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HeroClix "Click of the Day"

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Gold - DC Crisis

Reviewed 03.27.2008

Average Rating: 3.13

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

Seth R.
Today's Click of the Day is...
Points: 60
Range: 8
Team: N/A
Arrows: 1
Movement: Ground
Rarity: Common
Set: Crisis
# 1 2 3 4 5 6 7 8 9 10 11 12
8 7 7 6 6 6 KO KO KO KO KO KO
10 9 9 9 9 9 KO KO KO KO KO KO
17 16 16 15 14 14 KO KO KO KO KO KO
3 2 2 2 2 2 KO KO KO KO KO KO

- Attack: Gold can use Incapactitate but only as a ranged combat attack [as if he had a range of 6].
- Defense: When Gold is attacked at close combat, he gains Invulnerability. When Gold is attacked elsewhere, he gains Toughness.

 SPEED  -- Strange to see Charge and an odd number on the same click. The power is useful nontheless and remains useful for the introduction of Gold's dial. Things do get choppy as time goes on, so be cautious.

 ATTACK  -- Talk about compatible! Nine and above attack values until the KO slots appear.. for only 60 points? 9 doesn't seem so awesome at first, but similar to Blue Beetle, you'll be happy on the sixth click after seeing a 9 pop up instead of a 7. The mid-dial Incap changes an entire strategy into: flee to a bush, deal some tokens to some heavy hitters, then heal back to full-health with Nanobots.

 DEFENSE  -- Basic Invulnerability and Toughness to keep Gold alive longer. Not much else to say here.

 DAMAGE  -- For once, 2 damage is relieving. Let's say Gold takes a hard shot from Plastic Man (if there is such a thing). The shot sends Gold off his Charge clicks and he's stranded in the middle of the board. What to do?! Nanobots. Shape Change is a helping reinforcement.

 FEATS?  Nanobots was already mentioned. Maybe Shellhead if there are any leftover points. I'd recommend Stunning Blow, but there's a good chance Gold may dash right by those Incap clicks. Fortitude is worth a go if you really feel like cramming up his cost.

My main concern with Gold is the lack of depth in his dial. With one giant hit, he may as well be sent to the morgue. Nanobots is Plan B, but how far can Plan B go when Gold moves 6 spaces a turn? Don't get me wrong; I like Gold. I like that he can withstand and dish out damage from range and close combat. He's packed with damage reducers and can defend himself. But keep him well-protected during gameplay, or you're a goner.

Gold recieves a 3.25 out of 5.

~~ Seth R. (mcromanco95@aol.com)
Rurouni KJS


Experienced Gold
boot speed
60 points
Team: none
Keywords: Metal Men, Robot
Range: 8 x 1


Starting with Charge and 8 range, he's a solid fighter. His first Special Power ("I Can Be Hammered into a Sheet Four Millionths of an Inch Thick") gives him Invulnerability to close combat and Toughness to ranged attacks, so you may want to run him into the fray to tie up enemy brawlers. At 60 points, he's good for this, especially with Shape Change down his dial after his starting Leadership, and a very steady AV of 9.

He's a brick without Super Strength, and so he'll never do a great deal of damage.
His dial's a little short and his DV gets pretty poor.
His mid-dial SP gives him 6-range Incapacite that can ONLY be used as a ranged attack, which runs counter to his close-fighting strengths.

It depends how you wish to use him. Generally, he's good for NANOBOTS from click #2 on, though he lacks the mobility to really capitalize on the feat, and it negates his tie-up ability somewhat. CAMOUFLAGE is good if you plan to push to Shape Change and snipe safe from enemy shooters. Just watch out for enemy Outwit, which isn't affected by the feat. If running a Metal Men team, it might be best to keep him in the back and use CONTINGENCY PLAN to keep the team's values pumped.

With use as a shooter, brawler and tie-up, Gold's not bad, but you need to play him to the team's tune.

RATING: 3 of 5.

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