[Top 10] Star Wars Galaxy of Heroes Best Ships

fleet arena, galaxy of heroes, star wars, darth vader, luke
Updated:
14 Oct 2021

On this updated list we will show you some of the strongest Galaxy of Heroes ships. While this game mode is polarizing among gamers, one thing is for sure: Fleet Arena continues to be one of the best ways to build your crystal resources.

10. Emperor’s Shuttle: Emperor Palpatine, Royal Guard

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The shuttle locks into its next target, who dares stand in its way?

This support ship piloted by the Royal Guard and Emperor Palpatine has a variety of uses. Its abilities are primarily focused on helping Sith and Empire ships, the Emperor’s Shuttle can be acquired through Dark Side Battles: 7-D (Hard) 

Emperor’s Shuttle Unique Ship Abilities:

  • With Emperor’s Influence: Dispel all debuffs from target Empire or Sith ally, then they recover 50% of their Max Health and Protection
  • The Royal Guard can provide a useful taunt, as the Royal Escort deals special damage to the target enemy and then inflicts Target Lock on them for 2 turns. Then, the healthiest other Empire or Sith ally Taunts for 2 turns.
  • Battle Mechanics: Emperor’s Shuttle can dispel debuffs on itself, and targeted ally. It’s attacks can not be evaded.
 

9. Rey's Millennium Falcon: Rey (Scavenger), Finn

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The Falcon shows a dazzling display of moves as it flees the Empire, and now Resistance

The famous cargo ship once owned by the notorious Han Solo is in the hands of Rey now. As she continues to blaze her way through the galaxy, the Millennium Falcon remains an excellent plug and play ship able to be used in a variety of teams, Dark side and Light side alike. The ship can be acquired through Dark Side Battles 5-D (Hard)

Millennium Falcon Unique Ship Abilities:

  • Against the Odds: The Falcon gains 10% Turn Meter and 10% Offense (stacking) whenever it is damaged. If it is buffed when it is attacked, it also inflicts Target Lock on its attacker, which can't be Resisted.
  • The Quad Laser really brings this ship’s offensive prowess to the forefront. With it: Deal Physical damage to target enemy, with a 75% chance to hit them a second time, plus an additional hit if the Falcon is buffed. Hits after the first deal 75% less damage.
  • Finn can use Falcon’s Gambit ability to dispel all buffs on the Falcon and deal Physical damage to all enemies. This attack deals +30% bonus damage for each buff dispelled.

8. Endurance: Mace Windu

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A 7 star Capital ship is a must to unlock new blueprints for legendary ships

This Galactic Republic Capital Ship uses Valor to gain a huge speed advantage. The Endurance can be acquired via the Endurance Fleet Mastery. Mace Windu’s ship is a great entry towards stronger Capital ships and is often one of the first ones to be unlocked.

Endurance Unique Ship Abilities:

  • Fortune Favors the Bold: Deal Physical damage to target enemy and all Target Locked enemies, then grant all allies Valor for 2 turns. This ability's cooldown is reduced by 1 for each enemy struck. Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn
  • Honor and Might: Allies with Protection have +15% Offense and Defense, doubled for Galactic Republic allies.
  • Target allies can recover protection, while Endurance gains taunt with Hold Fast

7. Raddus: Amilyn Holdo

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The brave Raddus' crew is ready to face the Resistance, they will risk it all

This ship was featured in perhaps the greatest last-ditch effort move in Star Wars history. While the movie itself is controversial, we can all agree that moment came out of nowhere and caught the First Order off guard. In-game, the Raddus is a great Light side ship that can buff allies with stealth, protection, and Tenacity Up.

Raddus Unique Ship Abilities:

  • Ace Maneuver: Target ally gains 20% Turn Meter, Foresight for 2 turns, and is called to assist. If the assisting ally is Resistance, Expose the target enemy for 2 turns, which can't be evaded or resisted.
  • Outlast: Dispel all debuffs on all allies. All allies gain Protection Up (20%) for 2 turns, recover 50% Protection, and gain 20% Turn Meter. All Resistance allies gain Deflector Shield for 2 turns.
  • Holdo Maneuver: Dispel debuffs on all allies and they gain 100% Turn Meter. Inflict Healing Immunity and Buff Immunity on all enemies for 2 turns.
  • Sacrifice the Raddus to destroy the enemy Capital Ship, then call a random Reinforcement if able to.

6. Executrix: Grand Moff Tarkin

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The Executrix floats near the Death Star, acting as a guard dog for the mighty space station.

The mighty Executrix makes its debut on this list. Grand Moff Tarkin’s personal ship devastated worlds and the less fortunate ships for many years. In Galaxy of Heroes, this is a great beginner Dark side Capital ship that will remain potent as a Capital ship for a good portion of gameplay until you reach higher tiers.

Executrix Unique Ship Abilities:

  • Executive Order: All allies gain 30% Turn Meter and Offense Up for 1 turn. Empire allies also gain Potency Up and Defense Penetration Up for 1 Turn. This ability starts on cooldown.
  • Imperial Assault: Deal Physical damage 12 times to random enemy targets, which can't be Evaded. Target Locked enemies are also Stunned for 1 Turn.
  • Victory at All Costs: Allies gain 20% Offense for each debuffed enemy, doubled for Empire allies. Allies also gain a 20% Turn Meter whenever any ship is destroyed.

