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The tournament scenario I played him in did not help him much. Zombie Wolverine became a tie up piece with an 11 attack and 3 damage. Which isn't the worst thing in the world. But based on this scenario and tournament Wolverine was just average.
I apologize if this has already been asked, but shouldn't that last click have a 4 damage instead of a 3? Anyway, I love this figure. Works amazingly well in either game.
Yeah, well, you know, that's just, like, your opinion, man.
I guess we've got a Wolverine without a healing factor here... it's interesting how they've mixed up his dial by making his 2nd click a radical shift, but he's probably never going to see it, because deliberately pushing to get there would be silly, and his late-dial Steal Energy doesn't get him back anywhere meaningful. The real challenge with this guy is keeping him alive (so to speak) because his defense really stumbles after a solid hit.
On the plus side, he certainly can put out damage. If you're opponent misses him at least once, they're in for a world of pain. I just think his dial is weirdly arranged so that he's better off not confronting anybody serious.
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A very fun and cost effective piece to play. His powers allow for some interesting strategic opportunities when pushing so be sure to memorize his dial.
Is plenty great! I don't know why it'd be silly to push off the first click... I'd rather give him Charge plus an 18 Defense thanks to Combat Reflexes (he is a 100% close combat fighter after all...)
Plus on that click please do push to heal him. You don't take push damage if it's successful thanks to going back to Willpower, with push damage being the last thing to happen after an action.
And now... even more amazing thanks to the Vampirism feat card from HoT...
WOW.