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A Beginner’s Guide to Ships 2.0


What to know when thinking about ship related goals cohesively
(For levels 1 ~ 60 ...ish)

The purpose of this guide is to get F2P 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 necessarily
cover the fleet arena meta, starter fleets and general advice will be covered. 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 would want to know sooner, rather than later.

Prepping for ZETA Material Farming


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 everyone works on constantly. To accomplish this, a specific set of ships is required and
preparing for zeta farming ​literally​ can't start too early.

In order to farm zeta's mats, you need Grand Moff Tarkin’s capital ship (CS), 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:

NOTE:​ The ‘Geonosis: Territory Battle’, is a game mode accessible to guilds with
+80 million GP and requires the Separatist faction. See ‘Addendum 1: The
Geonosian Trio Alternative’ on page 8 of this guide for those interested.

Ships: Ship Stars: Pilots: Pilot Stats:1


1. Executrix 4 stars G M Tarkin: 6-stars, g9
2. Imp TIE Fighter 4~5 stars TIE Ftr Pilot: 6-stars, g9+
3. TIE Silencer 4~5 stars Kylo (unmasked): 6-stars, g9
4. SF’s Geon’n Ftr 4~5 stars Sun Fac: 6-stars, g9
5. TIE Advanced2 4~5 stars Darth Vader: 6-stars, g9+
6. Slave 13 4~5 stars Boba Fett: 6-stars, g8

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​Pilots​ can be 5 to 7 stars but the average of all your pilots should be at 6-stars.
2
Vader’s ship is a long, RNG heavy farm which will prevent most players from unlocking it in a timely
fashion. Regardless of the delay to zeta farming, it is Tarkin’s most important asset and a top 5 ship to
own in general. Ignoring this ship is... not a good idea. See “Farming matters of note” on page 6.
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Slave 1 can only be considered arena viable in the early game. It’s significance lies in needing Bounty
Hunter ships for Han’s Millenium Falcon, the repeating Contraband Cargo events and the Galactic Credit
Heists. Players can choose another ship but it is a ship and crew that hits a lot of non-arena goals.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
2

The above list is at the ​low end of what is needed to get Tarkin's CS upto 5-stars4, (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:

7. Biggs X-Wing 5 stars Biggs: 5 stars, g9+


8. Umbaran5 5 stars 5555's: 5 stars, g9

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.

Zeta mats can also be bought for 2000 Fleet Tokens each (1/20th of a full zeta) 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 fully established.

Ship Building-Materials Challenge:


Before moving on, it should be mentioned that some effort will be needed to acquire a 5-star
Home-One CS to be eligible for the Tier-4 Ship Building Materials Challenge (unlocks at player
level 77); that’s for the ship leveling currency. The H1 5-star event will require 5 LS fighters; and
a solid Biggs and Fives will go a long way to securing a win as they are both tanky. Most players
will likely have a Phoenix Squad (to acquire Thrawn) so it stands to reason to have a 4-star
Ghost/Phantom-2 to round out the event requirements. Your 5th, 4-star ship can be anything,
like a one that was given to you (not Clone Sergeant); but I can recommend Plo Koon in
particular. The pilot only needs to be gear-8 to make his ship endgame viable (for appropriate
fleets).6 Thus, a strong Biggs, Fives, and mediocre Ghost, Phantom-2 and Plo Koon will be a
good starting point. Remember to not over level or gear anything that isn’t part of your arena
team. Ships resources are scarce and will remain that way pretty much forever.

