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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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