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Deck guide · Dark Side · best in 1v1
Boba Fett, leader of Boba Leader HuntBoba Fett skill icon

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.

Leader Boba Fett
Avg cost2.57
DifficultyHard
StyleLeader assassin

The deck

Leader skill. Missile Strike: Fires a missile from his jetpack, dealing X% of Attack Power as area of effect damage.
Leadership. Target Acquired: Boba Fett deals X% more damage to enemy leaders.

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

CardCostJobHow to use it
2Cheap damageCycle card and back line.
2Cheap front lineThree sturdy melee units for 2 energy. Cheap answer to divers.
2Pull and snareEnsnares enemies and pulls them together. Throw it on the enemy leader.
3Unique, pull bombBoba's own Unique. Seismic charge pulls enemies in, then explodes. Leader plus nearby units in one spot.
3SplashExplosive shot for swarms.
3Tank1,162 health and shoots while moving. Your main front line.
3Ranged damageTwo strong shooters behind the Sentry Droid.

Game plan

Opening

First minute

  1. Riot Control or Stormtroopers first. Never open with Net or Slave I.
  2. Keep Boba behind your units. He's a hunter, not a tank.
  3. Chip the leader with Boba's attacks; his bonus applies to every hit on a leader.
Mid game

Win the fights

  1. The hunt: Energy Net on the leader, then Missile Strike on the netted spot.
  2. Slave I when their leader stands near their units: it pulls everyone together for one blast.
  3. Leader down: Sentry Droid and Death Troopers push the turret with you.
Late game

2x energy and Sudden Death

  1. 2x energy: Net plus Slave I on the same leader is often a guaranteed kill.
  2. Each leader death adds 1 second to their respawn, so late kills buy longer windows.
  3. Sudden Death: kill the leader first, then the turret is yours.

Signature combos

2 energy

Bounty

Energy Net + Missile Strike

Net holds the leader still, missile lands with Boba's leader bonus.

5 energy

Seismic Hunt

Slave I + Energy Net + Missile Strike

Pull everything together twice, then blow it up.

6 energy

Respawn Push

Leader kill, then Sentry Droid + Death Troopers

Front line and shooters walk into the turret while they wait.

Matchups

AgainstWhat to do
Passive leaders who stay backPush lanes with the Sentry Droid and Death Troopers until they have to come out.
DiversRiot Control Stormtroopers and Energy Net on the diver.
Swarm decksSandtrooper and Slave I clear them.
Tank decksFocus 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

  1. Using Energy Net on squads.
  2. Walking Boba into the front line to land Missile Strike.
  3. Killing the leader and then not pushing a turret.

Upgrade order

  1. Boba Fett
  2. Slave I
  3. Imperial Sentry Droid and Death Troopers
  4. Stormtroopers, Riot Control Stormtroopers, Sandtrooper
  5. Energy Net

See Upgrades and resources for costs.

Running this deck? Post your results, tweaks and replays in the SWFAR Facebook group, vote for Boba Fett on the community tier list, or submit your own guide.