However I can see with greater damage output and health FO TIE might be a solid finisher, or be able to take Silencer’s place somewhat if RNG screws you over and Silencer is destroyed. 85. The most effective capabilities of the Finalizer are centred around 4 parts of its kit: The Hunted unique debuff, the start of battle speed boost it receives from First Order allies, the health and healing boosts it provides First Order allies and the fact that it triggers First Order allies’ reinforcement abilities at the start of battle. Below I’ll detail a priority list for getting your Finalizer fleet up and ready to go. 74 % 85. To achieve this you may need to use First Order SF TIE Fighter’s AoE, basic ability, or call Kylo Ren’s Command Shuttle to assist. Depending on what enemy you’re taking your Finalizer against you must know your turn order, correct moves to make, and how best to utilise the tools at your disposal to survive and win. 00:08:11. Rey Gameplay Reveal! I personally consider it inefficient and think too many people rely on the ship (eviltrain describing it as a crutch is quite accurate), but using it doesn’t necessarily make you a target either. Basic ability that inflicts target lock on a critical hit, and has +25% critical chance, Special ability that damages the target enemy, inflicts ability block for 1 turn and calls a target ally to assist (dealing 50% less damage). Any extra health, protection or tenacity is always welcome on this monster. In essence, HT is like a Door-Guard that is capable of pushing away all fleet players that haven't developed their fleet well enough. The ability to cleanse an ally can be helpful as well, to clear daze off Silencer and allow it to assist and gain turn meter again. General Grievous’ Malevolence is the best attacking Capital ship in SWGOH. The only reasons not to use Cassian here are if you’re saving Cassian for a Rebel fleet, or if you need Ebon Hawk’s Buff Immunity to get through a reapplied taunt like Clone Sergeant. 444 views 10 days ago. Finalizer gains 30% turn meter when an ally is called as a reinforcement. 85. The constant advantage gain will mean Silencer scores frequent critical hits, thus restoring health thanks to Finalizer’s crew ability. 85. 53 % 85. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. So even though it’s not a top fleet currently, there’s a good chance that working on the fleet will work out well for you in the long run. Ebon Hawk and Cassian’s U-Wing are absolutely necessary (one or the other) for Finalizer vs Negotiator matches, as they are the only ships with a full team wide buff dispel ability (aside from TIE Bomber, who’s much more optimal in an Empire fleet). Thanks to Finalizer activating all reinforcement abilities, the Command Shuttle often allows allies to take a turn before fresh enemy reinforcements, which can be incredibly handy when dealing with ships like Ahsoka’s Jedi Starfighter, Hound’s Tooth or Plo Koon’s Jedi Starfighter. Reward: Finalizer - SWGOH Events displays the next event date with relevant information about the event. 4. vs Malevolence The matchup with Malevolence is highly unfavourable for Finalizer fleets, since much of the control abilities of the fleet have little to no effect on Malevolence. A stronger Command Shuttle can’t hurt either, as it is quite tanky, and the longer it can survive the longer it can dish out turn meter and advantage to Silencer. For more info look at section 9. This ability sees the least use in a Finalizer fleet, as the other two special abilities usually have greater usefulness in every situation, The last special ability, Advanced Jamming Array, removes all buffs from target enemy, has a 70% chance to remove 30% turn meter and inflict healing immunity for 2 turns (can’t be evaded), and most importantly: inflicts ability block for 2 turns, which cannot be resisted or evaded. When a First Order ally takes damage, the TIE silencer has a 50% chance to gain Advantage for 2 turns. The assist call is very useful for dishing out damage by calling Silencer to assist, while also giving Silencer advantage, if targeting an enemy without crit immunity this will also likely heal Silencer. Second Turn: Here you’ll want TIE Silencer to go next, as this ship needs to be as powerful as possible for the Finalizer fleet, since it’s the primary damage dealer and the backbone of the entire fleet, and as such will be faster than everything except Finalizer itself. The reason for this is that you want to trick the enemy Negotiator into using the Unending Loyalty buff special ability, and it only does this if the above conditions are fulfilled. That said, the only important factor in Finalizer’s speed is being able to take a turn before TIE Silencer, which can be achieved with 161 speed or more on Finalizer (G12 7-star Hux and 7-star Finalizer is enough for this), and is crucial when facing fleets that use Hound’s Tooth, to put Hunted on Hound’s Tooth before allies start attacking other ships, thus preventing Hound’s Tooth from gaining bonus turn meter and breaching an ally and taunting. However in terms of what you really need, a G12 Bossk will do just fine. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. All that extra health combined with the 25% health recovery on a critical hit makes Finalizer fleets capable of surviving longer than you’d expect, especially thanks to all the advantage that gets spread around. Anyhow, on this first turn you’ll want to place Hunted on Hound’s Tooth, as Hunted prevents bonus turn meter gain, and this stops Hound’s Tooth from gaining turn meter every time you attack another ship, so you can more effectively prevent it from taunting and getting in your way. Sep 25, 2020 "SWGOH": Beginner's Guide. By Name. It greatly empowers the First Order fleet, turning what was previously a somewhat ragtag group of unconnected First Order ships into a synergistic and dangerous control fleet that works very well on offense. This fight requires very specific turn control: First Turn: Your first turn should always be Finalizer, which might be tricky if your General Hux or Finalizer itself is low stars and your TIE Silencer is maxed. Keep in mind that these abilities, when activated at the start of battle, do not inflict debuffs. Silencer’s kit is easy to understand and use. Unlike most other fleets, there aren’t multiple possible ways to build this fleet, you need a specific set of ships at specific levels or higher. Anyone who hasn’t seen this lineup before is likely to have a very bad time trying to beat it, and you cannot punch above your weight when trying to take it on. As such First Order TIE serves primarily as a reinforcement. Any extra gear levels on Plo are a luxury, but you won’t regret getting him to at least G11, as he is extremely easy to gear and his ship is probably the most versatile plug’n’play ship in the game at the moment. The Precision Tactics of Finalizer Fleets. However, due to Plo Koon’s versatility a Finalizer fleet may not be the most useful place for him for you, in which case Gauntlet Starfighter can be a passable replacement if you don’t have an Empire fleet to put him in.
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