Team: Fantastic Four
Keywords: Celebrity, Fantastic
8 x 2
DIAL & CARD:
STRENGTHS: Torch starts as a
capable first-striker with Running Shot and
double-target Energy Explosion. His second Special
Power, "Fiery Streak," aside from giving him more
Running Shot, prevents him from having to stop next
to enemies while moving.
"But...he's got the Wing symbol,"
someone out there protests. "Flier never have to
stop next to enemies!"
That used to be true. But now the
Wing symbol grants two Abilities: Flight and
Carry...and both can be countered with Outwit! So
"Fiery Streak" is useful in the event that Torch
loses his flying ability somehow.
Torch is a range specialist, so
it's a good thing his other SP "Flame On!" grants
him Energy Shield/Deflection and Poison. Because the
new rules make range attacks useless in base-to-base
contact even for fliers, making foes afraid to base
him is a nice bonus. Moreover, the free Smoke Cloud
(in squares he moves through) the SP offers means
he'll frequently have a +3 to his Defense Value.
By dial's end, he has Pulse Wave
and Ranged Combat Expert to still deliver a punch.
As with all ranged figures under
the new rules, being based is a weakness. The second
half of his dial loses his Specials, his mobile
attack options and only having ESD at this point
makes him HIGHLY vulnerable to close-combat.
His Poison and Energy Explosion
both cry for ARMOR PIERCING. If you have the chance
to play him in unrestricted and you have the points,
ALWAYS use this feat. But with AP being (happily)
retired for at least a little while when this set
comes out, OPPORTUNIST might be the best option for
him...if you hold him back for a few turns to build
up the tokens. Otherwise, Torch is probably best
Human Torch is a lot like
Lightning Lad from last year's Legion of
Super-Heroes starter set, only better. But he's not
30 points better.
RATING: 3 of 5. You'll have to
play him with Perplexers -- especially his
brother-in-law, Mr. Fantastic -- to really get the
best out of him and add a half-point to his score.