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image from Wizards of the Coast

Sly Moore

Set: Revenge of the Sith
#50

Date Reviewed: May 24, 2007

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

100 pt: 2.0
150 pt: 2.0
200 pt: 2.5

 
Sith Dragon Fringe
Cost: 28
DEF: 13
ATK: +0
DAM: 0

Dominate

The second piece of the week is another piece that helped my squad win the Nexus tournament. Sly Moore is a one trick pony to be sure. She does one thing - dominate. That is it. It was a fantastic trick when she first came out, but people quickly adapted to her. You can use her on an opponent's character in hopes of getting their Boba to shoot some guys for you, or if two characters are next to each other, then melee someone. This ends up not being a very reliable way to spend 28 points though. Jedi can reroll their attempts, so they have a better time at resisting her.

The other thing you can do is get a piece of yours in position and then attempt to dominate it. This time any force points the target has will help you, but can really suck if you missed and did it too early. While a bit better than attempting to dominate an opposing Jedi, its still risky if you over extend.

Sly would be playable except she has two problems. One - to dominate, it takes her whole turn, so she cant move. She has to be in position a turn before you actually want to use it, which could leave her vulnerable. Also, after using it, she cant go back into hiding. Also, whoever you are using has to be where they need to be. While they can do most everything they could do on a normal turn, the dominated character cannot move. The second problem is that most smart problems will go after her first, since she is usually exposed when being used. This will cut down on her squads synergy and cramp it pretty badly.

There are two ways to overcome this. One is to run something to overcome her stone feet. The Rodian vigo can protect her by making her a very hard person to target when the rest of the squad is in front of her. R2 can also help by moving her into and out of position to keep her safe between uses. The final and best use is Exar. His teleportation helps keep her completely sealed away from the enemy. If his domination fails, the worst you are going to lose is either a 10pt bike or 3 point ug or other small piece. Then Exar basically gets a sextuple attack on the target.

Sly is a 200pt character only. She needs lots of help and support to work worth a darn. While her dominating of enemies must follow normal targeting procedures, she can dominate any living ally she can see, regardless of cover. She is a very hard character to use, but if used correctly, and your die doesn't let you down, then she can be very good in the right squads.


"Dude, the fat guy totally just blew up!" -Pink 5
Hassan Ninkin Sly Moore
cost: 28
Hp: 40
defense: 13
attack: 0
damage: 0
special ability: dominate

statwise, sly moore is disgusting. only 40 HP with a defense that an ugnaught could hit, sly won't last long at all against accurate shooters. Dominate is a nice ability, but prone to failure when you're really counting on it to work. Builds with Sly typically include Durge or Bossk, BH to give them free regeneration, or a force user who can reroll their save if they don't fail.
I personally like to use Sly with the Nightsister and Emporer Palpatine to dish out up to 180 points of damage (all in two quick, cheap activations) that can only be blocked by someone with the uncommon force defense ability.
Overall, a subpar figure, but with a very interesting ability, if the die lands your way.

100 points: 2/5 Some might think she's too expensive here, but I disagree, as she can make a solid second half in a very one-sided dynamic duo build
150 points: 2/5 her cost doesn't hurt as much here, but she's useless if her dominate fails
200 points: 2.5/5 a little better here, but only because you can afford her easily.
 


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