Mostly-Inclusive Guide to Ships

699 posts Member
edited July 11
"Mostly" instead of "all" because I'm sure to miss something. Also some of this is simply collating data from various sources. (Original/base document)

Parts of this have been put into a Google doc that you can download here; it has:
  • Ship Acquisition Timer - find out how long it will take you to get your desired fleet at the desired level/rarity
  • A chart of all ships at max stats including pilot contributions (which does not yet have) in which you can sort by speed, health, type, faction, etc.
  • Location for each ship (used this thread but added to tool to make it more convenient)
  • Target Lock Chart - simply reference guide for theorycrafting of what ships create target locks and what ships use them.

Pilot Contributions
Pilots are the primary contributor to your ship's stats. Everything about them matters - gear, stars, level, mods (to a minor extent), and even ability levels. However, regular stat differences don't matter - only these 5 things listed here. Some aspects are more beneficial than others, and the higher you go in any one area the bigger the difference (going from 6 to 7 stars has roughly the same impact as going from 2 to 6 stars). Below are the charts from czarbss on Reddit on how each aspect affects crew rating.
Something of note that many seem to miss: Mods do NOT affect ships the same way they affect characters. Only the tier and level of the mod matters; primaries, secondaries, and set bonuses do not.
Watch out: crew power != crew rating. Crew rating, which is what the game uses to calculate your stats, is hidden and based off the 5 character aspects. Crew power is essentially a rough reverse-engineer after calculating what the ship’s stats would be without the pilot. It’s weird, somewhat convoluted, but it is what it is. Don’t be misled.
Unit Rarity
Ability level
Unit Level
Ship Locations
This information is pulled from this thread, put here for convenience.
Galactic War Store
  • 4 Ahsoka Tano's Jedi Starfighter (400 WT)
  • 4 Biggs Darklighters X-wing (400 WT)
  • 4 Clone Sergeant's ARC-170 (400 WT)
  • 4 First Order TIE Fighter (400 WT)
  • 4 Geonosion Soldier's Starfighter (400 WT)
  • 4 Geonosian Spy's Starfighter (400 WT)
  • 4 Imperial Tie Fighter (400 WT)
  • 4 Jedi Consular's Starfighter (400 WT)
  • 4 Plo Koon's Jedi Starfighter (400 WT)
  • 4 Resistance X-wing (400 WT)
  • 4 Sun Fac's Geonosion Starfighter (400 WT)
  • 4 Umbaran Starfighter (Fives) (400 WT)
  • 4 Wedge Antille's X-wing (400 WT)

No rotating content, what you see is what you get

No rotating content, what you see is what you get
Fleet Shipments
  • 4 Ahsoka Tano's Jedi Starfighter (400 FAT)
  • 4 Biggs Darklighter's X-wing (400 FAT)
  • 4 Bistan's U-Wing (400 FAT) - Not in Galactic War Store
  • 4 Clone Sargent's ARC-170 (400 FAT)
  • 4 First Order TIE Fighter (400 FAT)
  • 4 Geonosion Soldier's Starfighter (400 FAT)
  • 5 Geonosian Spy's Starfighter (500 FAT)
  • 4 Imperial TIE fighter (400 FAT)
  • 5 Jedi Consular's Starfighter (500 WT)
  • 4 Plo Koon's Jedi Starfighter (400 FAT)
  • 4 Poe Dameron's X-Wing (400 FAT) - Not in Galactic War Store
  • 4 Resistance X-wing (400 FAT)
  • 5 Rex's ARC-170 (500 FAT) - Not in Galactic War Store
  • 4 Scimitar (Darth Maul) (400 FAT) - Not in Galactic War Store
  • 4 Slave I (Boba Fett) (400 FAT) - Not in Galactic War Store
  • 4 Sun Fac's Geonosion Starfighter (400 FAT)
  • 4 Umbaran starfighter (Fives) (400 FAT)
  • 4 Wedge Antille's X-wing (400 FAT)

  • 5 Admiral Ackbar (400 FAT)
  • 5 Ahsoka Tano (400 FAT)
  • 5 Biggs
  • 5 Bistan (400 FAT)
  • 5 CC-2224 "Cody" (400 FAT)
  • 5 Echo
  • 5 Darth Maul [400 FAT)
  • 5 Darth Vader (400 FAT)
  • 5 General Grivious (400 FAT)
  • 5 Geonosian Soldier (400 FAT)
  • 5 Geonosian Spy (400 FAT)
  • 5 Grand Moff Tarkin (400 FAT)
  • 5 Mace Windu
  • 5 Plo Koon (400 FAT)
  • 5 Poe Dameron (400 FAT)
  • 5 Resistance Pilot (500 FAT - strange cost)
  • 5 CT-7567 "Rex" (400 FAT)
  • 5 Scarif Rebel Pathfinder (400 FAT)
  • 5 Sun Fac (400 FAT)
  • 5 Tusken Shaman (400 FAT)
  • 5 Zam Wesel (400 FAT)
  • 5 Wedge Antilles (400 FAT)

