Inspire Events

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*"Your troops in friendly territory are inspired to move and attack twice as fast in this hectic event!"*

Leia . . . everywhere. This event weaponizes Princess Leia's special, Inspire, and applies it all over the deployment area. Whenever units are within the deployment area, that unit's speed and rate of attack is doubled. Once the unit leaves the deployment area, movement and attack speed return to normal. When you build towers and your deployment zone increases, thus increases the area of inspired territory.

#### Best Units in Inspire

* **Spawn Towers** - Inspire causes Ewok Treehouse and Droid Factory to produce units at double the rate creating a chaotic battlefield. The treehouse has the advantage since Ewoks are better than battle droids 1v1. If you choose this route, establish control of middle with either a tower or unit presence before building a spawn tower. Use the distraction to work your way up the field and attempt a base-kill victory.
* **Snipers** - This is arguably the *ONLY* time you should put a sniper in your deck. Ideal placement is just inside the inspired zone putting assault on opponent troops or towers. Seismic at tournament level will not kill Cassian Andor and Booma Balls require two ball's splash damage to kill IG-88. Bomber Strikes are the main defense against snipers. (Another sniper could be used if timed well.)
* **Other Ranged Units/Champions** - Boba Fett, Super Battle Droid, and Han Solo have a range attack long enough to attack a rear tower (if middle tower position is friendly) while staying inspired.
* **Missile Launcher** - An adjustment in later events has decreased the missile launcher's rate of fire, but this tower helps keep spawn towers further back if necessary as well as apply pressure on the middle tower position or rear tower position. However, consider the Launcher's weakness of not firing directly underneath as defenses will need to be deployed to protect the tower. An inspired BB unit will sneak under the launcher's missiles.
* **Turbolaser** - TL's double rate of fire helps it defend decently well against swarms and single units. It is still possible to overwhelm a turbo laser turret so keep that in mind when you build one, make sure you can defend it.

#### Weak Units in Inspire

* **Flame Towers** - These units are trash in normal use and inspire is no exception. Flame Towers are easy to distract and easier to stun with BB. Add susceptibility to air units and this is three energy that could be spent on something else worth being inspired about.
* **Moloch** - While quite effective in other events (can solo a base with the hounds if left unanswered), Moloch struggles in inspire because his movement speed is double, but his spawn speed is not. Moloch's value comes from buildup and spawns. In inspire, he moves too fast to spawn enough hounds and it is hard to get a tank in front of him to help him survive. It is possible to use him in inspire, but be careful of his limitations that might lead to wasted energy.
* **Shield Generators** - Non-attacking tower for 4 energy? You've just made inspire "hard mode".

### Inspire Strategies

Base kills (max win) is always the goal (need those Crystals!) but depending on deck matchup as well as opponent skill will determine if this is possible or not. The best strategy with any deck is to work your way forward. Establish a strong unit presence in the middle before building a middle tower to ensure that your tower will survive the longest. It might be necessary to build a rear tower first and progress towards middle tower if your opponent is more aggressive. Essentially, do not rush units onto the field because they will be shredded once they reach an inspired defense. Launching an attack on an inspired base requires stun, tanking units, and/or shielding units (Yoda/Grevious). Do not throw individual units at an inspired base.