Template:Test Counter List
Below is a list of counters for Territory Wars and Grand Arena Championship. This list is put together by a group in the TW/GA counters Discord.
Bounty Hunters (Bossk)
Strategy
Defensive lead : hard to kill, (bossk esp) protection and health recovery, and high defense and protection bonuses to all BH. Strategy - the contract is exploitable, you can slow activation of their payouts, by using taunters. focus the weaker guys first (low HP+ Protection) so dispellers are must. need good damage and TM gains to kill fast.
Counter Video---- : https://youtu.be/ONWYYfmWp5I
Jedi (Bastila)
Strong Counter
Best counter esp. against Jango lead BH
No debuffs can stick (counter to Jango), kill Boba first, Nest could be tricky (kill her last), Boba and Jango will revive.
Counter Video---- : Start at 7:05
Rebels (CLS)
Strong Counter
With Chewbacca
focus the main threat: Boba, need guard mods on cls, fast Chirrut to apply tenacity up asap
stun Nest with Han, if present
First Order
Strong Counter
2 taunters defend your weak links from contract. stun Bossk with your KRU for 2 turns, and you have enough time to kill 1-3 of the weaker BHs, while bossk is stunned. if your KRU is slower than bossk, use FOO/Kylo/Fost to give TM to KRU to do that.
----Counter Video---- : Start at 3:30
Imperial Troopers (Veers)
Strong Counter
Make sure Starck goes first, focus the weakest guy first to have the TM rolling and being able to use deathmark. deathmark good vs boba's revive. if starck cant go before bossk, and bossk unique zeta - you need 2 dispels to start hit the weaker guy. will become risky, but still doable. Starck going before bossk will make this much easier tho. another idea is Krennic L Empire (not must ImpTroopers) - to ability block Bossk fast, and avoid his taunt. make sure DT is there for high bonuses and deathmark against boba.
Counter Video---- : Krennic start at 1:00, IT start at 6:25
Resistance (JTR)
Strong Counter
Core- BB-8, R2. Additions : Holdo/L3-37/Old Ben as tank and ScavR/RT as another attacker use JTR dispel and TMR special on Bossk all the time, kill B2 first (if present) and Boba next
Counter Video---- : Start at 9:20
Shaak Ti/Rex lead 501st
Strong Counter
Works vs either Bossk or Jango lead, just make sure Rex is faster than most of the debuffers. Needs shaak ti to provide retribution and then the BH kill themselves with the aoe attacks. Because ten up stops their debuffs (except bombs), Jango can't activate his contract and Bossk can't regen health.Rex's nuke is your ace in the hole, but rarely necessary.
Palp Empire/Sith
Strategy
Fast, Offensive Lead. Built on debuffs and lot of TM gain. Strategy - Stop the TM gain (Daze/High Tenacity) or outspeed them
Jedi (Bastila)
Strong Counter
Can also be zGMY L team - high tenacity team.
Imperial Troopers (Veers)
Soft Counter
Starck must outspeed Vader. try get a kill before they start their TM train going, and you'll outspeed them. if there's auto-taunt, its too risky.
Resistance (JTR)
Outspeed them - either with fast JTR team with Holdo - the AoE Daze is important to make sure it’s a win. or super fast Poe in zFinn team. make sure BB-8/Poe will go before Vader, otherwise RNG will start have bigger effect.
Rex L
Strong Counter
Rex L - Titans or Hide the DN/Talzin/Wampa/Solo. Chewbacca with Loyal friend on Rex can help, same as zJyn (can't be stunned) that will go bit after and will give 100% TM to Rex for tenUp. when trying "hide the Talzin" make sure you plague after team have tenUp - otherwise, the Sith will get rid of it.
First Order
Strategy
Synergy Team with counter attacking, dispelling (or loving the debuffs) and healing + protection recovery, high crit damage. Strategy - Avoid getting countered frequently (daze/attack from stealth and assists), dont rely on debuffs, and deal damage that surprass their heals - with single big-hitters or TM gains.
Rebels (CLS)
Strong Counter
Stun Nest (if present), kill KRU, kill Kylo, kill the others, hit Nest after each of her turns
another option is to put Wampa with rebels. Rebels offensive power surpass FO defensive powers. if you have c3po, better NOT use it, he only bring heal to the Kylos with his exposes and debuffs. better with straight damage.
Rebels (Danger Zone)
G11+ with lot of Assists and strong damage. vs high tier FO, dont even try without Han+Chewie.
Ewoks
With Logray, Wicket, Scout
Daze all (logray) or dealing big damage attacking from stealth (ewok scout and wicket) they aren't built on debuffs, but have TM gain, and nice damage and calling assists.
Imperial Troopers (Veers)
Remember, FO also have +30 speed. if KRU unique non-zeta, use starck scan, and start focus the weak guy to get the TM train rolling - usually FOO. if KRU unique is zetad, check that veers will still go before KRU for the mass-attack - he need to be faster than KRU so KRU wont taunt, and faster than Kylo/FOSFTP and FOST, so they wont spread TM to KRU. Shore helping with crit immunity to stop the TM of FO.
Wampa
Strong Counter
Wampa variations
Daze and high Damage. Rex L is nice addition (anti-crit) or Boba L, as well as assist callers (QGJ, Aayla, Biggs, Fives, Ezra, Hoda, Ewoks)
good option - use Rex, wampa, +3 geos. Got taunt to take damage with sun fac. Tons of tm gain under Rex lead. Wampa pickles them apart with daze. Oh and spy can one shot people
Ewoks
Strategy
Crit team, with lot of assists, buffs and usually daze and revive. high TM gain from chirpa L zeta. Strategy - stop the TM or Stop the crits (or benefit from crits). dispel good for the daze.
