Decks

## Building a Deck

Having a deck that works well together is essential for getting max wins (5 medals) to earn crystals to upgrade your units. In LSWB, having a low average cost is critical for success. In general, you do not want your average cost to be more than 3.4 energy. Ideally, you want your cost to be at 3 or 3.1 energy. The main strategy of this game is controlling/contesting the middle tower spot. Select units that will be most effective in this venture.

For tips and assistance in deck building, go check out the LSWB Discord.

### Essential Cards

Essential cards that should be in every deck: https://www.youtube.com/watch?v=Dx2TXC-JS6Q

* Stun Strike (Booma Balls, Seismic Charge)
* Stun Droid (BB-8, BB-9E)
* Particle Beam
* (early-game) Bomber (Y-Wing, Tie Bomber)
* one-energy cycle card (Three Porgs, One Stormtrooper and/or Two Battle Droids)

If you don't have these cards yet, don't worry. Do your best to acquire these as soon as you can to level up and play in your deck.

(Note: Some high-level players have substituted bombers with other cards for a stronger swarm strategy, however bomber’s usefulness in many situations for clearing a base or tower make it one of the best high-damage cards to have. Though can get "stuck" with bomber in your hand an unable counter an opponent's play effectively.)

### Which Cards to Use

Picking the rest of your deck will vary a little bit based on what is available to you, what is leveled up, and the type of cards you face at your level. Early in the game, common cards are widely used because they are the easiest to level up. However, over time rare cards become more common because they have better stats than common cards. The same is true with epic cards. As you level up cards, balancing your deck's card levels can be tricky as you figure out what works. Just realize that as the game progresses, you will transition (in general) from common cards to rare cards to epic cards. This transition is hard to specifically specify when this happens as it is a mix of levels, trophies, and player skill. Outside of your essential cards (see above) there are some great core units and a few slots for variety based on champion, play style, and preference.

### Epic Cards

In the early game, epics are a bit of a joke. They are harder to level up and at lower levels have very weak attack and health. This is different story, however, when they reach levels 11-13. *Regardless of level, stun droids (BB-8, BB-9E) should ALWAYS be in your deck!* Due to the scaling system for Epics, leveling an epic after level 9 is equivalent to leveling another card by two levels giving a huge boost making incredibly-powered cards at Level 12 that demolish rates and commons (and even champions), not to mention level 13 epics. A player with leveled up epics has a big advantage over players using level 13 commons and even some level 13 rares. Leveling epics to L12-13 opens a lot of variety to be able to dominate the game and have different decks than you would otherwise. Here are a few of the great epics to look out for:

* Varactyl
* Moloch
* Mynocks
* Bantha

## Fixed-Deck Events

Some events have a pre-set deck that each player will use when matched within that event. Each deck is different and may not contain elements that are normal to your play style. Before you play a fixed-deck event, look at each side's deck to observe it's strengths and weaknesses (cyclability, tank cards, counter cards, etc.) so that you can make better game-time decisions. You can always start an event earlier so that you have plenty of time to finish the event if you are placed in time penalty for that event. Check out more information of fixed decks.

## Building decks on each planet

Playing on a planet that doesn’t have the essential cards unlocked yet can be difficult. For some general trips, check out the videos below.

* Endor: https://www.youtube.com/watch?v=2YjNqjLHFEo
* Geonosis: https://www.youtube.com/watch?v=szyFyBYWy08
* Hoth: https://www.youtube.com/watch?v=8ScrY-LCtUM
* Takodana: https://www.youtube.com/watch?v=\_KB8agW2oIA
* Kashyyyk: https://www.youtube.com/watch?v=Vxz0uKwKHP4

## Choosing a Champion

Choosing a good LS and DS champion to carry your team is essential for getting the most medals per game. Some champions are more effective than others and each champion requires a slightly different play style. For a detailed description of the best LS and DS champions, check out the page: Choosing a Champion.

## Deck Synergy

Pick a deck that works well together and fills gaps left by your champion or popular opponent cards. This is based on the type of decks that you are facing. This also is affected by card levels for best options.

*(needs updating)*

## Towers

There is more discussion around the strategy of when and how to use towers in "general strategy". This section will discuss the advantages and disadvantages of each tower in your deck.

**Turbolaser** - The classic tower. Three-energy cost, good health, decent damage. A balanced tower that can be good for taking up space, blocking an opponent, or a cheap forward tower option to apply pressure. Still weak to champion's high heath (especially when escorted by other units) and swarm, it is a solid block of health that can slow opponents while you bring in reinforcements.

