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HeroClix "Click of the Day"


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Omega Red
Mutations & Monsters

Reviewed 11.14.2007

Average Rating: 3.87

Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating

Rurouni KJS Experienced Omega Red
boot speed
124 points
Team: none
Keywords: none
Range: 4 x 1

DIAL & CARD:
http://www.wizkidsgames.com/heroclix/marvel/figuregallery.asp?unitid=13611

ANALYSIS & TIPS FOR USE:
One of the longest-awaited X-related villains, Omega Red literally Charges right out the box with 11 AV with Blades/Claws/Fangs, 3 Damage and 17 Invulnerability, so he's a solid frontline piece. That double-digit AV slips to 9 pretty fast, though, and soon after he's down to Flurry and Toughness. But he gains Poison for a chance to deal free damage all down his dial. Almost as good is his Special Power "Leech"; it effectively grants him Steal Energy that works up close AND at range! As he deals damage he can potentially heal back to his second click! By end-dial, he's got Combat Reflexes along with his Poison and Leech. (Note: Poison WON'T activate his special power.)

Omega's going to be the main attacker of a 300-pointer, and he just has enough juice to fill the role if he can keep from getting shot to bits too early. Be sure to field him with a taxi or a TKer to get him in position to engage the enemy.

FEATS?
ARMOR PIERCING is great with Poison and doubly so for Steal Energy and especially Leech. A retired card that really fits is DAMAGE SHIELD, which works all dial long and especially well for a close-combat beast like O.Red here.

IN SUM:
Excellent damage potential, good defense, and a special ability that keeps him around as long as he can deal some hurt, Omega Red is as solid a fig you can ask for.

RATING: 4 of 5. I won't be too surprised to see him on the occasional tournament build.
~ Romanco ~ Today's Click of the Day is:

OMEGA RED:       124 Points
4 Range              1 Arrow
No Team             Grounded

 
# 1 2 3 4 5 6 7 8 9 10 11 12
8 8 8 7 7 7 7 6 KO KO KO KO
11 10 9 9 9 8 8 8 KO KO KO KO
17 17 17 16 16 16 14 14 KO KO KO KO
3 3 3 3 3 2 2 2 KO KO KO KO

SPECIAL -- Damage (underlined): When an opposing character takes damage from a close combat or ranged combat attack made by Omega Red, heal Omega Red of 1 damage; this power is not optional.

 SPEED  -- Fitting powers for a nonflying-close-combatter. Charge lasts long enough and mid-dial Flurry may ruin an opponent's strategy. I wish the numbers were higher than 8, but nothing's perfect.

 ATTACK -- Hey! 11! Too bad it drops to a 9 after two clicks. The Charge/Blades combo is deadly. Omega can also Poison a figure, then use Flurry to deal six clicks, finally healing himself.

 DEFENSE -- The ever not so uncommon 17 is still great to me. Invulnerability on a 120+ guy looks fine since some figs that are 60 points more have the same power for as long as Omega does.

 DAMAGE -- Ehh.. 3. Blades will make up for it. And who really cares about three damage after reading the special power. It's Steal Energy but only better.

 SCULPT -- Is that a blonde wig? His tentacles make him look like he's doing a silly dance.

 FEATS? Try out Armor Piercing to up the damage. Maybe Protected if points are left but keep Omega as low as possible; use the point cost to your advantage.

 ANALYSIS: I picked this review. Why Omega? He's awesome. Lengthy dial, high stats. His downfalls can be fixed with feats. For some reason he reminds me of an old Infinity Challenge piece: Average speed, high starting attack, 3 or fewer damage; the difference is that Omega is a price bargain. Omega may be a mega hit in M&M.

Omega Red receives a 3.75/5.

Have feedback? mcromanco95@aol.com. I check mail daily.
NEXT REVIEW: His first remake is in Mutations and Monsters; the original from Xplosion. Lead your way over to the site to figure it out.
~~ R.
 


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