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Pojo's HeroClix "Click of the Day"

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Count Nefaria - Mutant Mayhem

Reviewed 12.22.2004

Rank Unique
Point Value  210
Collector's Number  095
Rarity  ?

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

Click here to see all our 
Click of the Day Reviews 

Francesco Rook

I feel that this Character may be a little overpriced.  What saves this guy is the hyperspeed which he can put to good use.  I would have preferred him with a higher movement but 10 is still workable to be a ‘’hit and run’’ character.  The beginning RCE and two targets are very helpful to pick off the support characters of your opponent. If used properly, the hyperspeed power gives him an effective range of 20 squares. And with an attack value of 11, everyone is a potential target/victim.


The defence is ensured with a high 17 and Impervious. This is a very good combination that can put you outta reach of the smaller characters and if luck’s on your side, the bigger ones too.  Once he loses ranged combat expert, he gains quake for two clicks but only with an 8 attack rating.  It’s a great power but the skill is so low that hitting anything but scrubs is going to be a challenge.


All in all, Count Nefaria is a character you can build a team around and if you have a medic handy, you just might pull it off.



vizier_usa Count Nefaria

Point Value: 210
Team: None
Range: 10
Ranged Attacks: 2 Powers

Speed: 10/10/9/9/8/8/7/7/6 HSS, Leap/Climb
Attack: 11/10/9/9/8/8/7/7/6 SS, Quake
Defense: 17/17/16/16/15/15/14/13/12 Imp, Invul, Tough
Damage: 4/3/3/3/3/3/2/2/2 RCE

Background: Search me. Better yet, search Whoclix.
The only thing I can say is, DAMN, the man looks so retro he probably headlined Tales of Horror. I mean, COUNT NEFARIA ? oooooooo .. Can anyone imagine saying YAY, my COUNT NEFARIA just kicked your butt! . Did I just scream COUNT NEFARIA? Man, I won, and yet I lost Oh, and YELLOW and WHITE on a faux vampire
costume? (So I m a wannabe fashion critic )

First Thoughts: Ok, if you get pass the part that using this figure will probably make you look like a dork, (in more ways than one ), one look at CN s (I m not typing COUNT NEFARIA twenty times ) stats will quite obviously send your opponent into nervous convulsions.

Strengths: This is probably the most versatile figure in the entire set. First of, the front dial HSS with 10 MV for two clicks. Ok, that in itself is already special, since your operational range now covers almost three-quarters of the playing area (with TK).
What do you have to back that up with? Well, since HSS is a close-quarters combat power, what better than to give CN Super Strength? With a 11 AV plus base 4 damage, you do the math. Looking at this info, CN is already a monster. Then you add the 10 range (2 targets), and the RCE. Your opponent s headaches just got worst. However, what s really nasty about this figure is the fact that the combinations of powers actually make sense. If, somehow, you manage to get a hit in and knock CN out of HSS (17 Defense + Imp), guess what? He gets Leap/Climb! Say goodbye to your 210 pts, because he just scooted his ass back to his

Weaknesses: For this topic, I would have to ask the question, is this figure top-heavy? That is, will he lose all of his effectiveness once you get through his first few clicks? My answer is Maybe. Knock CN into his third click, and he will still have a very respectable 9 AV with 16 Def plus Invul and 3 damage with RCE. Certainly not front-line material, but if your opponent thinks you re dead after one or two hits, they WILL be sorely mistaken. Quake on the 5th and 6th clicks is probably there to separate you from your opponents in case you get surrounded, but its position on the dial makes it pretty iffy that you ll hit it precisely when you really need it. Personally, I would rather have taken this figure without the Quake and saved myself some points. Other than that, for its point cost, this figure is pretty solid.

Opportunities: Well, if you field him, CN is your team. While it might be tempting to go after your opponent s big guns, if you can t take them down in one hit, it may be a better idea to slowly chip away at your opponent s team by taking out their supporting elements. A hit and run approach might work well with CN, and your opponent will not dare to approach CN for a ranged shot considering how much damage they may receive in return. Will it be a good idea to push?
Actually, since there are two clicks of HSS, if you can take out something important, yes, it would be a good idea to push with CN. Just remember to have a medic waiting around later .

Threats: The usual suspects: Outwit, Incap and Stealth can really cramp teams relying on just one figure. A careful player will be able to figure out a way to avoid these deficiencies and turn them into strengths. Oh, the major Threat: the 210 pts. My new policy regarding feats and such is basically: If you have a team with one major figure and not much else, don t use them. Once you use a feat, it s gone.
On the other hand, a support figure will last the entire match. So therefore, careful planning is essential.

Conclusions: Anyone who s ever played with an Amazo team will be right at home using a CN team.
Personally, I think that CN has more useful powers over Amazo (Yeah, I m really going to use that Plasticity), but there is also the fact that Amazo gave you more options over the long run (Ok, yeah, so I actually did use it.. once), as well as Flight. A solid figure, although one that will require a lot of thought if you want to use it in a tournament. For casual players, yeah, it ll win you games, but is it worth the inevitable grief from your friends when you shout COUNT NEFARIA IS THE MAN!! ?

Tournament: 4
Casual: 4



Without Victory, there is no survival...


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