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HeroClix "Click of the Day"


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Magog
Unleashed

Reviewed 03.13.2007

Average Rating: 3.00

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

DrStrange86

Today's review is Magog from Legacy

 

Metropolis’s Man of Tomorrow….he cause Superman to leave until his little mishap with Parasite caused Kansas to become a nuclear wasteland

 

He is a Unique, 209 Points, 8 range 1 target, 11 clicks of life, AE dial, and KC team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed

10

10

10

10

9

9

8

8

8

7

7

Attack

13

13

13

12

12

12

12

11

11

11

11

Defense

16

16

16

15

15

15

14

14

13

13

12

Damage

5

4

4

4

3

3

3

3

3

3

3


Speed:  4 of charge…not bad…not great

Attack:  Amazing values, charge and SS work well, Quake you will probably never use, or SS at end

Defense:  Damage reducers the whole time make those 11 clicks last a long time, low numbers though

Damage:  That EW will get that massive damage all the way through, RCE is also monsterous on him, the battle fury really hurts, because it keeps him from being carried away

The Good:  Huge attack and damage

      11 clicks with damage reducers whole time

      Good power combo’s

The Bad:   Battle Fury keeps him from running at end

     Low defense numbers that are not hard to hurt but easy to heal

     Charge is cool, but when you see range, you hope for Running Shot

     KC team is alright…but I consider it a waste of points, because of charge you will always be          close


Feats:   He really doesn’t need ICWO because his numbers are already awesome, unless you want to up the speed or defense.  I like Shellhead, because he is really push friendly and needs the defense help.  I would stray from trick shot, because you don’t get enough chance with it.  Also, Vendetta is no good because of the high point cost.  Haymaker is also a good call, because of the high attack, the damage would just be ridiculous then.


Overall:    Well…this guys is as basic a beat stick as you can get.  Huge numbers, huge damage, long dial, and a huge cost make him quite the hefty piece.  The biggest problem with him is the fact that he doesn’t take advantage of his range until mid dial, and even then you are going to be standing still when going for RCE.  Also, if a piece like lockjaw ties you up, your going to have to waste 2 turns to even use it.  Still, he is a monster of a click, and good enough to lead a team, even with that huge point cost. 

Constructed/Unrestricted:  3.5 / 5

Sealed/Draft:  4 / 5

 

Overall:  3.5 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.

-DrStrange86

 
Dario Ahhh… how I like reviewing oldies… specially those I didn’t get to review.
Even more if they are Uniques, and even more if it’s KC’s we are talking about! Who doesn’t love them?! We’ll start with KC Magog. He’s KC Supes archenemy, doesn’t fly, has an 8 range 1 target, KC TA, 11 clicks of health…
209 points:

Stats:

Speed: 10, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7. Charge for the first 4 clicks

Attack: 13, 13, 13, 12, 12, 12, 12, 11, 11, 11. Super Strength in all the clicks but the ones with 12 AV, where he has Quake.

Defense: 16, 16, 16, 15, 15, 15, 14, 14, 13, 12. First 2 clicks have Impervious, next 3 have Invulnerability, the rest is Toughness.

Damage: 5, 4, 4, 4, 3, 3, 3, 3, 3, 3. First 3 clicks have Exploit Weakness, then follow 4 with RCE and then it’s Battle Fury until the end.

Analysis:

His Speed is a problem. He’s over the 200 mark… so he needs either Running Shot or HSS. 8 range is ok I guess.

His Attack is the best in the entire game, hands down.

His Defense leaves to be desired, and is a big problem for him. The damage reduction he packs is fine, yet those low LOW values will definitely make you suffer… that also means he’s easy to heal, but that doesn’t mean much anymore, and less for this guy…

His Damage is not bad… could it be slightly better, perhaps? Not much else to say here.


Conclusion: This guy’s problems are 2: he has a very poor defense and he’s
meant for close combat. He starts as great for close combat, then mid-dial
he becomes a ranged fighter, then goes back to close combat for his last
clicks (due to Battle Fury). This is a huge problem, since he costs too much
for that… you’ll need a TK’er and even then, he’ll probably have trouble
basing if your opponent is smart.
Then comes the other problem: his defense. With such a low defense,
Fortitude is a must… but now he’s at 224 points (and that’s if you don’t put
anything else on him) and he’ll still get struck by every attack, most
likely… you can add ICWO, Protected, Rip it up, Shell-head to help… but just
with the first 2 he’s 242… So, you can make him a real monster, but he ends
costing you A LOT

Rating: 2.25/5.

