Powers and analysis:
1st click is Leap/Climb, Super Senses and Close
Combat Expert. 2nd & 3rd add Incapacitate but lose
4 loses L/C. Final two clicks lose all powers but
I like 38-point figures. Cheap enough to fit in
and/or sacrifice, good enough to leave a serious
mark on the game. Rookie DD is mobile enough to get
in a fighter's face, Super-Sensible enough to dodge
his counterattack, and Close Combat Expert enough to
hurt even an Impervious target. Not bad for under 40
Of course, if you add POUNCE to this guy, you can do
some immediate damage to softer targets, then stall
them with Incap for several clicks after. VAULT
might be a solid pick, too, to give other teammates
a chance to pour on the hurt. And I like PUMMEL on
DD, too; in fact, it might be the best card of all
Cheap and effective as a tie-up piece and 3rd
attacker who can be cardboarded into a contender.
Powers and analysis:
Click 1 has Stealth, Super Senses and Close Combat
Expert. 2nd loses CCE and Stealth for Incapacitate
and Leap/Climb. 3rd gains Toughness and see the
return of CCE. Click 5 loses all but Toughness.
Clicks 6-7 finish off with Willpower and Outwit.
At 28 points more than the Rookie, you get a massive
upgrade. Opening Stealth helps DD stay out of harm's
way a little longer, but it's almost a wasted power
since as a wildcard he has the power to use
You really want him in close to use that CCE and
increasingly rare 10 attack -- plus he's got the
defensive stats and powers to help him survive
Unlike some folks, I like redundant power slots for
their increased options. Mid-dial, enemy Outwitters
are forced to choose between three powers that can
cause them problems. Finally, at dial's end, DD uses
the noggin to do some Outwitting of his own. Last
but significantly, he does decent damage all through
RUNNING START to help his early movement if you
don't run any Ultimates/SuperAlly to leech. STUNNING
BLOW + KNOCKDOWN = potential to do a whopping 5
clicks on his third slot.
Along with Electric Supes, Scarlet Spider, Hypertime
Aquaman/E icons Aquaman, Parallax and maybe a few
others, you could run a "Bad 1990s Makeover of a
Classic Character" theme.
Even without the wildcard ability, this is a
nice-looking dial. E DD will see some tournaments.
Powers and analysis:
1st & 2nd clicks are fully loaded with L/C, Incap,
SSenses and Outwit. 3rd swaps Outwit for Close
Combat Expert. 4th and 5th clicks drop Incap only,
and 6th and 7th clicks swap in Stealth and Willpower
for the dial's end.
Not only does the Vet DD start with a 10 attack, but
he keeps it in his 2nd click. That's unusual in
modern clix sets and enough to make DD a top-flight
Outwit and Incap those clicks also make him a double
threat to even the most Impervious of enemies --
especially since his range is finally upgraded to a
viable 6 squares. Later, he's best used in close to
deal that heavy CCE damage to softened targets.
STUNNING BLOW could be killer on Outwitted targets.
POUNCE is mildly useful after his first click, but I
wouldn't bother with it. Instead try PUMMEL; he can
use the feat all through his dial.
I dunno. Maybe a "DD and his Exes" with Elektra,
Black Widow and Echo. Toss in a Movie Star pog to
stand in for Karen Page during her pornstar junkie
This is pretty much the ultimate Daredevil, lacking
only the potential for wildcard abuse.
Rating: 4/5. With the Spidey TA he'd be
You know the story, Matt Murdock gets hit by chemicals,
blind, becomes hero, fights Kingpin a lot, former Avenger.
Even though the vet is a very good piece and has the best
stats, the exp is a Spidey Ally, so I will review him….The
best version is the Experienced.
He comes in at 66 points, has 7 clicks of life, a 4 range
with 1 target, and is a Spiderman Ally
Speed: 8,7,7,7,6,6,6 Stealth the first click, Leap/Climb the
Attack: 10,9,8,8,7,7,7 Incap clicks 2-4
Defense: 17,16,17,16,15,14,13 Super Senses first two,
toughness the next three, then 2 of willpower
Damage: 2,3,2,1,2,2,2 CCE the first, then nothing, then 2 of
CCE, the nothing, the 2 to end of Outwit
The Good: Opening Stealth is never bad
Decent attack stats for the points
Nice Defense values, and a minor spike mid dial, willpower
at end is great to run away
Able to do some good damage
Outwit is always good
Wildcards are always a plus
The Bad: Stealth and CCE is a bad mix
Should be a full dial of L/C
Once again low attack values
If only he started with Stealth and Outwit
Feats: Protected and ICWO like all pieces would do him
good….but I wouldn’t waste the points.
Overall: The biggest problem with most daredevil pieces is
the fact that none of them are real threats to you enemy.
Stat wise, the vet can deal some damage, but we are talking
about the experienced. The Wildcard team helps and gives him
the basics. He has good defense values and the damage is
pretty good too. Pounce really isn’t that good for him
because of the low attack at that point, and there are only
two clicks where you can use it. The old daredevils are
mainly tie up pieces and I guess this one is no different.
He can do more damage than your typical Daredevil….but is
about 20 points more. Personally, if I want to use him…I
will just go with the Critical Mass vet. He is a very
popular character and will see a good deal of play.
Constructed/Unrestricted: 2 / 5
Sealed/Draft: 3 / 5
Overall: 2.5 /5
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