  • 1 MK 5 A/KT Stun Gun Prototype Salvage (120 FAT)
  • 5 MK 4 Arakyd Droid Caller Salvage (550 FAT)
  • ? MK 5 Arakyd Droid Caller Salvage
  • 5 MK 5 Athakam Medpack Salvage (813 FAT)
  • ? MK 7 Bioteck Implant prototype salvage (600 FAT)
  • 5 MK 8 Bioteck Implant prototype salvage (813 FAT)
  • 5 MK 10 Blastech Waepon Mod Salvage (813 FAT)
  • 5 MK 10 Blastech weapon mod component (813 FAT)
  • 5 MK 3 Carbanti Sensor Arrey Salvage (600 FAT)
  • 2 MK 5 CEC Fusion Furnace Salvage (650 FAT)
  • 2 MK 6 CEC Fusion Furnace Salvage (700 FAT)
  • ? MK 4 Chedak Comlink Prototype Salvage
  • 5 MK 6 Chiewab Hypo Syringe Salvage (600 FAT)
  • 5 MK 3 Czerka Stun Cuffs (600 FAT)
  • 5 MK 9 Fabritech Data Pad Component (813 FAT)
  • 5 MK 5 Merr-Sonn thermal Detonator Salvage (600 FAT)
  • 2 MK 6 Merr-Sonn thermal Detonator Salvage (700 FAT)
  • 5 MK 9 Neuro-Saav Electrobinoculars Salvage (813 FAT)
  • 5 MK 8 Neuro-Saav Electrobinoculars Salvage (813 FAT)
  • 2 MK 6 Nubian Design Tech Salavage (650)
  • ? MK 4 Sienar Holo Projector Salvage
  • 5 MK 10 TaggeCo Holo Lens Salvage (813 FAT)

  • 1 Ability Material MK III (500 FAT)
  • 1 Ability Material Zeta (2,000 FAT)
  • 1 Ability Material Omega(1,500 FAT
Cantina Battle Store
No rotating content, what you see is what you get
  • 84K Ship Building Materials (400 CC)
  • 42K Ship Building Materials (200 CC)
  • 20 T4 Enhancement Droid (400 CC)
Arena Store
No rotating content
  • 10 Prestige (600 AT)
  • 5 Mace Windu (400 AT)
Not changed
Guild Store
Not changed

Ship Requirements
There are certain ship requirements to enter various challenge tiers for ships. After reaching the designated level, you will also need the following ships at the designated rarity and of the designated alignment (where applicable). In order to get zeta ability materials from challenges you will need 5 Dark Side ships at 4* (to get Tarkin to 5*) and 8 ships of any alignment at 5* (plus Tarkin at 5*).
Capital Ship Upgrades - Admiral Ackbar
  • Tier 1 - 5 ships 1* - Reward: Enhance Home One to 2*
  • Tier 2 - 6 ships 2* - Reward: Enhance Home One to 3*
  • Tier 3 - 7 ships 3* - Reward: Enhance Home One to 4*
  • Tier 4 - 5 ships 4* Light Side Only - Reward: Enhance Home One to 5*
  • Tier 5 - 6 ships 5* Light Side Only - Reward: Enhance Home One to 6*
Capital Ship Upgrades - Grand Moff Tarkin
  • Tier 1 - 5 ships 1* - Reward: Enhance Executrix to 2*
  • Tier 2 - 6 ships 2* - Reward: Enhance Executrix to 3*
  • Tier 3 - 7 ships 3* - Reward: Enhance Executrix to 4*
  • Tier 4 - 5 ships 4* Dark Side Only - Reward: Enhance Executrix to 5*
  • Tier 5 - 6 ships 5* Dark Side Only - Reward: Enhance Executrix to 6*
Capital Ship Upgrades - Mace Windu
  • Tier 1 - 4 ships 1* - Reward: Enhance Endurance to 2*
  • Tier 2 - 5 ships 2* - Reward: Enhance Endurance to 3*
  • Tier 3 - 6 ships 3* - Reward: Enhance Endurance to 4*
  • Tier 4 - 4 ships 4* Light Side Only - Reward: Enhance Endurance to 5*
  • Tier 5 - 6 ships 5* Light Side Only - Reward: Enhance Endurance to 6*
Ship Building Materials
  • Tier 1 - 5 ships and Home One 1* - Reward: 80K–200K
  • Tier 2 - 6 ships and Home One 2* - Reward: 100K–225K
  • Tier 3 - 7 ships and Home One 4* - Reward: 125K–255K
  • Tier 4 - 8 ships and Home One 5* - Reward: 155K–290K
Ship Ability Materials
  • Tier 1 - 5 ships and Executrix 1* - Reward: Ship Ability Mat Mk 1
  • Tier 2 - 6 ships and Executrix 3* - Reward: Ship Ability Mat Mk 1-2, Prestige
  • Tier 3 - 8 ships and Executrix 5* - Reward: Ship Ability Mat Mk 1-3, Prestige, Ability Mat Mk 3, Omega, Zeta
Ship Enhancement Droids
  • Tier 1 - 4 ships and Endurance 1* - Reward: 20-40 T3 Enhancement droids
  • Tier 2 - 5 ships and Endurance 2* - Reward: 24-45 T3 Enhancement droids
  • Tier 3 - 7 ships and Endurance 4* - Reward: 12-20 T4 Enhancement droids
  • Tier 4 - 7 ships and Endurance 5* - Reward: 14-23 T4 Enhancement droids

Ship Leveling
Ships level both separately from their pilots as well as at a different rate (and cost). Below is a chart for how much it will cost to enhance your ship to any particular level (individual and total).
Since pilots, not ships, are the primary contributor to ship stats, it might be best to hold off on leveling any ships until you can get them to a level that unlocks the next ability level (usually 50-60-70 for the first 3). The in-between levels don't grant additional ability strength, and they won't make too big of an impact on stats.

