I'll he fair, Thrawn is difficult. But, I had g8 with decent mods and all uniques maxed with a good amount of other abilities maxed. And I had no luck in T7 I got to thrawn and his unique destroyed me. I waited 3 months, and now he's back. I have Ezra, Hera and Chopper g9. All abilities maxed on Ezra, Hera and Zeb except Zetas. I will link my swgoh.gg page for mods, I might be able to get CLS on his next visit, if I get thrawn 7*. If someone could have a look at them and see any mod changes, omegas etc. that I need.
Thanks in advance
Swgoh.gg page
https://swgoh.gg/u/clubba/collection/
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Replies
I did some fiddling, and is 42 ok?
"Level 15 on all mods is key for the max set bonus. +10% versus 5% Potency, or +5% max health on a tank instead of 2.5%...
Chopper's Omega really helps as everyone heals each turn. Mountains of protection. Speed isn't as critical as people make it out to be. Survivability is key. Being able to eat a fracture without dying, for example.
Here's my mod setup. All 85. Uniques omega'd plus some basics. Two omegas each. Except Chopper only ended up doing his unique so I could save the 5 for Thrawn.
Hera G8+4, 170- 6 health mods, protection on triangle and circle. Tenacity on cross. Speed on arrow.
Chopper G8+4, 209- 6 health mods, protection on triangle, circle, and arrow (15 speed secondary), tenacity on cross.
Zeb G8+3, 132- 2 health 4 potency, protection on circle and triangle, potency on cross. Speed on arrow (actually forgot to put the 5-dot one from my arena FOST. He only had a 1-dot speed arrow). Potency 65%.
Kanan G8+3, 111 - 4 health, 2 Crit chance. Protection on triangle, circle and arrow (13 speed secondary), tenacity on cross.
Ezra G9+4, 173 - 4 offence, 2 health. Health on circle. Crit damage on triangle. Tenacity on cross. Speed on arrow.
Pretty straightforward if you avoid Thrawn until the end, unless he has daze/stun. DT's first, ST's, then Papa Smurf. The tenacity helped a ton as they were rarely debuffed except for the unavoidable Fracture.
First try, all with health/protection by the end. Kanan and Zeb utilized backup plan off of fracture, that was it."
Strategy is to call Zeb for as many assists as possible to daze and stun, and take everyone else out before Thrawn. Generally start with the death troopers, then stormtrooper and commanders, then Thrawn.
It took me 4 tries, and my characters were a bit faster than yours (based on your swgoh.gg). It might take a few tries, but you should get it.
Since you are only level 80 there's a higher chance that your debuffs will be resisted. You need more potency.
Landed every daze, seemed to make the difference. Next up, R2...
Push for 9/10's and it should be easier. People want to skim by with the least amount of gear (which I understand completely), but want to do it in 1-2 tries.
I think when I did it I was 8 KJ/8 chop/9 hera/9 zeb /10 ezra and did it on the second try. I was G7 7s and lvl 80is the first time I tried, pushed them for the next event and that's where they were when it popped and it wasn't too bad. Also, at that point i think Zeb's potency was like 70/ Ezra was at 210 or so and the rest of them had speed of no special value.
This is artist of war. It's about tactics.
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/137598/beat-7-thrawn-with-this-g8-team/p1
I used what was here to win
My strat was use Zeb to stun/etc the DT's and Ezra/Chop to remote taunts. Worked fine, once the toons were advanced enough. Tons easier at 82 g8/9 (when i beat it) and moreso still at 85.
https://swgoh.gg/u/freedomfrom/collection/?f=phoenix
85 g9 Ezra
84 g8 Hera
84 g9 Chopper
84 g8 Zeb
82 g8 kanaan