The Geonosian Territory Battles were launched in June 2019 starting with with the Dark Side battles, officially named Geonosis: Separatist Might and then followed by Geonosis: Republic Offensive on the Light Side in December.
The Geonosis: Republic Offensive Territory Battle features four Phases which, at least at the start, last 36 hours each. Each of the four Phases of the event has a Special Mission rewarding Mk II Guild Event Tokens in Phases 1, 2 and 4 and Ki-Adi-Mundi shards in Phase 3.
The following is a Walkthrough of my experiences in Phase 3 that will be updated over time. Phase 3 has five Combat Missions, one of which can earn guilds Ki-Adi-Mundi shards for each member that completes the mission. Below, we take a look at my experience in the Ki-Adi-Mundi shard Combat Mission.
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Requirements:
- Minimum 7-star characters, 22,000+ Power
- Shaak Ti, ARC Troopers, Clone Troopers
My Roster of Galactic Republic Heroes:
- Shaak Ti – 25,659 power – 7-stars – Gear 13, Relic 2 – Six Gold 5-dot mods (Speed & Health sets) – all abilities maxed, 296 speed
- Rex – 24,397 power – 7-stars – Gear 13, Relic 3 – Six Gold 5-dot mods (2 Potency & 1 Health set) – all abilities maxed, 256 speed
- Echo – 23,613 power – 7-stars – Gear 13, Relic 3 – Six Gold 5-dot mods (CD & CC sets) – all abilities maxed, 239 speed
- Fives – 28,732 power – 7-stars – Gear 13, Relic 5 – Six Gold 5-dot mods (2 Defense & 1 Potency set) – all abilities maxed (Zeta worthless), 155 speed
- ARC Trooper – 22,873 power – 7-stars – Gear 13, Relic 3 – One 6-dot mod & five Gold 5-dot mods (Offense & CC sets) – all abilities maxed, 274 speed
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes:
12.21.19 – Let’s start with the fact that ARC Trooper is locked into the 5th slot in this battle. As I understand things, the Fives Zeta is not Working As Intended (WAI) unless he is in the 5th slot when used. Thus, with ARC Trooper locked into the 5th slot, once again Capital Games is showing they do not care about your investment into their game. I feel an article on this topic incoming…
The first wave of enemies includes 2 B2’s, Jango Fett and the Reek. Before I take a single turn, Fives is dead. Gear 13, Relic 5 with high-end mods and he is dead before I even get to a single character’s turn. Also, Rex is one hit from dead. This is a fun game mode…
I start attacks on the B2s and have one almost out of the way when Rex finally gets killed. After removing both B2s and seeing Jango get some nice hits in the Reek, I lose Shaak Ti as the battle unravels. The stacks of Trampled are the key to manage here – how to manage them will be covered in-depth in a future article here on Gaming-fans.com. I get the Reek just below Max Health thanks to Jango Fett’s attacks mostly, and the Reek kills off my Clones to end the battle.
My guildmate Sergio (Relic 7 Echo, ARC & Fives, Relic 2 Shaak, Relic 3 Rex) offered this info:
I used mods with health primary on shaak and fives. Since you lose prot for each stack of trampled I wanted those 2 to stay alive as long as possible. You want to keep stacks on some of your clones to be able to hit jango. He doesn’t have that much hp but if you kill the reek first he goes crazy so it is better to kill him before killing the reek imo. Reek is immune to health % dmg so using rex’s unique on jango is great, I was able to oneshot him. For some reason that I am still missing most of the times you can’t assist.
EDIT: trampled Relics on rex aren’t that important if you have to choose between him and the other clones or shaak. It is really important shaak survives because you want her to remove the stacks of trampled once jango is dead + healing the other clones. Echo is the dmg dealer, his aoe is huge since you remove stacks from the droids and you can hit the reek and jango. Keeping his trampled stacks higher than jango’s ones is important, same for rex. That way you can hit jango…I think with some more relics on shaak it would be possible with that strategy but maybe there are better ones.
