Force Arena Basic to Advanced Strategy Guide, Walkthrough, Deck/Card Info and PvP Attack Plan
Star Wars: Force Arena
Brought to you by LordSkunk.com and TeamSkunk.com
The mobile app Star Wars: Force Arena was released worldwide in December, 2016. This is the first Star Wars game released by mobile game developer Netmarble. This game is a “moba” style, player vs. player (PvP), arena combat game with card collection and deck building. In the Arena you can choose from both both 1 vs. 1 and 2 vs. 2 modes. The battles will require you to coordinate and strategize to attain successful matches as well as attaining the best rewards, credits and most importantly additional cards!
TeamSkunk is providing this guide to the sw:fa community as a guidebook for successful play in Force Arena. This can be a very difficult game to progress up the Tier Rankings and Leaderboard if you are not using the proper strategy, decks, cards and placement.
This guide WILL change as the TeamSkunk community continues to progress and the game continues to change and update, so I would recommend bookmarking this page and checking back often for additional content. Also feel free to share this guide with your friends and guildmates. There is a share feature at the bottom of this page for all the most popular social media sites.
We also provide you with the best Legendary Leader Character rankings list here, as well as the best Unique card rankings list here. Hero, unique and other cards will be most effective at their highest possible level obviously, so if you have an alternate of similar type, use that instead.
If you are interested in joining a TeamSkunk Guild, the largest guild community in THE WORLD, check out www.TeamSkunk.com as we have various guilds of all play levels and types.
Want to connect with other SWFA players just like you? Join the TeamSkunk Force Arena Discord server to meet and chat with thousands of players from all over the world to discuss strategy, characters, deck comps and more. Connect now.
Force Arena Guide, Tutorials, Deck, Card and PvP Strategy
Guide by : BigJenks and Cyberghost113 (Valodin) from TeamSkunk
OVERVIEW & PURPOSE
We have put together these tutorials to help newer players understand the game mechanics, and to ensure efficient play and progress. This may also help more advanced players refine their skills. We have divided this tutorial into 2 sections : “Basic” which is targeted at newer players and covers strategies and concepts to start your climb to the top of the leaderboard, And “Advanced” which covers concepts which are much more difficult to master and utilize efficiently.
This collection of information is based purely on our own experiences. We will continue to update it, where and when it is applicable.
Deck Building Template – 1.0 –
This will cover an ideal deck setup. Any deck set up should consist of at least 1 card of every purpose. For simplicity there’s 4 main purposes:
- Single Target Damage
- Area of Effect Damage (AoE)
- Support (Buffs and Debuffs)
- Tank or “Push”
All of these types can be played on offense or defense , and this will be covered further on. Keep in mind this is applicable to both factions (Empire and Rebels)
The template itself varies slightly for each faction however. Following this paragraph we will post a common template for each.
Empire (Cyberghost113) – 1.1 –
- 1 x Tank Card (ATST / Light Tank)
- 1 x Support Card (Stun is most commonly used)
- 2 x “Single Target Damage” cards (Stormtrooper / Bladesman)
- 2 x AoE cards (Sandtrooper / Probe Droid)
- 1 x Unique (Specific to your leader) If you don’t have this available to you, subbing in another support card or Single Target Damage card is common
Rebels (BigJenks) – 1.2 –
- 1x Tank Card(Wookie, light tank, GNK droid)
- 1x Support Card (recommend stun or hyper-adrenal)
- 1x AoE cards (grenadier, ion mine are recommended)
- 1x Turret card
- 2x Single target
- 1x Unique card specific to the leader you are playing with. If unavailable replace with a card that spawns multiple units.
