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'I think it is time we demonstrated the full power of this station. Set your course for Alderaan' Willhuff Tarkin This is the best I could do. My source was his appearance in the original Star Wars trilogy. Hello there, Imperial gaming is now looking for applicants to fill the role of Grand Moff Tarkin Applicants are required to have previous commander experience and must hold a current clearance level of 3+ to apply. Keep in mind that the roles require mature active users who are decent at roleplay. Grand Moff Wilhuff Tarkin. One of the most powerful individuals in the Galactic Empire, Grand Moff Wilhuff Tarkin dramatically shaped the Imperial doctrine and was the driving force behind the. Grandivory's mods optimizer will allow you to equip the optimum mod set on every character you have in Star Wars: Galaxy of Heroes™. It will fetch your mods and characters, and find the best set to equip for each character in a list you provide.

Steam Workshop: Garry's Mod. An ambitious, ruthless proponent of military power, Wilhuff Tarkin became a favorite of Supreme Chancellor Palpatine and rose rapidly through the Imperial ranks. If you enjoyed this model, press t. Words can not describe the joy I now feel after finally being able to put Grand Moff Tarkin on my Star Wars shelf. Some may say he was just an old guy barking orders while others, like myself, feel he was the main villain in A New Hope. And we’re right, smiling face emoji. But Tarkin doesn’t.

. Hanging on to those starting characters for too longEveryone has done it whether it be Talia for her rare dark side heal, or Chewie for his ever loving tankiness.

Everyone has spent too many resources early in the game hanging on to those characters. Not too long after you start, there are much more viable options for damage than Luke, and much better tanks than Chewie. Do not fall into the mistake of wasting too much time, gear or energy on these guys. Putting off ships far too longIf you do not already know about Zetas, you should learn about them ASAP.

They are an essential part of the late game content, yet most people wait far too long to start working on ships. Fallout 4 wiki. To merely attempt the zeta challenge you need five 4.

dark side ships to get Tarkin's capital ship to 5. as well as three additional 5. ships, for a total of eight 5. ships. Let that sink in. If you do not get started on these early on, you will lose valuable time building up for the zeta challenge.

Why do you not have mods?A mistake many players fall into whether they are Whales, Dolphins, or F2P Guppies is waiting until the last minute to get mods. Most people realize early on how essential it is to 7. those characters. They use all of their cantina energy on getting 15, 20, or 30 characters to 7., yet they have absolutely horrible mods. They start to fall in arena rank and they see less and less damage in raids and they wonder why.

Spoiler alert- IT'S BECAUSE OF YOUR MODS!!! Those who wait too long to at least farm mods for their arena and raid teams see a huge drop off of free resources like those much needed crystals. With that being said, you should at least use one refresh a day trying to improve your mods. You will need them.

The Level GapThis one is geared more to spenders, but F2P players can learn something from it also. Do not let your level gap on your shard get out of hand. You can spend all the money you want, but if you're not spending it wisely, you will not progress efficiently. This makes it necessary to spend more and more money to keep up. The most efficient way to spend your money in almost any situation is on Cantina and regular energy refreshes.

Grand Moff Tarkin Mods download for windows 8.1 64bit last version (1)

Not only do you get much needed gear and character shards, but you also level up quickly. Being the highest level in your shard means that you'll unlock better charcters in the cantina quicker, you will get to galactic war quicker, you will unlock ships and get ship currency quicker, and you will get zetas quicker. All of these events are GAME CHANGING. For those who have zetas, think about how that changed your game.for those of you who can farm countless characters out of GW and fleet shipments, you know what that does for your character's selection. The snowball effect of being one of the first people to unlock this content is overwhelming over time.

Try to keep that level gap close or be first. You wait too long to get into a good AllianceNow this one might seem like a huge leap but there are many great alliances out there who will take new promising players and make them great players. The wealth of knowledge you can get from a community of people is invaluable. I can not stress how much joining a great alliance myself made me a better player.

