"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 SWGOH.gg 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.
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.
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
- 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)
No rotating content
- 10 Prestige (600 AT)
- 5 Mace Windu (400 AT)
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
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.
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.
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.
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 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.