Today's review is Halo from Origin
Whoclix this one
All three versions of her are terrible, but the vet has a 10 range
with running shot, so I will review her.
She is 116 points, 10 range 2 targets, 7 clicks of life, a flier,
no AE, and an Outsider
Speed: A single of running shot and then forceblast…at least we get the
Attack: LOW, but the powers all work double
Defense: LOW, but with the ESD in hindering it is a
19 to hit
Damage: Here we go, the RCE keeps it high the whole
The Good: High damage
10 range 2 targets
EE, Incap, Psy blast
work double targeted
Team keeps her annoying
The Bad: Only one click of movement
Feats: Trick Shot, Armor Piercing(for EE), Nanobots,
ICWO, and Protected all help and make her better
Overall: Here is a click that is SOOOOOO close to
being good. A couple of things hold her back though. First
off, her point cost is way too high, once again showing how
overpriced the Outsiders team is. Second, her attack values
are sickeningly low for the points. Third, her defense is
way too low and way too hittable for 116 points. In 300
point games I would say she is unusable, but in higher point
games she can make a decent secondary attacker. Her high
range can keep her sniping, allowing for her huge damage to
actually take effect. If you can, running shot in and
double target EE to hurt everyone on the team. She isn’t
awful, and she could be a piece I would like, just if the
stats were a little better for the points. The main problem
I have though is that once she is hit, she sucks, and once
she is hit again, she is dead. That is unforgivable for 116
Constructed/Unrestricted: 2 / 5 (3 in 500+ point games)
Sealed/Draft: 2 / 5
Overall: 2 / 5
“Heroclix….they’re cool, addictive, and available….the things
practically sell themselves.”
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Our week of "mostly hella unimpressive Origin
Keywords: "Teen" "Outsiders"
Range: 6 x 1
With a lousy Attack Value and mediocre defense (only Energy
Shield/Deflection helps), her opening 3 damage is wasted.
Why field her at all? For the sometimes-useful,
always-costly Outsiders team ability. 43 points isn't much
for the ability to shut off any given opponent's Range- or
Close-Combat Expert, ESD or Combat Reflexes. But given the
TA's myriad limitations -- only once at the beginning of a
turn, unwildcardable -- it keeps Rookie Halo from being good
at anything else.
HEIGHTENED REFLEXES or FORCE FIELD will help her survive a
tiny bit longer. Maybe.
Her halos change color based on which powers she uses, which
is why they don't match her rank ring color.
Again, she's only good for Outsiders TA, but R Katana is a
better and cheaper choice.
RATING: 1.5 of 5. Only use her if you're forced to.
Range: 8 x 1
70 points. 70 points for 9 AV for ONE CLICK. Sure, the
presence of Energy Explosion, Psychic Blast and RCE make her
a shooting threat. And Outsiders is still a good nerfing TA
that might help her land a shot. But the TA's drag on her
stats makes her nigh-worthless for the points.
Again, HEIGHTENED REFLEXES is OK...
...if you're using this waste of points at all. I
RATING: 1 of 5.
Range: 10 x 2
Even at well over 100 points, the Vet still doesn't give you
a single click of double-digit AV or top a "meh" 16 DV. But
at least she holds her 9 AV for a few clicks, and has
Running Shot on her first click. She also packs a 10 range
with 2 targets and Energy Explosion, along with many, many
clicks of RCE, making her a great sniper. Late-dial, she's
as crap as the R and E. Unlike them, she's not crap the
ARMOR PIERCING always shines on multi-target figs, and even
more on EE. TRICK SHOT is solid, too, thanks to a long range
and many clicks of the power. COORDINATION might help if you
field a stealthed Outsider to block for her. HEIGHTENED
REFLEXES, FORCE FIELD work if you plan on pushing past her
first click (which is not the worst idea). She might be
worth using NANOBOTS.
Use her 10 range for all it's worth, along with her
overpriced TA (hey, you're paying for it) and she'll be an
asset to your team. The only playable one of the set.
RATING: 2.5 of 5. She might be better than this in the