Fleet Arena
Most F2P players won’t hit the top 100 (even 200) in Squad Arena7 (​read the footnote​) until very
late in the game. However, it's far easier to get into the top 20 of Fleet Arena if you fully focus
your development. If your under level 60-ish, the ships I outlined above, are not only designed

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A 7-star/gear 8+ piloted ship is roughly equivalent in strength to a 5-star/gear 9+ piloted ship.
5
Umbaran is the ultimate “plug-a-hole” ship, capable of hitting hard and holding strong in most any lineup.
Extremely useful for players with a shallow bench and is a pretty good ship in its own right.
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Jedi Consular’s ship is also rather useful, if only for early arena. So raising this ship up is also viable.
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​This is not entirely true.​ If you dig into the game’s mechanics, you can craft a superior starting
account, giving yourself an advantage. Players have created dozens of accounts to get the “best” free
starting toon while purposely stopping well before level 27 for weeks, even months while trying to find
when a new squad arena shard opens. Players can also get lucky and enter a new shard early by a fluke,
get godly mods, or get placed into an easy going shard with few whales. This is ​far​ beyond this guides
scope and is generally only of interest to a certain type of player. Look elsewhere for this information.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
3

to meet zeta farming goals, but will also get you ​into the top 20 ​a very good fighting chance8. To
speak plainly, the lineup is:

Capital Ship: Executrix


Starters: Biggs, ITF, (Silencer/Fives/Sun Fac)
ReInforcements: Vader (as 1st RI), Fives/Sun Fac/Silencer

This is NOT a perfect line-up... but it’s pretty close to being one for early Tarkin players. There
are pros and cons that would require an entire discussion beyond the scope of this guide,
though important hints will be touched on in the next section. I’ll add that one strength is its
ability to achieve early goals and then become a solid, versatile backbone as you eventually
farm more ships like the Hound’s Tooth9. In other words, all the ships listed are worth having in
the long term. Further information can be found in the SWGoH Imperial Fleet Server Discord.

General Rules of Thumb


1. It is not efficient, desirable or even possible to begin your arena climb by
immediately farming only an "end-game meta fleet". This is simply not realistic as
the time-cost of acquiring such a fleet is far too long. Winning in fleet arena is
about starting with the hand you're dealt and carefully increasing its strength first,
and then adding to your roster over time.

2. 40% of whether you win or lose in early fleet arena comes down to who is more
committed to their fleet growth (vs fleet makeup). Keep your focus on the 6/7 fleet
arena ships; and at a minimum, keep development pace with your targeted
enemies.

3. 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.

4. More generally, 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 bit more attention and first crack at the next upgrade.

5. 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.

6. The vast majority of starting lineups have the following formulas:

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In a former guild, I impressed on my teammates an early incarnation of this guide and successfully
brought interested players into the top 20, top 10 and rank #1. The feat is therefore, repeatable but I
simply can’t guarantee the outcome, as the competitiveness of every shard is different.
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Hound’s Tooth is the first major inflection point in fleet arena. Absolutely get it as soon as you can.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
4

a. Tank, Glass Cannon, [Glass Cannon or Support]


b. Tank, Tank(y ship), [Glass Cannon or Support]

6a. The double cannon is spectacularly viable in early 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; pick fast ships and stay on top of their
pilot gears to keep the speed edge.

6b. The double tank is more stable and ultimately more reliable 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 deal with longer battles.

7. Multi-pilot ships are anchors that will unquestionably slow your climb to the top of
your shard. Even if you are top 20 with them in your fleet, in early shards, you will
eventually be oppressed as your enemies surpass you in strength simply for
developing fewer pilots for the same number of ships. Having said that, I have
occasionally advised that farming ONE multi-pilot ship is still doable. It’s a
trade-off between slowing your pace reaching higher brackets versus having a
fantastic ship ahead of your enemies either for fleet arena or some other goal.

(An example of this issue was illustrated by a fleet discord member who
chose to continue developing their Phoenix faction past gear 8+ all the
way to g11/12 as part of their initial plan. The ships helped earn top spots
consistently until they reached g9+. After that, the severe slow down in
development caused a drop out of the top 20 for over two months.)

I won’t talk any more about Fleet Arena and other definitely viable teams here. I’ll just
re-affirm that the above list of ships does create a cohesive arena team that has allowed
at least this author, to maintain a continuous presence at rank #1 (as of 2018-09-06)
since Ships 2.0 started in the spring of that year.
If you are interested in fleet history, take a look at our ​'Fleet Line-ups...by the...Fleet
Discord' document for an overview of current and past fleets, both meta and obscure.
Entries will have ‘Historical Notes’ shedding light on past combinations as well as reveal
the nature of specific ships.