Efficient Deck Cost – 2.0 –
Alrighty! So you’ve got your deck built, now it’s time to refine it. Here were looking at deck efficiency a.k.a. your average energy cost (which is displayed on your deck screen on the right hand side)
We’ve found that the best way to maximize efficiency is by getting your deck to land between 2.6 and 3.4 average energy cost. Please note that cheaper decks typically require more user action to be effective i.e. using your leader in combat. Whereas more expensive decks (3.4+ cost) can feel slightly easier to play but can put you in a situation of no energy or a poor counter hand which can lose you a game very fast. The idea here is to roughly follow the deck template while keeping your average cost on the lower end. Take a look at your available cards and tweak and swap then until you find something you’re comfortable with! This can take a bit of trial and error.
This is the current Empire deck that I (Cyberghost113) use.
- Leader – Darth Vader
- Unique – Doctor Aphra
- Stun Grenade
- Devaronian Bladesman
- Storm Troopers
- Probe Droid
Average Energy Cost : 3.1
Don’t be afraid to mess around in Training mode, or even better, in a friendly 1v1 with a guild mate. This way you aren’t sacrificing those precious rating points trying out a new deck configuration!
Energy Management – 3.0 –
Here we are! Your deck is built, optimized and ready to rock and roll! Energy management is the key to success in Force Arena. Learning how to maintain an energy advantage (having more energy than your enemy) will determine how easy it is to win, to play defense and to climb through tiers.
A big factor here consists of your opening play, or the first 15-20 seconds of the game. Everyone starts the match with 5 energy, at a charge speed of 1 energy per 3 seconds, after 15 seconds you’re at max energy so it’s time to make a move.
Waiting much longer than 20 seconds before making a move can become detrimental, especially if the enemy plays something you leave uncontested for more than 6 seconds. The reason this is bad…once you hit 10 energy it stops charging.
A quick breakdown : 15 seconds in = max energy. If they play something 6 seconds before you they are now charging energy again and they have fielded a unit. At 21 seconds now they have charged a total of 12 energy vs your 10. This will start to put you behind.
Playing a slow moving, cheaper unit, in the back of your base, is an ideal opening play. This allows your energy to recharge before the unit reaches combat. Watch what the enemy player opens with, or how they react to your play. This step can shift your first encounter greatly. This applies throughout the entire match, especially when the field has no units on it. *More will be covered in the Countering section.
The situation you want to try and avoid is getting yourself to 0 energy with enemy units on the field. This has the potential to leave your towers wide open while you stand there and wait for energy to come back. Although it is possible to come back from this situation, it is not suggested until you know your cards and the opposing factions cards very well and have a thorough understanding of Leader and counter capabilities.
Unit Kiting – 4.0 –
For anyone new to games of this style, Kiting; refers to making a unit follow you or lock on to you. Within Force Arena, kiting can be used to pull enemies away from your tower, back up the enemy lane or into an opposing lane. The biggest benefits of this are minimizing or removing potential damage to your towers or your own units. It is most effective against low range units and can be used to directly counter said units. If you begin kiting near your own turret, it will proceed to fire on the unit(s) that you have attempting to reach you, nullifying any damage to your structures and taking them out in the process.
Unit Placement – 5.0 –
This section will explain ideal unit placement to maximize their efficiency and survivability. Let’s break this down into 2 sections, offense and defense, as they are very different scenarios.
Offensive placement – 5.1 –
The ideal offensive situation is having a heavy unit, with lots of health, infront of a group of smaller, hard hitting units. Having this heavy unit in front will increase the survivability of your damage dealing units behind it. An important note is NOT to play your heavy unit first. This is where placement comes in. Typically, you want to spawn your damage dealing units in the back of your base first (behind your tower, top or bottom). This once again allows you to get more energy back before they engage in combat, also resulting in more units on the field.
Once your units have pushed up a bit, and you have regained some energy, you want to drop your heavy in front of them and start to push up. Try not to have these units literally on top of each other (this makes them much easier to counter). The reason we play them in this order is to cover yourself against an instant counter push. By playing your tank at the last second, it not only throws them off, but it gives you a chance to react if they decide to push the other lane before you place the tank. (avoiding a bad situation).
