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Tarrful
Set: Revenge of the Sith
#--/60

Date Reviewed: February 20, 2007

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: see below
200 pt: see below

 
Sith Dragon

 

Tarfful
Republic
Cost: 26
HP: 90
DEF: 16
ATK: +7
DAM: 20

momentum

CE: Followers within 6 gain +4 ATK against adjacent enemies.

Today we kick off top commanders week. This week we look at some of the top commanders you may see in tourneys. Tarfful starts us off. His HP is good as is the 20 DAM, but the ATK and DEF are both sub par. Granted if you run him up he can smack someone for 30 DAM with a +11 ATK, so its adequate.


Tarfful however, is not played as an attack, although its nice that he can at least take some decent shots for damage. Tarfful is played mostly for his CE. Giving unique and non-unique alike a +4 ATK is a pretty nice boost. Mistake #1 people make with Tarfful is running shooters with him. You are only going to run Jedi or other melee characters with him. You don't want your shooters having to get next to big swingers to get a decent attack off. Use Kit Fisto for that. You run Tarfful with unique Jedi and, more popularly, the Jedi Weapon Master. This is one of two commanders that turn JWMs into near gods of the SWM world.

100pts: You really don't run commanders here, unless they are also great fighters - ie Han RH. You can try him with a couple JWM or something, but he really isn't needed much in the 100pt format.

150/200pt: I am grouping these together because he performs the same in both formats. He can see play in both. As i said he can be used with JWM to make them very powerful. He can also be used for the unique Jedi to help beef up their attacks if you choose to use them.

One last place he works really well is with Master Yoda from RotS. Put him with wookiee commandos and other wookiees, he can provide some real fire power, while giving some nice HP to keep the squad alive.

He is one of the top commanders in today's game for the Jedi.


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