How to beat Snoke and AT-ST
Players on the SWFAR Discord agree on one thing: the AT-ST alone is manageable, but Snoke with an AT-ST is the combo that makes Light Side players quit queue. Snoke pushes away everything that tries to stop the walker and silences the leader who could. Here's what Snoke actually does, by the numbers, and how players are beating it.
Snoke's kit, by the numbers
Supreme Leader SnokeLeader, 924 HP
AT-ST Walker7 energy, 4,242 HP- Skill: Push (40 second cooldown). Pushes nearby enemies back and deals 250% of his Attack Power as damage. That push is what clears your melee swarm off the AT-ST.
- Passive: Silence. Enemy leaders hit by the Push can't use skills for 6 seconds.
- Double tap: renders enemies immobile for a short time.
- Attack: lightning that bounces between up to 3 enemies, and 103 base attack, one of the highest of any leader.
- Weak spot: 924 HP. Snoke is slow and has some of the lowest health in the game. Every counter starts there.
Why the combo works
The AT-ST's counter is a melee swarm, and Snoke's Push hits everything near him and knocks it back. So the swarm that should kill the walker gets pushed off it, takes 250% damage and your leader gets silenced for 6 seconds on top. The combo is strong because each card covers the other's weakness.
How to beat it
- Bait the Push first. Push has a 40 second cooldown. Send one cheap melee card (Twi'lek Rebels, Talz Marauders) to draw it out, then send your real answer while it recharges.
- Make them do cardio. A community favorite: push both lanes at the same time. Snoke is slow and can only Push one side, so the other lane gets to the turret.
- Kill the AT-ST away from Snoke. Snoke walks behind the walker. Hit the walker early, before Snoke catches up, with a Rebel Demolitionist from range.
- Go after Snoke. 924 HP is low. An X-Wing, a Y-Wing or a quick leader dive kills him, and the walker is easy without him.
- Don't send your leader into the Push. Getting silenced for 6 seconds means losing your skill for the fight. Stay just out of range until the Push is used.
Cards that help most
| Card | Cost | Job |
|---|---|---|
Rebel Demolitionist | 3 | Breaks the walker from out of Push range. |
Twi'lek Rebels | 1 | Cheapest bait for the Push. |
Talz Marauder Army | 4 | The real swarm, sent after the Push is used. |
C-10 Stun Grenade | 2 | Stun Snoke before he Pushes. |
X-Wing | 3 | Line damage that reaches a fragile Snoke behind his walker. |
Resistance Grenadier | 4 | Stuns the AT-ST and Snoke together if they stay close. |
Leaders that handle it
- Lando Calrissian: cycles into stuns and anti-heavy cards fast. See the Lando guide.
- Obi-Wan Kenobi: his taunt pulls Snoke's attention, and Commander Cody summons rocket clones against the walker. See the Obi-Wan guide.
- Leaders who dive: anyone who can reach the backline fast punishes Snoke's low health.
A word on levels
Players note that Snoke shines at low levels, and that the matchup evens out as Light Side melee leaders reach level 5 and 6. If you are losing to it a lot right now, it is partly a level gap. The spending guide covers where to put your upgrades first.
Rebel Demolitionist
Twi'lek Rebels
Talz Marauder Army
C-10 Stun Grenade
X-Wing
Resistance Grenadier