Pong Krell was interesting to make because I really wanted to encapsule the feel of his big brain treachery and how he benefits from it with great power. I admit I took some inspiration from how Griev...
Overall I really like the idea behind this kit. But it does have a lot of details about it that I don't like that much (on top of quite a lot of weird and some unclear wording/phrasing). So I do have quite some feedback on it despite the fact that I like it. I'll first give a version of your kit as I recommend it, then I'll go more in detail on each ability. (I've also done all the weird and unclear phrasing in this version as well, but that doesn't really chance the effects of the kit so I won't be addressing that unless necessary. I also didn't chance the basic at all, so no feedback for that one needed.)
Pong Krell Dark Side, Attacker (STR), Leader, Galactic Republic, Jedi Treacherous Clone Leader who uses dubious strategies to rapidly gain strength.
Basic: Aggressive Strikes FINAL TEXT: Deal Physical damage to target enemy twice and inflict Offense Down for 2 turns. If target enemy has any taunting effects, Pong Krell gains Offense Up and Speed Up for 2 turns.
Special 1: Ruthless Trickery (Cooldown: 4) FINAL TEXT: (ZETA) Dispel all buffs and debuffs from all units, which can’t be evaded. Pong Krell recovers 5% Health and Protection for each buff dispelled and gains +5% Offense (stacking) until the end of his next turn for each debuff dispelled. Clone Trooper allies recover half as much Health and Protection and gain half the Offense bonus. Inflict Marked and Vulnerable on the weakest Clone Trooper ally, which can’t be prevented. If there are no other active allies, Pong Krell reduces his cooldowns by 1, gains Retribution for 2 turns, which can’t be prevented, copied, or dispelled, and has +100% Critical Damage the next time he uses Divide and Conquer.
Special 2: Divide and Conquer (Cooldown: 4) FINAL TEXT: Deal Physical damage to all enemies and inflict Critical Chance Down for 2 turns, which can’t be evaded. Enemies that where already debuffed will be critically hit, if able. Then call all Clone Trooper allies to assist, dealing 20% less damage. If there are currently fewer enemies than allies, all other allies lose 20% Max Health and Max Protection (staking) and Pong Krell gains Max Health and Max Protection equal to 25% of the values lost (stacking). If there are currently fewer allies than enemies, Pong Krell inflicts Marked on all enemies for 2 turns, which can’t be evaded.
Leader: Ambition over Loyalty FINAL TEXT: All allies gain +20% Critical Chance and +40% Critical Damage. At the start of battle, Pong Krell gains +10% Tenacity and +10% Critical Avoidance for each Clone Trooper ally. At the start of each Clone Trooper ally’s turn, for each non-unique buff that ally has, Pong Krell gains that buff for 2 turns (excluding Taunt) and gains +2% Offense and +2% Potency (stacking) until the end of the encounter. Whenever a Cone Trooper ally is defeated, Pong Krell gains a Bonus Turn and the cooldown of Ruthless Trickery is reduced by 1. If that Clone Trooper ally had any Taunting effects, all other Clone Trooper allies gain +30% Turn Meter and the weakest Clone Trooper ally gains Marked for 2 turns, which can’t be prevented.
Unique 1: Zealous Thirst FINAL TEXT: (ZETA) Pong Krell is immune to Fear and Taunting effects. Whenever a Clone Trooper ally with a taunting effect is defeated, Pong Krell gains Speed equal to 15% of that ally’s Speed and Offense equal to 15% of that ally’s Offense until the end of the encounter. When Pong Krell attacks an enemy with a taunting effect, he has +100% Defense Penetration and deals 35% more damage. During Pong Krell’s turn, any damage Pong Krell deals to enemies with a taunting effect is also dealt to Clone Trooper allies with a taunting effect.
