Talk:Countess Ryad/@comment-2600:1700:2C60:4578:17A:199A:7606:931A-20171218232726/@comment-454133-20171219010748

I think Elusiveness is the weaker card of the set. Rerolling only one die in exchange for stressing yourself and telegraphing your next move is a low-yield option compared to other elites, including offensive ones that will simply allow you to kill enemies faster (thus reducing the heat directed you way with each kill). With attacks being directed your way every round, eventually the dice will crap out and you'll lose your stealth device, taking a lot of damage then or later. And attacks of 4 or 5 dice (e.g. Harpoon Missiles or Cruise Missiles) could easily smash through your defenses in one go, greatly weakening you for the followup attacks. A predictable turtle build may not be ideal.

For Countess I recommend Juke (among others like Intensity, Predator, Expertise, PTL, and Crack Shot ), which is a very nice offensive pairing with the free defensive evade token from your title. And if you're worried about losing Stealth Device early, Twin Ion Engine Mk. II is a good option for TIE Defenders, allowing them to stay less predictable when they do need to shed stress. You're a 3-agility ship with 3 shields and 3 hull, so you can afford to take the occasional hit. And with 3 attack and exceptional jousting power, it pays to be aggressive. Make sure you're pummeling your opponent more than they're pummeling you, and use your better than average defense + offense to outlast them.