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	<entry>
		<id>https://swgoh.wiki/index.php?title=Lower_gear_team_with_low_speed_Boba_Fett_lead&amp;diff=8147</id>
		<title>Lower gear team with low speed Boba Fett lead</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Lower_gear_team_with_low_speed_Boba_Fett_lead&amp;diff=8147"/>
		<updated>2019-04-04T16:53:14Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Event ==&lt;br /&gt;
&lt;br /&gt;
=== One Famous Wookie ===&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Gear Level&lt;br /&gt;
!Mod Set&lt;br /&gt;
!Total Speed&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/boba-fett/ Boba Fett]&lt;br /&gt;
|12&lt;br /&gt;
|Crit Damage / Potency Cross&lt;br /&gt;
|222&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/greedo/ Greedo]&lt;br /&gt;
|7&lt;br /&gt;
|Potency&lt;br /&gt;
|197&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/dengar/ Dengar]&lt;br /&gt;
|9&lt;br /&gt;
|Potency&lt;br /&gt;
|181&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/zam-wesell/ Zam Wessel]&lt;br /&gt;
|10&lt;br /&gt;
|Potency&lt;br /&gt;
|178&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/cad-bane/ Cad Bane]&lt;br /&gt;
|11&lt;br /&gt;
|Potency&lt;br /&gt;
|142&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Here's how the originator of this strategy's victory run went down and the mods he used: https://imgur.com/a/3LWWfVD&lt;br /&gt;
&lt;br /&gt;
The strategy is to stack up thermal detonators and take advantage of those detonators with Zam and Boba.&lt;br /&gt;
&lt;br /&gt;
=== Key Points ===&lt;br /&gt;
Setup prior to the battle.&lt;br /&gt;
* Greedo needs to take his turn before the enemy begins their second round of assault. For this to happen he needs to be faster than 193ish speed.&lt;br /&gt;
* Dengar needs to be faster than Zam. Zam has high base speed so you might have to reduce her mods and put the best speed secondary potency sets on dengar to bring him up.&lt;br /&gt;
* Boba needs as much crit chance and crit damage as you can give him without sacrificing his speed. (220+ speed is recommended otherwise r2 will just stun chain you to death). Zeta will obviously help a lot but it is do-able without that.&lt;br /&gt;
&lt;br /&gt;
=== Procedure ===&lt;br /&gt;
* Dengar must get stealthed before R2 uses smokescreen so that enemies don't gain stealth.&lt;br /&gt;
* After the initial onslaught, the following needs to happen. Dengar, Greedo and Boba should not have ability blocks or die. Zam should not die. Boba can die once and resurrect.&lt;br /&gt;
* Open with Boba Fett execute on Chewie. He should have 2-4 buffs and that would let Boba do 40k+ damage and take away almost all of his protection.&lt;br /&gt;
* Use Greedo's ability Threaten on Han so that he loses turn meter and crit damage up buffs.&lt;br /&gt;
* Use Dengar's Mini Mine Mayhem (needs omega) to apply detonators.&lt;br /&gt;
* Pop thermal detonators with Zam. Avoid Han till the end as he has potential to counter. If all detonators are popped, just hit Chewie for more damage.&lt;br /&gt;
* After Chewie is dead, priority should be Han but if someone else is 1-2 hits away from death then take them out instead. Try to gain Bounty Hunter's Resolve back on Boba if he loses it. (Han-&amp;gt;Leia-&amp;gt;Lando is the recommended kill order)&lt;br /&gt;
* It will usually come down to Boba Fett vs R2. Do not use Boba Fett's Death From Above as R2 has a higher chance of just stun locking you to death on basics. You want him to use Smokescreen as often as possible and then use Execute (which you will save until he uses Smokescreen) to clear off the Foresight.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
Reddit - [https://www.reddit.com/comments/9k27iu How to beat Tier 7 of chewie with low gear no zeta Bounty hunters (thermal detonators edition)]&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Lower_gear_team_with_low_speed_Boba_Fett_lead&amp;diff=7626</id>
		<title>Lower gear team with low speed Boba Fett lead</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Lower_gear_team_with_low_speed_Boba_Fett_lead&amp;diff=7626"/>
		<updated>2019-01-03T14:58:02Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: Added new guide page for Chewbacca&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Event ==&lt;br /&gt;
&lt;br /&gt;
=== One Famous Wookie ===&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Gear Level&lt;br /&gt;
!Mod Set&lt;br /&gt;
!Total Speed&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/boba-fett/ Boba Fett]&lt;br /&gt;
|12&lt;br /&gt;
|Crit Damage / Potency Cross&lt;br /&gt;
|222&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/greedo/ Greedo]&lt;br /&gt;
|7&lt;br /&gt;
|Potency&lt;br /&gt;
|197&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/dengar/ Dengar]&lt;br /&gt;
|9&lt;br /&gt;
|Potency&lt;br /&gt;
|181&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/zam-wesell/ Zam Wessel]&lt;br /&gt;
|10&lt;br /&gt;
|Potency&lt;br /&gt;
|178&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/cad-bane/ Cad Bane]&lt;br /&gt;
|11&lt;br /&gt;
|Potency&lt;br /&gt;
|142&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Here's how the originator of this strategy's victory run went down and the mods he used: &amp;lt;nowiki&amp;gt;https://imgur.com/a/3LWWfVD&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strategy is to stack up thermal detonators and take advantage of those detonators with Zam and Boba.&lt;br /&gt;
&lt;br /&gt;
=== Key Points ===&lt;br /&gt;
Setup prior to the battle.&lt;br /&gt;
* Greedo needs to take his turn before the enemy begins their second round of assault. For this to happen he needs to be faster than 193ish speed.&lt;br /&gt;
