Hondo was a pirate/scoundrel/Bounty Hunter and belonged to the Weequay race.
“Hondo Ohnaka led a notorious Outer Rim pirate gang from his headquarters on Florrum. A former colleague of Jango Fett and a former lover of Aurra Sing, Ohnaka won fame during the Clone Wars when he kidnapped Count Dooku, Obi-Wan Kenobi, and Anakin Skywalker and tried to ransom all three for a big payout. Since that incident, he maintained a peculiar relationship with the Republic — respecting the Jedi Knights, but not being above robbing them blind or betraying them. During the age of the Empire, Ohnaka found himself running a solo operation, but he continued scheming and dealing. He was, after all, a pirate through-and-through.” – StarWars.com
Hondo Ohnaka
Dark Side, Scoundrel, Bounty Hunter, Healer, Support
Power: 7,700 Health: 17,900 Speed: 122 Max Damage: 4800
Basic: Kowakian Distraction
Deal physical damage to target enemy and inflict any random negative and positive status effect (this excludes Stun and Taunt) for 1 turn. This attack has high damage variance. In addition, there is a 20% chance to call ally Aurra Sing to assist.
Special: Drinks All Around
Cooldown – 3
Dispel all negative status effects from all allies and inflict those same debuffs on each opposite adjacent enemy. For each effect dispelled this way, Scoundrel allies recover 12% of their Max Health and Bounty Hunter allies gain 8% turn meter.
Unique: Good Business
At the start of battle, Hondo grants each Scoundrel ally the “Pirate’s Scheme” ability. This cannot be dispelled and expires after 5 turns. In addition, after winning a battle, as long as Hondo Ohnaka participated, there will be double drop rewards.
(Pirate’s Scheme: Whenever a Scoundrel ally is Critically Hit, there is a 35% chance for each Scoundrel ally to gain Evasion Up for 2 turns. When the first Scoundrel ally is defeated, all Scoundrel allies gain Retribution for 2 turns and Offense Up for 3 turns. These buffs ignore Buff Immunity and Shock on the turn they are applied.)
Move Set Explanations:
Basic: Kowakian Distraction
I won’t go into the Ability Level Bonus on this because it should just be damage increases IMO, but the animation would be cool if his Kowakian Lizard-Monkey pet assisted him somehow when he shot his rifle blaster. I think the benefit of this can be a high attack rate and the potential assist from Aurra to possibly inflict Defense Down, but the detriment can be them getting a positive status effect like Foresight, Evasion Up, Tenacity Up, Heal Over Time etc. However, then again there is still that chance to get a good debuff like Stagger, Daze, Shock, Offense Down, etc. I think Stun would be too OP and Taunt can be too detrimental potentially and completely backfire. The reason for the Positive/Negative effect on Hondo is because he was kind of a good guy and a bad guy. He was never really on anyone’s side, even the Bounty Hunters, and helped both sides of the Jedi and Separatists to escape during the war. Plus, I think it fits his character and personality and can make him really fun by including his unpredictable move so everyone will want to get him – even if it’s just for the fun of it. And the chance to assist is much like Aayla Secura’s basic so it’s not OP to have an assist on a basic… especially with a smaller percentage to assist than that of Aayla’s.
Special: Drinks All Around
The original text reads: “Dispel all negative status effects from all allies. For each effect dispelled this way, Scoundrel allies recover 5% of their Max Health and Bounty Hunter allies gain 2% turn meter.”
Ability Level Bonus
2 +1% Heal
3 +2% turn meter
4 +2% Heal
5 +2% turn meter
6 +4% Heal
7 +2% turn meter
8 (Omega) Inflict those same debuffs on each opposite adjacent enemy.
