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Doc Robot
Real Name: N/A
Team: No Affiliation
Range: 4
Points: 25
Keywords: Robot, Robot Masters
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Diverse Operations Circuit Robot: At the beginning of the game, place a character with the "Robot Masters" keyword on Doc Robot's card. Doc Robot can use the Special Attack power of the Robot Master on its card.
Taking one last glimpse into Mega Man 3 before moving on to Mega Man 4 (though I admit I may attempt to tackle Archie Comics's Vesper Woman to round out Lalinde's Robot Masters a bit more)!
After you defeated all 8 Robot Masters in Mega Man 3, you weren't quite able to move on to Dr. Wily's fortress juuuuuust yet. You had to contend with the Doc Robots, a series of generic bosses who had copied data from Mega Man 2's bosses. In the game, the Doc Robots were pretty dang tough, but here in Heroclix, I opted for a different approach, as generic team filler for Robot Masters armies. If you really want to use a certain Robot Master's power but don't have the points to justify it, the Doc Robot just might be able to help you out! He's a bit weak, and really can't stand up to punishment, at least not as much punishment as Robot Masters can, but he'll be able to fill in for your favorite Robot Masters at a budget cost, and that ain't bad.
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Ah, takes me back to when I did the NES era of Mega man clix thread. Maybe I'll do a sequel someday.
Mega's got all the right stuff... except, for the penetrating blast. That I feel, belongs to Elec Man. Precision strike is pushing it, but I can see it. I really don't see P/PB for the Blue Bomber. He already has RCE for extra damage and I feel that's fine.
I would agree Metal man could use Precision. As it is, he gets to use RCE once and then he gets to only make attacks with 1 damage, which is... pathetic for a killer robot. Even Needle Man should be able to pierce Invulnerability with his needles.
Granted, power scaling wasn't very consistent in Archie, but giving Tempo Invulnerability and making her more powerful than a lot of robot masters discredits the fact she isn't a weapon in my line of thinking.
I do appreciate the positives, like the homages with the powers on Magnet Man and Needle Man. Ya got good taste in liking Mega Man 3.
I don't recall if I saw the end of the Disney clix you did, but you do some cool stuff. I do think you should update your dials with the new rules, though. Gotta keep up with the times.
I admit, I haven't actually played the game since... oh, June of 2016. And that was the first time I'd played since WatXM drove me away with those God-awful Team Bases. So I don't really feel comfortable trying to format my wording to the current way it shows simply because I've never played it.
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Weak to Drill Bomb: When Toadman takes damage from an attack in which the attacker used a Special Power called "Drill Bomb", he takes 1 additional click of damage. "BURST" ignores the Robot Masters team ability. Leaping Attack: Toadman can use Leap/Climb. If his movement would end in an opposing character's square, he may instead be placed adjacent to that character and make a Close Attack as a Free Action. Rain Flush: HYDRO: Give Toadman a Power Action to place a Rain Flush token on his card. At the beginning of the next turn, remove the Rain Flush token to use Pulse Wave as if he had a range of 10 as a Free Action, at +2 to Attack. If Toadman takes damage while he has a Rain Flush token, remove the Rain Flush token.
Long time no see! I admit, the long absence on this thread was due solely to being completely stumped on how to do Toadman. He's an easy opponent, but can do a lot of damage. He's got an extremely basic, predictable pattern, but his special weapon is completely unavoidable if it goes off. This one was tricky.
Not quite so tricky, though, was his movement special. He jumps all over his boss chamber, trying to land on you. Easy to avoid with a slide, but if he manages to land, it's going to hurt. So while he gets some great move and attack options, his attack isn't great, and he may very feasibly miss his mark.
Rain Flush is deadly, granting him Pulse Wave with a high range. It'll catch a lot of enemies in it if it goes off. The trick is is that Toadman has a huge wind-up on his Rain Flush that can be stopped with a well-placed Charge Shot. So instead of giving him straight up basic Pulse Wave, he gets a token to do Pulse Wave NEXT turn. It'll be a strong attack when it gets pulled off, but will also make him a target to try and remove that token.
