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KAM Mission 101

The Dipster Way

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Openings

4 Main Openings

Slight Changes between each

Most important part of the battle

Always take trample off shaak ti

Hold off on using Arc’s special

until you know who will damage Jango

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Jango Burn and Reek AOE

Possibly the worst opening to begin with

  • Jango burning has 0 cooldown so he can use it again
  • You will need to have rex use his cleanse as his first ability
  • Shaak always takes trample off herself first
  • If shaak isn't burned she will gain turn meter and go before the reek, with her turn use Training Exercises on Echo

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Jango Basic/Rockets the Reek and the Reek Uses AOE

Simple Opening since nothing major happened to your team, if Jango basics a clone you will also be okay

  • Have Shaak remove her own trample
  • Rex saves his cleanse, used as emergency for burning or multiple exposes
  • Just basic the B2s and alternate between them, this allows for more B2 activations/Shaak turns

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Jango Rockets Your Team and the Reek Uses AOE

This opening can be tricky depending on who was hit and for how hard.

  • If Shaak Ti dies or is badly hurt by the rocket the run can go bad, still remove her trample
  • If a clone is hit, it may trigger sacrifice or put a clone close to it, you may need to have Rex cleanse Heal Immunity if a clone is very low on health
  • On Shaak’s second turn after trample is cleared you should heal the clone that was hit with Training Exercises
  • If there is no Healing Immunity and nobody needs a heal, just clear trample, then boost Echo’s CD

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Reek Uses Basic

Very strange opening that can happen. Since it is rare, there is not much advice to give.

  • There is no clear right or wrong here
  • My best advice is to use the turn meter gains and assists to kill the B2s as fast as possible
  • You will spend a lot of time attacking a Damage Immune Jango waiting for the Reek to give someone more trample than Jango

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What’s the Main Goal Early On

We want to slowly take out the B2s and have them trigger their bonus turns and use the AOE

As long as Shaak is not Trampled, she will gain a lot of Turn Meter each B2 AOE

Shaak can use these many extra turns to use Training Exercises an additional 1-2 times on Arc and Echo

You want to use the ability even if they don’t need the heal, we want to boost their Crit Damage

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Common Questions

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What to Do With the Turret?

What to Do if Shaak is Re-Trampled?

What to Do With Shaak Turns?

What to Do With Shaak Turns?

Since Shaak no longer gains turn meter, quickly clear the B2s and try to remove trample on her again. If she is trampled a 3rd time, it may be a loss already.

Use the basic attack initially to let the B2s trigger more times for more shaak turns. Give turret to Echo after. In rare cases give to 5s if he is the only one who can hit Jango.

Shaak’s turns are the most important part of the battle, it's why when she’s trampled you can lose easily. Prioritize using Training Exercises on Arc and Echo equally to boost their Critical Damage to kill the Reek at the end. Use Assault Team to clear burning or exposes, especially off of 5s. That ability can also give Shaak speed up, 5s Crit Immunity/Taunt, or Stealth Arc Trooper

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Is 5s Taunting Good?

Are There Still Glitches?

When to Hit Reek or Jango?

You want 5s to taunt, at least after the B2s are gone and buff immunity is cleared. Reek and Jango ignore taunt, 5s gains 100% defense and Echo gains 100% offense. No downside.

All glitches should be fixed:

  • 5s doesn’t need to be in the last position
  • Burning is not invisible/undispellable
  • Fives does not transfer negative protection, he transfers 0%, 50%, or 100% based on trample on 5s at time of sacrifice

Only Arc and Echo should be targeting the Reek. When the Reek takes damage it gains turn meter and speed. Shaak and Rex deal so little damage that you don’t want to hit the Reek with them and are better off hitting Jango while he is damage immune. If Arc and Echo can damage Jango then they need to hit Jango.

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What If 5s is Focused

Rare situation, but good to know if it occurs

  • In this case I refer to all the trample and some Jango attacks going towards 5s
  • If 5s dies without a sacrifice, the mission is basically over. You can either use the heal on him or cleanse his trample, only do this if he is very low on health (low yellow or red). Be careful cleansing trample as if the Reek continues to focus 5s, you can't kill Jango
  • 5s may need the arc turret to help kill Jango and hope some reek attacks expose Jango

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When To Remove Trample

Trample is a very complicated debuff: on its own it reduces base max protection by 50%, reduces defense by 10%, stops attacks out of turn and turn meter gain.

