This short 5-click dial looks a bit like another
character with critter-based abilities...Rookie
Vixen from Collateral Damage. But Buddy Baker here
doesn't have her cheaper cost and free move team
Instead, he's starting with Energy Shield/Deflection
to help him not get shot before he can Charge and
Incapacitate (or just hit for 3) a foe. That combo
ESD+Charge should let you know that this is not a
figure to get attached to, since that 16 defense
won't be hard to hit in close. Too bad he doesn't
get his Combat Reflexes until clicks three and four.
His opening 9 Attack Value is also as good as it
gets, sliding to 8 and below the rest of the dial
and making his Close Combat Expert, Exploit Weakness
and Flurry clicks far less threatening.
He does have Incap for the first half of his dial,
so maybe STUNNING BLOW is a good fit. Despite the
fact that he can use it his whole dial, HEIGHTENED
REFLEXES is largely wasted if he's going to be in
close quarters most of the time. A slightly better
fit might be DAMAGE SHIELD once he's off his opening
I can't quite parse what animals' abilities he's
Rookie Buddy is a half-decent tie-up figure and
support-figure-killer taxi, but a Rookie Green Flame
and Rookie Mockingbird can do the same job for about
the same price.
2 out of 5. Not terrible, but just not terribly
efficient in a role where efficiency counts.
Oh HO! NOW we get JLA TA. But no flight, so no free
taxi. :( No Pouncing, either, with his opening 3
damage. So it's best to use E Buddy to Leap/Climb to
base an enemy with a token, then push to attack and
get on the first of two Shape Change clicks. This,
and late clicks with Plasticity, helps him be a
right nuisance of a tie-up piece.
In the middle, though, he copies the powers of a
rhino or something and gains Charge + Super Strength
at a time he's not liable to be able to use them. At
least he gets some lasting Toughness to help his
mediocre defense and maximize his tie-up role along
with Exploit Weakness. Speaking of weakness, his low
AV is still a problem. A sole end click of
Regeneration won't help that.
None really recommended...it's in your best interest
to keep him under 60 points. But CAMOUFLAGE and
ENTANGLE or AUTOMATIC REGENERATION might pay some
dividends, if you're lucky* enough to land on the
clicks they activate on. One exception: SUBMERGED
can really increase his potency on a water-logged
map (ATLANTIS RISING, anyone?)
A member of the fun old Bwah-ha-ha Justice League
Europe with Rocket Red, Power Girl, Captain Atom,
Elongated Man, Metamorpho and more.
Again, he's decent tie-up, with quite a bit more
damage potential. But again, he feels a bit pricey
and weak, especially with his TA mostly wasted due
to his lack of flight and support powers.
2.5 out of 5. Inefficiency is still the killer.
Back in the skies, Vet Buddy is much more
battle-ready with Charge, 3 damage and Willpower +
Shape Change to help him finish off whomever he
bases after that initial attack. A steady 9 AV and a
transition to Flurry is even more welcome. Mid-dial
he gains Perplex to either boost his flagging
offense or his teammates'
stats if you prefer to back him out of the fray. If
not, late Incap isn't a waste. Two slots of
Regeneration can bring him right back into the
CAMOUFLAGE could keep him on that opening click for
good while, so maybe worth adding. Similarly, AUTO
REGEN is far more viable with two clicks available
to keep him up for a good while. Interestingly,
NANOBOTS is nearly thematic of his little-known
ability to copy the dirt-consuming power of
earthworms on a macro scale. :)
This is swan song Buddy Baker as seen in DC's 52
series -- team him with V Starfire, Adam Strange and
Lobo if we get the "Main Man" later this year.. Fits
on a JLA reservist team in a pinch.
Still a bit expensive for what he offers as 2nd
attacker/taxi, but a stronger figure across the
board thanks to a much better back end.
Buddy Baker…one in a string
of 60’s heroes who was put on the backburner until the 90’s,
when his own series on DC’s Vertigo gave him one of the most
thought provoking and out there comics of all time. He has
been seen off and on since, and has been prominent in 52.
He can take the powers of any animal around him, even alien
The best of the three is the
He is 75 points, 0 range, 7
clicks of life, a flier, and no team
Speed: Charge and flurry, not too bad, charge with
flying always works out alright
Attack: Not bad…not great…could be better…the Incap
is pretty useless
Defense: Starting 17 and willpower is never bad, and
the toughness and regen can keep him around a while. The CR
is no good really with flying, because he is always
susceptible to range
Damage: Shape Change can help him avoid a hit or
two, and perplex always helps, values aren’t great
The Good: Charge and flying
attack values…little low for 75 points
Shape Change always
The Bad: Incap with no range
Damage values aren’t
He needs to use the
perplex on himself
Feats: Auto Regen, Nanobots, ICWO, Protected, and
even Camouflage work on him
Overall: This is a guy I want to like a lot
because I love the character. The problem is that this
click is not a really stand-out click. He is mediocre…plain
and simple. His fans..like me…will give him a shot, but
there is no real reason to play him on a team. He is not a
bad piece, there are just better pieces out there.
Constructed/Unrestricted: 2.5 / 5
Sealed/Draft: 2 / 5 (lack of feats to help here)
Overall: 2.5 / 5
addictive, and available….the things practically sell
Need help? Send any emails to firstname.lastname@example.org.
~ Romanco ~
Click of the Day is Animal Man
Veteran from Origin
thought Animal Man was going to be a
ravaged animal with fur all over his body and
foaming from the mouth. But then I found out this
guy is able to gain powers from animals.
Let's see if the animal lives up to the man.
He is 75 points; Flier; No Team; 0 Range;
10 8 9
8 7 7 KO KO KO KO KO
9 9 9
8 8 7 KO KO KO KO KO
17 16 16 15 14
14 13 KO
KO KO KO KO
2 2 2 2KO KO KO KO KO
Speed -- Fast taxi that can Charge. The
Flurry is perfectly placed and will catch your
opponent off guard. Speed stays "animal-like" all
Attack -- I would usually rip apart the
9 attack but hey, he has it for 4 clicks! That's not
that bad, is it? It's a shame Incapacitate comes
when he's ready to die.
Defense -- 17 is great and Willpower is
even better. Preferably, I like the Toughness after
Willpower. But remember the ending Reneration cannot
boost him back to his sweet click.
Damage -- Opening Shape Change works
for me. I do wish Perplex started but where it is
can help Animal Man's attack when using Flurry.
Sculpt -- Am I just seeing things or
does he look like Booster Gold with a jacket and
~ Willpower means you'll never have to push him
Very versatile after getting hurt
The mix of defense powers can screw up an opponent's
Animal Man.. In Contact and Protected work,
but don't jam that point value up too much. If he
gets hit hard, it will be on a cool Flurry click or
maybe beyond that; but then the Animal will be a
sitting duck. To be honest, Animal Man mostly
reminds me of a goat. See for yourself. All I'll say
is I guess the guy should have chosen better animals
to gain powers from.