You'll notice that Toadman has a brand new keyword in "Cossack's Robot Masters". Much like Lalinde, you can expect Cossack himself to have some extra bonuses to work alongside his own Robot Masters.
Last edited by No-Name; 07/03/2018 at 11:03..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Well, Toad Man is cake if you just stand next to him. He won't even try to leap on you so you can just get close to him again rinse and repeat til he's dead. He won't even get to rain flush.
That said, given how there's no avoiding rain if he does get to, I think he needs attack modified for unleashing the storm, any other piece in that point range could have normal pulse wave and it would be fair.
Weak to Rain Flush: When Brightman takes damage from an attack in which the attacker used a Special Power called "Rain Flush", he takes 1 additional click of damage. "HYDRO" ignores the Robot Masters team ability. Stop and Crush: After Brightman uses "Flash Stopper", instead of using the ranged attack option, he may use Charge as a Free Action against a target successfully hit by "Flash Stopper". Flash Stopper: FREEZE: Brightman can use Pulse Wave, but deals no damage doing so. Hit targets are given an action token instead. Choose one target hit by Flash Stopper and make a ranged attack against the target as a Free Action.
Hey, look, it's Flashman again!
Okay, yeah, no, not really. But it does seem that Mega Man developers really liked the idea of robots emitting bright flashes of light that make you stop dead in your tracks. It's not the first time we see this, it's not the last. But it may be the least creative.
Brightman does what Flashman did, except his stopper isn't quite as effective. He balances that out though by jumping on your freaking head. It's awful. There are ways to fight him that prevent him from ever using his Flash Stopper, though. But I'm not gonna tell you how to do that.
Anyhoo, Brightman could have been a carbon copy of Flashman, but let's not go that route. There are similarities, yes, but key differences as well. Instead of preventing hit targets from doing anything at all, Flash Stopper just gives them an action token. However, you may take a potshot at a hit target, at no penalty unlike for Flashman. Also, Brightman can choose instead to Charge in and make a close attack against a hit target, giving him options with how to combat his enemies. Got some Deflection to go up against? Or Stealth? He can work around that.
Much like Flashman though,Brightman isn't the most defensive of Robot Masters, and can't take all too much pain. Deflection in the top dial can keep ranged attackers from hitting, and Toughness in the middle can mitigate some of the damage he takes, but much like how Time Stopper could make Flashman a target, so too will Flash Stopper for Brightman.
However, keep those enemies loaded with action tokens, taking a few pot shots along the way, and Brightman can be a real pain in your opponent's neck.
Last edited by No-Name; 07/12/2018 at 09:45..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Edit Log: Modified "Metal Blade" to be a Ranged Action as a free action, because it was always my intent to allow Metalman to use his Ranged Combat Expert each time he threw a Metal Blade.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Weak to Flash Stopper: When Pharaohman takes damage from an attack in which the attacker used a Special Power called "Flash Stopper", he takes 1 additional click of damage. "FREEZE" ignores the Robot Masters team ability, and deals one click of unavoidable damage if it has no damage value. Built to Explore Tombs: Lines of fire within three squares of Pharaohman are considered to be clear regardless of terrain. Pharaoh Shot: BURN: When Pharaohman is given a ranged action, he may choose to subtract one from his attack to add one to his damage.
If you don't find Pharaohman to be a severely cool Robot Master, there might have been something wrong with you. Yeah, Mega Man 4 had some silly ones, Toadman, Brightman, Ringman - but Pharaohman is one hundred percent grade A "cool". How can he not be? He's a mummy robot who explores tombs and blasts fire at his enemies.
Pharaohman is fast, durable, and powerful. He's a leader among robots, dashing into the front lines of combat and blasting away with his Pharaoh Shot, relying on high stats and Indomitable to get him out there and causing damage. And if you're really close to him, Stealth and Hindering Terrain will do you no good, as within three squares of him, it's all clear. Mega Man might have some trouble with this one.
