Grand Moff Tarkin

Grand Moff Tarkin

Dark Side

Classes: Human, Empire, Support

Description: Support character with speed suppression and anti-rebel advantages.

Synergies: , , , , , , , ,

How to Acquire and Promote: Data Cards

General Consensus Review: Please discuss Grand Moff Tarkin in the comments below and let’s come to a consensus on this character’s performance in Star Wars Galaxy of Heroes.

Character Abilities

Basic Ability
Special Abilities
Leader Ability
Unique Ability
Level 8
Grand Moff’s Attack – Deal Physical damage to one target. This attack deals 10% more damage for each living ally.
Level 8
Ultimate Firepower – Deal Special damage to all enemies with a 45% chance to remove 70% of their Turn Meters.

Level 8
Intimidation Tactics – Inflict Offense Down on all enemies for 3 turns and Speed Down for 3 turns on all Rebel enemies. In addition, Tarkin has a 55% chance to gain 50% Turn Meter.
Level 7
Tighten the Grip – Empire allies gain 28 Speed.
Ability Upgrades:
LvL 2: +5% Damage
LvL 3: +2.5% Bonus Damage
LvL 4: +5% Damage
LvL 5: +15% Damage
LvL 6: +5% Damage
LvL 7: +5% Damage
LvL 8: +2.5% Bonus Damage
Cooldown: 4
Ultimate Firepower Ability Upgrades:
LvL 2: +5% Critical Damage
LvL 3: +5% Critical Damage
LvL 4: +10% Turn Meter Reduction
LvL 5: +5% Critical Damage
LvL 6: +15% Turn Meter Reduction Chance
LvL 7: +5% Critical Damage
LvL 8: +10% Turn Meter Reduction

Cooldown: 4
Intimidation Tactics Ability Upgrades:
LvL 2: Add 15% chance to gain 25% Turn Meter on Use
LvL 3: Offense Down Duration +1
LvL 4: +15% Bonus Effect Chance
LvL 5: Cooldown -1
LvL 6: +25% Bonus Effect Power
LvL 7: Speed Down Duration +1
LvL 8: +15% Bonus Effect Chance
Ability Upgrades:
LvL 2: +2 Speed
LvL 3: +5 Speed
LvL 4: +2 Speed
LvL 5: +2 Speed
LvL 6: +5 Speed
LvL 7: +2 Speed
LvL 8: +5 Speed

Grand Moff Tarkin Stat Increase per Level

The Stars increase the STR, AGI, and INT gains per Level of Training which effects many stats of a character. Please Submit info to help us determine this for Grand Moff Tarkin.

Stars 1* 2* 3* 4* 5* 6* 7*
Strength 3.4 4.1
Agility 3.4 4.1
Intelligence 4.5 5.5

Grand Moff Tarkin 7* Cap Stats & Gear

The balancing efforts are always evolving and so may these stats as patches are issued. Compare Cap stats with other heroes.

STR
AGI
INT
Health
Speed
600570101012190102

B-Dam
S-Dam
S-Dam2
A-Dam
Phy CR
Spec CR
35882232288135

Crit Dam
Armor
Armor Pen
Dodge
Resist
150%173120188

Resist Pen
Deflect Rat
Potency
Tenacity
HP Steal
320%39%37%10%

Grand Moff Tarkin 7* Max Stats & Gear

These are the predicted Max Stats of the Level 90 End Game for long term planning. Very much subject to change. Compare Max stats with other heroes.

STR
AGI
INT
Health
Speed
667635130413866102

B-Dam
S-Dam
S-Dam2
A-Dam
Phy CR
Spec CR
43532772374195

Crit Dam
Armor
Armor Pen
Dodge
Resist
150%24317275

Resist Pen
Deflect Rat
Potency
Tenacity
HP Steal
320%79%42%10%

Grand Moff Tarkin Base Stats

These are the base holo stats this character starts with once unlocked. Compare base stats with other heroes.

STR
AGI
INT
Health
Speed
19172350780

Phy Dam
Phy CR
Armor
Armor Pen
47630

Dodge
Spec Dam
Spec CR
Resist
05502

Resist Pen
Deflect Rat
Crit Dam
Potency
Tenacity
00150%015%

Grand Moff Tarkin Reviews & Ranking

This ranking is an opinionated assessment of a character’s performance and availability as compared to other heroes.

Overall
PvP
GW
Avail
4960505

Feel free to discuss and give your own opinion on Star Wars Galaxy of Heroes Grand Moff Tarkin in the comments below.  If anything is incorrect and is different from the ingame character, please do us a favor and submit a character info update.

