Pros: Mystics team ability; double target
Cons: Seems underpowered
The 31st century still has its share problems despite advances in technology and society. The Legion of Super-Heroes, this era's version of the Justice League, protects the universe from oppression and evil. But there is one is has proven to be more than just a nuisance in the Legion's side as the sorcerer Mordru shows why he is one of the Legion's deadliest foes. Now WizKids brings the feared wizard to the DC HeroClix: Cosmic Justice set.
I would have figure Unique Mordru to have a deeper dial that only just seven clicks. But looking at his powers makes me realize that it's all about strategy with this piece. The only thing that I noticed right off the bat is his range. He is able to target two different opponents from ten squares away. This means he is outfitted for long range attacks. And believe me when I say that this will come in handy for him.
On his Speed dial, he is equipped with Phasing for the first two clicks. This is going to allow Mordru to move free across the board without getting tied up by anyone or anything. In fact he can even walk through solid objects to get to his destination. In other words, if he needs to escape he'll do so by walking through a wall. This is a vital ability because I see Mordru as a hit-and-run type of figure.
But with Psychic Blast at his disposal down the dial, he can penetrate through any defensive barrier as long as he is able to attack from far away. With a starting attack value of 10, his odds on make a successful attack tilt in his favour. And this is why targeting two opponents at once make him dangerous, as his Psychic Blast will penetrate through any barrier.
Willpower definitely helps his cause allowing Mordru to attack on his second turn without taking any "push damage" at all. He has this ability for the first four clicks before it switches to Energy Shield/Deflection for the two clicks after that. My only gripe with his defensive stat is the low numerical value. Even at his highest point of 15 doesn't help his cause at all. This is why he needs to stay far away from opponents.
Just to make sure that no one is going to bother him, Mordru has Outwit for the first three clicks in the Damage slot. His 2 damage is mediocre and I expected a bit more power coming from him. At least make it worthwhile especially when he can target two opponents at once.
However, opponents will really want to make sure they hit Mordru hard when attacking him because his Mystics team ability gives him a huge advantage. Whoever attacks Mordru will automatically take a retaliatory one hit of damage as a result. It's basically the whole eye for an eye scenario. You hit him and he'll hit you back. So while I don't like watching Mordru take a hit, at least I know his opponents will take damage as well.
Unique Mordru is not a hard figure to use but he could have been so much more. Considering that it takes a whole army to defeat him should indicate that he is a powerful character. His stats seem like it's a starting point to something that should be building up. Too bad that he doesn't give more punch than what he displays. If it weren't for his team ability, then I would say that this game piece isn't worth the playtime.
Set: DC HeroClix: Cosmic Justice
Point Value: 109
Collector's Number: 092
Team Affiliation: Mystics
Hypertime: Starter Set || Experienced Harley Quinn (#035) || Veteran Nightwing (#063) || Veteran Flash (#105) || Unique Parasite (#121) || Unique Darkseid (#123) || Unique Commissioner Gordon (#124) || Unique Catwoman (#127) || Unique Superman (#130)
Cosmic Justice: Veteran Green Lantern (#084) || Unique Martian Manhunter (#085) || Unique Bizarro (#086) || Unique Amazo (#088) || Unique Eclipso (#090) || Unique Despero (#091) || Unique Catgirl (#093) || Unique Batman (#095) || Unique Superman (#096) || Limited Edition Zatanna Zatara (#219) || Limited Edition Phasing Green Lantern (#221)
Unleashed: Booster Packs || Veteran Black Adam (#081) || Veteran Green Lantern (#084) || Unique The General (#086) || Unique Shazam (#088) || Unique Wonder Woman (#093) || Unique Batman (#094) || Unique Superman (#095) || Unique Bat Sentry (#097) || Limited Edition Hector Hall (#216) || Limited Edition Shazam! (#221)
Legacy: Unique Ultraman (#089) || Unique Flash (#095)
Icons: Unique Lex Luthor (#051) || Limited Edition Professor Zoom (#209)
Collateral Damage: Limited Edition Krypto (#217) || Limited Edition Parallax (#219) || Limited Edition Ultimate Clayface (#220)
Green Lantern Corps: Veteran Arisia (#004) || Unique Ganthet (#006)
Origin: Veteran Green Lantern (#078) || Veteran Shazam! (#081) || Unique Batman (#095) || Unique Superman (#096)
Justice League: Unique Batman and Robin (#038) || Experienced Wonder Woman (#059)
Crisis: Unique Kingdom Come Superman (#105)
Batman Alpha: Veteran Alfred (#014) || Veteran The Clown Prince of Crime (#027) || Veteran The Boy Wonder (#028)
Infinity Challenge: Starter Set || Booster Pack || Sentinel || Unique Vision (#139) || Unique Spider-Man (#150)
Xplosion: Booster Pack
Universe: Rookie Paramedic (#022) || Rookie Destiny (#028) || Experienced Vulture (#071) || Rookie Jean Grey (#073) || Veteran Annihilus (#090)
Ultimates: Booster Pack
Mutant Mayhem: Limited Edition Tsunami-Relief Hulk (#218) || Limited Edition Gamma Radiation Hulk (#222)
Supernova: Limited Edition The Mighty Thor (#224)
Secret Invasion: Experienced Grey Gargoyle (#010)
Indy: Unique Hellboy (#087) || Unique Hecate (#088) || Unique Judge Death (#092) || Limited Edition Arwyn (#223)
Invincible: Collector's Set
Hellboy and the B.P.R.D.: Unique Hellboy (#001)