Skip to main content

List of The Clone Wars episodes that are worth watching, in chronological order.

 The main reason I cut episodes is because nothing that happens in these episodes are important to the actual plotline of the Clone Wars, or are so banally predictable that you can just skip watching them - or because they're insufferable to watch, like the last half of TCW Theatrical Release.

Some episodes are there just because I actually think they're good storytelling, but don't have any real plot bearing - they're filler, but GOOD filler, like the creme in a Twinkie. Unlike the bad filler, which is like the creme in a Twinkie... past the sell-by date. 

I'll freely admit I haven't yet taken the time to watch Season 7; I was just quite satisfied with how season 6 wrapped up and haven't had the will yet. But it's there.

These are listed first in their chronological order, THEN by the season and episode number for easy finding. Blank spots are those episodes that... you shouldn't watch.


003 (301) Clone Cadets (Introduces Fives)

009 (105) Rookies (Continues Fives' story)

010 2008 Movie (first 30 minutes)

013 (109) Cloak of Darkness (Despite being part 2 of an arc, this episode is a genuine thriller front to back. Action packed, betrayals, fast thinking on both sides...)

014 (110) Lair of Grievous (Gives you more insight into Grievous, makes you realize WHY he's feared, and is also a solid ep).

015-016 (111-112) Dooku Captured/Gungan General (A two parter with lots of good dialogue. It actually made me... LIKE Jar Jar. I did not think that was possible.)

025-026 (201-202_ Holocron Heist/Cargo of Doom (Cad Bane and more stuff about the Jedi Order, along with some good action.)

027 (203) Children of the Force (VITAL for introducing Palpatine as a shadowy force behind the Clone Wars and that he's already looking beyond what happens when he wins)

028 (217) Bounty Hunters (Skippable. But it's Seven Samurai with Jedi and Hondo!)

031 (205) Senate Spy (A bit of politics, but actually displays the relationship between Padme and Anakin in a watchable and believable way)

032-034 (205-207) Geonosis arc (representative of the planetary invasions that clutter up a lot of the episodes, but it introduces important plot points, another padawan that Ahsoka bonds with, and other items)

035 (208) Brain Invaders (This one is a genuinely creepy thriller)

036-037 (209-210) Grievous Intrigue & The Deserter (Earlier in the series there's a whole thing about the Malevolence, and I skipped it because 036 does the 'infiltrate the ship' better with less stupid hijinks. It also gives context to the Deserter, which is just... a GREAT episode for understanding the Clones)

038 (211) Lightsaber Lost (Skippable. But Ahsoka's great. The jedi master helping her is great. It's a fun little noirish episode.)

039-041 (212-14) Satine arc (Sets up the TCW Mandalore, and 040 has one of the most genuinely chilling previews of what is to come in the entire series.)

042-044 (220-222) Baby Boba arc (It was these episodes that actually made me like Boba Fett!)

047 (307) Assassin (Skippable. But Ahsoka and Padme play off each other surprisingly well.)

048 (302) ARC Troopers (Continues Fives' story with a payoff from the beginning)

051-052 (122 & 309) Hostage Crisis/Hunt for Ziro (051 is genuinely good, and 052 shows us Nal Hutta with a lot of other info - and it's catharsis if you suffered through the Theatrical Release all the way through!)

053-055 (310-311, 215) Peace arc (Shows how Palpatine is manipulating both sides of the war, as well as the elaborate means he takes to keep the war going)

056-058 (312-314) Nightsisters arc (Early on the Nightsisters stuff seems dumb. But so much of it wraps up satisfyingly, and it's the real beginning of both Asajj and Darth Maul's plotlines)

062-064 (319-320) Citadel (Tarkin & Anakin bromance begins! Also other good stuff!)

065-066 (321-322) Padawan Lost/Wookie Hunt (Skippable. But more good Ahsoka action and character development)

073 (407) Darkness on Umbara (The first and last episode of this arc are really good. But the middle part just does nothing for the storyline, it's just the second half of this episode repeated for 44 more minutes!)

076 (410) Carnage of Krell (as above)

080 (414) A Friend In Need (wrapping some plot threads from earlier in the series together very nicely)

081-084 (415-418) Deception arc (Skippable, but Snarki-Wan Kenobi at his best, more Cad Bane, and showcases more Palpatine manipulation... especially at the very very end.)

085-088 (419-422) Massacre (Continuing Dathomir/Asajj arc and finally bringing Maul into it... very important for later on.

089 (502) War on Two Fronts (originally scrapped, now introduced because of Saw. But the middle two eps of the arc are just more "we're fighting a guerilla war, whoosh bang!" without much real advancement.)

