Galactic War is an important resource challenge. While advanced players routinely auto-play it, new players to Galaxy of Heroes will need to have a strategy to beat all levels.
5. Rebel Coordination: Admiral Ackbar, Ezra Bridger, Hoth Rebel Soldier, Luke Skywalker (Farmboy), Obi-Wan (Old Ben) Image
One of the best starter teams, most of these characters are readily available in the cantina shop. Luke is usually the first character awarded to you, so by level 40, you should have most of, if not all these characters unlocked.
Rebel Coordination Unique Team Abilities:
- Rebel allies have +25 Speed and +10% Tenacity. In addition, whenever an ally uses an ability that isn't an attack, they call a Rebel ally to Assist.
- Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 30% of their Max Health. Tactical Genius ends whenever an ally triggers this effect or at the end of Ackbar's next turn.
- Old Ben’s If You Strike Me Down: Whenever another Jedi or Rebel ally takes damage, Old Ben gains a 5% Turn Meter. The first time Old Ben is defeated, all allies gain Offense Up and Speed Up for 2 turns, recover 50% Health and 50% Protection, and gain 25% Turn Meter.
4. Rebels: Wedge Antilles, Biggs Darklighter, Admiral Ackbar, Stormtrooper Han, Luke Skywalker (Farmboy) Image
Perhaps the most famous starter team, this unit features beloved characters from the original trilogy. Wedge and Biggs are a great 1, 2 punch combo. Han acts as a tank, with Admiral Ackbar providing Rebels the support they need to finish the match. This is most likely your first version of Luke, so level him up, but do so cautiously as there will be better versions available as you progress.
Rebels Unique Team Abilities:
- Rebel Heroism: Rebel allies have +30% Offense, recover 15% of their Max Health and 10% Turn Meter on a Critical Hit, and recover 25% of their Max Health whenever they defeat an enemy.
- Comrade-in-Arms will quickly become a favorite maneuver of yours, as you: Deal Physical damage to the target enemy and call an Assist. If Wedge Antilles is present he also Assists. All attacks have a 75% more Critical Chance.
- Tactical Genius: Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 30% of their Max Health. Tactical Genius ends whenever an ally triggers this effect or at the end of Ackbar's next turn.
3. The Separatists:Nute Gunray, Geo Soldier, Geo Spy, Poggle, Count Dooku
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Another strong choice to run for starter players, this team of separatists has powerful supportive and attacking members. This crop of characters is easily farmable from Light and Dark Side battles, Shard Shop, and Cantina Shop.
Separatists Unique Team Abilities:
- Backroom Subterfuge from Nute Gunray grants: Separatist allies have +15% Speed and Potency for each enemy with Extortion. While Nute Gunray is alive, each enemy that ends their turn with Extortion dispels their own buffs and grants Extortion to another random enemy that doesn't have it.
- With the addition of his rework, Count Dooku is hands down the most powerful in the group, as his Flawless Riposte can deal devastating blows. Flawless Riposte: Count Dooku has a 100% counter chance. In addition, whenever he attacks outside of his turn, he deals 30% more damage, gains 15% Turn Meter, recovers 15% Protection, and gains Critical Hit Immunity for 1 turn.
- Force Lightning (Count Dooku) can be a finishing move, as it gives the ability to: Shock the target enemy, deal Special damage, and Stun them for 1 turn. This attack has a 50% chance to Shock and Stun another random enemy, doubled if the target is Galactic Republic.
2. Jedis of Old and New:Bastila Shan, Jedi Knight Anakin, Grand Master Yoda, Ahsoka Tano
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In order to win in Galactic War, you need team synergy. Especially in later rounds. Once you have a team that can counter, heal, and attack, you should be able to auto-play with ease. Ahsoka Tano and Jedi Knight Anakin offer some of the strongest synergies in a duo in Galaxy of Heroes.
Jedis of Old and New Unique Team Abilities:
- Initiative: At the start of the battle, Jedi allies gain 15% Turn Meter and Protection Up (200%, can't be dispelled), and Jedi Tank allies Taunt for 1 turn. While Jedi allies have Protection Up, they have +150% Tenacity and deal 35% more damage.
- Ahsoka’s Daring Padawan: Ahsoka has +40% Max Health, +10% Evasion, +10% Critical Chance, and +25 Speed. These values are doubled while she has Critical Hit Immunity.
- If Jedi Knight Anakin is an ally, Ahsoka gains Critical Hit Immunity for 2 turns at the start of each encounter and whenever she uses a Special ability.
- With Grand Master Yoda’s Battle Meditation: Yoda gains Tenacity Up, Protection Up (30%), and Foresight for 2 turns, then grants each ally every non-unique buff he has (excluding Stealth and Taunt) for 2 turns. Yoda grants himself +35% Turn Meter and an additional +10% Turn Meter for each other living Jedi ally.
1. Inspiring Through Fear:Darth Vader, Grand Moff Tarkin, Royal Guard, Darth Sidious, Stormtrooper Image
This is easily the best team to run in Galactic War. If still early into Galaxy of Heroes, I’d suggest sending out the weaker teams in the first phases of Galactic War. Save Vader and his squad for the end. Darth Vader will remain one of your stronger characters throughout the game.
Inspiring Through Fear Unique Team Abilities:
- Empire and Sith allies have a +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them.
- Intimidation Tactics (Grand Moff Tarkin): Gain Potency Up for 3 turns then inflict Critical Chance Down and Offense Down for 3 turns on all enemies. Rebel enemies can't Resist these debuffs. Then gain a 15% Turn Meter for each debuffed enemy.
- Ultimate Firepower (Grand Moff Tarkin): Deal Special damage to all enemies with a 100% chance to remove 50% of their Turn Meter. This attack gains Offense equal to double Tarkin's Potency percentage
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