It teaches you which characters to focus on, where to put your focus, and saves you time and money!!! Not only do they do that, but with content like raids, you better believe being in a strong active guild yields many great rewards. For those of you who do not know, there are pieces of gear called Raid Gear which essentially forces you to raid to obtain it.

If you're not in a guild that can clear this content quickly and easily, you will quickly fall behind. Not only that, but one of the best characters in the game. Okay, arguably one of the better characters of the game- General Kenobi- is stuck behind the massive content wall which is the Heroic AAT raid. Trust me when I tell you that you will need an extremely good alliance to clear this content.Avoiding these 5 mistakes will allow you to not only grow quicker, but also to become a force in late game content. With that said, everyone remember to play Like A Champ today.Hits: 5467.

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As a fan of the movies and the franchise, when I started playing Star Wars: Galaxy of Heroes, I immediately got started on my Empire team. I wanted to have every type of Stormtrooper with Darth Vader leading them into battle crushing Rebels under our feet.

Well, it's not quite that easy when you play the game, but you still have good reasons to go for Empire toons. Empire toons love to crush Rebels - This goes both ways as you'll know if you've run into Wedge and Biggs, but the positive is that Empire toons typically get bonuses against Rebels. That's doubly important since the number of Rebel toons has ballooned with the addition of characters from Rogue One. Darth Vader - It's not a coincidence that the reward for achievements in the game often includes a couple Darth Vader shares.

Everybody wants him: he's the pivotal character for the Star Wars franchise and an overall bad mofo. And if used properly, he's sweet in this game too. Emperor Palpatine - Siths roll in twos, and when you think of Darth Vader you have to include the powerful Emperor. Not only is the Emperor a strong Empire leader, but he also has Sith synergies so you have a de facto leader of two teams. That's important since you only have so many resources to harvest toons.But there's more to it then these 3 bullet points, so let's jump right in.

Where else should you start? Let's talk about the best leaders for your Empire toons. Emperor Palpatine - I know, he's an obvious choice. He boosts max health and potency for Empire toons while reducing potency and evasion for Rebels and Jedis. Additionally, Empire and Sith allies that inflict debuffs get either turn meter or max health. And that doesn't even include Palpatine's skills which turn him into a wrecking ball against Jedi or Rebel squads. Did I mention that his leadership covers both Sith and Empire?.

Darth Vader - Like Palpatine, Darth Vader makes a sweet leader for Empire and Sith toons. Allies get 30% offense boost and a chance to remove turn meter (which is better than you'd think since most Empire and Sith have AoE attacks). If you manage to Zeta Darth Vader's leadership skill, then he clearly gets bumped to #1 on this list. Bleach vs naruto 3.2. Grand Moff Tarkin - The Admiral is like the uglier cousin of Darth Vader, but he absolutely should be on your Empire leader list given how difficult it is to get Palp and Vader.

Tarkin grants speed boosts to all your Empire toons, which can be huge given how slow they tend to be. Which begs the question - why on earth is everyone except for Tie Fighter Pilot running through molasses?After these 3 leaders, there aren't a lot of compelling options aside from your regular Phasma, Boba Fett, etc. Which means that you're going to need Tarkin while you wait to get the other 2 top leaders. Let me count the ways to build out an Empire team, there are so many! Surprising as it may be, you've got a dearth of leaders and a number of mediocre Empire options. Here are the 5 you'll want.

Emperor Palpatine - Palpatine will be your default leader until Vader is Zeta'd (that's going to either take 14-16 months of gameplay or a good amount of money). His leadership bonuses will make the rest of the team considerably stronger, and his combination of stuns and turn meter gains make him a worthy leader. Plus, having Palp at the helm automatically makes other Jedi and Rebel teams reconsider fighting you.

