#049 Dark Angel

Dark Angel is just so expensive for his pretty average values. In this set he does stand out as being a powerful tent-pole, but compared to the pure power from figures in World’s Finest, (like the KC Chases, or Mary Marvel) he leaves a lot to be desired. That being said, he does have a few things to keep him attempting to be competitive. He has a very long dial with 9 clicks of life, and he has a lot of protection throughout his dial, starting with his special damage power that makes it incredibly hard for lower point figures to get any damage on him, and ending with 3 clicks of his special Regeneration that basically insures that he’ll survive if he’s given the chance to heal on his turn. Offensively he’s really putting out a lot of firepower, but his damage is pretty restricted on the clicks he can’t use Flurry, making it unlikely for him to pick off characters in a single hit. The middle of the dial opens up a bit more allowing him to put out 6 damage with his Flurry, not counting the potential of Blades/Claws/Fangs. Strangely this is also paired with Exploit Weakness, which he can’t use unless he leaves himself a sitting duck beside his opponent and doesn’t want to use Flurry. He’s just so expensive even though he’s a powerhouse, and he doesn’t have the Outwit protection a expensive piece like this needs. He’s strong, but his values are a little low, and he can be quickly taken down with a cheap outwitter.

Final Score: 3/5

#050 Beast

I really want to like Beast. His Outwit power is fantastic, and his special defense power makes him a giant threat when he gets up close. It just bothers me that his best power is limited only to his first two clicks. Beast’s damage ability allows him to Outwit multiple people, and possibly better, he does it with out the need for Line of Sight. Because of this, Beast is a fantastic initiator for fights as he can move in and reduce the effectiveness of your opponents entire team, leaving them vulnerable for the rest of your figures to come in and take advantage of his multi-target Outwit. Beast also has the benefit of Improved Movement: Ignores Hindering, Ignores Elevated, helping him get into position to use his Outwit. After he’s gotten in Beast has a lot of tools to deal damage up close. Super Strength and Quake both are useful, but he strangely starts with Blades/Claws/Fangs, but only for a single click, which really hinders his ability to use Super Strength. I didn’t forget his wordy trait that’s grants him an incredibly restrictive Probability Control. Breaking down the trait, it basically says, if there’s two different figures of the same X-Men or All-New X-Men character, Beast can use Probability Control. It’s incredibly restrictive for team building because often times different versions of the same character will fill the same roles on a team, forcing you to double up on similar characters. Furthermore, if one of the characters is K.O’d, Beast loses that Probability Control. Finally, Beast lacks both the X-Men team ability, and Willpower making him a little lacking. If he had Willpower he would be a fantastic, competitive figure, but without it, he suffers, especially when his best power is lost on click 3. At 60 points, Beast is a lot more manageable. His values are solid, and his top click allows him to Outwit and gives him the defenses he needs to survive. Once again, the lack of Willpower does hurt him, especially when the other 50 point X-Men do get 5 clicks of life instead of Beast’s 4. He’s definitely not bad, he just loses a lot of versatility because of his lack of Willpower, and he comes in at such a high point cost for this set, that he’s just outplayed by having two 50 point figures instead of him at 100 points.

Final Score: 2/5

#051 Iceman

First of all, damn that sculpt is amazing. Second of all, damn that dial is amazing. Iceman, even with the lack of Willpower, brings a ton of flexibility to your team, and is the master of shutting down multiple figures at once. Iceman thrives in the middle of things, every time he uses Running Shot, you want him to end up in a spot where he can target two characters, and where he has moved over another character to tie them up with his Ice Wall marker. If you hit with all his attacks, he’s dealing 3 damage split between two characters, as well as giving both of them action tokens, as well as stopping the character he moved over in place for a turn. Keeping one character, even if they can’t be attacked, from attacking, allows you to dictate the pace of the fight, giving your friendly characters a chance to clear or reposition can give you a huge advantage come next turn when the Ice Wall marker is removed. Even the lack of Willpower doesn’t affect Iceman too badly, as his dial is very push friendly. His first and second click are the same, and as he takes damage, he loses his Invulnerability for Toughness. Only on his last two clicks does he really lose his offensive ability, but he also gets Regeneration to get back to those clicks. He’s definitely the single best control figure ever made, and is incredibly disruptive to any team, especially those that rely on a single character to thrive.

