The Definitive New galactic war guide.
At first I was not pleased with the new galactic war system. I had only unlocked galactic war for 3 days when they changed it around. The last day was the first day I had gotten used to the system and completed it.
The first day on the new system I only got halfway, and was quick to blame the new system for making it impossible for me to complete it as my lvl 43 team couldn’t beat a 50.
The next day and every day since then I have completed it with ease, as the new retreat mechanic that totally resets the battle is in fact much better and forgiving if you screw up, as long as you abuse it to its full effect.
As a sidenote I only got lumi after I completed for the first time with the new system so it can be done without her.
A quick note on team composition
Although having lumi and Sid makes GW a lot easier, you will have to suffer without lumi for a few days before you can unlock her. You may or may not have Sid depending on how you did in Arena, but even without these characters you can do well.
The 2 key characters for F2P players are a leveled and geared JC and Talia. JC’s spammable group and self heal are key to going far and talia’s heal is necessary for keeping JC up in a pinch. As soon as either of these characters goes down or will end the fight with low hp you hit retreat and reset it.
This is the team I ran before I had Lumi and sid
Luke (L), ig-88(the free one), JC, Talia (fives, jawa swap out as necessary)
This is my team after lumi and sid
Lumi (L), sid, Luke, JC, (Talia, ig-88, jawa swap out as necessary)
As a F2P player to succeed in GW, you will need 2 high single target damage dealers, 2 healers and another dmg dealer with aoe capability/ healer you can swap out depending on the fight needs. Special mention goes to the dark side free droid, call ally is incredibly strong when trying to blow someone up turn 1
Now on to the actual fights and strategy involved.
The basic strategy is simple. Targeting priority looks something like this:
major aoe buffer/debuffer -> Dmg -> Healer -> Tank.
Pour all your single target dmg into their highest threat target and kill it before it gets to take a turn. Then make your way through the list.
AoE Buffers/debuffers are now the single most important targets to get rid of, as you cannot just retreat to get rid of their buff/debuff, as the fight will just play out the same way. So if you see a phasma, poggle, Poe or any other character that debuffs your whole team or buffs their whole team get rid of them, quickly. (except old ben, as getting rid of him will buff the whole team, just eat his one turn ability disable)
Phasma deserves a special note here. Advantage is tough to deal with, but can easily be debuffed by attacking each character twice, which is why against phasma teams I rotate my talia out for jawa. If I cannot burst her before she gets her buff off, atleast I can use both sid and jawas aoe attack to quickly score 2 hits on everyone and get rid of the buff.
The last section is about turn meter and who gets to go first. Once you progress a bit you’ll face teams that are equal or higher lvl and speed becomes really important. There’s a great article on turn meter and speed (http://www.teaminstinct.net/speed-and-you-a-team-instinct-special/)
that you should read as it is almost necessary to understand the following. I will try to illustrate it with an example.
For the sake of argument we will assume you are running a Lumi / Sid / JC / Luke / Jawa team, the opponent is running the exact same team and has the same gear and lvls
In this scenario, each character will reach their full turn meter at the same time and would get to go at the same time, so the game RNG assigns one character to go before the other. I will go through it play by play now
- His sid goes first and uses his first ability on your lumi, hits and gets healing immunity off
- Your sid gets his turn, you target his lumi with your first ability but she dodges
- Your luke goes, uses his second ability on lumi, gets the hit and stun off
- His luke gets his turn, uses his second ability on your lumi hits but doesn’t stun
- His Lumi gets to go, she uses her second ability on your lumi, it hits she dies, you cry and hit retreat.
In this scenario, his Sid won the RNG roll, your Luke won his RNG roll and his Lumi won her RNG roll, as they have the same speed as their counterpart yet got to go first.
Now if you hit play again after retreating, it will play out the exact same way no matter how often you retreat and hit play again. All characters will go in the same order do the same thing and get the same result. If you perform the same attacks the results will be the same. Sid will get dodged luke will hit and stun.
There’s 2 ways to change the outcome. The first one is you change the attacks you use, the order won’t change, but if you use sid’s second ability he may record the hit. This may seem small, but when you’re trying to blow up a character in one turn it’s a big deal. If your luke’s second ability got dodged for example, just retreat come back and use his first ability and it will probably hit so you don’t lose dmg in that critical first turn.
The second more impactful way to change the outcome is to rotate out a character.
Say I retreat after losing my Lumi, I swap out my Jawa for fives and hit play again. The fight now plays out as follows.
- My sid goes first, I use my first ability on his Lumi, record the hit and get immunity
- His sid goes, uses his second ability and hits
- My Luke goes first, I use second ability on Lumi, it hits but no stun
- His luke goes, targets sid with his second ability and misses
- My lumi goes, uses her first skill and kills his Lumi
This played out differently, all my characters got to go first, and the attacks resolved differently. His team even attacked different targets. This is what adding new characters can do for you.
Rotating out one character for another forces the game to reroll on everything, thus it can change their place in the turn line and who and what they target.
This makes nearly every fight winnable even if you’re facing a higher lvl team or tough abilities. Dooku stunning your healer and the dude next to him. Rotate a character out, he might target someone else or his stun might be resisted.
So don’t give up even with f2p characters you can win, you just have to abuse the new retreat system. I retreat if things don’t play out exactly how I want them to, until I get the turn 1 result I want. If you win turn 1 by blowing up the biggest threat you will win the fight.
I hope this helps newer or inexperienced players trying to get to that ever elusive GW clear
note: this does not mean if you retreat and swap out a character you'll get to go first, it just means it forces the game to actually reroll all the variables instead of reusing them.
If anyone else has useful info feel free to add it.