SWGOH General Kenobi Guide

General Kenobi

General Kenobi is the second raid-exclusive character and thankfully actually worth the farm. (Sorry raid Han) He may be classified as a support, but brings strong damage and tank functionality too.

General Kenobi is one of the best characters in the current metagame, and may be the best plug-and-play character (It’s a close race with Darth Nihilus). He brings a team-wide cleanse, great buffing, an auto-taunt, and strong burst damage all on a bulky frame.

Lead

Jedi and Clone allies gain 30% Max Health and 70% Defense. After a Jedi ally uses a team healing Special ability, all other allies at full health are called to Assist, dealing 50% less damage. When a Clone ally uses a Special ability they gain a buff (Attacker: Advantage, Support: Stealth, Tank: Taunt) for 1 turn.

Technically you can use Kenobi as a lead. But just because you can doesn’t mean you should. Admittedly if you have no TM-boosting leader, Kenobi is probably your best choice. But if you’ve gotten far enough to unlock GK and don’t have another leader you’ve already fucked up.

Non-Lead

This is where GK shines. His amazing kit and versatility makes him worth a slot on any team. Every team wants a cleanser, taunter, and more damage, and GK brings all three of these with a bow on top.

Normally I’d talk about what needs you’re looking to fill that you should cover with GK. But really, when looking to fill a slot, GK is the measuring stick that you should compare against. Any other character has to bring more to the team with their unique synergies to be worth it over GK. GK is simply reliably good.

Synergies

When it comes to synergies, it’s not how you can help GK, it’s how GK can help you. Okay, that’s not entirely true. GK really wants his auto-taunt and auto-foresight to work, and would prefer not have to use his cleanse. So pairing him with another cleanser (or two, if you’re particularly sadistic) makes GK shine.

With regards to other characters, everyone appreciates a good cleanse. His team-wide Retribution means that you should look to pair him with characters with strong basic attacks. His team-wide assist chain only furthers this synergy.

Technically you could argue that GK also has a synergy protecting weaker characters with his Foresight-granting abilities. But basically every character benefits from Foresight, and none that are currently relevant to the metagame benefit from it especially so. The exception is a Darth Maul-led team. In that case you can probably do better than GK anyways.

Mods

General Kenobi basically wants every stat. Since his skills are so powerful, however, you’re best off focusing on Speed first and then survivability. Look for Protection, Health, and if you have to, Defense bonuses to bulk him up.

You can go for crit chance and crit damage on him. I wouldn’t recommend it unless he’s one of the heavy hitters on your team. Even in that case I’d consider not doing it anyways. Crits are heavily penalized in today’s meta and it’d be tough to get GK’s crits up to a noteworthy level.

Counters

General Kenobi is rather difficult to counter, which is why he pretty much works on every team. That being said, almost every team that is running him is relying on his taunting. Thus, Buff Immunity, dispels, and Shock are all excellent methods to reduce his effectiveness.

Beyond that, GK’s burst damage relies on allies being buffed. Having a team-wide dispeller, like B2 or Asajj, means that you can cripple his burst damage. Admittedly his burst damage isn’t why he’s going to be on a team, but it’s something worth watching.

SWGOH Jedi Knight Anakin Guide

Jedi Knight Anakin

Jedi Knight Anakin (JKA) has had quite the roller coaster of a past. He spent a long time being rather lackluster before he received one of the first reworks, catapulting him into the spotlight. Along with Wedge and Lando, he ushered in the AoE crit meta.

Since then, however, his use has dropped steadily. It continues to do so, especially with the penalizing anti-crit meta we find ourselves in. Now he’s relegated to a niche use, being a low-ranking option for Jedi teams.

Lead

Jedi and Clone allies gain 30% Offense and 20% Critical Damage and other allies gain half that amount. Whenever an ally is Evaded, they gain Advantage for 2 turns.

Back in the day JKA’s leadership used to be a strong choice. It was one of the more powerful leadership abilities, and more importantly, it was attached to a strong character.

Today is not like that. Leadership abilities are almost exclusively useful solely if they manipulate TM , and Anakin’s ability does not do that. It does make for a nice leadership to power through Galactic War, however.