Rex L
Great anti-crit stuff, with also tenacity to dispel the daze. Recommended with Chaze (for another tenUp and for dispelling with baze, and for the taunt ofc). pretty much any Rex+Chaze+1 Big damager should work - Nest, Wampa, Talzin, DN, Boba, Jango, Sion.
Bounty Hunters (Bossk)
Ewoks lack the damage to hurt Bossk badly, and he can tank for long time. with boba there and some thermal detonators, its getting easy. remember to use Boba execute when can land a kill to prevent revive. daze shouldnt effect the BH as they are not in the TM-Gain bussiness.
GK + Zarris
Those crits cant kill any of those. Combine with big damager - Nest, Wampa, Talzin, DN, Boba, Jango, Sion
Sith (Maul)
Anti-crit L, with a AoE daze. great with SA lightning +Savage overpower to kill through protection fast, since ewoks have low HP overall. zeta Maul and zeta Savage is needed to make this much easier, as zavage take away the dazes and tanking it.
Zader L
Let them kill themselves. put DoTs, and watch the ewoks gaining TM and killing themselves slowly. Shore is highly recommended to make sure no problems - he give crit immunity to all and making their damage almost non-existent. Boba execute can prevent revive + do huge damage when lot of buffs+DoTs (which will be the case)
Wampa
Solo options : Nest, Sion. Both have dispel and the ewoks dont have enough damage to kill them. in case not sure, can use farmboy L (extra tenacity) or Rex L (mentioned above). support for them can be Hoda for 25% offense,defense,tenacity, potency. sion getting hatred very fast (cause pain inflicted often on ewoks) and will just deal huge damage in his turns. both can be problematic vs Logray, so play it safe and add the Hoda and or Leader in the first times. Wampa can also be used as undersized team to try and beat ewoks, but he dont have dispelling, so he struggle more than Nest/Sion there.
Nightsisters
Let them kill themselves. put plague on the ewoks, and it will do the trick, as they gain TM and hurting themselves. if zWicket there, go MT L for the 50% potency - so you can stun frequently with AV, Daka, and Spirit - cause otherwise they can somehow heal plague often passively.
GK + Zarris
Strategy
Defensive team. Zarris healing on crit and doing a lot of dispelling debuffs. Strategy - kill Zarris/GK fast with single hit big damages, or use healing immunity in the right timing (harder)
Rex L
Using DN to get rid of Zarris first, and the game is easy. can also get rid of Zarris using IPD.
Wampa
Healing immunity - IG-88, Wampa, Cassian, Boba, Kylo. Need good timing on the hits. Boba and wampa preferred (can deal big damage and even kill full HP GK).
Zader L
Stacking Dots and dealing big damage at once. Boba/Wampa highly recommended here as well
Imperial Troopers (Veers)
Strategy
Fast, offensive team. Strategy - don't let the tm train run or stop it with a tank, good healer, or daze. go after Snow first. If shore is present, bring a dispeller in; also counter toons are fun (CLS/Plo), because Imps have lots of AoE
Bounty Hunter (Jango)
FOR THE SPECIAL TW BONUSES----- (tested, worked) Jango, Boba, Nest, +2 strong BHs. have Nest going first, and daze all. dont allow them getting TM, dont allow them to assist. use boba execute for perma-deaths (and jango if zetad) on their strong links to break up their synergy.
Sith (Maul)
FOR THE SPECIAL TW BONUSES----- (Not tested yet) Maul, 3 Sith, +1 : Nest/DT. force them to attack Nest/DT, while you have daze from Maul (or nest). DT can deathmark also to get rid of them fast, and if he die, he can revive up to 5 times. as long as you keep them dazed, isnt a problem.
Jedi (Bastila)
FOR THE SPECIAL TW BONUSES----- (tested, worked amazingly) with Logray/Nest/Wampa. defense team that can take a hit. bring a dazer like logray (who can do 24/7 dazes) and it should make it much easier. recommended with Hoda for constant heals and long fight mean lot of master-training. bring a tank to burst the veers AoEs on him and defend logray. if its nest, not must use a tank.
Palp Empire/Sith
FOR THE SPECIAL TW BONUSES----- (tested, worked) zPalp mass debuffs teams, recommended with DT for deathmark and avoid revives. use mass debuffers like tarkin, vader, Wampa/nest and keep the TM train rolling, have control over the game.
Rebels (CLS)
With chaze & chewie
let the troopers kill themselves with counter attacking. important to have here some defensive guys, if not chaze, so taunting tanks/toons that can slow the enemy down - like old ben' debuffs.
Imperial Troopers (Veers)
Funny, but one of the best mirror matches available. because the first kill is a huge deal, mirror match when you have the upper hand on getting first kill, because you smarter than AI, make this easier match than other mirrors. concetrate on one toon (not shore) - get the kill, win. ------ good also for the TW madness ------
Rex L
Or GK+Zarris. Rex hide the wampa/talzin/dn. anti-crit lead. put a tank here and let wampa talzin or dn do the thing.
Droids w. Java
Strategy
High damage from IGs, plus tm gain, cc/cd gain and heal from JEngineer. Strategy - Daze and AoE, crit avoidance. kill jEngineer first, then IG-88, then the rest. old meta, can still be bugging, but not a big threat.
Sith (Maul)
Daze stops the TM train. ** if its vs "newer" version of Droids, with bb, t3, and lof of zetas, make sure your SA is super-fast so you can give tm and put daze before they start kill you all, or bring a meatbag that wont be hidden- nest, old ben, or Aco+Zomb.