092 (504) Tipping Points (Wraps up guerilla war arc)

093-096 (506-509) Jedi Muppet Baby Arc (Skippable, and a lot of people REALLY don't like it, but it has Hondo at his best, some nice Ahsoka action as well as showing how the Jedi Order gradually gives more responsibility to its padawans, and a bit of poignancy when you realize that all of the kids are dead in less than a year. This is their first - and last - adventure.)

101-104 (501, 515-517) Maul and Mandalore Arc (104 is one of THE BEST EPISODES of the Clone Wars. It has... just... everything. The other episodes are good, with lots of Snarki-Wan Kenobi, some Hondo, some good evil Jedi stuff, and wraps up Mandalore in a neat bow)

105-108 (518-520) Ahsoka's arc (wraps up Ahsoka's role in TCW with a neat bow. We knew that Annie didn't have a padawan in Revenge, now we know how).

109-112 (601-604) Conspiracy arc (wraps up Fives' story, and is a GREAT thriller in and of itself).

118 (610) The Lost One (Gives more info on how exactly the clones were first set into motion, as well as the penultimate battle between Dooku and Anakin/Obi)

119-121 (611-613) Yoda arc (just... a great ending. Watching these gives you such insight into Yoda's character...)
 
And lastly, the "I wouldn't watch them but there are some who might recommend them because TECHNICALLY they're canon..."

059-061 Mortis Arc (Skippable IMHO. Superpowerful Force gods (Light daughter, Dark son, Balance father) drag the core Jedi (Obi, Anakin, Ahsoka) to their homeworld and daddy asks Annie to take his place. It has some really good moments and visuals. But overall it adds nothing to the storyline and may as well have "Just been a dream" as well as introducing some VERY dumb ideas about the Force and what that stupid prophecy actually MEANT.)

Out of 125 episodes (counting the so-called 'theatrical release', I ended up with 70; the remaining 55 are just... mediocre to agonizing. Like, super painful.

Comments

Popular posts from this blog

Fallout: Wasteland Warfare Tacticas, Guides, & Lists

To explain what the version numbers mean: Any time a major wave is added to the game (post Wave 3), the first number will change to match it. The second number will change any time I update the article. Therefore, if Wave 5 comes out with Institute models and I need to change the Institute, the version number will be v3.3 - to reflect the updates to the game since it came out, and the updates to the article itself. That way you'll also know if these guides become abandonware; I may leave the game and never update them. Sad, but a possibility I have to account for.  Getting Started Guide 5.0 Super Mutants Tactics & Overview v5.0 Survivors Tactics & Overview v5.0 Brotherhood of Steel Tactics & Overview v5.0 Raiders Tactics & Overview v4.0 Institute Tactics & Overview v4.0   Enclave Tactics & Overview v5.0 New California Republic Tactics & Overview, v5.1   Caesar's Legion Tactics & Overview, v5.0   Creatures Tactics & Overview v1.1 R...

Fallout Wasteland Warfare Weapon Tier List v5.2

FALLOUT WASTELAND WARFARE WEAPON TIER LIST v5.2 This is going to be very different from the other lists, as what I'm doing here is a ranking of the weapons in tiers. One thing I MUST make clear, though: there isn't THAT much difference between the tiers (except D-tier); a Bolt Action Pipe Rifle isn't so much worse than a Combat Rifle that you're crippling a model by choosing it for character reasons. Here's the explanation of each category: Rank S is broken and should always be the first choice... And probably needs rebalancing, as there's rarely a reason to take anything else. Rank A is almost always the correct choice. Rank B are solid, but most aren't quite as good as A - or there are other reasons it's not in Rank A, such as limited availability, but every model who can should take it. Rank C is only useful in very specific circumstances. Rank D... avoid Rank D weapons. Note that this works in reverse for creating scenarios, where if you want them...

Fallout Wasteland Warfare: Getting Started v5.0

FALLOUT WASTELAND WARFARE: GETTING STARTED v5.0 You've decided to play Fallout Wasteland Warfare, no doubt because you love the video games and want to take it to a new medium where it won't hard crash to desktop every FIVE GODDAMNED minutes when you try to use VATS, or glitch horribly your third time trying to do a simple, stupid quest... Sorry, that was just a bit of frustration leaking out. All better now. ...You've decided to play F:WW, but while it isn't nearly as complex as a lot of other miniature wargames - or as expensive! - it's still not necessarily obvious where and how to start. Don't worry, I'm here to walk you through it. BASICS There are actually quite a few different ways to play F:WW, either by yourself, with friends, or against a friend. Settlement Mode has you creating a small town of whatever faction you choose; it's notable because it encourages a player to use the full range of cards, as well as models that are not necessarily in ...