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.

Dream Patch Notes for Galaxy of Heroes

Galaxy Of Heroes

I’ve been playing Star Wars Galaxy of Heroes since May of last year, which is the longest I’ve stuck with any single title in a long while.  However, having played the game for that long, well… it’s given me a long list for my dream patch notes.  If I had a magic wand (or Force powers…) here are the dream patch notes I’d implement:

  • Reduce the initial burst of Wiggs, but improve them in other ways. Their overall power level is fine, but their initial burst is so absurd it is defining the meta by itself – basically every team in the meta is either entirely comprised of extremely durable characters or they use an autotaunter (none of which are available to F2P) or both. The meta is in better health than it was in the Rey days, but we can still do better.
  • Reduce the gear crunch by… doing something. Figure it out, please.
  • Stop releasing all new meta-defining characters solely through tournaments and/or chromiums (I can dream, right?). I don’t mind that whales get shinies, I mind that my options can’t compete.
  • Change GW to have a new random seed every time you restart it. It’s exhausting to play “What combination of dumb moves do I have to make to get my Royal Guard actually proc his stun?”. This is not fun and rewards players intentionally making *bad* decisions.
  • Stop releasing so many powerful abilities with 70-90% proc rate. Just make the abilities weaker and make them 100% proc. This is billed as a tactical game, stop making it so damn RNG-dependent.
  • Reduce base dodge change to 0%. It’s dumb that an entire Rancor run or AAT run can be altered by a dodge. If a character invests in it, I’m okay with the mechanic.
  • Reduce minimum resist chance to 0%, but buff raid bosses to keep their current tenacity. This makes potency & tenacity matter in arena. Right now, most characters can’t get enough tenacity to increase their resist chance a reasonable amount, which means that both potency & tenacity are essentially dead stats in arena.
  • Change turn order at 100% turn meter to be “first character that reaches 100% turn meter goes first, then the next, etc” instead of “pick a random character at 100% turn meter”. Either that or make it the last character – I don’t care which, but it’s just making the game more random instead of more tactical to have random turn order.
  • Add a feature to “add droids to level character up to level X”.
  • Add some way to buy lots of bronziums at once.
  • Change tournaments to have rolling durations: i.e. you can’t use the trick to join in the last 15 minutes and only have to play 15 minutes of battles.
  • Change raid rewards. Seriously. I haven’t gotten a raid reward I could actually use this calendar year, yet I need a dozen items (and that’s ignoring the fact that even if I got salvage for those items, I still wouldn’t be able to get a gear upgrade!)
  • When we’re trying to max a mod, just max the damn mod instead of trying to get us to waste credits. You know what we want, this just feels like you’re trying to play dumb.
  • Let us concede/retreat while it’s not our turn. It’s obnoxious that we have to sit there and watch the AI finish out what could be dozens of turns or force close the app.
  • When showing that a character needs a specific gear piece, have a distinguishing method between “this will allow the character to equip a new piece of gear” and “you still couldn’t craft the new piece of gear even with this item”.
  • Make all ships targetable. It really shouldn’t be impossible to target certain ships in because of the camera angle.
  • Fix Bigg’s ship not receiving Taunt/Protection when an enemy is Target Locked.
  • Fix Resistance Pilot’s ship to always proc Expose on TL’d enemies when using the appropriate skill. While you’re at it, make sure her special always procs TL too.
  • Fix Poe’s ship’s special to actually not be able to be evaded.
  • Prevent assists attempting to use Stunned/Dazed characters/ships (or explain that this is now WAI, even though it wasn’t before)

Well, that ended up being longer than I expected for a list of dream patch notes.  I suppose it makes the game seems worse than it is, but I don’t want you to get the wrong impression.  I love the game, but it just means between that passion for the game and the length of time I’ve been playing it for combines to give me a lot of ideas for its improvement (and a lot of visibility into its bugs).  That’s about it for my dream patch notes.  What would you add?