Final Score: 4/5

#052 Rogue

Rogue comes in at two different point costs, 90 for 5 clicks of life, or 150 for 8 clicks of life (one of which being a stop-click). She has the Avengers Unity Division trait, but as a character who wants to get into the thick of things as fast as possible, it’s probably not going to see a ton of use. The real treat on this dial is her You’ve Become an Energy Vampire trait, which gives her the always helpful Steal Energy and the ability to take a standard power and range value from a character she hits. This gives her a little bit more versatility, but still requires her to get up close. This leads to Rogue’s biggest weakness. For either point value, her values just don’t hold up enough to get her into the thick of things. 9 movement, especially without Willpower, necessitates a Telekinesis figure to get her into battle, and when she gets there, her 17 defense and Invulnerability aren’t going to keep her around for long, unless she keeps hitting and using Steal Energy, which mitigates her pushing as much as it will legitimately keep her top dial. Her damage, especially when paired with Super Strength, is solid, but is a little worrisome for a 150 point figure. Her attack is also very average, spending more clicks at 10 and 9 then at 11 (before the Stop-click). I think her biggest weakness is that she can only copy one power at a time. I think her values mitigate any chance that copying any amount of powers would be overpowered, because she really needs Willpower and atleast one other power to be really competitive.

Now taking a look at the 3 extra clicks of life for her higher value, they do offer higher values, but unlike the Wonder Man she’s mimicking, the stop-click power isn’t tied into her Impervious, meaning she can still be Outwit and smashed. The 19 defense helps a lot, but for 150 points she’s just missing out on being great. In World’s Finest we got Mary Marvel who came in at 150 and is possibly one of the three best figures in the game. Rogue isn’t that far off from being as good as her, but a few design choices like the lower values, lack of Willpower, inability to copy more than one power and outwittable defense power on her stop-click, makes her more vulnerable, and a ton less effective than she looks at first glance.

Final Score: 150- 2/5

90-3/5

#053a Phoenix

For 140 points, Phoenix has a problem with values. They are all mediocre. Now I know you’re thinking about her defensive power, but I just can’t get behind it. 1/3 of the time you’re values are going to increase, but on the clicks she has the power, her highest attack is a 12, and her highest damage is a 5, which really isn’t incredible for her point cost. It also has the huge disadvantage of potentially lowering her values by 1, leaving her incredibly weak. If you’re playing this piece though, you’re always going to want to roll that die, because her base values just aren’t giving you the offense or defense you need. Her powers are at odds with her point value, especially on her first click where Sidestep and Telekinesis force her into a more supporting role. You really don’t want to be using your 140 point tentpole as a telekinesis figure because it’s leaving so many points of powers and stats unused to instead help another figure across the map. When she gets to clicks 3 and 4 she really starts moving, with Running Shot and Penetrating/Psychic Blast giving her a lot more options in dealing with characters. In this way she’s very much a reverse dial, that gets stronger as she takes damage, yet the 2 damage on click 4 is also really counter-intuitive to that style of dial.

Finally, her last three clicks are kind of weird. They give her fantastic offensive capabilities with Hypersonic Speed, but seem to be geared more towards healing her with Steal Energy and Regeneration. For a figure that gets stronger as it takes hits, it’s kind of weird for their final clicks to be so focused on healing back up the dial. She’s definitely hard to finish off because of this, but she never really gets to a point in her dial where she’s dealing enough damage to explain the way her dial was built. The Invincible paired with the Regeneration is great, leaving her a lot of options as a beat-stick or healing back up, but with Steal Energy, if you do keep using the Hypersonic Speed, you’re going to heal yourself back to Running Shot. Overall she’s just kind of a mess of powers. Like the other non-prime versions of characters, if you have the prime, pay the extra points, because a stop-click is always good.

