New Feature:
If you think this review is too long to read,
just skip straight to the scores and then read
the summary for a concise overview!
Yes, the summary now lives up to its name.
MegaMan is still a relatively new game. As
such, some of my terminology may be confusing,
as I plan on using the game specific terms to
refer to cards. For example, Energy refers to
cards in your deck, but Power refers to cards in
your Power Gauge. Confused? You can download
the current rule book
here,
from Decipher’s MegaMan TCG site. If something
doesn’t make sense, make sure the game meaning
is being applied to the word.
------------------------------------------------------------------------------------------------------------------
Name :
Roll
Title :
Hip and Cool
Set :
Power-Up
ID :
1 C 5
Type :
NetNavi
Emblem:
[Ro]
Strength:
1
Defense:
2
Blast :
2
Effect :
Whenever you play a BattleChip, your Roll is
defense +2.
------------------------------------------------------------------------------------------------------------------
*thunk* *giggle*
*boom* I win. ;)
Keep reading, and that taunt will make sense.
I haven’t run Roll, nor have I faced her
directly, but I have seen her in action as a by
stander.
Stats
: Roll’s
name actually matters! There is an Ally card,
Roll, Downtown Chaperone. You cannot
play that Ally card if you are running Roll.
The Title is mainly for identification
purposes. Any time I refer to Roll throughout
the rest of this article, it will refer to the
Navi. ;) Roll’s Emblem seems to be a heart with
a yellow back drop. Its looks like the heart
was too big for the circle, and thus has been
cropped, so that it doesn’t look like a heart at
first.
As for the side stats, roll has the minimum but
oh so common S1. This is the lowest Strength
score in the game, but since it’s also on seven
other NetNavi’s. A D2 is roughly average,
though it does block two-thirds of the available
NetNavi’s base Strength scores. Her last stat
is her B2. This is also more or less the
“average” Blast score. You could Blast every
other turn if you wished, but it wouldn’t let
you play a lot of high Power cards. It also
means you can risk playing some low Destiny
cards since you have to reveal two in order for
your Blast Destiny to be puny.
Card Effect
:
This is why Roll is the Queen of D: whenever her
controller plays a BattleChip, she gets a +2 to
her Defense! This adds up pretty fast. For
those who think she got a better deal than
GutsMan, remember that his base Strength is
balanced by his base Defense, so only his
slightly elevated Blast was paying for the
effect. Roll’s is paid for by her lowered
Strength. If you remember a comment I made
before (or have just figured it out for them
self) that a point of Strength is worth a point
of Defense, and that a point of either is worth
“negative” two points of Blast. That is, if a
NetNavi’s base Strength is three, it should have
either a Defense of only one, or a Blast of four
to compensate for the advantage. They could put
a limiting effect on the card, but they haven’t
done that yet.
Uses/Combos
:
Roll’s colors are Blue and Yellow. Before
Grand Prix, most people I knew would
actually run Roll as Blue/Red, as those are the
two types that can boost Defense. We’ll come
back to that later. Let’s check out Roll’s
personal cards.
Bubbler
is Roll’s personal BattleChip. You need [B][B][Ro]
to play it, and that’s not too bad. You get +4
to Roll’s Defense, and the card has a good
Destiny 4. Even better, it triggers Roll’s
effect for another +2. So if nothing else has
affected Roll’s Defense, she’d be at D8 after
this. This is actually Roll’s only card to
specifically bulk up her Defense. Run four.
Roll’s personal Event, Underestimated,
didn’t seem so great at first. Once the nice
people at Decipher showed me the light, I
realized how great it is. Underestimated
requires three Power and [Ro][Ro][Ro].
Whenever you are about to lose an Energy, you
get to recharge an Energy instead, up to a total
of five times. You can play multiple copies in
a turn and essentially, they stack (the actual
explanation is more complicated-don’t ask me for
specifics XD). Now, recharging
up to five Energy may
not seem so hot, but remember, it’s instead of
taking damage. So if you get the full five, it
puts you a total of 10 Energy ahead of where you
would be without it. Run at least two, and but
it should be at three, though you could risk
using four.
Roll’s remaining cards deal with manipulating
her Power Gauge. This sort of completes the
“passive-aggressive” theme she has going: she’s
good on Defense, got some healing ability, and
can Power herself. Channeling is a Blue
Resource requires you have four Power and [Ro]
to put it in play. When spent, it lets you
place two cards from your hand into your Power
Gauge. It has an average Destiny 3. Try to
burn some Power after playing it but before
spending it. I’d say to run three.
Data Scan
is another Blue Resource. This one just
requires you are running Roll. This thing has
an interesting effect: you place all your
resources in your Power Gauge (including itself)
when spent. Thanks to Viruses, this has become
a pretty useful card: you can get up to three
Power with a Destiny
4 in your gauge.
Maylu,
Sweetheart
is Roll’s NetOp. She let’s you look at and
rearrange the cards in your Power Gauge whenever
you play a Roll card. Good, but a little sub
par-it’d be really nice if it didn’t have the
trigger and you could just chose to use it once
per turn or something. Don’t get me wrong-it is
useful. With a solid Destiny 5, you might as
well run four.
Roll Blast
is a Yellow Resource with a low Destiny 2. It
only requires [Ro] to put into play, but you’ll
need two Power to
Burn when you go to spend it. When you do this,
you note the lower of the two Destiny Numbers,
and randomly place that many cards from your
discard pile into your Power Gauge. As long as
you don’t run a lot of Destiny 1 cards and can
use Maylu,
Sweetheart to ensure your lowest Destiny
isn’t that low, this is a great way to power-up
fast. Run three, maybe four.
The rest of a Roll deck tends to lean towards an
assortment of defensive cards (usually
BattleChips), and a few offensive BattleChips.
This works well because of one simple, but sick
combination: get a Fiery NetNavi into play, bulk
of your Defenses on your own turn, and spend
it. You’ll add all that Defensive Power to your
Strength. Now does my Roll-specific taunt make
sense?
Ratings
Casual :
3.5/5-Roll isn’t too bad here because there are
a lot of common Defensive cards. Even her big
offensive combo with Fiery NetNavi can be done
sans rares.
Still, the most spectacular combos will require
you are more than just casually using her.
Tournament :
3.75/5-I took a bit off because, while Roll can
pull off her own sick combos, similar to
NumberMan. She also tends to be better at
weathering damage than NumberMan.
Unfortunately, in the end, she is still very
defense oriented.
Limited :
3/5-Roll can be tricky here. On the bright
side, every chip can be used defensively.
Unfortunately, Roll has no exceptional stats to
give her a leg up.
Summary
Roll’s ability allows her to increase her
Defense to an exceptional level. She can
manipulate her Power Gauge to Blast very
efficiently. She can employ some seriously sick
combos. Think of her as a more Defensive
version of NumberMan.