Starting with 10 AV, Flurry and 3 damage, Wildcat is
quite the close combat threat. Taxi or TK him in to
throw a serious beating on softer targets. His end
clicks are dangerous, too: Flurry (with one spike of
10 AV+3 damage again) and Willpower.
A mid-dial click of Regeneration might help him get
back to peak health. For just 54 points, that's a
lot of damage potential.
Nah. Nothing's worth making him more expensive.
I love Wildcat. But he's a boxer. He really
shouldn't have so many clicks of 3 damage.
As long as he has some teammates to help him get
around (and preferably a higher defense to JSA
from), he's great.
With Charge essentially replacing the Rookie's
Flurry, E Wildcat is more self-sufficient a fighter.
He does lose the sheer damage output of the Rookie.
What he gains is an extra Regen click at the end,
giving him another shot at staying in the game.
MOVETHROUGH and AUTOMATIC REGENERATION aren't bad
choices, but he still won't benefit much from feats.
The Regen symbolizes his "nine lives," I guess.
Still wonder why they gave this boxer in a cat suit
so much 3 damage.
A JSA mainstay in the comics, he's also one for the
HC scene. E Wildcat is a threat on every click, and
with the extra Regen and Charge, foes will have to
devote much more attention to his 66 points than
they ought to, by rights, or regret it. Shore up his
average defense, though.
RATING: 4.5 of 5. There's almost no better secondary
Starting with Leap/Climb is a downgrade for the Vet,
as he loses the offensive power of the Rookie/Exp.
versions. Willpower and Close Combat Expert only
slightly softens the blow; sure it gives him a shot
at doing more damage, but it's also a serious soft
spot in a defense otherwise loaded with Toughness.
No Regen this time, either. He does get Charge and
Flurry in mid- and end-dial respectively in a longer
POUNCE could work for 3 of his 4 L/C clicks, but it
bumps his cost to an unwieldy 89 points. NANOBOTS
functions somewhat as Regen-lite in a pinch. DAMAGE
SHIELD or DISINTEGRATE work on both ends of his
dial. But nothing really is worth bumping his cost
up, in my opinion.
No more Regen now that his extra lives are gone
(somehow). Even though he still has a lot of 3
damage, this dial seems the most accurate of the
three to represent a mostly non-superhuman boxer.
At 74 points, V Wildcat should be a stronger backup
attacker than his cheaper versions, but they do the
job better. He's not bad by any means, though; keep
that low defense shored up by JSA teammates and
he'll do OK.
RATING: 3.5 of 5. Harder to fit on teams, harder
time pulling his weight.
Ted Grant is the original
wildcat, and also one of the 3 living members of the old JSA.
He is pretty much the same man he has always been, always
ready for a fight and always there to train the “kids” about
how to fight. He recently found out he has a son who is
pretty much the same character from Kingdom Come.
The rookie is an amazing
piece for the points, but lacks the upfront move and shoot
that the experienced does. The vet has some great numbers
and the best defense, but doesn’t get the mid dial upswing
or the upfront move and shoot. The best of the three is the
He is 66 points, 0 range, 8
clicks of life, no AE, and a JSA member
Speed: 4 of charge ain’t bad and in the spots where
you want them
Attack: WOW, nothing more needs to be said
Defense: little low, but the team ability helps
that. Regen comes at the times whne he can get back to his
sweetest clicks. The toughness helps him stay alive longer,
and the willpower never hurts
Damage: Stays around 3ish, CCE helps it stay high,
and he can be nanoboted back up to his best clicks once
The Good: Amazing attack numbers
Can always be healed
back to his best clicks
Always able to do good
Insanely long dial for
Can stay around for a
The Bad: Low defense
Feats: Nanobots are all I say he would really
need. It is a toss up between Bots and Auto Regen. I would
say autoregen, but you need to be lucky to land on those
clicks. It is basically up to you.
