MR. FANTASTIC
boot speed
100 points
Team: Fantastic Four
Keywords:
Fantastic Four, Illuminati, Scientist
Range:
6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=14102
STRENGTHS:
Mr. Fantastic's main strength is
his "Inventive Genius." It gives him Perplex, which
has now overtaken Outwit as the best supporting
power because it now lasts as long as Outwit. Being
able to boost your Defense against next turn's
attacks or nerf an enemy's Damage is a huge boost.
That literally goes double for Mr. F because he can
modify folks with his keywords +/-2. So now,
suddenly, Human Torch's range might be 10, not 8.
Invisible Woman's damage might spike to 4 instead of
2. Or his own DV becomes a hard-to-tag 19 with
Toughness. That can be pretty potent combined with
his Speed Special, "Pliable," and the new
no-range-when-based rules of Heroclix. This SP
allows him to Leap/Climb into an enemy's face and
make them stay there with Plasticity. Outside of
"IG" he's quite capable of fighting with a 10 AV
that holds for three clicks.
Middial, he loses those Specials
but gains "Ductile" which gives him Super Senses or
allows him to use 0-range Barrier (representing him
stretching himself into a rubbery shield). He's also
got Outwit by this time, so he could counter an
enemy and then protect himself from retaliation with
"Ductile." His effective full dial of Plasticity
keeps him useful for tie-up and easy breakaway.
Finally, he has one of Heroclix's
best keywords, Scientist, making him potent both for
and against this themed team.
WEAKNESSES:
Low damage down his dial and
mediocre range harm his effectiveness as an attacker
for his cost, although "Inventive Genius" mostly
offsets these shortcomings. The 1-in-6 chance of
taking damage combined with only being able to use
Barrier in clear terrain are blows against
"Ductile".
CARDS?
Special Powers can now be used as
feat prerequisites, so invest in the 20 points for
BRILLIANT TACTICIAN now if you ever plan to play him
on a Fantastic Four or Scientist keyword themed
team. Being able to +2 your ENTIRE TEAM AT ONCE
makes him so worth the 120 points it's not funny. If
you're playing unrestricted and plan to use him as
tie-up while he's Perplexing and Outwitting,
ENTANGLE is highly potent under the new rules -- no
range when based means enemies will always have to
roll to try to attack him.
IN SUM:
Like the rest of the FF, at 100
points he's a bit costly as the support piece he is.
But that Genius power not only makes his team MUCH
better, it can also boost his solid natural stats to
make him a similarly solid 2nd attacker on his own.
RATING: 4 of 5.
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