Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Top 10 regional player in Chicago.
Edited by Jamie Lewis
Today we'll be reviewing Omni-man from The
Invincible Collectors Set
He’s Superman, if Supes had a creepy mustache and
looked like he owned a big white van and had “candy
for the kids”.
Unique: 207 points, No Team
Hyper Sonic Speed and Super Strength is the best
combo in the game. Charge is decent enough of a
back up. Flurry can be brutal. I wish he more
12 attack is fantastic with Super Strength. Quake
will almost never be used when he hits for so much
Some nice damage reducers. Very consistent
defensive spikes. Combat Reflexes on a Flyer is
such a bad idea. You can always make a ranged
attack on a flyer as long as you have a range.
The Exploit Weakness is nice, but
you can't use it
with Hyper Sonic Speed. His damage gets a little
too low at the end for my taste. However, he is a
heavy hitter and capable
of using Nanobots,
which could really help him stay in the game. Close
Combat Expert keeps him very dangerous.
This sculpt says; “I have some candy!”
Nanobots, Unstoppable, In
contact and Protected are all must haves.
Fortitude may be a must as well.
No range makes him harder to play
Only one click of Hyper Speed
makes him even
harder to play
The damage reducers make his long dial even longer
His attack values are exactly what you want from a
character that will be your entire team
If Omni-Man is next to a couple figures,
he’s probably going to come out the winner
His damage is a little too low at times
I liked Omni-man a little better when he was called
Shazam. Omni-man definitely has his upsides, but
Icons Superman is far and away a better figure. In
a larger 600 to 900 point game he may be playable,
but when your opponent only
has to get him off
his first click,
you can not build a team around him. Superman Robot
or Invincible is a little better choice and a lot
less of a point
HE RECEIVES 3 OUT OF A POSSIBLE 5
Good, Bad, I’m the Guy with the Clix
Questions, comments, sexually
confused? Email me at email@example.com.
Powers and analysis:
1: Hypersonic Speed, Super Strength, Impervious,
2: Charge, Super Strength, Impervious, Exploit
3: Charge, Super Strength, Invulnerability
4: Charge, Quake, Invulnerability
5: Quake, Invulnerability, Close Combat Expert
6: Quake, Toughness, Close Combat Expert
7: Flurry, Toughness
8: Flurry, Toughness, Exploit Weakness
9: Flurry, Combat Reflexes, Exploit Weakness
10: Combat Reflexes, Exploit Weakness
If Omni-Man's son Invincible is like a Jr. version
of Black Adam, then Pop is like a cost-effective
version of KC Shazam! Just one opening click of
Hypersonic Speed is a bit of a downer, but being
able to Charge with an object to do 4-5 clicks with
Exploit Weakness on click two takes the sting out of
that. Very push-friendly, this big guy has an attack
value that stays high almost to the last click, with
an EXCELLENT mid-dial spike!
As with all high-priced bricks, FORTITUDE is worth
putting on him. Since every click qualifies, and
he's a close-combat specialist, DAMAGE SHIELD is a
very good choice.
He's an Invincible villain. I think the two are
Archenemies, so no teamups between this father &
I think so, yes. You can see this guy tearing a
whole team a new one, the way he did his erstwhile
teammates in the Invincible comic.
One of the best new bricks in the whole game, he's
almost singlehandedly worth the price of the
Invincible set (at the discounted rate, anyhow).
Invincible’s dad and the
greatest hero in the world comes to us in clix form….well
was the greatest hero before he killed all the Guardians of
the Globe then beat his son. He kind of looks like Tom
He is a Unique, 207 points, 0
range, 10 clix of life, a flier, and no team
Speed: 10,12,10,10,9,8,8,8,7,7 HSS for one, Charge
for three, then three of flurry 7-9
Attack: 12,11,10,10,12,12,10,9,9,8 Super Strength
for three, Quake next three
Defense: 17,17,17,17,16,17,16,16,15,15 Impervious
for 2, Invulnerability for 3, Toughness for 3, Combat
Reflexes for 2
Damage: 4,3,3,3,3,3,3,2,2,4 Exploit Weakness first
two, CCE clix 5-6, EW again last three
The Good: Massive attack numbers…haven’t seen these
HSS and Charge are
great with Super Strength
Consistent def with
lots of damage reducers
The Bad: No range hurts…..a lot
Doesn’t do as much
damage as I would have liked
Feats: ICWO, Protected, Fortitude, and Shellhead
work….Repulsor Shield works good too if you have the points
to make him unkillable.
Overall: Can Magnum PI carry a team? The answer
is yes. He is a beast of an attacker who needs a Dumpster
to really do some damage. The 10 movement is a little low
in my opinion for a non ranged HSS’er, I would have much
preferred the 12 on the front click. The attack values are
amazing, and the defense stays consistently high. Is he
better then MoS….no. Is he still a great piece…yes. I say
use him, because he can take a ton of damage and still be
dangerous until the end.
Constructed/Unrestricted: 3.5 / 5
Sealed/Draft: N/A / 5
Overall: 3.5 / 5
Need help? Send any emails to firstname.lastname@example.org.
Copyrightę 1998-2006 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.