[Top 10] Star Wars Galaxy of Heroes Best Fleet Commanders

Galaxy of Heroes, Top Fleet commanders, best fleet commander teams
Kylo 1v1 Rey, who wins?


Fleet battles are an important resource in heightening your Galactic Power. Check out the strongest commanders below.

10. Emperor Palpatine, Royal Guard: Emperor’s Shuttle

While I wouldn't suggest using it as your lead, this ship should be second to attack/use abilities

The support ship piloted by the Royal Guard and Emperor Palpatine has a variety of uses. Its abilities are primarily focused on helping Sith and Empire ships, the Emperor’s Shuttle can be acquired through Dark Side Battles: 7-D (Hard) 

Emperor’s Shuttle Unique Ship Abilities:

  • With Emperor’s Influence: Dispel all debuffs from target Empire or Sith ally, then they recover 50% of their Max Health and Protection
  • The Royal Guard can provide a useful taunt, as the Royal Escort deals special damage to the target enemy and then inflicts Target Lock on them for 2 turns. Then, the healthiest other Empire or Sith ally Taunts for 2 turns.
  • Battle Mechanics: Emperor’s Shuttle can dispel debuffs on itself and target ally. Its attacks can not be evaded.

9. Rey (Scavenger), Finn: Rey’s Millenium Falcon

How has this ship not been torn apart now? The brilliance of its pilots, of course!

While one of the lower-powered versions of Rey, having her as your leader can do wonders in Fleet Arena. The original Millennium Falcon remains an excellent plug-and-play ship able to be used in a variety of teams, Dark side and Light side alike. The ship can be acquired through Dark Side Battles 5-D (Hard)\

Millennium Falcon Unique Ship Abilities:

  • Against the Odds: The Falcon gains 10% Turn Meter and 10% Offense (stacking) whenever it is damaged. If it is buffed when it is attacked, it also inflicts Target Lock on its attacker, which can't be Resisted.
  • The Quad Laser really brings this ship’s offensive prowess to the forefront. With it: Deal Physical damage to target enemy, with a 75% chance to hit them a second time, plus an additional hit if the Falcon is buffed. Hits after the first deal 75% less damage.
  • Finn can use the Falcon’s Gambit ability to dispel all buffs on the Falcon and deal Physical damage to all enemies. This attack deals +30% bonus damage for each buff dispelled.

8. Mace Windu: Endurance

A beginner ship, however, the Endurance is a pivotal stepping stone to more powerful Capital ships

The purple-saber wielding Mace Windu commands an extremely strong Light side capital ship. This Galactic Republic Capital Ship uses Valor to gain a huge speed advantage. The Endurance can be acquired via the Endurance Fleet Mastery. Mace Windu’s ship is a great entry towards stronger Capital ships and is often one of the first ones to be unlocked.

Endurance Unique Ship Abilities:

  • Fortune Favors the Bold: Deal Physical damage to target enemy and all Target Locked enemies, then grant all allies Valor for 2 turns. This ability's cooldown is reduced by 1 for each enemy struck. Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn
  • Honor and Might: Allies with Protection have +15% Offense and Defense, doubled for Galactic Republic allies.
  • Target allies can recover protection, while Endurance gains taunt with Hold Fast

7. Raddus: Amilyn Holdo

A fierce leader when called upon, Holdo will do anything to support the Resistance's cause

While the character (and movie for that matter) is controversial, in-game, the Raddus is a great Light side ship that can buff allies with stealth, protection, and Tenacity Up.

Raddus Unique Ship Abilities:

  • Ace Maneuver: Target ally gains 20% Turn Meter, Foresight for 2 turns, and is called to assist. If the assisting ally is Resistance, Expose the target enemy for 2 turns, which can't be evaded or resisted.
  • Outlast: Dispel all debuffs on all allies. All allies gain Protection Up (20%) for 2 turns, recover 50% Protection, and gain 20% Turn Meter. All Resistance allies gain Deflector Shield for 2 turns.
  • Holdo Maneuver: Dispel debuffs on all allies and they gain 100% Turn Meter. Inflict Healing Immunity and Buff Immunity on all enemies for 2 turns. Sacrifice the Raddus to destroy the enemy Capital Ship, then call a random Reinforcement if able to.

6. Executrix: Grand Moff Tarkin

One of the strongest ships in the Empires armada, the Executrix sends fear down the spines of its enemies

The Executrix is best known as the Capital ship of Grand Moff Tarkin, featured in a New Hope and Rogue One, this is a great beginner Dark side Capital ship that will remain so for a good portion of gameplay until you reach higher tiers.

Executrix Unique Ship Abilities:

  • Executive Order: All allies gain 30% Turn Meter and Offense Up for 1 turn. Empire allies also gain Potency Up and Defense Penetration Up for 1 Turn. This ability starts on cooldown.
  • Imperial Assault: Deal Physical damage 12 times to random enemy targets, which can't be Evaded. Target Locked enemies are also Stunned for 1 Turn.
  • Victory at All Costs: Allies gain 20% Offense for each debuffed enemy, doubled for Empire allies. Allies also gain a 20% Turn Meter whenever any ship is destroyed

5. Home One: Admiral Akbar

It's a trap!

