Today's review is The Joker from Justice League
That’s right people, this joker made Bizarro.
He is a Unique(common), 199 points, 10 range 1 target, 9
clix, and no team
Special Power
Speed – Enbiggen – Joker has Giant damage symbol
Attack – Unpredictable Omnipotence – Call a number from 1-6. If
one of the dice rolled during an attack has that number,
increase damage by 2 (max 2). If the number comes up on
both dice, deal Joker 2 unpreventable damage before attack
resolves.
Damage - Joker Makes the Rules – Joker can use outwit. He can use
it normally, or cancel all the powers of one figure within 4
squares.
Speed: Mind control sucks with 1 target, and then he can become a
giant…which is good and bad
Attack: Good numbers that are all over the place for
most the dial, the special power can either really help or
really hurt. I guess you wont be calling out them 6’s or
1’s when you roll any time soon. And Steal energy with the
attack and damage to actually get use out of it.
Defense: Imperv and Mastermind switch back and
forth, so that makes him tough to hit but also tough to plan
for. Super Senses…well I would rather have more mastermind.
Damage: Numbers suck for 200 points, but all that
outwit and then prob control is really cool. He has one of
the best white powers in the game with joker makes the
rules.
The Good: High attack
10 range
Hard to hit
Tons of outwit
Joker makes the rules
can cripple an opponents figure
If you are lucky, you
can do 5 damage most of the dial
The Bad:
If you are unlucky, you can be taking 2 damage all the time
All the stats are random and hard to plan
for
Mind control with 1 target
Becoming a giant can either help him tie up
a force, or get shot at like crazy
Only 9 clicks
No anti-batman team to actually help those
figures
Feats: Protected is a must, because for these points
you gotta try to save him. Fortitude I think might be
necessary, to get the most out of the Imperv and
Mastermind. Also, Thwart works good. If you want to get
some use out of the Mind Control, Mental Shields could be a
real asset. Also, Lucky Break can save you from a bad U.O.
roll.
Overall: Well, here is a piece that is pure
finesse. I will say right now that this guy is not going to
win you a Wizard World or GenCon tournament any time soon.
Does that make him a bad piece? No. This guy looks like
probably one of the funnest pieces in the game to play
with. The biggest thing to help someone who plays him is
knowing the dial. He is really tough to plan for and your
opponent probably won’t know what you are doing with him.
He has the ability to hit for a lot, and with all that
outwit he will probably take out a piece or two before he
dies. He also needs a lot of support. Tk is a must to get
him out there when his damage is best, and prob control
might be needed too to help prevent those unlucky rolls
where you get 2 damage from U.O. The chances of you calling
the right number and having it come up on both dice are
rare, but it could happen. Also, he needs mastermind
fodder, so a bunch of Pogs or pieces with long lives and
damage reduction are his best friend (Jocasta anyone?) He
is almost impossible to use well in a 300 point game. In
higher up ones, he could either carry a team, or get
creamed. He is unpredictable…just like the Joker should be.
Constructed/Unrestricted: 2.25 / 5
Sealed/Draft: 1 / 5 (He could get destroyed here with the
right team)
Overall: 2.25 / 5
“Heroclix….they’re cool, addictive, and available….the things
practically sell themselves.”
Need help? Send any emails to batmandx@aol.com.
-DrStrange86
|