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Ghost Rider
Fantastic Forces

Reviewed 05.24.2005

Average Rating: 4.25

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 R/E/V of Ghost Rider from Fantastic Forces

The Ghost Rider.  This is the original bad arss Johnny Blaze.  Ghost Rider is my all time favorite comic book and I’m still hoping for a Vengeance, an actual Johnny Blaze with Hell Fire Gun.  I’ll let you all wait until 2006 and the movie comes out, instead of telling you background.

Cost and Abilities: 

Rookie = 68 Points, 6 clicks of life, 6 range/ 1 target, no team ability

Experienced = 85 Points, 7 clicks of life, 6 range/ 1 target, no team Ability

Veteran = 102 Points, 8 clicks of life, 8 range/ 1 target, no team Ability

Which is best?  Each version gets 1 extra click of health for the point upgrade.  The veteran keeps a higher attack value and has running shot longer.  For the points the veteran is simply the stronger of the characters.

Movement: Running shot with 12.  He’s also a transporter and a leap/climber.  I have a feeling they are greatly over pricing transporters.

Attack:  10,10,9,9,8,8,7,7 psychic blast through half his dial.  Psychic blast goes a long way in this game.  It can be used with running shot and the transporter ability.  Unfortunately Ghost Rider can not fly so he has to be from a range to use the ability.  However your goal should be to keep people away from you, because of the running shot and transporter ability.

Defense: 17 with invulnerability.  Later on toughness throughout the dial.

Damage: 3, 3, 3 and two for the rest.  This is the big weak point.

Sculpt:  WAY TO CLOSE TO THE LAST ONE.  But flaming head is always cool.  No complaints.

Team Ability:  None.

Feats:  Double Time is nice for only 5 points.  Beware you can not make an attack though while using double time.  And of course use Incontact with Oracle.

Battle Field Condition There are a lot of good ones to use.  Disbanded would be nice.  The grand one to use and the one that seems tailor made for him is Power Dampening Field.  With Psychic blast and his defenses powers

How to Beat Him:  Base him as quickly as you can and kill him before he gains his leap/climb.  He’s very hard to keep down and is easy to run to a medic.

How to Play Him:  He is perfect hard bait.  Run him out fast at there big gun.  When he takes a major hit run him back to a medic.  Use the transporter ability to fire and run back to safety. 

Overview:  Very Solid figure.  Second best of the set so far.  Much more playable then the original, but still not game changing.  Easily a solid choice for second string attacker.  Psychic blast is one of the most useful abilities in the game and running shot only adds to the good.

Overall Score:

4/5 300 Points

4.2/400 Points

4.2/500 Points

10/5 Fun Games (What?  He’s my favorite character.)

= This is Cramcompany. (Please no hate mail)

cramcompany@hotmail.com for questions comments or dates.  (girls only!)

 


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