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HeroClix "Click of the Day"


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General Zod
Legacy

Reviewed 09.15.2006

Average Rating: 2.5

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

DrStrange86

Today's review is General Zod from Legacy

 

KNEEL BEFORE ZOD!!!!!!!

 

He’s a Unique, 236 points, 10 range 1 target, Anti-Superman team

 

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Wing

12

12

10

10

9

9

8

8

7

7

Attack

12

11

10

10

9

9

8

8

7

7

Defense

17

17

16

16

16

15

15

14

14

13

Damage

4

4

4

3

3

3

3

2

2

2



Speed: 12 is the best you are going to get with charge, wish he had it again later on through his dial.  Oh wait, Running shot with a 12 movement and a 10 range would have been much better.

Attack:  Charge and Super Strength work together well, attack values start high and end kind of bad (JonL strikes again)

Defense:   The trifecta of damage reducers, no complaints, wish he started with an 18

Damage:  Not bad, CCE keeps him dishing out the damage for the long haul

The Good:  10 range is always good

      Long dial and all that damage reduction will keep him around a while

      Able to dish out some good damage

      Anti-Superman team can come in handy

The Bad:   Can’t really take advantage of the range

     Attack values get a little low

     Team ability is tough to use in 300 point game (needs to carry a rookie Jinx)


Feats:  ICWO and Protected of course, Fortitude and Repulsor Shield in higher point games, Shellhead if you are feeling push-happy


Overall:  Well, another big bruiser comes to us from Legacy.  Not too much to say.  He needs a lot of help to be used effectively.  A rookie Jinx is a must to carry in order to use the team ability, and he also needs a tk’er because of his lack of HSS or Running Shot.  Having that range with charge is a tease and is almost angering.  He is almost impossible to use effectively in a 300 point game but in higher ones you can make him work.  Basically, he is like Son of Darkseid Superman just with a range and a worse team ability.   

Constructed/Unrestricted: 2 / 5

Sealed/Draft: 2.5 / 5

 

Overall:  2 / 5

Need help? Send any emails to batmandx@aol.com.
 
Rurouni KJS Unique General Zod
wing speed
236 points
Team: Superman Enemy
Range: 10 x 1

01 02 03 04 05 06 07 08 09 10
--------------------------------
12 12 10 10 09 09 08 08 07 07
12 11 10 10 09 09 08 08 07 07
17 17 16 16 16 15 15 14 14 13
04 04 04 03 03 03 03 02 02 02

Powers and analysis:
1-2: Charge, Super Strength, Impervious, Close Combat
Expert
3-5: Super Strength, Invulnerability, Close Combat
Expert
6: Super Strength, Toughness, Close Combat Expert
7-8: Toughness, Close Combat Expert
9-10: Toughness

Despite that nice 10 range, Zod is designed to fight
up close, which puts one in a bind. Do you let him
hang back with a cheap wildcard or Superman Enemy
teammate to snipe and Outwit targets, trusting his
decent defense to protect him until he has to engage
hand-to-hand? Or do you grab a heavy object from the
start and Charge in while he has the best chance of
dealing the most damage? He can be effective either
way, but not so much that it justifies his point cost.
Lack of Hypersonic Speed is a serious blow to his
effectiveness.

Feats:
FORTITUDE might be more necessary on him than most,
since he's a prime target for Outwit and Exploit
Weakness. That or PROTECTED, to keep him on his good
clicks.

Themes:
He's a Superman Enemy, but I don't pretend to
understand most of the storylines this version of the
character has starred in.

Comic accurate?
A Kryptonian with no HSS? Not accurate.

In sum:
General Zod is a prime example of the old
"alpha-strike" design style of Heroclix; he starts
great, able to decimate enemy figures' effectiveness
with one shot, but slips into overcosted uselessness
himself with one solid hit. I'm glad that era of the
game is over.


Rating: 3/5. Being able to hit for 5+ clicks through
most of his dial is good, though.
 


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