Dengaroo help

By Radar159, in X-Wing Squad Lists

Hey guys, I'm trying to find a strong Dengaroo list and there are many out there, so I put together a list and I don't take credit for it. That being said, I just want some friendly advice, if this is a good option for a dengaroo build. I appreciate all feedback.

Dengar (59) JumpMaster 5000 (33), Lone Wolf (2), Plasma Torpedoes (3), Extra Munitions (2), Zuckuss (1), Overclocked R4 (1), Glitterstim (2), Punishing One (12), Counter-Measures (3) Manaroo (39) JumpMaster 5000 (27), Push the Limit (3), “Gonk” (2), Unhinged Astromech (1), Feedback Array (2), Engine Upgrade (4)

Edited by Radar159

So what I will tell you as I went down this rabbit hole before, play Manaroo similar to that of a palpshuttle. You want her alive and able to pass tokens. Dengar is your brut force. Watch some of the videos online from SteleTV study the way that people fly it, I preferred the party bus and dengar- entitled Boys Night Out.

So what I will tell you as I went down this rabbit hole before, play Manaroo similar to that of a palpshuttle. You want her alive and able to pass tokens. Dengar is your brut force. Watch some of the videos online from SteleTV study the way that people fly it, I preferred the party bus and dengar- entitled Boys Night Out.

Thanks for the advice, I have been on youtube watching some games and see what your talking about.

Dengaroo (99)

Dengar (59) - JumpMaster 5000

Lone Wolf (2), Plasma Torpedoes (3), Zuckuss (1), R5-P8 (3), Glitterstim (2), Punishing One (12), Countermeasures (3)

Manaroo (40) - JumpMaster 5000

Push The Limit (3), Proton Torpedoes (4), Extra Munitions (2), Recon Specialist (3), Unhinged Astromech (1), Guidance Chips (0)

This is the version I run. Like UGottaLuvKylo said, run it like a defensive Palp Shuttle to start but just using Manaroo to pass tokens. My big difference is if I need Manaroo in the fight she has some teeth with ordinance if it comes down to an end game or late I can pincer a ship with both JM5Ks.

Edited by DereckSean

Hey, mine is identical except I have K4 instead of Gonk. Dengar's likely stressed so I'd like focus and TL to pass, you've also got boost and Gonk actions to squeeze in. K4 lets me boost, TL and focus with greens/ptl.

I tried K4 but most of the time Manaroo is outside of the fight so I prefer Gonk too.

I like gonk in the list, but it makes denger a lot weaker. Recon specialist showers him with focus which he can use in both defense and offense (he needs it).
Consider getting the pain.bot (R5-P8) on dengar, so they get punished even more from shooting him.

If you make dengar too weak, you will end with little impact and a 2 attack PWT.

I prefer OCR4 for infinite focus than only 2 from Mana. ;)

And regenerating Mana works fine for late game.

I appreciate the feedback guys, Thanks!

I think that pain bot is a trap. It's a great card, but I feel like Dengar needs OCR4 in case he is getting shot at by more than 1 or 2 ships a turn, and Manaroo needs unhinged (and EU) to run away fast enough against the faster ships. If you want Gonk on Manaroo, that is good, but I like Rec Spec still. Sure, Dengar doesn't need 2 focus tokens if he has OCR4, but if they catch up to Manaroo, she loves the added defense. I'd argue that it would block a good level of damage having that extra focus so much that it would rival Gonk (more or less, as Gonk can be situational), and also it doesn't take up an action as Gonk does. An added bonus is the fact that Dengar is now immune to Palob and Wes.

Edited by tortugatron