The first thing I'd like to address is the "Clone trooper allies gain half of that amount". As this is incredibly vague. You say that amount, but Pong Krell recovers health and protection and gains offense, which is 2 effects. As a result it's really unclear what exactly clone allies gain. I assumed you mean they gain half of both effects and have adjusted the wording accordingly. If this assumption is wrong, feel free to correct me. The second is the Marked ally effect. As this one doesn't synergize with the rest of the ability, nor the rest of the kit that well. First of all, it's only applied if there isn't already a taunting clone ally. The problem with this is, you just dispelled all buffs and debuffs from all units. So there most likely is no taunting ally. And even assuming there is (due to an enemy Revan for example), why would that need to hinder your kit? It feels like something he should be countering, is instead countering him. Finally the speed gain and reduced defense and critical avoidance. Why only on this marked? He also marks allies with his lead and normal taunt could also be present. All of which he's damaging trough his unique. So he gains the full detriments, without the full benefits. Which is really weird (especially since Defense Down and Vulnerable could fulfill those functions as well). I think simplicity is best here. So I've just made it that he inflicts Marked and Vulnerable, and he always does it. I've also moved the Sped gain to his unique. Finally the effects when he has no active allies left. The Critical Hit immunity doesn't work that well with the Critical Avoidance he gains from his lead, and the stacking Critical Damage is way too powerful, since you can just never use that special and keep using his basic to stack it endlessly. I replaced the Critical Hit immunity with Retribution, so that he will use his basic to inflict Offense Down on enemies, which then can be used to make his second special Critically Hit them (if able). I also made it so he gains 100% Critical Damage only the next time when he sees that special. You could also remove the stacking, but considering he already stacks his offense a lot in this kit and I gave him Retribution, this seemed more balanced.
I replaced the Offense Down with Critical Chance Down, because he already inflicts Offense Down on his basic ability. I also think Critical Chance Down works the best, because it works well with the Critical Avoidance in his lead and the Clone ally with Vulnerable doesn't benefit from it at all. Which I think is another great way to show his manipulation and betrayal. For the effect where allies lose max health and protection. That one was really weird to me. AS all allies (which include Pong Krell) lose it, then Pong gains max health and protection equal to 25% of the amounts lost, which if there are 4 allies is about as much as he lost, and if there are less, is less than he lost. I don't think that was the intention. So I made it all other allies lose it, not him. Finally the bonus turn. That doesn't work that well to my opinion. Whether it's the Critical Hit Immunity in your version, or Retribution in mine. This bonus turn basically makes it so that that buff expires extremely quickly. Making it far less useful. He also already gains bonus turns from his leadership. So it overall just doesn't work that well for me. I replaced it by inflecting Marked on enemies, but that's just the first thing that came to mind. If you have another idea, go for it.
This is where I'd like to address that this kit just has too much stacking offense in it: Offense Up on the basic, Stacking offense from the first special, Offense boost and stacking offense boost from the lead, and offense boost and stacking offense boost in his unique. There's just a tad too much of it. In my version I tried to limit the gaining of offense to once per ability (and also reduced the one in the unique, but we'll get to that). So in his lead, I replace the 25% offense boost with 20% Critical Chance boost. This works well with the critical damage and allows him to still consistently crit with his second special against enemies with no debuffs. I also changed the way the stacking Offense and potency worked a little bit. Mostly wording but with one mayor difference: Taunt isn't copied (since he's immune to taunt effects) but with my wording still grants him +2% Offense and +2% Potency. So it's a small buff actually. But that's it.
As stated before I've moved the speed gain to this ability and I wanted to tone down the offense stacking a bit, as well as have only 1 boost to Offense specifically here. So he ow gains speed and offense based on the Clone ally's stats when they are defeated with a taunt effects. I think that works a little better than having them be defeated by Pong Krell specifically, especially since you only have 4 clone allies to begin with. It's very specific in your version for something that's limited quite a bit already. I also made it so that Pong krell always deals increased damage to taunting enemies, so that this effect is still useful even when he's the only one left. (Seriously, some things in this kit really should synergize better). I also made it do increased damage instead of increasing his offense, since that works better with the Retribution I gave him as well as all the other stacking offense in the kit, and so there is only one increase to Offense in this ability (nice thing about setting a rule lie that. You can purposefully include loopholes for it). He still only deals damage to taunting Clone allies during his turn thou.
That's all. Hope the feedback helped, as this took a long time to type out.
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