Target Locks
This new debuff is central to ships. Only 3 out of 20 ships are not augmented in some way by target locks, and the 3 that don't use it generate it. Target locks should be kept in mind when building a fleet. Below is a simple chart showing who creates a target lock, who uses a target lock, on which ability, and any applicable cooldowns.

Fleet Commanders
Each fleet commander has a different specialty and a different synergy. Choosing a fleet commander that synergizes with your faction and/or your fleet's style of play is important.
Admiral Ackbar
Ackbar is the middle of the road commander. He provides both offensive and defensive boosts, but arguably not as well as the two focused commanders. His two assist-generating attacks (basic and aoe) add extra damage to the fight while the protection up he grants to assisting attackers can provide a good deal of sustain. Recommend using ships like Geonosian Soldier and Jedi Consular for the assists.
  • Mon Cal. Cannons: Pretty straightforward, attack and call a random ally to assist. Since it will be the basic attack, having ships that either get bonus attacks on their basic (FO TIE Fighter, Slave 1) or have good effects on their basic (Geonosian Soldier, Geonosian Spy, Sun Fac) is preferable.
  • Seize the Advantage: The heal itself is somewhat small compared to other heals, though it is one of the only ways to repair health instead of protection. Cleansing debuffs can be very helpful, but oftentimes this ability is best used on offense. It grants Advantage, guaranteeing several crits. Using this at the start of a fight when you have Biggs out will guarantee he gets a crit and will therefore taunt. However, if you're fighting a Mace lead, don't use it if the enemy has no taunts out and Mace's taunt ability is off cooldown. He'll grant crit immunity and you'll have wasted your opportunity.
  • Defiant Volley: Yay, an aoe! ...that does minimal damage. The best part about this ability is that it calls 2 allies to assist, allowing some nice bonus damage out of Ackbar's turn. Make sure, though, that you have at least two allies buffed when you use it - it "[calls] up to 2 buffed allies to assist." Without that it's a waste.
  • Master Plan: Ackbar's "ultimate ability" is very strong no matter what fleet you're facing. You get to take two turns on everyone with cooldowns reset in between. Wonderful. You should (almost) always pop this the moment it's available. The only time you want to be cautious when using it right away is when facing Mace Windu. If Valor has existed on enough enemies long enough, there's a good chance Mace will be able to respond with his damage immunity "ultimate" and completely nullify yours. Makes my heart cry every time I miscount Mace's turns/Valor ticks and he stops this very fun ability.
  • Band Together: This is what gives Ackbar his sustain. Every time an ally assists, they get 25% protection up. It's not a huge amount, but over the course of a fight if you pull them 2-4 times you start seeing appreciable extensions in the lifespan of your ships. There are only 3 Rebel ships out right now, so a full Rebel build isn't possible, but it is certainly worth noting that Biggs, one of the more common tanks, is Rebel, so using him in an assist-focused fleet could potentially add a lot of extra safety to your squishy attackers. When maxed, Jedi Consular targeting Biggs for an assist will grant him 90% protection up (40% from JC, 50% from AA). That's a lot of extra health your enemy has to chew through if he's taunting.
  • Reinforcement Bonus: Gain Advantage for 1 turn.
Grand Moff Tarkin
Tarkin is the full force offense-oriented commander. With Expose on his basic, the ability to give Offense Up (one of the only sources for the buff at the present time), and an "ultimate" that hits 12 times, all Tarkin wants to do is blow up the enemy as quickly as possible.
  • Turbolaser Batteries: Good for setting up extra damage on your next attack. If they don't have a cleanse and you don't put it on a backline enemy right before a taunt, it's bonus damage every time Tarkin goes. Something to note is that it lasts for 2 of the target's turns, so you don't necessarily have to hit it right away if another target of opportunity presents itself. Just be mindful of any cleanses the enemy might have. It also goes hand-in-hand with his unique ability.
  • Executive Order: Jawa Engineer and Poggle the Lesser had a meeting and decided to give Tarkin their offspring. Turn Meter gain is always nice. Offense up is always nice. Too bad the ability starts on cooldown, right? But if you build a team that can survive to mid-battle, this is a great boost to break the rhythm of current turn order and put the hurt on your opponent. One nice benefit of Offense Up is it still empowers you even during Mace's critical immunity taunt.
