KAM Mission 101
The Dipster Way
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
Jango Burn and Reek AOE
Possibly the worst opening to begin with
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
Jango Rockets Your Team and the Reek Uses AOE
This opening can be tricky depending on who was hit and for how hard.
Reek Uses Basic
Very strange opening that can happen. Since it is rare, there is not much advice to give.
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
Common Questions
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
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:
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.
What If 5s is Focused
Rare situation, but good to know if it occurs
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.
Mid to Late Strategy
Most of the Mid-Game is Hard RNG
Take Out Jango Before Reek
Things to Remember
More Things to Remember
Other Strategies
Fast Kill B2s
Take em out quick
Using No Critical Avoidance
Nothing wrong with this strategy. The idea is to hit harder and have more health.
Bad Batch
For the rare few who have Bad Batch ready
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
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
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
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
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
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.
Used Sources From:
Questions? Contact on Discord @ Dipster#5964