Modding
Turn order:Captain Enoch→Death Trooper (Peridea)→Night Trooper
Sets (Mods)4× Speed + 2× Health
Primaries↗ Speed · △ Health · ○ Health · ✚ Protection
Speed ≥300Health ≥110,000
PrioritySpeed > Health > Protection
Mod notes
Fast and tanky. If Ezra deletes Enoch before the team stabilizes, the attempt is usually over.
Sets (Mods)4× Offense + 2× Health
Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Offense
Offense ≥9,500
PriorityOffense > Speed > Protection
Mod notes
Keep the second Special available when Ezra buffs himself: it can strip the buff and apply Tenacity Down.
Sets (Mods)4× Offense + 2× Critical Chance
Primaries↗ Speed · △ Critical Damage · ○ Protection · ✚ Offense
Offense ≥9,000
PriorityOffense > Speed > Critical Chance
Mod notes
Fast offense build; the fight is attrition, so sustained damage matters more than one opening burst.
Upgrades & further targets
- Enoch: speed + bulk. DTP/Night Trooper: speed + offense. Zetas become increasingly important in the relic tiers.
Gameplay
Kill order
- Ezra Bridger (Exile)
- Restart if Ezra immediately deletes Captain Enoch; Enoch surviving the opening is the first gate.
- Keep debuffs on Ezra and maintain the Imperial Remnant attrition loop rather than trying to one-shot him.
- Save Death Trooper (Peridea)’s 2nd Special for Ezra’s buff window so you can strip the buff and apply Tenacity Down.
- Enoch should cycle quickly and stay healthy; Night Trooper and DTP carry the sustained damage.
- At Tier VI the strategy does not fundamentally change—R9 stats make the attrition loop viable, but bad opening RNG can still require a reset.
Restarts & further notes
Restart if
- Ezra kills Captain Enoch before the attrition loop starts.