* Dengar needs to be faster than Zam. Zam has high base speed so you might have to reduce her mods and put the best speed secondary potency sets on dengar to bring him up.&lt;br /&gt;
* Boba needs as much crit chance and crit damage as you can give him without sacrificing his speed. (220+ speed is recommended otherwise r2 will just stun chain you to death). Zeta will obviously help a lot but it is do-able without that.&lt;br /&gt;
&lt;br /&gt;
=== Procedure ===&lt;br /&gt;
* Dengar must get stealthed before R2 uses smokescreen so that enemies don't gain stealth.&lt;br /&gt;
* After the initial onslaught, the following needs to happen. Dengar, Greedo and Boba should not have ability blocks or die. Zam should not die. Boba can die once and resurrect.&lt;br /&gt;
* Open with Boba Fett execute on Chewie. He should have 2-4 buffs and that would let Boba do 40k+ damage and take away almost all of his protection.&lt;br /&gt;
* Use Greedo's ability Threaten on Han so that he loses turn meter and crit damage up buffs.&lt;br /&gt;
* Use Dengar's Mini Mine Mayhem (needs omega) to apply detonators.&lt;br /&gt;
* Pop thermal detonators with Zam. Avoid Han till the end as he has potential to counter. If all detonators are popped, just hit Chewie for more damage.&lt;br /&gt;
* After Chewie is dead, priority should be Han but if someone else is 1-2 hits away from death then take them out instead. Try to gain Bounty Hunter's Resolve back on Boba if he loses it. (Han-&amp;gt;Leia-&amp;gt;Lando is the recommended kill order)&lt;br /&gt;
* It will usually come down to Boba Fett vs R2. Do not use Boba Fett's Death From Above as R2 has a higher chance of just stun locking you to death on basics. You want him to use Smokescreen as often as possible and then use Execute (which you will save until he uses Smokescreen) to clear off the Foresight.&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
Reddit - [https://www.reddit.com/comments/9k27iu How to beat Tier 7 of chewie with low gear no zeta Bounty hunters (thermal detonators edition)]&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Lower_gear_team_with_Boba_Fett_lead&amp;diff=7624</id>
		<title>Lower gear team with Boba Fett lead</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Lower_gear_team_with_Boba_Fett_lead&amp;diff=7624"/>
		<updated>2019-01-03T14:39:54Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Event ==&lt;br /&gt;
&lt;br /&gt;
=== One Famous Wookie ===&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Gear Level&lt;br /&gt;
!Mod Set&lt;br /&gt;
!Additional Speed&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/boba-fett/ Boba Fett]&lt;br /&gt;
|12&lt;br /&gt;
|Crit Damage&lt;br /&gt;
|116&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/greedo/ Greedo]&lt;br /&gt;
|7&lt;br /&gt;
|Speed&lt;br /&gt;
|139&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/dengar/ Dengar]&lt;br /&gt;
|9&lt;br /&gt;
|Potency&lt;br /&gt;
|80&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/zam-wesell/ Zam Wessel]&lt;br /&gt;
|10&lt;br /&gt;
|Speed&lt;br /&gt;
|101&lt;br /&gt;
|-&lt;br /&gt;
|[https://swgoh.gg/characters/cad-bane/ Cad Bane]&lt;br /&gt;
|11&lt;br /&gt;
|Potency&lt;br /&gt;
|76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The strategy revolves around thermal detonators (TDs) and the turn meter (TM) they give your team. The more undergeared your team is the more RNG checks you’ll need.&lt;br /&gt;
&lt;br /&gt;
=== Key Points ===&lt;br /&gt;
* Mod your characters so that Boba goes first, then Greedo, then Zam, then Dengar.&lt;br /&gt;
* All 5 must survive the initial onslaught to give Zam 100% TM when she pops TDs. This involves the AI targeting mainly Boba and killing him once.&lt;br /&gt;
* Boba, Greedo and Dengar can’t get ability blocked by ROLO. The other 2 can.&lt;br /&gt;
* Dengar needs to stealth in the initial onslaught to negate R2s smoke.&lt;br /&gt;
&lt;br /&gt;
=== Procedure ===&lt;br /&gt;
# Use Boba's Execute on Chewie - Aim for at least 45k on a crit which should knock off most if not all of his protection.&lt;br /&gt;
# Greedo uses Explosive Sabotage. You need at least 3 TDs to land.&lt;br /&gt;
# Zam uses her basic to hit the toons with TDs on them. Starting with Chewie. Try to save Han for last as he may counter and destroy you. This is another RNG check as Zam often misses due to Han's buff.&lt;br /&gt;
# Dengar uses Mini-Mine-Mayhem for Zam to come around again.&lt;br /&gt;
# Use Bobas 2nd execute on whoever is close to death so he can regain Bounty Hunter's Resolve.&lt;br /&gt;
After that just work on getting them down. Use Greedos TM removal on Han and Cad's stun on Lando or Chewie or Han.&lt;br /&gt;
&lt;br /&gt;
=== Estimated Completion Time ===&lt;br /&gt;
30 to 60 minutes&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
Reddit - [https://www.reddit.com/r/SWGalaxyOfHeroes/comments/9kdogt/do_you_have_a_very_undergeared_bh_team_try_this/e6ycu77/ Do you have a very Undergeared BH team? Try this method for a 7* Chewie]&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=MediaWiki:Sidebar&amp;diff=7593</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=MediaWiki:Sidebar&amp;diff=7593"/>
		<updated>2019-01-02T21:11:19Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* SWGoH&lt;br /&gt;
** Category:Character|Characters&lt;br /&gt;
** Category:Ship|Ships&lt;br /&gt;
** Territory Battles|Territory Battles&lt;br /&gt;
** Territory Wars|Territory Wars&lt;br /&gt;
** Grand Arena|Grand Arena&lt;br /&gt;
** Raids|Raids&lt;br /&gt;
** Strategy|Strategy&lt;br /&gt;
** Shard Shipments|Shard Shipments&lt;br /&gt;
** Event Teasers|Event Teasers&lt;br /&gt;
** Content Creators|Content Creators&lt;br /&gt;
** Discord|Discord&lt;br /&gt;
** Websites|Websites&lt;br /&gt;
** Podcasts|Podcasts&lt;br /&gt;
** Contributing|Contributing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Quick_Start_Guide_To_Ships&amp;diff=7592</id>
		<title>Quick Start Guide To Ships</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Quick_Start_Guide_To_Ships&amp;diff=7592"/>
