
Crush the Rebellion! Have a knack for disliking the Jedi and Rebels? Having the right Empire squad in Galaxy of Heroes is crucial to overcome those pesky traitors. Here are the top 5 Galactic Empire teams.
5. Director of Advanced Weapons Research: Director Krennic, Death Trooper, Darth Vader, Emperor Palpatine, Grand Admiral Thrawn
While we know what his fate was courtesy of Rogue One, in-game he is a versatile leader that pairs extremely well with Death Trooper. This Imperial Officer, greedy for glory, can propel you to numerous victories. With Emperor Palpatine and Darth Vader anchoring stuns and attacks, look for higher Critical Chance and Potency with Director Krennic as leader.
- Empire allies gain 25% Critical Chance and 25% Potency
- Debuffed enemies who are Critically Hit during an Empire ally's turn suffer Ability Block for 1 turn
- With Krennic’s Death Trooper Assault, Deal Special damage to all enemies with a 70% chance to inflict Stagger for 2 turns. If any enemies are debuffed, revive Death Trooper with 20% Health for each debuffed enemy. If Death Trooper is present, he is called to Assist.
- Whenever Death Trooper scores a Critical Hit, he and Director Krennic recover 20% Health. Death Trooper has a 50% chance to gain 100% Turn Meter whenever Director Krennic takes damage. Director Krennic can't be Critically Hit while Death Trooper is alive.
- Director Krennic gains 10% Critical Damage for each debuffed enemy and 10% Critical Damage for each Rebel enemy. If Death Trooper is present he also gains these bonuses.
4. Inspiring Through Fear: Darth Vader, Death Trooper, Emperor Palpatine, Grand Admiral Thrawn, Dark Trooper
Perhaps the greatest villain of all time, the mere mention of the Sith Lord’s name strikes fear into the hearts of the rebellion. This brutal attacker leaves destruction in his wake. I personally equip him in any Dark Side squad; the Darth Vader team is one of the strongest offensively in this group and is great in arena.
- Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy.
- Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, Rebel enemy
- When Vader’s Merciless Massacre is applied, he gains Merciless and a bonus turn. Merciless:+50% Offense, +25% Critical Chance, and +50% Critical Damage; immune to Fear, Stun, and Turn Meter manipulation and Darth Vader's bonus turns do not trigger other characters' effects based on bonus turns or Turn Meter gain
- While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them
- While Death Trooper is active, Imperial Trooper allies have +10% Health Steal
- Imperial Trooper allies gain 10% Turn Meter for each stack of Dark Trooper Squad the Dark Trooper has.
3. Tactical Deployment: Moff Gideon, Dark Trooper, Death Trooper, Admiral Priett, General Veers
Long live the Empire! One of the newer Empire characters, the cunning Moff Gideon always has an ace-in-the-hole. Since his fate has not been sealed, he can still spoil the rebellion’s plans. As leader, he boasts his Imperial Trooper comrades to heightened Strength, Health, and Protection.
- At the start of the battle, if Moff Gideon has exactly one Dark Side Tank ally, two Dark Side Attacker allies, and one additional Dark Side Support ally, excluding summoned allies, all Dark Side allies gain 30% Max Health and Max Protection.
- With an all allied Imperial Troopers squad: whenever an enemy with the Leader tag uses an ability, Imperial Trooper allies gain 10% Offense (stacking) until the end of the encounter. When an enemy leader takes a turn, Moff Gideon gains 1 stack of Insight
- Imperial Trooper allies gain 40% Offense and revive with 50% Health and Protection the first time they are defeated each encounter
- At the start of Moff Gideon's first turn of each encounter, he inflicts Demoralized on all enemies until they are defeated, Moff Gideon is defeated, or the end of the encounter. Demoralized: -50% Offense, -25% Critical Chance, -25% Critical Damage
- Imperial Trooper allies gain 10% Turn Meter for each stack of Dark Trooper Squad the Dark Trooper has. If Dark Trooper has 2 or more stacks of Dark Trooper Squad, Imperial Remnant allies gain Offense Up for 2 turns, otherwise: Imperial Remnant allies gain Offense Up for 1 turn instead
- Whenever an enemy is defeated while Veers is active, Imperial Trooper allies gain Offense Up for 2 turns, gain 50% Turn Meter, and recover 10% Protection
2. Legendary Strategist: Grand Admiral Thrawn, Darth Vader, Emperor Palpatine, Death Trooper, Director Krennic
The legendary Chiss Admiral is an excellent attacker and can dispel debuffs on characters while also adding protection. While we may not know his current fate after Rebels, in-game he is one of the Empire’s strongest characters only beaten by Emperor Palpatine and Darth Vader. I personally run this squad against most Rebel teams: the Fracture attack is OP.
- Empire allies have +15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection
- Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter
- When using Grand Admiral’s Command, Thrawn can set up a devastating attack for Darth Vader. After swapping turns and recovering protection, Vader can apply his Force Crush, followed by Culling Blade. If Culling Blade defeats an enemy, Vader can go again with his Terrifying Swing
- With Thrawn’s Ebb and Flow: Whenever another Empire ally uses a Special ability while Thrawn is active, that ally gains 15% Turn Meter
1. Emperor of the Galactic Empire: Emperor Palpatine, Darth Vader, Thrawn, Admiral Piett, Moff Gideon
There was only one way this list would end: the Senate. One of the strongest teams (without a Galactic Legend), the intimidating Empire squad does especially well against Jedi and Rebel teams. Emperor Palpatine’s greatest tacticians and enforcers are sure to bring an end to the rebel scum. While there can be debates on Piett and Gideon, the core of Palpatine, Vader, and Thrawn should always be used.
- Empire and Sith allies have +35% Potency and 35% Max Health. Jedi and Rebel enemies have -35% Potency and -35% Evasion
- When an Empire ally inflicts a debuff during their turn, they gain 20% Turn Meter. When a Sith ally inflicts a debuff during their turn, they recover 20% Health
- While active, Palpatine inflicts damage equal to 20% of the enemy’s Max Health for each of the following: they are Shocked; they are a Jedi; they are a Rebel. This damage can't defeat enemies
- With Admiral Piett’s The Emperor’s Trap: whenever an Empire ally begins a turn or attacks out of turn, all Empire allies gain a stack of The Emperor's Trap until the start of the next enemy turn, non-Empire ally's turn, or the end of battle. The Emperor's Trap can't be copied, dispelled, or prevented The Emperor’s Trap: +6% Offense and Potency per stack
- if Darth Vader is an ally (Admiral Piett): Darth Vader and Admiral Piett have +20% Accuracy, Potency, and Tenacity.
- Piett’s Imperial Ambition gains allies Offense Up for 2 turns and Admiral Piett gains Stealth for 2 turns
- When a debuff on an enemy expires, Empire and Sith allies gain 5% Turn Meter.
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