Video summary

SWGOH Journeys!!! What Order Should You Farm Them???

Main summary

Key takeaways

Gaming

Storyline / “Journey” context

The video frames Journey characters (and the player’s Light Speed token progress) as a roster-building path. While the speaker says not to focus on Galactic Legends’ solo journeys (“we’re not going to talk about this”), the core “story” is:

How the game historically taught an order of farming—versus how the “new” Journey / Light Speed token system changes the most efficient unlocking sequence.


Gameplay highlights & key ideas

  • Light Speed token Journeys are usually easy early value Many Journey characters are effectively “given” early via tokens/quests and can be cleared with relatively early investment (speaker claims many can be auto’d).

  • The main efficiency driver is overlap Later Journey requirements often come directly from earlier Journey farming—especially around:

    • Leia → Jedi Knight Luke → other endgame unlocks
  • Ship farms are mandatory and time-gated The talk repeatedly stresses that ships should be farmed “early and often” because they take a long time and unlock/enable multiple fleets.

  • Mod quality matters starting midgame Some Journeys (notably Grand Inquisitor) can be significantly harder if your mods aren’t good.

  • Not all Journeys are equally transferable Some teams (e.g., Gungans) are “isolated” and work best only within their own faction shell.


Recommended Journey farming order (by “groups”)

Group 1 — “First direct farms” (start here)

These are positioned as the clearest, most straightforward early progression.

  1. Leia Organa (first “big farm”)

    • Uses Light Speed tokens to unlock hard parts along the way.
    • The speaker calls her an absolute monster across nearly every mode:
      • Grand Arena
      • Territory Battles/Wars
      • Conquest
      • Proving Grounds
  2. Bo-Katan Kryze / Bo-Katan Mandalore pathway

    • Uses Light Speed pieces to unlock parts, then tokens to reach either:
      • Paz Vizsla (favored due to two Zetas), or
      • IG-2
    • Also includes additional Light Speed progression.
    • Described as difficult (about 2–2.5 hours for the speaker), with a warning that bad mods can cause failures.
  3. Balen Skoll

    • Recommended as early, even though the speaker admits they weren’t an early adopter.
    • Requires Merrin / Shin Hati / Great Mothers / Morgan Elsbeth and uses Thrawn’s Journey to reach the outcome.
    • Highlights:
      • Night Sisters / Great Mothers synergy and assault-battle usefulness
      • Grand Arena strength via the Merrin + Shin Hati foundation team (with related upgrades like “data crowns” mentioned)
  4. Executor + (added) Millennium Falcon / Fleet-oriented push

    • Emphasizes early ship farming.
    • Executor is tied to bounty hunter ships and required vessels, including:
      • Hounds Tooth
      • Xanadu Blood not required
      • IG-2000 / Razor Crest (fleet store)
      • Specific Empire ships such as Punishing One and Slave I
    • The speaker claims Home One and early-obtainable ships help with Fleet Arena.
    • Adds Millennium Falcon as a “get the winning Falcon” bonus since bounty hunters are already being farmed.

Speaker shorthand: “first four” big Journey moves are these (with Millennium Falcon tacked on).


Group 2 — “Flows from Leia / Executor farming” (next unlock chain)

This group is described as a direct continuation: what you farm above unlocks many requirements below.

  • Jabba the Hutt pathway

    • Ewoks from the Leia line
    • C-3PO unlock uses Ewok progression
    • Jedi Knight Luke progression
      • Speaker states this arc leads to Jedi Luke + Thrawn requirements for Jabba
    • Also notes Jedi Master Luke should be unlocked early if possible, even if later performance isn’t stellar
  • Padmé + Geonosians note

    • The speaker argues Padmé doesn’t fit the “same overlap rules.”
    • Still recommends ensuring Geonosians are unlocked with Light Speed tokens because they’re needed for Dark Side Geo Territory Battles.

