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
Reinforcements
1Phantom II
2Slave I
Modding
- The event recommends ship level 80 and crew Gear 10+. 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
- Begin with Hound’s Tooth Taunt and Breach to keep fire off Ghost and Han’s Falcon. Use Home One’s single-target cleanse/recovery when the tank needs it.
- 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.
- Han’s Falcon Basic under Home One removes enemy buffs and calls a Rebel assist. Use those attacks and Home One’s assist abilities to finish one ship at a time.
- If reinforcements are needed, call Phantom II first. Only its fully upgraded reinforcement ability reduces Home One’s reinforcement cooldown; Slave I can follow for another threat. Keep enough pressure to finish before repeated Imperial reinforcements stretch the fight.
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.