Darth Vader - Having Palp ahead of him means that Vader's AoE will grant him 100% turn meter 99% of the time. Which means that you can then whip out the culling blade and decapitate some poor toon. That's basically all there is to Vader. You AoE, culling blade, then keep him alive until you AoE and culling blade again.

The good news is that his high health and defense give you a better chance to stick around and do more damage. Tie Fighter Pilot - I know, TFP is a pain to farm but he's worth it. Not only is he fastest Empire toon but he also does a lot of damage! And he's a nasty opponent when you face him in the Fleet Arena too. Think of TFP as a fast Wedge without the Biggs synergy - pretty sweet, right?.

Shoretrooper - Now that you can get Shoretrooper shards in the Cantina and in Shipments, you absolutely should invest in getting him. He's the tank that makes the Empire team work because he starts the battle with Taunt, and he can prevent critical hits on the dainty Emperor. His healing skill is a nice touch too. Truth be told, I loath Shoretrooper since his inclusion means the battle is going to be long and hard.

Grand Moff Tarkin - I go back and forth on this 5th spot, but as a fan of the movies, I have to have Tarkin in my Empire starting lineup. His scowl earned him the place, but he's also decent, and he loves to fight Rebels. Under Palp, he is a turn meter machine and you'll be able to inflict debuffs and do moderate damage all day long. Bonus points for being a good leader in the Fleet Arena.Some other tasty options:. Biggs Darklighter - Biggs hates the Empire and gets turn meter anytime he's hurt by an Empire toon including Palp. So when Palp uses Let the Hate Flow, Biggs is up next. The only problem is that if you make room for Biggs on the team, you also need to make a roster spot for Wedge.

Wedge Antilles - See above - he's Biggs's bestie. Anakin - It's poetic justice to have Palp leading Anakin and Darth Vader since that is the sad truth about the Star Wars saga. Getting back to the game itself, Anakin is a semi-tank since he springs to action when an ally is severely injured or killed. Between Palpatine's lack of health and the need for a tank or two on the team, you'll have multiple chances to lash out with bonus damage. Royal Guard - Okay, I should have added RG to the starting five instead of Tarkin.

Palpatine's private guard is a super tank, and when you put him next to Shoretrooper, your team becomes a royal pain in the backside. Director Krennic - Now that we're seeing what Krennic can actually do, it looks like he's going to be a wicked Empire toon.

Plus if you put him next to Tarkin, they'll bicker all day long on the sidelines. Death Troopers - So far they look awesome! But I've only gotten to play them for 3 battles so we'll update this guide as needed. Life isn't all roses when you're in the Empire, because some teams are just built to wipe you out. Rebels led by Wedge - You know the team: Wedge, Biggs, Lando, etc. Wedge is the official Empire-crusher and Biggs isn't far behind.

Put them together and they'll very quickly wipe out your top toon. Add Lando to the mix and it's only a matter of turns before you're out of luck. Bounty Hunters - You rarely run into them, but a bounty hunter team led by Boba Fett spells trouble for the Empire. Not only will they get the speed boost and critical damage boost from Boba, but they also won't be fazed by the leadership effects from Palpatine.At least this is a short list. A couple notes on Palpatine and Vader, and how to get their shards in the game.So far, Palpatine has only been available through the Extremely Rare event which you needed to complete with a Rebel squad.

Grand Moff Tarkin Mods download for windows 8.1 64bit last version (2)

It's happened twice so you can expect it to run once every six months (May or June would probably be the next chance). So get your Rebel team ready and make sure you have five toons at 7.Darth Vader is easier now that you can buy shards in Fleet Shipments. Even with that being the case, it'll still take a good 8 months to get the other shards you'll need from Achievements and the Shard Shop.At least they're both worth it. For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam.

