Pojo's Star Wars Minis news, tips, strategies and more!

Star Wars Home
Message Board
Pojo's Books

Mini of the Day
Mini Strategies
Mini News
Top 10 Lists

Contact Us

Yu Yu Hakusho
Harry Potter
Vs. System

This Space
For Rent

Pojo's Star Wars Minis Site
Mini of the Day

image from Wizards of the Coast

Jensaari Defender
Jedi Academy

Date Reviewed: July 10, 2009

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 1.87
200 pt: 3.50



Jensaari Defender, 45

Faction: Fringe

HP: 90

Defense: 21

Attack: 12

Damage: 20


Abilities: Melee Attack, Double Attack, Draw Fire, Force-Attuned Armor


Force 3, Lightsaber Deflect, Lightsaber Precision


Hey, guys! Finishing out this week is another new piece from Jedi Acadamy. The Jensaari Defender is an interesting piece made even more interesting due to it really being first of its kind... a non-unique medium Fringe Jedi. I've heard it said that these are overcosted, but actually I think they are costed just about right. Let's examine the piece, shall we? First of all, it has a heavy cost at 45 points. For those 45 points, you get 90 HP (which is below average), an excellent 21 defense, +12 attack and 20 damage. First thing I notice right off the bat: 21 defense is absolutely huge for a non-unique. Secondly, its stats are all good except for its HP. Maybe its abilities can make up for that.


He has a bunch of interesting abilities. First of all, Force-Attuned Armor is a very useful ability that can really help the Defender stretch his low HP score. It's basically Vonduun Crab Armor 11, which gives him a 50% chance to reduce all damage by 10. Not too shabby. He also has Draw Fire, so he can absorb damage from things that you would rather not get hit. After some playtests, I didn't find Draw Fire particularly useful, since usually the Defender is the thing you would probably not want hit in most situations, it does have its uses. Finally, the Defender has Double Attack, which is standard on a Jedi of this cost. As for Force powers, he has Lightsaber Precision and Lightsaber Deflect. Lightsaber Deflect gives him a bit more surviveability, allowing him to evade all damage from a nonmelee attack with a save of 11. This can be useful when trying to absorb stronger nonmelee attacks. Lightsaber Precision gives him a bit more power so it can do 30 damage instead of 20. This is useful in few situations, but when it's useful, you will be glad you have it.


All that being said, the Jensaari Defender isn't too exciting or threatening by itself. But what it is makes it amazing: A non-unique follower Fringe Jedi... Yes, you get what I'm saying. This thing can take advantage of nearly every commander effect in the game. And since it's Fringe, the sky's the limit with this piece. Imperials can take advantage of him in Grand Admiral Thrawn armies, as he will benefit from the +3/+3, giving him an amazing 15 attack score and 24 defense. Master Kota can do the same thing as Thrawn for Rebel and Republic squads. Throw him in New Republic squads to give him a lot of interesting abilities. General Wedge can give him Evade and Mobile Attack. The new Leia can help him reroll his Force Attuned Armor, Lightsaber Deflect, and even Evade (provided by Wedge) saves. The new Kyle will give him Lightsaber Duelist. The new Luke or Luke's Force Spirit will give him Force Renewal 1. Many factions can pair him with a Force battery to increase his low force values. While the Jensaarai Defense may not look amazing by itself, what it is makes it highly playable in the right squads.


100 points: 1.5/5, Too little points to pair it with anything, and will die quickly to most beatsticks of this format.


200 points: 3.5/5, Can find its way into a lot of squads, for sure. He really depends on the commander effects you throw around him, so you must be a squad to utilize him if you want him to be effective.



Jensaarai Defender (34/40, Uncommon—Jedi Academy; HP90, ATT12, DEF21, DAM20, DEP45) 

            For 45 points to deploy, the Fringe faction brings another surprisingly good generic Force user out to the table. You’ll want to use him for his pretty potent power of Draw Fire combined with his Force-Attuned Armor. With Draw Fire, if your opponent fails the same it has to target him instead. With his defense score of 21, it’s going to be pretty hard to hit him and even if your opponent does manage to hit, you still have the chance to reduce the damage by 10 points with that Force-Attuned Armor. As one of the first characters with Draw Fire that has a hard to beat defense score, your opponent is really going to have to position their shooters carefully so they can take shots at the characters they want while avoiding having the Jensaarai Defender be a legal target as well. Add into it that the Defender has Double Attack with a solid +12 to attack and this piece is a force to be reckoned with.