Overall: Meet Karnak-lite. His stats are amazing,
his dial is long, the healing factors come at the best
times, he is always dangerous throughout his dial, he gets a
second wind (very comic accurate), and he is overall a
beast. Anyone who has played with or against him knows how
nuts he is. The defense is his only downside, but that can
be fixed by his team ability. JSA teams are seeing a lot
more play these days, so the defense problem can be easily
solved. Also, he is so common, that anyone can have one (I
have 5 and I don’t buy cases or bricks).
Constructed/Unrestricted: 4.5 / 5
Sealed/Draft: 5 / 5
Overall: 4.5 / 5
addictive, and available….the things practically sell
Need help? Send any emails to firstname.lastname@example.org.
~ Romanco ~
Today's Click of the Day is
Which is the Best?: The Rookie
has the potential to be amazing but lacks run-and-shoot. You
need Pounce to use the Vet so Winner:
He is 66 points; JSA Team;
Grounded; 0 Range; 1 Arrow
-- Impressive: starting Charge. 8 is an okay number but I'll
let it slide. Look! Charge comes back when Wildcat's ready
to die! More impressive.
-- Do we ever see an 11 on a click below 140 points
nowadays? Make that below 70 points in this case. Values
plunge to only resurface around the Charge clicks. It stays
above 8 all dial.
-- Could be better. Too many 15's and 14's for my taste.
There is a Regeneration click set so perfectly that in one
die roll Wildcat will be at full health. Willpower on the
lower edge of the dial ensures a possible comeback.
-- 3 works for me. I like that by the time Wildcat gains CCE
he will probably be adjacent to someone. Basically damage
above par every click.
-- WildCAT? His face looks like a panda.
~ Never seems dead
~ Longish dial for 66 points
~ How can you not like Wildcat? Give him Protected and if
there is room try ICWO. He is amazing, period. I personally
own one and from my experience I say to go find one and use
it constantly; you won't be disappointed. ~
Today is the turn for an old JSA member, Wildcat. He comes
in the form of an R/E/V, all of them are JSA members, none
has neither flight nor archenemy, their cost is 54/66/74,
all have no range and they have 7/8 clicks of health. I’ll
be doing the Experienced, because is the one I feel is the
most interesting out of the 3 versions, and because I’m sure
the other 2 will probably be done for some of the other
Speed: 8, 8, 8, 7, 6, 8, 7, 6. Charge on the 1st, 2nd , 6th
and 7th click.
Attack: 11, 10, 9, 9, 8, 10, 9, 8. No powers.
Defense: 16, 15, 15, 14, 14, 15, 14, 14. First 4 clicks have
Toughness, 5th and last clicks have Regeneration and the
remaining 2 clicks have Willpower.
Damage: 3, 3, 2, 2, 2, 3, 3, 2. CCE on the 3rd, 4th and 5th
His Speed is ok, nothing to write home about, but nothing to
complain (as I always say) considering his cost. Front
loaded Charge, and then getting it back for a couple of
mid-dial clicks is pretty decent.
His Attack is pretty good! Very high for a piece of his
value, and even more in these days when clicks of about 200
points or above get attack values like these ones!
His Defense is low, but understandably low; plus all that
Toughness and those Regeneration clicks can make his already
long dial seem a lot longer!
His Damage is nice: 3’ when he can Charge, and 2’ with CCE
when he can’t… he can inflict damage even to Impervious
figures… very nice for 66 points.
Conclusion: Very interesting character indeed. You shouldn’t
point-cost by slapping a lot of feats on him; and he doesn’t
anyway. Automatic Regeneration would be really good on him…
or MAYBE ICWO to
help his defense or make his already good values even
better. In JSA teams
he is a must (whatever the point cost), no doubt about that,
and even for
any teams he’s a fine choice for a 3rd or even 2nd string
“YES FORCEBLAST! NOW I CAN WIN!”
This is Dario, mails to
Copyrightę 1998-2007 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.