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Related: Slade Files: Spider-Man
Related: Slade Files: Spider-Man
Related: Slade Files: Black Widow
Related: The Slade Files: Thor
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Playing Doom
The gravity feed version of Doom seems to be a little different than the other Dooms we have seen. This Doom relies on his armor’s offensive capabilities more than his keen intellect. He can hit hard from range and keep opponents at an arms length. Doom is also cost efficient enough that you should be able to get some good support pieces to team him with. Look for characters that can offer good support powers like Perplex,Probability Control and Outwit. Back him up and let Doom do the heavy hitting. Don’t forget to use his team ability to copy his teammates when appropriate.
Since he lacks any move and attack powers, it is important to position Doom wisely. Try to make full use of his (8) range value and Ranged Combat Expert power. Dr. Doom is not above sacrificing a teammate. Use the Carry ability to carry a friendly character and place them in front of Doom to block your opponent from targeting Victor. Then on your next turn, move that character to open Doom up for a shot of his own. Consider placing him in hindering terrain, boosting his (19) defense from range to an even (20).
Try teaming Doom with characters that have move and attack powers or Telekinesis. Doing so will help make up for Dooms lack of mobility.
Combating Doom
Taking Doom on is a matter of capitalizing on his weakness. In this case, I’m referring to his lack of move and attack powers. Tying him up with an opposing character is probably the best way to keep him for blasting you for (5) damage. If he is occupying hindering terrain you would be better off using Close combat attacks, rather than getting into a shooting match with him. Move in with characters that can use Charge or Hypersonic Speed to land a hit. Since he has Invulnerability, characters that can cause massive amounts of damage or use the Exploit Weakness power are a good way to get Doom off of his first couple of clix. Remember, characters that have Charge ignore the effects of knock back. Making them ideal to not only do some damage, but also ignore his special powers ability to push characters away.
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