**Flame Tower** - Bleh. Nearly useless. Vulnerable to every aerial attacker (buzz droids, probe droid, duros, mynocks) with weak health and weak damage. It's only advantage is three energy and an area of effect (AoE). There *might* be a case for use against Moloch and flock of porgs, but these are minor and I do not believe that it is worthwhile where other towers provide better coverage. Ewoks still get several shots off (for a chunk of damage) before they die, and the flame can be turned and attacked from the other direction, even as a rear tower. Moroff, Super Battle Droid, and Boba (snipers and Mando excluded) can attack flame tower without turning up the heat.

**Particle Beam** - THE BEST TOWER IN THE GAME. The increasing damage on a single target is the best way to eliminate an opposing champion for near similar energy costs. No other tower effective at defeating a champion and will require a swarm of other units to defend a tower and keep it standing. Particle beam is not limited by where the opponent is located unlike other towers that will need to turn and face each targeted unit. However, the weakness of this tower are worth paying attention to. PB requires a "power up" time before starting damage, take this into account when facing units marching on the tower. Swarm is also a problem (corellian hounds, battle droids, flock of porgs) and will require assistance to keep the tower alive.

**Missile Launcher** (Imperial/Rebel) - Classified as a "special use" tower. This can provide pressure on an opposing middle tower or opponent base if placed as a forward tower. However there are multiple caution areas to note. ML has a minimum distance. BB, porgs, Tauntaun, Enfys, and all melee units can get under the range of the ML to do damage (especially when ML is targeted on something else). ML has slow tracking abilities, taking an annoying amount of time to lock on to opponents. ML also cannot attack air units which is especially concerning against Mynocks and buzz droids. LS ML is less useful simply for the type of DS units are in the game. DS ML has more usefulness against porgs, towers, and Mando but still has to be played carefully to defend well. As a non-typical tower, opposing players may not effectively defend against a missile launcher giving you the advantage.

**Shield Generator** (Imperial/Rebel) - The shield generator takes up space. While it doesn't attack enemy units, it deals a decent amount of damage when destroyed. Units attacking the tower are also distracted and can be taken out fairly easily (opposing units "retarget" when the shield is destroyed). The regenerating shield health is also a bonus. This can be a fun tower when you feel like goofing around.

**Spawn Towers** (Ewok Treehouse/Droid Factory) - These towers are a tactical option that sometimes work, sometimes not. The goal with these towers is to cause your opponent to over-commit energy trying to destroy the spawn tower that gives you an advantage to overwhelm your opponent by having too many things to kill on the field. These are generally played in rear tower positions protected by a middle tower (Particle beam or turbolaser) as units build up on the field. These can be paired with any champion, but will shift the style of play to a build-forward and overwhelm.

## Decks by Champion

Outside of the essential cards listed above, there are a few cards that help provide coverage where your champion might be weak. Here are a few possible combinations.

(Spawn towers are not discussed with champions as they shift the play entirely, regardless of champion. See the above section or individual pages about using these towers.)

### Yoda

Full Swarm - Flock of Porgs, Ewoks, Three Porgs, Rebel Commando

**Tauntaun Terror** - The goal of this deck is to cycle Tauntaun on opposing towers or base in an aggressive-style play with early pressure on mid tower position to make a play on base. You essentially will time Yoda's shield to buy time for Tauntaun to get more hits while bringing in support with Ewoks and Rebel Commando (or Enfy's Nest instead of commando). Three porgs serve as the cycle card as well as keeping BB-9E off of towers, distracting champions, additional damage. If energy is close in the matchup, Yoda shield with Ewoks/Rebel Commando/Enfy's Nest can still do a bit of damage if timed well. Y-Wing also enables a bomber cycle at the end of the game if base or tower is low enough health. If leveled comparatively, Varactyl could be used in the bomber position for additional stun option.

Mynock Shield -

### Din Djarin (Mando)

Support -

Turtle Shell -

### Boba Fett

**Balance** - Boba provides a good amount of coverage against swarm when using rockets as well as the ability to attack mynocks without using a special (even then, Moff Gideon, Dooku, and Phasma's weak stormies). This deck allows for decent firepower on the field while providing additional swarm coverage from Guavian Security Solider, Mynock/Tauntaun defense from Battle Droids, and cycle ability from the Stormtrooper.

### General Grievous

Base Run - Super Battle Droid, 1ST, 2ST, Battle Droids