  • Heavy Ion Cannon: Ability block is a nice debuff to land, perhaps second only to stun (though buff immunity is a solid contender as well). The bonus damage to debuffed enemies is a nice touch if your fleet focuses on applying debuffs. I usually open with this because although I probably don't have as many debuffs out as I could have, the early ability block can really make a difference if it lands on the right enemies.
  • Imperial Assault: Tarkin's "ultimate" ability is not very impactful if they have 5 ships still out, and it's complete overkill if they only have 1. 4 ships is decent damage, but the ability really shines when they have 2-3 ships. It's just enough ships to not have wasted overkill damage or weak unfocused damage. Arguably more important than the damage is the potential for multiple stuns when Tarkin is in a fleet that emphasizes target locks. There aren't many options for stuns or other crowd control effects (outside of taunts, but those can be dispelled and don't always happen, such as with Biggs needing a target lock), so the chance to shut down multiple ships at once is wonderful.
  • Victory at All Costs: As if his other abilities weren't obvious, Tarkin loves his debuffs. 15% more damage stacks quickly, especially when ship stats are fixed and we can't mod them to add extra crit damage or something. That being doubled for Empire allies means just 2 debuffed enemies and your Empire ships have more bonus applied than Offense Up. If you can keep the debuffs rolling, you'll be swimming in bonus damage that will eat through enemy ships very quickly.
  • Reinforcement Bonus: Gain Potency Up for 1 turn.
Mace Windu
Mace is the defensive counterpart to Tarkin. With a taunt that can go on anyone and the opportunity to get full damage immunity for one turn, Mace is the definition of a tanky wall. He synergizes best with Republic ships, though fleets with a non-Republic focus can still work (albeit less effectively). Using another taunt and one or two healing abilities, you can rotate taunts around to keep the enemy wasting damage on regenerating protection while you whittle away at their ships.
  • Strike True: Simple attack that can inflict target lock. At the writing of this guide, 17/20 available ships use target locks and the remaining 3 still create them even though they don't benefit from them. Target lock is intended to be central to ship battles, and Mace's basic can apply it (if it isn't resisted).
  • Hold Fast: A wonderful ability, especially when paired with either another tank or Plo Koon (who has a similar ability where he can select who taunts). Between Mace and Plo, you can keep a taunt up non-stop, as both last for 2 turns and have a 3 turn cooldown. Mace's has the added benefit of stopping critical hits, too. Simply alternate recipients of the taunt to greatly boost your survivability. This also works well on defense, as your opponent won't know which of your ships the AI will choose to taunt, making it harder to burst down one of your tanks (unlike someone like Biggs, who everyone knows will be taunting and can focus him first if they know they can't kill off another ship before taunts).
  • Fortune Favors the Bold: This is the primary method of applying Valor, needed to speed up Mace and quickly reduce the cooldown of his ultimate. Since its cooldown is reduced by one for each enemy struck, and it hits (unless dodged) the primary target regardless of target lock, you only need to have 2 target locked enemies to use this every turn. While Mace's aoe damage is likely similar to the other two commanders (haven't used him outside of challenges so unfamiliar with damage output), getting to use it every turn is free damage. It also helps when allies are dispelled or killed off if you can reapply Valor immediately to keep Mace rolling.
  • Honor and Might: 18% offense is certainly nice, but it's not a big increase. However, if you run a Republic fleet with him, that bonus goes up to 36% and is definitely noticeable. A solid touch to an otherwise almost entirely defensively built commander.
  • Convergence: Mace's "ultimate" ability is possibly the best in the game, given that it can completely cancel out the effect of the other two. However, the timing of this ability is more critical than the other two. Ackbar and Tarkin have no means of reducing their "ultimate" ability's cooldown, so you can count the number of times they've activated in battle. Since the AI will always use it as soon as it's available, you should wait to use it until after Ackbar has used his or right before Tarkin will use his. Just make sure you activate it when your ships' turn meters are lower than your enemies' or you won't get much use out of it. If you are fighting against Mace, either stick Geonosian Soldier in reinforcements or use Ahsoka in your starting fleet. This will ensure you do not get stuck in a multi-turn loop of Soldier assisting and constantly stripping 30% turn meter from a damage immune taunt.
  • Reinforcement Bonus: Gain Valor for two turns.
Post edited by Mageduckey on


