This means that it almost always has a special ability (all of which are on a four turn cooldown) available for use, and often can use the same ability consecutively, if enough allied ships are First Order, Basic ability gives the Command Shuttle +50% protection up, The Surprise Raid special ability grants a single ally 100% turn meter and advantage for 1 turn, while also reducing their cooldowns by 1 and removing 20% protection. Possible lineups. Silencer’s offense boost, cooldown reduction and chance to gain advantage are all obviously excellent, as the ship serves as the primary damage dealer of the whole fleet. RebeI Force MandaIore 50 Members / 49 Profiles. SF TIE’s primary use in the Finalizer fleet is its assist call and reinforcement ability. The ability to cleanse an ally can be helpful as well, to clear daze off Silencer and allow it to assist and gain turn meter again. When a First Order ally takes damage, the TIE silencer has a 50% chance to gain Advantage for 2 turns. Without a killer Silencer, the fleet is nothing. Thanks in advance! Kylo Ren's Command Shuttle gains 20% Turn Meter when an enemy reinforces, other First Order allies gain half of that amount. All allies gain 15% turn meter. Of these effects, the most noteworthy are the stun/advantage on basic, which adds a fun layer of strategy to the ship’s use. © Copyright > SWGOH.TV. Ebon Hawk and Cassian’s U-Wing are absolutely necessary (one or the other) for Finalizer vs Negotiator matches, as they are the only ships with a full team wide buff dispel ability (aside from TIE Bomber, who’s much more optimal in an Empire fleet). BitDynasty. Second Turn: Here you’ll want TIE Silencer to go next, as this ship needs to be as powerful as possible for the Finalizer fleet, since it’s the primary damage dealer and the backbone of the entire fleet, and as such will be faster than everything except Finalizer itself. The matchup against Rebels is very favourable for Finalizer on offense. Surprise Raid and Advanced Jamming Array see the most usage to keep Silencer taking turns and dishing out damage, and to control enemy tanks to keep them out of Silencer’s way where possible. Once Breach has been placed and Hound’s Tooth starts taunting, Finalizer fleets have no easy way of getting around the tanky bounty hunter ship. Ebon Hawk has a few handy bonuses that can make it more or equally useful to Cassian’s U-Wing. Best Way to Get Crystals F2P - Relic 7 Rebel Fleet Destroy Negotiator/Malevolence This hurt so much to Relic 7 Rebels in SWGoH but wow does it do amazing stuff inside of Fleet Arena! An AoE attack that deals 100% more damage for each Hunted enemy. Vader overpowers Sith Eternal Emperor | SWGOH SEE 5v5 Counters. I breakdown all the basics you need to know as well as give some overview best faction information for you to focus on if you want to create some amazing defense and offensive squads! I can’t imagine the Malevolence will be anything but whale food at first. Finalizer fleets have great potential for the future, since CG has strongly hinted that they plan to release pilotless tank ships for each faction to replace Hound’s Tooth, and First Order is way at the top of the list of likely candidates, next to Resistance. In the Finalizer fleet TIE Silencer is your primary weapon and tool. Especially with all the buildup. The final pillar of the Finalizer kit is the fact that it activates the reinforcement abilities of all First Order allies in the frontline at the start of battle. In this regard, SF TIE is the better choice, as the potency boost means you have the maximum chance of landing stuns with TIE Silencer, and the turn meter boost from TIE Fighter can screw with your turn order if you’re trying to get Finalizer to take a turn before TIE Silencer. 228 posts Member. Recommended Ship Strength and Upgrade Priority). Any extra health, protection or tenacity is always welcome on this monster. In order to be able to defeat a fleet with Hound’s Tooth, you must have Finalizer faster than Silencer. However it suffers from being very poorly utilised on defense by the AI, and has great difficulty dealing with Malevolence fleets. In a Finalizer fleet it serves primarily as a turn meter generator for Silencer, and to control enemy tanks. Most of the time this happens fast enough that losing Hound’s Tooth doesn’t change stop you from winning. This is obviously not preferably as you want Silencer at max damage output, but to control Hound’s Tooth you absolutely need to put Hunted on it before any other of your ships take a turn. Each time the Malevolence uses a Special ability (except Call Reinforcement), it summons a Vulture Droid if there is an available slot on the battlefield. If you found this guide useful, you might also enjoy some of my other SWGoH Fleet content, such as my Malevolence Guide and my Fleet Meta summary. Considering the huge speed boost Finalizer gets from First Order allies, which makes it the fastest ship in the game, as well as the impressive natural speed of Silencer and both First Order TIE Fighters, 15% bonus turn meter at the start of battle is unnecessary, as you’ll outspeed every opponent that you need to outspeed without the boost. Besides that, we come to the reasons why we choose Command Shuttle for the frontline. Now it provides extra utility to First Order allies on the frontline of the Finalizer fleet, edging out its regular counterpart. (9) Plo Koon’s Jedi Starfighter 5 stars, G8+. Hoth: Rebel Galactic Challenge - Traya Lead 5 scuba75. Surprise Raid has the added benefit of reducing Silencer’s cooldown on its special ability too, which, coupled with the advantage given by Surprise Raid, makes that an excellent wombo combo to deal massive damage to enemies that don’t have foresight or crit immunity. There are also a number of other extra effects caused by the Finalizer when damaging or defeating a Hunted enemy, these are: Finalizer’s basic ability deals damage twice to Hunted enemies (but does not call a second assist), Finalizer’s 1st special ability’s debuffs (Offense Down and Target Lock for 3 turns) cannot be resisted by a Hunted enemy, Finalizer’s AoE special ability deals 100% more damage for each Hunted enemy, Finalizer’s ultimate ability removes 35% turn meter from all Hunted enemies, Whenever a First Order ally defeats a Hunted enemy, they gain +25% critical damage (up to a total of +125% critical damage) for the remainder of the battle. This match is possible, and if you try it you need to put your all into it, don’t stop attacking even for a second, but it’s highly unfavourable and there’s a good chance you just lose. And a GoFundMe. Then there’s the minor comparison of target lock. SF TIE’s reinforcement ability becomes very useful when considering Silencer’s ability to stun enemies with its basic attack. You must max the ship out for best results. All that extra health combined with the 25% health recovery on a critical hit makes Finalizer fleets capable of surviving longer than you’d expect, especially thanks to all the advantage that gets spread around. Hound’s Tooth is there to absorb damage while Silencer burns through your opponent. HST guild, 600 tickets daily & Discord required. Since the release of Rebel Y-Wing this fleet has become quite a reliable Negotiator counter, and it can beat pretty much anything else except Malevolence with great ease. While it doesn’t prevent the enemy reinforcement ability from triggering, it does sometimes prevent them from immediately following up with a high damage attack (Ahsoka), taunting (Hound’s Tooth) or placing taunt on another enemy (Plo Koon). These ships, whether you use one or both, serve little purpose beyond their reinforcement abilities, so having them low stars and low gear doesn’t impact the battle very much. Two abilities, lots of speed and damage output and a stun on basic. Introduction. Whereas First Order TIE is much more geared towards being its own machine, gaining turn meter and dishing out big hits, which unfortunately pales in comparison to the damage output of Silencer when aided by SF TIE, Finalizer and Command Shuttle. 1458 views 9 days ago. However I can see with greater damage output and health FO TIE might be a solid finisher, or be able to take Silencer’s place somewhat if RNG screws you over and Silencer is destroyed. 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