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My give up, my give up.

Hit Points: 180
Defense: 23
Attack: 13
Damage: 20
Rarity: Very Rare
Base: Medium
Gender: Male
Creator: Gungan Batman Clone
Created: 10/5/2012
Updated: 10/22/2012
Sets: Corusant Knights

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)
  • Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies)
  • Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated)
  • Light Tutor (At the start of the skirmish, choose an ally. If that ally does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that ally already has a Force rating, it gains 1 Force point.)

Force Powers

  • Force 3
  • Force Renewal 2 (This character gets 2 Force points each time he activates)
  • Master Recovery (Force 8, replace turn: Remove all damage from this character)
  • Force Heal 40 (Force 2, replaces attacks: touch; remove 40 damage from a living character)
  • Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Huge or smaller)
  • Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
  • Lightsaber Defense (Force 1: When hit by an attack, this character takes no damage with a save of 11)
  • Force Sense (Force 1, usable only on this character's turn: Enemy characters lose Stealth for the rest of the round)

"I've died any number of times in my life. Or so I've heard." ―K'Kruhk

Average Rating: 4.50 (2)
Joseph blob
10/5/2012 10:00:08 PM

Master heal is way too powerful maybe remove all damage from one adjacent living ally?
MaliciousCrumb
10/6/2012 3:37:37 AM (Updated: 10/6/2012 3:38:41 AM)

That would make it more powerful! I don't think that it's that good. The epic Luke has it, and he's even harder to kill/hit. The only thing that I don't like about him is his mighty swing commander effect and Light Tutor.
CerousMutor
10/8/2012 9:58:04 AM (Updated: 10/8/2012 9:59:33 AM)

Mighty swing does not work well as a CE, breaks alot of game characteristics. Drop Master Recovery and just give him 50 Heal, makes more sense. The card comment does not fit the character portayed here.
SuperYodaMan
10/9/2012 9:46:46 PM

Personally, I think the Master Recovery and Force Heal combo fits the character quite well. I would give him Force Sense however, considering his was probably second only to Yoda's at the time, and remove Mighty Swing (or just give him Double instead of Triple). Maybe get rid of Counter Push as well and start him at Force 2, then adjust the cost accordingly.
DRAA
6/27/2014 8:39:42 PM

all the k'kruhks do 30 damage why doesnt this one
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