NAMOR (Secret Invasion)
dolphin speed
150 points
Team Ability: Defenders
Range: 0 x 1
Keywords: All-Winners Squad, Atlantis, Avengers,
Defenders, Illuminati, Invaders, Ruler
OK, one more Secret Invasion review before we dive
into the madness of Arkham!
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=14151
STRENGTHS:
My, is he strong thanks to his first SP: "Avenging
Son." Charge, Flurry and the Flight ability. Note
that he still retains the Dolphin symbol, so he can
be carried by another flier, and that Charge and
Flurry work together. Yes, he can fly over enemies,
hit his target for 6 (with a heavy object) and
attack again for his natural 4 damage -- all likely
to happen with a natural 11 AV. 18 DV +
Invulnerability makes him both hard to hurt and a
boon to fellow Defenders and Wildcards. Mid-dial,
his AV rises to 12 as he loses the SP for plain
Flurry. His DV and damage stay high, though, and he
gets Avenging Son back on the tail end. His 3rd SP
"Aquatic Rejuvenation" gives him a shot at
Regeneration if he can find water terrain. Plenty of
keywords.
WEAKNESSES:
Although he can fly, he can't Carry. His 2nd SP
gives him Leadership that can grant 2 extra actions
to fellow Atlantis keyworders, but it seems a bit
wasted on him. "Aquatic Rejuvenation" doesn't reduce
damage at all, making him a pretty easy KO
late-dial. His keywords aren't terribly flexible.
One Outwit of "Avenging Son" blunts a great deal of
his power.
CARDS TO CONSIDER:
FORTITUDE is always good on expensive bricks; on
Namor, it's perfect due to his great cost
efficiency. In unrestricted, you should always try
SUBMERGED along with the ATLANTIS RISING Battlefield
Condition or the OPENED HYDRANT Special Object.
AUTOMATIC REGENERATION would then work great if
there's such a water supply.
IN SUM:
At the same cost as the Fantastic Forces Vet
Sub-Mariner, this Namor is so much better due to
superior design. Simply fearsome for most of his
clicks, and even on his soft ones he'll go out
swinging hard. 4.5 of 5. |