

Boba Leader Hunt
Boba Fett deals bonus damage to enemy leaders. This deck exists to kill them: Energy Net and Slave I, Boba's own Unique, pull the enemy leader into a clump, Missile Strike blows it up, and the Sentry Droid and Death Troopers hold the lane while Boba hunts. Every leader kill buys a respawn window to push a turret and gives you bonus energy.
Boba FettThe deck
Era set bonus: Galactic Empire: 7 of 8 cards, so your skill cooldown is 14% shorter. X values grow with your leader's level and perks.
How it wins
Kill the enemy leader over and over with pulls and Missile Strike, and push a turret during every respawn.
Strengths
- Bonus damage to leaders on Boba himself
- Two pull effects (Energy Net, Slave I) set up kills
- Sentry Droid and Death Troopers hold the lane
Weaknesses
- Weak if the enemy leader stays back
- Boba is fragile (1,061 health)
- Needs precise placement of nets and Slave I
Card by card
| Card | Cost | Job | How to use it |
|---|---|---|---|
| 2 | Cheap damage | Cycle card and back line. | |
| 2 | Cheap front line | Three sturdy melee units for 2 energy. Cheap answer to divers. | |
| 2 | Pull and snare | Ensnares enemies and pulls them together. Throw it on the enemy leader. | |
| 3 | Unique, pull bomb | Boba's own Unique. Seismic charge pulls enemies in, then explodes. Leader plus nearby units in one spot. | |
| 3 | Splash | Explosive shot for swarms. | |
| 3 | Tank | 1,162 health and shoots while moving. Your main front line. | |
| 3 | Ranged damage | Two strong shooters behind the Sentry Droid. |
Game plan
First minute
- Riot Control or Stormtroopers first. Never open with Net or Slave I.
- Keep Boba behind your units. He's a hunter, not a tank.
- Chip the leader with Boba's attacks; his bonus applies to every hit on a leader.
Win the fights
- The hunt: Energy Net on the leader, then Missile Strike on the netted spot.
- Slave I when their leader stands near their units: it pulls everyone together for one blast.
- Leader down: Sentry Droid and Death Troopers push the turret with you.
2x energy and Sudden Death
- 2x energy: Net plus Slave I on the same leader is often a guaranteed kill.
- Each leader death adds 1 second to their respawn, so late kills buy longer windows.
- Sudden Death: kill the leader first, then the turret is yours.
Signature combos
Bounty
Energy Net + Missile Strike
Net holds the leader still, missile lands with Boba's leader bonus.
Seismic Hunt
Slave I + Energy Net + Missile Strike
Pull everything together twice, then blow it up.
Respawn Push
Leader kill, then Sentry Droid + Death Troopers
Front line and shooters walk into the turret while they wait.
Matchups
| Against | What to do |
|---|---|
| Passive leaders who stay back | Push lanes with the Sentry Droid and Death Troopers until they have to come out. |
| Divers | Riot Control Stormtroopers and Energy Net on the diver. |
| Swarm decks | Sandtrooper and Slave I clear them. |
| Tank decks | Focus their tank with Death Troopers; save pulls for the leader. |
Swaps: Energy Net to C-14A Stun Grenade if you want a harder lockdown.
Mistakes to avoid
- Using Energy Net on squads.
- Walking Boba into the front line to land Missile Strike.
- Killing the leader and then not pushing a turret.
Upgrade order
- Boba Fett
- Slave I
- Imperial Sentry Droid and Death Troopers
- Stormtroopers, Riot Control Stormtroopers, Sandtrooper
- Energy Net
See Upgrades and resources for costs.