Jedi (Bastila)
Strategy
Buffs, high Protection pool, high tenacity. Strategy - Stop the spreading buffs by GMY. Taunt to soak up the damage while you working on removing the Jedi protection. need to have enough damage to finish in 5 mins, this team will require strong teams to beat. defensive leads that buy you time with passive healings are best options (Bossk, KRU, Traya)
Bounty Hunters (Bossk)
Strong tank that can taunt and soak up damage, healing and protection regain from L, and nice damage. Boba use execute on GMY for big damages and stop the buffs
First Order
2 strong tanks that can taunt and soak up damage, healing and protection regain from L, and nice damage. KRU use his stun on GMY to stop the buffs and slow GMY down.
Imperial Troopers (Veers)
Thrawn L, with Range+DT+Shore. Shore can soak up damage, DT dispel, and with Range/DK can have lot of attacks to finally kill. Deathmark helps beat the clock.
Resistance (JTR)
Need a tank (Holdo/L3-37). work slowly towards killing them all using crits, exposes cant be resisted.
Nightsisters
ZMT NS wih Aco+Zombie. Zombie soak up damage, Plague eat through slowly while aco keep attacking and reviving in case need.
Scoundrels (Qi'ra)
Qira+Nest+Hoda is enough to win 3v5 vs most bastila. Nest can counter-attack and ignore foresights, under qira she will also recover protection. use Hoda for heal, foresights, and bonus 25% offense, tenacity which is crucial.
GG Droids
Strategy
Frequent dispels and target lock, GG high damage and hard to focus him, high TM gains with zetas from B2 and B1. can have also high armor pen if built with IG88 and T3M4. Strat - use their AoEs against them. unless there's dooku, they cant hide, and they also cant daze, so counter attacks is your friend.
Nightsisters
Vs weaker, not maxed GG teams : zMT L, to play on plague + have more revives (cause you probably need). the % damage - plague. put it and let them kill themsleves. need a tanky Daka and zombie, to make sure GG dont go crazy. with zDaka can ensure the NS will survive.
Rebels (CLS)
Vs weaker, not maxed GG teams : counter attacks - they'll kill themselves. % damage - exposes + chewie. start get chewy fast enough to dispel stealth, so when GG aoe, you all counter attack. if GG L is zetad - need to avoid TL, can bring a fast chirrut as 5th (to CLS, Han, Chewie, C3) so he can put tenacity after b2 aoe. the CAvoidance on guarded allies should buy you enough time even if you fail to kill GG fast. if you can use C3 call assist on GG before he do his aoe - best case scenario.
Sith (Traya)
- wont work well vs zNute+zB2*. Tanky build on Sion+Traya so you won't lose someone. shore can help as meatbag and some crit-hit immunity for one turn. traya L bring you crit avoidance. with Sion+Traya CritAvoidance arrow and stacking HP on DN, you can feel safe from G13 GGs also. Annihilate GG first. dont bring him to less than 100% HP until DN annihilate ready. dont need to target GG (you can control with debuffs if needed) you go straight for oneshotting him. dont kill anyone until DN is ready. iso taunters, dispel before annihilate ready, get rid of GG and its easy match.
Jedi (Bastila)
Bastila, JKR, GMY, Jolee, +1. kill b2 first, and then move to GG, and direct focus him. Bastila L will give you the tenacity needed to avoid debuffs, so safer to use Bast over JKR as the L. can also try and focus GG first, and ignore B2, but its big harder.
Geonosians
Strategy
High assists team, tanky, with high regeneration. very annoying to deal with, and often its long fights. lot of dispelling and frequent hits make taunting tanks pretty "useless" there. Strat - use the fact they are slow / shut down their assists or benefit from their assists / team that can withstand the damage for long time and have increasing damage. focus GBAlpha first if possible.
Sith (Traya)
Traya L will make them kill themselves. bring a tanky team, let them do their assists, and kill them when possible. get Sion and traya as tanky build (DN will get his HP anyway). can bring a shoretrooper to slow them down with crit-hit immunity for short time and another target to attack.
Palp Empire/Sith
Palp team, with speed advantage - need vader to go first and feed TM to all. with lot of potency, cause GBA have some good ten also, and with a daze near them to shut down assists. need a total control with debuffs. Wampa/Maul as dazer, and lot of debuffs to TM train them. tanks are not needed, they wont help. Daze + debuff control is the key. vs hard teams, Thrawn fracture is a must.
Nightsisters
Hard Matchup. zzTalzin, zAV, Daka, Zombie, Spirit. as much stuns as you can do. need the revive and potency from talzin L. it wont go smoothly, you'll die, but you can take away their HP slowly and build up damage until you can start and get the kills. plague dont stick often, but keep and try to put it, it help you remove their Hp slowly. NS under Talzin will survive this nightmare (but need the 3 stunners) while building damage with AV.
Resistance (JTR)
JTR, BB, R2, C3, Holdo. Holdo for dazing them. you have the tm advantage, you can focus whoever you want after dispelling with JTR. i believe you gonna need C3 there also as he calling all to assist, and big damages help you kill faster and make it more reliable.
Padme GR
Their attacks give you more damage. have a few slow characters for oneshots (CWC, Barris). shouldnt be too much of a problem for high gear zzpadme team.
Padme GR
Strategy
Super tanky team, immunity to debuffs (and many options to dispel as well), protectionUP spamming, attacking % damage. benefit when enemies attack out of turn. Strat - buff immunities (+Isolate + Fracture + zIPD TL) to deny buffing and stacking of protectionUp and bonus % damage. control Padme, kill JKA.
Palp Empire/Sith
If no c3po. TM roll them. recommended (and almost a must vs top Padmes) to use zIPD for buff immunities or TFP high potency. Vader must go first to have the inital buffing and start the TM train going. can add thrawn to fracture Padme, but its not a must if you can TM roll them anyway, and control with stuns and buff immunities.
Nightsisters
- NOT FULLY TESTED, STILL THEORY ** Dooku L with NS. play on the plague + healing immunity. not easy matchup still and need good modded team, as Padme is top tier. but with good play around the plague - can win, let them kill themselves. dooku shocks + AV dispels can give you some control.