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Brought to you by and Written by Mageduckeyof.comThe Ships Updatewas released on Monday November21 st, 2016. This was the largest game update yetby EA/CG for SWGOH and comes exactly one month after their update. This update adds almost another game within the game to Galaxy of Heroes with the addition of over 20 available ships to level and power up, daily challenges, a new ships arena and more! Mageduckey and TeamSkunk is providing this guide to the sw:goh community as a guidebookfor info, tips and strategies for all things ship related. Again, this a very big change to the game, and many players can become overwhelmed with all the new additions.This guide WILL change as the TeamSkunk community progresses further into the new content, so I would recommend checking back often for updates. Also feel free to share this guide with your friends and guildmates.

Contents.Description A variant of the versatile, the Phoenix Class is also science-oriented.Performance TBDAbilities NameDescriptionSends out teams to repair friendly vessels in a radius around the ship.Increases the antimatter regeneration rate and reduces ability cooldownExtends the shield grid around a group of vessels sharing all taken damage.Fires a torpedo at the enemies antimatter storage, detonating it and disabling abilities for a short timeGallery.

There is a share feature at the bottom of this page.We also look at the best ships, team comps and synergyoptions. Hero, ships and will be most effective at max level obviously, so if you have an alternate of similar type, use that instead.If you are interested in joining a TeamSkunk Guild check out as we have various guilds of all play levels and types.Join the discussion on the LordSkunk.comforums, with several SWGOH specific forums as well as questions and answers section for SWGOH. Visit the forums.Want to connect with otherSWGOH players just like you? Join the Discord server to meet and chat with thousands of players from all over the world to discuss strategy, characters, team comps and more. Connect.Tune into the Star Wars: Galaxy of Heroes Live Show every Friday at 8:30 PM Eastern (7:30 Central and 5:30 PM Pacific) for your weekly dose of SWGOH news, updates, characters reviews, raid strategies, guides, Top 10’s and more.You can viewthe Live Shows on the following Streaming sites:.Enjoy our Live Shows and other content? Consider supporting us for only $1 a month on Patreon!

Details.Before you BeginParts of this have been put into aThis document will contain:– Ship Acquisition Timer – find out how long it will take you to get your desired fleet at the desired level/rarity– A chart of all ships at max stats including pilot contributions (which does not yet have) in which you can sort by speed, health, type, faction, etc. Info courtesy of SkyKrak– Location for each ship– Target Lock Chart – simply a reference guide for theorycrafting of what ships create target locks and what ships use themPlease go to File-Make a Copy so you can sort the stats page and use your own info on the Acquisition Timer to track your progress.Pilot ContributionsPilots are the primary contributor to your ship’s stats. Everything about them matters – gear, stars, level, mods (to a minor extent), and even ability levels. Some aspects are more beneficial than others, and the higher you go in any one area the bigger the difference (going from 6 to 7 stars has roughly the same impact as going from 2 to 6 stars). They were also added to the tool (under Pilot Rating).Something of note that many seem to miss: Mods do NOT affect ships the same way they affect characters. Only the tier and level of the mod matters; primaries, secondaries, and set bonuses do not.Watch out: crew power!= crew rating.

Crew rating, which is what the game uses to find your stats, is hidden and based off the 5 character aspects. Crew power is essentially a rough reverse-engineer after calculating what the ship’s stats would be without the pilot. It’s weird, somewhat convoluted, but it is what it is. Don’t be misled.Ship RequirementsThere are certain ship requirements to enter various challenge tiers for ships. After reaching the designated level, you will also need the following ships at the designated rarity and of the designated alignment (where applicable). Target LocksThis new debuff is central to ships. Only 3 out of 20 ships are not augmented in some way by target locks, and the 3 that don’t use it generate it.

Target locks should be kept in mind when building a fleet. The chart showing who creates a target lock, who uses a target lock, on which ability, and any applicable cooldowns can also be found onthe.

