BYÓB Yoda - Raids
We are active on all the raids we can, and try to get a mix of 7* and earlier content
(H)PIT Raid - We usually run this Heroic, 1-2 times per week as we have the tickets. We tend to run 1 hour of minor damage only so folks that cannot complete phases can put a score in, then complete the raid rapidly as the heavier hitters post scores (some can auto it, so success is pretty much guaranteed). Start time is usually 10pmEST/9pmCST/7pmPST/11amAWST, and completion one hour later, with finalization an hour after that.
PIT Raid (Challenge Tier) - We don't have enough Relic 5 Teams to do this yet. We launch for fun and get one or two hits before being clobbered.
STR Raid - We usually run this at Tier V to give some lower level players Raid content while we work on building squads that can handle the higher Tiers without wasting Raid Tickets. Free-for-all as and when you can.
(H)AAT Raid - Heroic, generally run as free-for-all (hit it while it's there); we will likely coordinate on Discord if necessary to ensure we succeed. Start time is typically ~8pmEST/7pmCST/5pmPST/9amAWST and we try to avoid overlapping with the HPIT raid.
Common Raid Tactics
Retreat, Rinse, Repeat
If you don't like the way things are going, retreat! You will not record damage for that attempt, but you will also not consume an attempt or the toons used, you can simply retry. You can use this to experiment, or just to guarantee favorable RNG (though there are limits to its ability to be used for this based on statistics!).
Note: You still need to be careful of the unexpected wipe; that will not leave you an opportunity to retreat and the result will stand, *unless* you use:
Airplane Mode
This is the single biggest trick for uplifting your raid scores, and allowing you to experiment and learn. As soon as you get past the intro video, switch your phone into Airplane Mode. If you have a result you don't want to keep (e.g. a wipe with a low score), power off (without turning network back on) then restore network after the reboot. When you restart neither the Raid attmpt nor the toons selected will have been used; it is equivalent to retreating.
Iktian's PIT Raid Tactics
PIT Raid is widely regarded as a 'solved problem', a zVader(L) Empire team can auto it. The way it works is the "Inspiring Through Fear" Zeta has two key effects: Empire/Sith attacks have Turn Meter Reduction (TMR), and it also causes Damage over Time (DoT) to refresh when it expires, so it stacks over time. This amplifies the damage done by Vader's Culling Blade. Tie Fighter Pilot (TFP) helps by adding Tenacity Down so TMR and DoT attacks land better.
The traditional team is this: zVader(L), Emperor Palpatine, Thrawn, Tarkin, TFP
You can substitute different toons; I didn't have TFP so I dropped in Teebo. This caused issues (no Tenacity Down from Teebo, which TFP provided, but better TMR, so it balanced out), but by using sufficient Potency mods it still functioned. Later I replaced Teebo with CLS for a more reliable auto (<10 minutes, works every time).
If you are having trouble, you can take manual control and avoid using Culling Blade early, so Tenacity Down sticks longer and you have more opportunities to stack DoT. Once you have enough DoT stacked, start Culling to do large damage (near the end of the raid I've seen 10% of the Rancor in one hit if Vader crits while Offense Up is active).
You also may need to be careful of Turn Meter on the Boss. Using Thrawn to give Vader extra turns to stack DoT is nice, but another tactic is to use Thrawn to help Tarkin (or Teebo, or whoever does the best TMR) take more turns where they can reduce Boss TM. I used Tarkin as a safety valve, just using his Basic (to stack Potency) until the boss looked likely to attack, then use his special to hit -70% TMR to 'release pressure'.
Emperor Palpatine is basically just for Offense Up on Vader to speed things along or crown control the Guards at the start, and can be substituted.
Iktian's AAT Raid Tactics
AAT has four phases which we handle very distinctly.
Phase 1 - General Grievious, B-2 and IG-100 Magna Guards
CLS hit-and-run tactics, much like the original zKylo strategy, but potentially without need for escape.
By running *just* CLS and counting hits on GG (including counters), making sure every 7th hit is CLS's Special (which has -100% TM) you can control GG and prevent him clobbering stuff. CLS's Buff Immunity on GG also helps prevent his kit from kicking off (you can make hit 3 or 4 a Special too). If you make mistakes/don't land the TMR and GG takes turns, you may need to escape and re-enter to reset the Enrage counter. Cycling Call To Action can regain health and protection, but make sure you do not have C2A when GG has minions, so 100% counters from Learn Control help you dispatch them.
