[Top 5] Star Wars Galaxy of Heroes Best Starter Teams

Galaxy of Heroes, star wars, darth vader
Updated:
14 Oct 2021

5. Phoenix Squadron: Ezra Bridger, Kanan Jarrus, Chopper, Hera Syndulla, “Zeb” Orrelios

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Hera leads her team to victory against the powerful Snowtroopers on Hoth

A fan favorite, this team is an extremely important unit to assemble. This unit has some of the strongest synergy in-game and is used to unlock several powerful characters as you progress through the game. (Grand Admiral Thrawn, for one.)

Phoenix Squadron Unique Team Abilities:

  • With Ezra’s Watch and Learn: choose an ally to attack; then Ezra assists them, dealing 20% more damage.
  • Hera as leader gives this team the synergy to win with her Rise Together: each active Phoenix ally grants their unique ability to other Phoenix allies. In addition, whenever a Phoenix ally uses a special ability, they gain 20% Turn Meter if Hera is active. This effect is doubled for Phoenix allies with less than full Health.
  • Hera’s Play to Strengths: Call another target ally to Assist. That ally's attack has +50% Potency and deals 35% more damage. If the target ally is Phoenix, dispel all debuffs on them, reduce their cooldowns by 1, and grant them 50% Turn Meter.
 

4. The Separatists: Nute Gunray, Geo Soldier, Geo Spy, Poggle, Count Dooku

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"Twice the pride, double the fall"

Another strong choice to run for starter players, this team of separatists has powerful supportive and attacking members.  characters are the most accessible early on and are able to be farmed in Light and Dark side battles, Cantina battles, and the store.

Separatists Unique Team Abilities:

  • Backroom Subterfuge from Nute Gunray grants: Separatist allies have +15% Speed and Potency for each enemy with Extortion. While Nute Gunray is alive, each enemy that ends their turn with Extortion dispels their own buffs and grants Extortion to another random enemy that doesn't have it.
  • With the addition of his rework, Count Dooku is hands down the most powerful in the group, as his Flawless Riposte can deal devastating blows. Flawless Riposte: Count Dooku has a 100% counter chance. In addition, whenever he attacks outside of his turn, he deals 30% more damage, gains 15% Turn Meter, recovers 15% Protection, and gains Critical Hit Immunity for 1 turn.
  • Force Lightning (Count Dooku) can be a finishing move, as it gives the ability to: Shock the target enemy, deal Special damage, and Stun them for 1 turn. This attack has a 50% chance to Shock and Stun another random enemy, doubled if the target is Galactic Republic.
 

3. Jedis of New and Old: Bastila Shan, Jedi Knight Anakin, Grand Master Yoda, Ahsoka Tano
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Bastila ignites her lightsaber as she prepares for the attack to come

Once again staying with the same theme, these characters are all available to farm early on. Through hard nodes and the cantina store, each character can be powered up and eventually zeta’d and omega’d when applicable. Ahsoka Tano and Jedi Knight Anakin offer some of the strongest synergy in a duo in all of Galaxy of Heroes. This duo can be extremely powerful later on when paired with stronger Jedi’s. 

Jedis of New and Old Unique Team Abilities:

  • Initiative: At the start of the battle, Jedi allies gain 15% Turn Meter and Protection Up (200%, can't be dispelled), and Jedi Tank allies Taunt for 1 turn. While Jedi allies have Protection Up, they have +150% Tenacity and deal 35% more damage.
  • Ahsoka’s Daring Padawan: Ahsoka has +40% Max Health, +10% Evasion, +10% Critical Chance, and +25 Speed. These values are doubled while she has Critical Hit Immunity.
  • If Jedi Knight Anakin is an ally, Ahsoka gains Critical Hit Immunity for 2 turns at the start of each encounter and whenever she uses a Special ability.
  • Anakin’s Righteous Fury gives: Whenever another ally falls below 50% Health or is defeated, Anakin takes a bonus turn, and his next attack deals 100% more damage if all allies were the Galactic Republic at the start of the battle.
 

2. Rebels: Wedge Antilles, Biggs Darklighter, Admiral Ackbar, Stormtrooper Han, Luke Skywalker (Farmboy)

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The famous duo stand side by side as they prepare to blast anything that moves

Perhaps the most famous starter team, this unit features beloved characters from the original trilogy. Wedge and Biggs are a great 1, 2 punch combo. Han acts as a tank, with Admiral Ackbar providing Rebels the support they need to finish the match. This is most likely your first version of Luke, so level him up, but don’t spend too many resources on him as there will be better versions available as you progress.

Rebels Unique Team Abilities:

  • Rebel Heroism: Rebel allies have +30% Offense, recover 15% of their Max Health and 10% Turn Meter on a Critical Hit, and recover 25% of their Max Health whenever they defeat an enemy.
  • Comrade-in-Arms will quickly become a favorite maneuver of yours, as you: Deal Physical damage to the target enemy and call an Assist. If Wedge Antilles is present he also Assists. All attacks have 75% more Critical Chance.
  • Tactical Genius: Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 30% of their Max Health. Tactical Genius ends whenever an ally triggers this effect or at the end of Ackbar's next turn.
 

1. Inspiring Through Fear: Darth Vader, Grand Moff Tarkin, Royal Guard, Darth Sidious, Stormtrooper
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"You don't know the power, of the Dark side" I don't. Teach me, Lord Vader.

The best starter team to run in Galaxy of Heroes is Lord Vader’s Sith and Empire squad. I remember first unlocking him, and it is quite the treat. They did a good job at making one of our favorite characters accessible to users. He will remain a worthy character in most lineups as you become a veteran.

Inspiring Through Fear Unique Team Abilities:

  • Empire and Sith allies have +30% Offense and have a 50% chance to remove 20% Turn Meter when they damage an enemy. This Turn Meter removal can't be Resisted. While Darth Vader is alive, enemies immediately regain Damage Over Time for 2 turns whenever Damage Over Time expires on them.
  • Intimidation Tactics (Grand Moff Tarkin): Gain Potency Up for 3 turns then inflict Critical Chance Down and Offense Down for 3 turns on all enemies. Rebel enemies can't Resist these debuffs. Then gain 15% Turn Meter for each debuffed enemy.
  • Ultimate Firepower (Grand Moff Tarkin): Deal Special damage to all enemies with a 100% chance to remove 50% of their Turn Meter. This attack gains Offense equal to double Tarkin's Potency percentage


 

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