		<updated>2019-01-02T20:36:29Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''What to know when trying to think about ship related goals cohesively (For levels 1 ~ 60 ...ish)''' ==&lt;br /&gt;
The purpose of this guide is to get new players to think about their ships from the perspective of a veteran to avoid heartaches that will occur in hindsight. While this guide won’t cover the fleet arena meta, a few things will be said. Also, efficient farming won’t be talked about, but the majority of the choices presented will be influenced by this idea. In short, here are a bunch of things you should know sooner, rather than later.&lt;br /&gt;
&lt;br /&gt;
== '''Prepping for ZETA Material Farming:''' ==&lt;br /&gt;
One of the major goals in this game is farming Zeta mats. Zeta’s are material you need to take a character’s level-7 skill, to level-8 and make them supremely powerful. This is end game activity that all players work on constantly. To accomplish this, a specific set of ships is required and preparing for zeta farming literally can't start too early.&lt;br /&gt;
&lt;br /&gt;
In order to farm zeta's mats, you need Grand Moff Tarkin’s capital ship, Executrix, at 5-stars; and to get a 5-star Executrix, you need 5 Darkside ships for the tri-weekly, Capital Ship Star Upgrade Event. Finally, to farm zeta's, you need to be level 78, have a 5-star Executrix, and a total of 6, 5-star non-capital ships, (both Lightside and DS are acceptable). The following is the recommended ships and pilot gear levels for the Executrix 5-star event:&lt;br /&gt;
&lt;br /&gt;
== '''Ships:			Ship Stars:		Pilots:	 		Pilot Stats:''' ==&lt;br /&gt;
1. Executrix		4 stars			G M Tarkin:		6-stars, g9&lt;br /&gt;
&lt;br /&gt;
2. TIE Fighter		4~5 stars		TIE Ftr Pilot: 		6-stars, g9+&lt;br /&gt;
&lt;br /&gt;
3. TIE Silencer		4~5 stars		Kylo (unmasked):	6-stars, g9&lt;br /&gt;
&lt;br /&gt;
4. SF’s Geonos’n		4~5 stars		Sun Fac: 		6-stars, g9&lt;br /&gt;
&lt;br /&gt;
5. TIE Advanced		4~5 stars		Darth Vader: 		6-stars, g9+&lt;br /&gt;
&lt;br /&gt;
6. Slave 1			4~5 stars		Boba Fett: 		6-stars, g8&lt;br /&gt;
&lt;br /&gt;
The above list is at the low end of what is needed to get Tarkin's CS upto 5-stars, (which is rather high after Ship 2.0). Ship ability levels should ''average'' around 5~6 as well. (NOTE: To achieve the 6-star Executrix, you will need to farm a 6th DS fighter ship.) Add the following LS ships to make 8 total:&lt;br /&gt;
&lt;br /&gt;
7. Biggs X-Wing		5 stars			Biggs: 			5 stars, g9+&lt;br /&gt;
&lt;br /&gt;
8. Umbaran		5 stars			5555's: 		5 stars, g9&lt;br /&gt;
&lt;br /&gt;
At player level 78, Tier-3 of the Ship Ability Materials event will unlock, giving you access to farmable zeta mats. The above list will easily let you 3-star it. There is also a Tier-4 that will open at level 85; 6 non-capital ships at 6-stars and a higher gear level will be needed for that.&lt;br /&gt;
&lt;br /&gt;
Zeta mats can also be bought for 2000 Fleet Tokens (each) in the Fleet Store. Directly buying them means you will rob your fleet arena growth for other areas of the game. Competitive F2P fleet arena players will avoid this option until they are very well established.&lt;br /&gt;
&lt;br /&gt;
== '''Fleet Arena:''' ==&lt;br /&gt;
Most F2P players won’t hit the top 100 (or even 200) in Squad Arena (''read the footnote about this blasphemous assertion.'') until very late in the game. However, it's far easier to get into the top 20 of Fleet Arena if you laser focus and develop as quickly as you can manage. If your under level 60ish, the ships I outlined above, are not only designed to meet zeta farming goals, but will also get you &amp;lt;s&amp;gt;into the top 20&amp;lt;/s&amp;gt; a very good fighting chance. To speak plainly, the lineup is:&lt;br /&gt;
&lt;br /&gt;
Capital Ship:	Executrix&lt;br /&gt;
&lt;br /&gt;
Starters:		Biggs, TFP, (Silencer/Fives/Sun Fac)&lt;br /&gt;
&lt;br /&gt;
ReInforcements:	Vader as 1st reinforcement (RI), (Fives/Sun Fac/Silencer).&lt;br /&gt;
&lt;br /&gt;
''This is NOT a perfect line-up...'' but it’s pretty close to being one for early Tarkin players. There are pros and cons to this fleet that requires an entire discussion that is beyond the scope of this guide, though some important hints will be touched on in the next section. I’ll just add that a strength of this fleet lies in its ability to achieve early goals and then becoming a solid, versatile backbone as you eventually farm more ships (like the Hound’s Tooth). In other words, all the ships listed above are worth having in the long term. Further information can be found in the SWGoH Imperial Fleet Server Discord.&lt;br /&gt;
&lt;br /&gt;
== '''Fleet Arena Rules of Thumb:''' ==&lt;br /&gt;
[added Dec-8; and preliminary]&lt;br /&gt;
# It is currently not efficient, desirable or even possible to begin your arena climb by immediately farming only an &amp;quot;end-game fleet&amp;quot;. This is simply not realistic. Winning in fleet arena is about starting with the hand you're dealt and carefully increasing its strength and adding to your roster over time.&lt;br /&gt;
&lt;br /&gt;
# 40% of whether you win or lose in fleet arena comes down to who is more committed to their fleet growth. At the least, keep pace with your enemies.&lt;br /&gt;
&lt;br /&gt;