Scoundrels (Qi'ra)
Qira Nest Hoda. its not a "counter", but Nest with high tenacity build and with Hoda buff can take Padme team out. the scoundrels arent specials against padme, just Nest solo. she'll survive the hits, recover proteciton through counters. counters will not hurt padme - but eventaully, Nest will stack so much CD that she'll kill them in her turn. (unlike other teams where nest killing on their turns). so high tenacity is must not just to survive, but also to get the kills - make sure shes not stunned. only top modded nests viable as an option to beat padme.
Sith (Traya)
Defensive style traya.. Traya Trio, Thrawn, +1 (Shore, SiT, Dooku,...). Fracture and iso give you control, you kill with annihilates. dispelling with Pain from sion. try to Iso/Fracture Padme. the second one will probably go on GK cause he perma-taunt. no need for attackers or dps on this team. just "hide the DN", survive, control enemies with fracture+iso and use annihilates.
GG Droids
Maxed GG team with great HP modding on GG - will soft counter padme, due to GG damage. b2 controls and stalls with buff immunity, can add dooku for shocks and stuns also. when your team start to die, GG can AoE 2-3 times and finish them. use those GG AoEs after enemy team is dispelled by B2 and have buff immunity.
Jedi (Revan)
Strategy
Buffs, heals, protection regain, revive, and lot of damage. Current meta team so god-like modding. Strategy - Stop the revive and buffs [isolate/ healing immunity/ fracture], outburst their heals [annihilate/ Plague/ Crazy damage], have someone to soak up the damage [zombie, Nest, SiT/ KRU]
Counter Video---- : https://youtu.be/IxxhQIsLlbg
Rebels (CLS)
Undead Nest w. CLS Han and Chewie (Chewie regain protection). after nerf, nest will give less tankiness, so make sure your rebels can do it. c3po good addition here for the exposes and faster damage. thrawn also good option.
Counter Video---- : Start at 9:40
Resistance (JTR)
Apply healing immunity with JTR on a Jedi and kill it for the first time, although revan will save that Jedi, that Jedi will not regain its health and protection. c3po can be a good addition here, lot of videos for different variations. search YT and find your favourite one. Han+Chewbacca aren't must here. ----Counter Video---- : Start at 1:42
Nightsisters
ZAV/zMT nightsisters, with g10+ zombie. Zarris optional. the Jedi will keep attack and you'll keep revive. I suggest MT lead to have more options of revive in case Daka dies. something like zMT, AV, Daka, Zombie, Spirit/Aco/Zarris.
Counter Video---- : Start at 7:12
Sith (Palp)
Fracture Revan and focus Yoda to kill him twice. Then go for Revan. If Chewbacca is in the team, fracture Yoda and kill Chewie. You should use annihilate on Revan or Bindo if he is in the team. Palp is making the team successful in 80% depending on mods.
Sith (Traya)
Option A) Tarking lead, w. Thrawn - outspeed them:
isolate, then fracture Revan (need to outspeed when Jolee), super fast Thrawn (extra 30 speed). option B) tanky traya, with thrawn + Fallen Bast. make traya super tanky, crit avoidance arrow, lot of protection, survive the inital slaughter, and work slowly towards DN removing all. in this case, fracture GMY to stop buffs and big damage, because revan will have his turns anyway. Bast slower than Sion so she can apply debuffs after he dispel.
Counter Video---- : Start at 12:20, and with Tarkin, start with 16:51
Sith Empire
Strategy
Immunity to TMR + Stop TM Gain = Speed meta. super fast, built on lot of debuffs, high offensive power. Anti-Jedi, focusing the L often. Strategy : outspeed them, use the mass debuffs for your own good, or just very high offensive capabilities. on toons like Boba/JKA - crucial to use right timing. no specific kill order for that team - but focusing Bast/DR usually first to make life easier.
Counter Video---- : https://youtu.be/t716cZAwj2M
Sith Empire
Mirrors vs faster DRs and Basts: need pre-taunt. 2 approaches to counter faster teams.
A. Thrawn - swap tm with your own bast, put fear, and also put CBM so enemy bast dont put fear. you want FBast' zeta in this case, for 50% more potency so CBM lands.
B. GMY tenacity up - you put tenacity up, and deny FBast CBM.
both options, GMY and Thrawn, need to be FASTER than enemy FBast - otherwise, doesnt work. but in both cases, you can have slower DR, slower Bast, enemy have malak and you dont - and it can win reliably.
Counter Video---- : Start at 8:27
GG Droids
GG super high HP build, with crit focus. can be Leader IG-88, HK47, GG himself. can do standard seps, or can mix things up. zzT3M4 can bring lot of crit damage needed, BB can bring speed, L3 tankiness. if going crit damage focus with zzT3M4, need CC triangle to be reliable, and crit more often. might still fail if Malak have CAvoidance arrow. damage is built on GG HP. risky cause you let your team die.
Counter Video---- : Start at 4:25
Jedi (Revan)
JKR offensive focus. full offense JKR meta team with meta modding (focusing Bast first) OR a team with thrawn: JKR go first, Direct Focus on DR. use thrawn fracture on DR after, before CBM applies. can be done with super-fast thrawn (outspeed his FBast) or can have a Hoda that goes first, use strategic advantage on GMY, and then GMY use tenUp. after it, no fear applied. when calling GMY to assist, on SiT. on GMY turns, try to get DR. when around 60-70%, use GMY special to one-shot. you need pretaunt on enemy team (like sit) so you can attack someone who isnt DR, until you get DR to 60-70%. therefore, if SMarauder swaps SiT, its NOT gonna work.