  • Mageduckey
    699 posts Member
    edited July 11
    Reinforcements are a fun and potentially very strategic feature in ship battles. They are similar to a sidebar in CCG/TCG tournaments, where you can substitute in a select few cards that will work better against your opponent's deck. Since you get to see your opponent's starting ships, you already know what you want to bring, but you can't know exactly how the fight will turn out. So, reinforcements let you pull in a single ship at a time when you lose one of your current ships, and this enables you to adapt to the circumstances. However, you probably don't want to just stick 4 random ships there, even if they're the next best four to your starting fleet. Reinforcements enter battle with 100% turn meter, taking a turn right away, but at the expense of your capital ship's action. As such, reinforcements should be brought in intentionally, not necessarily immediately after a ship dies (though that's usually when you would call in another ship). Additionally, not all ships were created equally with regards to reinforcements. Some benefit a lot more than others from activating immediately without the enemy having a chance to shoot down or inhibit their options. Remember, ships waiting in reinforcement don't count as part of your fleet and don't have to be destroyed in order for the enemy to win.

    Here is a brief list of a few ships that can work well as a reinforcement; some even work better here than in the starting group. Make sure you are selecting your reinforcements carefully and with a purpose. They have the ability to change the tide of battle.
    • Scimitar: Maul's ship is slow and pretty squishy. But his group stealth ability (target ally gains protection up and retribution, all other allies gain stealth. Additionally, Maul grants stealthed allies up to +32.5% offense. If Maul were in your starting fleet, the enemy might kill him before he could hide (unless you had a fast ship that providing a tanking option). If you stick him in reinforcements, though, he is guaranteed to get at least one turn in order to do his one simple job.
    • Biggs Darklighter's X-Wing: Many people prefer to use Biggs in their starting fleet, relying on other ships to land target locks to activate his taunt. However, if Biggs is under an Ackbar lead, he gains advantage for 1 turn; his basic places a target lock on a critical hit, enabling you to immediately set up a taunt (provided the enemy doesn't resist it).
    • Sun Fac: This Geonosian taunts at the start of each buffed enemy's turn, then stops taunting at the end of it. If your opponent sees Sun Fac, they will likely avoid buffing themselves until they've cleared your damage dealers, at which point Sun Fac has failed his job. But he's a marvelous tank because he gets +40% defense while taunting and is a direct counter to dispellers like Ahsoka and Fives. While this is more applicable to defense, holding rank in fleet arena is important. Bringing in Sun Fac later in the battle after the enemy has a few buffs will ensure he does his job.
    • Poe: Poe's special is a guaranteed critical if the enemy doesn't have protection. Unless they're running TIE Fighter, everyone starts the fight with protection. Since Poe is the fastest ship in the game right now (at max), he will go first and not get much use out of his special (forcing you to use his basic, losing alpha damage). You can use his self-buff ability first round, then hope you strip protection off in time to get the guaranteed crit, but if he's a reinforcement he'll be almost guaranteed to get to use his ability on someone without protection due to going immediately. Additionally, the AI always uses his special at the start of combat, wasting its potential. If it's in reinforcements, there's a chance the AI will call it in and use the special on someone later in the fight who doesn't have protection.

    Ship Acquisition Timer
    Part of the tool above is a Ship Acquisition Timer, which will tell you how long it will take you to get your desired fleet. It was made with the mindset of rushing to zeta ability mats in challenges as quickly as possible, but I've found it to also be a helpful tool in evaluating priorities because I can see the impact on my end goal completion date when I add another ship or increase a ship's target rarity. Here is a sample screenshot of what it looks like in use.

    Ship Stats
    Ship stats are the result of the following equation:

    Stat = Crew Contribution Rating * Ship Crew Rating Multiplier * Ship's Specific Stat Modifier + Base Stat
    • Crew Contribution Rating: See above
    • Ship Crew Rating Multiplier: Based on your ship's star rarity, viewable near the top of the ship's stat page
    • Ship's Specific Stat Modifier: Hidden value, viewable on's ship pages
    • Base Stat: Most easily viewable also on, with the exception of speed which is viewable before the ship is activated (because speed is constant)

    Threat Assessment
    There are lots of ships that could make this list, and most battles should be approached with flexibility in mind. The enemy you were working on might be called to assist and get bonus protection (JC/Ackbar). In these cases, it is often a good idea to switch to other important targets who won't be wasting your damage on a temporary buff. Or, if you see the enemy has Biggs and multiple enemies that can apply target lock, it's a good bet Biggs will end up taunting at some point in the opening round. So although they have an Ahsoka or a Falcon, you might be better off shooting up Biggs right from the start to shorten the amount of time he stands between you and your desired taregts. This list is just a general guideline of common threats to most fleets. "User discretion is advised."
    • Ahsoka Tano's Jedi Starfighter: Ahsoka has decent damage, the ability to gain and spread Evasion Up, and a dispel. If you run a tank other than Sun Fac, Ahsoka is a primary target unless you can reset the taunt (multiple target lock creaters for Biggs, Plo+Mace). Keeping track of her dispel's cooldown might be helpful so you don't bring in reinforcements shortly after she uses it, thereby refreshing it and giving her extra use of it.
    • Jedi Consular's Starfighter: JC's basic doesn't do much damage, but every 4 turns he does a significant amount of damage when he calls in an ally to assist. He also grants a decent amount of protection up (40%) and protection recovery (65-90%). The longer you leave him in the battle the more health recovery and bonus damage he is able to apply.
    • Millenium Falcon (Ep VII): This ship, while somewhat uncommon due to the high paywall it sits behind, is a major threat. It has an AOE and a basic that can hit multiple times, stacking offense bonuses, and the ability to get up to 3 bonus turns. Once the Falcon gains 3 stacks of thrust reversal, make sure you damage it at least 3 times before its next turn. However, since it gains 3% offense and inflicts target lock whenever it is attacked (if it's buffed), using hard-hitting abilities is preferred.
    • Plo Koon's Jedi Starfighter: If you're facing a Mace fleet, Plo should be one of your first targets. His targetable taunt is on a 3 turn cooldown, lasts for 2 turns, and works well in tandem with Mace's taunt. Since Mace can't be removed, eliminating Plo helps to mitigate some of the tankiness that comes from having to burn through 2 targets that keep getting healed.
    • Poe Dameron's X-Wing: Poe is the fastest ship in the game (barring turn meter gains on the FO TIE Fighter and Empire ships with Vader present), and his special does massive damage if it hits someone without protection. Granted, the AI always uses this ability first when you're guaranteed to still have protection (hello there, TIE Fighter), but letting it come off cooldown later in the match can be devastating. If the enemy has this as a reinforcement, hope it doesn't target your naked ships.
    • Scimitar: A great ship to have in reinforcements because then it is guaranteed to use its group stealth ability. But, it's one of the slowest ships in the game. If your opponent uses it in their starting fleet, killing it before it stealths 4 guys, sets up retribution, and gives a solid offense bonus is important.
    • Slave 1: Boba's Seismic Charge does true damage (ignores armor and protection) of over 40% of the target's health (at max). There are very few ways to heal "hull damage", so this ability is even more significant. Additionally, he has an AOE that can hit everyone who is target locked, giving him overall high damage output. However, he is in the slower half of the ships currently available, so you have a chance of killing him before he makes you regret not eliminating him sooner.
    • Umbaran Starfighter: One of the few tanks that has surprisingly great damage output. If you have to choose between him and another tank to focus first, try to take him down. Placing irresistable target locks is also annoying, especially if the enemy has ships that can really benefit from it (fellow Clone Sergeant, for instance).

