DOCTOR DOOM
wing speed
200 points
Team: Minions of Doom
Keywords: Armor, Mystical, Ruler, Scientist
Range: 10 x 2
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=14108
STRENGTHS:
This latest version of Victor Von Doom starts with
disappointing stats compared to the Vet's from the
Clobberin' Time set (the standard by which all Dooms
before and after will ever be judged) but it's his
Specials that make new Doom a true contender for the
title.
First is his Speed SP, "None Shall Interfere with
the Plans of Doom," which grants Running Shot and
auto-breakaway. Under the new HC rules, where being
based means no ranged attacks, this is a huge
advantage for Doom who relies on his double-target
Energy Explosion to deal damage on the top few
clicks of his dial. Simply put, tie-up does not work
on him.
Sure, you could Outwit the power, but then you won't
be able to deal him damage thanks to "Armored
Mastermind"-granted Invulnerability and Mastermind.
And that's assuming you even HAVE Outwit after he
uses his 3rd opening SP, "Lord of Latveria." It
gives him Perplex and Outwit, the latter with a
twist: instead of countering a power normally, he
can roll a die and 50% of the time he can counter
any power on any character on the MAP without Line
of Fire. Not even Batman is safe. The downside is
that if the roll fails he doesn't Outwit anything,
so use with care. There's also only a single click
of this power.
Still, Doom's opening click still seems to pale a
bit next to V CT Doom's in terms of raw numbers.
It's down the length of the dial where new Doom
completely outshines the classic with stats that
hold much steadier. Dropping Perplex for Probability
Control mid-dial is an even swap (and better than CT
Doom's Leadership in similar spots). By the last
four clicks of the dial, old Doom is little more
than a flying Outwitter while F4 Doom is still
plenty dangerous thanks to a fourth and final SP:
"Kneel Before Doom," which replaces the normal
Energy Explosion he has in all his prior AV slots
with a juiced up version allowing him to deal his
normal damage to EACH TARGET in addition to usual EE
"splash damage".
That's right. When using this power, Doom doesn't
have to split his damage value. And the way the
power's worded, he could have his damage Perplexed
or Enhanced to crippling levels AND STILL NOT HAVE
TO SPLIT IT. And with his auto-breakaway SP's
reappearance and Willpower, he could get plenty of
opportunities to use it (or to run out of the firing
range). More Outwit and rising Defense/Damage keep
him a threat to the end.
Oh, let's not forget: he's a wildcard and sports
solid generic keywords.
WEAKNESSES:
His dial is a bit short at only 8 clicks for the
cost. His AV is also a bit weak from mid-dial on --
again, for the cost. His damage is pretty
underwhelming in the middle. Late-dial, Willpower
and 15 DV makes him a tempting -- and easy --
target, especially once people learn to fear his
ultra-EE. An emphasis on range makes him a bit weak
against Stealth.
CARDS?
PROTECTED, if you have it, is key to guard those
soft Willpower clicks from easy KO. OUTSMART is
decent to keep his early defenses going if you
haven't taken other steps to avoid enemy Outwitters
(and naturally FORTITUDE is OK for the same reason).
CONTINGENCY PLAN and INSPIRING COMMAND both work on
his early clicks to bolster the rest of the team:
the former for larger builds and the latter for
hordes of Minions of Doom or cheap Mysticals or
Scientists. For unrestricted, use ARMOR PIERCING to
bolster his near-dial-long runs of Energy Explosion.
IN SUM:
At just two points more, this latest version of Dr.
Doom will be endlessly compared with the Vet from
the Clobberin' Time set. That piece has better stats
to start, making it a fearsome foe to face. But the
new Doom is much better after taking a hit, unlike
the old which crumpled like tinfoil once the
Mastermind was circumvented. And even on the
top-dial, the new figure has better ability to
affect the battlefield thanks to his Perplex/SuperOutwit
power.
RATING: 4 of 5. Misses out on top-tier due to high
cost and still needing about 80 extra points in team
abilities to fully leverage his power.
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