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
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
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!