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Colossus
Danger Room

Reviewed 04.10.2006

Average Rating: 2

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'll be reviewing Colossus from X-Men Danger Room

 

The child in me says that nothing is cooler then a Metal Man.  The Adult in me likes Rogue better.

 

 

Unique:  60 points, X-Men Team

 

 

MOVEMENT:  A single click of Charge, which is fine, because that is where I want it.

 

ATTACK:  Grrr…9 attack THEN 10.  His attack is all over the place, but remains fairly high.  Super Strength will push him to 5 or 6 damage and that can make him pretty darn powerful.

 

DEFENSE:  17 with toughness is great, but only toughness?  Invulnerability would seem more apporiate. 

 

DAMAGE:  3 damage is nice, but 4 damage would have made him great.  It falls very rapidly and that’s disappointing.

 

SCULPT:  I hope he’s shiny!

 

OVERALL: 

*       Short charge

*       Bad opening attack

*       Great ending attack

*       He’ll need to be very well supported to get in that first hit in.

*       His 9 attack means that he still may even miss that hit.

ealHeal

I’m personally a little disappointed.  Colossus deserves a very good and powerful click and he has just not gotten it yet.  In X-Men danger room land he’s pretty dangerous.  In the game of heroclix; he’s as vanilla as it gets.

 

HE RECEIVES 2 OUT OF A POSSIBLE 5 THUMBS UP!

 

Good, Bad, I’m the Guy with the Clix

Cramcompany

Questions, comments, sexually confused?  Email me at cramcompany@hotmail.com.

Please no hate mail
 

Dario Collosus

This week we take a break from Collateral Damage to go back to the upcoming
new starter set from Marvel, Danger Room. We have Collosus today, a guy that

has had his clix in the past, yet never has been able to get much thought
from the players. Will this version of him be any different? Let’s see: 60
points, No range, X Men TA (like all the figures in the set, duh :P) and 8
clicks of health!:

Stats:

Speed: 8, 7, 7, 6, 6, 5, 5, 5. One single click of Charge.

Attack: 9, 10, 8, 8, 7, 8, 9, 10. Four clicks of Super Strength.

Defense: 17, 17, 16, 16, 15, 14, 13, 12. Five clicks of Toughness.

Damage: 3, 2, 2, 2, 2, 2, 1, 1. No powers

Analysis: Like usual, his Speed sucks: very low values, very little Charge
(although this time that is more justified, as he’s pretty cheap). His
Attack is pretty decent for the cost… the Super Strength doesn’t mean once
Charge is gone, as usual… and the spike in the values is misplaced. His
Defense is very nice: a good deal of Toughness makes his already long dial
longer, and it starts with high values that in the end becomes low enough to

make it easy to heal him. Great! His Damage is also unspectacular; a little
low (at least, for him to be useful) considering his lack of powers…

Conclusion: Hey, I realize he’s 60 points, and he has no activation click…
but seriously, for 60 points you can get much better no ranged attackers,
namely V Cheetah from icons… he’s good for a starter set and for introducing

people to the game, but in serious play-to-win games, he doesn’t stand a
chance.

Ranking:

100 – 1/5 Not a good idea
200 – 1.5/5 He’ll go in a flash :S
300 – 1.75/5 Not even here.
400+ – 2.5/5 Well, like most guys his cost, he’ll be ignored…

“YES FORCEBLAST! NOW I CAN WIN!”

This is Dario, mails to

darioferni@hotmail.com

P.S.: No need to thank Cram; just glad the best reviewer is back! Oh, yeah,
I almost forgot… this guy has a nice sculpt.

P.S.2: Ok, I almost forgot this too, lets see.. about those changes on the
PAC:
Combat Reflexes: Now besides the usual effect it adds +2 to the defense
value for close combat attacks. There’s also another little change in how
the “taking knockback” works… which I don’t remember right now :S
Force Blast: it stills takes a power action, but now you roll a die to see
how many squares you push the guy back.
Pulse Wave: Now you can only activate this power if there’s at least one
opponent’s guy at range.
Now there are 2 new concepts: Penetrating Damage and Unavoidable Damage.
Psychic Blast and Exploit Weakness deliver Penetrating Damage… this kind of
damage can be master minded. On the other hand, Unavoidable Damage is like
the name says it, inevitable…
Support: Now you take 2 off the result of the die roll, results that are 0
or under become 1. :S
HSS: Now figures using option 1 to make a ranged attack have their range
halved (poor Batman Ally Supes :S)
Well, I think that’s the most important… but I might be missing something,
so go the site and check everything for yourselves!

 


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