This famous ship is one of the easier Capital ships to unlock, and I would personally use it for the first couple of months. Admiral Akbar is at the helm, and in order to acquire Home One, you must collect the shards from Home One Fleet Mastery.

Home One Unique Ship Abilities:

  • Seize the Advantage: Dispel all debuffs on target ally. That ally recovers 50% Health and 50% Protection, and all allies gain Advantage for 2 turns.
  • Defiant Volley: Deal Special damage to all enemies and call two random allies to Assist.
  • Band Together: Whenever an ally attacks out of turn, they have +50% Critical Damage and gain Protection Up (30%) for 2 turns. These bonuses are doubled for Rebel allies.

4. Chimaera: Grand Admiral Thrawn

While difficult to unlock, the Chimaera is worth the time spent doing so

The brilliant tactician that is Grand Admiral Thrawn commands the Chimaera with an iron fist. This Empire ship does extremely well with other Empire ships and acts as both an offensive force and support lead. This is one of the harder ships to acquire, as you need Grand Admiral Thrawn unlocked in order to unlock the Chimaera.

Chimaera Unique Ship Abilities:

  • Calculated Strike: Target ally is called to Assist with +50% Offense.
  • Art of War: All allies recover 50% Health, inflict a debuff on all enemies for 2 turns. These debuffs vary on different types of ships.
  • Phylon 07 Tractor Beam: Deal Special damage to all enemies and remove 35% Turn Meter. Inflict Speed Down for 2 turns on any enemies that Evaded or Resisted this attack.

3. General Hux: The Finalizer

All BOW to the First Order!

While General Hux may be seen as one of the weaker Dark Side characters from the new trilogy, the Finalizer is one of the best because of his leadership on it.

Finalizer Unique Ship Abilities:

  • Quell: Deal Physical damage to target enemy and inflict Offense Down and Target Lock for 3 turns. If the target is Resistance or Hunted, these effects can't be resisted.
  • Lay Waste: Deal Physical damage to target enemy. If the target is Hunted, deal damage a second time. Target ally gains Critical Damage Up for 2 turns and if they are First Order they are also called to assist, dealing 30% less damage.
  • Ravage: Deal Physical damage to all enemies. This attack deals 100% more damage for each Hunted enemy. Hunted: enemy deals 75% less damage with out-of-turn attacks and can't gain bonus Turn Meter

2. Malevolence: General GrievousThe size of a small city, the Malevolence is one of the best ships. General Grievous commands it with an iron (literally) fist

To no one's surprise, The Malevolence cracks the top 2 in this list. Led by General Grievous, this ship is ideally paired with Separatist and Droid ships.

Malevolence Unique Ship Abilities:

  • Fire!: Deal Physical damage to target enemy and Stun them for 1 turn.
  • Charging Malevolence: Dispel all debuffs on target ally and grant them 1 stack of Overcharge for 2 turns. Grant all allies 20% Turn Meter. Then, call the target ally to assist. Overcharge: +20% Offense and Defense per stack (max 5 stacks), can't be copied
  • Fire the Ion Cannon!: Stun the enemy Capital Ship for 1 turn. Dispel all buffs from all enemies and remove all Protection and Turn Meter from them (including the Capital Ship). Affected enemies can't recover Protection or gain bonus Protection for the rest of the battle. These effects can't be dispelled, evaded, or resisted. This ability starts on cooldown.

1. Negotiator: General Kenobi (Hello there)

Oh, I'm not brave enough for politics 

Hello There! If you’re a fan of Obi-Wan, you like every version of him. While everyone currently likes the meta of Jedi Master Kenobi, General Kenobi commands the best ship in Galaxy of Heroes. This Light side Capital ship uses Valor to bolster ally attacks and increase its Speed. Unlock the Negotiator through the Guild Events Store.

Negotiator Unique Ship Abilities:

  • Impeccable Timing: Deal Physical damage to target enemy and grant target ally Critical Hit Immunity for 2 turns.
  • Republic Protection: Grant target ally Offense Up for 3 turns and all Galactic Republic allies Unending Loyalty for 3 turns, which can't be copied, dispelled, or prevented. Grant all allies Protection Up (25%) for 2 turns. Unending Loyalty: Can't be defeated during the first enemy attack (including assists) that would otherwise defeat this ship. When reduced to 1% Health, gain Stealth and Protection Up (50%) for 2 turns and recover 25% Health. Then, this buff expires.
  • Mobilize: Deal Physical damage to all enemies and Daze them for 2 turns. Inflict Target Lock for 2 turns on 2 random enemies that aren't already Target Locked. All allies gain 30% Turn Meter. Grant all Galactic Republic allies Valor for 2 turns, then all allies with Valor are called to assist. Valor: Grant allied Galactic Republic Capital Ship 15% Turn Meter and reduce its Ultimate ability's cooldown by 1 at end of turn

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After a long life of serving the dark side, Edward begins to tell his stories from across the galaxy. Adventure, danger, and glory await those who choose to join him in his journey to the light
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