Defensive placement – 5.2 –
OK! So we’re on to the defensive placement. Debatably the most important thing in the game. The same rules apply here: efficiency and survivability.
These situations are a bit different then your offensive placements. A big factor with this is the enemy leader, and whether or not they are a melee character, or a ranged character.
If you see a large push coming down your lane, be ready to react with a counter. There are a few ways to approach this depending on the incoming units. You can defend your turret by pushing away from your turret and into them with your own units, or by letting them come into range of your turret and calling in units, behind or around your turret *Will cover this much more in depth in Defense section.
The key to playing strong defense is making sure you get your units placed around the enemy. Do NOT place all your units in 1 place as this can result in a tremendously easy counter for the enemy team. A good example of placement on defense VS a big push, would be: Probe Droid/ Wookie warrior on top of enemies, with a Sandtrooper/Grenadier or Stormtroopers/ Rebel Troopers starting near or around your tower and moving into them. In a lot of situations using just your Sandtrooper/ Grenadier will be enough (don’t panic if your turret starts taking some damage, stay calm and play smart).
Defense (In Depth) – 6.0 –
This will be a more in depth look at Defense, and the 2 types of defense that exist within this game, Mid-Field Defense (enemy units are out of your turret range) and Turret defense (enemy units are within range of turret damage). Both of these defense types have their pros and cons so let’s take a look!
Mid-Field Defense – 6.1 –
- Low risk to your turret receiving damage
- Can turn into a push that’s already halfway up the lane
- More likely to cause the enemy hero to flee when their units die
- Lacking extra damage from your turret
- Struggles against heavy units
- Less energy efficient
On Turret Defense -6.2 –
- Much more energy efficient
- Turret does good single target damage to enemies including heavy units
- More likely to eliminate enemy leader
- You’re near your health pack (if needed)
- Potential to lose a tower if played incorrectly or at low energy
- May need to address a leader diving the turret (need to split your damage from units)
- Health pack can be stolen if it’s active
Those are some of the examples of things you could face in either situation. The idea here is to figure out where your Leader and Units excel on defense.
If you play more aggressively you’ll find yourself playing a lot more mid field defense, as the enemy spawns units into you. In mid defense, you want to try and eliminate as many targets WITH your leader as reasonably possible. Do NOT try and play mid field defense with a leader who’s taken too much damage, as this can end very badly if you go down without units up to defend your tower.
If you play a lot of on turret defence you’re going to want to make sure you get the attention of the incoming push either with your Leader or a tankier card, to lessen the damage to your turret, while it helps you eliminate the threats.
Make sure you use your leader ability to your advantage. Many leaders have great abilities that can create a strong defensive wall. (These are the leaders that have a big damage AoE ability – Sabine, Tarkin, Bobba, Palpatine, Ezra etc)
Remember to use the Kiting method mentioned previously. This can also have a very large impact on the energy consumption required to counter specific units.
To round this all out. Practice makes perfect. As you play and learn, you will begin to understand how to play defense effectively with your cards and leader. It’s worth noting that even though everything has a counter, you may not always have the deck or cards in your hand, to deal with it at that moment, which can make defense feel..overwhelming. Don’t be discouraged by this, no one wins 100% of the time. Just try to minimize the damage with whatever tools and tricks you can and come back strong!
Countering Efficiently – 7.0 –
This section will cover the MOST important part of the game, and the biggest factor in getting those beautiful Rating Points. It’s also the place you see players make the most mistakes! But learning from this is where you’ll start to see the “come back” plays and big push reversals. THIS is how to counter efficiently.
Countering efficiently comes down to a mix of factors mentioned above. Your deck, your defensive tricks (Kiting and where you play defense) Energy Management, the Leader you’re using and having the right card for the job (if necessary). First! Let’s look at the types of counters, then we will break them down. These reference card purposes mentioned in the “Deck Building Template”
–Type of Countering-
Leader Counter : Using your leader to counter unit(s) or leaders
Aoe Counter : Dealing damage to a group of unit(s) or leaders
Single Target Counter : High damage to a single unit or leader
Tank Counter : A stall counter (Buying time)
Support Counter : Often used as a stall counter, or something that enhances other counters.