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 2:
Heading into this attempt I reviewed a couple of videos of successful runs to earn the KAM shards to ensure I am as “ready” as possible. The
Here is what my roster looks like now, after a rare occurrence for me – I actually borrowed mods from other characters for this battle (which I hate!):
- Shaak Ti – 32,193 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 330 speed
- Rex – 25,429 power – 7-stars – Gear 13, Relic 4 – Six Gold 5-dot mods (2 Potency & 1 Health set) – all abilities maxed, 269 speed
- Echo – 27,270 power – 7-stars – Gear 13, Relic 6 – Two 6-dot mods & four Gold 5-dot mods (CD & CC sets) – all abilities maxed, 265 speed
- Fives – 32,148 power – 7-stars – Gear 13, Relic 7 – Two 6-dot mods & four Gold 5-dot mods (2 Defense & 1 Potency set) – all abilities maxed, 155 speed
- ARC Trooper – 28,473 power – 7-stars – Gear 13, Relic 7 – Four 6-dot mods & two Gold 5-dot mods (Offense & CC sets) – all abilities maxed, 291 speed
01.20.20 – Here we go – will my upgraded characters and borrowed mods combined with a little research be enough to earn a Ki-Adi-Mundi shard for my new guild? Let’s find out.
Getting through the two B2s proved harder than expected. After reviewing those videos my Speed stats worry me – while my Relics are in line with the others, my Speed numbers are on the low side even with the borrowed mods.
With both B2s down, I have Rex in the yellow, ARC in the red and nobody is looking too strong. While I tried to spread out the damage on Jango Fett and the Reek, I believe I took too much damage early and need to focus more on Health for my characters to get around the Trampled debuff in the next go-around. No luck this time…
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 3:
Heading into this attempt I reviewed more videos of successful runs to earn the KAM shards and I feel good about this, especially my mods and Relics.
Here is what my roster looks like now, after a rare occurrence for me – I actually borrowed mods from other characters for this battle (which I hate!):
- Shaak Ti – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 330 speed, 85k health
- Rex – 28,234 power – 7-stars – Gear 13, Relic 6 – Six 6-dot mods (Speed & Potency sets) – all abilities maxed, 308 speed, 59k health
- Echo – 27,450 power – 7-stars – Gear 13, Relic 6 – Six 6-dot mods (Offense & CC sets) – all abilities maxed, 274 speed, 57k health, 6777 physical damage, 10,141 special damage
- Fives – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (2 Health sets & 2 random 6-dot mods) – all abilities maxed, 246 speed, 99k health, 67k protection, 5,401 physical damage
- ARC Trooper – 28,563 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & Health sets) – all abilities maxed, 301 speed, 83k health, 10,500 physical damage
02.20.20 – Here we go – let’s see if this is enough to earn a Ki-Adi-Mundi shard for my guild…
Jango hits the Reek to start which I consider a good thing, but the B2s come out firing on their AOE attacks meaning my first move is Rex cleansing. By the time I get one B2 down, Shaak Ti, Rex and ARC are all in yellow health so I am getting a bit nervous. With 6 stacks remaining, the other B2 is my target. I hit the B2 and the Reek kills Shaak Ti, then I hit the B2 again and the Reek hits Rex, sacrificing Fives. However, with Shaak Ti out of this battle I am screwed. Even though Jango and the Reek trade hits, the Reek kills my Echo and it is a downward spiral from here. Another failure, even after putting in 45 minutes of remodding and another 20 minutes of battle research… Not what I call enjoyable at all…
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 4:
I have changed guilds since my previous attempts and continue to review the different strategies out there. The one thing I keep coming back to is this – the KAM mission is basically all about RNG, aka luck. Thanks Capital Games. Forget the investments or time, money, etc. Make it a luck-based mission. Great business…
My roster looks almost the same as it did a month ago, and luckily none of my Clones have developed any symptoms of COVID-19. Yet.