Average Hero Rating

17 Comments

  1. Oi! The Moff’s pretty good! Stop complaining about him being unfarmable cuz’ he’s in Arena Shipments! Stop complaining about his low Potency because that’s what Mods and Emperor Palpatine’s leadership ability are for! (bonus potency and turn meter gains when you inflict a debuff) Stop saying he’s slow, beccause he has a leadership ability for that! He’s good, alright? Get him, he’s like a Dark Side Old Ben.

    5
  2. Since there’s a load of Rebels now (Admiral Ackbar, Lando Calrissian, Princess Leia, Wedge Antilles, Biggs Darklighter, Luke Skywalker, and Stormtrooper Han), Tarkin and Veers are better now. Tarkin’s farmable, but Veers is still tough to get.

    5
  3. Grand Moff is a very solid character so long as you understand what he is – a high attack, but highly vulnerable character.

    Moff packs an incredible punch with his basic and his attack down special really keeps opposing teams in check.

    The only downside is he’s a rather slow attacker and can’t take too many hits, so be sure you have a tank to keep the heat off.

    I really can’t complain, he serves his purpose.

    5
  4. Very disappointed in his 9% potency makes his specials completely useless as they will always be resisted (sigh)

    3
    • Agreed.
      Very disappointed as well. If not he could be really nice but come on… 9% he is just always resisted.

      0
      • Also after checking the 7* current max gear stats he seems to find 30% more potency at some point.
        Not sure how accurate are those stats on the website but if correct then I might continue lvling up, hoping the potency doesn’t come from the T9 but already T8 (mine is currently T7 and no potency on any of those pieces)

        0
      • I am on tier 8 and no potency so I guess gear 9…also im at 6* and 85/100 to 7 star

        0
    • Bruh.
      It’s a thing called POTENCY MODS.

      5
  5. Available in arena now….might try him out

    0
  6. Finally available in arena shipments! I already got him at 4* from a pack earlier on and it’s fair to say his “intimidation tactics” works very effectively against any kind of team. Expect to see a lot of him

    4
  7. These guys that are only obtainable from packs, once you have them they should appear permanently in the shard shop, so that they are farmable, does anyone else agree or am I alone in thinking this?

    0
  8. If he ever becomes farmable he’d be an awesome leader amongst Royal guard and magma trooper.

    0
  9. I’m an owner of 6* lvl 45 gear 6 Tarkin, but opted to stop upgrading him in favor of high crit team once got Leia. He’s useful in Events & Challenges, GW against tankier teams but sucks in PvP due to his slow speed.
    Pros:
    – Intimidation tactics: AoE Offense Down, full 3 turns. Turns most powerful characters into a toothless pack. Speed down is useless as no Rebel chars in most top teams
    – Basic attack: does good damage thru extra % bonus for each living ally. EA could’ve done a better job to match damage vs animation (see Kylo Ren’s scary attack)
    – Ultimate Firepower: nice extra AoE damage, but turn meter reduction is not guaranteed and you may not get to use it (see cons)
    – Fits into any team composition due to AoE buff abilities
    – Leader ability: not used personally, as waiting for Veers

    Cons (shows up in PvP battles only):
    – Speed: super low. My Tarkin has a speed of 87. He gets killed before he gets to use AoE buff
    – Health: in combination with low speed, he’s only good as the sacrificial pawn while other big hitters do damage
    – Not farmable!

    Conclusion:
    Good for occasional use and as a collectible item. 4/5

    If either speed or health can be improved, he’d be 5/5 for me. But then he’d also be OP.

    4
  10. Grand Moff Tarkin is a strong support character although is only available in Chromium Packs meaning he’s not going to be that useful late game unless you want to spend a ridiculous amount of money. He has okay damage and health; it is his abilities that are his strong point as they are OP if a few of the enemy are affected by them.

    Grand Moff’s Attach: Hit’s pretty hard as the damage is increased for each living ally.

    Ultimate Firepower: Decent AOE damage and is very strong if it succeeds at removing some of the opponent’s turn meters.

    Intimidation Tactics: This is insane if you manage to inflict the debuff on most of the opposition’s team (as they’ll hit for low damage for 3 turns). Can also inflict speed down on rebels but hardly anyone uses them. The possible turn meter gain is a nice bonus. The problem with this ability is it can be resisted so if 3+ enemies aren’t affected it can feel like a bit of a waste of a turn. It would be better if the turn meter gain was guaranteed but it may be OP then…

    Tighten the Grip: Haven’t tried this out but looks like it would be reasonable if your team was mostly Empire.

    Tarkin is probably best in a balanced team with some strong attackers and a healer. I say this because his strategy is based on weakening the enemy team to buy time rather than killing them as quickly as possible.

    4
  11. on the receiving end of the offense down and turn meter killing, i didnt do full damage until i killed this guy and by then it was too late. Very powerful but getting him to 7 stars would take a absurd amount of time or money.

    5

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