Now that we know what kind of counters there are, let’s break them down into more specific situations, and list the best scenarios these apply to. These can be used alone or in combination with one another, which will be mentioned.
Leader counter – 7.1 –
Countering with just your leader is a very effective strategy in quite a few situations, mainly against smaller groups of weak units, melee units, slow moving units or a combination of all 3. This is viable against enemy Leaders as well but make sure you know who you can, and cannot take on in a 1 on 1 situation *(Cassian cannot stand toe to toe with anyone at full health)*. Kiting is the most effective way to make this counter work. The most notable part of this counter is it allows you to generate energy while you defend. It is important to remember, as mentioned in “Energy Management” try not to hold onto your cards while at full energy. If you can manage this counter, use that extra energy to send a push in the opposing lane. Use this while playing On-Turret defense, so you have help from your turret (remember to engage the units before they lock onto your turret!)
AoE Counter – 7.2 –
This type of counter excels at clearing groups of lower health enemies or “Swarms” for a very low energy cost. The AoE counters do NOT do well against high hit point enemies like Tanks, ATST, Light tank etc. Try to avoid playing them against those units as it will net you a bad energy trade off (waste of energy). When faced with an enemy push consisting of a Tank unit and a group of cheap low health units, play the AoE counter card as soon as the enemy’s units have locked on to you, your tower or a tankier unit you have played.
This will prevent your AoE unit from being killed near instantly. At this point it will allow your AoE to remove the threat of most of, if not all, the small units. This can be followed up with attacking the tank with your Leader or a using a high single target damage unit (this can be your tower as well). Once you’ve removed all enemy units you can lead this into a small push or counter attack. This can be done by adding more units in your current lane or the other. If your AoE unit is still alive they will do a good job of keeping clusters of units off of a Tank or “Push” card.
Single Target Damage Counter – 7.3 –
This type of counter works wonders against “hidden” units, or small split push units (like the rocket trooper, GNK droid, solo Tank cards) that people play to catch you off guard. Most of the Single Target damage cards will be have little to no problem removing most of these threats if left unchecked. Unfortunately due to their low health they will not survive any sort of unguarded push. Ideally you want these units targeting high health slow moving enemies, as they will melt away their health very fast. The best example of this is Devaronian Bladesman VS a Rebel Tank. The Bladesman, a 3 energy card have no problem dispatching a Tank, which is a 6 energy card! This works the most effectively when the tank is focused on you, a tower or another unit, which is a common theme for countering.
One important note is that Single Target Damage cards have a very difficult time clearing a group of enemies, as they will target each enemy individually, which is slow and inefficient, try to avoid this, or use an AoE Counter card in unison to help alleviate the time it takes to clear a wave. Again! Don’t be afraid to jump in and help out, and to conserve energy.
Tank “Push” Counter – 7.4 –
This counter type works much differently than the previously mentioned counters, and in most cases will not work well without support from other cards or your leader.
The general idea behind using a heavy unit as a counter is to buy you time, be it to save your tower, run the clock or cycle your hand to get more effective cards out. Keep in mind, these units are extremely effective for pushing a lane as well, so if you CAN keep them alive without expending to much energy, or having them lose to much health you may be able to carry it into a tower.
Some of these units buy time better than others, while the other units are better for a counter push. The ATST / Rebel Tank are great for leading a counter charge (if you can afford them), this is not something you should be playing as a counter opener. You should be attempting to clear most of the enemy units first.