Group 3 — Midgame “Harder unlocks where ships still matter”

  1. Star Killer (StarKiller)

    • Requires Dash Rendar (Outrider), Mara Jade, Darth Talon, Kyle Katarn
    • Key reminder: you must farm the Outrider/Dash Rendar ship.
    • Described as highly relevant for a long time, and able to kill Galactic Legends in multiple contexts (speaker mentions Palpatine, Seir Junda, and other variants).
  2. Jedi Master Cal Kestis / Cal Kestis unlock

    • Framed as a lifter for Jedi Master Luke (not the core main solution, but helpful).
    • Also helps for Rise of the Empire Territory Battles, with guild progression speed mentioned as faster now than before.
  3. Profundity

    • Warns to farm ships early for Profundity.
    • Specifically calls out also farming the Rogue One ship for synergy.
    • Speaker claims Rogue One can make the matchup far stronger vs Executor (near “auto-smash” after improvement).
  4. Chimera

    • Included here but not prioritized because key prerequisite ships (e.g., related Improving Grounds and Tie Interceptor path items) take time.
  5. Revan lines

    • Jedi Knight Revan / Darth Revan / Darth Malak
    • Praised for covering major assault battles and leading into later assets.
    • Speaker notes the Revan/Malak path naturally connects to Leviathan later (with a “~90%” tie comment).

Group 4 — “Back half of the game”: top-tier Galactic Legends + Leviathan timing

  1. Supreme Leader Kylo Ren and Ray

    • Placed as the next stage.
    • Notes:
      • Kylo: offense-counter monster; can become more defensive with data/datacrons (datacron effects referenced).
      • Ray: remains strong in defense / Grand Arena; Ben Solo and unrelated freedom characters can improve her.
    • Mentions Finalizer + Rat ships as part of the overarching “don’t forget ships” theme.
  2. General Skywalker / GAS unlock cluster

    • Framed as the late-game Galactic Legend unlock gateway.
    • Overlaps:
      • Jedi Master Kenobi has smaller overlap; GAS is required for unlocking multiple later legends (speaker lists several in the overlap web)
    • Mentions:
      • Jedi Master Kenobi is easiest to farm
      • Lord Vader is the biggest investment (clone farms + relic intensity)
  3. Leviathan

    • Said to be largely independent from the GAS/lighter legends overlap and more tied to Revan progression.
    • Notes Leviathan should be unlockable around this stage.
    • Requires:
      • Darth Malgus
      • Fury-class/Interceptor obtained via Proving Grounds
    • Speaker even suggests Leviathan might come before some other Galactic Legends shown.

Group 5 — “Isolated / newer journeys at the end”

These are treated as later and/or more conditional.

  • Jedi Master Mace Windu

    • Okay in Grand Arena/defense; more niche (territory wars relevance mentioned).
  • Gungans (Jar Jar / Gungan shell)

    • Strong, but completely isolated:
      • Can’t be moved easily to other comps
      • Doesn’t combine well with other teams
  • Dr. Aphra

    • Speaker is personally less impressed.
    • Says she shines especially when datacrons boost her (mentions a datacron era leading to strong defensive performance vs Jabba).
  • Cassian / Spider-Man? (“Spider Mall”) / Road of the Hut (coming soon)

    • Treated as too new/uncertain to rank highly due to incomplete knowledge about performance and future requirements.

Final recommendation — “All Sith” (Sith Eternal “sith the turtle”)

  • The speaker calls it the last and least Journey.
  • Caveats:
    • You’ll likely unlock 80% of the Sith Eternal requirements “without even trying,” so completion may not be urgent.
    • Performance/usage concerns:
      • Can’t be on defense effectively (Wampa mentioned as a threat)
      • In Conquest/territory battles, it’s not consistent for high stars
      • In Grand Arena, it’s viable only in the right matchup, often needing Wat Tambor / armor support
  • Also notes that Darth Bane-related balancing ended up making Bane feel like its own separate team, not a clean enhancement.

Key “strategy / tips” checklist (from the talk)

  • Start with token-enabled, straightforward Journey clears (Leia, Bo-Katan, Balen Skoll) for large cross-mode value.
  • Don’t neglect mods: hardest early-journey segments (Grand Inquisitor, some late Journey battles) can fail without good mods.
  • Farm ships early and often (Executor, Profundity, Falcon, Finalizer, etc.) since ship prerequisites gate progression.
  • Use Journey overlap intentionally:
    • Leia/Executor → Jabba/Luke/Jedi progression chain
    • Revan/Darth Malak → Leviathan
  • Prioritize the easiest “lifters” if timing Galactic Legends (e.g., Kenobi earlier than Lord Vader because Vader is clone + relic intensive).

  • Treat faction-isolated characters as late specialization (e.g., Gungans).


Gamers / sources featured

  • Singa called it out
  • Zerith called it out
  • Vexatron (mentioned as having hammered Balen Skoll)
  • Channel/group references: “we played through it on this channel before” / “published in farming guides” (no specific other named creators beyond those above).

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