Asajj Ventress

By Counthermula, in Star Wars: Destiny

So Ventress is by far one of my favorite cards from the new set, but I'm struggling to find a home for her. Anyone have ideas for a solid control build? Anyone playing her with any success? Do we need to wait for more sets to come out to find her a home? Let's hear some opinions.

eVentress/eDooku.

I tried eVentress/eDooku and I got blown out several games in a row. I found that the low health and threatening ability put a huge target on her. She seemed to die in the second round of every game. My build was probably far from optimal, but she seemed too fragile for 15 points. Someone else may be able to get her to work, but I gave up.

6 minutes ago, CBowser said:

I tried eVentress/eDooku and I got blown out several games in a row. I found that the low health and threatening ability put a huge target on her. She seemed to die in the second round of every game. My build was probably far from optimal, but she seemed too fragile for 15 points. Someone else may be able to get her to work, but I gave up.

Yeah, I don't think I like her at 15 points. I was thinking of running her in a 3 character squad and having her there for her great ability. But even at 12 points it is hard to find a fit. I'm feeling like more sets might be needed.

I like the hand control potential of Ventress and Unkar together, but the other 8 points seems tough to fill with anything useful.

2 minutes ago, CBowser said:

I like the hand control potential of Ventress and Unkar together, but the other 8 points seems tough to fill with anything useful.

Nightsister? Use her ability to reroll opponent's dice. Shooting damage is kinda a bummer though.

Putting her with E Grievous has been a thought of mine. I figure that by time she dies Grievous should be hitting pretty hard.

I made a Ventress/ 2x Royal Guard deck and its worked alright for me. I originally built the deck as a pair to a Baze/eFinn deck so there would be no competition for upgrades between them and I could make 2 decent decks from my small collection, but it's been fun to play. The guardian ability and shield sides on both Royal Guards helps keep Ventress alive and her ability active, and there's a decent number of melee sides between the three character dice. The lack of blue ability upgrades on the Guard's hurts a bit, but if I ever manage to get a Sith Holocron that would be less of an issue.

You could try eJabba/eAssaj. Build for control but, Vibroknucklers can help with damage when you need it.

I think eVentress/eDooku can work, you just need a lot of dice mitigation in there. Isolation, Feel Your Anger, etc. to make sure your opponent can't get too much damage off in the opening rounds. That paired with a couple Force Speed might just be worth it. I'm not sure - I haven't been able to test a lot since SoR came out.

Edited by Kieransi
1 hour ago, Counthermula said:

Yeah, I don't think I like her at 15 points. I was thinking of running her in a 3 character squad and having her there for her great ability. But even at 12 points it is hard to find a fit. I'm feeling like more sets might be needed.

I'm testing her with guavian and singh. See if I can do something with all that blaster damage.

You could go dual Tusken Raider and Ventress. Adding in all the Yellow Close Combat weapons, like flamethrowers could be fun....

I was also thinking eVentress/EJabba for even more mill fun.

In my eDuku and eVentress deck I been focusing on damage upgrades, I find that the force abilities/Holocron can be time-consuming to get to work and the amount of damage you can do with the deck when focused is amazing. I thought I would never have a Blue deck without force throw and mind probe but this deck is working really well without them.

Here the deck I been running,

eDuku/eVentress

Lightsaber Pike x2
Makashi Training x2
Vibroknife x2
Lure of Power x2
Force Training x2
Lightsaber x1
Kylo Ren’s Lightsaber x1

Lightsaber throw x2
Rise again x1
Feel your anger x2
Isolation x2
The Power of the Force x2
Intimidate x1
No mercy x2
Anger x2
Deflect x2
Dodge x1
Block x1

On 5/8/2017 at 2:26 PM, joeshmoe554 said:

I made a Ventress/ 2x Royal Guard deck and its worked alright for me. I originally built the deck as a pair to a Baze/eFinn deck so there would be no competition for upgrades between them and I could make 2 decent decks from my small collection, but it's been fun to play. The guardian ability and shield sides on both Royal Guards helps keep Ventress alive and her ability active, and there's a decent number of melee sides between the three character dice. The lack of blue ability upgrades on the Guard's hurts a bit, but if I ever manage to get a Sith Holocron that would be less of an issue.