# Have at least one tank in your starting lineup. In this matter, Biggs’ X-wing is the defining tank in the game... until you can farm Hound's Tooth. Further, it is important to pair Biggs with a ship that can inflict Target Lock (TL). Finally, do not hesitate on his development just because you know he'll get replaced either.&lt;br /&gt;
&lt;br /&gt;
# Your Capital Ship, three starters and 1st RI are simply more important than the rest. While you can’t leave any part of your active fleet in the dust, those 5 should get a little more attention.&lt;br /&gt;
&lt;br /&gt;
# If you decide to use fast ships in your starting lineup, then they should be faster than your enemies at all times. ITF and Silencer are the classic examples.&lt;br /&gt;
&lt;br /&gt;
# The vast majority of starting lineups have the following formulas:&lt;br /&gt;
&lt;br /&gt;
# Tank, Glass Cannon, [Glass Cannon or Support]&lt;br /&gt;
# Tank, Tank, [Glass Cannon or Support]&lt;br /&gt;
6a. The double cannon is spectacularly viable in premature shards. Their ranking is more volatile but you'll have it a bit easier in climbing back up. Also, you need to make sure at least 1 of the ships goes first in battle, ideally both. This is easy to do in premature shards; pick fast ships and stay on top of their pilots gear grind to keep the speed edge.&lt;br /&gt;
&lt;br /&gt;
6b. The double tank is more stable and more resilient once your shard begins to mature. But, it means you won't have as much firepower up front, so compensating for that in some way becomes a priority as you are more likely to deal with longer battles.&lt;br /&gt;
# Multi-pilot ships are like anchors that will absolutely slow your ability to climb to the top of your arena. Even if you are top 20 with them in your fleet, in premature shards, you will eventually be oppressed as your enemies surpass you in strength simply because they are developing fewer pilots for the same amount of ships. Having said that, I have occasionally advised that farming ONE multi-pilot ship is still doable in premature shards. It is a trade-off between slowing your pace to reaching higher reward brackets versus having a fantastic ship ahead of your enemies either for fleet arena or some other goal.&lt;br /&gt;
''I won’t talk any more about Fleet Arena and other definitely viable teams here. I will just re-affirm that the above list of ships does create a cohesive ship arena team that has allowed at least this author, to maintain a continuous presence at rank #1 (as of 2018-09-06) since Ship 2.0 started in the spring of that year.''&lt;br /&gt;
&lt;br /&gt;
== '''Ship Stars and Levels, and Pilots:''' ==&lt;br /&gt;
The default rule of thumb is to level your ship stars and ship levels evenly. This will maximize the amount of stars/levels you get for the least amount of time and in-game credits invested. The Ship Building Materials you earn to star and level-up ships is extremely thin and F2P players do not have the luxury to spend it on whatever they feel like if they intend to be competitive in ship arena and if they want to farm zeta’s as soon as possible.&lt;br /&gt;
&lt;br /&gt;
In other words, there is no real benefit to having one ship at 7 stars and level 65, while all your other ships are 4 stars and level 50. Almost without exception, one ship cannot carry the day for your whole fleet. However, this rule of thumb doesn’t apply to the pilots, as other parts of the game will demand that you farm a character straight to 7 stars as soon as you can.&lt;br /&gt;
&lt;br /&gt;
Finally, in regards to zeta farming, it is recommended (but not crucial) that all your relevant ships get upgraded to 5 stars first, at the expense of getting your pilot's past 4/5 stars (to 6/7 stars) if such farming activities conflict, in order to avoid delaying your own chances to farm zeta mats at level 78.&lt;br /&gt;
&lt;br /&gt;
== '''Ship Stats &amp;amp; Mods:''' ==&lt;br /&gt;
Ship stats (such as Health, Protection, Speed, etc.) are increased by increasing your pilot stars, ship stars, pilot level, ship level, pilot gear, pilot skills and mods. That’s it.&lt;br /&gt;
&lt;br /&gt;
Regarding mods: A mod is something that you can give to a character starting when that toon reaches level 50. A character will receive a variety of stat boosts as listed in the mod itself but, those mod stats as well as the type of mod have absolutely no bearing on ship stats. The only thing that a ship cares about is whether the mod is a 5-dot mod. Thus, as long as you give your pilot's max level 5-dot mods, the ship will gain the maximum benefits to its stats. Once your pilot reaches gear 12, a 5-dot mod can then be “sliced” to a superior 6-dot mod.&lt;br /&gt;
&lt;br /&gt;
Because of this, you can actually use your pilots as a clearinghouse for your mod farming activities. Farm mods regularly, level them up and give them to all your pilots. If a mod with good stats reveals itself, you can then transfer it to a squad arena or raid focused character.&lt;br /&gt;
&lt;br /&gt;
''I want to reiterate how important mod farming is before moving on. Complete the Mod Battles to tier-8 to access all the Mod Challenges so you can farm 5-dot mods regularly. Look for mod guides elsewhere for a better understanding of their significance.''&lt;br /&gt;
&lt;br /&gt;
== '''Fleet Battles Holotable (PvE):''' ==&lt;br /&gt;
Initial research has shown that the best use of the PvE Table in general, is to use it to farm gear. The drop rate (as reported thus far in our Discord channel) is roughly 30% per attempt for gear. The Reinforcement Mats appear to drop at a rate of about 10% and Ship Ability Material Omega Mats appear to drop at a rate of 4%. The drop rates for ship and character shards appears identical to the Lightside and Darkside PvE tables.&lt;br /&gt;
&lt;br /&gt;
