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MegaCrunchi's avatar
4 years ago

GL Hondo Ohnaka Kit Idea

Hello there fellows,

with still too much time on hand and the influence of someone talking about wanting a GL Jabba the Hutt... I tried myelf on a GL Kit Idea... but not for Jabba cause I simply don't like that slug <.<

But to keep it in the same direction i thought it would be funny to do a Hondo Ohnaka Kit cause he could the counterpart to Jabba

Galactic Legend Hondo Ohnaka
Spoiler
UNIT NAME: Hondo Ohnaka
ALIGNMENT: Light
CATEGORIES: Light Side, Supporter, Leader, Galactic Legend, Scoundrel, Smuggler
Relic Amplifier: Pilf Mukmuk
Basic: SMOOTH TALK
FINAL TEXT: (ZETA) Inflict target enemy with Confuse for 3 turns (max 3 stacks, can't be evaded or copied), call a random Light Side Smuggler ally to assist and gain 3% Turn Meter for every enemy with at least 1 stack of Confuse. If target already was Confused, duration ist reset to 3 turns.
Confuse: Detrimental effects build based on the cumulative number of stacks.
1: Cannot gain buffs
2: Cannot counter, assist, gain bonus Turn Meter (Raid Bosses: -30% Counter Chance)
3: When this character uses their Basic ability, increase their cooldowns by 1, which can't be resisted (Raid Bosses: -50% Defense, doesn't stack with Defense Down)
Gain 3% Ultimate Charge for each stack of Confuse on target enemy.
Special 1: Go get them! (Cooldown 2)
FINAL TEXT: (ZETA) Deal Physical Damage to target enemy twice, call all Smuggler allies to assist and stun target enemy for 1 turn which can't be resisted or dispelled. Hondo gains 15% Ultimate Charge, doubled if an enemy was defeated this round.
Special 2: This effort is no longer profitable (Cooldown 5)
FINAL TEXT: (ZETA) Dispell all debuffs from all allies. Then target ally recovers 100% Health and Protection, looses all stacks of Loot and gains the unique buff Wealth which can't be prevented, copied or removed.
Wealth: Prevents this unit from gainig stacks of Loot and gains benefitial effects based on the removed stacks of Loot:
< 25: + 15% Mastery, + 10 Speed
< 50: + 25% Mastery, + 20 Speed
< 75: + 35% Mastery, + 30 Speed
100: + 50% Mastery, + 50 Speed
Gain 1% Ultimate Charge for each stack of Loot that was removed.
Leader: I smell profit
FINAL TEXT: (ZETA) All Light Side Scoundrel allies have +30% Mastery +25 Speed and +20% Max Health. At the start of the battle, Smuggler allies gain Stealth for 2 turns which can't be prevented or removed.
At the start of battle if all allies are Light Side Scoundrels, all allies gain 1 stack of Loot (stacking, max 100) every time an ally uses a Basic ability.
Loot: +0,5% Mastery and +1% Max Health
Unique 1: The infamous Outlaw
FINAL TEXT: (ZETA) Hondo Ohnaka gains + 20% Potency for each Smuggler ally and is called to assist whenever an ally uses a Special ability. Hondo gains Foresight for 1 turn when he evades or attacks out of turn.
The first time Hondo falls below 50% Health, he recovers 50% Health, gains Stealth for 2 turns and takes an immediate bonus turn.
Unique 2: Galactic Legend
FINAL TEXT: (ZETA) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects.
This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.
Ultimate: We are Pirates!
FINAL TEXT: Requires 100% Ultimate Charge to activate.
Ultimate Charge: Hondo Ohnaka gains Ultimate Charge when he uses his abilities.
Revive all Light Side allies at 100% Health and Protection. All allies dispell all debuffs from themselves, recover 50% Health and Protection and gain buffs based on their role which can't be prevented or removed:
Tanks gain Critical Hit Immunity, Defense Up, Retribution, Taunt for 3 Turns
Attackers gain Advantage, Offense Up, Health Steal Up, Critical Damage Up for 3 turns
Supporters and Healers gain Speed Up, Health Up, Tenacity Up, Stealth for 3 turns
Hondo Ohnaka gains the Party! status effect for 4 turns.
Party!: Can't gain Ultimate Charge.