ReinforcementsReinforcements are a fun and potentially very strategic feature in ship battles. They are similar to a sidebar in CCG/TCG tournaments, where you can substitute in a select few cards that will work better against your opponent’s deck. Since you get to see your opponent’s starting ships, you already know what you want to bring, but you can’t know exactly how the fight will turn out. So, reinforcements let you pull in a single ship at a time when you lose one of your current ships, and this enables you to adapt to the circ*mstances. However, you probably don’t want to just stick 4 random ships there, even if they’re the next best four to your starting fleet. Reinforcements enter battle with 100% turn meter, taking a turn right away, but at the expense of your capital ship’s action. As such, reinforcements should be brought in intentionally, not necessarily immediately after a ship dies (though that’s usually when you would call in another ship).

Additionally, not all ships were created equally with regards to reinforcements. Some benefit a lot more than others from activating immediately without the enemy having a chance to shoot down or inhibit their options. Remember, ships waiting in reinforcement don’t count as part of your fleet and don’t have to be destroyed in order for the enemy to win.Here is a brief list of a few ships that can work well as a reinforcement; some even work better here than in the starting group. Make sure you are selecting your reinforcements carefully and with a purpose. They have the ability to change the tide of battle.

Scimitar: Maul’s ship is slow and pretty squishy. But his group stealth ability (target ally gains protection up and retribution, all other allies gain stealth.

Additionally, Maul grants stealthed allies up to +32.5% offense. If Maul were in your starting fleet, the enemy might kill him before he could hide (unless you had a fast ship that providing a tanking option). If you stick him in reinforcements, though, he is guaranteed to get at least one turn in order to do his one simple job.

Biggs Darklighter’s X-Wing: Many people prefer to use Biggs in their starting fleet, relying on other ships to land target locks to activate his taunt. However, if Biggs is under an Ackbar lead, he gains advantage for 1 turn; his basic places a target lock on a critical hit, enabling you to immediately set up a taunt (provided the enemy doesn’t resist it). Sun Fac: This Geonosian taunts at the start of each buffed enemy’s turn, then stops taunting at the end of it. If your opponent sees Sun Fac, they will likely avoid buffing themselves until they’ve cleared your damage dealers, at which point Sun Fac has failed his job.

But he’s a marvelous tank because he gets +40% defense while taunting and is a direct counter to dispellers like Ahsoka and Fives. While this is more applicable to defense, holding rank in fleet arena is important. Bringing in Sun Fac later in the battle after the enemy has a few buffs will ensure he does his job.

Poe: Poe’s special is a guaranteed critical if the enemy doesn’t have protection. Unless they’re running TIE Fighter, everyone starts the fight with protection. Since Poe is the fastest ship in the game right now (at max), he will go first and not get much use out of his special (forcing you to use his basic, losing alpha damage).

You can use his self-buff ability first round, then hope you strip protection off in time to get the guaranteed crit, but if he’s a reinforcement he’ll be almost guaranteed to get to use his ability on someone without protection due to going immediately. Additionally, the AI always uses his special at the start of combat, wasting its potential. If it’s in reinforcements, there’s a chance the AI will call it in and use the special on someone later in the fight who doesn’t have protection.Ship Acquisition TimerPart of the tool above is a Ship Acquisition Timer, which will tell you how long it will take you to get your desired fleet. It was made with the mindset of rushing to zeta ability mats in challenges as quickly as possible, but I’ve found it to also be a helpful tool in evaluating priorities because I can see the impact on my end goal completion date when I add another ship or increase a ship’s target rarity.Ship StatsThe tool linked above has this, so you can sort through different stats to make various comparisons, but since turn-based combat favors speed, here is a screenshot of all ships at max stats sorted by speed. The values under “Basic”, “Special”, and “Crew” are the damage values at max ability level, since flat physical/special damage values with no ability modifiers are somewhat meaningless.

Potency and Tenacity are missing because we haven’t found the values in the game files yet.Threat AssessmentThere are lots of ships that could make this list, and most battles should be approached with flexibility in mind. The enemy you were working on might be called to assist and get bonus protection (JC/Ackbar).

