Good Partner For Windu

By Lionhardt, in Star Wars: Destiny

Hey guys, im new to SWD.

Was wondering if anyone had some ideas for a good character pairing with Mace Windu.

All I've been seeing online is Windu and Padawan, is this the best option or have you come across other pairings?

Thanks so much :)

Padawan is probably his best partner to hit hard and fast...playing to his strengths. I haven’t personally tried it yet, but maybe the Jedi Temple Gaurd would work better. Guardian, one more health and two shield sides will obviously keep Mace alive a little longer.

At 8 points there really isn’t many viable options...especially outside of blue. A yellow melee character at 9 health would be Mace’s best friend. :)

I like Rose. You can Leadership her for shenanigans. Red also gets you Electrostaff, which helps with Mace's pay side.

I don't know if this makes the deck competitive, but it's worth playing around with.

Thanks for the replies! I got a Temple Guard, so I'll give that a shot. Also, I've never considered Rose, I'll give her a shot as well, :) it will give the deck more options

Rose is..almost strictly for Leadership and Electrostaff access.

She has 9hp so she wont get 1shotted easily but she wont do much on her own to draw the attention. Then again, anyone who's been wise to the recent wave of Vader+Nute leadership tricks might notice it right off and gun for her to stop that, since Mace is deadlier than Vader especially if he gets an electrostaff.
Though she does help with Suppression Fields and Bubble Shields, which are nice supports even w/o her to prolong their life.

Mate of mine has him with Rebel Trooper

Electrostaff and Guardian, plus the Rebel has 2 damage sides of his own so whilst he can't pack much of a punch or close out a game (his job is to die anyway), he can be a thorn in the opponents side.

No matter how you slice it though, 3 dice builds are difficult to win with, and easy to mitigate against - Endurance and Reslient help, but keeping Mace alive and getting his big 4 sides off consistently is still very difficult (and easy pickings is just utterly cruel to the Master Jedi).

Edited by Stu35

I've had a bit of success running him with Maz. Her ability to resolve dice means that it will be harder to mitigate his damage. And if you get a lightsaber or two on him which redeploy to Maz, means she can be really dangerous on her own if you lose him.

That's true. Didn't think about Maz for Windu. eWindu + Maz sounds great actually. Just cant run any electrostaff's but you're right. I think she would be better than Rose too with her focus.

other than some obvious die mitigation cards are there any yellow cards Windu even wants?

I've run him with the Rebel Trooper with moderate success.

IMHO the key is to play it mainly as a control build. Mace is a single character build, so you have to focus on keeping him alive. You'll only have 3 upgrade slots, resist the temptation to include a lot. I run Electrostaff, Shoto, and Ancient, and that's it for upgrades. Ideal build is the double Shoto and an Electrostaff, replacing with an Ancient as needed. Almost everything else is mitigation. That plus Guardian does a decent job of keeping him alive long enough to do his thing.

I like the idea of Temple Guard with him, but losing red hurts. I think the Trooper is still a better pair because of that.

5 hours ago, Vineheart01 said:

other than some obvious die mitigation cards are there any yellow cards Windu even wants?

Truce is really nice to be able to pay for the 4 melee.

Never tried Maz with him. It does sound strong. Maz focuses Mace just once and all future damage goes her way until she dies. I ran 2 dice Luke one for Yoda and had good luck with that 3 die Character combo. Even killing a 12 health character in one round.

On 2/8/2018 at 2:11 PM, Darth Chump said:

I like Rose. You can Leadership her for shenanigans. Red also gets you Electrostaff, which helps with Mace's pay side.

I don't know if this makes the deck competitive, but it's worth playing around with.

This. 9 hp and leadership with electrostaff.

Unfortunately Mace just isn't that good. He's too way overcosted for his effects. He hits like a truck, but that truck costs a resource side. I'd rather play upgrades than having to keep resources at bay for WHEN I hopefully roll that 4 side, until my opponent just mitigates the dice.

In theory Mace is good, but in actuality, he's not.

