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SWGOH Guide HSR p1 JTR HSTR
SWGOH Guide HSR p1 JTR HSTR
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Strategy
Note: Use airplane mode! All of DN's abilities hit hard and he has a 50% chance to take an extra turn (i.e. 3 turns). This can ruin your run.
Do not attack DN with a basic when you have defense down, because DN will drain protection. Use a special instead. DN ignores protection and can drain protection for himself, so health is
better than protection in mods. He hits hard, so watch your health!
JTR's zeta leadership grants TM when a Resistance ally exposes an enemy. It reduces enemy TM when a special is used against an exposed enemy. This makes the team work. JTR uses
her first special "defiant slash" to call an ally to assist and grant foresight. Use it for extra damage or to protect an ally.
If BB8 has the "roll with the punches" zeta, typically JTR should call BB8 for an assist with her special. BB8 will then call another ally to assist. If BB8 does not have this zeta, then Rey should
call a Scaveger Rey, RT, or other toon that does not have defense down. Alternately JTR may call a weakened toon to protect them.
Do not use Rey's TM reduction special when DN has a lot of TM. He is so fast that he may take a turn anyway.
BB8 should always use his special. If a character is exposed, it will reduce enemy TM.
Watch the countdown of DN's "annihilate" ability (3rd ability). Also watch his "drain force" ability since this reduces the countdown on "annihilate". Use "unbreakable will" just before DN uses
"annihilate". This will protect the character from dying, but their health will drop to 1.
Sometimes a character will be attacked again before "unbreakable will" expires, so wait to heal them after it expires. Visas heals with her basic attack, so using a special may not be required.
JTR, Scavenger Rey, and RT have high health steal that they may not need to be healed often. BB8 and R2 have less health steal ability and may require healing more often. Use foresight!
Avoid taking damage and "drain force" (which prevents cooldown on "annihilate").
Use Visas Marr for "unbreakable will" as many times as possible.
Getting Illuminated Destiny Before DN's First Turn for the Ideal Run
The the first goal in an ideal run is to get Illuminated Desinty before DN's first turn. Use the following sequence for JTR, BB8, R2, RT and Scavenger Rey (see the Skelturix video). 1: BB8 uses
Secret intel, 2: JTR uses mind trick on DN (must land speed down), 3: R2 burns (must land expose), 4: JTR calls R2 to assist on Sith Assassin (SA) 5: RT uses special on SA (SA now has
low health), 6: SRey uses leverage on Sith Maurader, 7: RT uses special on SM (SM now has low health), 8: BB8 uses secret intel, 9: JTR uses basic to kill a side unit, 10: R2 uses smoke
screen on BB8, 11: SRey uses multi-hit on the other side unit, 12: BB8 uses Secret Intel, 13: JTR uses Mind Trick on DN, 14: R2 uses improvise, 15: RT uses special on DN, 16: JTR calls
BB8 for an assist, 17: BB8 uses Illuminate destiny
Note: The mods below are based upon Skelturix's 10+% run and support the approach above to get Illuminated Destiny before DN's first turn.
Recommended
Character Gear Required Zetas Zetas Omegas Mods Target Stats Other Notes
Crit Dmg +100 speed, 216 Arrow (primary Speed), Triangle (primary Crit. Damage), Circle
Jedi Training Inspirational Presence Other Zetas
12 All and CD, 70% potency, (primary Health), Cross (primary Health or Offense), offense/speed
Rey (JTR) (Priority 1) (Lower Priority)
Potency +1200 offense secondaries
Roll w/ the
Speed and +120-130 speed, Arrow (primary Speed), Triangle (Crit. Chance), Circle (offense), Cross
BB8 12 None Punches All
2x/Health 45% CC (Offense), speed/CC secondaries
(Priority 2)
Scavenger ! and +105 speed, 216% Arrow (primary Speed), Triangle (primary Crit. Damage or Crit.
12 None None All
Rey 2x/Health CD, 3400 offense Chance), Circle (primary Health), Cross (primary Health or Offense)
Number Crunch Speed and +100 speed, 45% Arrow (primary Speed), Triangle (primary CC), Circle (primary Health),
R2D2 12 None All
(Priority 4) 2x/Health CC Cross (primary Health or Offense); speed/CC/offense secondaries
RT should be G12, otherwise he is hard to keep alive, Arrow (primary
Resistance 216% CD, 3700 Speed or Offense), Triangle (primary Crit. Damage or Crit. Chance),
12 None None All ! and 2x
Trooper offense Circle (primary Health), Cross (primary Health or Offense); prioritize
offense primaries, offense/CC secondaries
Returned to the ! and
Visas Marr 12 None All No Additional Speed Triangle (crit damage) other mods (primary health or offense)
Light (Priority 3) 2x/Health
Strength Flows
Speed and
Hermit Yoda 12 None from the Force All 194+ speed Arrow (primary speed), other mods (primary health or offense)
2x/Health
(Priority 3)
Swift Recovery All Speed and Arrow (primary speed), other mods (primary health or offense) If you
Barriss 12 None 194+ speed
(Priority 3) (Except Leader) Health use Barriss, the Zeta is recommended for her.
Quiet
Arrow (primary Speed), Triangle (primary Health, Offense, or Crit.
Holdo 12 None Confidence All Speed, 2x 178 speed
Chance), Circle (primary Health), Cross (primary Health or Offense)
(Priority 3)
*if characters are < G12, they may have limited survivability. This means more restarts and lower damage.