Counter Video---- : Start at 0:54
Palp Empire/Sith
Vs NON-Malaks: EP, Traya, DN, Pre-Taunt, +1. TM train, use their own debuffs for your own good. DN is must for annihilates, traya so DN won't be debuffed. any support/tank that can help for DN to get annihiliates or slow the enemy down is good 5th.
Bounty Hunter (Jango)
Vs NON-Malaks: Jango L BH, Boba, Dengar, Bossk +1. (Embo/Zam/Nest) must outspeed them, at least with Bossk. get the contract fast - should be easy enough due to all the debuffs. use AoEs to get it done fast. Jango and boba damage will be amazing from the debuffs. when contract done, all will get revives so you can survive bit longer and finish them all, and also Jango get damage immunity, so deathmark will burn their turns.
Padme GR
Slow Padme team. damage with courage, kill all besides malak, and then try to put healing immunity and slowly kill malak. need high gear, good 6E mods of health, and bit help from RNGesus.
Counter Video---- : Start at 5:00
Scoundrels (Qi'ra)
Vs NON-Malak. vs Malaks is much harder and not 100% reliable. Qira L, Vandor Chewie, Nest, L3-37 and Hoda. debuffs will buff Nest, she and Vandor will do the damage. revives should allow you survive long enough for that to happen. Hoda buffing Vandor and Nest. this requires top team in terms of gear and modding to beat meta team DR.
Rebels (CLS)
CLS L, Han, Chewie, C3, Thrawn. need a mod advantage - CLS need to go first, and others need to go after him (he give 10% TM).
This way, CLS opens and grants the team 10% TM with his special unless his attack flat out misses, clearing the pretaunt in the process
Thrawn can Fracture DRevan here (or alternately with a slightly slower Han he can TM swap to Han)
Focus FBast strong, with han damages and chewie / c3po assist call to finish her.
Resistance (JTR)
Strategy
TM Gain, high damage and assists from BB-8, annoying foresights and recoveries from JTR. Crit team built on exposes for the TM. Strategy - stopping bb-8 and JTR is key. The damage is from crits and exposes, so crit avoidance works well and reduced damage from exposes as well. Hard to daze them because of foresights, so need to stop the TM train in other ways [disabling BB-8, crit avoidance] or exploit the lot of turns [plague]
First Order
ZKRU L (Kylo, FoST, FoO, FoX). exposes doing much less damage vs KRU and Kylo, Kru stuns along with FOO+FOX TMR cripple JTR and BB.
Imperial Troopers (Veers)
Thrawn with shore (fracture and crit immunity) will stop the TM gains almost completely vs Resistance. optional to make it easy: with talzin - which is basically another hide the talzin option.
Nightsisters
With Talia; careful if Holdo is present -> Daze; don't waste MT AoE when Forsight is active. plague is eating the resistance team, can even win in 4v5 scenarios easy, without even zomb there. (if your other NS are good enough)
Rex L
Rex with MT (hide the talzin) or Rex with Wampa and GK or Rex with Aco+Zomb cheese. Rex making the multiple crits to some advantage to his team. (L ability)
Sith (Maul)
Strategy
Hide, mass dispel of debuffs, fast TM gain, first turn advantage, and lots of AoE. Maul Daze. Strategy - Cleanse and deal big damage with single-hitters.
GK + Zarris
GK Zarris and big damager (wampa / Solo+Chewie) will move through it easy enough.
Rex L
Any combination of Rex lead with Boba, wampa, Shore, Vader and EP, Chaze, R2
Nightsisters
Strategy
Infinite revives potential, damage through protection, heal and cleansing. Strategy - Avoid Zombie taunting 24/7 [dispel / buff immunity] or work around it [strong AoEs], heals [HoTs, healers, high health steal]
Counter Video---- : https://youtu.be/Vux466cgJ5Q
Bounty Hunters (Bossk)
Lead give HP+Protection heals on resist/inflicting debuffs, boba's execute make sure no revive. recommended with AoE dealers for fast recovery from plague. (one aoe can heal 25% HP and 25% protection)
Counter Video---- : Start at 6:32
First Order
With zKRU, Kylo, FoX, FOO.
Kylos taking reduced damage from plague, and the zeta from L can heal the plague as well. NS have no anti-crit mechanic or a way to stop the TM train of FO.
Counter Video---- : Start at 4:33
Imperial Troopers (Veers)
With Veers, Snow, Starck, Shore, DT/Range.
need to be very strong, well modded; extreme carefull against with zNest or zBarriss
Troopers gain more from the deaths, then Daka/AV. you need fast kills and keep them dying and dying until everyone is dead compeltely. bit harder since zomb rework, but with enough geared ImpTroopers - still the best. if the NS are super high tier and your Troopers arent high tier, DON'T.
Counter Video---- : Start at 1:07
Bounty Hunter (Jango)
Execute to prevent revives, if Jango kills someone they won't be able to survive (Zomb exception, obviously).
Sith (Maul)
With Zavage
HoTs and lifesteal, zaul gaining from the revives as well. Optional additions : B2, Sidious, Nest, Wampa. (this work vs "lower" NS teams, at g10-11, and not maxed ones. vs maxed NS, it start to struggle)
Palp Empire/Sith
Wampa Recommended for daze. Vader should go first; Keep Nest for the end, daze with Wampa to block tm gain, kill Daka first, EP shock prevents taunt for GK and Zombie. palp lead give lot of heal and TM on him and vader, lots of aoe to work around zomb, Empire should breeze through them. just put tons of debuffs to get tons of TM. (so have enough potency. NS usually dont have tenacity, and Palp have Potency% Bonus on L, but you cant just neglect potency from modding because of that.
Counter Video---- : Start at 10:36
Phoenix
G12 and zeta on Kanan and Sabine against high tier NS. otherwise, the high tier NS will take you down.
