Powers and analysis:
Doom starts Stealthy with 2-target Energy Explosion,
a combo that old-school Dr. Doom fans know can be
lethal. Lots of opening Outwit and Invulnerability
doesn't hurt, either. But his 6 range isn't so hot
for a main attacker like himself, and he becomes an
soft, inviting target by mid-dial with a middling
Defense, Super Senses notwithstanding. Good news is
that his attack never spirals down, only dipping to
9 before spiking back up. And ending with Phasing
plus Regeneration could be a lifesaver -- as might
an 11 AV with RCE.
AUTOMATIC REGENERATION is highly recommended. ARMOR
PIERCING is always good with Energy Explosion, and
when used in conjunction with EXTENDED RANGE, Doom
can surprise a clump of foes.
Our Victor Von Doom in the future. I hear he was
more of an anti-hero, but I never read his title.
Doesn't seem as powerful as he ought to be with
It seems a veritable proverb, nay, a commandment:
"All Dooms shall suffer in comparison to the
original Clobberin' Time Vet." And so this Doom
does. But field the right Wildcard fodder (say,
Ultimates to Outwit that sneaky Batman) you can get
some mileage out of future Doom here.
Hi everyone! After a couple of weeks off, I
come back to serve you all with my oh so insightful reviews!
Enjoy! So, now it’s time for Doctor Doom 2099.
He’s 150 points, has flight, no archenemy, has Minions of
Doom TA of course,
6 range 2 targets, 8 clicks of health and:
Speed: 8, 8, 10, 8, 7, 7, 7, 6. 1st and 2nd clicks have
Stealth, 3rd and 4th clicks have Running Shot, 5th click has
nothing and last 3 have Phasing/Teleport
Attack: 10, 10, 11, 10, 9, 9, 10, 11. First 2 clicks have
Energy Explosion, then he has Psychic Blast from the 4th
till the 7th click.
Defense: 16, 16, 16, 16, 15, 15, 14, 13. First 3 clicks have
Invulnerability, then follow 2 of Super Senses, then 1 of
Toughness and the last 2 have Regeneration.
Damage: 3, 3, 3, 2, 2, 2, 3, 3. First 4 clicks have Outwit,
5th and 6th have Probability Control, 7th click is empty,
and the last click has RCE.
His Speed is… I’m not entirely sure. 6 range 2 targets is
far from great… but it ain’t suck, right? Besides that,
Phasing/Teleport at the end is good.
And beginning with 2 clicks of Stealth instead of just 4
first clicks of Running Shot isn’t too bad, but means you
need a TKer. Also, having a wildcard TA means that having
Stealth on his dial isn’t too great
His Attack is certainly nice: just a couple of 9’s, then
10’s and 11’s for 150 is to like. The powers, not so much:
EE can be used with 2 targets, but it ain’t too great on
figures over 100 points or so… and Psychic Blast is always
sweet, but he doesn’t have those clicks on his best damage
clicks… and his damage is low
His Defense is certainly a weak point. On the contrary
(regarding the attack), the powers are nicely placed, but
his defense is too low for 150 points.
His Damage has pretty much every power you could want for
this guy: Outwit is great, as is Probability Control and
even that last click of RCE is sweet, as it allows you to
blow up an enemy instead of running away to a doc or using
Regeneration. Options are always nice. But… only his
date-dial damage is nice… the rest is sort of low for his
point cost, even factoring in the powers he has :S
Conclusion: He doesn’t suck, but I think he won’t be doing
enough for your effort, even with some Feats. Hmm… I could
be wrong, (although I don’t think so :P) so try him out.
Speed: Stealth, running shot, then phasing to run
away…I would have like the front-loaded running shot better
Attack: Pretty consistent values that never goes
below a 9…not bad, wish the psy blast was up front with RS
Defense: Low numbers but easy to heal at end. All
of the abilities help him last longer
Damage: Low, but all of that outwit helps him a
lot. His last click he can destroy just about any click…if
he doesn’t die first
The Good: Wildcard
Good attack values
Lots of front-loaded
The Bad: Damage is kind of low
Not a fan of some of the
He would be great if he
was maybe 20 points less
Feats: ICWO is a must for his damage, automatic
regeneration works too, besides that don’t bother, shellhead
can help him early on
Overall: This is what I like to call a click that
is close to being good, but misses the mark. To be worth
his points, he would have needed the running shot, high
attack, psy blast, and outwit frontloaded. He would have
been a beast then. He reminds me a bit of KC Batman, only
with better defense and doesn’t really crap out. IF he was
20 points less, he would be a LOT more playable. I wish the
running shot was first, because if you teamed him to batman,
he would be a real threat. He seems like he would be fun to
play, but not so great for the common tournament.
Constructed/Unrestricted: 2 / 5
Sealed/Draft: N/A / 5
Overall: 2 / 5
addictive, and available….the things practically sell
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