Master K may look like a weapon of pain for your
opponent, but if you play him at all you will find
he generally fails to live up to expectations. A
large part of it is that even with all of his tricks
and abilities, he is still over costed. His HP is
exceptional, his DEF is solid, but his ATK is a
horrid 12, meaning against most top Jedi seeing
play, he needs 12s or 13s. The 30 DAM is great, but
if you cant hit your target, it isnt worth much. He
has double, which is standard anymore. It can be
nice to do 60 DAM, but again you have to hit first.
Avoid defeat is a ncie ability, but it is one you
cannot rely on. I have never made an avoid defeat in
a tournament game.
His force package is nice, but they limited him to
only 4 force points. Its a good total, but it means
between rerolls and 1 heal you will be out in no
time. Leap is a power that i rarely see used. It
might help to disengage from Grand Master Luke, but
other than cases like that it wont be used. He has
deflect, so at least he has some ranged defense.
K'Kruhk is a character that everyone want to love
and use, but he is just way over costed. He should
ideally be in the mid 40s. At 52 you are just
passing up on too many other good things to try adn
work him, whether it be better tech, activations or
a solid commander.
100/150: Dont even try him here. As i said he is way
too expensive and ineffective for either of these.
200: If you want to play him here he is passable,
but melee is going to have a hard time doing
anything with GM Luke running around. You will
always have better options. He needs to be cheaper,
have better attack, or force renewal.
Killer_Nacho
Master
K'Kruhk - 52 points
HP: 150
Defense: 20
Attack: 12
Damage: 30
Abilities: Unique, Melee Attack, Double Attack,
Avoid Defeat
Force 4, Force Heal 20, Force Leap, Lightsaber
Deflect
So today we review what is, in my opinion, the
largest dissapointment in the Jedi Acadamy set. When
I learned we were getting a K'Kruhk, I was estatic.
An incredably cool Jedi likely to have affinity for
one of my favorite factions, the New Republic?
Sounds great to me! And at his 52 point cost, I
thought he might have some interesting abilities,
too. My hopes and excitment was shattered when I saw
the stats of this figure. First of all, what gives
with the no New Republic affinity? That was one of
K'Kruhk's claim to fame- the fact that he survived
the Jedi Purge and eventually joined the new Jedi
Order. To not have the Affinity seems wrong to me,
and they missed a great oppurtunity to further
improve that faction. Furthermore, the figure itself
leaves a lot to be desired.
For a heavy 52 point cost, the stats are
interesting, but below the norm. While the 150 HP is
pretty good, 20 defense and 12 attack aren't too
great for a piece of this cost. 30 base damage is
good and a nice surprise. A lot of pieces are saved
by their abilities, but I don't think this is the
case for K'Kruhk. He has Double Attack, but then
again, all Jedi seem to these days. His double
attack does hit for 60, but that still isn't great
in today's high damage output metagame. He does have
a rather interesting ability, Avoid Defeat, but two
saves can really be hard to get and it still levaes
K'Kruhk at 10 HP, allowing any scrub piece to finish
the deal. He has 4 Force, which is good but Force
Renewal would've been better. He does have Force
Heal 20, an interesting ability but with a limited
ammount of force not very practical. Force Leap is a
cool force power but is only useful in certain
situations, and Lightsaber Deflect increases his
surviveability and is an excellent defensive
ability.
The problem is, that is all K'Kruhk is. He's just
not something special. He does have some decent
defensive abilities if you are good at making saves,
but the damage output isn't there. At 52 points, he
costs the same as two Jedi Weapons Masters. And to
be honest, the two Jedi Weapons Masters are
infinately more useful than K'Kruhk. There really
aren't many exciting combos with this piece either.
You could try running K'Kruhk with CS Yoda to reroll
saves, but at that point you are still spending far
too many points on two figures... and the two Jedi
Weapons Masters would probably still be better with
Yoda. Poor K'Kruhk... such a cool Jedi gets ruined
by such a horrible figure.
100 points: 1/5, Almost unplayable here. Won't stand
up long against this format's beatsticks, and you
can't afford him at more than half of your army.
200 points: 1.5/5, Could bring some support for him
here but he definatly is outclassed by two JWM. The
only reason I would even consider playing with him
is because he's cool.
Sculpt: 4/5, The one redeeming quality about this
figure. Who doesn't like funny looking aliens
pretending to be samurais?
Josh
Master K’Kruhk (16/40,
Very Rare—Jedi Academy; HP150, ATT 12, DEF
20, DAM 30, DEP 52)
For a
relatively large 52 points, fan-favorite character
Master K’Kruhk comes out to the table and brings a
pretty nice bag of tricks, though he’s definitely
not a game-changer. Avoid Defeat is a pretty
nice power, if you can pull it off and in
most cases, without bringing in the original
Clone Strike Yoda, it’s a pretty tall order.
Mercifully, Master K’Kruhk is a Force user so he can
reroll misses, which does make it a little
easier. However, in my experience with characters
that have Avoid Defeat, it is shockingly hard
to pull off. Not only is he relatively hard to kill,
he’s a pretty nasty fighter. His +12 bonus to attack
coupled with his solid damage score of 30 points and
Double Attack, he can really do a lot of
damage.
