Reviewed
by Cramcompany
Today we
are going to review the Legacy character Jinx
Jinx is
the master sorcerer of Indian magic and often uses
here fire bolts and matter disintegration techniques
against the Teen Titans. She’s currently an evil
member of the Fearsome Five and I can only assume is
embarrassed by that team name.
Cost and Ablities:
Rookie = 44 Points, 5 clicks of life, 6 range / one
target, Calculators team ability
Experienced = 48 points, 5 clicks of life, 6 range /
one targets, Calculators team ability
Veteran = points, 6 clicks of life, 8 range / one
targets, Calculators team ability
Movement:
7
on the rookie and 8 on the exp. and vet. All three
start with phasing for the first two clicks.
Phasing is pretty darn good for a figure like this.
Phasing dominates on an indoor map, it’s not stealth
and it’s not hypersonic, but for 50ish points it’s a
great ability.
Attack:
All three start with 9 in attack and it drops faster
the cheaper the version. Nine is not average but do
not kid yourself on this, you must roll well to hit
with a nine attack in this new format. However, all
three also start with Psychic Blast. This is where
the figure gets impressive. This is big, Psychic
Blast is a rare ability and with all the
imperviousness, invulnerability and (the little
figure destroyer) Fortitude running about, this
ability is a hot commodity. If you can roll those
sixes and sevens you will hit for the full two
clicks. After Psychic Blast Jinx gets Pulse Wave
and an 8 attack on all three versions. The veteran
can Pulse Wave with a range of four (not too bad).
Then all three finish off with energy explosion just
for the fun of it.
Defense:
All three start with 16 and drop faster the cheaper
the version. The vet and experience gain energy
shield/deflection around the middle of their dial.
This keeps her defense around 16 throughout
her dial.
Damage:
All three versions have 2 damage throughout their
entire dial. But wait there is more! You can’t
have a figure named Jinx without a little
Probability Control. Yep she is a probability
controller at the start of each version (2 clicks on
exp. and vet. 1 click on rookie).
Sculpt:
If you have an affinity for bald chicks wearing cut
off toga garb, then I have good news for you. This
sculpt is well detailed and accurate, but no matter
what you say you are playing with an Egyptian G.I.
Jane.
Team Ability:
The Calculators. Hmmm, doesn’t quite have the
fearsome tone of Crime Syndicate or the Suicide
Squad, does it? But it’s one of the best team
abilities, because it’s the wild card ability. What
a nice touch wiz kids.
Overview:
This figure is a bomb and there is no way around
it. Psychic Blast, Phasing and Probability control
in a 50ish point package. Destiny and Black Cat are
going to have to take a back seat, because the bald
one will be behind the wheel from now on. This
figure is the mini Loki from Marvel and Loki is a
GOD (sorry about the punny there.) She is not going
to be your leader, but she is one of the best
back-up figures to date. The days of hiding Destiny
and hoping folks forget about her is over. Bald is
beautiful!
Team and Play Ideas: The help Jinx needs is all about her low attack. You don’t want
to have to use her probability control on herself
every time. But with the wild card team ability you
can set her down next to say, veteran Bullseye and
have her copy the anti-Spiderman team ability and
use his 11 attack. If you want to us only DC;
veteran Ra’s ah-Ghul or Hush could have the same
effect. Add a Batman’s team Ally and now Jinx is a
stealthy, probability controlling, physic blasting,
and hairless force of nature.
Overall Score:
300 Point Games 5/5 (Great Wingman…women)
400 Point Games 5/5
500 Point Games 4.5/5 (She will need a lot of help
hitting Ares and KC Flash)
Fun Games 4/5 (Loses a point, because you have to
hear Sinead O’ Connor jokes)
= This is Cramcompany. (Please no hate mail
J )
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