I'm gratefull for every comment ^^
  • "Xcien;c-2289386" wrote:
    "MegaCrunchi;c-2289349" wrote:
    "StealthGOBLIN32;c-2289327" wrote:
    Hondo doesn't actually deal damage himself on his basic, he just calls an assist. That could be an issue if he is the only one remaining (GLs often are).
    Also, if you have 90 stacks of profit, and you gain wealth, you loose mastery. Profit in general may be a bit too powerful.
    He also gains 100% ultimate charge if someone has 100 stacks of profit, which leads to a mass revive the next turn. When someone counters, the use a basic ability. If Nest was in the team, she could stack Profit quite quickly. Also, reviving her would be a bit too powerful if it could be done so easily.


    Well If you think reviving Nest is a too powerful ability... I guess Vandor Chewbacca is way too op too? Cause he can basically revive every turn...
    And I think you might underestimate MY POWER! ... ahm... I meant how slow the stacks of Profit are built up... cause even if Nest counters a lot... it will still take quiet some time before she reaches 100 Stacks ^^"

    Also that you loose mastery if you don't get the 100 stacks isintended this way because the full heal + the 100 stacks of profit would be too powerful in my opinion ^^"
    Altough I just realized that I forgot to add the part that Wealth prevents you from getting Profit ._.

    Concerning the issue of his basic dealing no dmg... I simply don't want him to be less effective if he's alone... and it's not like he can't do damage if he's alone since he still has his first Special.


    So what’s he supposed to do if he’s already used the first special?


    When he already used it he needs to use his basic to stack up his ultimate charge and Turn Meter so he gets his turn faster til he gets his seconds special again ^^
    And let's not forget that Galactic Legends should be beatable... there no reason why he should be a extremly strong supporter AND be able to 1 vs 5 teams...
  • While I do like some of the changes you made, like the Smuggler synergy... I feel like the 2nd Special got significantly worse while the Ultimate got absolutely broken ^^"...
    And yeah you got a point.... the offense buff on his Unique feels a bit misplaced... but was intended to make him deal more damage so his missing damage on the basic wouldn't be that bad.
    In my version, 'Party!' is intended to keep him from the not liely to happen BUT possible case on gainig his Ultimate way too fast after the first use.
    Reducing the enemy teams Mastery by 50% every time the Ult is used seems incredibly strong and combined with a AOE confuse is way to strong in my opinion... even for an Ultimate ability ^^"
    And I don't think the argument about the huge amount of Ultimate Charge he can generate with his 2nd Special isn't an argument at all... Yes he can gain 100% Ultimate Charge... but only if an ally has 100 Stacks and they do need quiet some time to build up...
    Max Health in his Leader ability is only for the Team to have some sustainability cause the most Light Side Scoundrels / Smugglers simply are squishy as hell.
    Yes he is pretty useless when he's not in the Leader slot... but the whole Kit was designed with him in the Leader slot in mind ^^"
    Please don't think that I only want to justify my Kit Idea... I really aprecciate your critic ^^
    Made some changes - marked in green
  • So first of all, I apologize cause I actually meant the first Special that got worse (in my opinion) and not the second... I'm sorry for the confusion ._.
    While I said the he get's 'pretty useless' I think I might have exxegerated a bit, cause yeah he doesn't have the Loot stacks without his ult, but he still has a full heal + AOE cleanse... Tough I think the problem can be easily fixed by reducing the Cooldown and making it an AOE heal if he's not in the Leader slot.
    I still don't think that Loot stacks up as fast as you think but I guess that's something that would need to be tested ^^"
    I also get now what you meant with the Health in the Leader ability and I agree, I guess I could add the Protection too, but maybe the allies might get too durable (also something that would need to be tested) xD

    Anyway thats it for now cause actually I'm running out of time right now ^^

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