How to play Supreme Leader Snoke
Snoke is the leader the community votes most interesting, and one of the most hated to play against. He doesn't win fights with raw damage. He wins them by shoving your whole push backwards and switching off the enemy leader's skill at the worst possible moment. Here's how his kit works, with the numbers from the game files.
At a glance
| Side and era | Dark Side · First Order |
|---|---|
| Type | Organic · Ranged |
| Health (level 1) | 924 |
| Attack (level 1) | 103 |
| Max level | 8 (every perk is open by level 7) |
| Unique card | Elite Praetorian Guards · 4 energy |
| Skill | Push, 40 second cooldown |
| Passive | Silence (enemy leaders hit by Push lose their skill) |
| Double tap | Renders enemies immobile for a short time |
His kit, explained
- Skill: Push (40 second cooldown). Snoke shoves everything near him backwards and deals 250% of his Attack Power to all of it. It undoes a push in one button and throws melee swarms off whatever they were attacking.
- Passive: Silence. Any enemy leader hit by Push can't use their skill for 6 seconds, or 8 with his third perk. That's long enough for your army to win the fight before they get their answer back.
- Double tap: immobilize. Double tap Snoke and he freezes enemies in place for a short time. Use it to hold a leader inside your turret's range or stop a runner.
- Elite Praetorian Guards, his Unique. Four energy for two guards: one bleeds enemies with dual vibro-swords, the other makes them go rigid. They lock down whatever Push and Silence left standing.
- Weak spot: 924 HP, one of the lowest of any leader. Snoke is a controller, not a brawler. Anything that dives him before he pushes wins the trade.
Perks and when they unlock
Perks unlock as the leader levels up and cost Perk Points and Credits. Leaders max out at level 8, and the fifth perk needs level 7, which is why so few players have seen a fully perked leader yet.
| Perk | Unlocks at | What it does | Perk Points | Credits |
|---|---|---|---|---|
| 1 | Level 1 | Increases Attack Power by 6%. Simple damage boost. | 1,000 | 6,000 |
| 2 | Level 3 | Damage +50%. Push and his attacks hit 50% harder. A big jump for a 250% skill. | 3,450 | 10,000 |
| 3 | Level 4 | Increases Silence duration by 2 seconds. Silence lasts 8 seconds. The best perk for his whole game plan. | 8,500 | 16,000 |
| 4 | Level 5 | Reduces double tap skill cooldown by 10%. The freeze comes back faster. | 16,000 | 32,000 |
| 5 | Level 7 | Increases double tap skill’s Immobility duration by 10%. Enemies stay frozen a little longer. | 31,750 | 136,000 |
| All five perks | 60,700 | 200,000 | ||
Game plan
- Push when they commit, not before. Wait until the enemy drops their swarm or dives with their leader, then Push. A Push on an empty lane wastes 40 seconds.
- Silence the leader, then fight. The 6 seconds after Push is your window. Throw your Praetorian Guards and troopers in while their leader can't answer.
- Stay behind a tank. With 924 HP, Snoke should never be the front line. An AT-ST, Executioner or Heavy Assault Stormtrooper in front buys him time.
- Pair him with a walker. Snoke's Push clears the melee swarm that's supposed to kill an AT-ST, which is why Snoke and AT-ST is the most complained-about combo in the game.
- Go full First Order. Eight First Order cards cut his respawn time by 18%, the biggest era bonus in the game, which matters on a leader this fragile.
A deck to start with
| Card | Job | Why it is here | |
|---|---|---|---|
![]() | Elite Praetorian Guards 4 energy | Unique, lockdown | Bleed plus rigid. Finishes whatever Push leaves behind. |
![]() | First Order Stormtroopers 4 energy, 187 HP, x6 | Core ranged | Four energy for a solid ranged squad that holds the lane. |
![]() | First Order Flametrooper 3 energy, 364 HP, x2 | Swarm clear | Burns through the melee swarms people bring against walkers. |
![]() | First Order Executioner 3 energy, 960 HP | Front line | High HP and area damage. Stands in front of Snoke. |
![]() | First Order Heavy Assault Stormtrooper 3 energy, 435 HP | Damage | Heavy fire for three energy. |
![]() | First Order BB-Unit 2 energy, 465 HP | Repair | Keeps your tech units alive if you add a walker. |
![]() | First Order SF TIE Fighter 3 energy | Control | Stuns tech units and leaders in its blast radius. |
Average cost 3.1 and all eight cards First Order for the full 18% respawn bonus. The common swap is the TIE Fighter for an AT-ST Walker if you want the classic Snoke push.
More builds from other players: community decks for this leader in the deck gallery.
How to beat Supreme Leader Snoke
- Bait the Push. Send a cheap unit or two first. Once Push is on cooldown you have 40 seconds of free fighting.
- Dive him early. 924 HP is fragile. Assassins, Boba Fett or a fast leader push kill him before he gets value.
- Don't stack your leader on his swarm. Keep your leader out of Push range until it's used, so Silence misses.
- Read the full combo guide: how to beat Snoke and AT-ST.
Best and worst matchups
Community votes on the whole match (leader, Unique and usual deck) from the leader matchup chart.
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What players are saying
Snoke is the leader the community voted most interesting on the swfar.com tier list, and he's the half of the Snoke and AT-ST combo players complain about most. battlestar, one of the SWFAR Discord moderators, shared two Snoke builds this week: an offensive tank list (open it in the builder) and a bleed control list (open it in the builder). Join the conversation in the SWFAR Discord or the SWFAR Facebook group.