In terms of character shard or ship shard farming on hard nodes, for new players, it would be best to use the PvE Table to snowball your ship arena squad if the intention is to be competitive. In this regard, the most important farming activity is quite likely acquiring the Reinforcement Materials that can be farmed starting in level 3 normal and hard nodes. RI mats are used to upgrade the unique RI abilities for each ship that they can utilize the one time when it enters battle as a reinforcement. All ships have a level 1 RI ability and a few are useful at that level. Most others need to be maxed to level 3 for a ship to shine in an RI position however. So, do your best to make it to the level 3 PvE battles and farm from that level and up to maximize your farming efficiency. Please do note that the 3 ships at the start of your battle will not utilize their RI abilities as they are not reinforcements.&lt;br /&gt;
&lt;br /&gt;
== '''Farming matters of note:''' ==&lt;br /&gt;
&lt;br /&gt;
=== '''Boba Fett, Vader, Sun Fac and Darth Maul:''' ===&lt;br /&gt;
Slave 1 and TIE Advanced are top rated ships that can be acquired in the Ship Arena Shop but don't drop very often. While the introduction of the Fleet PvE table has made these two ships farmable (hard nodes 2-B, 4-B), players are strongly recommended to always hold back 800 ship tokens to buy these shards whenever they show up in the store. Even so, the drop rate is slow enough to very likely delay your ability to farm zeta's until your level 80 something (if you’re to follow the DS ship recommendations above). Thus, it’s also recommended that a small amount of node farming be included, perhaps 50 - 80 shards worth, to increase your chance of being ready by level 78.&lt;br /&gt;
&lt;br /&gt;
Sun Fac and Darth Maul are also somewhat slower farms as the pilot shards are rarer drops in Fleet Arena Store [and Guild Store (Darth Maul only)]. Their ships are also rarer drops in the Fleet Arena Store [and Galactic War Store (Sun Fac’s ship only)], but can also be farmed in the ship PvE table (hard nodes 2-A, 3-D). Do not think to farm these characters and ships too casually if you plan to acquire them. More significantly, farming these toons+ships can put quite a bit of pressure on your Fleet Arena credits since both pilots and ships are largely farmed out of that store. It is strongly recommended that early players only choose one to farm and leave the other for later.&lt;br /&gt;
&lt;br /&gt;
=== '''Galactic War Store and Fleet Arena Store:''' ===&lt;br /&gt;
Galactic War Store: Too many good targets and not enough tokens is the theme in this store. Outside of what you decide to farm for the Scoundrel Credit-Heist events and Squad Arena, the only sure fire targets are your targeted ship shards and their pilots.&lt;br /&gt;
&lt;br /&gt;
Fleet Arena Store: Too many targets and not enough tokens is again, the theme in this store. Because getting top 20 in Fleet Arena IS realistic for F2P players, you will want to spend your tokens here snowballing ONLY your fleet arena team.&lt;br /&gt;
&lt;br /&gt;
=== '''Contraband Cargo Event:''' ===&lt;br /&gt;
[preliminary]&lt;br /&gt;
&lt;br /&gt;
The Contraband Cargo Event&lt;br /&gt;
&lt;br /&gt;
A few notes on Deadly Tier (final tier):&lt;br /&gt;
* Completion of the Deadly Tier is possible with just 4 cargo ships semi-consistently.&lt;br /&gt;
* Successful runs show cargo ships with g9-g12 pilots. (g11 is the average).&lt;br /&gt;
* Successful use of Home One, Chimaera, Executrix leads have been reported.&lt;br /&gt;
* Home One appears to have it a bit easier. Executrix appears to have it a bit harder.&lt;br /&gt;
* Slave 1 off the bench with max RI appears to be popular.&lt;br /&gt;
* Hound’s Tooth, as the only eligible tank, will make the event easier. However, newer players are cautioned not to wait to complete the Contraband Event by waiting to develop this ship.&lt;br /&gt;
''…and that’s it for this guide. Visit our discord and you can go much much deeper down the rabbit hole. Welcome to the world of ships!''&lt;br /&gt;
&lt;br /&gt;
'''''Author:''''' ''Kamu Teel			'''Editor and Contributor:''' Andrakisji''&lt;br /&gt;
&lt;br /&gt;
'''''Additional Contributors:''''' ''Acrofales, horsetronaut, Enka Vole, DBlade21, CoreyeroC, AlanSkywalker, Taliana, un2sm, bmg_dan, AltaïrKyle42, Rastigi, jraenar, Moj, Zungate''&lt;br /&gt;
&lt;br /&gt;
''Imperial Fleet Server Discord channel: https://discord.gg/shQjmUc''&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=A_Quickish_Guide_To_Murder_Bears&amp;diff=7561</id>
		<title>A Quickish Guide To Murder Bears</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=A_Quickish_Guide_To_Murder_Bears&amp;diff=7561"/>
		<updated>2019-01-02T17:16:27Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: Added quickish guide to murder bears&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ewoks are probably the most underrated team in the game right now, and certainly the most fun, so any investment you put into them isn't wasted even if you don't think you need C3P0.&lt;br /&gt;
&lt;br /&gt;
== Who do I farm? ==&lt;br /&gt;
The optimal lineup for most battles is Chirpa lead, Wicket, Logray, Paploo and Elder. This is the team that I ran in arena right through most of the Traya meta, and it's the lineup I used to beat Revan a while back. This team, with good mods and a little luck, can beat any other team in arena, and holds very well on defence in TW.&lt;br /&gt;
&lt;br /&gt;
If you don't have Logray or Wicket, Scout is a very acceptable replacement. Unfortunately, despite being the one a lot of veteran players have geared for his old Rancor team, Teebo is significantly worse than the other Ewoks. Avoid using him if at all possible: single-target TM removal is his only real skill, and that usually proves fairly useless outside of raids.&lt;br /&gt;
