HeroClix "Click of the Day"
Visit our Message Board
where you can trade HeroClix,
and discuss this game with other Clix fans!
Gotham City Detective & Black Spectre Twofer
Arkham Asylum
Reviewed 12.4.2008
Average Rating:
see reviews below
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Rurouni KJS
This is the first in a series of
side-by-side reviews of four Common pieces from
Arkham Asylum and their Limited Edition
counterparts. First we'll look at the GOTHAM CITY
DETECTIVE vs. LE CRISPUS ALLEN.
GOTHAM CITY DETECTIVE
boot speed
27 points
Team Ability: PD
Range: 6 x 1
Keywords:
QUICK ANALYSIS:
Cheap Enhancement is always good, and this is the
best value for the power among un-Retired pieces
(for what THAT'S worth in this post-WizKids era of
tournament play), thanks in part to the PD Team
Ability allowing him to boost his Enhanced partner's
Attack Value as well as long as he can see the
target, too. Starting 9 AV is good for the cost.
Push GCD a bit to gain Plasticity to be one mother
of a tie-up piece with Willpower, or stay put to
keep Enhancing shooters while throwing out a ranged
attack himself. Even though his AV slips immediately
to 8, he keeps it all dial long. His low cost
resists adding feats, but SUPPRESSIVE FIRE is a
cheap trick to extend his ability to affect the
field. TAKEDOWN could be nasty if you want to use
him for tie-up. ENTRENCH helps him help a dedicated
sniper keep from getting hit too hard.
IN SUM: Multiple uses, cheap cost and good combat
ability equals a great piece that'll fit a lot of
teams. 4 of 5.
His LE defies quick analysis, though, so here's a
full review.
CRISPUS ALLEN
wing speed
197 points
Team Ability: Mystics
Range: 8 x 2
Keywords: Detective, Herald, Mystical
STRENGTHS:
Outwit + 4 damage + 11 AV seems to equal frontline
fighter, especially with double-target Incap. A few
clicks in, he's got damage reduction in
Invulnerability and Impervious along with a peak 12
AV that never drops back to single digits. Also
check out how his Plasticity + Phasing combo Special
Power, "Vengeance Comes" allows him to come and go
at will while holding foes down. That works well
with "Your Powers Will Not Save You" which allows
him either normal Outwit or the ability to counter
all normal powers of 2 adjacent foes...no Line of
Fire needed, apparently! Late-dial, he gets the
potent combo of Flurry and Blades/Claws/Fangs.
Mystics TA, too.
WEAKNESSES:
Riddled with them, actually. He's defensively soft
on both ends of the dial. He's not likely to get
damaged past his "hard" clicks, but still. No
move/attack abilities (or Quintessence or
Indomitable or even Willpower) is a big weakness for
a tentpole-priced piece like him. And his 2nd click
is REALLY terrible: his sole single-digit AV, NO
defense powers at all, and his damage is halved to
2. Makes him particularly un-pushable to start.
CARDS TO CONSIDER:
Three opening clicks of double-target Incap (two
with really good AV) begs for STUNNING BLOW, though
his soft Defense may make him blow right past those.
Don't count on PROTECTED to help, either (for once);
using it on the top of his dial could strand him on
his worst click while taking the hit usually puts
him on his best clicks. If he's taking anything less
than 7 clicks, save the Protected. FORTITUDE is
always good on high-point figs, but OUTSMART is a
decent alternative thanks to his copious Outwit.
TAKEDOWN, which he can use his first 7 clicks, could
be extremely good in conjunction with Super Senses
and "Vengeance Comes." DAMAGE SHIELD is a good
retired option from 3rd click on, and EXHAUSTION
actually works to get him past that awful click #2
quicker.
IN SUM:
Nothing at all like the Common figure he shares a
sculpt with, Crispus Allen looks like a fun piece to
run. But despite his vast power, he's not
necessarily going to hang with his weight class all
that well. 3 of 5.