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HeroClix "Click of the Day"

#9 of 2007

Reviewed January 10, 2008

Average Rating: 4.17

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

DrStrange86

Today's review is The Joker from Justice League

 

Coming in at number 9, everyone’s favorite bat villain

 

If you want the low down on how I thought before, check back a few months for the first review
 

http://www.pojo.com/heroclix/cotd/2007/Sept/12.shtml   

 

First thing I want to say is that I think I really overestimated the potential of getting hurt by unpredictable omnipotence.  In actuality, the pure damage potential of this piece is why he made the list.  Not only that, he is just an overall fun piece.  He is a local favorite where I live and while I feel is not perfect, is better than what I said before.  Because of that…


Constructed/Unrestricted:  3.5 / 5

Sealed/Draft: 3 / 5 (still needs the feat help)

 

Overall:  3.5 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.

-DrStrange86

~ Romanco ~ ~ The Countdown of 2007 continues! Here's a breakdown of the set-up:

- Each reviewer picked his opinionated Top Ten HeroClix of 2007.
- 1st Place on his list would receive ten points. 2nd would receive nine, and so forth until reaching 10th place with one point.
- Once all the lists were compiled, each figure's total points from all the reviewers was calculated.

And here we are. The Top Ten HeroClix of 2007! ~

------------------------------------------------------------

Pojo's #9 Best Figure of 2007 is...
 
THE JOKER
Points: 199
Range: 10
Team: IL
Arrows: 1
Movement: Grounded
Rarity: Common
Set: Justice League

 
# 1 2 3 4 5 6 7 8 9 10 11 12
10 10 9 8 8 7 7 6 6 KO KO KO
9 10 9 12 11 10 9 7 7 KO KO KO
17 17 18 19 17 17 16 15 14 KO KO KO
4 3 3 3 3 3 2 2 1 KO KO KO

Special Powers:
Speed - Joker has the (Giant) damage symbol.
Attack - Before Joker makes an attack, you may choose a number from 1-6. If you do, and if the attack hits and the number comes up on either die, increase the damage by 2. If the number comes up on both dice, deal Joker 2 damage after the attack resolves.
Damage - Joker can use Outwit. When using Outwit, he can use it normally or choose to counter all powers of a character within 4 squares. 

 SPEED  -- Who would ever use Mind Control over dealing 4 damage? But I'm not complaining; someday Mind Control may be needed. The Giant symbol means close combat is two spaces away which flows well with the present Steal Energy.

 ATTACK  -- Without special powers, Joker would be nearly worthless. On his first click, Joker can deal SIX clicks. But be careful with your luck; one unfortunate roll and Joker's two clicks down. My only wish is a higher starting attack value. At least it gets better as time goes on.

 DEFENSE  -- Even if Joker missed on his SP and was dealt two clicks, he'd still be a full force, and accompanying a wealthy 18 defense alongside Impervious. 19 with Mastermind looks agonizing for an opposition. The opponent has to land a 19, but first must take out all the adjacent allies. Then when Joker is scruffed off that, Super Senses and Probability Control appear. It's like an unending cycle of indestructable defense.

 DAMAGE  -- And I thought the Defense was good? An almost complete dial of Outwit, in addition to the fact that Joker can Outwit all of a figure's powers. However he must be four squares away from a figure to use the special power. I say it's worth it to move close; Joker arms himself with Steal Energy and the Giant symbol to back him up during close combat.

 SCULPT  --
In the comics does Emperor Joker really look this much like a loser?

 FEATS?  Mental Shields is a contender. Not much else.

What's up with those dead-beat last two clicks? Everything just haults at click 7. It's almost like Joker originally had 5 KO clicks but that wouldn't look too good on a 200-point figure so the designers added in some fillers. Don't get me wrong: I like Joker. He can inflict an assault on the toughest figures out there, but there is so much better for 200 points. Give him a go if you want; Joker is worth a shot.

Joker receives a 3.75/5.

 #8 is NEXT!
~~ R.     mcromanco95@aol.com
 
Rurouni KJS Hello, Pojo Heroclix fans. It's been far too long, but your favorite (?) maverick HC reviewer is back, weighing in on this Top Ten of 2007 list.

That I had no say in.

I WAS invited, but simply got too busy during the holidays to even compile a top TWENTY list, much less pare mine down to an intelligently-chosen ten. So there may be one or two figs that I will vehemently disagree with during this countdown, which should be fun for me and all of you reading.

Last time, my colleagues wrote about the #10 fig, the archer Merlyn. He probably would not have made my list despite rating a solid 4 on my 5-point scale. The Injustice League TA is nigh-worthless on him...even the Society ATA should never come into play due to his Stealth protecting him from most sources of Outwit.

But the #9 fig I CAN agree with, even though The Joker also only got a 4 when I reviewed him in September.

I'm not changing a word of that review except to confirm that being able to cancel his Enbiggen special power to hide from fire on defense INDEED makes him extremely playable on those clicks. Every other assertion I made in that review bore itself out with authority when I played the mad clown.

'Le After getting the very fun Legacy Joker, we are given a completely new wild ride that is referred to as Emporer Joker. For 199 points you basically have a crazy and very powerful character that can lead most any team.

Lets start with his incredible range of [10]. With that you get Mind Control, at least [3] damage for six clicks of life (then it drops a bit). Right off the bat that makes him a ranged powerhouse, especially thanks to the Attack value that never drops below [9] and goes as high as [12]! Wow!

His defense holds up very well thanks to a full dial of color here -- impervious, mastermind, and super senses. All of which means he is very difficult to take down. It's very high early in life. It drops down later, but Super Senses more than makes up for it.

His attack powers is definitely very "joker". Unpredictable Omnipotence is fantastic. Here's a hint: when you use this power, call the number "6". This means there is a 11/36 (30.6%) chance that you will be dealing +2 damage with it. And if roll double-sixes? even better, because you are dealing +2 damage from the Omnipotence and another +1 damage for scoring a critical hit. Well worth it. After that he gains the use of Steal Energy. This is not as useful since it is a close range attack, but that is not that big of a problem thanks to Embiggen (which we will get to later).

On the damage side The Joker gets a whopping 7 clicks of Outwit and 2 clicks of probability control. Coupled with that [10] range and [3] damage he mostly has, he is definitely going to be able to deal alot damage (and even more if you get Unpredictable Omnipotence to work). The Joker Makes All The Rules ability is also a very nice touch, especially since it has been ruled that it workes against Doomsday's Unstoppable click.

Mind Control is very nice for this character too, which can ruin anyone's day. And with a [10] range to boot. But the real beauty of this character is the Embiggen power, which makes him a giant. couple with [10] range, that means he can shoot nearly anyone that he wants as long he is not based with an opponent. And even if you are based with opponents, you can always squish someone two squares away and heal thanks to Steal Energy on some of those clicks. Thanks to 4 clicks of Joker Makes All The Rules, it means he can outwit anyone too. That's really powerful. But here's the icing on the cake: Special Powers are optional. That's right, you can cancel Embiggen anytime you want, and that cancellation only lasts until the end of your turn. So, on your turns you stay a giant and can smack anyone you want. On your opponent's turn, you can shrink back down and hide in saftey from ranged attacks.

Conclusion: This excellent piece is certainly a front line attacker that gets more powerful as he takes damage, all for a paltry 199 points. I would argue that he is too powerful for his cost.

Final Rating: 5 out of 5.

-The Le


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