&lt;br /&gt;
== Omega Order ==&lt;br /&gt;
* Logray's Prophetic Visions - Starting everyone with Offence Up and Advantage makes that opening barrage so much more deadly&lt;br /&gt;
* Wicket's Forest Ambush - An extra 25% TM for everyone is amazing, the -1 cooldown is just icing on the cake&lt;br /&gt;
* Chirpa's Tribal Unity - A ton more damage from the assists&lt;br /&gt;
* Paploo, Logray and Wicket's basics - All pretty much as important as each other, they're very similar effects anyway. You really want all 3 to get the most out of Chirpa's zeta&lt;br /&gt;
* Logray's Hypnotize - 100% TM drain is never bad, but 70% is already pretty good. This one's here mostly for the CD reduction&lt;br /&gt;
Any Omegas after that are mostly just extra damage&lt;br /&gt;
&lt;br /&gt;
== Zeta Order ==&lt;br /&gt;
zChirpa is essential to a strong Ewok team. I'd argue it's the most effective zeta you can give to any team, it completely transforms them and makes all their synergies fall into place. The other 3 zetas are all passive healing effects, and all have their individual merits, and can be applied in any order depending on how you want to use them:&lt;br /&gt;
* zWicket gives slow healing, on both health and protection. This is most effective for longer battles, like raids and TB&lt;br /&gt;
* zLogray gives much faster healing, and boosts max health on top of that, but it's more conditional and easier to disrupt by simply dispelling Health Up. Regardless, this is a very effective zeta for shorter battles like in Arena and TW&lt;br /&gt;
* zPaploo, with the support of a full Ewok team, is one of the best tanks in the game. The buff spreading abilities of the other Ewoks can refill his health in the blink of an eye, and he already has high base health and defense.&lt;br /&gt;
&lt;br /&gt;
== Gear Order ==&lt;br /&gt;
2 of the Ewoks in particular are most effective at high gear levels: Elder and Wicket. Elder can hide behind stealth and revive everyone else, so he wants plenty of health to prevent him dying to an AoE attack. Wicket provides most of the damage for the team, so he needs to really be able to hit hard. The same goes for Scout if you're using him instead.&lt;br /&gt;
&lt;br /&gt;
From there, Paploo is next. Not only is he very easy to gear until around G10, but his percentage based healing means that more health makes him much harder to kill.&lt;br /&gt;
&lt;br /&gt;
Logray and Chirpa both play more supportive roles, so they're your last priority for gear. As long as they have enough Speed to keep up with Paploo, and Logray has decent Potency, you can probably get away with keeping them on low gear. It's worth noting, though, that both of these gain a ton of Health through G12 gear&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
* Paploo - As much speed as possible. His unique boosts it by 25%, so with very fast mods, he is one of the fastest characters in the game, despite having one of the slowest base speeds. He then spreads TM to the rest of the team; I'll go into more detail further down&lt;br /&gt;
* Logray - Speed + Potency sets. Potency as high as possible, while still being at least as fast as Paploo (before his unique)&lt;br /&gt;
* Chirpa - Speed + Crit Chance sets, Crit Chance triangle. Again, his speed should at least match Paploo's&lt;br /&gt;
* Elder - Speed + Health sets, Health primary on Circle, Cross and Triangle. Speed at least as high as Paploo&lt;br /&gt;
* Wicket - It's complicated. In priority order:&lt;br /&gt;
** Speed at least as high as Paploo&lt;br /&gt;
** 216%/222% Crit Damage (depending on 6E mods)&lt;br /&gt;
** 65%+ Crit Chance&lt;br /&gt;
** Offence as high as possible&lt;br /&gt;
* Scout - No Speed needed. Max out Crit Damage, get at least 65% Crit Chance (ideally 75%), then max Offence. Much like Resistance Trooper, Scout gains a ton of TM, so he doesn't need any Speed&lt;br /&gt;
* Teebo - Slightly slower than Paploo, with as much Potency as possible&lt;br /&gt;
&lt;br /&gt;
== How to use Ewoks ==&lt;br /&gt;
You may have noticed by now that Ewoks are looking for a specific turn order. When modded correctly, they have one of the fastest, most explosive openings of any team. A typical opening turn, with the optimal Ewok team, looks like this:&lt;br /&gt;
* Paploo goes first. With good enough mods, this is almost a guarantee, with only Revan, Bastila lead and BB8 able to beat him with equal, high-end mods. With a +140 Speed mod set at G11, his opening turn is at 310 Speed. My G12+5 Paploo, with +146 Speed mods, takes his first turn at 332 Speed.&lt;br /&gt;
* Paploo calls Logray to assist. Logray gains 10% TM from Paploo's ability, then 20% from Chirpa's lead, and is now at full TM&lt;br /&gt;
* Logray uses Prophetic Visions, giving all Ewoks 20% TM, Foresight, Offence Up and Advantage. Basically, it's a mini Illuminated Destiny. Now, Wicket, Chirpa, and Elder are all at 100% TM. At this point, these 3 things all happen, in any order&lt;br /&gt;
** Chirpa's turn - Chirpa calls all Ewoks to assist, usually dealing 50k+ damage, and giving them all 20% TM from his lead&lt;br /&gt;
** Elder's turn - Elder uses his basic, with a chance to give himself 50% TM and everyone else 25% TM&lt;br /&gt;
** Wicket's turn - AoE attack, giving 40-50% TM to everyone. Also, he has a chance to get a bonus turn, which can be used to call Elder to assist, stealthing both of them and giving another chance for Elder to spread TM&lt;br /&gt;
* By this point, things are looking crazy. The Ewoks have 5+ buffs each, the Attacker and Healer/Reviver are both stealthed, and they all have 60%+ TM. So far, we've completely ignored Chirpa's lead: any of these Specials can call someone to assist, giving even more TM and more damage. This usually leads to another round of turns, including Chirpa giving Retribution, Logray's AoE daze, dispel and TM drain, and more bonus attacks from Wicket. All of this is before most arena teams have taken a turn. With good RNG, I once cleared a well modded G12 zPalp team without them taking a turn, and most of the time 1-3 characters are dead within the opening barrage, all at 300+ Speed&lt;br /&gt;
