I have been spending a great deal of time trying to figure out a lineup that would truly benefit GG. I developed this team
http://swgoh.gg/squads/413/ and would appreciate your comments. Please read the description and remember RG is there to ensure turn 1 survival. No character should theoretically die Turn 1. Enemy should not see turn 2 due to -90% TM. Sorry for a short post just putting this out there before a meeting.
0
Replies
But relying on tarkin to land his tm reduction is a flaw imo at 9% potency
Depending on RNG and who my Qui Gon calls in for assist, either GG or IG 88 will be dead turn 1.
Then after that I'd have to focus down RG due to his taunt, but after that I'd think it'd be smooth sailing from then.
Please feel free to correct me if I'm wrong, but I really don't think GG is viable at this point
@bleeaauuh Tbh I am not sure magma is going to be any good, nor do I know how his shard acquisition will work.
But he won't survive dooku+qgj. Dooku will lighting to just over 50% then qgj will finish with the assist
Do you have tarkin maxed? I do and is potency is horrible
That is good to know, I have Max stars but have not geared/lvl him as of yet. Veers is what really matters in the AOE. Another nice thing is that the AI would use the same strategy as what I propose on defense. Just throwing that last bit out there.
First, your acceptance of losing the speed race is fine, and I assume that GG will get you at least one win against people the first time, due to underestimating his impact on the first turn kill shot.
However, at speed 125 or less, your turn meter reduction simply won't do enough. As I understand it, turn meter reduction is a percentage removed from the current meter and not the total possible. And even if it is a fixed value (99% sure it is not) you still may get outsped in turn two. Consider that a Dooku at 161 will have 578 speed to turn two by the time Tarkin goes. Even if Tarkin could remove a fixed 60% of total meter (highly unlikely) Dooku would still win the foot race to turn two. Heck, even with grievous's tm reduction he still will.
And the enemy QGJ will be in the exact same boat. So, while you have applied teo different turn meter downs and (statistically) ability blocked two characters, I believe that you will still be outpaced to round two. Which, if this is the goal of the team, is a problem.
The second half of your team fight may go decently well, due to tarkins offense down, however I am unsure if the loss of damage is enough to keep pressure up.
Also note that on offense, many players are beginning to play around RG though moves like QGJ opening with basic into GS assist or GS basic into Rey leverage. You cannot assume that a decent player will not kill at least one character in the opening volley. All you can (or at least, all that I do) is pray that it is killed using an assist so that my RG can auto taunt.
GG
Phasma
Kylo(or Poggle, I haven't really thought this through).
Snowtrooper
RG
He idea would be to use GGs health down at the tail end of turn one and stack your aoes in turn two (probably playing reverse order Phasma: Vic March and then Barrage). It's a poor mans poggle design, since -20% hp is obviously less effective than 50% damage, though stacking the two could be fun. Heck, you could even run something completely off the wall such as
GG
Phasma
poggle
Boba
Snowtrooper
With the premise that you can land that boosted turn two O up hp down burst. This time with ability block in the side (though in honesty, Kylo and RG are probably better than boba is).
Obviously I need to examine the speeds of AOE toons before I would recommend something too serious, but the idea is that to win turn two with slow toons you need your side turn meter manipulation. And IMO health down with AOE is awesome. Heck, maybe maul could finally find a home on this (maul + Hp down = best day ever).
The point about speed was to illustrate that while the AI can mirror human moves that those moves are actually not as worthwhile. The problem with reducing turn meter after the opponents have already gone means that you will always lose the race to turn two if you only reduce meters.
I think the best use of GG will be in the abuse of hp down and the second turn of attacks, potentially using the tm reduction from his laugh to win the coin flips going into round two. Right now, only turn meter gains can really guarantee turn two dominance, due to resists and the speed meta.
i do think that GGs leader ability is sorely underestimated in its effectiveness and burst reduction. Have you tried him on a healer/tanky team yet?
Rg
Gs
Rey
Yoda
Then this team is a success in my opinion
GG (L), Lando, Maul, RG and Poe.
RG will auto-taunt, after that Poe will remove 20% turn meter and expose some enemies. After that Lando will make it rain, Maul will hurt a lot of people and Grievous will finish the job.
The enemy will need the 2nd turn to deal with Poe and RG due to lower damage output. QGJ will remove only one taunt. You will have at least 3 men up. Lando will make it rain with 75% bonus damage and probably will clean the house. If not, you will have Maul able to clean with 100% turn meter on kill.
yes this could work, again my group was an example of a gg lead that might work. I am sure variations of it would also be possible
Reliant on debuffs irrelevant
GG (leader), Fives, Savage, Obi-wan and Barris
GG will force an ally to taunt whenever he falls bellow 50% health. You don't want to attack Fives, Opress or Ben, but you will have to.
Barris will have a lot of HP pool to equalize and heal. She can heal 1.3k on basic hit too, which is good enough to GG and will help once enemy will make less damage.
Ben Kenobi will crush enemies offense with mind tricks. Offense down + ability block + Grievous leadership, wow!
Imagine one of these three guys taunting for Grievous:
Fives will speed down and counter a lot.
Savage will gain offense up and gain 30% turn meter half of time when taking damage. Then he will inflict offense down.
And you don't want to kill Ben, nooooo!!!
That is it... a tough team to beat under 5 minutes. Enemy will need a really high DPS team. A common configuration with Phasma, Dookan, Luminara, GS and 1 more won't be able to beat this team inside the time limit.
@fberbert
Great ideas, keep me coming lets challenge the status quo and find gg's viable applications. By the time they fix his leader everyone should have 4 star Gg. (P2w of course) even Dolphins.
Ya, most defiantly. However; trying to think of a way for grievous to be good on his own should also be important.
Yes, GG is defiantly good with tanky builds, unfortunately they have a hard time on offense.