BUT! These units will do an incredible job of stalling a team or completely turning around their units. For example, you’re in a bad situation, there’s a fairly large push coming your way, and you have a hand comprising of “an ATST, Stun, Stormtroopers” not an amazing hand, no AoE, cheap single target units, and a support card. One counter play, would be to grab the attention of the units coming in, drop your ATST behind them (further up the lane), and then try and lose their attention, either by running towards your Tank, or down and away. This will cause them to leave you alone and turn around and head for the ATST or Tank. Because of the high unit health, this will give you time to not only recover some of your energy but to start removing some of the enemy units while they are being distracted. These situations are a perfect time to call in an AoE unit for groups of small enemies, or a Single target unit for an opposing Tank. Although this situation can go very well, it can also go poorly if not timed properly, or without the right hand setup. *Always pay attention to your NEXT card* before attempting this, and make sure you know what kind of cards the enemy leader has and is using to avoid an unpleasant surprise. (they will have played most of their cards at least once by the 1 minute 30 second mark)
Support Counter – 7.5 –
This section consists of possibly my (Cyberghost113) favourite counter type, Support Cards! At any point in the game these can have a large impact, whether you are in tier 1 or tier 7, these cards are very important and often go overlooked. Many players have encountered these cards every game. Cards like the Tie Fighter / X-Wing, Stuns, Snares, Buffs (positive effect) and Debuffs (negative effect).
These cards typically have a very low cost and are possibly the MOST energy efficient counters in the game. A prime example would be an enemy leader dropping 2 or 3 low cost units for a push (anywhere between 3 and 6 energy spent) this can easily be countered for no more than 3 energy from you. An air strike (Xwing/Tie fighter) is the quickest way to dispatch that kind of play. If you have an enemy playing cards further back or all the way back in their lane, dropping a Poison or an Ion Mine on or in front of them will not only clear most of those units before they reach mid-lane but it will cost you very little and will cycle a new card into your hand!.
In that example those units could be killed using only your Leader, but in a lot of situations people will play cards in the back to have time to build more of a group before they reach a stage of combat or Mid-lane. Don’t forget to use your support cards to clear or at least help alleviate some of the pressure in other lanes, even if you currently have a push going.
Another important factor for support cards, is to make sure you go through your faction specific cards and decide what would benefit your leader the most. Leaders who have control abilities typically don’t require too many of that type of support card…if any (stuns, snares). Where as a leader without that kind of ability may require one to help control situations. Take your time, tweak and change your support cards based on your play style and other units! Debuffs (poison) and buffs (Adrenal) can also have a huge impact on a team, sometimes having an extra support card subbed in for a unit can enhance a deck! Try out some combinations!
Single Lane Push – 8.0 –
Were on to some strategies! The single lane push, is a very straight forward, and basic way to take down turrets. It uses a very simple unit setup, which requires 3 types of cards.
The 3 most important cards for this strategy are a Tank, an AoE card and Single Target Damage card. This push can be set up easily with full energy if no units are on the field.
Setup – 8.1 –
You should start this push by dropping your AoE card behind your turret. As this unit advances you will build some energy up, once they have reached close to mid field you want to drop your Tank in front of it (BE AWARE: Units have different movement speeds, make sure you give your AoE unit enough space behind the tank, other wise they may walk past it, which you do NOT want, they will die quickly). If need be you can drop your Single Damage card in further behind your AoE. This will help deal with some of the units the enemy may spawn behind your tank, once it passes mid-field. Be careful to watch for an opposite lane push from you enemy, using all your energy or High Damage cards can render you helpless against an opposing push!.
If this is played correctly and patiently you should find yourself fairly successful. The turret / mid-field defense strategies also apply defending your tank. Try not to leave it completely unattended unless you have to defend further back.
Split Push (Two lane) – 9.0 –
This section covers the split push concept. This strategy requires much more map awareness and energy management, and is much more risky than a single lane push.
With that being said, this is NOT a strategy that will knock down enemy turrets quickly. This focuses on sending units in each lane to chip away towers (small chunks of damage repeatedly).