Counter Video---- : Start at 2:22
Geonosians
Need gear parity, but otherwise quite straightforward. Health equalization and high health steal ensure plague isn't a problem for long. Take advantage of zombie at the end to regen protection. Harder if Nest instead of Spirit
Phoenix
Strategy
Synergy Team with lot of counter attacking, dispelling (or loving the debuffs) and HP + protection recovery. Be careful with G12 zeta Phoenix, use equally geared zeta'd teams. Strategy - Avoid getting countered [daze or attacking from stealth/assists]. Deal good damage in a single turn that surpass their heals [calling assist/simply high damage/high TM gain]. no point in debuffing because of kanan unique (besides Daze/Stun)
Zody Clones
Zody Clones (g11) - attacking from assists usually, dealing good enough damage, TM Gain. fit only for low-medium level phoenix squad, but thats a use for Clones, who dont have much uses.
Rebels (Danger Zone)
G11+ with lot of Assists and strong damage.
Ewoks
With Chirpa, Wicket, Paploo
Daze all (logray) or dealing big damage attacking from stealth (ewok scout and wicket) they aren't built on debuffs, but have TM gain, and nice damage and calling assists.
Sith (Maul)
Like Ewoks: aren't built on debuffs, but have TM gain, nice damage, and can Daze all.
Jedi (QGJ)
ZQGJ team (g11) - can dispel, can assist. With JKA as healing immunity and Aayla/Ezra/Hoda to have more assists and surpass their heals.
Wampa
Wampa Variations (can beat in 1v5), can add anti-rebel to assist, but strong wampa can beat even medium-high phoenix in 1v5. Daze and high damage. Rex, DK, Boba are good L if need, DT / Cleansers are great additions if need.
Rebels (CLS)
Strategy
Dou (Han+CLS): offensive team, high crits, high damage, high TM gain, and lot of counter attacks. Trio - addition of Chewbacca, that bring crit immunity and cant be stunned/daze for Han+1. Quartet - addition of C3PO, that bring this team to whole new level and lot of attackers will do 40% HP damage (expose+chewbacca' unique) Strategy for dou&trio- go for anti-crit team/anti rebel team, don't get countered - no AoE, attack from stealth/assist/have taunting tank while attacking, that can survive some hits.
Counter Video---- : https://youtu.be/iIu1TeSrEOA
GK + Zarris
Strong Counter
Vs CLS Trio : GK zarris (stops the crits) variations (wampa, Talzin, DN). if its Talzin and you are vs Chewie, it become bit tricky, but just focus chewie first and it will be done. Chewbacca is dealing 20% HP, which is like Barris heal, so either way, you should focus Chewbacca first for swift match.
Jedi (Bastila)
Vs CLS Trio and Quartet: for non-revan users - bring GMY and Hoda for Bast team vs the Quartet. focus chewbacca hard on start. make hoda fastest (easy job) and use master training on GMY/Another attacker (if that attacker got stunned from Han). just kill chewbacca, GMY insane damage will carry it. additions: GK, Jolee, Old Ben, Ezra, Aayla, JKA. (1 tank, 1 attacker/supp recommended) while this can work without jolee/GK, its much harder without GMY if facing Quartet.
Counter Video---- : Start at 7:54
Rex L
Vs CLS Trio : Rex hide the DN/Wampa/Talzin. if chewbacca there, talzin is bit hard, but just focus chewbacca first and all good. vs CLS quartet : its becoming very hard. Rex+Traya trio+Thrawn works- Isolate Chewbacca, fracture Han, kill chewbacca first! it can also work without thrawn, but becoming harder. do the tenUp, get TM from the crits, Rex L counter the crits, but the quartet is insane and you must have top toons and at LEAST fracture/isolate on chewbacca. Rex Wampa Chaze Thrawn also works - focus chewbacca first again.
Counter Video---- : Start at 1:05
Resistance (JTR)
Vs CLS Trio and Quartet : attacking from stealth (r2) and from assists (bb-8) while having higher TM gain than CLS' team. recommended to have tank here (GK/Holdo/L3) and focus chewie first. vs Quartet, make sure its a top tier JTR team, with C3PO/Nest/Thrawn/Holdo.
Counter Video---- : Start at 5:22
Nightsisters
Vs CLS Trio and Quartet: zMT L, AV, Daka, Zomb, Aco/Spirit. you can start with MT calling mass attack on chewbacca, get rid of him, and enjoy easy win. aco hide and basics call revives. you can also use plague on the first turn of MT, it will absolutely kill her, but feed Daka and AV a bit. legit tactic for confident guys. dont panic if you start die, you'll revive a lot from Talzin L, and you can allow 2 fast deaths due to Zomb' unique revives.
Counter Video---- : Start at 3:20
Palp Empire/Sith
Vs CLS Trio: Palp L/Krennic L anti-rebels. can be Krennic + DT +Shore anti-rebels. Additions that can fit - Nest, Wampa, Range, Storm, Starck. Need high gear. (its NOT imp troopers team, Veers L won't work here well). Shore bring crit hit immunity, DT bring daze+stuns, and DK bring him and DT lot of damage vs rebels (and a revive option for DT)
Rogue one
Strategy
Team with heal, protection recovery (if zJyn), lot of debuffs and the almighty Chaze which make the team very annoying. Strategy - Killing Chirrut will stop the HoTs [or stop with Buff Immunity, JKA] Need to dispel Baze taunt while removing chirrut protection and focus Chirrut hard. [212th attack, Veers Mass attack] Also try to avoid the debuffs going on from Cassian, k2so and Baze. [tenUp/ high tenacity] another option is simply anti-rebel power [Wampa, DK, DT] or stack HoTs and execute [Boba]
Bounty Hunters (Bossk)
Boba in BH team should do it pretty swiftly (boba dispel and execute lot of HoTs) Bossk will bring lot of heal from his L, and he can bring mass-attack as well. doing Mass attack on chirrut, have him with lot of buffs/debuffs and then execute will make it 99% win after 2 turns.
