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Comparison Guides

Two-option pages for players searching with versus intent.

Assault vs Heavy
Assault opens angles faster; Heavy keeps fragile units alive longer.
Sharpshooter vs Gunslinger
Sharpshooter deletes priority targets; Gunslinger snowballs weakened groups.
Medic vs Astromech
Medic stabilizes the team; Astromech adds utility and flexible tools.
Scout vs Scoundrel
Scout wins information; Scoundrel converts exposed targets into burst.
Jedi Padawan vs Mandalorian Warrior
Jedi controls clusters; Mandalorian solves mobility and elevation.
Soldier vs Assault
Soldier is safe filler; Assault is the stronger opener.
Heavy vs Medic
Heavy prevents damage by drawing fire; Medic repairs damage after it lands.
Scout vs Sharpshooter
Scout finds lanes; Sharpshooter turns lanes into kills.
Gunslinger vs Commander
Gunslinger spends tempo; Commander creates tempo for others.
Custom Recruits vs Authored Operatives
Customs patch roles; authored units carry story context and unique pressure.
Overwatch vs Flanking
Overwatch punishes movement; flanking forces immediate hit quality.
Advantage Spend vs Ultimate Save
Small Advantage spends win tempo; saved ultimates win crisis turns.
Permadeath Safety vs Speed Objective
Safety preserves campaign value; speed preserves expiring rewards.
Base Upgrades vs Gear Upgrades
Base work changes campaign pressure; gear changes combat reliability.
Kabb vs Trick
Kabb is a tankier wall; Trick is a steadier soldier anchor.
Luco vs Jae
Luco is predictable long-range damage; Jae is opportunistic cleanup.
Cly vs Tel'Rea
Cly solves positioning; Tel'Rea solves enemy formations.
Droideka vs Commando Droid
Droideka asks for shield answers; Commando asks for approach denial.
B1 Battle Droid vs B2 Super Battle Droid
B1s are action tax; B2s punish weak damage plans.
Combat Mission vs Intel Operation
Combat gives direct rewards; intel reduces future uncertainty.