The Setup – 9.1 –
The most successful way to achieve this push is by sending a cluster of cheap units in 1 lane, and following them in. Once the enemy leader starts to react to you, you know you have their attention. This is when you want to throw a unit in the other lane. Your best bet is using something with decent health or that will focus towers from good range (Rocket Trooper, GNK Droid, Snipers, Wookie, or a Tank – Less likely to work, because it’s very noticeable)
With this strategy it is very much a rinse and repeat attack. Some leaders do this better than others, like Luke, Vader, Sabine, Ezra, Kallus etc because of their speed / health or strong basic attack damage.
If you decide to play using the strategy be very careful, use strong defensive skills when you need to. If you die too fast, or run out of energy, the retaliation may be difficult to manage, but it is doable! As well as very fun.
Credit / Crystal Management
Lets round off the basic section with a look at the most effective way to spend your hard earned credits and those precious crystals. Whether you’re free to play, pay to play or a bit of both, this is what we think is the most productive way to use the 2 types of currencies.
Although this currency is the “free to play” currency of Force Arena, it does still require a fair amount of time to build up. With that, you need to use them wisely. Many players make the mistake of spending all their credits very fast, this can and should be avoided.
The way we look at it, spending credits to level up ALL your units, whether you use them or not, may seem beneficial at first but can hurt you later. Yes, the more units you level up, the faster your player level increases but think before you act. Take this into consideration. If you are truly 100% free to play, you will find yourself waiting days, later on to save up enough credits to level up a single unit, once. If you hadn’t leveled up all the cards you DO NOT use, you may have been able to afford it as soon as you had enough cards to increase its level.
I know to a lot of people this may seem odd, but your player level or “tower level” will still level up at the pace you NEED. What I mean by that is two fold. The first reason is, if you level up the units you use, more often (more cost), you receive much more player experience for those unit. The second reason, which is a bigger problem for people who spend money, is that you’re out leveling your current skill level. If your cards are significantly higher level than most people in your tier, you’ll actually learn to play with an advantage, which unfortunately won’t last forever, making high tier play feel much more difficult. *This can still happen to free to play, players, but is much less likely*
*Parts of this section apply only to people who are spending SOME money on Force Arena*
The beautiful blue crystals, the “premium” currency in Force Arena. These are attainable through various sources for free, but in miniscule amounts (which can be saved up over long periods of time). This currency is extremely useful if you decide to spend some money on Force Arena BUT! You might not need as much as you think. If you are planning on spending money, this is how you should considering doing so.
Maximizing crystals is simple, DON’T waste your money on purchasing Gold, Platinum or Diamond packs. These packs have the worst value for your money and although it is rare they can ALL be earned as Victory packs.
Ideally, if you’re playing consistently, and frequently, purchasing premium is highly recommended. This not only cuts your opening time for victory packs in half! But it gives you an additional victory pack slot for a total of 5. Now! What many people don’t realize is that because of the 50% reduction in opening time with premium, the cost to open them instantly is also cut in half. Let’s take a look.
|Rarity||Unlock Time||Cost to unlock||Totals: with Premium||Cost to purchase from store|
|Bronze||3 hours||18 cry.||1.5h / 9 cry.||N/A|
|Silver||6 hours||48 cry.||3h / 24 cry||N/A|
|Gold||8 hours||72 cry.||4h / 36 cry.||350 cry.|
|Platinum||12 hours||*||*||1,290 cry.|
|Diamond||24 hours||*||*||2,830 cry.|
* Do not recall the pack opening cost of Platinum and Diamond packs, will be filled at a later date. ALSO, the purchase cost is higher in Canada (where we are), will be less for U.S. residents*
As you can see not only is it time saving, but also much more crystal efficient.
Now let’s put it into a bit more perspective. You can open 38 bronze victory packs, for the same price as purchasing 1 gold pack. OR. You can open 4 gold victory packs for the same price as buying one gold pack. *Please note this only applies to people with premium active, non premium players will still see a benefit, but it will be 50% less (Premium bonus) *
That concludes our rant about currencies. Hopefully this puts some perspective into it for you. If we can help people save their money and enjoy the game then we were successful. The last thing you want is to spend your money and feel ripped off!
