SWGoH: General Skywalker Zeta Priority List

SWGoH - General Anakin Skywalker

With the addition of General Anakin Skywalker to Star Wars Galaxy of Heroes the game has a first – the first character to have four Zeta abilities. Of course with any new multi-Zeta character the question becomes “which ability do I place a Zeta material on first?” We at Gaming-fans.com are here to help you. Of course you first want to make sure you have the right mods on GS to make sure he is as effective as possible, and once you have him to 7-stars and have the ability to take him to Gear 13, General Skywalker’s Relic upgrade will be important to research, however today we want to review these four Zeta upgrades, so let’s take a look at each.

To start, General Skywalker has a Zeta ability on his basic and leader abilities as well as both of his unique abilities. Here is how they are worded with the Zeta text in italics.

Also be sure to check out DBofficial’s 501st Zeta priority guide for help on building General Skywalker’s 501st team.

 

Furious Slash (Basic) – Deal Physical damage to target enemy. This attack can’t be evaded and ignores Defense.
If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able.
Telekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker’s ability cooldowns by 1. This attack ignores Defense.

Gaming-fans.com Notes: The basic’s Zeta feels like a very important one stating that “If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis” – this extra attack can be a real difference-maker.

 

General of the 501st (Leader) – All units can’t be revived. All 501st allies have +50% Critical Damage. When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter.

While there are other active 501st allies, General Skywalker:

  • Can’t drop below 100% Health
  • Advances if he has 100% Protection and takes Cover if he has 0% Protection at the end of every turn
  • Removes all other status effects when he takes Cover
  • Leaves Cover and takes a bonus turn when all other 501st allies are defeated

Advance:

  • Taunt, which can’t be dispelled or prevented
  • Other 501st allies can’t lose Health

Cover:

  • Can’t be targeted
  • Immune to damage and status effects
  • Speed set to 0
  • Recover 10% Protection and Turn Meter at the end of every turn, which can’t be prevented.

Gaming-fans.com Notes: General Skywalker’s leader ability is already very strong without a Zeta, and in this case the “When an enemy gains a buff, all 501st allies gain 2% Offense (stacking) until the end of the encounter.” the stacking offense can really add up.

 

The Chosen One (Unique) – General Skywalker uses an additional ability during his turn. Whenever General Skywalker critically hits an enemy during his turn, increase their cooldowns by 1 (excluding raid bosses), which can’t be resisted. If he is critically hit, General Skywalker dispels all debuffs on himself. Enemies attacking out of turn can’t critically hit. If the target enemy has no Protection when General Skywalker uses an ability, reduce their current Max Health by 20% for rest of the battle (stacking, excluding raid bosses), which can’t be resisted.

Gaming-fans.com Notes: This Zeta text is impactful as the reduction of the Max Health by 20%, stacking, has the potential to be huge. AhnaldT101 pointed this out in a recent video as quite effective against Darth Malak and similar characters who have a high Health pool.

 

Hero with no Fear (Unique) – At the start of battle, General Skywalker gains 25% Defense, 15% Max Protection, and 25% Tenacity for each other 501st ally until all other 501st allies are defeated.

If all allies are 501st at the start of battle, General Skywalker gains the following:

  • 100% counter chance and 50% Critical Chance
  • When all other allies are defeated, General Skywalker can’t be critically hit and gains 35% Turn Meter after every enemy turn

Gaming-fans.com Notes: This Zeta does not add a lot of text, but the 100% counter and +50% CC is a heck of a boost. Since you’re going to want a lot of offensive gains from General Skywalker’s mods, this Zeta can really pack a punch.

 

Which Zetas to Apply First?

Looking at each of these abilities, I like to segment them into “Must Have” and “Nice to Have” categories. For General Anakin Skywalker’s Zetas I list them below in order of importance (as I see it):

  1. Furious Slash (Basic) – Must Have
  2. The Chosen One (Unique) – Must Have
  3. Hero with no Fear (Unique) – Must Have
  4. General of the 501st (Leader) – Nice to Have

 

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