He's not without his weaknesses, though, as Flash Stopper can stop him dead in his tracks and subject him to some serious pain. Keeping a distance can help too, as can getting right up in his face with some heavy melee. That special power of his won't do him any good if you're punching him in the face, after all.
Last edited by No-Name; 07/03/2018 at 11:06..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
these dials are good but as i'm sure others have pointed out some of you point costs are a little off.... particularly all the characters with INDOMITABLE should probably be closer around 100 than the 70-80 range
Pharoah's "weak to flash stopper" would be ignored by Pulse Wave as I can tell. Likin' the powers you put on him.
Quote : Originally Posted by pokolo
these dials are good but as i'm sure others have pointed out some of you point costs are a little off.... particularly all the characters with INDOMITABLE should probably be closer around 100 than the 70-80 range
Seconded. Yeah, Pharoah Man is more than 20 above wimpy Bright.
I have definitely not felt confident on the point values, I freely admit. It's hard for me to figure out how they're scoring figures these days, because so many feel very inexpensive for how powerful they all are.
I think I need to scale Pharaohman's numbers down a bit.
Edit Log: Dipped Pharaohman's defense values and damage a bit. Hopefully, that makes him a bit more cost-appopriate. Thanks for the input, guys!
Last edited by No-Name; 03/20/2018 at 12:33..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Weak to Flash Stopper: When Pharaohman takes damage from an attack in which the attacker used a Special Power called "Flash Stopper", he takes 1 additional click of damage. "Flash Stopper" ignores the Robot Masters team ability. Built to Explore Tombs: Lines of fire within three squares of Pharaohman are considered to be clear regardless of terrain. Pharaoh Shot: When Pharaohman is given a ranged action, he may choose to subtract one from his attack to add one to his damage.
If you don't find Pharaohman to be a severely cool Robot Master, there might have been something wrong with you. Yeah, Mega Man 4 had some silly ones, Toadman, Brightman, Ringman - but Pharaohman is one hundred percent grade A "cool". How can he not be? He's a mummy robot who explores tombs and blasts fire at his enemies.
Pharaohman is fast, durable, and powerful. He's a leader among robots, dashing into the front lines of combat and blasting away with his Pharaoh Shot, relying on high stats and Indomitable to get him out there and causing damage. And if you're really close to him, Stealth and Hindering Terrain will do you no good, as within three squares of him, it's all clear. Mega Man might have some trouble with this one.
He's not without his weaknesses, though, as Flash Stopper can stop him dead in his tracks and subject him to some serious pain. Keeping a distance can help too, as can getting right up in his face with some heavy melee. That special power of his won't do him any good if you're punching him in the face, after all.
Weak to Pharaoh Shot: When Ringman takes damage from an attack in which the attacker used a Special Power called "Pharaoh Shot", he takes 1 additional click of damage. "BURN" ignores the Robot Masters team ability. Ring Boomerang: STRIKE: Once per turn if Ringman's ranged attack misses, roll a d6. On a result of 4-6, Ringman may make a second ranged attack targeting the same target.
Ringman was a pain in the neck. His stage wasn't very fun, as they went a bit overboard on the minibosses, and his boss fight was a hassle, with that darn Ring Boomerang being tough to effectively dodge. He wasn't completely unbeatable, and honestly, once you learned his pattern, manageable, but boy did it take some work getting there.
Ringman is all about assurance of the ranged attack. Your target may jump over your Ring Boomerang, either by a missed roll on your part, or Super Senses on theirs, and you get the chance to try again half of the time thanks to that Ring Boomerang snapping back to you.
His speed isn't the best, his defenses are okay, but his attack and damage potential is pretty high for his cost. There's really not much else to say there, as he's a fairly simple and straightforward design.
Last edited by No-Name; 07/03/2018 at 11:17..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!