With the relatively recent addition of crystals to the fleet rewards many more people have become, or want to become more active in this area of the game. It can be very frustrating finding good resources on being successful here because much of the community wrote off ships as "dumb" and now there is suddenly a surge of activity. I've enjoyed ships from the beginning and I rank at the top of my shard nearly every day. Hopefully this overview will help people decide what ships to farm and what works well. This is by no means the end all, be all guide for ships, but should give anyone who cares some food for thought. Pick a fleet commander and get him geared up as high as possible and work on getting his ship abilities maxed out. Prioritize the ultimate ability and the best utility abilities. You can speed this up by purchasing prestige through the squad arena shop. All of the fleet commanders can consistently win on offense. It's the defense that makes a difference. Chimaera/Thrawn -- Arguably the best fleet commander in the game right now. If run with the right ships, it's probably one of the best defensive setups in the game. This is the only capital ship that only obtainable through a special event. You will need both Phoenix Ships at 7* and Home One at 7* in order to max this ship. Luckily it is still viable at 5*. This ship is slow, so running fighters that can manipulate capital ship turn meter is strongly recommended e.g. Imperial TIE Fighter & TIE Reaper. Executrix/Tarkin -- There are lots of Tarkin fanboys out there. In fact, you'll probably see mostly Tarkin fleets at the top of your shard if they aren't running Thrawn. The thing that makes Tarkin so good is his ultimate ability, Tie Strike, which most of time will wipe out the enemy fleet or leave it on life support. This fleet can be a bit more RNG dependent on offense unless you are running TIE Fighter and TIE Reaper (seeing a theme? ) Endurance/Mace -- Very underrated fleet commander. Mace is exceptionally easy to gear, which makes him a good fill in while working on other projects. Fortune Favors the Bold is the go to ability with Mace fleets. It grants Valor to your fleet which grants the Endurance 20% turn meter. If you can keep the Valor going, you can utterly dominate on offense. This strength is precisely what makes Mace fleets weaker on defense. The AI doesn't spam Fortune Favors the Bold like it should and it makes Mace fleets a target. If you don't have Tie Reaper, it is much more consistent on offense than Tarkin. I used to climb with Mace and run my last battle with Tarkin for a better defense. Home One/Ackbar -- Probably my least favorite of the capital ships. It's kind of a middle of the road ship that doesn't necessarily excel at anything. It is needed to get the Chimaera though, so it can't be ignored. It can do well, but because hardly anybody runs it, you will be targeted in arena. One of the first things a player should look at with fleet is what pilots and ships they already have and what they need to farm. The GW shop ships are good to farm, especially if you have a pilot already. Stars, gear, and 5-dot mods matter a lot for pilots. While investing a little in some lesser used pilots isn't a terrible idea, keep in mind that your ultimate goal would be to have 7*, G11/12 pilots, with maxed 5-dot mods, so dumping too many resources into unneeded pilots could end up biting you in the end. There are some very good ships that should be on your short list though: Vader/TIE Advance -- Irresistible Target Lock (TL) on basic attack and can dispel buffs if the opponent has TL. This is a staple ship in many top fleets. TIE Fighter Pilot/Imperial TIE Fighter -- Very fast ship with a chance to inflict TL on basic. This ship usually goes first if TFP is geared well enough. When it dodges, which it does often, it gives your capital ship ship turn meter (TM). Another staple for top fleets. Biggs/Biggs' X-Wing -- Probably the most essential ship of all. This is your tank, your distraction, your taunter, your time buyer. This is the reason you want some good TL inflicting ships in your fleet. Biggs taunts every time TL is inflicted on an enemy ship and regenerates protection. This makes him relatively durable as long as you can keep the TLs flowing. Fives/Umbaran Starfighter -- Dispels buffs on basic if the opponent has TL. Inflicts TL and massive damage the more TL'd enemies on special. To top it off he's fairly durable and is good in the starting lineup or as an early reinforcement. FO TIE