This is especially useful when used on TIE Silencer to stun an enemy or continue to build Silencer’s offense stacks. Gauntlet Starfighter - Team cleanse and survivability boosts, Jedi Consular’s Starfighter - Targeted assist call and healing, TIE Bomber - AoE buff dispel, and burning shuts down Rebel fleets very hard, Geonosian Spy’s Starfighter - Forced taunt on random enemy, Sun Fac’s Geonosian Starfighter - Auto taunting tank, Scimitar - Crit Chance boost, retribution and stealth for certain allies. Kylo Ren’s Command Shuttle: Remove 20% turn meter from enemy ships when they are called in as Reinforcements. T he Star Wars Guy. The primary benefits of Hunted, and the best uses for it are the bonus turn meter prevention and reduction of damage from out of turn attacks. And since I can’t offer a reader’s choice between the two, dark mode equivalent it is. 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. Another that has better chances against Malevolence, this lineup sacrifices the tankiness of Hound’s Tooth in favor of doubling up on the mass buff clears, which can be great for getting past Negotiator fleets that use BTL-B Y-Wing or for clearing all stacks of Overcharge off Malevolence fleets. By Power (Default) Sort by a Ship's Power. 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). The Malevolence gains 30% Turn Meter whenever an allied Vulture Droid is defeated. I could provide more possible variations, as each has slightly different utility, but you’ll notice a theme among all of them: at least 1 ship to provide more damage output (either in the form of FO TIE or as an assist caller), at least 1 ship to provide extra survivability (either a tank like Hound’s Tooth or a healer like Plo Koon) and at least 1 ship to strip all buffs from all enemies. Even with very little synergy with the Finalizer fleet, the ability to cleanse daze and heal Silencer can be incredibly clutch if you’re having a rough battle. First Order SF TIE Fighter: All allies gain 40% Potency, doubled for First Order allies. 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. Strategy when using Command Shuttle requires you to know its three special abilities inside and out. Memorise the important abilities of the fleet, specifically what Hunted does, how Silencer can stun, and which of Command Shuttle’s abilities are most useful to you. Considering how often advantage is spread by Command Shuttle, it’s much more likely you’ll be able to inflict target lock with SF TIE, and then subsequently be able to trigger Silencer’s offense gain by attacking said target locked enemy. Give First Order allies Defense Penetration Up and Offense Up for 2 turns when using Finalizer’s ultimate ability. 16:52 Top 10 SWGoH YouTubers UNDER 10K Subs! Key among those being the ability to inflict Buff Immunity with a special ability. Malevolence. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. If you found this guide useful, you might also enjoy some of my other SWGoH Fleet content, such as my Malevolence Guide and my Fleet Meta summary. By using our Services or clicking I agree, you agree to our use of cookies. Reward: Finalizer - SWGOH Events displays the next event date with relevant information about the event. Hunted goes onto Han’s Millennium Falcon to reduce damage from being called to assist, use stuns and Silencer’s massive damage output to burst down Han’s Falcon if you can, and if not, it shouldn’t be too difficult to kill off Bistan’s U-Wing, Rebel Y-Wing and/or Biggs. In the breakdown of the kylo shuttle section,after the abilities breakdown,the first line of the new para is "The two primary uses for Silencer are to distribute advantage and turn meter to TIE Silencer with Surprise Raid ....." shouldn't the first silencer be shuttle instead,or am I missing something? 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 match is possible, and if you try it you need to put your all into it, don’t stop attacking even for a second, but it’s highly unfavourable and there’s a good chance you just lose. Chaff is handy as well, preventing target lock on allies, which can stop an enemy Umbaran Starfighter from dispelling advantage with its basic attack, or delivering a big AoE. Hound's Tooth isn't a wall, it's a hurdle, a tall hurdle. Now go out there and hunt down some Rebel and Negotiator fleets! Sort by a Ship's difference between current power and Max power. Thus, the goal for Hound's Tooth should be: develop your fleet so that it can work without Hound's Tooth, so that you can free it up to be used with an underdeveloped fleet. SF TIE provides a massive potency boost for First Order allies and reduces tenacity among enemies, while TIE Fighter gives allies a 15% turn meter boost. 