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HeroClix "Click of the Day"

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Eliot Franklin
Armor Wars

Reviewed 07.20.2006

Average Rating: 2.25

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

Rurouni KJS Eliot Franklin (Thunderball LE)
boot speed
123 points
Team: none
Range: 4 x 1

08 08 06 07 06 05 05
09 09 09 08 08 08 07
17 16 16 15 15 14 14
04 04 03 03 02 02 02

Powers and analysis:
1st two clicks have Charge, Quake and Invulnerability.
3rd clicks swaps in Super Strength with a downgrade to Toughness.
4th and 5th clicks swap in Flurry.
6th click loses both Flurry and Toughness.
Final click loses SStrength.

Grounded and with little range, Eliot's a standard charging Quaker. He'll need TK to get the most out of him. The good news is that once he's in close, he's something of a terror to his opponent thanks to the new Masters of Evil TA. He can push straight to his Flurry and murderize a still-living opponent. His dial's rather short for the points, though.

Use ARMOR PIERCING to make his Quake most effective.

With Wrecker, he's the only other Wrecking Crew member yet made. He's a Thor enemy, so team him with Loki, Enchantress, Executioner and others for an anti-Goldilocks theme. And naturally, he's a Master of Evil!

Comic accurate?
Actually fits better than the EV Thunderball (where'd they get that Perplex from?)

In sum:
Charge, Quake, MOE until dead -- that's how you play Eliot. Kind of a cheap tie-up piece on Barry Bonds's steroids, except for that three-figure price tag.

Rating: 2.5/5

Rurouni KJS is here to help.

Today's review is Elliot Franklin from Sinister

 AW LE week continues with the LE of Thunderball


He is an LE, comes in at 123 points, 4 range 1 target, 7 clicks of life, and is a Master of Evil

Speed: 8,8,6,7,6,5,5  Charge first three, then Flurry for two

Attack: 9,9,9,8,8,8,7  Quake first two, then Super Strength until a last click of Pulse Wave

Defense:  17,16,16,15,15,14,14  Invuln for two, Toughness next 3

Damage:  4,4,3,3,2,2,2   No Powers

The Good:  Masters of Evil is really cool team ability

      Consistent attack means you can push for a bit

      Good damage numbers

      Damage reducers can keep him around for a bit

      When is pulse wave bad?

The Bad:    Low attack

      Should be full dial damage reducers

     Way too expensive for what you get

     Can’t really use team ability because of low numbers

Feats:   ICWO and Protected are all that come to mind

Overall:  Well, it’s another overpriced brick.  There are too many of these in the game and none of them are worth using.  The team ability I like a lot because of the potential for a lot of actions.  HE can charge in, then quake for 2 consecutive turns after.  The ending pulse wave is a nice surprise, but with the low range he will need to be right near the opponent, which he will be anyway since he is close combat.  A mediocre piece who is fun to play every once in a while but must never be used in a serious torny. 

Constructed/Unrestricted: 2 / 5

Sealed/Draft: NA / 5


Overall:  2 / 5

Need help? Send any emails to batmandx@aol.com.



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