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HeroClix "Click of the Day"


Image from heroclix.com

Aquaman
Justice League

Reviewed 09.05.2007

Average Rating: 2.50

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

Rurouni KJS Rookie Aquaman
dolphin speed
68 points
Team Ability: none
Range: 0 x 1
Keywords: none

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=11502&unitid=13274&universeid=6

ANALYSIS:
Finally an Aquaman with Charge (on both ends)...it's all too welcome. His middling Attack Values aren't, but hey, this is the younger, weaker noob Aquaman as seen in the last year and a half of the latest series.
He's still not complete junk, thanks to his Blades and his Parry special power which essentially grants him Super Senses against close combat attacks.

More interesting is his Telepathic Communication power that allows him to Perplex every dolphin speed teammate (except himself) that he can see within 10 squares. It's a shame there's no "Aquatic"
keyword...such a team could have rocked. It's also a shame that this Aquaman has NO keywords and won't be on any keyword teams.

FEATS?
SUBMERGED is great for all dolphin characters, especially now that it thwarts Ultimates and Superman Ally abilities, and if you use the ATLANTIS RISING battlefield condition (beware, though: if an enemy theme team ignores this BFC, you won't even get to hide with Submerged feats). Otherwise, I wouldn't waste the points.

IN SUM:
Not terrible by any stretch, but like his character he's better in the water (or with other fishy types) than in the average Heroclix fight.

RATING: 2.5 of 5. Add half point if you're fielding one or more dolphin speed characters.
DrStrange86

Today's review is Aquaman from Justice League

 

Today we review the new installment of Fishboy!!!!

 

He is a rookie(common), 68 points, 0 range, 7 clicks of life, and no team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Dolphin

8

8

6

6

6

6

6

Attack

9

9

8

8

7

7

7

Defense

16

16

15

15

15

15

14

Damage

3

3

2

2

2

3

3

 

Defense – Parry – When hit by a close combat attack, Aquaman can use supersenses

 

Damage – Telepathic Communication – Aquaman can use perplex, but can only target figures with the dolphin or dolphin transporter symbol.  He can use the power on any dolphin figures within 10 clear spaces.

 

Speed:  Charge in front and back…not bad…not great

Attack: Two clicks of 9 to start isn’t great.  At least the powers work good.

Defense:  Low numbers, but semi protected from close combat attacks


Damage:  Lots of 3’s is good, and I guess the power gives you a reason to use….the other…aquamen…and black manta…hey at least E OMAC has the dolphin symbol

 
The Good:  Not too expensive

      Capable of doing some good damage

      A reason to use those dolphin symbol pieces

     

The Bad:  Just blah…nothing stands out

                Defense won’t keep him in long


Feats:  I wouldn’t bother


Overall:  Like I said, this guy is boring.  He is your standard charging brick, though he gets the advantage of being less costly than most of them and is able to do some decent damage for more than 1 click of his dial.  He isn’t terrible…just isnt’t anything worth writing a lot about.  You could always use him on a team with a swarm of E OMACS to get some good use out of that telepathic communication.

Constructed/Unrestricted:   2.25 / 5

Sealed/Draft:    2 / 5

 

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

 
~ Romanco ~ Remake Week! Lets see if we find some better updated figures.

Aquaman:
                          Uncommon
Justice League Team             68 Points
0 Range; 1 Bolt                    Swimme
r
 
# 1 2 3 4 5 6 7 8 9 10 11 12
8 8 6 6 6 6 6 KO KO KO KO KO
9 9 8 8 7 7 7 KO KO KO KO KO
16 16 15 15 15 15 14 KO KO KO KO KO
3 3 2 2 2 3 3 KO KO KO KO KO

Special Power: Defense -- PARRY: When hit by a close combat attack, Aquaman can use Super Senses.
Special Power: Damage -- TELEPATHIC COMMUNICATION: Aquaman can use Perplex, but can target only characters with the (dolphin) or (dolphin transporter)speed sy
mbol; he can't target himself. When Aquaman uses Perplex to target friendly characters, he can target all friendly characters with the (dolphin) or (dolphin transporter) speed symbol within 10 squares to which he has a clear line of fire.

 Speed  -- Opening Charge is a first for Aquaman. Values are okay, but what else do you expect from Aquaman? He's much faster in the water don't worry. I like the ending Charge.

 Attack  -- This could be better. Too many 8's and 7's for my taste. Super Strength is typical, but useful. Blades may cause some problems. You might need to roll in chance to just attack the opponent, then roll lucky for a better shot at high damage. Good luck!

 Defense  -- Nice, Toughness. Parry is a needed power here; defense becomes a little too low. Combat Reflexes will help unless Aquaman gets blasted into the KO clicks.

 Damage  -- I don't mind 3 at all. It gives him a potential 5 damage on the first click. Telepathic Communication would work well for Themed Teams.

 Sculpt  -- Don't his arms look as long as his legs? No wonder he's so good at swimming.

~~ Aquaman is an inexpensive piece that should remain that way. I wouldn't stack any feats on him only if I had leftover points. However, he feels like one of those figures that's good, but not good enough. His dial is long, very mobile, moderate damage.. but everything else needs a little work. Give him a go once or twice. Maybe you'll like him? ~~

Comparing: I give Aquaman (Hypertime) 2.5/5 stars.
                  I give Aquaman (Icons) 3/5 stars.
                  I give Aquaman (Justice League) 3/5 stars.

 Next is a figure first made in the Hypertime set. Try and figure it out.
~~
RoMaNcO
 


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