Limited Edition The Mighty Thor
Team: Power Cosmic
Range: 10 x 1
A non-flying Thor? Who'd a thunk it? What he
saves in the cost of flight he gains in a truly
mighty Attack Value that stays above 10 for most of
his dial and only drops to a low of 9. He also gets
the mighty Power Cosmic team ability, granting
immunity to Outwit and pushing damage.
Unfortunately, with that very good AV comes a
very mediocre DV. He's only got one 17 on the dial,
making him a fairly easy target. And lack of flight
makes him susceptible to having his 10 range
nullified by being based.
Which is not the worst thing. Mighty Thor is very
strong in close combat, too, with Charge, Quake, a
little Super Strength and mid-dial Flurry. Late-dial
he gets several clicks of Force Blast, which, added
to his ability to freely push, could allow him quite
the one-two punch if he's also on a Range Combat
Note: although his dial shows Battle Fury, it's
an error; he doesn't really have it.
SHELLHEAD is very good on the front half of his
dial, since he's going to be pushing. TRICK SHOT
isn't bad, either, if you can fit some friendly
blockers to shield him from return fire. Finally,
with all that high AV on him, you could try out the
feat made for
him: THUNDERING BLOW and give your team +1 AV on
any target he hits.
The Mighty Thor represents game design's refusal
to overpower convention exclusives. The Mighty
Thor's no-fly zone status makes him somewhat less
mighty. His defense also isn't where it should be.
RATING: 3.5 of 5. He's tough, but not as tough as
the rest of the 250+ point crowd.
Today's review is The Mighty Thor from Origin
Not quite sure
what storyline this Thor is from, but he is the Convention
Piece this year, so he gets a review. Will he stink up the
joint like Parallax did last year?
He is an LE, 286
points, 10 range 1 target, 11 clicks of life, no AE, and
Speed: RS, Charge, flurry, then forceblast…not that great
Attack: High like it should be, but shouldn’t it be
more than Thanos’s if he is 286 points?
Damage: Not even a single 5? RCE with charge and
The Good: High attack
Upfront move and shoot
(rare on these high pointers)
Long life and lots of
Low numbers of defense…too low
No natural 5 damage
1 target EE
Quake I almost never use
Not too mobile
Thor not a flier?
Feats: Shellhead is a must, but that only leaves 4
points in a 300 point game, whatever else you want for
higher point games
Overall: Alright this one will be short. If you are
this many points, you NEED to be a one man army. KC
Superman is, and he is about 20 points less. Thor’s biggest
problem out of everything is his low defense. If you are
286 points, you need a couple 18’s, if not a 19 or two. He
tops out at a 17 for one click, meaning he will probably get
hit almost every time. Also, he is going to get out-actioned
like crazy. Sure, being able to attack twice in a row is
nice, but if you are fighting a swarm team that can actually
hit him past impervious, he is done. Pieces like Karnak are
this guy’s worst enemy. Karnak will not miss and the EW
will send him right past his impervious. Another problem
with this guy is his low damage. He does not have a single
5 on his entire dial. The 4 with RCE is nice, but with the
movement powers that is just not enough. Overall, I find
this guy to be wayyyy too overpriced for what you get, and
there is absolutely no reason to play him over Thanos or V
Surfer. Shellhead is his best friend, because with all the
pushing you are going to do, you need the higher defense.
This guy is not as bad as Ganthet, but he is still too
pricey for what you get to be useable. In a 1000 point
game, this guy could tear up, and his long dial with damage
reducers means he will be the game a LONG time. Still,
there are just too many negatives.
Constructed/Unrestricted: 1.5 / 5
Sealed/Draft: N/A / 5
Overall: 1.5 / 5
“Heroclix….they’re cool, addictive, and available….the
things practically sell themselves.”
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