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Comparison Guides
Two-option pages for players searching with versus intent.
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.