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Pojo's HeroClix "Click of the Day"  
  
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     WildWill
 | Name: Dr. Fate Set: Unleashed
 Numbers: 70-72, 216
 Rarities: 3-5, LE
 Costs: 85, 113, 155, 112
 Health: 8, 9, 10, 9
 SSADD: 8/8/16/2, 8/9/17/3, 9/9/17/3, 8/9/17/3
 Powers: Phasing/Teleport, Psychic Blast, Energy Shield/Deflection, Barrier, 
    Probability Control
 Exp, adds no new powers
 Vet adds Defend
 LE adds Energy Explosion, Pulse Wave, Smoke Cloud, Leadership, Outwit & 
    Support
 Ranged Attacks: 1 Range 6, 1 Range 6, 1 Range 6, 1 Range 6
 Team: None, Justice Society, Mystics, Mystics
 
 Like most of DC’s characters, there have been a few different people behind 
    the face of Dr. Fate. The first was Kent Nelson, the son of a famous 
    archeologist. Kent’s dad was excavating the tomb of the Lord of Order Nabu, 
    and upon opening the sarcophagus was killed instantly by the gas he 
    released. Kent, who was nearby was then confronted by the spirit of Nabu, 
    who decided that the lad was perfect to be Dr. Fate, and gave him the mystic 
    Helmet and Amulet that Dr. Fate uses.
 
 Now Kent had a fine career adventuring as Dr. Fate, starting in, oh, say the 
    early 40’s up until the 80’s. He had even gotten married to a fine young 
    lass named Inza, and they lived happily ever after in their weird tower, 
    helping all kinds of DC Heroes, most notably as a member of the Justice 
    Society and the Justice League.
 
 Inza couldn’t take the strain of being married to an immortal god, which 
    Kent basically was, and she committed suicide round about 1987. Kent, 
    devastated, wanted to join her in the afterlife, but Nabu, that sneaky Lord 
    of Order, wouldn’t let him until he found a new body for Dr. Fate…since 
    basically, Kent was a host body for Nabu, which he did in the form of young 
    Eric Strauss. But at this point Kent discovered that Dr. Fate was supposed 
    to be not, two identities (i.e. Kent and Nabu), but actually THREE! So the 
    new Dr. Fate ended up being an amalgamation of Eric Strauss, his lover 
    Linda, and Nabu.
 
 Confused? It gets worse. Eric/Linda/Nabu Fate didn’t last all that long, and 
    events conspired to resurrect Kent and Inza Nelson, and THEY became the 
    THIRD Dr. Fate.
 
 At this point it gets REALLY REALLY confusing, because during Zero Hour, all 
    of that went away, and a NEW Fate was born, and this guy didn’t even have 
    the same costume as before. Fortunately DC discovered the error of their way 
    and went back to the classical image of Fate, but now he’s Hector Hall, who 
    has some history with Hypolita Hall and the amazons, but also was a major 
    character in the Neil Gaiman Sandman series. As a matter of fact, if I’m not 
    mistaken (and I could easily be), Hector Hall was one of the pre-Gaiman 
    Sandmen, and is also the father (albeit he was dead at the time) of the 
    current incarnation of Morpheus, Daniel. If you’d like a better explanation 
    of Dr. Fate’s origins, up to just before the newest incarnation, click here: 
    http://www.angelfire.com/ca2/HERORPG/Kent.html
 
 Now that I’ve really confused everyone reading this, I’ll look at his 
    Heroclix. See the thing is, I LOVE Dr. Fate, and always have. I have a thing 
    for all the DCU Mystics, which is why I love the fact that they have their 
    own TA. Now if we just got some Endless Heroclix…no what am I saying, they 
    wouldn’t translate well. I can see it now, a Death Heroclix. What’s her 
    power? Well…you die. End of game.
 
 Taking a look at the Rookie Version of Dr. Fate, I see a really expensive 
    figure with not a lot to offer. Sure, a 16 Defense is nice, and Psychic 
    Blast is a killer ranged attack (though the Rookie only has a 2 damage…it 
    gets MUCH better in all the higher levels), but 85 points is just way too 
    high for this bad boy.
 
 The Exp and Vet versions are much easier to take, although, they are both 
    too expensive. Of the REV the Vet is the best version (naturally), with a 17 
    Defense and Defend, plus the aforementioned Psychic Blast for 3 damage, AND 
    the Mystics ability.
 
 Now the best of the lot, is the LE…with all it’s pretty dial colors, and a 
    point cost that is not crippling. Again, another broken figure, if not for 
    it’s extreme rarity. And if you’re lucky enough to win one, good on ye…now 
    go make a team for him toot sweet.
 
