METRON
wing speed
195 points
Team: Quintessence
Keywords: New Gods, Scientist
Range: 8 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14282
STRENGTHS:
Quintessence = immunity from Outwit
and
push damage. That's a big bonus. He also sports two
loaded Special Powers. "The Price of Knowledge"
offers extra attack powers Quake, Psychic Blast or
Pulse Wave with a 33% chance at taking self-damage.
The Probability Control granted by "Mobius Chair"
helps avoid that damage, but with his natural 4
damage and the Outwit + Perplex also packaged in "Mobius
Chair" he should never NEED to risk using Psychic
Blast. Similarly, a dial full of Phasing is the way
to deal with swarms, not Quake. And while Pulse Wave
MAY be worth using sometimes, well, actually it's
not. Not when you've got 4 damage with Outwit. (OK,
there MAY be a time when Skrull Ms. Marvel is hiding
in range of PW and you want to blast her off those
cheating clicks and don't mind risking the
self-damage to do it.)
"Mobius Chair" also offers Metron the chance to use
either Support or Leadership if he's not using
Perplex. Both are pretty situational, but it doesn't
hurt to have the options.
WEAKNESSES:
From mid-dial on, he has Super Senses instead of his
starting Impervious, meaning a solid hit wins the
enemy about 200 points. His first SP, as noted
above, is essentially a load of wasted points.
Leadership is also a waste at his cost, no matter
the team size...you'll never want to use it instead
of the Perplex offered by the SP. His AV is weak for
the cost, too.
CARDS TO CONSIDER:
PROTECTED is great on non-pushing pieces to nix the
quick KO if Impervious fails. (You really want to
keep Metron on his damage reduction at all costs.)
Field the ELEHA'AL VINE too...it's ideal for his
combo of Phasing to get away to it and Quintessence
to heal turn after turn. (You really want to keep
Metron on his damage reduction at all costs.)
Because he doesn't have to use the Leadership part
of "Mobius Chair" in order to use CONTINGENCY PLAN,
that's a way to get real mileage out of the SP. In
unretired cards, it may be worth using REPULSOR
SHIELD to thwart those Psychic Blasters out there.
(You really want to keep Metron on his damage
reduction at all costs.) His high damage may make
WAR ZONE attractive for once.
IN SUM:
Part tentpole and part support piece, Metron's best
held back for big games with capable secondary
attacks to share the load and draw some fire, lest
he take just two big hits and be done. 3 of 5.
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GHOST FOX KILLER
boot speed
68 points
Team: none
Keywords: Great Ten, Mystical
Range: 0 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14307
STRENGTHS:
Phasing/Teleport and Poison to start is a
pretty
good combo, but suppose you want her more active in
the fight? Then a simple push grants Flurry and
Probability Control, still Poisonous with 17 DV +
Super Senses to protect from counterattacks. Phasing
and the Flurry/PC combo alternate all dial, but
midway her attack slot swaps Poison out for Steal
Energy. Late-dial she's rocking 17 DV again with PC
and Willpower to make her a tougher-than-average KO.
7 clicks of life is good for her cost and she's got
a good keyword in Mystical.
WEAKNESSES:
2 damage or less. No damage reduction (not even via
feats). Her back & forth power progressions can be a
liability for pushing (and it's terrible for her
later Flurry+Steal Energy combo, as the non-optional
heal knocks her OFF Flurry and can prevent the 2nd
attack). Her AV slips to 8 way too soon, and her DV
bottoms out to 15 mid-dial.
CARDS TO CONSIDER:
In the restricted setting (whatever that means now),
there's not much that fits. BOOK OF DESTINY?
RETALIATION? These recent prizes are way too
situational to be worth fielding. But the
unrestricted field has lots to offer GFK. ARMOR
PIERCING is exceptionally good with Poison and her
low-damage Flurry, especially once she's Stealing
Energy, too. NANOBOTS is great with her Phasing
clicks. PASSENGER or DOUBLE-TIME are great for
getting her to her PC/Flurry click faster; the
former allows her to bring a pal to double-team a
nearby Poison victim while the latter allows her to
reach just about anyone on the board.
IN SUM:
Not bad. Not one you'll reach for first by any
means, but effective, used correctly. 3 of 5.
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