Ship Stars and Levels, and Pilots


The default rule of thumb is to level your ships (stars and levels) evenly. This will maximize the
amount of stars/levels you get for the least amount of time and credits invested. The Ship
Building Materials you earn to star and level-up ships is extremely thin and F2P players do not

This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
5

have the luxury to spend it on whatever they like if they intend to be competitive in arena and if
they want to farm zeta’s as soon as possible.

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 fleet10. However, this rule of thumb doesn’t apply to pilots, as other parts of the game
will demand that you farm a character straight to 7-stars as soon as you can.11

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 chances to farm zeta mats.

Ship Stats & Mods


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.

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​.12 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 and further increase
ship stats13.

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 your pilots. If a mod with good
stats reveals itself, you can later transfer it to a squad arena or raid focused character.

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.

10
TIE Silencer may literally be the only exception given the ease of the farm and the power that comes
with having this ship go first in battle.
11
For example, Boba Fett. As a scoundrel, he is needed for the ​very​ important Scoundrel Heist event that
earns you Galactic Credits. ​GC’s are KING in this game and staying on top of the credit heist supersedes
all ​other goals.​ Also, having one 7-star toon as soon as possible will give you access to the Heroic Raids
run by your guild and their high level loot boxes.
12
Mods you can ​farm​ can have anywhere between 1-dot to 5-dots and represents the overall quality of
the mod itself with 5-dots being the best farmable quality.
13
All upgrades that impact ship stats do so in small increments. For a stat like speed, the increment will
be a fraction less than 1 and several upgrades will be needed to gain an increase in speed.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
6

Farming Matters of Note


Boba Fett, Darth Vader, Sun Fac and Darth Maul:
Slave 1 and TIE Advanced x1 are top rated ships14 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 you’re level 80-something.

In fact, upon reaching level 78, if you are not close to unlocking Vader’s ship, I’m actually
going to suggest that you spend 50 crystals once a day and refresh the Fleet Arena
Store to increase the chances you will have of gaining those shards. In any other
instance, crystals should be spent on energy refreshes to speed up your account
leveling but the presence of Vader’s Ship in your fleet is critical.

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.

Galactic War Store and Fleet Arena Store:


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.

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 should make the
commitment to spend all your fleet tokens snowballing ONLY your fleet arena team.

Fleet Battles Holotable (PvE):


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.15

14
See footnotes #2 and #3 on page 1.
15
Further verification is needed regarding drop rate percentages.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
7

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. 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 note that the 3 ships you choose to start your battles will not utilize their RI
abilities as they are not reinforcements.

Contraband Cargo Event:


The Contraband Cargo Event (currently just bullet points.)
A few notes on Deadly Tier (final tier):
● Completion of the Deadly Tier is possible with just 4 cargo ships semi-consistently.
● Successful runs show cargo ships with g9-g12 pilots. (g11 is the average).
● Successful use of Home One, Chimaera, Executrix leads have been reported.
● Home One appears to have it a bit easier. Executrix appears to have it a bit harder.
● Slave 1 off the bench with max RI appears to be popular.
● Hound’s Tooth, as the only eligible tank, will make the event significantly easier.
However, newer players are cautioned not to wait to complete the Contraband Event by
waiting to develop this ship.

…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!

This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
8

____________________________________________________________________________
Postscript

Addendum 1: The Geonosian Trio Alternative


(As of 2019-07-09, this is now our primary recommendation.)​ An alternate lineup for zeta
farming and fleet arena is using the Geonosian Trio. Thus, this farming guide would read:

Ships: Ship Stars: Pilots: Pilot Stats:16


1. Executrix 4 stars G M Tarkin: 6-stars, g9
2. Geon’n Spy Ftr 4~5 stars Geon’n Spy: 6-stars, g9
3. SF’s Geon’n Ftr 4~5 stars Sun Fac: 6-stars, g9
4. Geo Soldier Ftr 4~5 stars Geon’n Soldier: 6-stars, g9
5. TIE Advanced 4~5 stars Darth Vader: 6-stars, g9
6. Slave 1 4~5 stars Boba Fett: 6-stars, g8