We hope you all enjoyed and learned something from the first portion of this guide. The following section will cover more advanced techniques.
This portion of our guide will cover more advanced concepts and strategies. Although reading this section of the guide may teach you new skills or simply improve your current abilities , It is advised not to focus too heavily on the following without first thoroughly understanding the basic mechanics of the game as well as all the Cards / Leaders.
Energy Counting – 10.0 –
This method of play is fairly daunting at first and can unfortunately have a toll on your focus the first few times you try it. Once you have managed to achieve this strategy however, you will begin to see enormous gains in play efficiency!
If you’re unsure of what energy counting, it refers to counting the amount of energy your enemy is using and finding opportune moments to strike.
*The most important part of this strategy is having an in depth knowledge of both factions. It demands that you have memorized the energy cost of all cards in the game* See Below.
LIST OF CARD COSTS – 10.1-
8 Energy – Old Ben
7 Energy – ATST
6 Energy – MLC-Light Tank
5 Energy – Honor Guards / Drop Pod / Mortar Turret / Chewbacca / Gigorian Rebel / MTV-Light Vehicle / Tie Bomber / Zabrak Assassins / Laser Turret / Heavy Gunners / Governor Pryce / Death Squad Leader /
4 Energy – Dressellian Warrior / Dressellian Sniper / U-Wing / Chirrut Imwe / Imperial Jump Troopers / Imperial Marksman / Slave-1 /
3 Energy – Ion Mine / GNK Droid / X-Wing / Hyper-Adrenal / Blaster Turret / Wookie Warrior / Rebel Grenadier / Rebel Pathfinders / Fenn Rau / K-2S0 / Kanan Jarrus / Pao / Tie Fighter / Devaronian Blademan / Sandtrooper / Probe Droid / Rocket Trooper / Royal Guards / Eighth Brother / Ig-88 / Yogar Lyste /
2 Energy – Stun Grenade(s) / Talz Marauders / Twi’lek Flamethrowers / Rebel Troopers / Nien Nunb / Evaan Verlaine / Nerve Gas / Dioxis Grenade / Pike Trap / Stormtroopers / TK-7193 / Doctor Aphra / 4-LOM /
1 Energy – Twi’Lek Rebels / Energy Net /
Alright! Now that we have all the costs out of the way, let’s look at the math!…yes…math…sorry. It only requires basic math (Addition, subtraction and multiplication) but it does require you to do it very quickly.
The Math to make it work – 10.2 –
- Max energy is 10
- Energy Charge rate is 1 per 3 seconds
- Subtract single unit energy cost from a possible 10 energy
- If multiple units are used at once you must add their energy costs together (ie 3 and 2 = 5)and subtract it from a possible 10 energy (10-5=5)
- If units are spawned with some time in between the total remaining energy will be higher due to charge rate (this applies to increments of 3 seconds, 3-6-9-12 sec. = 1-2-3-4 energy) *keep this in mind*
* If the enemy spawns 1 unit for 3 energy(en), while at max energy they will be at 7, if they immediately spawn another unit, for 2 energy they will be at 5. However, if they spawn the second unit 3 seconds (1 en) after the first, they will be at 6 energy.
( 10en – 3en+ 1en(3seconds)-2en=6en)
Let’s leave the math at that, this is simply a matter of variables; time and energy cost. With practice you will be able to do these equations very quickly. Once you’ve reached that point you will need to implement effective and efficient counter strategies to strike back (See: Countering Efficiently)
-Energy Counting Tips-
- Start practicing as soon as possible
- Make sure you have strong map awareness (use your mini-map), otherwise you will miscalculate if you don’t see a unit spawn
- Learn what the most commonly used cards are, overall and from game to game this will help you memorize and speed up calculation
I hope this helped you understand this technique, give it a shot! Don’t be discouraged if you feel overwhelmed at first, in time it will become second nature. Good luck!
