There's a lot of threads in the main forum talking about his kit/abilities and overall quality of the character. I'd like to start a discussion on the best team compositions for Thrawn to help give people an idea of some team comps to use. I'll start!
Given the triple cleanse is still Meta, I don't believe Thrawn's leadership will be needed. Instead, I am going to focus on a "my Thrawn goes first" strategy.
Grand Moff Tarkin (Leader)
Grand Admiral Thrawn
Deathtrooper
Shoretrooper
Krennic/Veers/Snowtrooper
That fifth spot is where I am still debating. Thoughts?
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As far as to your question.. I'll probably try Veers first for synergy with the Troopers.. then DK (As I have him mostly lvl'd with DT). Will also try Palp b/c.. well.. it's Palp.
The 5th should defiantly be Krennic. In fact he is actually your 4th and ShT is probably your 5th on the cusp. If you don't care about sticking to all empire you may want to try Krennic and DN. ShT may prove to be helpful stacked with thrawns unique.
Are you nuts running a team without a tank? Thrawn needs protection!
Yeah, blazin fast, and the first thing he will do will be hitting Baze with his basic which will amount to nothing besides the chance of ten down. And even after the first move he cannot use his aoe until all the cleansers finished and his basic is weak without the enemies being debuffed.
So is that a no then?
You probably do not want TFP going first. Against the meta triple cleanse on defense, TFP is going to fire his AOE which has a high chance of scoring crits. Next thing you know the entire enemy team going to get full turn meter and have a good chance of increasing your cooldowns via DN. Thrawn locking down baze first should be key. Note that Thrawn has a reasonable chance to crit with 4x hits but he will also counter if the other team moves immediately after him which sets up some ability blocks for turn 2. Tarkin can move 2x in a row with intimidation tactics + shore and thrawn TM boost into his 50% TMR.
Yeah that's a hard no, at least in my experience. Pretaunters + Rex leadership= useless TFP.
Sadly this aplies to most debuffers, not only TFP, but since he is so dependant on enemies being debuffed for foresight, damage and speed he is hit very hard by the current meta.
Assume Chirrut goes first. He's going to simply hit Shore. Then Thrawn TM swaps with Death Trooper. He uses his AOE, dispelling Baze, and increasing cooldowns on everyone else (likely making Kenobi taunt). At this point, anyone going on the other side is using their basic. Then, Tarkin goes. He uses intimidation tactics, then gains 90% TM (75% for 5 debuffed enemies, 15% from Shore). Thrawn goes, fracturing Kenobi. Tarkin goes, reducing TM and inflicting ability blocks. Krennic then goes, using death trooper assault, focused on your choice of target to get the death trooper assist for potential daze (so either Chirrut or Baze probably to prevent the counters).
This could be very good on offense for sure. Getting dt to move at thrawn's speed is really solid.
Additionally, I'm pretty sure tarkin will move back-to-back. 75% for IT, 15% for shore taunting and 15% from thrawn unique its 105% but we know 100% is the max. Which means he will pummel the opposing tm pool.
Good catch -- I wasn't looking at Thrawn's kit, so I was thinking that gain was on his lead.That actually potentially makes it better.
Deathtrooper: Krennic synergies, dispel, numerous debuffs including AoE heal immunity
Snowtrooper: ability block on basic, huge damage
Tarkin: synergies with Krennic lead (ironically), AoE debuffs
Thrawn: basic stuns those with ability block