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Durge
Set: Clone Strike
#38/60

Date Reviewed: March xx, 2007

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

100 pt: 3.50
150 pt: 4.00
200 pt: 4.00

 

The Lonesome Stranger
Stranger here to tell of an amazing piece that it is underplayed. Take a look at my picture.

Durge kicks major tail. He has double attack, flight, bounty hunter +4 and a decent commander effect. He gives characters with melee attack momentum. And he has 100 hp, not too shabby. The only bounty hunters with 100+ hp are the fetts and maybe a few others. The melee bonus is good for drones, Komari Vosa, Assaj Ventress, or Grievous. Maybe Aurra Sing. But, if you really look at this piece you realize the 1. Grievous should NOT have beaten him in the Clone Wars, and he should have fought Kenobi in Episode 3, and 2. He has Regeneration 10 which means he can fly to a strategic position, stay there and not be weighed down by melee attack, and Heal himself without lifting a finger, and have all the little melee attackers run to the front. Those little melee attackers may wear a big sign that says "SHOOT ME!" but, Durge can pick 'em off for you and your kin we wish you a merry... sorry. anyway, he is fully equipped (has great abilities) he gets great gas mileage (lasts long in battle) and costs 2 bucks a month (doesnt cost too much for what you get).
100 3.5
150/200 5
Sith Dragon Durge
Separatist
Cost: 39
HP: 100
DEF: 19
ATK: +10
DAM: 20

Bounty Hunter +4; Double Attack; Flight; Regeneration 10

CE: Characters that end their turn within six of Durge gain Momentum.

Durge used to be a pretty good piece. Now he is a pretty good piece that just doesn't seem to stack up in today's meta game. For everything he can do i don't know that his 39 pts is too much. In a faction of 50+ point characters, his 39 points makes him a decent fit for any of the CIS Sith builds (living characters). His stats are all fairly good for a non-Jedi, but seem to be lacking any uberness in today's world. The +10 is a bit low, but the +4BH helps against uniques.

Double attack is great. It is almost a must in today's game. His large base is a bit of a drawback, but the fact that he has flight helps him with terrain that slows most large characters down. It also lets him run without provoking AoOs. Regeneration 10 is a nice ability, but it wont do much unless you let him take a few early hits then run the big Jedi up, so Durge can sit and gain HP back, but 10 HP just doesn't go very far. You generally wont get more than 2-3 rounds of healing, and even that is hard because its hard to sit still in today's game of Jedi, mobile attackers and super stealth.

His CE can actually be good, especially for grunts that round out your squad. A +4ATK and +10 DAM can make it possible for your little guys to not only hit, but score a cheap 20 DAM as well.

100pt: Here i suppose you could play him here. If you round the rest of the squad out with grunts you will have a huge activation count, bu t in the end i don't know that it would cause enough DAM unless every grunts attacks hit, which is unlikely

150/200pts: Here he is playable. As I said he makes a nice add to the Seps with his cost, but today there are better fringe pieces for equivalent costs. He is a solid tier two piece basically because the Seps are just a horrid faction - great pieces, but no synergy. Durge is a piece you bring out for a really fun game.


"Dude, the fat guy totally just blew up!" -Pink 5


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