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HeroClix "Click of the Day"


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Dr. Fate
Origins

Reviewed 01.09.2007

Average Rating: 2

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

Rurouni KJS Unique Dr. Fate
wing speed
134 points
Team: Justice Society
Range: 6 x 2

Link to dial

Once upon a time, there was a DCU character called Dr.
Fate. He was generally considered to be DC's analogue to Marvel's Sorceror Supreme, Dr. Strange. Yet his heroclix version was saddled with a paltry 6 range and decidedly support-based powers like Probability Control and Barrier. Now the game has a newer, much more creative designer, and it's time for Fate to finally get his due.

Or not.

AGAIN, he has a mere 6 range. This is bad because that puts him (or any other 6 range shooter) within easy range of the game's best Charge figures, and even his early PC and Toughness may not save him from their Super-strong and/or Weakness-exploiting wrath.
Double-target Incap isn't bad, but again...6 range, less than two other, cheaper Incappers in the JSA faction. He has to push to get to his team-friendly TK 2nd & 3rd clicks while Running Shot is just buried at the 3rd and 4th...with mediocre attack values that only get worse, meaning he NEEDS the Perplex he gains at the same time. But while he's nearly useless for fighting on the middle and back of his dial, he does offer more Perplex and PC to the rest of the team while gaining a bit of Energy Shield/Deflection -- quite the boon if he has a higher-defense JSA teammate to copy, but barely adequate otherwise over a poor natural defense.

Feats:
HEIGHTENED REFLEXES is fitting for a decent chunk of his middial to make him a teeny bit harder to hit. And although I usually don't recommend the one-size-fits-all IN CONTACT WITH ORACLE because it's so obvious, it will help him actually be kinda good.

Themes/Comic accuracy:
This is actually the "half-helm" version of Dr. Fate, when he was (I hear) more of a flying brick of a hero than a mystic. I dunno; I never read a Fate like that.
Anyhow, he's made to roll with the JSA.

In sum:
Mediocre in every way, Dr. Fate NEEDS a higher defense teammate to boost his survivability to be worth his points at all.

Rating: 2/5. If the JSA gets a character with an 18 defense value on its 1st or 2nd clicks, add a point when you field both on the same force.
 
Dario Hey guys! Today we check out Dr. Fate, from Origins. I’m assuming that everyone knows this dude (and for those of you that don’t have a clue, there’s always Wikipedia ^_^). So.. onto the clix, which by the way, is a
Unique: No archenemy, flight, 6 range 2 targets, JSA TA, 9 clicks of health,
134 points cost.

Stats:

Speed: 9, 9, 8, 8, 8, 7, 7, 6, 6. 1st and 2nd clicks have Phasing/Teleport.
3rd and 4th clicks have Running Shot.

Attack: 10, 9, 9, 8, 8, 7, 7, 7, 6. 1st, 4th and 5th clicks have Incapacitate, 2nd and 3rd clicks have TK, 6th and 7th clicks have Psychic Blast. Last 2 have nothing.

Defense: 16, 16, 15, 15, 14, 14, 13, 13, 12. 1st, 2nd and 3rd click have Toughness, 4th till 7th clicks have Energy Shield/Deflection, the last 2 have Barrier.

Damage: 3, 3, 2, 2, 2, 2, 2, 2, 1. First 2 clicks have Probability Control, 3rd till 6th click has Perplex, then he gets 2 more clicks of PC. Last one is empty.

Analysis:

His Speed is disappointing: First Phasing and then Running Shot?? Why!!!??
Why not RS at the beginning and Phasing at the end?? And why only 6 range?
T_T

His Attack is not much better, neither: a starting 10 isn’t bad, but it goes down way to fast :S Not only that, but his powers are not in the best place.
Psychic Blast suits him perfectly, but it’s waaay to late in the dial, almost useless there. Incapacitate also fits him, but I think we all would have liked to see those in each other place in the dial. Besides, while Incapacitating 2 opposing figures is nice… well, let’s just say it’s ok. Oh, and TK… not very useful where it is.

His Defense is low. Considering who this guy is and what he can do… if you’re not gonna give him Impervious, not even Invulnerability… give him a high defense. Yes, I know that he also has a long dial, and that helps; but still… That middle dial ESD helps to keep him hard to hit from range but easy to heal to his early clicks. The ending Barrier might be useful to help his teammates.

