The two resource-event victories are shared across all four tiers. Use the highest tier you can clear reliably before spending a win on a lower tier.
Team
Modding
- The event recommends ship level 65 and crew Gear 7+. These are recommendations, not the entry gate. Develop every crew member of Ghost and Phantom II, plus Ackbar for Home One.
- Ships do not equip mods. Crew level, gear/relics, abilities and equipped mod level/dots contribute to ship stats; changing a pilot’s Speed secondary does not directly make the ship faster.
Gameplay
- Start Ghost, Phantom II and Slave I together. Their job is to remove a fighter before sustained Imperial pressure builds; use Home One’s recovery on the ship taking the next dangerous hit.
- Prioritize TIE Advanced x1 when it is exposed, then the other damage dealers. Avoid wasting your whole opening into Imperial TIE Fighter’s evasions; switch to an accessible target when needed.
- Ghost and Phantom II protect each other while both are active. Use Slave I’s Basic to establish Target Lock and focus a single kill; its Seismic Charge starts on cooldown and is not an opening move.
- With only three eligible Cargo Ships there is no reinforcement reserve. Use Home One’s area volley and, once available, Master Plan to convert a safe position into a finish; do not wait for an unavailable fourth fighter.
Restarts & further notes
Restart if
- If a starting fighter is lost before your first kill, improve its crew or use Home One’s recovery earlier. In the tank lineup, retry if Hound’s Tooth collapses before the damage ships can establish control.
Watch out
- The pictured fleet is a kit-based plan, not a newly recorded minimum-pilot clear. Earlier-tier fleets remain legal at higher tiers if their stars and strength are sufficient; Han’s Falcon is not an event requirement.