In these cases, it is often a good idea to switch to other important targets who won’t be wasting your damage on a temporary buff. Or, if you see the enemy has Biggs and multiple enemies that can apply target lock, it’s a good bet Biggs will end up taunting at some point in the opening round. So although they have an Ahsoka or a Falcon, you might be better off shooting up Biggs right from the start to shorten the amount of time he stands between you and your desired taregts.

This list is just a general guideline of common threats to most fleets. “User discretion is advised.”. Ahsoka Tano’s Jedi Starfighter: Ahsoka has decent damage, the ability to gain and spread Evasion Up, and a dispel. If you run a tank other than Sun Fac, Ahsoka is a primary target unless you can reset the taunt (multiple target lock creaters for Biggs, Plo+Mace). Keeping track of her dispel’s cooldown might be helpful so you don’t bring in reinforcements shortly after she uses it, thereby refreshing it and giving her extra use of it. Jedi Consular’s Starfighter: JC’s basic doesn’t do much damage, but every 4 turns he does a significant amount of damage when he calls in an ally to assist.

He also grants a decent amount of protection up (40%) and protection recovery (65-90%). The longer you leave him in the battle the more health recovery and bonus damage he is able to apply. Millenium Falcon (Ep VII): This ship, while somewhat uncommon due to the high paywall it sits behind, is a major threat. It has an AOE and a basic that can hit multiple times, stacking offense bonuses, and the ability to get up to 3 bonus turns. Once the Falcon gains 3 stacks of thrust reversal, make sure you damage it at least 3 times before its next turn.

However, since it gains 3% offense and inflicts target lock whenever it is attacked (if it’s buffed), using hard-hitting abilities is preferred. Plo Koon’s Jedi Starfighter: If you’re facing a Mace fleet, Plo should be one of your first targets. His targetable taunt is on a 3 turn cooldown, lasts for 2 turns, and works well in tandem with Mace’s taunt. Since Mace’s taunt can’t be removed, eliminating Plo helps to mitigate some of the tankiness that comes from having to burn through 2 targets that keep getting healed.

Poe Dameron’s X-Wing: Poe is the fastest ship in the game (barring turn meter gains on the FO TIE Fighter and Empire ships with Vader present), and his special does massive damage if it hits someone without protection. Granted, the AI always uses this ability first when you’re guaranteed to still have protection (hello there, TIE Fighter), but letting it come off cooldown later in the match can be devastating. If the enemy has this as a reinforcement, hope it doesn’t target your naked ships. Scimitar: A great ship to have in reinforcements because then it is guaranteed to use its group stealth ability. But, it’s one of the slowest ships in the game.

If your opponent uses it in their starting fleet, killing it before it stealths 4 guys, sets up retribution, and gives a solid offense bonus is important. Slave 1: Boba’s Seismic Charge does true damage (ignores armor and protection) of over 40% of the target’s health (at max). There are very few ways to heal “hull damage”, so this ability is even more significant. Additionally, he has an AOE that can hit everyone who is target locked, giving him overall high damage output. However, he is in the slower half of the ships currently available, so you have a chance of killing him before he makes you regret not eliminating him sooner. TIE Advanced x1: Vader is a beast.

While he doesn’t sport the highest damage as an attacker, permanent unavoidable irresistible target locks are very problematic. But, once he dies, the target locks don’t get renewed. If the enemy has built a fleet around him, he is public enemy number 1. Umbaran Starfighter: One of the few tanks that has surprisingly great damage output. If you have to choose between him and another tank to focus first, try to take him down.

