"Treadhead2017;948323" wrote:
He's kind of "meh" as a toon. But he does pilot one of the best ships in the game, and is a must have for a Republic fleet team. I farmed/geared him just for that; never use him anywhere else. But he was worth it, for sure.
He is kinda "meh" as a character, but he has his uses. Dispel on basic attack is nice because it can't be ability blocked (looking at you Boba), and his AOE offense down was actually super effective (for me) against Wiggs because it cuts their triple assist damage in half, it's still big, but it had allowed my characters to survive a few more hits after it. I think his +50%/+25% TM gain skill can actually be situationally amazing, but again that's only situationally.
He is directly outclassed by Nihilus (imo) though, as Nihilus's basic dispel ALL buffs (not just 1 with a 50% chance to get the rest) and Nihilus can increase cooldowns rather than just cutting their damage in half he can stop those super assists. Nihilus can also then take out hard to kill enemies at the end of matches like Zylo and Zavage especially. Not to mention Nihilus has a slightly higher base speed, and being a Sith he doesn't have any direct disadvantage from enemies (Jedi have some direct counters like EP, Vader's basic, Maul, other anti jedi abilities etc.) Hence why when Nihilus came out I replaced Plo and put in Nihilus.
I did try Plo's lead against a couple of zeta maul teams on my shard (before I had a zeta of my own) and it didn't work great. You could strip them out of stealth, but they'd still have advantage, and the +20% TM bonus at the start ensures that you're playing catchup with them the whole game, even if you have a fast TFP or someone to try and strip stealth as early as possible. It's also still limited by taunts, if they zeta maul team has GK or Baze you still need to strip the taunt before you can actually attack any of the characters that you just de-stealthed. Which is why in the rework I designed I included taunts in his dispelling chance because it allows you to more freely target enemies. It's a great anti-buff team that doesn't just increase direct damage of an attack to punish enemies with a lot of buffs, it's a more strategic way around it.
"Vertigo" wrote:
Quelling Blow (Basic) - Deal Physical damage to target enemy and dispel all positive status effects. If any effect is dispelled Plo Koon gains defense up for 3 turns, if more than two effects are dispelled Plo Koon calls a random clone ally to assist dealing 20% less damage. Both attackers also gain critical immunity for 2 turns. If no effects are dispelled Plo Koon recovers 5% Protection.
Force Judgement (Special) - Deal special damage to all enemies with 70% chance to inflict Offense Down for 3 turns to all enemies and a 55% chance to inflict Daze for 2 turns to enemies without any buffs.
Take Charge (Special) - All allies gain Defense Up for 4 turns. Clone and Jedi allies gain 50% TM and Clone allies gain Speed Up and Protection up (20%) for 3 turns. Other allies gain half that amount of TM and Plo Koon taunts for 2 turns.
Overwatch (leader) - (Reworked and given a Zeta)
Zeta'd - All allies have a 30% chance to remove stealth or a taunt from each enemy at the start of each of their turns. This chance is increased to 60% for Jedi and 80% for clones. If any stealth is dispelled the ally will gain offense up for 2 turns. If any taunts are dispelled the ally will gain speed up for 2 turns and call a random clone ally to assist with their next attack. Whenever any clone ally drops below 100% health, if Plo is still alive he will taunt and grant the clone critical immunity for 1 turn.
That's the Zeta the clones really needed for Arena matches, and it gives Plo his "Clone synergy" he supposedly currently has. #OneManWolffePack