Attack: Amazing values, charge and SS work well,
Quake you will probably never use, or SS at end
Defense: Damage reducers the whole time make those
11 clicks last a long time, low numbers though
Damage: That EW will get that massive damage all the
way through, RCE is also monsterous on him, the battle fury
really hurts, because it keeps him from being carried away
The Good: Huge attack and damage
11 clicks with damage
reducers whole time
Good power combo’s
The Bad: Battle Fury keeps him from running at end
Low defense numbers that
are not hard to hurt but easy to heal
Charge is cool, but when
you see range, you hope for Running Shot
KC team is alright…but I
consider it a waste of points, because of charge you will
always be close
Feats: He really doesn’t need ICWO because his
numbers are already awesome, unless you want to up the speed
or defense. I like Shellhead, because he is really push
friendly and needs the defense help. I would stray from
trick shot, because you don’t get enough chance with it.
Also, Vendetta is no good because of the high point cost.
Haymaker is also a good call, because of the high attack,
the damage would just be ridiculous then.
Overall: Well…this guys is as basic a beat stick
as you can get. Huge numbers, huge damage, long dial, and a
huge cost make him quite the hefty piece. The biggest
problem with him is the fact that he doesn’t take advantage
of his range until mid dial, and even then you are going to
be standing still when going for RCE. Also, if a piece like
lockjaw ties you up, your going to have to waste 2 turns to
even use it. Still, he is a monster of a click, and good
enough to lead a team, even with that huge point cost.
Constructed/Unrestricted: 3.5 / 5
Sealed/Draft: 4 / 5
Overall: 3.5 / 5
“Heroclix….they’re cool,
addictive, and available….the things practically sell
themselves.”
Need help? Send any emails to batmandx@aol.com.
-DrStrange86
Dario
Ahhh… how I like reviewing oldies… specially
those I didn’t get to review.
Even more if they are Uniques, and even more if it’s KC’s we
are talking about! Who doesn’t love them?! We’ll start with
KC Magog. He’s KC Supes archenemy, doesn’t fly, has an 8
range 1 target, KC TA, 11 clicks of health…
209 points:
Stats:
Speed: 10, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7. Charge for the
first 4 clicks
Attack: 13, 13, 13, 12, 12, 12, 12, 11, 11, 11. Super
Strength in all the clicks but the ones with 12 AV, where he
has Quake.
Defense: 16, 16, 16, 15, 15, 15, 14, 14, 13, 12. First 2
clicks have Impervious, next 3 have Invulnerability, the
rest is Toughness.
Damage: 5, 4, 4, 4, 3, 3, 3, 3, 3, 3. First 3 clicks have
Exploit Weakness, then follow 4 with RCE and then it’s
Battle Fury until the end.
Analysis:
His Speed is a problem. He’s over the 200 mark… so he needs
either Running Shot or HSS. 8 range is ok I guess.
His Attack is the best in the entire game, hands down.
His Defense leaves to be desired, and is a big problem for
him. The damage reduction he packs is fine, yet those low
LOW values will definitely make you suffer… that also means
he’s easy to heal, but that doesn’t mean much anymore, and
less for this guy…
His Damage is not bad… could it be slightly better, perhaps?
Not much else to say here.
Conclusion: This guy’s problems are 2: he has a very poor
defense and he’s
meant for close combat. He starts as great for close combat,
then mid-dial
he becomes a ranged fighter, then goes back to close combat
for his last
clicks (due to Battle Fury). This is a huge problem, since
he costs too much
for that… you’ll need a TK’er and even then, he’ll probably
have trouble
basing if your opponent is smart.
Then comes the other problem: his defense. With such a low
defense,
Fortitude is a must… but now he’s at 224 points (and that’s
if you don’t put
anything else on him) and he’ll still get struck by every
attack, most
likely… you can add ICWO, Protected, Rip it up, Shell-head
to help… but just
with the first 2 he’s 242… So, you can make him a real
monster, but he ends
costing you A LOT
At 209 points, Magog is not a cheap character to go on
your force. But those points aren't wasted -- you're getting
possibly the best average Attack Value in all of Heroclix.
Magog won't often miss. Moreover, he's got Charge + Super
Strength + Exploit Weakness -- one of the single most
destructive power combinations in the game. Magog-centered
OHKO's (One-Hit-Knock-Outs) are the stuff of legend. All he
needs is a TKer to get him into prime position, some boosts
to his already-sky-high damage value and the proper heavy
object. Mid-dial, he's hardly less dangerous, with a ton of
RCE. End-dial, he gets a pile of Battle Fury, further
limiting his mobility and forcing him into close combat
again, so be careful.
Feats
FORTITUDE, while always good for high-priced bricks, is
pretty much vital on Maggie here because his lowish defense
means he'll be taking some fire. Add SHELLHEAD to help make
him a harder target since he's so push-friendly. MOVETHROUGH
will help out his poor mobility so he can hit the target he
wants: the highest-priced figure on the other team.
INDOMITABLE fits his end-dial where you can't afford to let
him be Incapacitated.
Themes/Comic accuracy
Magog isn't the least bit accurate, if Kingdom Come --
the only story he's ever shown up in -- is any indication.
(He did have a predecessor, Gog, who was pretty adept at
sneak-attacking and killing Supermen all across hypertime,
but that's a totally different
character.) His AV is about two points too high on every
click and he shouldn't have EW at all, based on his
inability to even hurt KC Supes with his best shot. But for
themes, he's got a little company in V Captain Atom and
Alloy from the Giants set.
In sum
Low defense and mobility are Magog's only weaknesses,
forcing players to use him as the high-powered attack piece
he is.
Rating:
4.5 of 5. Still one of the most dangerous characters in
the game, deservedly or not.
Romanco
Today's Click of the Day is
Magog
Unique from Unleashed
Magog was considered the most
dangerous villain in all of the Kingdom Come Comic
Series. He made Superman come out of retirement. Let's
see if Magog lives up to his name.
He is 209 points; Grounded;
Kingdom Come Team; 8 Range; 1 Bolt
10
10 10 10 19
19
18 18
18
17 17
KO
13
13 13
12 12 12 12
11 11 11 11
KO
16
16
16 15 15
15 14 14 13 13 12
KO
15
14
14
14
13 13
13 13
13
13 13
KO
Speed -- Awesome
four full clicks of Charge. And the speed for all of
them is 10! Since Magog is grounded, it will be easy for
him to get around.
Attack
-- This is unheard of. Magog's attack is by far one
of the best set of numbers on a figure you can get in a
booster. He ends with an 11! And has three clicks of 13!
Can't forget the nice Super Strength.
Defense -- I guess all
things can't be amazing. Not that 16 with Impervious is
bad, but it's easy to hit. After taking a few shots,
Magog's defense is so low any medic can heal it.
Damage
-- Couldn't get any better. Since Charge and Exploit
Weakness work together, Magog will usually deliver 5
full clicks. 4 with Range Combat Expert could kill a
Danger Room Storm in one hit! That ending Battle Fury is
a disappointment.
Sculpt
-- I love the gold horns.
Romanco's
Breakdown
~ Can always hit nearly anybody
~ Long, long dial
~ Ending Battle Fury means Magog has
to walk himself to the medics
I always wanted a Magog, and I
still do. Even though he's 209 points, he
feels underrated. You can't count out that Kingdom Come
team ability; it does come in handy. Fortitude is
perfect for him since it won't cost much all together
and In Contact can always up the puny defense. If
there's enough points left, put on Damage Shield. With
all that, 10 with Charge, 13 with Super Strength, 5 with
Exploit Weakness, Magog is almost unstoppable.