    What Ships Should You Get?
    Ships take a while to farm, and since they are the only way to get the all-important zeta mats for regular battles, having a plan of where you want to go is a good idea before you start buying shipments for lots of different ships. If you don't pay for a bunch of data cards, you need to be focused so you don't fall behind from being too spread out. Below are some ships that work well as "solo acts" (decent regardless of fleet build or synergy) and a few basic synergies to help you get started on planning your dream team.
    Solo Ships
    Another great benefit of going for some of these characters is that they also perform well in other areas of the game. This helps you progress in arena/raid/galactic war while you strengthen your fleet. Lastly, all but Slave 1 and Poe's X-Wing are available in both Galactic War shipments and Fleet shipments, speeding up the process of promoting them considerably.
    • Ahsoka Tano's Jedi Starfighter: Solid damage, a dispel to help get around tanks, and the ability to obtain and share Evasion Up. Since all ships other than the TIE Fighter have 2% evasion, this can greatly assist in survivability.
    • Geonosian Soldier's Starfighter: Just like his character form, this attacker doesn't sacrifice health for his high damage output. He has a strong assist that generates sustain if under an Ackbar lead, the ability to attack out of turn for more bonus damage and tankiness, and turn meter reduction on his basic. A great all-around solo player, perhaps best suited for reinforcement once your starting fleet takes on more cohesive synergy.
    • Jedi Consular's Starfighter: Although his basic is somewhat weak, he has an assist that lets you choose who assists. This can either be used on a tank under an Ackbar lead for the bonus protection (up to 90% protection up when maxed if used on a rebel ship) or on your prized attacker for maximum damage output. It can also be used with someone like Sun Fac or Wedge for their "attack out of turn" bonus. He also has a heal to keep people alive longer.
    • Poe Dameron's X-Wing: Fastest ship in the game, guaranteed crit for almost 600% of his physical damage value (after crit damage is applied at max ability level). He can give himself Offense Up and Foresight to boost his damage and survivability. No synergies on his own abilities means he isn't hampered by shacking up with any faction.
    • Slave 1: Multi-attack basic that can generate target locks for others. True damage (ignores armor and protection) AOE for over 40% of everyone's health (not protection), great as a finisher on someone who keeps having their protection recovered/boosted after losing health. He also does a good deal of damage with his other AOE if you have a fleet that produces target locks consistently.
    • Sun Fac's Geonosian Starfighter: A great tank to keep in reinforcement, especially for defense. The ability to auto-taunt on every enemy that is buffed can be a nasty surprise to spring on an enemy trying to take your arena ranking. He's a great counter to Ahsoka (who is very common thanks to her dispel countering Biggs and other tanks), and he gains up to 40% defense bonus when taunting. That puts his physical damage reduction over 60% and his special damage reduction over 47%.
    • Ackbar's Assistance: Ackbar gives any ally that assists 25% protection up (doubled for Rebel allies). Building a fleet around assists lends bonus damage (extra attacks) and survivability (extra protection). Ships with assists include:
      • Jedi Consular's Starfighter: Great because you can select who assists as a form of healing while still getting in damage.
      • Geonosian Soldier's Starfighter: Chance to automatically assist anyone, including your fleet commander. Soldier can even fire twice in one turn if he's selected randomly to assist either of Ackbar's attacks. He also calls a random ally to assist.
      • Wedge Antilles's X-Wing: While Wedge himself doesn't have an assist, he gains 25% turn meter whenever he does assist. That tends to add up over the course of a battle with assists from multiple sources.
      • Biggs Darklighter's X-Wing: As if this duo needed more screen time, Biggs can call an assist on his special if the target is target locked.
      • Sun Fac's Geonosian Starfighter: Sun Fac creates target locks when he assists, which can be a useful means of triggering Biggs.
    • Mace Windu's Republic: Straight out of the box, there is a full fleet synergy ready to go. Mace's bonus of 18% offense when under 100% health is doubled for Republic, but the reason they really shine is the double targetable taunt combined with multiple heals and all 3 clones being tanks. Common starting ships:
      • Plo Koon's Jedi Starfighter: The source of the second taunt as well as a heal and turn meter gain. A wonderful kit bundled up in a single ship.
      • Umbaran Starfighter: Although Fives gives 25% turn meter when he attacks, he's a stalwart tank with relatively strong damage output. Plus, his irresistible target lock is a nice bonus. Oh, and dispelling on his basic is handy.
      • Rex's ARC-170: While not as tanky as Fives, Rex provides turn meter gain, healing, and target locks. He is the alternate target for a taunt when Fives gets hurt badly. His turn meter gain (50% to him and target ally) sports a hearty heal and can be used every other turn in a full Republic fleet.
      • Ahsoka Tano's Jedi Starfighter: Primary method of dispelling currently in the game. She hits esecially hard on her dispel attack. Only real counter to her is Sun Fac due to his auto-taunt.
      • Jedi Consular's Starfighter: Targetable assist, even more healing, and a Jedi to benefit from Plo Koon's heal over time.
    • Tarkin's TIEs: Not only does Tarkin sport a wonderful collection of both business and casual ties for anywhere the Death Star travels, but the three TIE fighters currently in the game work beautifully on him as well. However, if not all three TIEs are present (chiefly, if Vader is absent), you will miss out on a great deal of potential damage. It might not be worth using (late game) without him. Basic setup would include:
      • TIE Advanced x1: Vader provides permanent, unavoidable, irresistable target locks. In a game where those are used frequently, this alone makes him worthy of sitting in most fleets. As a bonus, he passively grants turn meter to Empire allies. All those target locks are debuffs that Tarkin uses to boost the fleet.
      • First Order TIE Fighter: While not an Empire ship (there are only 2 right now unfortunately), FOTP is the 3rd fastest ship in the game. Additionally, he gains 16.5% turn meter whenever a target locked enemy is damaged by an attack (so with Vader, almost every single attack). Lastly, his special attack, which is the 2nd hardest hitting attack in the game (ignoring Boba's true damage AOE), has no cooldown when he attacks a target locked enemy. Super fast, really high damage, all made possible by Vader's sexiness.
      • Imperial TIE Fighter: While not quite as powerful as his First Order compatriot, TFP still hits fairly decently. With the 2nd highest speed in the game boosted by Vader's turn meter, he does considerable.
      • Biggs Darklighter's X-Wing: If Vader's pumping out target locks, might as well use the tank that benefits from them. Steady protection regeneration, since all three TIEs generate target locks on their basic, and constant taunting. Plus his crew ability calls an assist whenever he attacks a target locked enemy.