The above list is at the low end of what is needed to get Tarkin's CS upto 5-stars17, (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, such as the TIE
Silencer). Add the following LS ships to make 7 total:

7. Plo Koon’s Ftr18 4 stars Plo Koon: 5 stars, g8

Evaluation:
For fleet arena, the line-up you will run using the Geo Trio is:

Capital Ship: Executrix (alternates: Home One, Chimaera)19


Starters: Sun Fac, Geo Spy, Geo Soldier
ReInforcements: Vader(Slave 1 as an inferior Alt), Plo Koon’s Jedi Fighter

This will eventually morph into: Hound’s Tooth, SF, Soldier with RI’s: Spy, Vader, Plo Koon.

Frankly put, this lineup will allow you to rise in fleet arena earlier than the Main Line-up on page
one and is less contingent on acquiring Vader’s ship. The strength lies in how tightly
coordinated they are as a group with all their assist attacks. They are also the gold standard
when it comes to handling the fleet PvE table; no other ​early​ farmable fleet team can do better.

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​Pilots​ can be 5 to 7 stars but the average of all your pilots should be at 6-stars.
17
A 7-star/gear 8+ piloted ship is roughly equivalent in strength to a 5-star/gear 9+ piloted ship.
18
Plo Koon (along with TIE Advanced x1) are the DE FACTO reinforcement ships for the Geo Trio fleet.
Plo Koon only needs to be g9 to be viable. Cassian’s U-wing would be the replacement for Plo or RI #3.
19
Executrix is unquestionably the best CS on defense due to AI (mis)behavior. But, both Home One and
Chimaera allow the Geonosians to be more explosive on offense. These differences aren’t large enough
to impact early fleet development but magnify once shards begin to mature.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
9

However, the fleet will begin to see the end of their life once Hound’s Tooth start showing up in
your arena. The HT Geo-Trio variant will be able to effectively compete further still, extending
their arena run, but can no longer be considered a top meta variant (even without the Mil.F.
meta) as they are known for falling a bit faster in the rankings from this point forward. And
ironically, the tight symbiosis that makes them so great will mean that all three ships will have to
be tossed aside altogether, once they lose their viability.

This zeta-farm/fleet start is totally doable and somewhat more advantageous early on since
players can decide to farm 1 less ship than the main line fleet recommendation (excluding other
ship related goals), resulting in a superior laser focus and efficiency. But, along with how tightly
bound together they are, this tactic often leaves players scrambling to build a near total
replacement fleet once the ride ends. Will the earlier gains offset the harder transition later?
This is an unanswered question.

(Added 2019-06-07) One additional note should be added: Traditionally, a Chimaera lead
Geo-Trio was arguably the best variant. It was the most popular at the least and entirely
because it was the most offensive. It also had the advantage of countering enemy Hound’s
Tooth without needing your own (though everyone should be farming Hound’s Tooth anyway).
This does not imply that Executrix is too weak to use however.

In the current environment, prepping for the Mil.F meta after completing your starter fleet is the
most logical exit strategy; and, given how Capital Ship skill badges (Prestige Badges) are
molasses slow to collect, splitting them up between 3 Capital Ships in what will be a short period
of time is insanely inefficient. To be clear, Imperial Fleet discord does not currently have any
reports back from the player base indicating success or failure upgrading and utilizing three
CS’s in such a short period of time, but it seems obvious to us that this should be avoided as the
time and resources to transition to a Chimaera lead Geo-Trio fleet could be better spent
preparing for the Mil.F meta.

