ANALYSIS & TIPS FOR USE:
One of the longest-awaited X-related villains, Omega
Red literally Charges right out the box with 11 AV
with Blades/Claws/Fangs, 3 Damage and 17
Invulnerability, so he's a solid frontline piece.
That double-digit AV slips to 9 pretty fast, though,
and soon after he's down to Flurry and Toughness.
But he gains Poison for a chance to deal free damage
all down his dial. Almost as good is his Special
Power "Leech"; it effectively grants him Steal
Energy that works up close AND at range! As he deals
damage he can potentially heal back to his second
click! By end-dial, he's got Combat Reflexes along
with his Poison and Leech. (Note: Poison WON'T
activate his special power.)
Omega's going to be the main attacker of a
300-pointer, and he just has enough juice to fill
the role if he can keep from getting shot to bits
too early. Be sure to field him with a taxi or a
TKer to get him in position to engage the enemy.
FEATS?
ARMOR PIERCING is great with Poison and doubly so
for Steal Energy and especially Leech. A retired
card that really fits is DAMAGE SHIELD, which works
all dial long and especially well for a close-combat
beast like O.Red here.
IN SUM:
Excellent damage potential, good defense, and a
special ability that keeps him around as long as he
can deal some hurt, Omega Red is as solid a fig you
can ask for.
RATING: 4 of 5. I won't be too surprised to see him
on the occasional tournament build.
~ Romanco ~
Today's Click of the Day is:
OMEGA
RED: 124 Points
4 Range 1 Arrow
No Team Grounded
#
1
2
3
4
5
6
7
8
9
10
11
12
8
8
8
7
7
7
7
6
KO
KO
KO
KO
11
10
9
9
9
8
8
8
KO
KO
KO
KO
17
17
17
16
16
16
14
14
KO
KO
KO
KO
3
3
3
3
3
2
2
2
KO
KO
KO
KO
SPECIAL --
Damage (underlined): When an opposing character takes damage
from a close combat or ranged combat attack made by Omega
Red, heal Omega Red of 1 damage; this power is not optional.
SPEED
-- Fitting powers for a nonflying-close-combatter. Charge
lasts long enough and mid-dial Flurry may ruin an opponent's
strategy. I wish the numbers were higher than 8, but
nothing's perfect.
ATTACK --
Hey! 11! Too bad it drops to a 9 after two clicks. The
Charge/Blades combo is deadly. Omega can also Poison a
figure, then use Flurry to deal six clicks, finally healing
himself.
DEFENSE --
The ever not so uncommon 17 is still great to me.
Invulnerability on a 120+ guy looks fine since some figs
that are 60 points more have the same power for as long as
Omega does.
DAMAGE -- Ehh..
3. Blades will make up for it. And who really cares about
three damage after reading the special power. It's Steal
Energy but only better.
SCULPT -- Is
that a blonde wig? His tentacles make him look like he's
doing a silly dance.
FEATS? Try
out Armor Piercing to up the damage. Maybe Protected if
points are left but keep Omega as low as possible; use the
point cost to your advantage.
ANALYSIS: I picked this review. Why Omega?
He's awesome. Lengthy dial, high stats. His downfalls can be
fixed with feats. For some reason he reminds me of an old
Infinity Challenge piece: Average speed, high starting
attack, 3 or fewer damage; the difference is that Omega is a
price bargain. Omega may be a mega hit in M&M.
Omega Red receives a
3.75/5.
Have feedback?
mcromanco95@aol.com. I check mail daily. NEXT REVIEW:
His first remake is in Mutations and Monsters; the original
from Xplosion. Lead your way over to the site to
figure it out.
~~ R.