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Hourman
Legacy

Reviewed 04.13.2005

Rank Veteran
Point Value  100
Collector's Number  015
Rarity  3

Average Rating: 3

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


Cram-company

Reviewed by Cramcompany

Today we are going to review the Legacy character Hourman

Hourman has a special formula that makes him meta-human for only an hour.  It’s a really fun catch.

Cost and Ablities:  Rookie = 65 points, 7 clicks of life, 0 range, JSA team ability

          Experienced = 85 points, 8 clicks of life, 0 range, JSA team ability

          Veteran = 100 points, 6 clicks of life, 0 range, JSA team ability

 

PREVIEW:  Hourman is pretty similar all three versions.  Progressively getting stronger.  I hate reviewing three different characters.  So I’m just going to do the veteran.  Also, I ignored his activation click and went straight to his major clicks.

Movement: 10 with charge.  2 Clicks later leap/climb throughout the rest of his dial.

Attack:  10,10,10,9,9,8,8,7,7.  I wanted to show how slow this character went down hill.  He is a tank, hit him once and he will still knock you out.  He has super strength for most of his dial, which with out flying or hypersonic speed, I don’t put too much stock in it. 

Defense:  16 to start with invulnerability for 2 clicks, then Toughness throughout the rest of the dial.  His defense dips, then goes back up to 16 once he gains Toughness.

Damage:  3 for the first 3 clicks then down to 2 for the rest of his dial.  He has probability control that starts half way into his dial, basically as a fun surprise.  Close Combat expert comes in his next 4 clicks.  This makes this character never odd to play with and against.  If you hit him hard, he’s going to get a chance to hit you with Close Combat Expert for 4 clicks.

Sculpt:  Although nobody would ever agree with me, this is my favorite sculpt in the set.  It powerful and makes a really weird costume look sweet.  Love the blowing cap and his “gonna kick some butt Batman style” pose.

Team Ability:  JSA 

Overview:  Hourman is not broken.  Hourman is not great.  But Hourman is special.  His starting activation click is good enough to hit somebody for two damage and probably will with that 10 attack.  So you can push attack into your best click.  But that is another conundrum, what is your best click?  They are all very good and it just depends on who your enemy is.  To me, I say you push the heck out of him.  He has a long dial and always seems to have something good coming up.

Team and Play Ideas:  He has no range so I can’t see playing him without telekinesis or a very good way to get him around the board.  He can’t be your heavy hitter, because for 100 points there are far more powerful options.  He can be used in larger games to throw out as a sacrifice piece, while the rest of your team range combats your enemy.  He is a great sacrifice, throw into the fire character, because he can take a good lick if he needs too and then push attack to finish off your enemy.  Him and Sinsetro could make a nice pair.

 

Overall Score:

300 Point Games  2/5  (How can he fit?)

400 Point Games 3/5 (seems like the best fit for him to tie up your opponents big guns).

500 Point Games  2.2/5

Fun Games 5/5 (He was made to be fun)

= This is Cramcompany. (Please no hate mail J )

 


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