Pilot/FO TIE Fighter -- One of the hardest hitting ships in the game. Has a chance to double tap on basic and inflict TL. That means two chances to inflict TL. The real magic is with the special attack that can be run over and over again because the cooldown refreshes if the opponent has TL. Maul/Scimitar -- Probably the single best 1st reinforcement ship in the game because the special puts the entire fleet except one under stealth and leaves it with retribution. Good options for retribution are Fives, Tie Pilot, Biggs, or Boba. Death Trooper & Shoretrooper/TIE Reaper -- This has replaced Fives in my starting lineup. Every time a ship is destroyed the opposing capital ship loses TM. It can also dispel buffs on special. It's a fragile ship, so it needs to be protected. It's also a very difficult farm. The good thing is that it's viable at unlock if the pilots are decently geared. KRU/TIE Silencer -- Fully upgraded, it's as fast as the TIE Fighter and hits like a freight train if it goes unchecked. Now that it's farmable, we are likely going to start seeing a lot of it in the top of the fleet leader boards. Boba/Slave I -- A very good early ship to have and can ride in the starting lineup for a long time, but once you start reaching the upper ranks it's much better suited as a reinforcement. Can inflict TL on basic and has high damage special attacks. This makes the short list because most players will farm Boba since he's one of the best early to mid game leaders. Sabine, Ezra, Chopper/Phantom II -- The only reason this is on the short list is because it is required to get the Chimaera, which is currently the best capital ship in the game. It's a decent ship in its own right, but really needs to be run with the Ghost. Taking up two slots in the lineup is a pretty high cost and gearing 3 pilots is a big ask. Hera, Kanan, Zeb/ Ghost -- The only reason this is on the short list is because it is required to get the Chimaera, which is currently the best capital ship in the game. It's a decent ship in its own right, but really needs to be run with the Phantom II. Taking up two slots in the lineup is a pretty high cost and gearing 3 pilots is a big ask. Honorable Mention Gar Saxon & Imperial Super Commando/Gauntlet Starfighter -- A great ship, but the pilots aren't so much used except possibly in DS Territory Battle. Dispels debuffs on all allies and can turn the tide of battle. It's one of those ships to keep on the radar, but shouldn't be a top priority. Bistan & Scarif Rebel Pathfinder/Bistan's U-Wing -- This ship can crank out a lot of TM boosts to allies. I don't have it on the short list because this would be a fleet arena only farm. The pilots aren't really super useful anywhere else. Pathfinder can be good on a Rogue One squad for Territory Battles, but that's about it. That being said, this is a great ship to have if you have the resources and ability to farm it and gear the pilots. You will need a fifth Rebel ship to get the Chimaera though, so this could be a good option. It's better than Cassian's. Wedge/Wedge's X-Wing -- A high damage ship that can do okay, but it's very squishy. It's worth having if you already have Wedge and can be useful, but he can be a liability. Will likely need to be farmed to get Chimaera though. Poe/Poe's X-Wing -- Deals a ton of damage with his special attack that can't be evaded, but the ship is exceptionally squishy. Can be effective as a reinforcement, but generally doesn't last very long. Cassian, K2SO, Jyn/Cassian's U-Wing -- Could potentially be a ship used to get the Chimaera. You'll likely already be farming and gearing the pilots for the Territory Battles, so it could be easier to get than Bistan's U-Wing. Sun Fac/SF's Geo Starfighter -- Taunts when the opponent whose turn it is has a buff. Can stun on special if the opponent has a buff. Sometimes can be seen running with a double tank setup with Biggs. It's a good ship, but most newer players won't have farmed Sun Fac. He was meta in the arena a long time ago, so some still have him. He is still used in some P3 HAAT squads. If you already have SF, this might well be worth the farm. If not, I'd probably put it further down the priority list. Scavenger Rey & Finn/Millennium Falcon -- Great ship on the attack, but can hurt you on defense. There are many other decent ships out there depending on what pilots you already have. The ships listed above are what I consider to be the most worthwhile investment in resources that will give you the most bang in the fleet arena.