Team
Reinforcements
1Xanadu Blood
2Slave I
3TIE Advanced x1
4First Order TIE Fighter
Modding
- Ships do not equip mods. Improve the relevant pilots’ level, stars, gear, abilities and equipped mod level/rarity, together with the ship’s abilities. A pilot Speed secondary does not directly become ship Speed. These are preparation priorities, not measured minimum gear.
- The capital ship and pilot are supplied in all four unlock battles. Their ability ranks are fixed below maximum; your own pilot upgrades only matter for your owned fighters here.
Gameplay
- Start Hound’s Tooth, TIE Silencer and the Command Shuttle. Keep Hound’s Tooth Taunting and use the Shuttle’s Surprise Raid to give Silencer a turn and Advantage; remember the target also loses Protection.
- Against Home One, apply Hunted to the Falcon while selectable to reduce its out-of-turn damage. If it is hidden by Outmaneuver or protected by Taunt, dispel the tank with the Command Shuttle and remove accessible escorts.
- Silencer’s Basic only Stuns a target above 50% Turn Meter. Below that threshold it grants Advantage instead. Use its Special with Advantage for the damage bonus, and feed further attacks with Finalizer’s Lay Waste.
- Call Xanadu Blood first to apply Breach and add an assist call for Silencer. The Shuttle can remove enemy Taunt with Advanced Jamming Array; Strike Team can drain a slow tank ally’s meter to advance the fleet, but check that this will not delay a needed tank recovery.
- Use Slave I, TIE Advanced and First Order TIE as follow-up reserves according to the available slot and surviving threats. Preserve Silencer as the damage engine; Hunted targets killed by First Order allies can strengthen their later critical hits at the relevant Finalizer upgrade.
Restarts & further notes
Restart if
- If the tank falls before a dangerous enemy is removed, review pilot investment and the timing of Taunt, dispels and recovery. Repeating the same opening does not resolve an underpowered damage dealer.