Non-Lead

JKA still serves a role in the meta, despite being less popular. This role is as a high-damage output Jedi. Since there are better damage options than Anakin, you need to take advantage of his Jedi tag.

This means that JKA fits nicely into the QGJ-lead teams. He competes with a lot of other choices for those slots, thanks to only adding damage, but is still a solid choice.

When using JKA, make sure to be careful about when using his AoE. Against certain leads, (Rex comes to mind), a poorly timed AoE can be heavily punished. Don’t forget about his Buff Immunity and Healing Immunity! These can be critical in shutting down some opponents.

Synergies

JKA’s simplistic kit means that there aren’t a lot of room for synergies. That being said, there are still some options.

JKA crits often. Characters that either increase crit chance or crit damage, like Boba Fett, are great partners. These are high-risk, however, due to the large number of characters that punish crits.

Bulky characters that either heal themselves or are healed often are excellent partners. Dropping below 50% health and then healing above 50% will allow for multiple triggers of his unique. This can create a massive damage spike that can swing battles by itself.

Mods

Crit chance and crit damage are by far and away the best options for Anakin. After that, increasing his Offense and survivability are both great choices. You want Anakin hitting hard and staying on the board as long as possible. Look at getting him a crit chance and crit damage set.

Anakin is one of the rare characters that doesn’t need a lot of speed. His unique, along with his typical leader, means that he can get away maximizing his damage output. And you should do that.

Counters

Anakin is keenly dependent on his AoE damage output to carry his weight, and crits make up a critical portion of that. Either make your characters crit-immune through General Kenobi, Phasma, and the like or look to characters that punish crits. Good examples are Chirrut and Barriss.

Besides that, Anakin often relies on his unique to get turns. Shut him down with either Shock or Daze. Darth Maul and Emperor Palpatine are the top options for these debuffs.

SWGOH Grand Master Yoda Guide

Yoda

Grand Master Yoda is the first event character, and unfortunately the weakest. That being said, Yoda still has a place in the competitive arena metagame as a useful support character. Lately his role has been restricted to solely Jedi teams.

Lead

Jedi allies gain 30% Tenacity, gain 30% Turn Meter whenever they Resist a debuff, and whenever they suffer a debuff they gain Tenacity Up for 1 turn at the end of that turn.

Bluntly put, QGJ is still only a relevant character because of his leadership. However, this leadership ability is one of the best leaderships in the meta right now, enough to make an otherwise mediocre character not only viable but a key component of a top-tier team.

The speed bonus is crucial. This adds a massive amount of effective TM to your team (or at least your Jedis) and can keep pace with other TM leads like Rex or Darth Maul. The Offense bonus is notable, ending up at ~20% extra damage. As Jedi are rather weak attackers in general, this Offense boost is quite welcome. Finally, the Foresight boon is exceptionally useful as well, particularly against the AI. Automatically dodging attacks is simply fantastic, and regaining it regularly is a great boon.

Non-Lead

For the most part, Yoda’s purpose is to use Battle Meditation. This is cruicial in providing Jedi teams with Tenacity Up. Jedi teams are particularly reliant on buffs, so debuffs like Buff Immunity and Skill Block are especially bad for them. Further, the extra Foresight really helps.
Technically he has other abilities, but oftentimes those can either be more of a detriment or have tiny effects. His basic will get you into a lot of trouble. Thanks to its weak power and the heavy anti-crit & counter-attack meta, you’ll often find yourself regretting his attack.

His two other specials aren’t much better. His AoE attack, Masterstroke, is one of the weakest in the game, and while stealing buffs is a neat trick, it rarely coincides with a useful result. Theoretically it should lead into a Battle Meditation. But stealing useful buffs, keeping them, and surviving to spread them is a tall order for yoda (Get it, tall order…).

Unstoppable Force has some niche uses. You really are going to use it for the stun. The turn meter reduction isn’t reliable enough between the mediocre proc rate and Yoda’s lower potency. It’s admittedly rather difficult to keep the stun up against the popular cleansers, however.

Synergies

Yoda has some interesting synergies, to say the least. His most obvious use is to protect characters that have weaknesses to debuffs, and to protect fragile characters with frequent Foresight. Since those are hopefully self-evident I’m going to move on.