    Works Cited
    While I did all the writing, I didn’t do everything. I need to thank SkyKrak, for sending me 4-5 screenshots for each ship to help with nailing down max stats (some 100 pictures). Darth420 for being a good sounding board. Christifori for info on the challenges. Ender for grabbing all the pilot locations for me so I didn’t have to.

    No permission to host this is given without my specific (electronic) written consent.
    Post edited by Mageduckey on
  • Mageduckey
    699 posts Member
    edited December 2016

    If you have the upper challenges unlocked and can share the possible rewards, I'll add them and be very appreciative :)
    Post edited by Mageduckey on
  • Amazing guide, thanks for this
    F2P - lvl 85 - July Shard - Primary Force Guild Force a Fide Guild -
  • evanbio
    1428 posts Member
    This is great, thanks! I hope they add some more DS ships soon. I'd hate to have to farm genosians just to get zeta materials. Or, hopefully, I just don't need to level them very high to get there.
  • You may also note that some ships are available and therefore farmable to some extent also in battles / cantina battles! (eg.Jedi Consulars ship in Dark side Hard 8B).

  • Ah yes, I had forgotten about those 3 (mainly because I can't get to them). I'll add them in, though they are slow going and I would think at that rate spending energy on gear for their pilots would be better.
  • Thank you for putting this together.
  • Mageduckey
    699 posts Member
    edited December 2016
    Update: I had been using's ability breakdowns to calculate actual damage on basic/special/crew abilities. Something I missed was that the modifier visible on the Falcon's basic is the damage modifier for any follow-up attacks. The first really does 216% of the Falcon's physical damage. I've since corrected it in the spreadsheet, but wanted people to know there's been an update to the spreadsheet. Finn's crew ability was also off, which I have corrected as well. Same goes for Slave I's basic. The reduced damage modifier is the one that is shown, so my spreadsheet was using those as the initial hit damage modifier. Slave I has been corrected too.
  • Thanks for taking the time to put this guide together, @Mageduckey, and for sharing it with us. :)
  • Wow that's a big effort to pull all the information together with strategy commentary. Thanks
    | ANZGC | Exile |
  • Great info, thanks a lot for putting this together!
  • Best guide in at long time!
  • All I need now is the damage numbers for the attacks.
  • All I need now is the damage numbers for the attacks.

    Coming up here shortly, just not in this thread ;)

    In the meantime, though, the Google Sheets tool linked above has a ships stat page that includes all abilities' damage.
  • This is an amazing guide. Very well written and informative. The way you also use graphics makes it even more interesting. Thanks for all the efforts you made putting this guide together!
  • Thank you thank you thank you thank you thank you! I have been wondering about this ever since ships came out, and now I know exactly who and what ship I need to upgrade! (I am going with the Ackbar team.) One question: Are ships more important, or the main game? I am currently trying to get the rebel team, but I am not sure if I should focus more on ship toons as well. Any advice anyone?
  • Thank you thank you thank you thank you thank you! I have been wondering about this ever since ships came out, and now I know exactly who and what ship I need to upgrade! (I am going with the Ackbar team.) One question: Are ships more important, or the main game? I am currently trying to get the rebel team, but I am not sure if I should focus more on ship toons as well. Any advice anyone?

    Currently, the main game is far more important. Ships are similar to a reskin mini-game; granted, there are some pretty awesome rewards (especially if F2P cause Maul/Sun Fac/Rex), but regular arena is the only place to get free crystals (in any usable quantity), raids are the only places (other than shipments) to get the gear to advance your pilots, Galactic War is the most consistent source of income. So while ships are a blast and I think everyone should participate fully, the main game, especially arena (due to crystal payouts), is more important.
  • Vast thanks Sir. Looking now for a " how to not stink at ships" guide ;)
  • Acrofales
    1023 posts Member
    edited December 2016
    Bistan's U-Wing doesn't make your list of solo ships, synergy or make it into your threat assessment. Is it that bad? Wondering, because I have it now, and don't want to waste gear on Bistan and SRP if the ship sucks anyway. Being one of 3 rebels and a (virtually) guaranteed source of target lock, I hoped he'd fit well in my Ackbar fleet.
  • Acrofales wrote: »
    Bistan's U-Wing doesn't make your list of solo ships, synergy or make it into your threat assessment. Is it that bad? Wondering, because I have it now, and don't want to waste gear on Bistan and SRP if the ship sucks anyway. Being one of 3 rebels and a (virtually) guaranteed source of target lock, I hoped he'd fit well in my Ackbar fleet.

