Playing the Inquisitor

By Parkdaddy, in Star Wars: Destiny

Long story short, he's fun to play, even if he's not highly competitive. Looking for thoughts on Inquisitor play.

I've played him more than a couple times, paired with Bala Tik, using only blue ability upgrades that deal with dice manipulation (with a couple yellows like On the Hunt).

When you roll out the Inquisitor with force throw and force push on the first action of the round, and they see all those specials, or the 2 focus (knowing that you have an All In somewhere in your deck), or the resource (knowing that you have bait and switch), they really don't want to roll out any of their characters, and it's a good feeling. The problem is getting to that point.

As with most dice, the double focus combined with an All In is vey powerful, even more so when you have multiple ways of achieving that (Meditate, Bait and Switch, etc.). So the Inquisitor's die is versatile with all strong sides, albeit unfocused without the right setting.

In the right setting, he provides all the dice control you really need. In the scenario above with force push and throw, three specials (1 each) could reasonably get you 5 damage on a target. 3 dice for 5 damage seems pretty lackluster, but that also removes 2 dice. Push a character die to a blank and any other die to a high value side. Inquisit the character die and throw the high value die.

The issue i see with the Inquisitor in competitive play is dealing with any metas of quick play that don't allow you to interrupt their die play.

Alternatively, I see the value of using the Inquisitor in a melee aggro style. The double focus/All In power play still applies there. Thoughts

That 3 melee pay side is painful on a 19 pt character. And build around specials always look better on paper than in practice.

If he had only been 13/18, had a 2 melee and 2 melee, and instead of a special side just an 'Action: Remove this die' for the same effect. Then we'd be looking at an actual contender.

I haven't found a deck or pairing yet that makes it compelling to play him over big Vader

I tried several games paired with eCienna Ree and it was really awful. I figured her two resources plus electrostaff would be great, but it's just not. Imperial HQ just choked me even more, I was playing 12 cards in the deck just to use my starting dice.

19 hours ago, robguyday said:

I tried several games paired with eCienna Ree and it was really awful. I figured her two resources plus electrostaff would be great, but it's just not. Imperial HQ just choked me even more, I was playing 12 cards in the deck just to use my starting dice.

Yeah, I don't really see too many red characters who would pair well with him, except maybe the magna guard and going for melee aggro. Use Cannon fodder and best defense die mitigation. Not too many options for good resource generation. I think Bala Tik might be the best pairing. He usually is, in my opinion.

But I agree with RJM. Painfully overcosted and underwhelming ability, especially for legendary status. And the events/supports that FFG seemingly designed to pair with him just don't seem to get the job done well enough. They're too slow for my preferred style of play

For my part, I tried him elite with Seventh Sister. Not tier 1, but still a good deck.

The good thing about Seventh Sister is that she still rolls 2 dice. The Inquisitor will probably get targetted first, giving you time to equip 2 droid on the Sister, and once she has 2 droid, she start to gets really nasty, give her a good weapon like a Kylo or Inquisitor Lightsaber and we have a good end game character.

For the Inquisitor, I try to keep him cheap. Force Speed, a vibroknife and Now I am the Master. Now I am the Master allows you to turn a die to its blank side. Force Speed or All In allows you to action cheat into dealing damage to a character, turn one of his character die to the blank side, and then using the Inquisitor special to remove it. Even without the action cheat, Now I am the Master can force your opponent to reroll his character die if there is the threat of the Inquisitor special.

Good thing about pairing him with the Sister is that the droids have a Focus side too. If you have 2-3 droid in play, it means a potencial focus 2-3 for your all in.

The only downside of the Inquisitor is the 3 melee pay side.

My experience is that you should roll the Inquisitor as soon as possible. This way you know if you'll need the ressource to strike, and if you roll that special, you'll be on the ready if your opponent roll a blank on one of his character. So it's a deck that needs to claim early.

Im actually trying him with 7th Sister. Just as pure emokids v2. Somehow....its works suprisingly well.
When you put Vibro/Makashi/Robot on board it kickstars very hard.
Payed 3 side? Sure. How to play around it? You have insane amount of focuses to turn exacly to what you need. One good roll with just 1 resource and 1 upgrade on board means you deal easy 8 damage. Rest of the deck is pure control.
I have around 50/50 win rate for now. Next step is to make it even closer to emokids with Holocrons and Force Throws and Force Pushes. Throw can deal nice damage, bypass that "3 for 1" side, or deal damage of any of the droids side, while Push has extreme synergy with Inqusitors special.

Working on a deck with Gamorean Guard. Yellow offers a lot of interesting options. I really like the Hiden agenda + It will all be mine. For now the guard is the only melee yellow worth it IMO, and it pair well the Inquisitor(or rather it is the best option to use the remaining 20 points, as far as I know).

I also run eInq/GGuard, you get the benefit of Yellow while maintaining a single damage type and gaining Guardian to keep some damage off the Inquisitor. Despite all of that, it's still not quite Tier 1.

The Inquisitor is the only elite legendary we've managed to acquire so far from EAW, so we had to make a deck for him. He's actually a lot of fun paired with Seventh Sister. We only have one seeker die so it's only going to get better if we get two more for regular upgrades.

We also tossed in I Am The Master x2 and Force Push x2. We have 4-5 upgrades that are 3+ resource cost, so we added Bespin as the battlefield...getting a spendy upgrade out with ambush justifies the cost a little bit more. hitting a special puts your opponent on the ropes before they roll out, like Force Throw does. If you can manage to get his Lightsaber out early on, he can be quite devastating. Once he gets a solid weapon out, those resources can all go towards that 3 melee without worry....unless you get disrupted of couse.

Vibro and other cheaper upgrades go on the sister so when she's on her own, she can finish up...preferably with four dice. If she gets left with her die+ only the seeker, she doesn't stand much chance.

I do wish his special worked for any blank, not just characters. But it is what it is.

Edited by Piscettios