His more interesting synergies are through his other specials. With his AoE he can steal strong buffs which can be an interesting counterplay to Rogue One teams and the like.

With unstoppable Force, he can pull off a semi-reliable stun if the target is below 100% health. Normally that means the target is going to die shortly afterwards. However, there are ways to get around this. Emperor Palpatine’s NAME HERE means that all characters will be below 100% health. This allows you to pull off a clutch stun.

Mods

Speed. Moreso than almost any other Jedi, Yoda relies entirely on his speed to be useful on an arena team. Really his sole job is to provide Battle Meditation as early and as often as possible. After that, if you have a choice, survivability is an okay option. This won’t really do as much, however, as Yoda’s base survivability stats are so low. It’ll be hard to notice the difference.

Avoid crit chance like the plague. While you can get a tiny amount of extra damage, it’s not worth triggering the opponent’s anti-crit abilities. Yoda’s damage is so small that it’s a bad trade.

Don’t fall into the trap of modding potency. Yoda only has one skill that requires it, and it’s so rarely a factor that it’s not worth the stats.

Counters

Countering Yoda is unfortunately rather easy. His tiny effective health pool means he doesn’t really stand up to much abuse. Boba Fett’s Execute is an excellent way to snag a quick kill. Just about any amount of AoE spam can often kill Yoda on accident.

As may be expected for a Jedi, Yoda is buff-dependent. This means dispellers and Buff Immunity are especially troublesome for Yoda. Look to characters like B2 to give him a hard time.

SWGOH Qui-Gon Jinn Guide

QuiGonJinn

Qui-Gon Jinn is an old character that had fallen out of favor, only to have new life breathed into him between the addition of zeta abilities and new Jedi.

QGJ acts a modest attacker with some utility thanks to his dispel ability. His damage used to be potent, but power creep in attacker damage output has killed this.  QGJ is now mostly only used for his leadership ability and sometimes for his dispel.

Lead

Jedi allies have +30 Speed, gain Offense equal to 3 times their Speed, and gain Foresight for 2 turns at the start of each encounter and whenever any unit is defeated.

Bluntly put, QGJ is still only a relevant character because of his leadership. However, this leadership ability is one of the best leaderships in the meta right now, enough to make an otherwise mediocre character not only viable but a key component of a top-tier team.

The speed bonus is crucial. This adds a massive amount of effective TM to your team (or at least your Jedis) and can keep pace with other TM leads like Rex or Darth Maul. The Offense bonus is notable, ending up at ~20% extra damage. As Jedi are rather weak attackers in general, this Offense boost is quite welcome. Finally, the Foresight boon is exceptionally useful as well, particularly against the AI. Automatically dodging attacks is simply fantastic, and regaining it regularly is a great boon.

Non-Lead

While the correct way to use QGJ in arena is as a leader, he can still find some use in non-top teams. He previously was one of the best available dispellers for F2P players.  However, thanks to many new characters being released with dispels and characters like B2 and Sun Fac becoming F2P, this use has faded.

That being said, a dispeller is still a key need in arena teams, and QGJ technically does it. If particularly pressed for resources, QGJ is the cheapest dispeller to acquire (especially compared to B2 or Sun Fac) and is simple to gear. He also provides a decent damage boost to the team, whereas most other dispellers are pitiful in damage output.

Synergies

Stating the obvious, but QGJ’s synergies are primarily with other Jedi when acting as a lead. All Jedi benefit from gaining +30 Speed and tons of Foresight. The Offense boost is also nice, though the difference in boost between a slower and faster Jedi is minimal. This means that you should focus on adding the best Jedi to the team, even if their slower speed means they will receive less of an Offense boost.

Unfortunately, QGJ only brings a single-target dispel to the board, so that leaves the other four slots on the team to cover the other important roles – damage, cleanse, and taunt. General Kenobi fortunately brings all three of those, and is the true backbone of the team.