Final Score: 3/5

#053b Phoenix

Prime Phoenix is very expensive at 250 points, and is just a little bit underwhelming. 9 Clicks of life is good, and a defense that never falls below 18 is great, but at 250 points someone’s going to hit through that 18, when the entirety of your opponents force is targeting you. Invincible has its benefits and shortcomings for a tent-pole figure. In one way, it’s great as it stops Poison, and penetrating damage, but it suffers for not being able to completely reduce 2 damage, allowing swarms to chip away. Phoenix starts out as a very slow attacker, relying on Sidestep and Ranged Combat Expert, with a paltry 10 attack and 3 damage. Why does a 250 point figure start with a 10 attack? Even with Ranged Combat Expert you’re not getting a high enough attack and damage to threaten a character with 18 and Impervious reliably. She get’s stronger as she takes damage though, and picks up the classic Running Shot and Penetrating/Psychic Blast, along with a boost to attack and damage. Sadly, when she finally gets Pulse Wave, she loses Running Shot and gets Sidestep again. Her stop-click is surprisingly powerful, giving her a 21 defense from range, along with Impervious. Offensively, even if you’re not using Pulse Wave, 12 attack and 5 damage is giving you a good chance to hit any character for damage. Phoenix also has a trait allowing her to take tokens off when she, or a character targeting her rolls a 5 or lower. It’s too bad this wasn’t also paired with Probability Control, which would have really made Phoenix strong. She’s going to find some play in bigger point games, but as it is now, she’s overpriced, and in a game where the KC Chases exist, could have been fairly priced at 200 points. She’s just too expensive to recommend, especially when her first three clicks are underwhelming.

Final Score: 2/5

#054 Quicksilver

5 clicks of life for 75 points is expensive for this set, but boy is it worth it. Quicksilver by himself can ruin an unprotected figures day, but Quicksilver with some support can break down any figure. Quicksilver’s claim to fame is using Hypersonic and Flurry together to deal up to 6 damage to any enemy within Quicksilver’s enormous 13 movement. On-top of that Quicksilver can leave behind his marker to threaten even more of the map. Clearly Quicksilver’s values are fantastic with an 11 attack, 3 damage and 18 defense on his top-dial, so I’m not spending anymore time talking about it. Quicksilver’s marker gives him some tricks that no other Hypersonic figure in the game has. He can move past one weaker figure, place his Speed Shadow marker, move to another figure and spend his first attack in the Flurry hitting them, and then can use the second attack to hit the weak figure he left his marker beside, allowing him to strike at two different places with one Hypersonic Speed attack. Furthermore, you should always be leaving the marker out, as it gives you way more control over the map and can allow you to threaten important spaces, leaving your opponent less room to maneuver. Finally, Quicksilver can use the marker to attack at the end of his Hypersonic, when he’s moved adjacent to a character with Empower or Probability Control, and away from your opponents pesky Probability Control figures, stopping them from probing his attack rolls. Quicksilver is incredibly specialized, but he’s so good at what he does, that he’ll always find something useful to do.

Now, Quicksilver has two flaws. The first being his lack of Willpower. Without it, he’s only moving every second turn, or he’s pushing, and each push can really negatively affect him, as his movement falls, and after the first click, he loses his 3 damage for Precision Strike. Now Precision Strike is useful in its own right, but it limits the amount of damage Quicksilver is going to be doing, making him more of a finesse piece used to pick off figures with Super Senses, or deal the 1 damage from Precision Strike to bigger figures. His second fault is how vulnerable he is. The 18 defense on his first click is great for keeping him alive, but improper placement will lead to his swift demise. 5 clicks of life just isn’t enough to survive more than 2 hits in this game. So Quicksilver is very vulnerable but is fantastically powerful at the same time.

Final Score: 5/5

#055 Scarlet Witch

Scarlet Witch is a pretty great support piece, even without her trait. Like her brother she’s 5 clicks long making her pretty vulnerable. Scarlet Witch also can really use the Avengers Unity Squad trait well, because of her Phasing/Teleport. Scarlet Witch’s Trait is very simple, but it’s hard to grasp just how effective, or ineffective this actually is. Basically, it’s making Critical Hits or Misses 6x more likely, moving from a 1/36 chance to a 6/36 chance or 1/6 chance for an attack to instantly succeed or instantly fail. That’s huge, especially when paired with Scarlet Witch’s Probability Control, which makes that 1/6 come to fruition way more often then you would expect without breaking down the probability. It’s pretty tempting to want to put her marker on your biggest tentpole piece, but your opponent critically missing you is head and shoulders better than you critically hitting. When you critically hit you’re dealing 1 extra damage, and insuring you hit, regardless of your attack value or their defensive values, but this attack can still be evaded with Super Senses or Impervious, and still is reduced by their defensive power. On the other-hand, Critical Misses not only cause your opponent to miss the attack, but deal them unavoidable damage, two things that are way more helpful, especially when placed on a figure that’s going to be tearing your team apart.