So, in conclusion, Ewoks are fast, snowballing death machines that are damn hard to kill. They can be used effectively pretty much anywhere, and there's a good chance they'll be needed for everyone's favorite golden protocol droid. If you want more information on them, come and join us at the Murderbears Discord server&lt;br /&gt;
&lt;br /&gt;
EDIT: I forgot Omega's existed, thanks /u/endallbeall41 !&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
[https://www.reddit.com/r/SWGOHStrategy/comments/a26kat/a_quickish_guide_to_murderbears/ A Quick(ish) guide to Murderbears]&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Endor_Escalation_Quick_Guide&amp;diff=7558</id>
		<title>Endor Escalation Quick Guide</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Endor_Escalation_Quick_Guide&amp;diff=7558"/>
		<updated>2019-01-02T17:10:18Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: Added Endor Escalation quick guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of these points echo points made in the [[Quickish Guide To Murder Bears]], if you follow that guide for developing your murder bears you will have no problem eventually completing this event. If you are looking to hit the minimum for this event and move on, then keep reading.&lt;br /&gt;
&lt;br /&gt;
This event is one of two revolving around a particular faction and focus character. In this case the faction is Ewoks and the character is Wicket. The other is Defense of Dathomir with Nightsisters and Talzin.&lt;br /&gt;
&lt;br /&gt;
In both cases the first tier of the event requires that you use only the specified faction, but the second tier of the event has a different requirement in that you need a 7* of the focus character (Wicket or Talzin) in your possession, but you can use any team you want to complete Tier 2. Even if you have no desire to use the faction to the maximum it's still worth getting a powerful enough team to complete Tier 1 and then getting the focus character to 7* as Tier 2 gives out two zeta materials each time it is completed (first time bonus includes more stuff).&lt;br /&gt;
&lt;br /&gt;
For the Ewok event the ideal team in T1 is Chirpa (L), Paploo, Elder, Scout or Wicket and Logray. This is not coincidentally the ideal team composition for Ewoks in general. Teebo is generally pretty bad when used with the other Ewoks in comparison to any of the other options. That said, I'll explore the Teebo option for this event since he is easy to farm and many people have him leveled for Pit.&lt;br /&gt;
&lt;br /&gt;
'''Scout vs Wicket''' - If you have Wicket at or above G8 then you can certainly use him, but Scout is perfectly adequate for this event and most people have him available at a level where he can be thrown in right away. Scout is actually one of the Ewoks you really cannot do without in this scenario as he deals out very high damage. You either need him or Wicket.&lt;br /&gt;
&lt;br /&gt;
That said, I'll try to give you a sense of what will make it easier to complete at a minimum. Having done it with what I would consider a very low end team that could win inconsistently and then gradually built into an easily repeatable winner I think I have a pretty good sense of what you need.&lt;br /&gt;
&lt;br /&gt;
== Minimum Character Requirements ==&lt;br /&gt;
Unless otherwise noted you don't need any omegas or zetas and I'm assuming you have bumped them to level 85. If they aren't at 85 you're at a significant disadvantage. For individual abilities you don't have to bump them all the way to 7, but it can't hurt. Ideally you get their basic attacks up there since there are a lot of assist calls in their repertoire.&lt;br /&gt;
&lt;br /&gt;
'''Chirpa (L) 4* G8:''' You need Chirpa as the leader. You can't use Teebo as the leader and get through this with a lower end Ewok squad. No way. Make sure to get his leader ability to level 7 and max out Tribal Unity.&lt;br /&gt;
&lt;br /&gt;
Omegas: Tribal Unity -- Everyone attacks with 50% less damage or everyone attacks. The choice is obvious. This makes a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Ewok Scout 6-7* G8-G9:''' If you've played for a while you probably have this guy at a high star level anyway just off bronzium draws. At 6* add more gear, but at 7* G8 is enough.&lt;br /&gt;
&lt;br /&gt;
Omegas: As many as possible. Overall the more the better if you use him as they are all worth having. Rushing Attack though is a must since it calls an assist.&lt;br /&gt;
&lt;br /&gt;
'''Paploo 5* G8''': Even at G8 Paploo can suck up damage pretty well. Load him up on health mods with speed as his basic dispels buffs and he has +25% speed when he isn't taunting. You like all of that.&lt;br /&gt;
&lt;br /&gt;
'''Logray 5* G8-G9:''' He isn't farmable except from Guild Store and shipments, but you can get away with 5* pretty easily since Paploo takes the heat off him, Chirpa hands out healing and Elder can bring him back.&lt;br /&gt;
&lt;br /&gt;
'''Ewok Elder 6-7* G8-G9:''' You can probably get away with 5* using certain combinations, but of all of them he needs to survive since he is dispelling debuffs and reviving so the runs will be more consistent with him at 6 or 7. You need only G8 7*&lt;br /&gt;
&lt;br /&gt;
Alternates:&lt;br /&gt;
&lt;br /&gt;
