Pretty simple and straight forward. Save those Free-For-All's for a nice surprise towards the end of your games. It's a nice closer.

You'll almost always want to roll out DJ first. You don't want to waste a perfect Talzin roll without being able to tune other die of your own.

I've also ran a version of this with 1x Free Fall and 2x Force Jump. Mileage may vary. The jumps are good if your opponent targets DJ first and leaves Talzin unscathed. You can use Talzins ability to turn into their specials if you want to play conservatively towards the late game with just her hanging out there.