Page: 1 2 3
Related: Slade Files: Magneto (GsX)
Related: Slade Files: Carnage
Related: Slade Files: Black Widow
Related: The Slade Files: Thor
• Goto Comments
Powers and Abilities
John sports three standard powers over his dial including: Willpower, Probability Control and Regeneration. He also has two special power named Mystical Wards and Sheer Cunning. Mystical Wards states that other characters can’t use Probability Control, perfect for neutralizing other players’ use of Probability Control. Sheer Cunning gifts Constantine with the use of Outwit and Perplex. These special powers are what really makes Constantine shine.
Continued below...
Team Abilities
In addition to being a wildcard, Mr. Constantine has the Mystics team ability. This makes it difficult for opponents to damage John without taking a clix of damage themselves.
Playing John Constantine
Let’s face it, John is not built to be on your front line, however he is far from useless. He functions best as a support piece that also cancels some of your opponents support. Keep him close enough to support your characters attack rolls, but back enough that you don’t make him a target. Pairing him up with a flying character for carrying purposes is a sure bet (preferably one that can use Running Shot).
Don’t forget to make use of his Trait. Being a Wild Card, John can benefit from other team abilities like Batman or Superman for instance. His low cost makes him a good choice for teams that already have a primary and secondary attacker. Keep in mind on his second clix he gains both Outwit and Perplex, so choosing to relinquish the use of Willpower to take a clix of push damage may be the right move, depending on the circumstances of course.
Page: 1 2 3