Star Wars Galaxy of Heroes Top 5 Clone Teams

Star Wars Galaxy of Heroes, Best Clone Troopers, best galaxy of heroes teams
The reworked Clone Troopers of the 501st are at the ready


Sometimes overlooked, the relentless Clones should never be counted out. With their recent rework and the addition of the Bad Batch, having a strong group of Clone teams is worthy of building. Some of these clone teams can be interchangeable with Galactic Republic Jedi, as their synergy is some of the strongest in-game.

5. Veteran Clone Trooper: Fives, Cody, Rex, Wrecker, Hunter

With his signature double pistols, Fives is ready to fight till the death

The first team on our list is led by the one who endured the most. Fives is a cunning, courageous Clone who always puts his team first. In Galaxy of Heroes, mod this team with offense and protection pieces.

Veteran Clone Trooper Unique Team Abilities:

  • Clone Trooper allies have +50% Defense, and other allies gain half that amount. 501st allies gain Protection Over Time (5%) for 2 turns whenever they are critically hit.
  • With Fives' Cover Fire: Deal Physical damage to target enemy and call target ally to assist. If the assisting ally is a Clone Trooper or 501st, both attackers deal 35% more damage. At the end of his turn, if no allies are Taunting, Fives Taunts for 2 turns.
  • Wrecker’s Wrecking Ball is a great use of his tank abilities, with it: Deal Physical damage to all enemies. Gain Taunt for 2 turns. All Clone Trooper allies gain Defense Up and Tenacity Up for 2 turns.

 

4. Ghost Company Commander: Cody, Fives, Rex, ARC Trooper, Sergeant Phase 1 Clone TrooperClone Trooper Cody makes a brief cameo in Revenge of the Sith, as he hands Obi-Wan his lightsaber

While Cody’s betrayal of Obi-Wan in Revenge of the Sith caught us all by surprise, he remains a diligent leader to his squadron. Expect multiple assists from the Galactic Republic leader.

Ghost Company Commander Unique Team Abilities:

  • Clone allies gain 30% Critical Chance, and other allies gain half that amount. Cody gains 60% Defense for each living Clone ally and other Clone allies gain half that amount. Clone allies recover 5% of their Max Protection whenever they use a Basic ability.
  • With Cody’s 212th Attack: Call all Clone allies and one random ally to assist. These Assists deal 40% less damage. Each time an Assist scores a Critical Hit, reduce the Cooldown of this ability by 1.
  • ARC Trooper’s Assign Command gives even more assisted attacks to this team, with it: deal physical damage to the target enemy. If the Blaster Turret is present, give Command to target another Clone ally until they are defeated or until Command is granted to a different ally. Command: The Blaster Turret assists whenever this character uses an ability during their turn

3. Clone Troopers: Shaak Ti, Rex, Fives, Echo, Sergeant Phase 1 Clone Trooper

The fearsome and respected Shaak Ti is an extremely versatile leader who synergizes with Jedi and Clone Troopers.

Led by the famous Shaak Ti, this Clone Trooper team centers around assisted attacks, counter-attacks, Turn Meter gains, and damage increases. Shaak Ti acts as a supercharger to the clones, enhancing their abilities tremendously. 

Clone Troopers Unique Team Abilities:

  • Unity Wins War: Clone Trooper allies have +35 Speed. Clone Trooper allies recover 5% Health and Protection when they attack out of turn. For each Clone Trooper ally at the start of battle (excluding summoned allies), Galactic Republic allies have +15% Max Health, +5% Max Protection, and +15% Offense.
  • Shaak Ti’s Heightened Reflexes: Whenever Shaak Ti or a Clone Trooper ally takes damage from an attack, Shaak Ti gains 20% Turn Meter. Whenever Shaak Ti or a Clone Trooper ally takes damage from an attack, they gain Retribution for 2 turns at the end of that turn.
  • Training Exercises (Shaak Ti): Call another target ally to assist, and if they are a Clone Trooper, they attack again. Shaak Ti and target ally recover 35% of their Health and Protection. If the target ally is a Clone Trooper, they gain 25% Critical Damage (max 5 stacks) until the end of the battle. If the target ally is a Galactic Republic Jedi, they gain 25% Tenacity (max 5 stacks) until the end of the battle.

2. Bad Batch: Hunter, Echo, Omega, Wrecker, Tech

Wrecker assumes a fighting stance, what else is new? Tech, the logical one, desperately pleads for him to wait a minute while he runs the likelihood they lose... or win

The elusive Bad Batch made a name for themselves during the first season of their show. With the addition of Omega, this team features a potent combination of speed, protection, offense, and potency.

Bad Batch Unique Team Abilities:

  • Hunters A Different Path: Bad Batch allies have +35% Max Health, +35% Max Protection, and +50% Potency. When Bad Batch allies use an ability while they have Defense Up, they deal true damage to all enemies. While Bad Batch allies have Evasion Up, they have +50% Critical Avoidance. When using an ability against a Target Locked enemy, Bad Batch allies can't be countered. When damaging an enemy with Expose, Bad Batch allies remove 50% Turn Meter from that enemy, doubled for Droid and Separatist enemies (excludes raid bosses and Galactic Legends), which can't be evaded or resisted.
  • Omega’s Empathy First: Omega dispels all debuffs on herself and gains Stealth for 2 turns. Bad Batch allies gain Protection Up (40%) and Defense Penetration Up for 2 turns and 10% Turn Meter. If Omega has Critical Chance Up, Bad Batch allies gain an additional 20% Turn Meter, and Protection Over Time (20%) for 2 turns. If Omega already had Stealth and an enemy has Zeroed In, she gains a stack of Target Practice.
  • Tech’s Brilliant Idea can help in crunch time, with it: Dispel all debuffs from Clone Trooper allies. All Bad Batch allies gain Foresight, Stealth, and Tenacity Up for 2 turns. Deal Special damage to all enemies and inflict Stun for 1 turn on enemies that are Dazed or Target Locked.

1. Brothers in Arms: Rex, Echo, ARC Trooper, Barris Offee, Fives

The 501st will battle amongst each other till they breathe their last breath

With the recent rework of the Clone Troopers, specifically Rex, this team is capable of defeating heavy hitters in the game. This combination of allies has tremendous synergy and is one of the best units that do not feature a Galactic Legend.

Brothers in Arms Unique Team Abilities:

  • Clone Trooper allies and 501st allies have +20% Max Health. This increase is doubled for 501st Clone Troopers and halved for other allies. In addition, whenever an ally suffers a critical hit, all Clone Trooper allies gain 15% Turn Meter and other allies gain half that amount.
  • Rex’s Captain of the 501st: All 501st allies have +4% Speed for each 501st ally present at the start of the battle. Other 501st Clone Trooper allies reduce their own ability cooldowns by 1 at the start of each of their turns. If Ahsoka Tano is an ally, she gains Critical Hit Immunity for 2 turns whenever she falls below 100% Health.
  • Barriss Offee’s Force Healer: All allies have their current Health percentages equalized. (Health equalizing effects ignore Healing Immunity.) Then, each ally recovers 15% of their Max Health and gains Defense Up for 2 turns.

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