Dengar and ?

By kopmcginty, in X-Wing Squad Lists

I love the look of the JM5K and haven't run any fat builds for a long ass time. I've spitballed;

JumpMaster 5000: · Dengar (33)

Veteran Instincts (1)

Engine Upgrade (4)

· "Gonk" (2)

· Punishing One (12)

Glitterstim (2)

· R5-P8 (3)

I'd guess I'm not the first one to think ooh large ship regen. Glitterstim for the oh hell this is gonna hurt turn. R5P8 to add a little damage output due to the lack of red dice issue with 2 ships.

Back to what does he pair with? 1 or 2 ships?

StarViper: · Guri (30)

· Lone Wolf (2)

Autothrusters (2)

· Virago (1)

Sensor Jammer (4)

Glitterstim (2)

Lacks the PS you see in Rebel and Imp 2 ships but i figure Guri is annoying as hell to deal with.

Comes to 98pts so 2pts to play with or bid but, I don't think a bid as very important with PS 11 and 5.

I like it this will be a tough duo to take down.

looking back at some builds I made when the preview was first released I realised.

one is quite similar to this.

It has Guri the same.

But Dengar has push the limits, k4 and unhinged astromech with Glitterstim.

Maybe thats why I like this build.

PTL is the one thing I have deliberated over simply as with Gink and EU, that's a choice of 6 actions if you count both of Gonks seperately and I can only do one. Plus PTL gives the option of single turn regen

K4 synergizes with PTL brilliantly but changes the entire way the ship would fly as Gink is integral to what I'd be TR yi g to achieve.

The lack of hard 3's put me off unhinged but if Pushing would be much more useful. Bud already has the points available go swap VI for PtL so maybe I'll try both. :)

Dengar has been a tricky one to figure out. I've been trying to find "the build". But I think EPT is one area there will be a lot of variety, followed by he astromech slot. I doubt people will reach a consensus on those.

However, I've decided that Title and Engine are going to be essentials. You need that third die especially since dengar may attack twice in a turn. Engine keeps enemies off his rear end. Due to the possible multiple attacks in a round, it ups the payoff potential of glitterstem. Because of that I think glitterstem will be the popular choice by far for the elicit upgrade.

Keeping in mind the native barrel roll, and the engine upgrade, I think PTL give you tremendous flexibility. PTL also lets you set up other action combos as you see fit. Dengar is highly predictable when he needs to clear stress, and since stress will be a common effect when running PTL, I feel that unhinged astromech becomes vital to Dengar's ability to move freely as well as clear stress. Other astromechs tempted me, but as soon as I decided to run PTL, I knew there was only one choice.

Now since we are sort of the topic of action economy, and I already mentioned how important I think his multiple attacks can be, I've opted for Bossk crew. When Dengar performs an attack that doesn't hit, and if he isn't stressed, he must take a stress. (Have I mentioned in running unhinged astromech?) key thing here is that Bossk will NOT double stress you, so it's safe to use after a PTL round. You then assign a focus and target lock to Dengar, the TL being on the defender of the attack of course. Action economy! I love it. Dengar's PS of 9 is no slouch, (although I could see wanting to run VI even more now) so he will attack early, and even if Dengar can't attack twice, he has a focus useable for defense that round.

If I were to switch things around, my second choice build would be VI instead of PTL. Considering the reduction in the amount of stress I'm likely to take in a round, I'd be willing to change the astromech to R5-P8. Although taking damage isn't ideal, you may find situations where the risk is well worth it. I'd more likely run R4-B11 this allows a defensive use for our target locks. Since we have Bossk, we might get to have a few extra target locks over the course of the game to make enemies re-roll their attacks, and since we have VI, we can be reasonably sure that we will attack early and defend late.

Those are my nominations for Dengar builds. As far as what to run him with, I have a few ideas in my head but I don't know which are best suited to him. I was thinking IG88B naked except for an HLC. (Although mangler frees up points for a more diverse build on B). Or trying three banana pirates with glitterstem for a kamakazi strike force.

Edited by EeiddKlabe

I like the idea of putting Gonk Dengar next to Xizor. You don't have to feel as bad deflecting a damage to a regenerating ship.

The Bossk with PTl idea is interesting. Relies heavily on getting the ability to trigger for it to benefit but that is a hefty counter attack to face if they want to attack Dengar if his ability is active. :)

With Iggy. I'd switch from B as I'd personally prefer adv sensors and AT instead of canon but otherwise naked ship..

Dengar — JumpMaster 5000 33

Push the Limit 3

Bossk 2

Unhinged Astromech 1

Glitterstim 2

Engine Upgrade 4

Punishing One 12

Ship Total: 57

IG-88(not B)— Aggressor 36

Advanced Sensors 3

Autothrusters 2

Ship Total: 41

Total 98

Edited by kopmcginty

I might go C for action economy, although D gives you some fun new options.

I do not like Gonk on Dengar, personally.

Too much action inefficiency. A Recon Specialist in that same slot will probably net you as much or more health over time, with the added benefit of being able to add to your multiple attack rolls per turn.

I'm a fan of Dengar with like, Predator and Tactician (stuff that's in your arc at R2 pretty much can't fire on you, unless it likes double stress) and maybe the new Overclocked guy, Recon Specialist and Lone Wolf, Recon Specialist and VI or Adaptability with Agromech for bonus target locks, etc.

The Engine on Dengar is pretty nice, but he already has access to barrel roll and a great dial, and I suspect you'll want to focus most turns with most of these builds, in which case the Engine will be a 4 point upgrade that's only used in very specific circumstances.

If you run him around the 50pt mark, it leaves you with enough to run 2x TLTs or another fully loaded large base Scum Ace like Boba, Bossk or IG-88B.

Dengar (33)

Adaptability (+1) (0)

Recon Specialist (3)

R4 Agromech (2)

Punishing One (12)


Boba Fett (Scum) (39)

Veteran Instincts (1)

Tactician (2)

Glitterstim (2)

Engine Upgrade (4)


Total: 98


Here's a pair of tough customers who both have PS10. There's even 2 points to customize to your taste. Ion Bombs on Boba, Glitterstim for Dengar, 1-2pt init bid, Tractor Beam for Boba, maybe upgrade Dengar to VI, if you'd rather have PS11 than being able to choose the move order for your large ships (I think the move order might be more valuable, but maybe Vader is big in your neighborhood), etc.