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. The turn meter removal and healing immunity are unreliable and unimportant, but the buff removal and irresistible ability block are crucial for dealing with Hound’s Tooth and other tanks, meaning this ability sees frequent use, And finally, Command Shuttle’s reinforcement ability removes 20% turn meter from enemy reinforcements when they reinforce, and gains 20% turn meter at the same time. All allies gain 15% turn meter. Sort by a Ship's difference between current power and Max power. Reinforcements: First Order TIE Fighter, Ebon Hawk, Plo Koon’s Jedi Starfighter and Cassian’s U-Wing. You absolutely need Plo Koon or Gauntlet Starfighter as a reinforcement to temporarily clear away Buzz Droids, and your goal is just to feed as much damage, assists and bonus turn meter to TIE Silencer as you can to try and burst through Hyena Bomber and Sun Fac. By Max Power Difference. It’s important to watch out for enemies with crit immunity for this reason, as they will prevent Silencer from healing. This ability isn’t triggered for frontline ships, despite the whole activation of frontline ship reinforcement abilities. However, depending on the strength of your ships, you may need to call the Command Shuttle to assist on the first turn against Anakin’s Eta-2, as calling Silencer will likely kill Eta-2 and trigger Unending Loyalty, which will give Eta-2 more health than it should have in order to trigger Negotiator’s Unending Loyalty buff instead of the devastating AoE (look at the 3. vs Negotiator section above for further info). If the enemy reinforced with Clone Sarge you’ll want to try and place Buff Immunity (with Ebon Hawk) or just burst his protection down (with Cassian’s Assist Call), so that you can get around his auto-taunt and be able to target Anakin’s Eta-2. Ebon Hawk’s other abilities are mildly useful (such as dishing out a small amount of turn meter to buffed allies when using basic attacks, and cleansing target lock from all allies), but none are especially worth noting beyond what was mentioned above. However for anyone who uses Hound’s Tooth elsewhere you will obviously prefer a different set of reinforcements. But using any combination of Rex, HT or Y-Wing on the frontline instead can perform effectively. 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. Honorable Mentions (Gauntlet Starfighter, Jedi Consular’s Starfighter, TIE Bomber, Geonosian Spy’s Starfighter, Sun Fac’s Geonosian Starfighter and Scimitar), The precision tactics of Finalizer fleets, Recommended Ship Strength and Upgrade Priority. If the assisting ally is First Order they gain advantage for 2 turns. By Name. Sort by a Ship's Name. 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. Hunted is an irresistible and uncleansable debuff unique to the Finalizer, which prevents bonus turn meter gain and reduces the damage dealt by out of turn attacks. Then there’s the minor comparison of target lock. As well as inflicting breach with numerous abilities. More posts from the SWGalaxyOfHeroes community. So as I do, I’ve written another in depth fleet guide, this time for the Finalizer fleet, check it out at: https://www.redventbard.com/swgoh-finalizer-fleet, You may also be interested in my Fleet Meta Report and Malevolence Guide. First Order allies gain 10% turn meter. It’s incredibly fast (tied for third highest base speed in the game), deals massive amounts of single target damage and gains offense as the battle goes on. 66 % 85. Ebon Hawk has a few handy bonuses that can make it more or equally useful to Cassian’s U-Wing. Use Kylo’s Shuttle to ability block Hound’s Tooth (this ability block can’t be resisted) in order to prevent it from putting Breach on an ally and making your life much harder. 85. My eyes are burning. (9) Plo Koon’s Jedi Starfighter 5 stars, G8+. I definitely plan to do an Empire guide as soon as I can. 24 % 85. 337 views 12 days ago. SF TIE has a bigger health pool, and therefore gains a bigger health boost from Finalizer, making it tankier for the frontline and more likely to survive (though you have to be careful not to outstrip Silencer, because you want the enemy AI to target SF TIE). Enjoy! This can allow you to get through Clone Sergeant’s ARC-170, which can block you from getting at Anakin’s Eta-2 depending on turn order and which reinforcements are called first. Reward: Finalizer - SWGOH Events displays the next event date with relevant information about the event. Endurance. Keep in mind that these abilities, when activated at the start of battle, do not inflict debuffs. SF TIE’s reinforcement ability becomes very useful when considering Silencer’s ability to stun enemies with its basic attack. A really great and in depth guide!Thanks a lot,that was an enjoyable read. Cassian’s U-Wing and Plo Koon’s Jedi Starfighter both have better homes in Rebel and Negotiator fleets respectively. How these abilities come into play is fairly straightforward for the most part. For everyone else, it's just a hurdle. Kylo Ren's Command Shuttle gains 20% Turn Meter when an enemy reinforces, other First Order allies gain half of that amount. Silencer, as stated over and over in this guide, is the powerhouse of this fleet. 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. 