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Yoda
Set: Clone Strike
#26/60

Date Reviewed: February 25, 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
150 pt:
200 pt:

 
Sith Dragon

 

Yoda
Republic
Cost: 55
HP: 140
DEF: 22
ATK: +15
DAM: 20

Double Attack; Flurry Attack

Force 3
Force renewal 1; Force Defense; Lightsaber Reflect; Master of the Force 3

CE: Followers within 6 may reroll failed saves once per turn.

We round out the top commanders week with, in my opinion, one of the best commanders in the game. Yoda from clone strike is one of those pieces that if you do not have him, you should really track him down. His stats are very beefy, especially for 55pts. They make him one of the higher end Jedi. He really only has two downsides. The first being double attack in a world of triples. That still is not bad, but it does hamper his offense a bit. Flurry is great, but will happen very rarely. It is not something you can count on.

With force 3 and renewal, Yoda is guaranteed to help him store up force points in a hurry, which is a good thing because all of his force powers are really expensive. Force defense is awesome and worth the 3 FP. It helps to slow down lightsaber assaults, sith rages, and other overpowered force users (read lord Vader). Master of the force 3 also allows him a lot of chances to use his force points, and even double force defense if you have that many FP. The second and only really bad part of Yoda is force reflect. It was a great idea, but was translated horribly. The 2 force makes it very expensive, and if you fail it, while you can reroll it two more times, that would turn into four force points trying to stop a single attack. i also wish they would have made it so it reflected the exact damage back, not just 10 points. Either that or take off the save part on the damage to the enemy. It is really hard to get that 10 DAM to hit. Regular deflect would have been so much better.

His CE just seems to grow and grow with every set. Rerolling failed saves used to be very limited, but with the Bith Vigo bringing in evade, and all of the deflectors and blockers, they get a second chance, making the JWM an even more powerful. Missiles and grenades are also getting more powerful and more common as well. Its uses seem to have no end.

100pts: He can be played here with a JWM. Its damage output is low, but it can handle a lot with their abilities.

150/200pts: Here he is very usable. Build around the save idea with either JWM, or the block/deflect crowd or the Bith squads, and he makes a very powerful commander. He is great at slowing other force users down, so you can use him if someone keeps dominating the local gaming scene with one of those.

Between the CE and force defense, he is one of the most useful pieces in the game.
 


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