Leader Absorb (Tanking for units):
Beast mode engaged! Let’s take a good look at leader absorb or leader tanking! This strategy has proven to be invaluable as we progressed through tiers. What this comes down to is using your leader as the primary focus of enemy units or towers, while your units clean up!
Why this works? Your units do a lot more damage than you in almost every case, but they also have much less health than you also with the exception of a few units.
Let me reiterate that this is not something you should try without strong knowledge of basic game mechanics and in this case specific leaders. The most effective leaders for this strategy are leaders who have larger health pools (this will vary based on leader level) and a control / damage ability (to minimize incoming damage, ie; Vader’s force pull, Sabines grenades)
-When to use this-
- Pushing a tower with cheap high damage units (Bladesman, Talz Marauder, Twi’Lek, Stormtroopers)
- Playing defense with low energy or with poor counter cards
- If you plan on turning a counter attack into a push (keeping your units alive to accomplish a push)
- If you need time to cycle a more appropriate unit into your hand for various situations
-When NOT to use this-
- You have already received a large amount of damage (50% or more)
- Using a leader with low health or poor control options
- Pushing without an appropriate hand for the situation (pushing into units without a counter option – you may die faster than anticipated)
- Diving a tower with no health pack or without an escape available (Dash, Sprint etc.)
With the brief overview listed above let’s breakdown a few situations where this applies.
As a push:
the best time to use this strategy is when you get a kill on the enemy leader. If you attain a kill in mid-field and have an unobstructed path to the enemy tower this is a perfect chance to strike. Dropping just 2 units (Marauders, Troopers / Bladesman, stormtroopers) can net you a tower kill in that 5-6 second window. You want to make sure the tower locks onto you first (the towers radius indicator will turn red). The reason to for this is, your units do much much more damage PER second than your Leader. If you find you health getting low, try and steal the enemy’s health pack, if one is not available, retreat to your own. If NEITHER is available this could be a viable time to let your Leader die. *This decision will need to made quickly.* If you decide the latter option make sure you drop a unit behind your tower before hand as this will alleviate some pressure while you respawn, if the enemy retaliates with a similar tactic. Important note: Do not rely on this strategy consistently in each game if they result in a death. Your respawn timer increases with each death, which will increase the difficulty of recovery and hinder your chance of winning.
the most appropriate time for this strategy is when kiting enemies. It can also be used to reduce damage to your tower from tanks or other groups of units. *Do NOT use this against Heavy Gunners or Gigorian Rebels without help from a stun or other unit, as they will annihilate you.*
To make this work effectively you want to be playing “On-Turret defense” this will help you remove enemy units quickly and using much less energy.
In the case that you need to retreat for a health pack, start by dropping a tankier unit (ideally a Probe Droid or Wookie Warrior) on top of the enemy units. The reason for this is simple, once you leave the enemy unit range they will seek a new target, with a unit of your own amongst them, they will pick THAT as their new target, and NOT your tower. With the enemy units within turret range they will continue to take damage from it, while they initiate your newly placed unit. (This works unbelievably well with the Probe Droid due to its explosive death).
Against a leader:
this strategy must be used in the correct order. If an enemy leader comes in to kill you they are not likely to change targets once they initiate. This is when you take advantage of their focus on you. Spawning units on top of them can turn their attempt at a kill into a suicide. Again this works the most efficiently while playing “On-Turret Defense” but can be applied outside of that situation. The units you want to spawn are going to be your hard hitting single target damage cards. *Do not spawn ranged units directly on top of a Leader with AoE abilities, they may use it to clear them and hit you simultaneously*. Spawn these units beside or behind you against melee leaders, and beside or behind the enemy leader if they are ranged..make them choose between you and your units.
Try these 3 techniques out for yourself, it can work wonders if you play it smart and patiently.. Best of luck guys n’ galls.
With that, we have come to the end of our guide. We will continue to add content as we encounter new and useful tips and strategies for you guys!
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MAY THE FORCE BE WITH YOU, ALWAYS!