). If you retreat the enemy health/protection goes back to what they started with however you don't give them any TM. Granting a team TM will make it very difficult for the next guild member to attack them. For example if you leave a FO team with full TM and no health someone may come in with a Resistance team that would typically get to go first. Instead the FO team gets a Phasma AoE speed down and Kylo stuns their Poe and suddenly an easy win turns into a loss. Use your judgement on whether or not to retreat but a good rule of thumb is to not retreat if you've killed off one of their protection toons or removed protection from multiple toons and they don't have the ability to regenerate protection. Recommended Attack Squads: I'll add to this as we go along but there are a few specific squads that are very effective at attacking that are poor defensive squads. 1) zFinn Resistance (zFinn, RP, RT, Poe, BB8/Rey Scavenger) - this team you need to make sure that your Poe will go before the enemy. If that is the case than you will be able to TM lock the enemy and work through them without them getting a turn. Make sure that your Poe is fast enough and avoid teams with Raid Han who can stun your Poe and end your battle very quickly. 2) Phasma FO with zKylo - (Phasma, Kylo, FOO, FOST, FOTP) without zetas or with multiple zetas (5 zetas possible) this team is fine on offense or defense. With a zeta on just Kylo this team is significantly better on offense than it is on defense. That is due to the AI not using zKylo's special single attack Outrage which restores his protection and instead favoring his AoE. This team is particularly effective against teams that don't have stunners or daze toons (who counter the assists from Phasma lead). zKylo is best used against debuff teams that don't have stun/fracture. 3) Nightsisters - (Asajj, Talzin, Acolyte, Daka, Zombie or Talzin, Acolyte, Daka, Zombie, Asajj). This team is very effective against teams that do not have any AoE and teams that do not have any healers. That includes some meta teams like JTR, BB8, R2, Old Ben, GK as well as CLS, Raid Han, GK, Thrawn, and R2. It has a very specific counter (Imperial Troopers) that will defeat it even if there is a significant power gap so use of this on defense is OK but likely not the best use. In general when you go through your roster try to make sure you have enough leaders to get the most out of your toons. Leaders like Rex or Dooku who give boosts to everyone, even without synergies, are particularly good to have for building teams. Strong Counters to Hard Squads Nighsisters -> Imperial Troopers with zVeers CLS Meta (no AOE) -> Nightsiders, JTS, GK/zBarriss Resistance -> Rex (tenacity up), GK/zBarris, Raid Han teams zMaul -> R2, zFinn Resistamce Phoenix -> Bounty Hungers (primarily Boba), zVader Empire
  3. SlyGambit

    SWGOH: Tank Raid

    The nice folks at CG/EA have acknowledged that the T6 Tank Raid was way too hard, too long, and just too terrible. As such they have nerfed the raid reducing speed and HP by 20% as well as buffing Jedi a little and probably tweeking some other things. As such it is now much more enjoyable to play and rather than taking a month+ to complete a single raid we can now complete it in a few days. Here are some tips. While this will focus on the T6 raid there are notes that should help people who want to prepare for the T7 raid. In additon you can check out this guide that has damage values but is mostly focused on the T7 raid: http://lordskunk.com/index.php/2016/10/23/aat-tank-takedown-raid-strategy-guide-walkthrough-best-team-mods/ Phase 1: Mr. Grievous Strategy: Grievous, a B2, and two other battle droids will spawn. Kill B2 first and then focus damage on Grievous and if you have buff blocks/stun characters use those on the two battle droids. When B2 respawns kill him then continue. Grievous will apply taunt to other droids which is why you need buff immunity rather than just ability block to prevent their taunts. Grievous will also hit through foresight. T6 Squads: Droids and Rebels are the most effective here however any squad with good DPS, good speed, and stuns/blocks will work well here. T7 Squads: This is the phase where Jedi are at their most effective. The best comps include increased tenacity. Currently the highest damage (11%+) is being achieved by Aayla Zeta lead Jedi. The increased tenacity allows them to heal as Grievous applies his negative affects which allow them to last until his enrage.. Aayla, Ashoka, Anakin, QGJ, and Ima Gun is the best comp currently. If you have Aayla but not Zeta'd then Ima becomes a better lead however with either non-Zeta Aayla or Ima you will want Bariss (remove negative status effects) or Yoda (Tenacity up) to help extend the battle. Example results of a T6 P1 Jedi w/o Aayla, all toons with 5* mods but only Anakin with arena caliber mods and QGJ with potency mods: Phase 2: Da Tank Strategy: Phase two consists of a tank with 2 side guns and 1 main cannon. Your strategy here is simple but is very much related to TM and speed. You want toons that are fast enough to take out the two side cannons first and then the top, main cannon. If you are able to take all 3 cannons out without the tank itself firing you will get two buffs - one of which is a speed buff. With droids/JE the strategy should be have HK use his AoE whenever the main tank does not have speed down applied. If possible save JE's special TM boost until the tank has been toppled to maximize your damage however using it to bring down the cannons before the tank gets a turn will net a bigger gain than letting the tank fire and only receiving one buff. Use 88s AoE when the tank cannons are all up. Focus the side cannons first since they are faster then focus the top cannon last. Note that having a speed down character like Fives, Phasma, Jawa, Resistance Trooper can all help here. Ideally having speed down on the tank and getting the two buffs, including a 25% increase to your toons' speed, will maximize your damage. Saving Nebit for P3 and replacing him with Fives can be very effective here. T6 Squads: Droid/Jawa combo (HK/88/86/Nebit/JE) are an ideal squad here regardless of raid tier but any fast (180+ speed) toons or toons with significant TM gain are very effective. Rebels with a Wedge lead with a focus on damage dealers will be able to take down the guns quickly and Wedges lead provides continuous health. Jedi are also effective typically with a QGJ speed lead or possibly a Ashoka TM boost/dodge or even Old Ben lead. If possible characters that can slow the tank are also helpful so Phasma, Fives, etc. work well. Jawa can also work reasonably well although because they lack effective damage dealing they are b;etter split with droids than as a Jawa group. T7 Squads: Droids are clearly the choice here. Mod for crit chance/crit damage and speed. If you have Palpatine use Nebit as your 5th (HK/88/86/JE/Nebit) however if you do not have Nebit consider using B2, Phasma, etc. as a 5th to save Nebit for P3. Example of a T6 droid comp with 5* mods slightly worse than arena caliber (204 speed JE): Phase 3: Rocket Man Droid Strategy: The general strategy here is to stun/block the support droids and focus damage and TMR on the main rocket droid. Emperor Palpatine, Jawa, Datcha, and Ugnaught all have AoE stuns and excel here. The rocket droid will grant a special buff to a droid (green triangle) who you should prioritize as a target as they will be able to one shot your characters if allowed to fire. Chirpa/Palpatine Strategy: There is a specific squad that can produce significant damage in this phase. The squad is ideally Chirpa lead, Palpatine, StHan, Sun Fac, and Royal Guard. The strategy here is to have Palpatine shock all of the battle droids. Once he shocks them all he will have 100% TM gain on every attack which will cause the droids and large cannon in the back from being able to fire. Only the main rocket droid will attack which is why you need multiple tanks to protect Palpatine until the rocket droid is enraged. Sun Fac can be replaced by other tanks that have 2+ turn taunts (Chewbacca can work with 1 turn but not reliably so best to Omega his taunt). With the HP reduction at T6 Palpatine can one-shot-crit-kill any droid so its actually easier to get to the 'infinite' attack phase in T7 than T6. Note that Chirpa is a liability in this battle. In a T7 battle you can use his assist call on a battle droid in the hope of getting Palpatine called (some people will restart this battle until that happens to maximize damage). In a T6 you should never use any of his specials and should just attack the main droid. His special that provides counter attacks will end up killing a shocked droid if they AoE or target Chirpa. That is not good. Ideally he dies early since his only contribution is as leader and his minimal damage to the boss provides more TM than damage. Managing the taunts: Taunt first with Han. In a T7 you need a speed of 223 to be able to have Han move before the droids. In T6 it is closer to 200. Save your other taunts. You want Han to be the focus and he gives TM to the other taunters/Palpatine. At some point when Han is closer to death you want to taunt with your 3rd taunter (SUn Face/Chewy/etc) who you want taunting when Han dies. Once Han dies they will no longer get TM so they won't be able to protect our benevolant Emperor (RG will kick in automatically). T6 Squads: Again droids and Rebels can shine here due to good AoE damage and excellent DPS. Jedi can also be useful here as well as most other synergy squads. Jawa are at their most effective as a group here in the entire raid although if you have droids then JE should fight with them while someone like Ugnaught or Phasma can work with the other 4 Jawa. Ewoks can also have some impact here if you have Ewoks but do not have the Emperor. T7 Squads: Chirpatine (Chirpa(L), Palpatine, Sun Fac, STHan, Royal Guard) is the best squad for this as STHan is replaceable on a rebel squad and the rest are not generally useful in the rest of the raid. Alternatively using Jawa is effective here to get 2%+ in P3 with a Dathcha (L), Nebit, Jawa, and Scavenger and including another tank or Ugnaught to provide a near continuous AoE stun on the droids. P3 Examples: Phase 4: Da Tank (now with Da Plane!) Strategy: There are two strategies in P4. The simplest strategy is a No Topple strategy. The goal here is to knock out the two B2 guards, knock out the top main cannon, and knock out one side cannon. Do NOT topple the tank by taking out the third gun. After you have gotten rid of two of the three cannons simply attack the main tank with single-DPS characters. Ideally those characters continously heal as they attack. During the strategy you will never see Da Plane and you will just need to kill the guns as the respawn (the B2s will never respawn). This strategy works well with droids and with Wedge led Rebels. Note that when the tank is near enraging or your toons are nearly dead you can knock out the final gun and get an extra round or two of damage in. Alternative Strategy: The more complicated strategy is to knock the tank down repeatedly. This allows for more damage in theory if your toons are fast enough. However after the tank is topple you will get your shots in and when he rises back up Da Plane will make its appearance. This tactical bomber will strafe your forces and will kill anyone who does NOT have an active buff. This means that in order to live through a toppling you have to have everyone buffed. Characters with squad buffs that apply on basic attacks including Leia are useful but not dependeable. Toons with squad buffs that last multiple turns like Akbar's tactical genius are more reliable but require management. Continuous buffs like Boba Fetts or Ashoka (when JKA is present) do work as well as taunts. T6 Squads: Rebels are perfect here at maximizing the damage in either strategy. Droids are very effective with the first strategy but are dificult to reliably buff on the alternative strategy. Jedi can work with the second strategy with some toons like Luminara who can apply a multi-turn heal buff. T7 Squads: Rebels should be used here. If STHan has been utilized in P3 then Wedge/Biggs/Akbar/Lando/Leia can work here with the alternative strategy or any DPS toon in palce of Leia for the main strategy. Example:
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