His Damage is low too. His powers are about the best there are, and fit the character, but he needs more 3’s, definitely… maybe even an 4 wouldn’t be too crazy…


Conclusion: I like this character, so I’d like a good heroclix of him to use. Unfortunately, from the R/E/V and the LE we got in the paste, only the E… and maybe the LE were capable of doing something in a match, for their cost… and even then, they had several issues.
Well, this version, while improved, shares the same issues: not high enough damage and attack, screwed mobility and mediocre range and defense.
Feats can be added to him, but I don’t think that it well help him enough to justify the cost.

Ranking: 2.5/5. He might be of help in 500 or 600 points match. Below that, I have serious doubts


“YES FORCEBLAST! NOW I CAN WIN!”

This is Dario, mails to

darioferni@hotmail.com
 
DrStrange86

Today's review is Dr. Fate from Origin

 

The golden age Dr. Fate comes to us today.  Many felt the old version to be very overpriced for what you got, but for as many times as I played against him, he was always a major pain.  Lets see how his new version works out.

 

He is an LE, 134 points, 6 range 2 targets, 9 clicks of life, a flier, and a JSA member

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Wing

9

9

8

8

8

7

7

6

6

Attack

10

9

9

8

8

7

7

7

6

Defense

16

16

15

15

14

14

13

13

12

Damage

3

3

2

2

2

2

2

2

1

 


Speed:  Phasing…then Running Shot….Sigh

Attack:  Highest for Doc Fate yet, but still not great for the points, incap and psy blast work though

Defense:  Low, easily hittable, and wont be around for too long with those numbers

Damage:  Low, the prob control and perplex help a lot though

The Good:  Prob Control and Perplex

      Double targets for Perplex, barrier, and Psychic blast

      Long dial

     
The Bad:   16 Defense does not help other JSA members

     Low damage and attack for the points

     TK is wasted on a guy this many points in normal tourneys

     Can get hit easily almost every time

     Needs to carry around an exp OMAC to help him out

     Move and Shoot after phasing


Feats:   Hmm…ICWO, Protected, and Nanobots are probably the best for this guy


Overall:    Am I happy with him…no.  Will I ever use him…maybe.  On a JSA team, he is a great asset for support.  I still think I like the cheaper EXP from Unleashed better, but he is not that bad, just a low easier to hit.  He has low numbers for the points, and would be great for 100 points, but is awful for 134.  He fits a lot of different pieces into one, but that one can be taken down very easily without doing a lot of damage.  That is very bad for a piece that will probably be the most expensive in your army.  In high point, constructed, same team games, he is a must for any JSA team, but that is about it.

Constructed/Unrestricted:  1.5 / 5

Sealed/Draft:  2 / 5 (so far has a lot of not much seen powers in Origin)

 

Overall: 1.5 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.
 

~ Romanco ~
Today's Click of the Day is Dr. Fate
Limited Edition from Origin
 
I'm not sure which incarnation this Dr. Fate is. I do know he's on the JSA and is a very powerful magician... there's not much more to say. Maybe the dial will explain the doctor.
 
He is 134 points; Flier; JSA Team; 6 Range; 2 Bolts
19    9    8    8    8    7    7    6    6    KO   KO   KO
 10   9    9    8    8    7    7    7    6    KO   KO   KO
 16   16  15  15  14   14  13   13  12   KO   KO   KO
  3    3    2    2    2    2    2    2    1   KO   KO   KO
 
Speed has Phasing before Running Shot. By the time he reaches move-and-shoot abilities all his other values are weak. Nothing high-quality here either.
 
Attack I don't like as well. The Doctor could Incapacitate with his 2 arrows but 134 points for Incapacitate? After that he becomes a slow-dying support piece.
 
Defense could be smoother. I thought HeroClix didn't give people 12 defense anymore. Energy Shield will help largely.
 
Damage is the only plus on Dr. Fate. It's a good thing he has that Probability Control because he's going to need it and the many clicks of Perplex will surely secure a hit here and there.
 
Sculpt -- I'll just say I hope my fate doesn't turn out looking like that.
 
Dr. Fate just adds to the Horrible HeroClix Week. If you get one, trade him fast while he's somewhat hot. But if you're such a fan of the Doctor, go crazy with support and use Deep Shadows then hopefully it will be a good time. I wouldn't want to be a "New Guy" around this time of the year. Good luck with your Wonder Woman or Dr. Fate and remember to enjoy HeroClix!
 
Dr. Fate rates: 1.5/5
 
 
"HeroClix are like roses: whether joy, or sadness, you are always caught to more."
 


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