Placing irresistable target locks is also annoying, especially if the enemy has ships that can really benefit from it (fellow Clone Sergeant, for instance).What Ships Should You Get?Ships take a while to farm, and since they are the only way to get the all-important zeta mats for regular battles, having a plan of where you want to go is a good idea before you start buying shipments for lots of different ships. If you don’t pay for a bunch of data cards, you need to be focused so you don’t fall behind from being too spread out. Below are some ships that work well as “solo acts” (decent regardless of fleet build or synergy) and a few basic synergies to help you get started on planning your dream team. Solo ShipsAnother great benefit of going for some of these characters is that they also perform well in other areas of the game.

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This helps you progress in arena/raid/galactic war while you strengthen your fleet. Lastly, all but Slave 1 and Poe’s X-Wing are available in both Galactic War shipments and Fleet shipments, speeding up the process of promoting them considerably. Ahsoka Tano’s Jedi Starfighter: Solid damage, a dispel to help get around tanks, and the ability to obtain and share Evasion Up. Since all ships other than the TIE Fighter have 2% evasion, this can greatly assist in survivability. Geonosian Soldier’s Starfighter: Just like his character form, this attacker doesn’t sacrifice health for his high damage output. He has a strong assist that generates sustain if under an Ackbar lead, the ability to attack out of turn for more bonus damage and tankiness, and turn meter reduction on his basic.

A great all-around solo player, perhaps best suited for reinforcement once your starting fleet takes on more cohesive synergy. Jedi Consular’s Starfighter: Although his basic is somewhat weak, he has an assist that lets you choose who assists. This can either be used on a tank under an Ackbar lead for the bonus protection (up to 90% protection up when maxed if used on a rebel ship) or on your prized attacker for maximum damage output. It can also be used with someone like Sun Fac or Wedge for their “attack out of turn” bonus. He also has a heal to keep people alive longer. Poe Dameron’s X-Wing: Fastest ship in the game, guaranteed crit for almost 600% of his physical damage value (after crit damage is applied at max ability level).

He can give himself Offense Up and Foresight to boost his damage and survivability. No synergies on his own abilities means he isn’t hampered by shacking up with any faction. Slave 1: Multi-attack basic that can generate target locks for others. True damage (ignores armor and protection) AOE for over 40% of everyone’s health (not protection), great as a finisher on someone who keeps having their protection recovered/boosted after losing health. He also does a good deal of damage with his other AOE if you have a fleet that produces target locks consistently. Sun Fac’s Geonosian Starfighter: A great tank to keep in reinforcement, especially for defense. The ability to auto-taunt on every enemy that is buffed can be a nasty surprise to spring on an enemy trying to take your arena ranking.

He’s a great counter to Ahsoka (who is very common thanks to her dispel countering Biggs and other tanks), and he gains up to 40% defense bonus when taunting. That puts his physical damage reduction over 60% and his special damage reduction over 47%.SynergiesAckbar’s Assistance: Ackbar gives any ally that assists 25% protection up (doubled for Rebel allies). Building a fleet around assists lends bonus damage (extra attacks) and survivability (extra protection).

Ships with assists include:. Jedi Consular’s Starfighter: Great because you can select who assists as a form of healing while still getting in damage. Geonosian Soldier’s Starfighter: Chance to automatically assist anyone, including your fleet commander. Soldier can even fire twice in one turn if he’s selected randomly to assist either of Ackbar’s attacks. He also calls a random ally to assist. Wedge Antilles’s X-Wing: While Wedge himself doesn’t have an assist, he gains 25% turn meter whenever he does assist.

That tends to add up over the course of a battle with assists from multiple sources. Biggs Darklighter’s X-Wing: As if this duo needed more screen time, Biggs can call an assist on his special if the target is target locked. Sun Fac’s Geonosian Starfighter: Sun Fac creates target locks when he assists, which can be a useful means of triggering Biggs.Mace Windu’s Republic: Straight out of the box, there is a full fleet synergy ready to go. Mace’s bonus of 18% offense when under 100% health is doubled for Republic, but the reason they really shine is the double targetable taunt combined with multiple heals and all 3 clones being tanks.