This is similar to Admiral Ackbar’s special ability “It’s a Trap!” because it removes debuffs and heals the team. However, instead of applying Ackbar’s personal turn meter gain and having the healing effect work on any ally, this ability is only able to apply the health and turn meter gain to either Scoundrel or Bounty Hunter allies. So let’s say I have a team of Jango Fett lead with Boba, Aurra, Hondo, and Jedi Knight Anakin and they all have anywhere from 3-5 negative status effects on them. All effects would be removed, but everyone besides Anakin would actually recover health and/or turn meter.
I also included the Omega to be pretty extreme so that’s why you can’t just put Hondo in any random team or else it won’t be as effective. Let me explain the Omega a bit better. Now the characters spawn in a specific area on the battlefield depending on where they were in the “Select Squad” menu/screen place. The first spot is leader and then the rest of the spots don’t matter… but they kind of would in this situation with Hondo. I don’t know if enemies have a different programming with the numbering, but let’s say I have that same team I mentioned earlier but instead of Anakin I have Dengar just to give it more Bounty Hunter synergy. Let’s say I am facing a Zeta Darth Vader leader team with Palpatine, Shoretrooper, Royal Guard, and TIE Fighter Pilot. Darth Vader does his AoE and inflicts 3 Damage Over Time for 2 turns and Speed Down on all 5 of my characters. Now if I use Hondo’s “Drinks All Around” then all of the negative effects would dispel and be placed on their “opposite adjacent” enemies. So Jango’s negative effects are now placed on Vader, Boba’s is now on Palpatine, Aurra’s is now on Shoretrooper, Hondo’s is now on Royal Guard, and Dengar’s is now on TIE Fighter Pilot. After that, they would all recover health and turn meter and then it would be the next character’s turn.
(Side note: However, this was actually a special scenario because of Vader’s Zeta. So now Jango’s team would all get 3 Damage Over Time effects again, but the Speed Down would stay off. Does that make sense? Good. Also note that this could be effective in the HAAT raid and kind of the Rancor in some parts. Of course Shock and Stun wouldn’t apply, but you get the idea.
Different scenario: Now let’s say I had my 5 characters alive still and zVader’s team had everyone except for Shoretrooper because he was defeated, then Aurra’s effects would just disappear and they won’t be placed on anyone on the opposing team, but of course she would get the DoT’s again thanks to Vader’s Zeta.)
Unique: Good Business
The original text reads: “At the start of battle, Hondo grants each Scoundrel ally the “Pirate’s Scheme” ability. This cannot be dispelled and expires after 3 turns.
(Pirate’s Scheme: Whenever a Scoundrel ally is Critically Hit, there is a 20% chance for each Scoundrel ally to gain Evasion Up for 1 turn. When the first Scoundrel ally is defeated, all Scoundrel allies gain Retribution for 2 turns and Offense Up for 2 turns. These buffs ignore Buff Immunity and Shock on the turn they are applied.)”
Ability Level Bonus
2 +5% Bonus Effect Chance
3 Expiration Countdown + 1
4 +10% Bonus Effect Chance
5 Evasion Up Duration + 1
6 Expiration Countdown + 1
7 Offense Up Duration + 1
8 (Zeta) If Hondo Ohnaka participates in a battle, then there will be double drop rewards.
This is the money maker right here. People are gonna want to level him, gear him, and Zeta him so that they can use him in the Dark Side and Cantina battles to get double drops, even when you SIM, but he has to have been in the last line up on those battles. Keep in mind that he can NOT participate in Light Side battles obviously so he can’t help double drops on Shoretrooper, Baze Malbus, and Director Krennic shards, so EA/CG still keeps him away from farming them too fast. Plus, if they put Nihilus or the other two Sith released with him on the hard nodes of the Dark Side battles then he can help out with them. But as a starting player, perhaps it would be wise to invest that Zeta into Hondo to help with those double drops – in Cantina especially. Hondo was a pirate, and a darn good one at that! He deserves a cool unique and this sounds very suiting to me as he is a character that helps outside of the battles too. I think it would be very cool. Compare this to Jango Fett and Aurra Sing character proposals here on the site.