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Dormammu - Critical Mass
Reviewed 01.01 2004

Rank Unique
Point Value  206
Collector's Number  92
Rarity  6

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

Click here to see all our 
Click of the Day Reviews 


WMNOE

 The Dreaded Dormammu, staple of Dr. Strange comics for decades. You know, the dude with the flaming head.
One of thew few clix with a cost of over 200 that is not named "Superman". He's a mystical being who transformed himself into pure energy. He's the ruler of the Dark Dimension, and a bad mother besides. He's just downright nasty.

Cost: 206. Ranged 10 Attacks: 1. Health: 12 Clicks
SSADD: 8/12/16/3
Powers: Psychic Blast, Invulnerability, Outwit, Toughness.

OK, yeah Dormammu is nasty, but with all the powers that the comics version has, which according to our friends at whoclix are "interdimensional teleportation, size transformations, time travel, elemental control, telepathy, matter transmutations, energy manifestations from extraordinary powerful bolts to magically-constructed beings", his Heroclix could be nastier. Some TK perhaps? More than one ranged attack maybe? I dunno. All I'm saying is that he could be much, much worse than he is. If you're lucky enough to pull this Unique, definitely build a team around him, though it's going to have to be a high point level team.

Dormammu should be one of the more sought after Uniques from Critical Mass, but he's not really, selling for between $8.50 and $27. Personally, a clix this powerful should look a bit better. Also, I'm wondering why WK chose to delay Dormammu until this set, and then not give him Dr. Strange as an Arch-Enemy.

My Ratings:
Playability 4 of 5
Collectability 3 of 5
RFS101  Dormammu

First things first. This heavy hitter is a whopping 206 points. He's got a maxed out 11 clicks of life, 10 Range with 1 target, 8 Speed, 12 Attack, 16 Defense, and 3 Damage. With this he also gets Psychic Blast, Invulnerability, Toughness, and Outwit. The attack is awsome. Shoot for 3 at Range with no way of reducing. That 3 damage would hurt even OWAW Superman or Savage Hulk. Now let's say the Son of Darkseid Superman whacks Dormammu, that will drop Dormammu right to his Outwitting prime. He can do 3 damage still and he can use his Outwit on something other than defensive powers. His Defense is average, but low for a 206 point character. The fact that he has Invulnerability and Toughness all the way down his dial helps justify his value. His Defense values are a bit of a double edged sword, though. It starts off slightly low and never drops below 13. Even with the best Paramedic, it would be slightly difficult to heal him. I would have liked to have seen at least one click of Impervious or at least a starting Defense of 17, but Dormammu will still be around a long time.

Dormammu

200 Point: N/A
300 Point: 2/5
400+ Point: 4/5

The
Honeyduke
Dormammu provides a great combo of Psychic Blast and Outwit on several of the same clicks. That's not completely unique; Mordru has the combo on his first three clicks, and Darkseid two. Dormy's got 'em beat combined with six clicks of PB and Outwit, and he's the sole Marvel character to have it. The challenge is that he costs a lot more than those other characters, and he doesn't get the combo until the fourth click.

But that's okay. Dormammu should get the job done on those first three clicks with his nice attack values and Psychic Blast. And it just might be worth pushing to have Dormammu reach those Outwit levels. After all, he keeps Invulnerability for four clicks, and a 16 defense for his first two clicks. Basically, treat him as a Willpower character so you can attack on two out of three turns.

Once you reach Outwit, you won't need to use it on Toughness or Invulnerability, since you'll still have PB. You can spend most of your time neutralizing your opponent's RCE or other nagging attack abilities.

In a 300-point game, there's likely little room for more than three other characters to team up with Dormammu, and one will need to be a cheap taxi.
To fill out the rest, a useful ally could be Pyro or Avalanche to provide more protection (barrier, namely) for the 206-point centerpiece of your team. There's others with barrier, but Pyro provides you a good flame-oriented character if you're aiming for a cheesy theme.

But Dormammu should be great for a 400-point team, where there's more wiggle room for his points.

TheHoneyDuke

 

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