Care must be taken near the end of Phase 1 as when you hit Phase 2 you might get killed instantly. I recommend Escaping when GG is at <5% in Phase 1 to allow you multiple attempts at getting the phase 2 entry right. Make sure you end Phase 1 with Call to Action buff so a cannon blast early in Phase 2 doesn't do massive damage.
Phase 2 - Tank
CLS hit and escape repeatedly to avoid enrage, and/or variation on PIT zVader DoT. The former is tedious but reliable (when using Airplane Mode trick above); the latter is much faster but hard/impossible to escape reliably. Just keep toppling the tank (use 100% counters from Learn Control when AAT up, cycle in C2A when toppled to damage more and recover health). Escape once in a while to lock in damage and reset Enrage counter. Leave yourself some margin in case escape takes multiple attempts, you can always re-enter.
Phase 3 - B-2 Super + 6x droid minions
CLS hit-and-escape (to reset enrage counter) works here; you need to be careful of a few things:
No C2A Buff when B-2 Super has all his 6 minions; you want the 100% counters to slow & kill the minions
You *must* have C2A Buff when the turret reaches full TM or CLS is killed by massive damage
You therefore need a very fast CLS to cycle C2A twice each turret cycle.
Escape once in a while to lock in damage, ideally just after avoiding the massive damage from the turret so the next to enter is not about to get blasted.
Phase 4 - Tank + B-2s
Variant of PIT zVader DoT strategy, but make sure GMY (or C3P0, or BB-8, or someone) gives all toons buffs post-topple so they do not suffer massive damage from the air strike that follows topple.
I use zzzVader(L), Farmboy Luke, Boba Fett, Bastilla Shan and GMY. The first 3 are to stack DoT (use BS to call Boba for more basic attacks on the tank to stack DoT). Use MM from Vader to topple the tank (GMY basic and special can help), but keep Farmboy and Boba stacking DoT on the main tank (as well as Force Crush whenever available). BS uses her Basic to Ability Block B-2 to stop Ability block happening to Vader. Don't use MM except immediately post-topple to topple it again.
Once there are a lot of DoTs on the tank (40+), start using BS to amplify/accelerate Vader (via GMY; buff GMY and let him spread it to others) and prefer Culling Blade to Force Crush when both are available. Cull the tank as fast as possible as once the tank is <50% damage GMY stops getting Foresight from it (unless you have Zeta'd him, which I have not).
Iktian's STR Raid Tactics
This is the hardest of the raids (excepting PIT Challenge Tier which we are very much unable to do), and we don't have a great solution yet. We alternate Tier IV and Tier V to balance better gear vs risk of losing raid tickets by taking too long to clear the raid.
Phase 1 - Darth Nihilous
Here the key is understanding Unbreakable Will with respect to DN's Annihilate. You want to kill DN's minion with the blue shield icon to give you more instances of Unbreakable Will, which you should only use when DN has reach 0-1 cooldown on Annihilate (depending on your squad's speed). This allows you to survive it, and if you can heal the toon that is hit, even recover.
My max damage comes from a squad like PIT raid, stacking DoT with zVader. Note that the best way to stack DoT here is to Force Crush immediate after DN has attacked (this is the only time you can land the debuff, else his stacking tenacity prevents it). Use Thrawn and/or attacking his minions to ensure Force Crush is the first DN hit after his attack to land the DoT as much as possible, and cull whenever you can (with the caveat that landing more DoT is more important than culling).
Phase 2 - Darth Sion
Here I do best with CLS without C2A, so 100% counter to every hit from DS. Adding a stealthed Leia also helps up damage. If you have support characters, have them use the raid special (Soothe) if they don't need the damage boost from Cycle of Pain/Suffering, as it helps reduce how hard Sion hits. I leave it on my attackers so they can do more damage before Enrage.
Phase 3 - Darth Traya
There are guides on the internet (e.g. here); I don't think I have much that works well here. Key here is having a character that can 'Soothe All' periodically (I aim for when Traya hits ~25 stacks) to reset her damage to tolerable levels. I generally try to topple as often as possible, as then attacks do not cause Traya to add to her stack. I'm working towards rosters that can do more strategic things.
Phase 4 - All 3
Standard practice is to kill DN, then DS and finally Traya. I usually repeat the tactics from above, though once you reach Traya it is basically just a race to do as much damage as possible before Enrage wipes your squad, and rely on the whole guild to zerg Traya.