Beyond the debuff itself, when the Reek finishes his turn he gains bonus turn meter for each trample stack on the field. As well, Jango can reduce max health of all GRepublic characters by using his burning on a debuffed (trample counts) enemy. So, Shaak should always try to not have trample, keep an eye on the Reek’s Aoe to know when to be ready to remove it. Echo is the other good candidate to remove trample from, unless he is the only clone who can damage Jango. In rare cases, if 5s has 3-4 trample and is low health in danger of dying without sacrificing, remove his trample.

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Mid to Late Strategy

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Most of the Mid-Game is Hard RNG

  • You want to focus on keeping trample off Shaak, keep an eye on the Reek’s AOE cooldown
  • Using Training Exercises more makes the final push easier
  • Careful removing trample from other clones, you may leave yourself unable to damage Jango
  • If Rex can damage Jango and Reek AOE is 2+ turns away, you can clear trample off Echo or 5s; however Training Exercises is a higher priority if the clone needs the healing

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Take Out Jango Before Reek

  • Either take out Jango’s first life with damage or Rex Aerial Advantage if Rex had the trample
  • If Rex cannot damage Jango, Rex can use AA for the 2nd life
  • Keep the Arc Turret on whoever can damage Jango, typically Echo
  • After Jango dies, give the Turret to Echo

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Things to Remember

  • If Arc is in danger after 5s sacrifice, you can heal him Training Exercises or stealth him with Assault Team
  • Rex Aerial Advantage won’t do much against the Reek, a basic will do more, use AA only if Rex will die
  • Shaak’s basic is good to use when making the final attacks on the Reek as it gives Offense Up, heal and trample removal is more important though

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More Things to Remember

  • ALWAYS use Echo Special
  • During the final Reek fight, if Echo does not have trample, Arc and Rex should use basics so Echo assists
  • Rex Tenacity Up prevents the exposes from the Reek during the final fight
  • Jango burning reduces max health and if he spams it, the mission is most likely a fail

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Other Strategies

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Fast Kill B2s

Take em out quick

  • Lets you have buffs up earlier and Jango gets slightly less turn meter
  • No extra Shaak turns, so no extra crit damage, you need to save the heal for emergencies with this strategy and not use it to boost CD
  • Immediately give turret to Echo, requires more luck for where Trample lands

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Using No Critical Avoidance

Nothing wrong with this strategy. The idea is to hit harder and have more health.

  • Crit avoidance still recommended on Shaak
  • Allows for higher offense and health on the team
  • Think of Crit Avoidance like modding for Crit Chance, it is gambling on attacks doing less damage by reducing crit chance. CC gambles on attacks doing more damage.

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Bad Batch

For the rare few who have Bad Batch ready

  • Don’t use them
  • Hunter does not take enough turns to clear trample
  • Bad Batch mostly relies on exposes and removing buffs to boost damage so killing the Reek is difficult
  • The true damage also gives the Reek a lot of extra turn meter
  • No 5s sacrifice results in not gaining the max health and speed needed to deal with the Reek
  • It’s possible, but not worth the risk if you want KAM shards

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Shaak Mods, recommend Relic 5+

80-100k Health

Protection not important

Try Speed and Health sets with health primaries

315-340 Speed

Offense not important

Critical Avoidance is very important if you can still meet the target stats

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5s Mods, recommend Relic 7+

105-120k Health

Protection not important

All Health sets and Health primaries

215-240 Speed

Use Offense secondaries if possible

Critical Avoidance is not needed, but can help

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Rex Mods, recommend Relic 5+

60-70k Health, Do not go over! Give him CD or offense if needed

Speed and Health sets with health primaries if needed

300-315 Speed

Offense not important

Does not need Crit Avoidance

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Echo Mods, recommend Relic 6+

Health is more important than Protection

Crit Damage or Offense Set with Health or CC set and Offense or CD primaries

180-200 Speed with High Offense and CD (11k Special Offense)

240-260 Speed with Moderate Offense and CD (9.5k Special Offense)

Crit Avoidance is your choice, only if you still surpass target stats

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Arc Mods, recommend Relic 6+

Health is more important than Protection

Crit Damage or Offense Set with Health or CC set and Offense or CD primaries

280-310 Speed

Offense at 10k+

Crit Avoidance is your choice, only if you still surpass target stats

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Mod Secondaries

Helps meet the target stats and surpass them

The team uses similar secondaries. Health flat and %, offense flat and %, speed, tenacity, and crit chance. Speed is king as always. Try to have the higher health % mods on Shaak and Fives. Focus the high % offense mods to Echo and Arc, then 5s can get average ones to help boost the sacrifice stats. Tenacity is good to resist the B2s debuffs preventing Jango from gaining turn meter. Secondaries like protection and defense are zeros due to trample. Potency is not needed.

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Used Sources From:

Questions? Contact on Discord @ Dipster#5964