Is it just me or is Onar Koma not up to par?

By kurikaeshi, in Imperial Assault Campaign

So we are 4/5 missions into Jabba's Realm and I am playing Onar Koma. And in each and every game I am getting utterly shredded by the Imperial player. His lack of defence dice is a *huge* drawback, and here's why in numbers:

Assuming an average 6-turn mission, even if he is only fired upon once per round (highly unlikely), he loses out on roughly 1.5 shields per shot, which is 9 damage per game. This effectively makes his starting HP 11 at best, with his main benefit being that he can't have harmful effects. The +2 health on Rest might seem great but the reality is that your turns become one rest, one action in an attempt to stave off wounding, and given the number of Jabb's Realm maps that require significant movement from the rebels, you're not rolling a lot of attack dice, or you're not moving close enough to use your starting gun. What am I missing here?

Onar is solidly a B tier hero, not outright terrible but just doesnt stand up to A tier.

The 20 health does melt away under multiple small attacks. But is it better vs smaller number of stronger attacks, which is often the case later in the campaign. But I do agree that it doesnt make him as bulky as I think they were intending.

I am considering a houserule to give him a passive +1 block. Possibly as part of one of his skills.

That extra red die is his major saving grace, ditch his starter asap and then go to town.

Edited by Deadwolf
1 hour ago, kurikaeshi said:

His lack of defence dice is a *huge* drawback, and here's why in numbers:

This was my biggest concern about the character the second he was previewed.

It's too bad that his armour is 4xp.

his miniature is pretty awesome though. those beefy veiny biceps!

IMO, his armour shouldn't have been armour. Make it a normal skill and let him stack armour on top of it, and I think he'd feel a lot more tanky.

Check one of the play by forums on Boardgame Geek.

Onar in that game is absolutely wrecking face.

He seems to have 2 saving graces, his starting weapon is good, and Don't Make Me Hurt You is ridiculous. It was the first ability bought and he started melting face. Getting enemies off the board fast is the best defense. We usually started with him going first and killing 2 enemies before they could act.

Second ability was the armor and that made him a pretty solid hero. I think any other build than going straight for both 4XP cards is probably going to bite you in the butt though.

We gave him the first good gun we got, the BLUE GREEN surge for 2 surge for 2 accuracy, and he was putting out a lot of hurt. That went to Vinto when we got the BLUE BLUE RED tier 3 gun which puts out pretty crazy damage when you add a RED to it.

I don't think he's terribly interesting to play, and he is pretty squishy if he gets focus fired by lots of cheap units, but hitting things like the fist of an angry god has it's upside.

If you draw his side mission, his reward is crazy. Makes him super disruptive.

Onar with the hand cannon and his 4xp card 'Dont Make Me Hurt You' is absolutely flexing all over our game. He just dominated mission 3 and 4 and is whiping the board before Imperial troopers can say, "these arent the droids were looking for." Hes super buff. Very beefy.

Edited by VryMadHatter

He's underperformed pretty badly in my experience, but we haven't used him enough to really say for sure.

Sounds like he needs his 4xp to become good and is weaker before that. And his reward card is amazing so if you get that early, could hold him over until more xp is gained

Edited by frotes

Yeah, Don't make me hurt you is amazing but is tempered by the fact that the rest of his cards are only "okay" (not bad but not particularly spectacular either) and his abilities are also only "okay". It does give him a fair amount of build variety as you go for the Red Die first, but after you can go for more offense, bulk, or utility (Brute Strength).

Onar was pretty darn strong in the campaign I just finished up. Granted, he got his Haymaker relatively early (second side mission, I believe), so that certainly had something to do with it.

His ability to disrupt placement makes it difficult (impossible, with Haymaker) to protect a particular figure, which is very powerful in a lot of missions.

The key with him, in my opinion, is that you don't play him like a straight up meat shield. He's most effective when he's disrupting the Imperial player's plans, while also standing near allies to give them some protection. He might not be an "A tier hero", but he's pretty strong in the right hands.

Get Down is pretty good in terms of offering key defense options to the Rebels.

If you know your Imperial needs a surge to stun, use Onar's GY Perception and add a timely evade.

Or if you just want to block an extra damage, use his ridiculous BYY Strength and add a block.

Nice flexibility and decent proc chance for either.

18 hours ago, Majushi said:

Get Down is pretty good in terms of offering key defense options to the Rebels.

If you know your Imperial needs a surge to stun, use Onar's GY Perception and add a timely evade.

Or if you just want to block an extra damage, use his ridiculous BYY Strength and add a block.

Nice flexibility and decent proc chance for either.

With Brute Strength, you could have a ridiculous chance to add either a block or evade. I could see a timely evade being quite helpful in preserving actions by blocking a stun or bleed from landing on a fellow Rebel hero.