His Force
powers are also a pretty nice collection of Jedi
abilities. Force Heal 20 is nice and can
still be used on himself so he can extend his life
further. Force Leap gives him the ability to
move in and out of combat without provoking attacks
of opportunity, which is always nice for Jedi to
have. Finally, his Lightsaber Deflect
provides him with protection from your opponent’s
shooters. These all come together to create a nicely
balanced piece.
However, while
he might me a pretty nicely balanced piece, he’s
still got some problems. At 52 points to deploy,
anymore that should move him into the class
of characters with Force Renewal, but he
doesn’t get that ability. Though coupled with
Avoid Defeat, it would make him cost likely 10
extra points to remain balanced, but I think it
would probably be worth it. Avoid Defeat is
also a very fickle power if you don’t have
Clone Strike Yoda in your squad (a pairing that
is impossible at the 100 point level) and when it’s
a character that’s as expensive as Master K’Kruhk,
it would be nice if it were more reliable. Finally,
again deploying at 52 points, he lack of Master
of the Force seems odd. Again, it would make him
more expensive since that would have a profound
effect on Avoid Defeat, it would again be
worth it to make it a stronger and more reliable
piece.
Overall,
Wizards did a pretty solid job capturing the essence
of this character. However, the lack of two key
abilities and a higher price point does pretty
strongly limit his effectiveness.
100 POINTS: Here, he could
be an absolute beast. At 52 points, there’s still
plenty of room for a secondary beat stick and with
his 60 points of damage per turn he can be a pretty
nasty fighter. With his 150 hit points, it’s also
going to take a concentrated effort to take him
down. However, his price point here does preclude
his most effective ally from coming in, the
aforementioned Clone Strike Yoda. SCORE: 2.5
200 POINTS: Here, Clone
Strike Yoda can join the party, but that’s going
to be well over half your squad so it will be a
gamble for you to put all your eggs in the baskets
of Yoda and Master K’Kruhk. It could be a pretty
annoying squad to run into, if backed with the right
combination of shooters. SCORE: 3
Special Abilities
Unique
Melee Attack (Can attack only adjacent enemies)
Double Attack (On his turn, this character can make
1 extra attack instead of moving)
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)
Force Powers
Force 4
Force Heal 20 (Force 2, replaces attacks: touch;
remove 20 damage from a living character)
Force Leap (Force 1: This turn, this character can
move through enemy characters without provoking
attacks of opportunity)
Lightsaber Deflect (Force 1: When hit by a non-melee
attack, this character takes no damage with a save
of 11)
Hey guys DM back after some time off with a review
of an interesting piece from JA, Master K'Kruhk. At
52 points he is rather expensive, but if you take a
closer look you will see that his stats are pretty
good. The Republic has access to only one forcer
user that is cheaper and has more HP than K'Kruhk (YodaBuk
51/160). In fact besides Yodabuk and the Reek Master
K has the highest HP on any piece that may be played
in the Republic faction. He has the same amount of
HP as all three Mace Windu pieces (71, 65, and 63
points), and Grand Master Yoda (55 points). Which
means that his HP are great, and he is going to take
a beating. His Def of 20 is a little low for his
cost, but about average for a force user. His attack
of 12 is low for his cost, but average for force
wielder. His 30 damage is fantastic.
His special abilities are a bit disappointing. First
off he doesn't have his affinity to the New Republic
like he should. And as disappointed as I am that he
isn't allowed in an NR squad I think he would be
ridiculous in an NR squad. With Evade from Wedge and
the ability to reroll missed saves from Leia
Skywalker, K'Kruhk might never die, especially when
played with Luke Force Spirit.. Now like we all
thought he has Avoid Defeat (like all the Wedges)
which will let him hang around a little longer. The
other bad thing is that he only has double attack,
but at 30 damage he can do the same amount of damage
as most jedis that have triple.
His force powers are okay, except for the 4 force
points with no renewal and no way to get more force
powers except through force spirit. His force powers
do allow him to stay alive a little longer. He has
leap and Deflect. He also has force heal which is a
nice force power, but is 20 points of damage worth
half your force points on a 51 point piece.
Being a follower there are some nice ways to use him
and some nice boosts he can get. You can swap him
using Panaka and fully take advantage of his
double/30 combo. You can boost his attack/defense to
15/23 with GM Yoda or 16/24 with GOWK. Mon Mothma
can give him a nasty 40 damage death blow when he is
defeated. Clone Strike Yoda can let him reroll his
missed Avoid Defeat saves, and maybe the most useful
is General Windu can give him an extra attack. Not
having access to any type of force battery really
hurts him, but there is enough out there to help
boost him.
Onto the ratings…
100 3/5: You can make a pretty good squad with Him
here. Team him with Qui-Gon Jedi Master, Artoo AD,
and an uggie… or maybe Shaak Ti Jedi Master for two
really hard to kill pieces.
200 3/5: Here you can add a lot more to your squad.
Though he is a nice piece, at over 1/4 of your squad
on a figure like him might not be worth it. Best bet
would be to throw him in a Panaka Swap squad and let
him put 60 on a big gun at the end of the round.
With the new initiative rule he is a bit weaker, but
he could do pretty good here.