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.
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.
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.