Had he been 14 hps, then it might be doable.

~D

Mace's main issue imo is his ability is kinda redundant. Ive never seen it do anything...ever...

Ideally, if you get someone to 1-2 hp and he manages to shield up or you roll like crap he can still kill the target. This almost never happens with 3 damage sides that do 2+ damage, not to mention equipment. Every time i get someone that low i just roll to kill them normally and either faster than they can shield up or i rolled the 4 side so i just power through their 1-2 shields anyway.

I imagine if he popped up with power actions in mind he'd be a "Power Action: Remove one of this character's character dice to deal 2 unblockable damage to an enemy character" - prevents spamming it on both his dice and gives him use even when he rolls the 4damage side with no elecstaff or resources or rolls the nondamage sides you didnt want.

I actually started using him because my friend is abusing Obiwan atm, easily gets 3 shields when he activates and often gets 1-2 more with little effort. Still didnt need it, i just nuked him straight through the shields, or never got him to 2hp lol.

edit: Now if Mace's ability was in an indirect damage deck....that would be pretty potent.

Edited by Vineheart01

I have been trying a eMace/Rose deck and I have seen his ability come in handy vs a combo of shields, second chances & Force Illusions. I agree it's not amazing, but that turn you roll in and your damage gets hit by removal but a blank or shield die get left, it feels good.

56 minutes ago, Atomisk said:

I have been trying a eMace/Rose deck and I have seen his ability come in handy vs a combo of shields, second chances & Force Illusions. I agree it's not amazing, but that turn you roll in and your damage gets hit by removal but a blank or shield die get left, it feels good.

This sounds like a good setup for running vehicles, and with Legacies piling on indirect damage, would support Mace's ability. Resistance Bombers in particular, paired with Rose, will make quick work of your opponent, shields or no shields.

And darnit: I just put together a new deck, and now you have me thinking about THIS combo. Argh, Legacies really has added a lot of things to play with!

Edited by kingbobb

Mace's ability is gravy on top of his die. It's not the most important part of his package, but having played him a lot it matters more than I think people give it credit for.

I understand this is sort of a backhanded compliment, but it comes into play rarely enough that people forget it. It's not an every game sort of thing, but it seems like at least once a tournament I surprise someone with a kill, and usually gain an action or watch them waste resources in the process. Even when people do remember it, it has a similar effect to Planetary Uprising - if I get you to that 2 mark I can defeat easily next turn. That changes the way people think, and forces them to mitigate near-misses that they otherwise wouldn't have to. Especially with all the shields running around, it matters - 2 health left with double Shoto means you're going to have to manage 4 more damage, but Mace kills it outright.

There are definitely going to be plenty of times when you've just got the damage, and I wouldn't bring Mace just for his ability. But he's not the trash tier a lot of people think he is.

i thought about the res bomber but i was worried about resources between it, mace's 4dmg face, and paying for the upgrades with effectively only Rose actually generating anything.

I was right to not include it. I didnt have a resource problem but i was generating EXACTLY as much as i needed, and mind you i used Destiny as well. Theres no way i'd be able to support the res bomber 2cost side, and personally i'd much rather have Ground Battalion if im not trying to get the 6indirect side (+1 cost, snags battlefield, same overall damage w/o the need to remove the damage from it to keep it alive). Or Mortar Team, 1pt cheaper for slightly weaker die and again no damage issues.

I think the real nail in ol’ Sam Jackson’s coffin was Obi-Wan 2. I’d take eObi2/eMaz over eMace/Maz or all the other similar options just about any day of the week.

yeah obi-two is kinda ridiculous.

On 2/9/2018 at 10:13 AM, Vineheart01 said:

other than some obvious die mitigation cards are there any yellow cards Windu even wants?

Mace really really wants Fast Hands but FFG is all like ......

mLwxwYO.jpg

1 hour ago, Mep said:

Mace really really wants Fast Hands but FFG is all like ......

mLwxwYO.jpg

This is an actual shot of what happens post nerf if you try to play Fast Hands to your non-yellow character.