Ship Building-Materials Challenge:


Before moving on, it should be mentioned that some effort will be needed to acquire a 5-star
Home-One CS to be eligible for the Tier-4 Ship Building Materials Challenge (unlocks at player
level 77); that’s for the ship leveling currency. The H1 5-star event will require 5 LS fighters; and
a solid Biggs and Fives will go a long way to securing a win as they are both tanky. Most players
will likely have a Phoenix Squad (to acquire Thrawn) so it stands to reason to have a 4-star
Ghost/Phantom-2 to round out the event requirements. Your 5th, 4-star ship can be anything,
like a one that was given to you (not Clone Sergeant); but I can recommend Plo Koon in
particular. The pilot only needs to be gear-8 to make his ship endgame viable (for appropriate
fleets).20 Thus, a strong Biggs, Fives, and mediocre Ghost, Phantom-2 and Plo Koon will be a
good starting point. Remember to not over level or gear anything that isn’t part of your arena

20
Jedi Consular’s ship is also rather useful, if only for early arena. So raising this ship up is also viable.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
10

team. Ships resources are scarce and will remain that way pretty much forever. ​(Resume
reading from ‘General Rules of Thumb on page 3’.)

Addendum 2: The Millenium Falcon Meta


Q: “Everyone is saying that Han’s Millenium Falcon is the current meta alongside Home One.
Care to comment?”

(The following answer can just as easily apply to any future fleet meta. Just
change the names of the particular ships.)

A: Han’s Millenium Falcon is currently the new meta which has no e ​ qually powerful counter (that
doesn’t require good RNG or some other advantageous condition). But without the HMF, there
is no effective Rebel fleet. HMF requires Raid Han Solo, the Legendary Chewbacca (requiring
the farming of a 5 man Bounty Hunter team), and the HMF itself also needs 4 Bounty Hunter
ships to acquire. All of this will likely take a new F2P player at least 4-6 months of focused effort
to accomplish. And, this doesn’t even touch on the fact that of the 8 Rebel ships, 5 are
multi-pilot ships (including HMF). I can’t stress enough how difficult these particular farms are,
not just in terms of sheer number of pilots but also a number of the pilots require extremely high
amounts of hard to farm gear. These ships are truly painful farms.

In terms of this game, it can be said that the meta shifts about 3 times a year. P2P players and
very advanced F2P players making educated guesses can rather quickly shift with these
changes but the rest of us must maintain an outlook of what we think the game will be like in
about 5 months since that is typically how long it takes to build up a 5 man team21. As such, it
becomes just as important to maintain a counter intuitive outlook. If you are worried about
fighting off a given meta, consider your chances of catching the current meta before it ends and
also consider if creating a counter team to the meta might not be easier. Sometimes it’s better to
stockpile your resources first before deciding to pull the trigger. By the time you’re ready to pull
it all together, you could end up investing in a new direction and be better off for it.

____________________________________________________________________________
Author:​ Kamu Teel Editor and Contributor:​ Andrakisji

Additional Contributors:​ Acrofales, horsetronaut, Enka Vole, DBlade21, CoreyeroC, AlanSkywalker,


Taliana, un2sm, bmg_dan, AltaïrKyle42, Rastigi, jraenar, Moj, Zungate, Etch, thesnugglery, Prxs, elisa,
Etch, Ainluil

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Veteran F2P accounts can level up a 5-man team in 4 months or less, so it gets faster over time.
This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23
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Updated​: 2019-07-09 Imperial Fleet Server Discord channel: ​https://discord.gg/shQjmUc

Documents by the Imperial Fleet Discord:


A Beginner's Guide to Ships 2.0
Fleet Line-ups Used or Suggested by the Imperial Fleet Discord
Fleet Battle Reinforcement Order Tiers
A Guide to Territory War Fleets
Imperial Fleet Server Abbreviations
Ships Ability Damage Hierarchy Chart
Imperial Fleet SWGOH Ship Speed [g12+5 to g13]

This document was created as a volunteer effort by a fan for fans of SWGoH. All information presented is the opinion of the
author(s) and has been generously donated to (and received) by the SWGoH Imperial Fleet Discord Server. Permission is granted
for this document to be hosted by the SWGoH Imperial Fleet Discord Server and nowhere else. 2018-07-23

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