First development of the 2 of this character’s different developments:

  • JunkzJarezpicture
    5Ability unlocked at
    1Attack +8
  • JunkzJarezpicture
    7Stop: +3 Pillz
    2Attack +8

Ability of Jarez:

Stop: +3 Pillz

If Jarez’S ability is cancelled by the opposing character and ifJarez wins his/her fight, the player controlling Jarez receives 3 Pillz at the beginning of the next round.



Attack +8

Junkz's Attack points are increased by 8 points. (Remember: Power * Pillz = Attack)

8 comments about Jarez

Saturday 07/09/2013, 18:51

I agree with DaddySteel, having a 5*,4* stop card is silly, you would want a more stable, reliable card for you big powerhouses. in my eyes having a 2* with stop is less of a risk, it allows you to occasionally have a beast of a 2*.A 7,5 2* is crazy!

Monday 25/05/2015, 01:26

I don't understand you people, really I don't. Do you even know what kind of an advantage this card is?
as Krateros said, this card is a Gil with a more occasional ability.
The thing about ELO is that in 80-90% of the cases YOU would NEED a SOA card(Because some 4*,5* and even 2 or 3* cards (such as Oxo who makes the Junkz and his own bonus obsolete, or Wendel, whose bonus makes it an easy outplay thanks to his -10 opp attack bonus, along with his Courage based SOA a perfect WALL card or Graff who is an impenetrable 8/2(thanks to his Bonus and that nasty SOA)) this card can be your saviour. I've played countless times and have been in a situation in which the opponent uses a SOA as a bluff thinking you would overpill and have an advantage, but with Jarez this makes things A LOT more problematic and interesting. You get 3 pillz(or get back if you overpill with him) and have an advantage towards your opponent. That's the thing about Stop cards that is so good about them. Even Backlash cards are a GREAT option, because if your opponent uses a SOA card, you just get a bigger and better advantage. That's why I use Jarez over other Junkz 2* like Flanagan, Dreen and even Sferik. It's because of the gameplay change that most people see this card as a GREAT 2* option. It's almost near the same potential as Gil(except that Gil has a better play advantage and has a better chance of executing the ability).
This card, along with other Stop cards is why I LOVE to use them. It's because not everyone thinks people will get used to the Stop abilities and carry on with other choices. THAT IS WHY Jarez SHINES!
Overall I'd rate around 8/10.
Solid power for a 2 star, enough damage for you to make a no-pill win, an AMAZING ability(that can only be used against SOA cards, which is why I give it 8, if it were without stop i'd give it around 9) and a CHEAP but GOOD alternative to Gil.

Friday 29/11/2013, 21:45

To the people saying this card is good, do you have any idea how easy it is to avoid stop abilities? Unless you are going against Roots/GHEIST this will almost never have an ability activated. Even against those two, if they are running half decks they may still be able to avoid this.

Friday 17/04/2015, 09:36

Stop ability is for u to messed up your opponent SOA turn to your advantage. nuff said smiley

Tuesday 10/09/2013, 22:46

Looks like Celdweeler

Sunday 15/12/2013, 16:57

Clan : Junkz
Stats : 2* With 7 Power And 2 Damage Stop +3 Pillz (Ability) And Attack +8
-Solid 7 Power
-When Hit By A Soa He Gives 3 Pillz When Won smiley
-His Bonus Helps Him In Low Pillz Battle.
-He Gives 3 Pillz Back When He Is Hit By SOA Only.. So Its Hard To Activiate..
-Base 2 Damage
OverAll : 7.5/10 Good Card A Replacement Of Gil But Not Good As Gil.. Good Card Though..

Thursday 16/07/2015, 12:49

Problem with this card is, most people are saving thier SOA for growth cards, which wont help jared at all. Dont forget, his ability doesnt work on the last turn, and is really weak on the 3rd turn (since it is +pills and not -pillz, the clan bonus will be less effective)

Tuesday 25/08/2015, 13:05

All stop abilities coming from a 2* card is a good card. Id rather have a 2* running in the field of war with no assurance of winning than a 4 or 5* with stop abilities. Those are already a monster cards from your deck. And if god forbids, a 2* that can turn the tide of battle? How is that.