Now we get
bestial with # 010 GORILLA GRODD and his
Sinestro Corps-empowered version # 104 GRODD
------------------------------
GORILLA
GRODD
indomitable
and boot symbols
157 points
Team: none
Keywords:
Animal, Brute, Psychic, Rogues, Ruler
Range: 0 x
1
DIAL &
CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14245
STRENGTHS:
He's
Indomitable, to
start. 18 DV with
Toughness
and Outwit all serve well. His SP gives him some
range (Mind Control) and mobility (Leap/Climb), and
Super Strength rounds out his first click. Click #3
switches it out for TK and Charge with a spike to 4
damage -- he can either smash or support. From
mid-dial on, he gets a strong combo in Steal Energy
+ Exploit Weakness, and he gets his SP back, too.
WEAKNESSES:
No natural
range limits him beyond Super Strength tosses and
Mind Control. Bare DV clicks on #2-4 (and nothing
better than Toughness) is a big soft spot despite
his high 18 DV against others in his weight class
and giant-killing cheapies. His DV sinks pretty low
on his back end, too.
CARDS TO
CONSIDER:
MENTAL
SHIELDS is always good on a Mind Controller,
especially one who can't afford to get feedbacked
off his weak damage reducers. PROTECTED or NANOARMOR
-- or both -- is needed to keep that one massive hit
from nerfing him. Lots of Outwit may make OUTSMART
or THWART a good idea. If you've got it, remember
that the ELEHA'AL VINE is fantastic healing for
Indomitable characters.
IN SUM:
Is he a Mind
Controller or a brick? Too costly for the one role
and too soft for the other. He can work -- 11-10 AV
for half his dial is nothing to sneer at -- but
you've got to use great care. 3 of 5.
------------------------------
GRODD
wing symbol
161 points
Team: none
(though probably intended to be Calculator)
Keywords:
Animal, Legion of Doom, Psychic, Sinestro Corps
Range: 8 x
1
DIAL &
CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14253
STRENGTHS:
True range,
Running Shot and Invulnerability make for a much
more versatile fighter for just a few more points.
His
opening SP "Weaponer's Ring" (Barrier, RCE, Super
Strength and TK) makes him a swiss army knife of
offensive and support options, and he even sports
natural Outwit, to boot. Flurry on clicks #2-3 shift
him to a more melee focus.
Mid-dial on,
though, he's all range with Psychic Blast, ESD and a
SP to keep folks away, "Giant Yellow Paws": Barrier,
Plasticity and Force Blast with a free use of
Barrier between him and the target. Late-dial he
gets a run of Pulse Wave and even more Willpower.
His DV is a steady 16 through his whole latter half.
WEAKNESSES:
He's
completely soft, defensively, after the opening two
Invulnerable slots, and he's not Indomitable like
the normal Gorilla Grodd figure. Worst of all, his
dial lacks the Calculator symbol that appears on his
character card. With no official errata from WizKids
before the company's closing, he's stuck without a
TA because the dial trumps the card.
CARDS TO
CONSIDER:
CONSTRUCT
could work with his dial-long ability to use
Barrier, especially the special Paws version.
OUTSMART functions as cheap Fortitude.
IN SUM:
Even without
Indomitable or a TA, LE Grodd is an upgrade thanks
to a greater focus on the ape's ranged strengths.
Kneel before Grodd! 3.5 of 5.
------------------------------
WHICH TO
RUN?
I'll pick
LE Grodd over the Gorilla nearly every time even
without the wildcard TA unless I'm running a Rogues
theme...and even in that case I may stick with the
lesser but cheaper Hypertime versions to prevent
investment in the tentpole-priced AA common.
Okay, enough
of this naked ape. Next time we'll look at one of
the snappiest dressers in the set.
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