74 % 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. Without its synergies and boosts for the First Order faction, the fleet would be very lacklustre. Beware that stars account for a great deal of the speed of Finalizer, so at 6 stars you may need a relic Hux to achieve this result, and you may need to remove mods from Kylo Ren (Unmasked). This ability is more useful the higher gear/relic your General Hux is, and with a maxed ship and one or more hunted enemies, can be handy for taking out nearly dead ships hiding behind stealth or a taunt. Happy battles folks. We touched on this a little above, but here let’s discuss the specifics of why SF TIE Fighter is chosen for the frontline and why regular First Order TIE Fighter is usually not. https://www.redventbard.com/swgoh-finalizer-fleet. With two fleets (eventually) coming to GAC I’ve been wanting to figure out how to use an FO team. The Rex/Y-Wing/JKA lineup is very very fast, as it has 3 ships that can gain Valor as opposed to just 2 if you use HT. SWGOH Rank 1 Fleet Meta Report Based on 19177 Fleet Arena Teams. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. Press question mark to learn the rest of the keyboard shortcuts. 65 % 85. This means its abilities are almost always off cooldown (until you bring a non-First Order ship onto the field, one of the reasons we need a First Order tank to truly complete the fleet), and it gets to frequently take turns despite being an extremely slow ship, even with its speed boost. Currently there are four First Order ships that can be affected this way, and their reinforcement abilities are as follows: TIE Silencer: TIE silencer gains +25% Offense and the Afterburner buff, which can't be prevented or Dispelled. But in a place like TW or GAC, Hound's Tooth is actually a terrible crutch. Against Negotiator fleets the Finalizer fleet utilises its extreme speed, stuns, ability blocks, and turn meter manipulation to control a battle that can go sideways very easily. First Order TIE Fighter: Inflict Target Lock on target enemy for 2 turns, which can't be Evaded or Resisted. Star Wars: Galaxy of Heroes is a mobile game by EA Capital Games where players collect, level and battle with heroes and villains from the Star Wars universe. Star Wars: Galaxy of HeroesYES I KNOW!!! Reinforcements: Hound’s Tooth, Xanadu Blood, Plo Koon’s Jedi Starfighter and Ebon Hawk. Also,if I'm not mistaken,the dot placement by fosftp on allies on an aoe,triggering extra offense from silencer,also serves as damage taken when that ship starts a turn,thereby reducing the shuttle's cooldowns.I think so anyway, Thanks for finding that error, somehow I always manage to miss at least one or two despite going over every guide with a fine toothed comb. 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. You must max the ship out for best results. 00:15:04. Last Event: 2021-01-31. SF TIE is unlikely to survive long, especially against the stronger Negotiator fleets, as the AI likes to target the weakest ship and both Silencer and Command Shuttle should be healthier than SF TIE. A relic SF Pilot should achieve this fairly easily, but be wary of how much health the ship has, as you don’t want it to be tankier than Silencer. 85. 50% of the lost turn meter is given to First Order allies instead of 25% (Command Shuttle can target itself, but is treated as though it has 0% turn meter to share). I’m sorry to hear that was difficult for you to read, that certainly wasn’t my intention when choosing the theme for the blog. First Order TIE loses half its reinforcement ability straight away (the target lock) because Finalizer’s unique ability to trigger frontline ships’ reinforcement abilities doesn’t trigger debuff applications. 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. 85. While it doesn’t prevent the enemy reinforcement ability from triggering, it does sometimes prevent them from immediately following up with a high damage attack (Ahsoka), taunting (Hound’s Tooth) or placing taunt on another enemy (Plo Koon). Given how close the two are in stats for health and protection however, this shouldn’t be a problem unless you also have a maxed out R7 SF TIE Pilot with 6E mods. Finalizer × Sort. 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. Two abilities, lots of speed and damage output and a stun on basic. Cassian’s U-Wing is another mass buff dispeller that is arguably more useful than Ebon Hawk, since it can call an assist with a crit damage bonus, which is extremely effective combined with Silencer. Silencer’s kit is easy to understand and use. After killing Eta-2 your goal is just to survive and deal with what’s left. SF TIE needs to be at least 1 speed faster than Anakin’s Eta-2 and Negotiator, which can be achieved at G12 with two G12+ gear pieces, or with some 6E mods. I abuse the shit out of Fives’ bad AI when climbing. Probably the most useful ship in all of fleet, Hound’s Tooth has one of its two most efficient homes here in the Finalizer fleet, having been effectively replaced in Negotiator, Malevolence, Empire and Rebel fleets by pilotless tanks. With that, so ends my Finalizer guide. General Grievous’ Malevolence is the best attacking Capital ship in SWGOH. Since Finalizer lacks a tank of its own, and makes such good use of Xanadu Blood as a reinforcement, Hound’s Tooth’s incredible toughness is extremely useful in helping protect the comparably