The rest of Scarlet Witch’s dial is alright. She’s got enough offensive power to keep herself alive, but doesn’t have much of anything for defense, besides her 18 top dial. She has an incredibly unique supporting ability that can completely wreck the game for your opponent if you’re carrying a lot of Probability Control on your team. Her power does rely on the dice, and succeeds 1 in 6 rolls, and when she’s not bringing much else to the table, the value of that might be severely limited.

Final Score: 3/5

#056 Pixie

Pixie is a fancier version of Vanisher, with the ability to carry one less character, unless she’s carrying X-Men. Pixie is really, really solid for her points, and replicates one of my favourite figures, Blackout. She can carry up 2 characters, and throw down her pixie dust Smoke Cloud to protect the people she carried, either by placing it infront of the, (as it lowers the defense of anyone occupying it by 1), hiding a character with Stealth or by placing it on a nearby enemy to lower their attack by 1. Pixie also assists the people she carries with her Perplex, further increasing their defense, and making her one of the best taxis in the game. After she pushes off of her carry power, she becomes a powerful close-combat figure with Blades/Claws/Fangs and Precision Strike, and after that, gets Support. Pixie is just a fantastic support piece, and she has Mystics, making her a pain to target. She’s my favourite kind of figure, one that has a free action with a ton of possible uses, making sure she’s always useful regardless of her placement on the battlefield.

Final Score: 4/5

#057 Proteus

At his 200 point level, Proteus is pretty underwhelming, but his dial is just so long that he might be able to survive until the end of the game. The first strike against him is his ability to be Outwit. That one small power completely neuters this 200 point monster. Without Outwit, Proteus is just powerful enough to be a threat. 18 Defense down his dial makes it hard to hit him, and his attack never falling below a 10, and his damage never less than a 3 means he’s always going to be threatening someone. When he gets to click 7 though, he becomes a lot more vulnerable. His special damage power can be useful if you’re playing in a blocking terrain filled map, but with his minimal keywords, it’s going to be rough to win the map roll. Proteus also has a stop-click, and a good one that makes it impossible to take him down without getting close, and in range of his Pulse Wave. Mixed with an 18 defense, that stop click is going to be the bane of a lot of characters.

That’s because if you’re playing Proteus, you’re most likely playing him as a 35 point equip/entity. Adding 1 to all values is really good, it’s just too bad it’s limited to characters of 100 points or less. Thankfully we’ve gotten some fantastic cheap characters in this set that could definitely benefit from Proteus. Of course, this comes with the flaw that at the beginning of your turn you may be taking 1 unavoidable damage. This pairs well with characters like the Rare Cyclops who gain powerful powers at the end of his dial, or a figure like Crazy Jane. Crazy Jane’s Trait nullifies the damage from Proteus, and makes her a lot stronger. With all the X-Men team ability in this set, Proteus’s damage is going to be minimized. The best part of Proteus is that when his host dies, he can jump to a new host, or appear on that fantastic stop-click, definitely making good use of the 35 points you’ve spent on him.

Final Score: 200-2/5

35-5/5

#058 Cameron Hodge

Cameron Hodge is a mess of powers on a peanut base, and it makes him really enjoyable to play, even if he’s not really great. The first thing to be aware of with Cameron Hodge is his two traits, both of which are great. The first just makes it harder to get through his defense, as Penetrating/Psychic Blast becomes worthless. He’s also immune to Mind Control which isn’t commonly used, but can be an issue against tentpoles like Cameron Hodge. His second trait makes Cameron incredibly resilient, but requires you to keep putting tokens on him. Free Regeneration is always useful, and it just makes Cameron Hodge so much more desirable to give actions to each turn. His dial is a little less desirable, as he only has move and attack on clicks 3-5, and the rest he’s a little lacking offensively. He’s definitely going to do work for you, and there’s no way anyone’s going to have an easy time taking him out, but not being able to be carried or thrown with Telekinesis makes it much harder for him to get into combat, without being severely weakened first.

Final Score: 3/5

#059 Malice

Malice will probably see some play, especially when she makes it very hard for your opponent to actually score her points. After she is killed, (if you can get through her Impervious and Shape Change), she attaches to another character instead of being KO’d. In this way, playing Malice allows you to take some risks, because you’re not losing a lot if she is taken down. Malice’s other powers are slightly weirder. Her special attack power gives her a 1/3 chance to get either Telekinesis or Force Blast, giving Malice some potential as a support piece, this is backed up by her special damage power that grants Perplex and Shape Change. Malice is a weird piece offensively as well, starting with Charge, and then falling back on Sidestep and Ranged Combat Expert. Overall she’s a very jack-of-all-trades style figure that is made all the better by her ability to possess another figure after her death, giving them a little more survivability and effectiveness.

