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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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