Hear me out and then let me know if I'm just complaining. Both of these pilots are quite good, and admittedly so, before I continue. I also make some of these claims without being 100% on the math, because that's not my strong suit. I thusly apologize in advance on that front. Don't want to start any arguments, just some interesting discussion.
So when the latest excellent article on Wave 7 dropped, focusing on Scum, I scuttled to the text hoping to see some new interesting strategy I hadn't considered and to perhaps see a card we had not yet seen. And there it was:

The flurry of posts on the forums and Facebook groups came in quickly on how great an ability it is. And it is. It is a hugely great ability. The lack of an EPT is unfortunate, but I will get to that. After some thinking, I found myself disappointed, however. I had been eagerly anticipating Bossk's addition to the game since Wave 6 was announced at last year's GenCon. And then Wave 7 was announced at Star Wars Celebration and there he was, and he had a GREAT ability:

While needing some upgrades to make his ability trigger more often and to aid his overall survivability, it all seemed perfectly feasible due to the surprising affordability of the YV-666. It's cheapest pilot is 29 points and its most expensive, Bossk, is 35, which ain't too shabby for an admittedly poor handling but impressively durable large base with a huge upgrade bar and the games first 180 degree primary firing arc. His ability allows you to increase damage by 1 if you had rolled a crit, assuming that your attack was not totally evaded, due to the fact that it activates after the attack resolves and evade dice have been rolled and modified. But, it essentially added the damage possibility of a Heavy Laser Cannon for the price of a Mangler, at least within its front arc. Or, with the right EPTs or crewmembers, one can make that ability proc in the full 180 degree arc, so the costly cannon upgrades aren't necessarily needed. One can also give him Veteran Instints and Engine Upgrade, allowing access to the boost action at PS9, letting him avoid a lot of fire if necessary. Lots of promise here.
We have 2 great cards. But they are great cards with nearly the same statistical results, once the dice are rolled. Moralo's ability is almost certainly better than Bossk's for these reasons. For these, let's assume the targets are Range 2 or 3 in Aux arcs, as the Aux arc is what sets the Tooth apart from other ships but Bossk cannot use his cannon outside of front arc.
Most Bossk builds I've seen on the forums, and in fact the ones that I plan to test myself first, fall comfortably into the 40-45 point range, with the extremes pushing 50 points. One could run him naked or perhaps with JUST Marksmanship or Calculation, but his ability will not trigger hugely often, and he will prove not quite so durable as other popular large base builds. Assuming you don't take a cannon, or your target is in your auxiliary arcs and not your primary, you will have little issue triggering your ability against these other large base or otherwise low agility ships. But dice are fickle, and against ships with 3+ or even sometimes just 2 agility, your attacks will occasionally be completely cancelled, especially at Range 3 or when attacks are obstructed. If you roll a hit and a crit, many ships will not have issue evading, if you roll 2 hits and a crit, valuable high agility targets will have no issue evading. And evaded shots mean no extra damage for Bossk. Even if they are not evaded entirely, if Bossk were to only take a cannon such as Mangler, his ability would not activate outside of his primary arc without additional upgrades and associated additional costs.
However, given the same conditions, and please correct me if I'm wrong, Moralo will almost assuredly have an advantage. With only a Heavy Laser Cannon, he lands at 41 points, which is at the low end of most Bossks that I have seen. One can obviously spend more points to customize him to your liking, but this is all he needs to get his ability working well. I will also say up front that it is a big deal that he is PS6 and lacks an EPT, so no PS8 boosting shenanigans are possible here, which will severely detriment is overall durability over the course of a match. But, let's give him the same basic situation that we mentioned above with Bossk. At all ranges, including Range 3, Moralo has a slightly higher probability to roll 2 or 3 hits, and even has the small possibility of rolling 4 hits at Range 3, even in the auxiliary edges of his arc at 180 degrees. In these areas, the HLC also, as always, negates range bonus from the defender. Therefore, 2 agility ships have very little chance to evade his shot altogether, and 3 agility ships are even far more likely to sustain a single damage at Range 3 if Moralo's attack yielded the admittedly rare 4 hits, than they would be from the same attack from Bossk.
Where Bossk's attack may be evaded, Moralo's attack probably won't be evaded entirely, resulting in at least one damage to the defender.
Now, all this is knowing that if Bossk's attack does connect with a crit, he has dealt two damage, but statistically, is Moralo's attack not more likely to deal one damage than Bossk's to deal one crit? I would say that Moralo has the statistical attack advantage between two abilities that are designed for the same purpose: more damage. But like I said, the current prevailing meta for large bases almost always includes high pilot skill and Engine Upgrade. PS6 is high, but it's not the same as boosting at PS9. However, allowing this for Bossk pushes his cost even higher from Moralo's.
Both pilots have advantages and disadvantages. My question is: Can Moralo Bossk better than Bossk? I want you to tell me why he can't.
Edited by Engine25