vulnerable TIE Silencer. If so, Click Here, The Inconceivable Adventures of Captain Archibald Dashing, the Fabulous Pirate, The State of Fleet (Star Wars: Galaxy of Heroes), 5 Tips for your first Mass Effect Trilogy Playthrough (Spoiler Free). Fleet shards tend to be a combination of fully developed fleets and underdeveloped fleets, so every advantage is necessary. In this regard, SF TIE is the better choice, as the potency boost means you have the maximum chance of landing stuns with TIE Silencer, and the turn meter boost from TIE Fighter can screw with your turn order if you’re trying to get Finalizer to take a turn before TIE Silencer. The JKA/Rex/Y-Wing fleet is completely above the JKA/Fives/Hounds Tooth fleet due to Valor. Malevolence triples the effects of Buzz Droids on enemies. So the turn meter boost falls somewhat flat, while SF TIE’s potency boost and tenacity reduction have a more noticeable effect, making you far more likely to land Silencer’s stun and SF TIE’s ability block and damage over time effects. 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. Cookies help us deliver our Services. Considering the huge speed boost Finalizer gets from First Order allies, which makes it the fastest ship in the game, as well as the impressive natural speed of Silencer and both First Order TIE Fighters, 15% bonus turn meter at the start of battle is unnecessary, as you’ll outspeed every opponent that you need to outspeed without the boost. The Finalizer can be acquired from its special event, which occurs twice per month. 85. The possibility of inflicting target lock is nice however, as it can help boost Silencer’s offense again if applied to the next target Silencer will attack. Basic ability that has a 50% chance to hit twice, with each hit having a 60% chance to inflict target lock for 2 turns, Special ability that hits hard and comes immediately off cooldown if used on a target locked enemy, Unique ability that gives First Order TIE 15% turn meter every time a target locked enemy is damaged by an attack, Reinforcement ability inflicts target lock on target enemy for 2 turns, which can’t be resisted or evaded. I’ll explain in more depth the reasoning for choosing SF TIE over TIE Fighter in the starting lineup in section 7 of this guide. Last updated: Turn Meter Reduction is a battle mechanic that increases the time needed for the unit to take a turn. If the target enemy is target locked, SF TIE gains 30% turn meter, AoE special ability that inflicts damage over time for 2 turns on all other ships (even ally ships), Reinforcement ability that gives all allies +40% potency (doubled for First Order allies, so +80%), and reduces the tenacity of all active enemies by -20% (doubled against Resistance enemies). Hellenix SWGoH Hynesy ANZGC Indigo SWGOH Its Just Ian Kiaowe • ... 1:04:52 Vader vs. Scoundrels 1:08:00 Malevolence vs. Rebels 10:09:38 Negotiator vs. Finalizer Up Next. The Finalizer is the most crucial component of the Finalizer fleet. 85. Chimaera. Whereas First Order TIE is much more geared towards being its own machine, gaining turn meter and dishing out big hits, which unfortunately pales in comparison to the damage output of Silencer when aided by SF TIE, Finalizer and Command Shuttle. The most common usage for the Finalizer fleet is as a secondary offense fleet in Territory Wars and Grand Arena Championships, as Finalizer fleets are able to hard counter Rebel fleets that might be placed on defense, and can beat anything that isn’t Malevolence fairly reliably. The only way my shard has figured out how to beat the JKA/Rex/Y-Wing lineup is to either mirror it and hope for the coin flip or to swap to Malevolence to climb. Should a new fleet come along that needs Finalizer fleets to be even faster than they already are, it’s possible that First Order TIE will become more relevant for the frontline of a Finalizer fleet, but as it stands, SF TIE is more versatile, useful and has a bigger health pool, making it the stronger candidate. General's Command. Most of the time this happens fast enough that losing Hound’s Tooth doesn’t change stop you from winning. Negotiator. Thank you. 9. 55 % 85. Sort by a Ship's Name. 3v3 | Darth Vader vs JKL Lead | #SWGOH | #Counter Series | Dylarr's Twi'Lek Tactics. SF TIE inflicts it with its basic on a critical hit (also boosted by the bonus potency), whereas First Order TIE has a 60% chance to inflict it with its basic, and a 50% chance to try again. The final pillar of the Finalizer kit is the fact that it activates the reinforcement abilities of all First Order allies in the frontline at the start of battle. But it will take a lot more data to convince me to change my whole blog theme. THIS IS HUGE! This means that it almost always has a special ability (all of which are on a four turn cooldown) available for use, and often can use the same ability consecutively, if enough allied ships are First Order, Basic ability gives the Command Shuttle +50% protection up, The Surprise Raid special ability grants a single ally 100% turn meter and advantage for 1 turn, while also reducing their cooldowns by 1 and removing 20% protection.