← Event overview: Military Might

Assault Battle

Challenge Tier 3

checked 13/08/2026

Hard

Choose team

The familiar CLS/Han/Chewie/C-3PO/Chewpio route: fast, direct and still the default recommendation.

Team

Commander Luke SkywalkerHan SoloChewbaccaC-3POThreepio & Chewie

Modding

Turn order:Commander Luke Skywalker→Han Solo→C-3PO→Chewbacca→Threepio & Chewie
Commander Luke SkywalkerStrongly recommended
Sets (Mods)4× Speed + 2× Potency
Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Potency
Speed ≥290
PrioritySpeed > Potency > Offense
Mod notes

Fast control/TM engine. Damage comes naturally from the CLS core.

Han SoloStrongly recommended
Sets (Mods)4× Critical Damage + 2× Critical Chance
Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Offense
Offense ≥8,000
PriorityOffense > Critical Damage > Speed
Mod notes

Burst the dangerous Empire units before they get a turn.

C-3PO
Sets (Mods)4× Speed + 2× Potency
Primaries↗ Speed · △ Health · ○ Protection · ✚ Potency
Speed ≥280Potency ≥90%
PrioritySpeed > Potency > Survivability
Mod notes

Fast translation/expose support helps the team snowball.

Chewbacca
Sets (Mods)2× Tenacity + 2× Health

2 mod slots left to choose

Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Tenacity
Tenacity ≥100%
PriorityTenacity > Offense > Survivability
Mod notes

Keep Guard/assists running; avoid losing him to control effects.

Threepio & ChewieStrongly recommended
Sets (Mods)4× Offense + 2× Health
Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Offense
Offense ≥8,500
PriorityOffense > Critical Damage > Speed
Mod notes

Primary wave-clear damage alongside Han.

Targets are recommendations, not universal minimums.

Upgrades & further targets
  • CLS is the most straightforward modern route; survivability matters more than extreme speed in CT3.

Gameplay

Kill order
  1. Darth Vader
  2. Emperor Palpatine
  1. Stun or remove the most dangerous Empire attacker before it takes a meaningful turn.
  2. Keep the CLS Turn Meter train moving through debuffs, exposes, counters and assists; avoid unnecessary basics into a nearly dead final target.
  3. Use the event recovery/counter mechanic when it protects the run rather than automatically on cooldown.
  4. At the end of each wave, leave one manageable enemy alive long enough to recover cooldowns and Health/Protection.