    One mistake I did make is that Bistan's U-Wing isn't as slow as it's base statline reads because it gets +20% speed from SRP's crew ability. This places it in 7th for speed, but that's behind Plo Koon so you won't be able to target lock their backline. It is, however, behind Ahsoka and Fives, meaning the only way it can be dispelled is if Biggs is target locked when Vader activates (at least until the next round). Additionally, Vader goes right after Bistan, and Vader has more than just a once-every-3-turns irresistible target lock.

    The 19% and 30% TM gains are certainly nice, but the 19% on kill won't happen often enough in my opinion. If your fleet is built around target locks the 30% should trigger sufficiently, especially since it also gives Advantage.

    His true damage is a nice counter to tanks, requiring a hit of up to 47k damage pre-armor to achieve the same damage against them. However, this only happens twice every 3 turns, bringing his average damage down to a mere 17,777. That's up to 31,603 average damage for someone who can't ignore tank armor, and that average damage is achievable by 7-9 other ships easily.

    So, Bistan's U-Wing is certainly a viable option if you don't want to use TIEs for the early Biggs taunt or if you want a guaranteed taunt after Ahsoka/Fives move and you don't have Vader. The double gearing requirement makes me hesitate to do anything with him personally, especially when Vader's tournament is just around the corner.
  • LoneWondererNZ
    26 posts Member
    edited January 5
    nice information, I noticed you missed out discussing ackbar's additional unique ability which is +40% crit damage (80% for rebels) on assists... this has played a huge advantage for me over several battles where I've had Wedge hit +/-100k damage after a biggs assist.
    Also not sure about fives being the first pick tank for a republic fleet or rex for a secondary, CS on the other hand needs a lot of damage to take down and he benefits from a self heal. Ive found the only way to get target lock in large quantities with a republic fleet is to use CS with rex then taunt fives later to lose a bit of health before he destroys a squad with his aoe special.

    Another Build I'm experimenting on is the maul/geo synergies with an ackbar lead and the u wing ship, where the combo of maul stealthing and geo spy using his stealth assist has allowed me to so far ko any ship with that one move, well sun fac target locks in retribution... still working on getting cp up for a few of them but it is looking promising and could make for a very powerful pvp attack squad, the only problem is getting speed right for defensive plays.
    Post edited by LoneWondererNZ on
  • Also a question on the mods, if there is a CP increase to the ship from mods... but it is only affected by the level and rarity of the mod itself, then what does this CP increase represent? is it an overall stat increase (eg all stats are increased by X (X being dependent on the stat in question and the mod L&R) or is it an increase in a specific stat like health or protection, etc.... If its a % increase then what toons have the highest CP increases from modding?
  • Crew Rating is increased equally with the same mod tier/level for any ship. It doesn't represent an increase in health or protection or anything, but is rather just an increase in the baseline value used to calculate all stats. If you look at the chart above for Crew Rating - Mods, you'll see a flat number, not a percent. That flat number is added to your Crew Rating, which is then multiplied by the Crew Contribution Multiplier (determined by the star level of the ship), and that result is then multiplied by each stat's Crew Contribution Modifier (specific to that ship) to generate the stat increase from the crew. All ships have the same Crew Rating increase from mods.
  • Thanks a lot @Mageduckey !!!! :smiley: profile - Our guild, 3720 to 1, has 1 spot open! [49/50].
  • Is this a pinned post? This should be a pinned post for everyone to see! Thanks man! Answered a lot of my questions
  • Brek
    60 posts Member
    edited February 11
    I cannot get my head round the ships and their abilities/strengths i think because they are not recognisable to me like a character is, so i have no clue what does what by looking at them. Having said that i am doing well in ships arena. Nice guide.
  • pargame
    983 posts Member
    edited February 13
    Thank you for this thread. I read it but I still can't understand how is calculated capital ship's Crew Power
    I've got:
    AA - 7* - lvl80 - gear 8 - mods lvl15 - mods 2-5 dots - power 6784 - Home One Crew Power 8609
    Mace - 7* - lvl80 - gear 10 - mods lvl15 - mods 5 dots - power 8112 - Endurance Crew Power 5919
    Also how is ship speed calculated? First I put on Mace mods with speed, then I read this post and change it with random 5dot mods and ship speed is increased ?!?
    Thank you

    EDIT: Some of difference is because of ability levels - AA has more updated abilities.
  • Crew Power is irrelevant. It is inflated by a ship's Special Damage, so ignore it. Crew Rating is a hidden number that is used to calculate stats and is not the same as Crew Power.

    Ship speed is calculated like anything else - find Crew Rating (using the tables above), multiply by the ship's Crew Rating Multiplier (based on the number of stars), then multiply by the particular stat's Crew Rating Modifier (which can be conveniently located on
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