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Dr. Mid-Nite
Collateral Damage

Reviewed 02.01.2006

Average Rating: 1.2

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


russianspy
1234
Is it just me or does this guy look suspiciously like red robin?

The break down.
Rookie=expensive medic that can use his combo of stealth and smoke cloud to stick around for a while.

Exp=Really expensive medic. Can become a perplexer if pushed.

Vet=Medic who can use defend to lower defenses of barely hurt big guns.

All in all id stay away from this figure. They are all missing something. The rookie is the best, because his cost isnt inflated by other things the exp and vet do, but don't do very well. The vet and experianced are even redundant with both defend and the JSA TA. The rookie doenst have either. Kind of odd if you ask me. Anyways this figure is mediocre at best. 1.4s all the way down in the ratings
 
Dario Dr. Mid Nite

Today time is turn for Dr. Mid-nite, a pretty well known character (although not THAT famous :P). Here we have him as a R/E/V of him, the rookie at 24
points, 43 points the experienced and 58 the veteran. Frankly, I’m not sure
which one to pick, although they aren’t that different. So I’ll just go with the Vet., which has 6 clicks of health, 4 range 1 target, the JSA TA of
course, and :

Stats:

Speed: 8, 8, 7, 7, 6, 6. Stealth all the way!
Attack: 9, 9, 8, 7, 7, 7. It’s Smoke Cloud all the way (yeah, no ! here :P)
Defense: 16, 16, 16, 15, 15, 14. The first 3 clicks are Defend, the next 3
are Willpower.
Damage: 3, 2, 2, 2, 1, 1. Sports Perplex on the 2nd and 5th clicks, all the
rest is Support.

Analysis: Well, kind of a weird character to define… Good speed dial, full
of Stealth; but not so great move values and a poor range means that this
guy won’t be taking as much advantage of it as it could. Still, is very
nice. The attack dial has rather decent numbers for the cost, and the Smoke
Cloud doesn’t hurt either. It can come in handy some time, but it’s not that great. On the defense part of the dial, nice values, but the powers, again,
aren’t so helpful: the Willpower shows up when all you’ll be doing is
probably running to a medic… although, you could actually have no medic, and use him to heal others… but be careful not to let enemies get close, and
even in that case, you’ll be using a 7 to heal (not good) The Defend at the
beginning probably won’t see much use. As regards the damage part, Support
and Perplex are nice, but not the way they’re placed: Perplex should be
first and then Support should follow. His numbers aren’t that great, but he
can do some harm to the enemy, and he’s not meant for primary attacking
anyway.

Conclusion: I really want to like him, but I can’t help to see him as a very costly doc/perplexer. I’d guess only fans will use him… and maybe themed
teams..

Ratings:
100 – 1/5
200 – 1/5
300 - 1.75/5
400+ – 1.75/5

“FORCEBLAST YES! NOW I CAN WIN!”

This is Dario

mails to darioferni@hotmail.com
 

Cram-company

REVIEWED BY CRAMCOMPANY

 

Today we'll be reviewing Dr. Mid-Nite from Collateral Damage

 

Long known as the superhero with the lamest super power of all time.  He took a special potion so he can see in the dark.  It’s the only power us normal folks can achieve just by eating some carrots.

He was let into the JSA because of his cool looking costume and sweet-arss Owl friend.

 

Rookie:  24 points, No Team

 

Experienced:  43 points, JSA Team

 

 

 

Veteran:  58 points, JSA Team

 

Who is the Best   I’m going to cancel out the veteran right now.  That 16 defend strikes me as deeply useless.  I like the rookie a lot, 24 points for a stealthy medic is pretty darn good.  Is that better then 2 veteran paramedics?  Not really, but perhaps that is an unfair comparison, because veteran paramedic is ridiculously good.    The Experienced is great too, the Jane Foster style willpower on a medic is great.  I think the rookie, may be played more, but then I would just be reviewing how good it is to have a harder to kill medic, so today the EXPERIENCED WINS.

 

MOVEMENT:  8 movement with a nice full dial of stealth.

 

ATTACK:  9 is great on a medic, since you can not perplex up attack while healing you need to actually have it on the dial.  Even when you hit him, his attack goes up at the time.  Oh yeah and he has smoke cloud.

 

DEFENSE:  16 with willpower, then nothing else.

 

DAMAGE:  2 with support is nice.  You’ll never have to push off that first click of support with willpower.  But you can cancel willpower to push on to your perplex if you really need it.

 

SCULPT:  This reminds me of the Mysterio sculpt which is one of my favorites.  I’ll take the leap and say this is in my top two favorite sculpts from Collateral Damage.

 

OVERALL: 

*       4 range is not great, but it can’t hurt.

*       JSA team is not that abused of team ability, but with the higher defense wildcards (OMAC, Iron Fist), it could become a touch more useful.

*       9 attack means you’ll rarely miss a heal.

*       The two most devastating things you can do in a game is heal a character or kill a character.

*       Ambush and Flashbang are both cheap feats that can be used on the Good Dr.

 

When I first saw Dr. Mid-Nite, I though he would change the game, but the more I think about it, the less I think he will.  Healing was such an under-costed ability, that it is just impossible to compete with the amazing Paramedic and Ghost Widow.  Dr. Mid-Night may be used a lot if Paramedic ever gets rotated out, but until then, he’s probably going to sit on the shelf.  He’s still good, but not just the as ridiculously good as the figures he’ll have to replace on a team.

 

It should be noted, he’s a top pick in any draft.  Only behind any Hyper Sonic Speed Figure.

 

 

SHE RECEIVES 3.5 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

 

 


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