Almost as soon as we updated our review of all Atlantis pieces, not one but TWO dropped into the game. Let’s take a look:
^^^^^^ 50-75 points: barracudas ^^^^^^
Namor [X-Men Regenesis 010] 70 points
Starting with the great Charge+Flurry combo with the possibility of full 8 Speed in a direct path is nice-looking. His 10 AV is just OK for the price, though, as is his 17 DV, and the lack of Super Strength or Indom is a problem. Still, he’s the absolute cheapest Namor in the game, and traited Regeneration in water can come in handy.
Namor [Avengers Black Panther Illuminati 044] 75 points
Four short clicks of life seem, well, short for this cost. Indomitable 17 DV Invincible isn’t bad, but one Outwit can ruin his day. He sports a nifty trait that drops an action token from him if an enemy rolls 1-2 on Leadership, but that’s nothing to count on. And just ignore his damage SP; it’s unusable in this point range.
But don’t give up on him completely…
^^^^^^ 76-100 points: sharks ^^^^^^
Namor [Avengers Black Panther Illuminati 044] 75 points*
… especially considering his actual price tag is 80 points to pay for the either of the Infinity Gems the figure is designed to use via this 5-point optional trait:
Namor starts the game with either the [ABPaI] Power Gem or [ABPaI] Time Gem equipped.
The Time Gem is tempting to use because it grants Probability Control, a very rare power on Atlantis teams. But the Power Gem is the way to go: It gives him Ranged Combat Expert (useless) and Close Combat Expert (highly useful) as well as a basic +1 damage modifier (and 1 extra penetrating damage on a 10 roll or higher). Charging and hitting for 4 even without an object is way better than the 75-pointer’s printed 3.
Moreover, a Power Gem’d Namor can use his damage SP:
MY FURY IS AS THE TEMPEST UNLEASHED: Battle Fury. When Namor attacks with the [ABPaI] Power Gem equipped and targets only characters with printed range values of 5 or more, modify his damage +1 and the damage dealt is penetrating.
Because his life is so short, he’s best on bigger teams that can fit Telekinesis on to get him in striking range of the long range shooters he likes to beat down or simply have bigger threats to draw fire.
Namor [X-Men Regenesis 010] 100 points
At full points, this Namor gains a bit of speed and a click of 11AV. But the same Strength-less 3 damage and lack of Willpower plague him. The good news is that his full-dial Regen-in-water could keep him alive even longer with 7 clicks. DO NOT PLAY HIM WITHOUT WATER.
^^^^^ 101-125 points: maneaters ^^^^^
Namor [Avengers Black Panther Illuminati 044] 110 points*
Top dial, he starts with mostly the same numbers and powers as his 75-point level: 10 Charge, 11 Super Strength, 17 Invincible. 3 damage. This Namor is also a team player with Empower. Those are the basics. But like the cheaper version, you’re paying the extra 5 for one of the gems.
Time not only grants Prob Control, but gives him Flurry on his Charge SP. If he had his 4 damage on click 1 instead of click 2, this would be the ideal choice. But maybe the Power Gem is better because like most Charge figures, he’s going to get hit, and will likely get more use from the constant CCE and +1 damage the gem gives.
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And we’re all caught up, finally! Going to be much better about this ongoing series from now on.