Final Score: 3/5

#060 Mr. Sinister

Mr. Sinister is almost a fantastic leader figure for the Marauders, but with some lackluster offensive potential and supporting powers that are more niche than effective, he requires a ton of finesse and luck to properly use. Off the bat, he gets the Marauders shared “Mutant Massacre” team ability, which is always helpful, it’s his next trait that’s a little interesting. It first grants Mastermind, before giving a unique, and incredibly niche ability to place Mr. Sinister or an adjacent friendly character, who was hit with an attack that had Probability Control used on it by an opponent, then you can place that character anywhere on the map. Global placement is a powerful ability, but the requirements for getting there are steep. You never want to have to take a hit to use your best power, and this is so off the wall that i’m unsure if you’re going to get much of an advantage from it. You’re moving Mr. Sinister’s Mastermind target away from him, leaving him unprotected. Beyond that, Mister Sinister also has an interesting special damage ability that gives him Leadership and Support, and after using Support can switch the places of the healed character (if it’s a Marauder) and another Marauder within 8 spaces, possibly taking advantage of his traits ability to place a character anywhere. He’s just a little gimmicky for the 95 points you’re paying, even though his last 2 clicks have the awesome combination of Regeneration and Probability Control. There’s so many better Marauders, like Riptide and Mystique, that he just feels like a waste of points.

Final Score: 2/5

Chases

Because Chases are normally so much better than other pieces of their point value, i’ll be ranking the chases from best to worst instead of giving them a score.

#061 Colossus

Now, compared to other figures of his point value, Colossus is fantastic. Compared to my expectations for a chase, he’s a little lacking. Colossus is your typical close combat beat-stick, with Charge and Super Strength and 4 damage, he’s going to be hitting hard. It’s just a little hard to accept that he’s valued at 120, when for 20 points more, the KC Wonder Woman starts with 2 higher attack, and has a more continuously strong dial, as well as Outwit protection. Colossus isn’t bad, but he just doesn’t bring anything exciting to his dial, and his values aren’t outstanding enough to be memorable. The one thing Colossus does have, is the ability to throw the Weapon X chase up to 8 spaces away. This version of the fastball special, increases the value of both Weapon X and Colossus, as it provides both some ranged offensive potential for Colossus and a way of transportation for Weapon X. Colossus is just a little bit too average in every other way to be played without Weapon X.

Ranking: 6th

#062 Magneto

It seems like Magneto was designed by a completely different person than Colossus. Magneto offers a bunch of Chase worthy abilities as well as a very strong dial. The first thing Magneto brings with him is some keyword shenanigans. Being able to give any character the X-Men keyword is incredibly useful, as, especially after this set, the X-Men keyword is swarming with great pieces. Magneto doesn’t stop there and brings another powerful ability with his Scrap Markers. With them he can take a free action to make 2 object attacks. Because it doesn’t specify close or ranged object attacks, Magneto can either throw two Heavy Objects for free, or he can make two Close Object attacks. With his printed 3 damage, Magneto can, as a free action make two attacks, the first dealing 5 damage, and the second dealing 4 (due to damage depletion). Because of this Magneto is incredibly powerful, even without his very, very solid dial. Magneto can Sidestep, use his Scrap Markers, and then make a real attack, or move his full distance and then use his Scrap Markers. His offensive potential is absolutely massive. Power-wise Magneto doesn’t disappoint with Sidestep and Running Shot, Penetrating/ Psychic Blast and Pulse Wave, and Invincible and Impervious, Magneto is not going down easily. This is further bolstered by a strangely fantastic supporting set with Telekinesis, Leadership, Outwit and Perplex, making Magneto a fantastic figure to build a team around. His values are very, very solid, highlighted with an 8 Range to insure he doesn’t need to get into the middle of things if he doesn’t want to. Overall Magneto is a figure that can do anything, and do it well, making him a huge threat on the field and very difficult to actually take out as well.