Common starting ships:. Plo Koon’s Jedi Starfighter: The source of the second taunt as well as a heal and turn meter gain. A wonderful kit bundled up in a single ship. Umbaran Starfighter: Although Fives gives 25% turn meter when he attacks, he’s a stalwart tank with relatively strong damage output.

Plus, his irresistible target lock is a nice bonus. Oh, and dispelling on his basic is handy. Rex’s ARC-170: While not as tanky as Fives, Rex provides turn meter gain, healing, and target locks. He is the alternate target for a taunt when Fives gets hurt badly. His turn meter gain (50% to him and target ally) sports a hearty heal and can be used every other turn in a full Republic fleet.

Ahsoka Tano’s Jedi Starfighter: Primary method of dispelling currently in the game. She hits esecially hard on her dispel attack. Only real counter to her is Sun Fac due to his auto-taunt.

Jedi Consular’s Starfighter: Targetable assist, even more healing, and a Jedi to benefit from Plo Koon’s heal over time.Tarkin’s TIEs: Not only does Tarkin sport a wonderful collection of both business and casual ties for anywhere the Death Star travels, but the three TIE fighters currently in the game work beautifully on him as well. However, if not all three TIEs are present (chiefly, if Vader is absent), you will miss out on a great deal of potential damage. It might not be worth using (late game) without him. Basic setup would include:. TIE Advanced x1: Vader provides permanent, unavoidable, irresistable target locks. In a game where those are used frequently, this alone makes him worthy of sitting in most fleets. As a bonus, he passively grants turn meter to Empire allies.

All those target locks are debuffs that Tarkin uses to boost the fleet. First Order TIE Fighter: While not an Empire ship (there are only right now unfortunately), FOTP is the 3rd fastest ship in the game. Additionally, he gains 16.5% turn meter whenever a target locked enemy is damaged by an attack (so with Vader, almost every single attack). Lastly, his special attack, which is the 2nd hardest hitting attack in the game (ignoring Boba’s true damage AOE), has no cooldown when he attacks a target locked enemy. Super fast, really high damage, all made possible by Vader’s sexiness.

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Imperial TIE Fighter: While not quite as powerful as his First Order compatriot, TFP still hits fairly decently. With the 2nd highest speed in the game boosted by Vader’s turn meter, he does considerable. Biggs Darklighter’s X-Wing: If Vader’s pumping out target locks, might as well use the tank that benefits from them.

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Steady protection regeneration, since all three TIEs generate target locks on their basic, and constant taunting. Plus his crew ability calls an assist whenever he attacks a target locked enemy.Works CitedThis document was created by Mageduckey.

Tie Fighter Pilot Mods

A special thanks to SkyKrak, for sending 4-5 screenshots for each ship to help with nailing down max stats (some 100 pictures). Darth420 for being a good sounding board. Christifori for info on the challenges. Ender for grabbing all the pilot locations for me so I didn’t have to.Additional Resources: VideosIn this Star Wars: Galaxy of Heroes segment taken from a pastLive Show we will cover the top ship synergies. We look at the best ships to pair together.In this Star Wars: Galaxy of Heroes segment taken from a pastLive Show we will cover the top ships to farm early game. We look at both normal ships as well as Capital ships., from TeamSkunk, brings us an in-depth, exclusive, Beginners Guide to Ships for Star Wars: Galaxy of Heroes.

He looks at the SWGOH challenges, store, shipments, battles, Fleet Commands, Crew (Pilots) and their ships. Where to get blueprints, ship building materials, data cards and more.Ship abilities, damage, bonuses, buffs, debuffs and synergies.

Zeta Materials, rumor of Darth Maul rework, Ship Arena Battles, Millennium Falcon, Slave-1 and more. All the ship info you need to succeed!If you missed the Ships Unveiling and Gameplay post check it out.

Grand Moff Tarkin Mods download for windows 8.1 64bit last version (2024)


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