4 years ago
Hondo Ohnaka fankit
Hey everyone! Me back again, this time with a Hondo Kit. To put it simple, I tried to give his kit that pirate-ish feeling he had where everyone in his crew kind of sought profit for themselves, but H...
"MemeMaster;d-240778" wrote:
Hey everyone! Me back again, this time with a Hondo Kit. To put it simple, I tried to give his kit that pirate-ish feeling he had where everyone in his crew kind of sought profit for themselves, but Hondo reapt the most bonuses.
I hope you enjoy the read and that I can earn your honest feedback!Spoiler
Hondo Ohnaka
Roles: Dark Side, Scoundrel, Support, Leader
Description: A thieving scoundrel who allows his allies to steal from one another for the highest personal profits.
(Basic) Hands up!
Deal special damage to the target enemy and inflict them with Defence Down and Speed Down for 2 turns. If Hondo Ohnaka does not critically hit during his turn, he gains a Bonus Turn. This effect may only occur once per Hondo’s turn.
(Special) Profitable businesses (4 turn CD)
Inflict all enemies with Tenacity Down and Max Health Down for 2 turns. Then, cleanse all debuffs from all allies and copy them onto the target enemy and the enemy in the leader slot for 2 turns. Scoundrel Allies gain Offense Up, Critical Damage Up and Protection over Time (15%) for 2 turns and gain +25% Turnmeter. If Hondo Ohnaka is in the leader-slot and not in the ally slot, he can target another Scoundrel ally and grant them a Bonus Turn.
(Special) Classic Trick (4 turn CD)
Deal special damage to all enemies and reduce their turnmeter by 10% which cannot be resisted. Then, inflict the target enemy with Trickery until this Ability is used again, they are defeated or Hondo Ohnaka is defeated.
Trickery: Whenever this unit takes a turn, all allies gain +10% Offense (Stacking) until the end of the Encounter. If they deal damage to Hondo Ohnaka, he gains +10% Max Health and Max Protection (Stacking).
(Leader) Every man for himself
If all allies are Scoundrels at the beginning of the Encounter, all allies gain +40% Offense.
Whenever a Scoundrel ally takes a turn, all other allies reduce their Offense by -10% (Stacking) and the ally taking a turn gains two times the amount of Offense reduced from all allies until the end of the Encounter. Offense reductions from this Ability cannot go below 20% of an ally’s maximum Offense at the beginning of the Encounter and do not stack with other offense-reducing effects. Whenever an ally Scoundrel is defeated, all other allies gain 50% of that ally’s total Offense until the end of the Encounter.
All bonuses are doubled for Hondo Ohnaka
(Unique) What is yours, is now mine!
Hondo Ohnaka cannot be targeted as long as he is buffed.
Whenever Hondo Ohnaka is damaged by an enemy, they dispel all buffs on themselves and Hondo copies them on himself for 2 turns. If a buff gained through this Ability is lost, Hondo Ohnaka recovers 5% Health and Protection and all other Scoundrel allies recover half of that amount.
If an enemy with Trickery is defeated, Hondo gains +50 Speed (Stacking) until the end of the Encounter.
(Unique) Share and Share alike, friends!
At the beginning of each Encounter, if a Scoundrel ally takes a turn before Hondo does, Hondo grants them Business-Partner until the end of the Encounter, until that ally is defeated or until Hondo is defeated. As long as an ally with Business-Partner is active, Hondo has +40% Tenacity and Critical Avoidance
Business Partner: Whenever this ally gains any Buffs, Hondo Ohnaka copies those buffs for 2 turns. Whenever this ally gains any Bonus Turnmeter, Hondo Ohnaka gains the same amount of Bonus Turnmeter. Whenever Hondo Ohnaka increases his Max Health or Max Protection, this ally increases his own Max Health and Max Protection by half of Hondo’s bonuses.
And some clarification on a detail about his Leadership for better understanding:Spoiler
The clause about the offense reduction not going below 20% of an ally's max offense at the beginning of an encounter means that, for example, if an ally begins with 10'000 offense (For easy maths), their offense cannot ever go below 2'000 from this effect, as that would be 20% of their starting max offense.
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