Zody Clones
Zody Clones. Echo for dispelling, Rex for TenUp, Zody for mass assist on chirrut. Same idea as Troopers (but weaker, and minus the anti-rebel stuff that DT have). good idea for medium-low R1 teams.
Imperial Troopers (Veers)
Imperial Troopers - DT / starck for dispelling, Veers for mass assist on chirrut (if can do it when chirrut dont have much protection, even better) DT highly recommended because its vs Rebels. Can also have Krennic L with some Imp Troopers
Jedi (QGJ)
ZQGJ team - can dispel, can assist. With JKA as buff immunity should be pretty easy. the foresight will dodge some debuffs.
Wampa
Wampa variations (don’t need team of 5 even). Anti-rebel. Optional L: Rex, Krennic, Boba, Tarkin, Sid. Optional Additions: DT, Nest. (DK+DT+Wampa can win easy 3v5, high Boba +Wampa can win 2v5)
Bounty Hunter (Jango)
BH team with Boba should do it pretty swiftly (boba dispel and execute lot of HoTs)
Sith (Traya)
Strategy
Basically, hide-the-dn, just the best one. Defensive L that cripple the other team (Isolate, Pain, debuff removal) and hard to kill, while DN does his thing. Strategy - Better offense capabilities than Traya's Defense capabilities. There's no escape from annihilate, isolate or fracture. Just kill them before DN starts his groove. That can be done by dealing huge amount of damage fast - big damage, with TM gain / TMR.
Counter Video---- : https://youtu.be/tbXINOqJsbM
Rebels (Danger Zone)
Danger Zone - Wedge, Biggs, Han, CLS, Chewie variations - Huge Damage, not much TM gain . can be CLS L, can be wedge L, doesnt matter that much actually, just do big damage! 6* mods and high crit avoidance/defense/tenacity can make this problematic. so use Chewie and maybe even c3po in case of top trayas.
Counter Video---- : start at 3:55
First Order
Big damage, high-medium TM gain. Phasma also cool here. keep Kylo' AoE to spread TM, keep doing damage and remove TM with FOO and FoX. 30+ speed from L, along with super-fast Foo will make this very swift fight. Daze counter the FO, so if there's a nest there, use other counter. also if its vs top trayas with 6* mods, its getting harder. make sure you have some good mods too. (you can be with "worse" mods overall, but not much worse)
Counter Video---- : start at 12:48
IPD Bomb
Palp L, IPD+DT - IPD exploding on traya, followed by DT putting deathmark. (need to check if traya is weak enough. 6* Mods and G12+ often make her above 100K). Palp can remove bit HP from IPD so he can bomb fast.
Counter Video---- : start at 19:40
Jedi (Bastila)
For non-revans : Bastila leading top jedi like GMY, GK, Ezra.. lot of offense capabilites, and you have the TM advantage. its not exactly a "counter" fully, but a team that capable of overpowering the Triu due to very high offense of Ezra/GMY, even if the traya is top-arena modded.
Counter Video---- : start at 8:30
Resistance (JTR)
Recommended JTR+BB+R2 with RT and Poe/Finn/C3 to enjoy the exposes. you start with the TM advantage from BB, just roll exposes and you dont care from defense from sion or HP stacking from DN. control the game, and win. should be a top JTR team ofc.
Counter Video---- : start at 10:22
Bounty Hunter (Jango)
Jango L BH, to have the +30 speed. must be with bossk to eat the isolate/fracture (or both). start with fast nest, use daze, and start activate the contract with AoE like Jango, Boba, Dengar, and Mass assist of bossk. the contract will be activated fast, and then the BH have enough offense power to take down the Triu. you need to have speed advantage here, so good modding is required. by due to +30 speed from jango, isnt that hard to achieve.
Counter Video---- : start at 16:13
Ewoks
With c3po. the exposes give them enough damage to overpower the triu. need to be good modded and fast. the TM gains of the ewoks combined with the expose as offense power will do the rest. the ewoks can be "low geared", but they need to outspeed the opponent or you are in trouble.
Counter Video---- : start at 25:25
MagmaCheese
Attack Sion, gain TM, keep attacking. Small damage, huge TM gain.
Kill Sion first with Magma, IPD isn't needed but helps if Magma fails to kill Sion
Ideal turn: Thrawn swaps with DT, DT AoE, Palp heal, IPD Boom.
Counter Video---- : start at 1:13.
Scoundrels (Qi'ra)
Strategy
One of the most annoying teams. heals, revive, protection regain, lot of taunts. this is a very hard team, no 'hard counters'. your team should be as good as theirs if you want to beat. Strategy - dispelling, healing immunity, lot of TM gain, AoE Damagers. Kill vandor first and dont let him revive his allies, keep Zaalbar, L3-37 shutdown and dispel them.
First Order
Hard matchup, but doable with high FO. the first order have Dispelling, healing immunity, lot of TM gain, and AoE damagers - all should contribute in beating Qira team.
Resistance (JTR)
Dispelling, healing immunity, TM gain, lot of damage from exposes. Holdo great here for AoE daze and tankiness.
Nightsisters
ZMT with Aco+Zomb, pretty much any +2 (but daka+av are the better choice obviously, for stuns). plague will eat through most of the scoundrels, and aco reviving with basics will make sure your team will survive.
Zader L
With Zarris so you won't die suddenly. Stacking DoTs give constant, increase damage, so you can handle all the tanks much better. Nest isnt problem due to Saber Toss or Wampa increased damage.
