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Guide · Strategy and 1v1

How to win at Force Arena

Every match is a race to break the enemy's defenses while protecting your own. These are the habits that win games, plus the numbers behind era bonuses and leader picks, pulled straight from the game data.

The core habits

  1. Kill the enemy leader, then push. While their leader waits to respawn, they have their weakest defense. Send everything at a turret right away. Several leaders also get bonuses when an enemy leader dies.
  2. When your leader dies, defend. Pull back toward your own turret until you respawn. A turret plus a few units holds far better than units alone.
  3. Defend first, then counter. Units that survive a fight at your turret walk forward as a free push, because your opponent just spent their energy attacking.
  4. Keep a cheap card in hand. Holding one card that costs 2 or less means you can always answer a surprise push.
  5. Put a tank in front. High-health or shielded units soak turret fire while your ranged units shoot from behind.
  6. Aim your support cards. Air strikes and grenades are worth the most on a clump of units or a leader standing still. Don't throw them at one trooper.

1v1 tips

  • Your leader is your main defender, so leader health matters more. Tanky leaders like Darth Vader, Luke Skywalker and Anakin Skywalker are the most forgiving.
  • No one covers your gaps, so every deck needs a tank, splash damage for swarms and a way to hit turrets.
  • Fragile leaders like Cassian Andor, Poe Dameron and Supreme Leader Snoke get run over by melee leaders. Play them in 2v2.

2v2 tips

  • Split jobs. One player holds the front with a tanky leader, the other brings ranged damage or support.
  • Stack effects. A stun from one partner followed by an air strike from the other wins fights.
  • Call your pushes. Two players attacking the same turret at once breaks it far faster than two separate pushes.

Era set bonuses

Each card belongs to an era. Run 4 or more cards from your leader's era (your leader counts) and you get a bonus that grows with each extra matching card, up to all 8. Each extra card adds a small amount, so pick cards for what they do first and use the era to break ties.

EraBonus4 cards8 cards
Galactic EmpireLeader skill cooldown reduced11%15%
SeparatistsEnergy recovery rate increased4%8%
First OrderLeader respawn time reduced6%18%
Rebel AllianceEnemy unit damage to your turrets reduced6%10%
Galactic RepublicSquad unit attack increased4%8%
ResistanceDamage your units take reduced8%12%

Generic support cards (stun grenades and the like) belong to Light Side or Dark Side, not an era, so they don't count toward the bonus.

Reading a matchup

If they playAnswer with
Swarms (Talz Army, B1 droids, troopers)Splash damage: grenadiers, Sandtrooper, X-Wing or TIE Fighter strafes, flamethrowers
Droids and vehicles (tech units)Rocket Stormtrooper, Rebel Demolitionist, Chopper, Rex, Ion Mine, Resistance Grenadier
Big organic unitsHigh single-target damage (ARC Trooper, snipers) or steal them with Ben Kenobi or Rey's Mind Trick
Fast melee leaders diving your back lineA stun grenade, a sturdy unit like Wookiee Warrior beside your shooters, or a taunt Unique if your leader has one (Chewbacca for Han, K-2SO for Cassian, Fifth Brother for Seventh Sister)
Turtling at their turretUnits that outrange turrets: Dressellian Sniper, Rocket Stormtrooper, Rebel Demolitionist

Leader pairs worth knowing

Some leaders get a bonus from one specific card. Build around these and the deck almost plays itself.

LeaderPaired cardWhat it does
Luke SkywalkerBen KenobiWhen Ben falls, Luke deals more damage and takes less
Baze MalbusChirrut ÎmweBaze attacks faster while Chirrut lives
Hera SyndullaChopperDeploying Chopper boosts energy and skill recharge
Grand Admiral ThrawnGovernor PrycePryce follows Thrawn and refunds energy
Agent KallusYogar LysteLyste follows Kallus and speeds up nearby organics
Padmé AmidalaCaptain TyphoTypho follows Padmé and reduces her damage taken
General HuxFirst Order OfficerSummons riot troopers when Hux uses his skill
Cad BaneAurra SingAurra targets whoever is attacking Cad Bane
MolochRebolt & SykeSpeeds up Moloch's Corellian Hound deployment

Each Unique card can only be used with its own leader. See Leaders and Uniques.

See what's winning right now. The best counters change as players adapt. The SWFAR Facebook group is where players share the decks and tricks beating them this week.