Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Stormwolf
Woo-Hoo!! Finally, we get to dig into
the past and review classic clix, rather than being
stuck with the LEs of the new set. Today we have
Mojo, from the Clobberin Time expansion. Mojo is
from another reality where he uses television
programming to enslave the entire Mojoverse. He
usually likes to use brainwashed/blackmailed heroes
from earth for his programming needs....
Cost~ 100 points, no team affiliation, 6 range, 8
clicks of life
Movement~ Starts out at an 8, with 5 clicks of mind
control. That stays pretty much in step with how the
character is.
Attack~ Starts out at a reasonable 10 with 2 clicks
of incapacitate, followed by 2 clicks of poison,
then 3 clicks of steal energy. Quite a decent blend.
Defense~ begins at 16 with a couple of clicks of
toughness. It makes sense, the yellow blob doesn't
have the greatest agility in the world, and has to
rely on tiny metallic legs to move.
Damage~ Starts at 2 with a couple clicks of
leadership, followed by 3 clicks of perplex.
Sculpt~ It's gross to look at, but accurate to a
tee. I don't know that a better sculpt for him could
have been made.
Final Thoughts~ Mojo is a pretty good figure. A
little costly to use in a 300 point army, and not
strong enough to build a team around though. It does
in my opinion emulate the comic character quite
well. Probably would work best in a theme team, or
friendly play.
Godwin
Unique Mojo –
100 points
Moveability
- Mojo is not the quickest
alien in the Marvel world. His starting Speed is
only 8, but he does have Flight, which lets him get
around a little better. He also gets Leadership to
give your team some extra actions and starts with
Incapacitate if you want to slow up your opponents.
Also Mind Control can be used if you want to move
around your opponent’s figures.
Attackability
– Attack of 10 is not bad for a 100-point figure and
he keeps it for 2 clicks so that redeems his Attack
a little bit. A Range of 6 gives him some distance
to use Incapacitate and Mind Control over.
Damage
– His natural Damage of 2 is not
that great so he is best served to use Incapacitate
or Mind Control. Look for opponent figures that can
attack their own teammates and take advantage of
that. I don’t use Mind Control as much as I used
to, but it still has its uses. Further down his
dial he gains some Poison and a couple of clicks of
Perplex could pump up his Damage or other values as
he sees fit. Overall for a 100-point figure his
ability to do Damage is a little weak for me and he
relies on too many support figure type powers.
Defendability
– Starting Defense of 16 is respectable and a couple
of clicks of Toughness help, but that’s about all he
gets. His Defense drops steadily, but his dial is 8
clicks deep so he can take a couple of hits. He
gains 3 clicks of Steal Energy, but with a Damage of
only 1 he can only affect figures without Toughness
or other damage reducing powers.
Miscellaneous
– His figure is pretty
cool and looks like what a Unique figure should look
like. I never read about him in comics, but I did
see him on the X-Men cartoon and his figure looks
like a dead on match. He has no team abilities.
Playability –
Mojo is an interesting figure, but he doesn’t quite
live up to his billing as a 100-point figure in my
opinion. He plays too much like a support figure
and doesn’t have the ability to deal a lot of damage
other then through Mind Control. I would suggest
playing him in larger point games like 400 or 500
where you can afford him as a secondary piece.
Still teaming him with Spiral would be fun although
I don’t have either.
Wow its mojo jojo err I mean mojo. An
actually pretty decent click, he might be a bit over
priced at 10 points but he isn't bad. If his range
was 8 or better he'd be great but 8 range mind
control is pretty uncommon even now, back in
clobbering time mind control in general was a big
thing, especially before the rules were rewritten to
make it not cause push damage. You can always
perplex that range up a bit though. What is this
figure good for? For easily augmenting your team
when you accidentally bring your 300 point amazing
team to a 400 point tournament. His attack is nice
and high so he will be mind controlling most of the
time. He has incapacitate so he can damage those
pesky units with impervious, force them to rest,
then mind control them the next turn to use them to
take out your opponents other units. The leadership
is definitely a plus, an extra action never hurts.
The main complaint I have is his crappy defense. 16
defense with only toughness? On a 100 point figure?
Surely you jest. One good hit will knock him out of
incapacitate and into poison, a relatively useless
power. It will however know him into perplex, which
late game is a lot more useful than leadership. All
in all a decent piece but id rather use someone like
N'Strth or morgan la fe.
100: 1.563/5 Well hell be your only figure so youll
be pushing him fairly often, but you wont run into
any pieces he cant handle. No impervious means he
can probably do full damage to most clix.
200: 2.355/5 Decent enough of a click but you can do
better.
300: 1.547/5 His lack of range becomes a serious
problem
400: 1.546/5
500: 1.356/5
--So said the spy
skilanky64
Mojo
Mojo, Mojo Mojo...I always wanted one for my X-Men
collection, but then I found that it wasn't very
good...
100 points, unique, no team, no team isn't that good
in Heroclix
first, 8 movement with mind control
10 attack with incapacitate for 2, then poison, then
3 with steal energy, then nothing
low Defense, 16 tougness, 2 clicks, thats it.
low damage too, 2 with leadership for 2, 3 clix with
perplex, then nothing
I will never use it, and I don't reccomend it
Constructed: 1/10
Sealed: (Impossible to do, Clobberin Time has been
completely retired, unlike other retired that there
are still alot of, but...) 3/10- thats ok