Old Republic
Strategy
Lot of DoTs and nice bonuses synergy shared between each other, especially offense, tenacity, assists and defense/crit avoidance, while also protection recovery in case of zetas. weak spots: slow team. Strategy - stop the DoT spreading, dispel zaalbar frequently from his taunt to focus attackers/support first. cant rely on debuffs/have really high potency (if Fallen Bast there, she and Carth 80% tenacity, rest 30%) bypass the crit avoidance (Zaalbar+Mission 55% CAvoidance, rest 30%). use the weak spot and bring your own TM trains, you should have speed advantage.
Rex L
Rex Hide the MT/Wampa/DN. tenUp stops the dots, and therefore lot of the damage and heals. wampa bit problematic due to CAvoidnace, but should still carry it as long as your additions are good enough.
Jedi (Bastila)
Lot of Tenacity to stop the dots for long time. dispels on zaalbar, focus attackers. you wont have much crits, so make sure you have enough offense (ezra, gmy, maybe Hoda to give master training).
First Order
KRU and Kylo benefit from the DoTs, Foo can give TenUp to him +1, so dots arent much problem here. dispel zaalbar after his taunt, keep attack and get the TM train going. to avoid the crit avoidance - Advantage, Lash out (Kylo), and FoX hitting debuffed enemies. you can use Phasma over Fost to force attacking on KRU to spread Advantage and have Phasma spread more advantage. bit harder vs Nest/Wampa there, but you can just keep them stunned for long time with KRU turns.
Nightsisters
Recommended with MT L for revives in case need, and for the 50% potency. plague and stuns will do the job. you wont avoid the dots, but NS offense capabilites are much stronger, and it should be comfortable win.
Palp Empire/Sith
With Vader to have big TM advantage. start the TM train and just kill them all. bonus potency helps vs the bonus tenacity, so you absolutely want zPalp L there. keep them debuffed and under control with Stuns and TMR of tarkin.
Shaak Ti/Rex lead 501st
Strategy
Highly versatile team that can be run under Shaak Ti or Rex lead. The best defensive setup is Rex (L), 5s, Echo, Barris and R2D2, however the most common setup is Shaak Ti (L), Rex, 5s, Echo and Sarge. Under Shaak Ti they have bonus stats, excellent regen and a lot of retribution. Under Rex, they have a lot of TM gain and bonus health. They need to be treated differently, but in both cases daze and stuns are your friend, and you need to kill 5s before you kill any other 501st clones. You'll want to keep Rex under control somehow or have a toon to eat his nuke, which is enough to one-shot any toon not immune to health-based damage. Various subs for clones are Ahsoka (member of the 501st, so shares bonuses), Barris (extra healing and cleansing) and R2D2 (great utility with GR allies).
Geonosians
Works best vs Shaak Ti lead. Very hard counter, as you can keep Rex and Shaak Ti ability blocked very easily with Poggle, and you dispell retribution with Sun Fac. Kill 5s then Shaak Ti/Echo. Risky vs Rex lead, because of all the TM gain you feed them. If Rex gets a turn without AB, you can get nuked.
Rebels (CLS)
Overwhelm them with damage. Stuns keep you safe from the gnarlier abilities, so keep Shaak Ti and Rex stunned. Use confuse as a daze to stop the counters and assists. Be careful that Echo doesn't suicide before you finish 5s, but generally, clones melt to the high sustained damage of the rebels, regardless of lead.
Resistance (JTR)
Works best vs Shaak Ti lead. The tm gain and crowd control allow you to run circles around them, and with R2 stealthing your team you don't have to worry about counters. Crit reliant team that takes a while to kill stuff, so Rex lead means they gain a lot of TM and things get tricky. Especially if he can use his special to nuke JTR or BB8. It still works, but is harder.
Sith (Traya)
Vs Shaak Ti they'll kill themselves. Vs Rex you can do it for them. They don't have enough damage to really touch you except on Rex's nuke.
General Skywalker
Strategy
The great wall of General Skywalker. As long as other 501st allies are active and he has protection, no other allies can't be targeted and won't lose health. Are other 501st allies active he can't drop below 100% health. For each 501st he gains additional bonuses. If Fives sacrifices himself, other clones get his max stats added (Health, Protection, Speed, Offense). From here on you'll face a massive damage output against you. Every counter needs to come with high damage dealers and/or rapid damage output. Send GS napping, take Fives first, Rex, Echo, ARC/Ashoka. Optional: If TM is on your side take out Rex first, Fives safrifices, take Rex out again (immediately).
Padme GS
Strong Counter
All need as much health as possible. Ashoka and Anakin need a lot of offense. Padme needs speed and potency. GK and GMY need to be fast, too. For C-3PO its speed and potency.
Suck up the initial damage. Don't use protection up from Padme before Echo threw his bomb. Be patient, stack protection up. If 3PO is present, use his special to call Padme. If Anakin naps take out Fives, Rex, Echo, ARC. Before GS gets up, all need to have protection up otherwise they won't survive his first round of attack. If you got GS isolated, have Graceful Assault (Kick) from Padme ready. This should stun GS. 20 stacks of courage should take him out.
Rebels
Mod CLS for max speed, add potency cross. Han needs offense and speed, Chewie a lot of tenacity!!! Old Ben G12, 2 zetas if possible, C3PO speed, potency, protection. If Old Ben has around 200 speed, enemy Rex won't take a turn.
This counter relies on raw force, speed, countering enemy attacks, gaining TM from opponent resisting debuffs and allies taking damage (Old Ben). Chewie guards Han and CLS. Han targets GS with his opening shot. Your team shoud survive the opening attacks. Use Mind Tricks from Old Ben. Spread Translation from 3PO. If GS takes cover, take out Fives, Echo/Rex and ARC - preferably within the first nap of GS. Before GS gets up, Old Ben should be taunting.