I just built this, but using Dooku instead of Ventress. Feels like Dooku is the stronger partner/lead character for this. Looking forward to trying it out this weekend.

I also LOVE Ventress, and got two of her, but still trying to figure out what to do with her. Grevious pairing sounds cool, but alas, I have no grevious :(

Maybe a Ventress/FN/Tuskan Raider evil rainbow deck would be cool?? (Bala would be good for that, but I have no Bala lol!)

I want to give edooku eventress a go. I know it won't be great but i love the theme, and they do seem made for each other.

... still waiting for my bloody boxes though(A privatised Royal Mail have failed to deliver it as yet - been told to give it 10 working days, but thats by and by).

I'm thinking of trying EVentress/IG-88 myself, makes sense with her bounty hunter stint. Not this weekend though. Already got a Palp/Royal Guard for tomorrow

I was on the fence that she should have been 10/13 or given 11 hps. Shes too fragile for 12/15 @ 9hps. Disappointed cuz I was sooo lookin forward to her.

~D

13 hours ago, HoodieDM said:

I was on the fence that she should have been 10/13 or given 11 hps. Shes too fragile for 12/15 @ 9hps. Disappointed cuz I was sooo lookin forward to her.

~D

Her dice is good for her cost, and her ability is amazing. At 10 health, she'd easily be comparable to Dooku (who's about right, power wise), anything above that would pretty clearly be above the curve. At 9 health I agree she feels too fragile; but it's a drawback for her advantages.

I've won two local tournaments with e Vent / e Dooku. They work amazing together. While Assaj takes the early damage, dooku becomes a beast. If they go for dooku, they lose a lot of reroll potential.

On 5/12/2017 at 0:56 PM, Zordren said:

Maybe a Ventress/FN/Tuskan Raider evil rainbow deck would be cool?? (Bala would be good for that, but I have no Bala lol!)

If only 31 point decks were a thing...

2 hours ago, WonderWAAAGH said:

If only 31 point decks were a thing...

Haha yeah I am about as good at math as I am at Destiny...

I just put an eVentress/eJabba deck. Vibroknucklers are awesome for a little damage. Plus you get Fast Hands, Blackmail, and Con-artist for control as well as Personal Shield and Armour Plating to block some damage.

My hope is folks won't know who to target, I don't feel like it's an obvious choice. Only Blue dice card I have for now is Force Choke which let's me play Fight Dirty with some confidence it will work out.

I'd hope to take out a damage dealer while working on milling them down and severely limiting reroll ability. No idea if it will work or not.

Plus Fast Hands and Blackmail is just plain dirty.

On 5/8/2017 at 1:21 PM, ozmodon said:

Putting her with E Grievous has been a thought of mine. I figure that by time she dies Grievous should be hitting pretty hard.

I just played this in our local store championship tournament Saturday and everyone I played still went after grievous first. My first game, I got a vibroknife on him first hand so he still hit hard but died soon after that. Then the rest of the games I either wasn't getting my upgrades in hand to equip or I faced a fast hands, E Unkar who would roll nothing but disrupt. :(

I've been experimenting with Dooku/Ventress in a more control-oriented build with Holocrons, Force Push, and Force Throw. She's definitely fragile, but as others noted, she draws fire off Dooku for him to load up. Their dice are pretty solid damage-dealers, especially if you pair them with Vibroknives. If you're able to get an early Dark Presence, Push or Throw on Dooku, and have a few removal events in hand, you can keep the game under control long enough to build up damage. Holocrons make 0-cost Manipulate rather good control, as you can turn them from one blank to another (or really any result to blank, unless you want the focus or special). Any deck with Maz or Fast Hands is a pretty bad matchup though, as you're really looking to control the dice.

The other route for this pairing is a really aggressive one with inexpensive upgrades, no Holocrons, and all the burst damage events. This is a good deck for All In as well, since both characters have focus sides to their dice.

Jabba/Ventress sounds like a fun aggressive mill deck, may have to test it out--though I wonder if Dooku isn't better there for his better survivability.

Edited by pantsyg