From there, viable options include Ezra, Jedi Knight Anakin, Yoda, Aayla, and R2D2. Ezra adds another high damage attacker with an additional dispel, something the Jedi desperately need, especially in today’s buff-heavy meta. JKA adds significant damage but not much else. Thanks to the anti-crit meta we are currently in, his use is less than it has been requires careful use. Yoda is a fantastic support character, adding a super-fast Tenacity Up and Foresight, but is especially vulnerable and adds minimal damage output. Aayla is a less popular choice lately, but the stun on her basic alongside her damage output and durability make her a viable option that should not be ignored. R2D2 gets an honorable mention thanks to its ability to boost all of the Jedis’ stats as well as stealth the weaker Jedi. It also helps against Darth Maul teams, a particular weakness of the team.

Other lesser choices include common Plug-n-Play (PnP) characters like Darth Nihilus, B2, etc. These characters are less useful for a QGJ team because they do not benefit from the exceptionally powerful leadership. That being said, Yoda and GK can both share some of the benefits with these characters.

Mods

Speed is king, as always. In a Jedi team, QGJ should not be relied on as a primary source of damage.  Instead, he should be expected to provide a dispel when necessary. Once speed has been prioritized, stats such as offense, crit chance, and crit damage are useful. While not the strongest attacker, QGJ at least can act as a secondary source of damage thanks to his stats and leadership ability.

I would advise against gearing QGJ for survival. In particular, he’s one of the less useful members on the team. This is because his leadership ability continues even after he is defeated. Furthermore, these survival mods are clutch on more important characters, like General Kenobi and Jedi Knight Anakin..
SW

SWGOH Rex Guide

Rex

Rex is an older character that has managed to not only stay relevant but prominent through multiple metas thanks to his excellent leadership ability and cleansing utility.

In addition to Squad Discipline and Brothers in Arms, Rex has his basic, Impeding Shot, and Subdue.  At first glance, these abilities seem to provide Rex potent damage and offensive utility.  However, thanks to his relatively low damage and potency, neither of these abilities end up being particularly impressive in practice.

Rex does maintain a base speed of 140, which is just on the cusp of the upper quartile for characters that are relevant in the meta.  This is particularly helpful as even if he is Dazed, he can quickly get a turn to cleanse himself.

He is not especially durable however, and will likely be the squishiest character on your team.

Lead

Clone allies gain 20% Max Health, and other allies gain half that amount. In addition, whenever an ally suffers a Critical Hit, all Clone allies gain 15% Turn Meter, and other allies gain half that amount.

Rex is one of the top arena leads right now, and for good reason.  The meta’s currently infested with characters relying on AoE attacks.  Lots of AoE attacks means lots of crits, and Rex converts that into turn meter for his team.

Speed is king in arena (and has been for awhile).  The handful of leads that compete with Rex (Darth Maul, Darth Vader, Qui Gon Jinn, etc) all have turn manipulation of their own.  Rex’s unique strength, however, is that he can provide turn meter to any character.  Most of the other popular leads only are able to apply turn meter to characters that share their faction tags.

This means that you can, and should, mix and match the best characters underneath a Rex leadership.

Non-Lead

While Rex is a top-tier lead, he can be used outside the lead role.  His utility drops significantly, shifting his role essentially into relying entirely on Squad Discipline to be useful.

Still, even relegated to a single ability, Rex is a solid utility character.  Ideally you’d want Chirrut or General Kenobi, or one of the passive cleansers, but Rex will do in a pinch.

Synergies

Basically every team needs a cleanse, and thanks to Rex’s leadership, Rex works with well with just about every other character.

That being said, Rex still has certain weaknesses that need to be covered. Rex’s relative squishiness means you should have at least one strong tank, preferably two. The standard tanks apply here: Baze, General Kenobi, Shoretrooper, Stormtrooper Han.

His lack of damage output means that the other characters on your team will need to make up the difference as well. He pairs well with attackers that rely heavily on their special abilities to be useful, such as Darth Nihilus, Boba Fett or Rey. They’ll appreciate being kept free of debuffs (especially ability block).

Mods

Rex is one of the easier characters mod, if only because he has few useful stats.  Roughly, the stats you should be looking for are health, protection, speed, and (if you can get a lot of it) tenacity.

For sets, ideally I’d suggest 4x Speed and 2x Health.  You can substitute 2x Tenacity, but only if you’re able to stack it to a significant number.