 Dr. Fate is one of the sweetest sculpt/paint jobs I’ve seen awhile. I love 
    the fact that they actually got Gold on his mask. REV sets are selling for 
    an average of $6 right now on Ebay, with a high of $16.50 and a low of $1.80 
    sans shipping. The LE Version is not available quite yet, but since he’s got 
    so many freakin’ pretty colors on his dial, and if I’m not mistaken, he’s 
    the harder of the two LE’s to get (i.e. he’s not the Fellowship reward), 
    he’ll be in the $50-75 range.
 
 
 My ratings – playability first, then Collectability.
 
 Rookie – 3,3
 Exp – 3,3
 Vet – 4,4
 LE – 5,NA
 
 Next time – Even MORE Unleashed…Yup, it’s all Unleashed All the TIME Now! 
    Well for the next couple weeks anyway. Enjoy it while you can kiddies!
 
 |  
    | Monger | Doctor Fate DC Unleashed #072
 
 When you pull this figure from a booster, you would expect an incredibly 
    strong figure – being Dr. Fate and all 155 points of glory! A nice gold 
    mask, a pretty yellow cape…yep, it’s all flashy and catches your eye. It’s 
    just too bad that he’ll be catching eyes from the bottom of a trade box. I 
    have to say it now, to get it off my chest – they really ruined this guy. 
    His point total seems about right, but his abilities just don’t seem to gel 
    as well as they should of.
 
 Speed / Range: Why does Dr. Fate only have a 6 range? I’m still somewhat 
    stunned by this value. Give this figure an 8 range and his play time would 
    probably double in my area. Speed wise, I was impressed. There’s nothing 
    wrong with seven clicks of phasing, and I really expected nothing else in 
    this area. However, I wish they would have cut back on a few clicks of 
    phasing in order to boost his next area – attack!
 
 Attack: Not bad, not bad at all actually, for a DC figure. If this character 
    was in Marvel, he’d probably be overlooked (why am I saying probably, he 
    WOULD)! In order for this guy to be productive, he needs some perplex…badly! 
    All-in-all he’s a pretty strong figure when it comes to fighting. Six clicks 
    of Psychic Blast is king - being able to overlook any form of defense wins 
    games, no matter how serious.
 
 Defense: Starts off the game with two clicks of defend and a base 17 
    defense. Not to shabby…this will help a lot if Dr. Fate ever needs to taxi 
    around a medic or a heavy hitter. With all the lower defensive figures in 
    DC, defend will come in handy more then you might think! On Dr. Fates 3rd 
    thru 5th click, he becomes more of a fighter, being able to stand six spaces 
    away from battle and hold up a solid 18 defense. If your opponent is able to 
    get any hits in, Dr. Fate drops to barrier on his 6th thru 8th click. This 
    ability gives your team time to either run away or regroup, whatever need 
    be. After I take a closer look at this defense, I see they have positioned 
    everything just about right.
 
 Damage: Nobody can complain about a base three damage. But eight clicks of 
    probability control? This could have been MUCH better - if this had been 
    perplex! Oh, the horror this figure could have dealt if he was given 
    perplex…
 
 Overall: Just …not worth the 155 points. The attack value and range of this 
    figure is to low for this point total. He does have a nice array of 
    abilities, but I feel he is lacking the ones he truly needed in order to 
    become tournament playable.
 
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    | The Honey
 Duke
 | V Dr. Fate 
 Two new elements comes to DC's version of the game: Defend and Probability 
	Control. Dr. Fate has both, but Defend is a bit of a bigger deal, as he's 
	the only non-Unique character with it. He probably won't impress Marvel 
	players accustomed to fielding a Defend character like R Invisible Girl for
 37 points, but he'll still be a spectacle because of the other abilities he 
	offers.
 
 Fate's Defend clicks each sport a 17 Defense value. Most folks should 
	capitalize on this by teaming him with characters with Energy 
	Shield/Deflection, thus reaping the benefits of a 19 DV. In DC, not many 
	characters have the power on their first clicks, so this is going to mean 
	dusting off characters that haven't had much use before now. We're talking 
	about Zatanna, the Manhunters, R Circe and the likely overlooked Science 
	Police. The latter should probably get a good look, thanks to the Police PD, 
	which is needed to boost Dr. Fate's 9 attack value.
 
 To make the most of V Dr. Fate in a 300-point team, you'll want to keep your 
	squad in close quarters. Go with no more than three other characters, with 
	at least one of them a flyer to make sure you can travel in a pack with 
	Fate. Take advantage of hindering terrain if you can, too.
 
 Make Fate's teammates your primary attackers and protect Fate as long as you 
	can, as he doesn't have any damage reduction. Even if your opponent can get 
	to Fate, that shouldn't be too bad. Your opponent will likely send his top 
	attacker after Fate, and if he does make a hit, that figure will likely lose 
	that AV because of Fate's Mystic team ability. Fate will still be a tough 
	hit, because of Probability Control.
 
 TheHoneyDuke
 
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