“YES FORCEBLAST! NOW I CAN WIN!”

This is Dario, mails to

darioferni@hotmail.com
Rurouni KJS

 

Unique Magog
boot speed
209 points
Team: Kingdom Come
Range: 8 x 1
Archenemy: U Superman (Unleashed)
Link to dial:

http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=6400&unitid=4859&universeid=6

At 209 points, Magog is not a cheap character to go on your force. But those points aren't wasted -- you're getting possibly the best average Attack Value in all of Heroclix. Magog won't often miss. Moreover, he's got Charge + Super Strength + Exploit Weakness -- one of the single most destructive power combinations in the game. Magog-centered OHKO's (One-Hit-Knock-Outs) are the stuff of legend. All he needs is a TKer to get him into prime position, some boosts to his already-sky-high damage value and the proper heavy object. Mid-dial, he's hardly less dangerous, with a ton of RCE. End-dial, he gets a pile of Battle Fury, further limiting his mobility and forcing him into close combat again, so be careful.

Feats

FORTITUDE, while always good for high-priced bricks, is pretty much vital on Maggie here because his lowish defense means he'll be taking some fire. Add SHELLHEAD to help make him a harder target since he's so push-friendly. MOVETHROUGH will help out his poor mobility so he can hit the target he wants: the highest-priced figure on the other team. INDOMITABLE fits his end-dial where you can't afford to let him be Incapacitated.

Themes/Comic accuracy

Magog isn't the least bit accurate, if Kingdom Come -- the only story he's ever shown up in -- is any indication. (He did have a predecessor, Gog, who was pretty adept at sneak-attacking and killing Supermen all across hypertime, but that's a totally different

character.) His AV is about two points too high on every click and he shouldn't have EW at all, based on his inability to even hurt KC Supes with his best shot. But for themes, he's got a little company in V Captain Atom and Alloy from the Giants set.

In sum

Low defense and mobility are Magog's only weaknesses, forcing players to use him as the high-powered attack piece he is.

Rating:

4.5 of 5. Still one of the most dangerous characters in the game, deservedly or not.

Romanco
Today's Click of the Day is  Magog
Unique from Unleashed
 
Magog was considered the most dangerous villain in all of the Kingdom Come Comic Series. He made Superman come out of retirement. Let's see if Magog lives up to his name.
 
He is 209 points; Grounded; Kingdom Come Team; 8 Range; 1 Bolt
 10    10    10    10  19    19    18    18    18    17    17     KO
 13    13    13    12   12    12    12    11    11    11    11    KO
 16    16    16    15   15    15    14    14    13    13    12    KO
15    14    1   14   13    13    13    13    13    13    13     KO
 
 Speed  -- Awesome four full clicks of Charge. And the speed for all of them is 10! Since Magog is grounded, it will be easy for him to get around.
 
 Attack  -- This is unheard of. Magog's attack is by far one of the best set of numbers on a figure you can get in a booster. He ends with an 11! And has three clicks of 13! Can't forget the nice Super Strength.
 
 Defense  -- I guess all things can't be amazing. Not that 16 with Impervious is bad, but it's easy to hit. After taking a few shots, Magog's defense is so low any medic can heal it.
 
 Damage  -- Couldn't get any better. Since Charge and Exploit Weakness work together, Magog will usually deliver 5 full clicks. 4 with Range Combat Expert could kill a Danger Room Storm in one hit! That ending Battle Fury is a disappointment.
 
 Sculpt  -- I love the gold horns.
 
 Romanco's Breakdown
~ Can always hit nearly anybody
~ Long, long dial
~ Ending Battle Fury means Magog has to walk himself to the medics
 
I always wanted a Magog, and I still do. Even though he's 209 points, he feels underrated. You can't count out that Kingdom Come team ability; it does come in handy. Fortitude is perfect for him since it won't cost much all together and In Contact can always up the puny defense. If there's enough points left, put on Damage Shield. With all that, 10 with Charge, 13 with Super Strength, 5 with Exploit Weakness, Magog is almost unstoppable.
 
I give Magog a 4.5/5.
 
 
"HeroClix are like roses: whether joy, or sadness, you are always caught to more."
 
~~ Romanco

 


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