- Shaak Ti – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 330 speed, 85k health
- Rex – 28,234 power – 7-stars – Gear 13, Relic 6 – Six 6-dot mods (Speed & Potency sets) – all abilities maxed, 305 speed, 69k health
- Echo – 27,450 power – 7-stars – Gear 13, Relic 6 – Six 6-dot mods (Offense & CC sets) – all abilities maxed, 274 speed, 57k health, 6777 physical damage, 10,141 special damage
- Fives – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (2 Health sets & 2 random 6-dot mods) – all abilities maxed, 240 speed, 99k health, 67k protection, 5,634 physical damage
- ARC Trooper – 28,563 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & Health sets) – all abilities maxed, 301 speed, 83k health, 10,500 physical damage
03.23.20 – Fives is a bit slower but has more offense and Rex added 10k health in exchange for 3 speed, so we will see if these small changes will make a difference or not.
The battle went better than in the past, but the end result did not change. I was more careful on how to use Stand Your Ground from Shaak Ti and tried to keep her and Echo clean and let the Trampled stack on Rex, but RNG was not on my side. Fives did sacrifice and I was able to knock Jango down with Rex’s special, but in the end I did not have enough to even kill off Jango Fett, let alone the Reek. Honestly, waiting another month for this makes this battle less and less fun considering how much goes into it…
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 5:
My guild’s alliance continues to educate us on the different strategies out there and I have upgraded Echo to Relic 7 and tweaked the mods a bit for Fives this time around as I was hitting all of the other goals they have set for us.
My roster looks almost the same as it did a month ago, and luckily none of my Clones have developed any symptoms of COVID-19. Yet.
- Shaak Ti – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 330 speed, 85k health
- Rex – 28,234 power – 7-stars – Gear 13, Relic 6 – Six 6-dot mods (Speed & Potency sets) – all abilities maxed, 305 speed, 69k health
- Echo – 29,347 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & CC sets) – all abilities maxed, 274 speed, 60k health, 7,255 physical damage, 10,846 special damage
- Fives – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (2 Health sets & 2 random 6-dot mods) – all abilities maxed, 237 speed, 101k health, 65k protection, 5,541 physical damage, 72.4% Armor
- ARC Trooper – 28,563 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & Health sets) – all abilities maxed, 301 speed, 83k health, 10,500 physical damage
04.21.20 – Echo is maxed out and Fives slowed down a hair and added more defense and Health while sacrificing Protection, Speed and Offense.
Jango goes first hitting the Reek with his basic, then all of my characters get Trampled and a B2 shoots his AoE before I get a single turn. I have Rex cleanse and then he gets the turret and it is Echo’s turn to AoE the group. After the Reek hits Jango and the B2s bot hit my team, Shaak Ti is uses Stand Your Ground on herself. The Reek then hits Echo and Jango does as well, causing the sacrifice of Fives.
I am able to take out both of the B2s and have the other four members of my team alive, but not in great shape. Shaak is up again and SYG is an option, so I review the alliance’s guidance to see if it aligns with my gut instinct – protect Echo since I need his offense. I use Echo and ARC’s special attacks on the Reek and lower him to about 60% protection and Rex survives a hit from the Reek and gets to attack Jango with his basic, but Jango then kills him. Echo hits the Reek with a basic and the Reek kills ARC leaving Shaak and Echo with the turret as my only hope. The Reek kills Shaak, and then he and Jango trade hits and finally Jango kills off Echo setting up another month-long wait to try again at this stupid mission.
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 6:
I have again read up on the alliance’s attempts to educate us on the different strategies for this battle, and I have (finally) upgraded Rex to Relic 7 to now have all characters completely maxed out. While I am doing very well in all other troop battles (ships, not so much…), this battle would be the cherry on top if I can get the win. Multiple perfect 4/4 Combat Missions are nice, but this battle is the true test in my opinion.
My roster looks almost the same as it did a month ago, and luckily my Clones remain COVID-free.
