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Well, I guess it depends on what your plan is regarding Rogue One. Everyone I go up against (including myself) put them on defense. They’re like a better version of Mothma. Relatively cheap because you get most of the team without really trying. The main counters on swgohgg for them are: Bad Batch, JKR/JKL, BH with OG Mando, CLS, GAS, Geos, and top-end Mothma.

You don’t have Bad Batch, so that’s out. BH with Mando almost certainly rely on his one-shot to take out Raddus, so that’s out. I thought you used JKR/JKL against SLKR. Even if not, that’s a pretty expensive counter. The same for CLS and GAS. Mothma is an option, since you do have Cara geared, but I’m assuming you usually put that on defense. I don’t have a good Mothma team, so that’s not even a real option for me. But Geos aren’t really used for anything else, so it's a pretty good deal. Of course, I already have them so it’s not a question of if they’re worth gearing for me.

I think there’s a reasonable argument towards doing them, but it really could go either way. You figure you’re going to be getting the Profundity soon. Assuming CG doesn’t up a decide to make Kyber require 4 ships on defense, which I’m a little worried about with all the ships making unused capital ships viable. So you’ll need 6 fleets. You’ve got Executor, Profundity, Negotiator, and Malevolence as your big hitters. FO looks Executor-ready. Your Empire is kind of on the lower end because you don’t have the TIE Interceptor or Gauntlet that highly geared. That’s basically it, You don’t have an extra fleet to fallback on if something goes wrong.

Whether you want to use Malevolence on offense as anti-Profundity or on defense, having the Geos be a little more durable, especially Sun Fac, isn’t the worst thing. That might be required to go against the Profundity. I’m not sure how well a G12 Sun Fac would hold up if they get a bunch of assists. Then again, you might not need that counter. The last couple GAC rounds, none of my opponents put either Profundity or Executor on defense. We both had them, but we each decided we’d rather save them for offense. Same dynamic with GLs, if you and your opponent have the same number, it seems less likely for either side to put a bunch of defense.

Another thing to consider is if you really need Malevolence. You have Katarn geared, so you’ve got part of a Home One fleet. Give Raven’s Claw the two X-Wings and Bistan’s U-Wing and it’s an okay fleet. It’s clearly missing something, which everyone assumes is Red 5. You could just bank on that to kind of eliminate your need to boost the Malevolence beyond what you already have. The main issue there is if CG puts it behind a wall like the Inquisitor ships that you don’t have. Then, you’d be in a tough spot. I guess you could always do the Geos then.

I don’t think there’s really a clear-cut answer for this one. Malevolence is an outdated fleet in a lot of respects. They could always add new ships to revitalize it, but that doesn’t seem to be for the foreseeable future. Geos as a squad team being able to beat Rogue One is nice, but only if you fight them. And you do have most of the other counter teams, so it’s not like it’s required. It’s just a cheap way to win and save your better teams for elsewhere.

Short term, doing Maul would probably get you the most immediate return. The counters for that are GAS, CLS, and Troopers (if BAM isn’t there).

As for Starkiller, you’re half-way there on the requirements, but what is your plan for your final Starkiller team? The Sith and Jedi aren’t an issue, but the DS and LS UFU might be. Your only LS options are CAT, CLS, and JTR, all you’re using for their own teams, I believe. You have more options for DS: Mara, Ventress, KRU, and OG Kylo. If you use Palpatine, Mara is the obvious choice, though that version can get countered by Grievous/Nute. Traya lead can stop that, but you wouldn’t want to use Mara with Starkiller without Palpatine. KRU and Kylo can work, depending on how you use your other FO units.

Progress (Good Day/Week) - Page 5 (2024)
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