            His Force powers are pretty basic for a lightsaber-wielding fighter. Lightsaber Deflect gives him yet another way to avoid damage when it successfully draws your opponent’s fire away from other targets. Add in Lightsaber Precision and the Defender is a pretty solid piece. Though Precision isn’t nearly as good as Sith Rage (which since the Jensaarai blended teachings would be perfectly viable power for it to have), it is nice that the Defender can still increase its damage dealing capabilities. While it is slightly limited by not having Force Renewal, since it’s Fringe it can be put in to factions that can bring that sort of thing in for you.

100 POINTS: Here, at 45 points, I’m not really sure if this character has enough damage-dealing capabilities to really hang with the big boys. It is a very solid piece, but its gimmicks are based more around limiting your opponent’s attack choices away from important tech and commanders and that’s not really what you see at this point level. It’s still a pretty good piece but I’m just not sure it’s going to be a winner at this level. SCORE: 2

200 POINTS: The Jensaarai Defender can really shine at this level. You’ll want to keep him near your important pieces so it can use Draw Fire away from them while still not triggering the dangers of area effect weapons like Grenades or Missiles. While saves on both Draw Fire and Force-Attuned Armor can be quite fickle, it is still a nice option to have since the Defender’s defense score is so high. SCORE: 4

Gunnar "Darth
Malstrom" Malstrom

Jensaarai Defender (Fringe UC)


Cost: 45

HP: 90

DEF: 21

ATT: 12

DAM: 20


Special Abilities:

Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make 1 extra attack instead of moving)
Draw Fire (If an enemy targets an ally within 6 squares of this character, you may force that enemy to target this character instead if it can; save 11)
Force-Attuned Armor (Whenever this character takes damage, he reduces the damage by 10 with a save of 11)


Force Powers:

Force 3
Lightsaber Deflect (Force 1: When hit by a non melee attack, this character takes no damage with a save of 11)
Lightsaber Precision (Force 1: This character gets +10 Damage on his next attack)


Hola all, DarthMalstrom back with a look at another piece from JA.  Today we look at the Jensaarai Defender.  This piece has pretty good stats for a force user.  90 HP is not bad, as in the +12 Attack and 21 defense. 


He has some nice abilities. Force-Attuned Armor can help the 90 HP last a little longer, and with Draw Fire you can really take the heat off of some weaker pieces.  Being in a Rebel or New Republic squad you can give him evade, which is sick when it comes to Draw Fire.


As for his force he has 3 force points and two powers.  He has deflect, which works well with Draw Fire, he also has Precision, which is a lesser version of Sith Rage.


His biggest strength is that he is a non-unique fringe, so there are many ways to beef him up.  The Sith can give him +4 attack and force renewal with Malak DLotS and HoloSid.  He can gain Duelist with Tyranus or the new Kyle.  You can give him Mettle with Nomi or a force spirit.  He can get +3/+3 from Grand Admiral Thrawn, Kota, or Grand Master Yoda, or +4/4 from General Obi (as long as it is not DCI).  New Thrawn can give him opportunist.  Like I said earlier he can get Evade, and if you throw in the TBSV he can get Greater Mobil Attack.  There are so many ways to use this guy.


For my money I would use him in a Rebel squad, with Obi-Force Spirit and Yoda.  If you really wanted to mess with your opponent throw in ChewPO and use double draw fire, but with all that you won't have much left to draw fire from.


Onto the ratings…


100 pts 2/5: You can run him here, with one more big piece (good for Dynamic Duo maybe with GMYoda).  Besides that it would be hard to run almost half your points on him.


150 pts 2.5/5: Here you can add a little more support.


200 pts 3/5: Here is your best chance of using him to the best of his ability.  Not game changing, but can be a nice piece.

Copyrightę 1998-2009 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.