Ranking: 1st

#063 Sabretooth and Wild Child

For a chase they’re pretty simple, but that doesn’t mean they’re bad. Sabretooth and Wildchild have a very easy to understand dial, get them into the middle of things and watch them tear things apart. Having the Flurry while Wild Child is attached definitely is the more desirable option, but just having the option to drop him off makes this figure really interesting, and powerful. Being able to move up 9 squares and drop off the 11 Attack, 5 range charge of Wild Child gives Sabretooth a 14 range swing on his first click. On-top of all that, his Healing Factor Trait will keep him kicking for a while. His biggest flaw is his 17 defense, so when you’re playing him you’re going to need to really focus on getting him into combat to benefit from Combat Reflexes. Otherwise, he’s a very solid piece and a fun figure, who can do some real damage against anything, as long as it’s adjacent to him.

Ranking: 4th

#064 Sugar Man

I desperately want to like Sugar Man, but I find his dial kind of a let down. Sugarman lacks mobility, and as a figure with 0 range, that’s often eliminates them from being competitive, thankfully, there’s a lot else going on with Sugar Man, redeeming him as a close combat piece. First of all, Sugar Man has some pretty good stats. 11 Attack and 4 damage is average, but when paired with his Flurry, it becomes devastating. His defense is also above average, never falling below a 17. Sadly his defensive powers don’t live up to Magneto, and he’s stuck with Toughness and Super Senses, though his dial is covered with Shape Change, helping out a bit. Sugar Man’s last power of note is his special attack power that lets him make a ranged attack, dealing 1 penetrating damage and placing the hit character adjacent. I wish this was paired up with his Sidestep on clicks 1-3, but having an extra tool is never bad. Sugar Man also has the ability to equip two items unique to him at the beginning of the game. All of the items are good, the sword being possibly the least useful, as he has high damage throughout his dial, and the hammer being the most useful, as giving tokens can be brutal against high point figures, but all the items are great.

What Sugar Man is, is a fantastic core for a figure. He’s missing a lot of necessary things for him to be really strong, but all of these things can be granted through supporting pieces and resources. With the right support Sugar Man can decimate teams, but without them, he’s left as a sitting duck. Even his Stop-click reduces his effectiveness, but leaves a lot of potential with a little help.

Ranking: 2nd

#065 Sunfire

Sunfire looks a little weak, but for 80 points he’s very, very good. His starting click is absolutely fantastic, especially for so few points. With 11 Attack, 18 Defense and 4 Damage, Sunfire is incomparable at that point value. On-top of an already high damage output, his trait, which gives fire markers, increases that damage by a huge amount. If you hit a figure with no tokens, that figure will have to take atleast 2 penetrating damage from Sunfire’s trait (1 on the turn they take an action, and 1 on the turn they clear that action). Sunfire’s weakness is his see-saw dial, where he gets a 9 attack and 2 damage in the middle. With Sunfire you want to be on his top dial, or his bottom, and not much in between, which makes him a unique character compared to the hulk style dials that get more powerful as they take damage. Finally, Sunfire’s special, a combination of Pulse Wave and Steal Energy, gives him more sustainability, but when he has this power, he has no defensive powers other than Willpower, making him very vulnerable. Overall, Sunfire is a very powerful 80 point piece, but is suitably vulnerable, making him a high risk/high reward figure.

Ranking: 3rd

#066 Weapon X

Before you think poorly of me for placing Weapon X in 5th place, I just want to say, in no way do I think this dial is bad. There is a huge difference in quality between 5th and 6th place in these chases, and I just believe that Weapon X can’t quite match up with the amount of power Sunfire brings to the table. Weapon X though, is very powerful, should not be overlooked. His Snikt trait is very similar to Sunfire’s, except it triggers when the character is given an action token rather than at the beginning of the turn, making it pair well with Incapacitate, and figures like the Super-Rare Iceman. Strangely, Weapon X doesn’t have Blades/Claws/Fangs on much of his dial, relying instead on his 3 damage and Sidestep/Charge at the beginning, and Outwit at the end to insure he’s dealing damage. He has a very straight-forward dial in that way, but offers a lot more protection when getting into close-combat with Stealth on most of his dial. He’s very, very offensively oriented, and at such a low point cost, you’re going to get your value back for him. Just watch out for people who can see through Hindering, as they’ll quickly wipe the floor with him, as his defensive values are average, and he doesn’t have much to protect him. Of course, if you have Colossus (and want to put up with his very average dial) you can make Weapon X into a missile, insuring he gets in close and tears up the opposition.

Ranking: 5th