'''Teebo 7* G8:''' I'm assuming you have him at 7*, because it's really easy to get him there. If you intend to use him then just push him to 7*. He works out pretty well in combination with Wicket. The TM gain at level 7 for his Ewok Scramble Tactics is very helpful.&lt;br /&gt;
&lt;br /&gt;
'''Wicket 4* G6-''' Even at 4* this little guy is a monster. Don't have Paploo or Logray? Throw him in. He can make Teebo better since he gives out stealth with his special as well as calling the target Ewok to assist, but overall you would still rather have Paploo than Teebo.&lt;br /&gt;
&lt;br /&gt;
== Team Combinations ==&lt;br /&gt;
There are a variety of combinations that can win this. Ideally have Chirpa in the lead. The only two that you always want are Chirpa and Elder.&lt;br /&gt;
&lt;br /&gt;
'''Ideal Team'''&lt;br /&gt;
&lt;br /&gt;
Chirpa, Logray, Wicket, Paploo, Elder: This team is the standard one most people would use, but at lower star and gear levels it might not be as effective.&lt;br /&gt;
&lt;br /&gt;
'''Usable Team'''&lt;br /&gt;
&lt;br /&gt;
Chirpa, Scout, Wicket, Teebo, Elder: This team deals out a lot of damage with both Scout and Wicket in there. Attacking the AT-ST directly as noted in Event Strategy works well with this combination.&lt;br /&gt;
&lt;br /&gt;
== Character Mods: ==&lt;br /&gt;
Overall, speed. The faster the better. They don't hit hard so you want to hit often. At the bare minimum range of gear and stars you want to augment health and protection as much as you can as well.&lt;br /&gt;
&lt;br /&gt;
== Event Strategy ==&lt;br /&gt;
'''Phase 1: AT-ST'''&lt;br /&gt;
&lt;br /&gt;
Attack the AT-ST directly until it goes down. That's basically it. Ignore the scout troopers on the side. When the AT-ST goes down they go down as well. Use everything against the AT-ST. Don't let Elder go down. Use Paploo's taunt. Call Elder to assist whenever possible to get that TM gain from his basic. It's fine if anyone other than Elder goes down as you should be saving Elder's revive special for just such an occasion. In P1 and P3 you can use Logray's Hypnotize or Teebo's basic (with stealth) to kill off the AT-ST's turn meter.&lt;br /&gt;
&lt;br /&gt;
'''Phase 2: Stormtroopers with AT-ST being a jerk in the background'''&lt;br /&gt;
&lt;br /&gt;
Ideally you take out the Recon Stormtrooper first as his AOE can really take a toll on the furry monsters. After that start whittling away at the Commander since he heals everyone. If the Stormtrooper throws up taunt this is where Paploo or Teebo come in handy with the dispel.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3: AT-ST Strikes Back'''&lt;br /&gt;
&lt;br /&gt;
See phase 1. No really, just hit the one in the middle.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4: Attack Of The Clones'''&lt;br /&gt;
&lt;br /&gt;
It's like P2 only there are more of them! Once again you have to make a decision as to whether you can knock off the Recon Troopers before the Commander heals them or if you want to go for the Commander first. The Recon Trooper bombs in combination with the AT-ST fire can really take a toll on the bears. Fur is flammable! In my experience the Commander will not throw up the heal unless one of the other guys is in the yellow range. I've been able to knock out the Recon Troopers with Scout's special after whittling off some health even though they were not in the yellow. This stage is where Paploo really shines with his basic since you have two STs that can taunt and block you from hitting the weaker Recon Troopers and Commander.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5: Revenge of the AT-ST'''&lt;br /&gt;
&lt;br /&gt;
P5 looks a lot like P1 and P3 only the AT-ST driver has gotten a hold of some performance enhancing drugs and you can no longer remove TM from him. I play this one the same as the first two though and attack the AT-ST until he goes down.&lt;br /&gt;
&lt;br /&gt;
'''Note: Attacking the guys on the side in the AT-ST stages'''&lt;br /&gt;
&lt;br /&gt;
I have a much easier time ignoring them. Once I started ignoring them the AT-ST stages became a lot easier overall. YMMV. Generally all they do is put a target lock on someone and it's usually Paploo since he is taunting. Then the AT-ST will one shot him if he gets a chance. There are numerous ways to avoid this, but even if he goes down I revive him with Elder. By the time they get around to doing it again I've usually got the AT-ST down. Trying to beat the side guys up just gives the AT-ST more time to attack you.&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
	<entry>
		<id>https://swgoh.wiki/index.php?title=Territory_War_and_Grand_Arena_Counter_List&amp;diff=6794</id>
		<title>Territory War and Grand Arena Counter List</title>
		<link rel="alternate" type="text/html" href="https://swgoh.wiki/index.php?title=Territory_War_and_Grand_Arena_Counter_List&amp;diff=6794"/>
		<updated>2018-12-24T17:04:48Z</updated>

		<summary type="html">&lt;p&gt;RhialtoTheMarvellous: Minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Important Notes ==&lt;br /&gt;
* Revan Lead is a hard counter for all matchups&lt;br /&gt;
* Traya lead is a hard counter for most matchups.&lt;br /&gt;
* Rebel quartet (CLS, Chewbacca, Raid Han, C3P0) is a hard counter for all except Revan&lt;br /&gt;
&lt;br /&gt;
== Team Counter List ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Team&lt;br /&gt;
!Hard Counter&lt;br /&gt;
!Soft Counter&lt;br /&gt;
|-&lt;br /&gt;
|[[File:JEDIKNIGHTREVAN.png|frameless|50x50px]]&lt;br /&gt;
|[[File:JEDIKNIGHTREVAN.png|frameless|50x50px]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>RhialtoTheMarvellous</name></author>
	</entry>
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