- Shaak Ti – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 330 speed, 85k health
- Rex – 30,132 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Potency sets) – all abilities maxed, 305 speed, 72k health
- Echo – 29,347 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & CC sets) – all abilities maxed, 274 speed, 60k health, 7,255 physical damage, 10,846 special damage
- Fives – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (2 Health sets & 2 random 6-dot mods) – all abilities maxed, 237 speed, 101k health, 65k protection, 5,541 physical damage, 72.4% Armor
- ARC Trooper – 28,563 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & Health sets) – all abilities maxed, 301 speed, 83k health, 10,500 physical damage
05.21.20 – Rex is now maxed out on Relics and I am bringing back the same mods as my last attempt as that has my stats where we want them…
Jango comes out and hits ARC with a rocket and then the Reek adds Trampled to all of my heroes (which removes all TM from ARC since he had Stagger on him) – not feeling great about this start. Jango attacks the Reek and I cleanse Shaak Ti with her second turn using the SYG, then Rex cleanses the team and I take out a B2. I get the other B2 to one stack remaining and another Jango rocket kills Fives.
Shaak is up and uses SYG on ARC in an effort to keep him alive and also kills off the second B2, but Jango has immunity with ARC ready to attack. ARC uses a basic on the Reek, then takes a hit to nearly kill him, then I use Rex’s basic on Jango knowing it will do nothing. Echo follows with a AoE special and Jango uses his basic on the Reek. Shaak heals ARC a bit and hits the Reek, then Rex hits Jango with another basic leaving Echo up next. Echo and ARC use basics on the Reek and Jango burns leaving Shaak ready to attack and she saves SYG b/c the Reek is at 90% TM. He attacks Jango and Rex is up with Jango NOT having the immunity, and takes him out with the Aerial Advantage special. Of course Jango is back, but attacks from Echo and ARC leave me with four heroes against the Reek – my best situation in this battle ever.
Now Shaak Ti, Echo, ARC and Rex face the Reek who has maybe 20% protection. My team is all below 100% health and Shaak is up with SYG ready to use on herself, removing two Trampled debuffs. A few attacks and counters later I am still alive and the Reek is at about 85% health. Shaak keeps refueling ARC to keep him and Echo attacking as even Rex’s AA is not valuable here. Shaak is up with SYG again and uses it to cleanse 3 stacks from ARC this time as I need him alive as he and Echo are the ones who have whittled Reek down to 45% health. Rex is now dead after that SYG use on ARC, and ARC and Echo get the Reek to red health. Shaak calls Echo to assist, which calls the turret to attack also and for the first time to date, I have defeated the Reek.
Phase 3 (South) Ki-Adi-Mundi Shard Combat Mission Battle Notes – Take 7:
After successfully beating the Reek 2 of the past 3 times, both times with the assistance of my guild mates, I am back at it with some sliced mods and slightly altered stats – more health for Shaak Ti,.
My Clones remain COVID-free, as does Shaak Ti. Here is my roster for today:
- Shaak Ti – 32,377 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 332 speed, 93,836k health
- Rex – 30,148 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Speed & Health sets) – all abilities maxed, 309 speed, 66k health
- Echo – 29,347 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & CC sets) – all abilities maxed, 274 speed, 60k health, 7,255 physical damage, 10,846 special damage
- Fives – 32,328 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (3 Health sets) – all abilities maxed, 221 speed, 116k health, 66k protection, 5,541 physical damage, 70.5% Armor
- ARC Trooper – 28,563 power – 7-stars – Gear 13, Relic 7 – Six 6-dot mods (Offense & Health sets) – all abilities maxed, 301 speed, 83k health, 10,500 physical damage
11.16.20 – I fought this with my guildmates and the stat gains are a definite help. Having top-notch mods like above and all Relic 7 character is going to increase your chance of winning by a lot.
In the battle, which I did not take notes on this time, the typical strategy worked. Kill the B2s and then hit Jango when you can, otherwise hit the Reek with the higher damage Clones – Echo and ARC. I apologize for not having detailed strategy, but for high-end guilds you should likely be streaming this and getting advice from others by now as this is incredibly helpful.
Here is an infographic from Kolin SWGoH that was published on Reddit for those in need of help or just double-checking their stats.