5. Home One: Admiral Akbar

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The Rebel ship is a powerful attacker, boosted even more with the help of Rebel allies

It’s a trap! Home one cracks our top 5 as this Rebel Light side ship is a fan favorite. Admiral Akbar is at the helm, and in order to acquire Home One, you must collect the shards from Home One Fleet Mastery.

Home One Unique Ship Abilities:

  • Seize the Advantage: Dispel all debuffs on target ally. That ally recovers 50% Health and 50% Protection, and all allies gain Advantage for 2 turns.
  • Defiant Volley: Deal Special damage to all enemies and call two random allies to Assist.
  • Band Together: Whenever an ally attacks out of turn, they have +50% Critical Damage and gain Protection Up (30%) for 2 turns. These bonuses are doubled for Rebel allies.

4. Chimaera: Grand Admiral Thrawn

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Have we seen the last of the Chimaera? Or will Thrawn and Ezra reappear?

The brilliant tactician that is Grand Admiral Thrawn commands the Chimaera with an iron fist. This Empire ship does extremely well with other Empire ships and acts as both an offensive force and support lead. This is one of the harder ships to acquire, as you need Grand Admiral Thrawn unlocked in order to unlock the Chimaera.

Chimaera Unique Ship Abilities:

  • Calculated Strike: Target ally is called to Assist with +50% Offense.
  • Art of War: All allies recover 50% Health, inflict a debuff on all enemies for 2 turns. These debuffs vary on different types of ships.
  • Phylon 07 Tractor Beam: Deal Special damage to all enemies and remove 35% Turn Meter. Inflict Speed Down for 2 turns on any enemies that Evaded or Resisted this attack.

3. Finalizer: General Hux

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The snarky General Hux stands at the helm of the Finalizer, eagerly awaiting to blast any ship to dust

Bow to the First Order… The mighty Finalizer is truly a spectacle of military might. This First Order Capital Ship can relentlessly pursue enemies and help bring an end to the Resistance.

Finalizer Unique Ship Abilities:

  • Quell: Deal Physical damage to target enemy and inflict Offense Down and Target Lock for 3 turns. If the target is Resistance or Hunted, these effects can't be resisted.
  • Lay Waste: Deal Physical damage to target enemy. If the target is Hunted, deal damage a second time. Target ally gains Critical Damage Up for 2 turns and if they are First Order they are also called to assist, dealing 30% less damage.
  • Ravage: Deal Physical damage to all enemies. This attack deals 100% more damage for each Hunted enemy. Hunted: enemy deals 75% less damage with out-of-turn attacks and can't gain bonus Turn Meter

2. Malevolence: General Grievous

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The Malevolence prepares for escape as its allies are being blasted upon

This Capital ship that belongs to the Separatist faction is led by the infamous General Grievous. This ship teams up with Separatist and Droid ships alike and has the potential to shut down entire enemy fleets.

Malevolence Unique Ship Abilities:

  • Fire!: Deal Physical damage to target enemy and Stun them for 1 turn.
  • Charging Malevolence: Dispel all debuffs on target ally and grant them 1 stack of Overcharge for 2 turns. Grant all allies 20% Turn Meter. Then, call the target ally to assist.
  • Overcharge: +20% Offense and Defense per stack (max 5 stacks), can't be copied
  • Fire the Ion Cannon!: Stun the enemy Capital Ship for 1 turn. Dispel all buffs from all enemies and remove all Protection and Turn Meter from them (including the Capital Ship). Affected enemies can't recover Protection or gain bonus Protection for the rest of the battle. These effects can't be dispelled, evaded, or resisted. This ability starts on cooldown.

Negotiator: General Kenobi (Hello there!)

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The Negotiator leads the charge against their enemy, can Kenobi bring a swift victory?

General Kenobi’s ship is the best to use in the entire game. This Light side Capital ship uses Valor to bolster ally attacks and increase its Speed. Unlock the Negotiator through the Guild Events Store.

Negotiator Unique Ship Abilities:

  • Impeccable Timing: Deal Physical damage to target enemy and grant target ally Critical Hit Immunity for 2 turns.
  • Republic Protection: Grant target ally Offense Up for 3 turns and all Galactic Republic allies Unending Loyalty for 3 turns, which can't be copied, dispelled, or prevented. Grant all allies Protection Up (25%) for 2 turns. Unending Loyalty: Can't be defeated during the first enemy attack (including assists) that would otherwise defeat this ship. When reduced to 1% Health, gain Stealth and Protection Up (50%) for 2 turns and recover 25% Health. Then, this buff expires.
  • Mobilize: Deal Physical damage to all enemies and Daze them for 2 turns. Inflict Target Lock for 2 turns on 2 random enemies that aren't already Target Locked. All allies gain a 30% Turn Meter. Grant all Galactic Republic allies Valor for 2 turns, then all allies with Valor are called to assist. Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn

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