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Subject: Let's Rank the Heroes! rss

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Patrick Reynolds
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UPDATED TO INCLUDE HEROES FROM THE GAMMA TEAM, DELTA TEAM AND SONS OF RAGNAROK EXPANSIONS.

Hey all! I thought that it would be fun to rank all of the heroes in the base Kickstarter version of The Others. I did not buy any of the optional add-ons, so this will cover only the 18 heroes included with the Kickstarter pledge. I may add the additional heroes later as I acquire them.

Let's start with the Leaders.

Calavera:
Fight: 3
Skill: 3
Defense: 1
At the start of your turn, you may raise or lower ANY hero's Corruption by 1.

I love this guy. Corruption management is key to the hero game in The Others, and he lets you exert some modicum of control over it. You can use his ability at least twice per round, which is excellent. He's got solid stats for Fight and Skill rolls although you'll want to pick up at least one piece of defensive equipment early on to bolster his low defense value of 1. He's a 10/10.

Freder
Fight: 4
Skill: 2
Defense: 1
Other heroes in the same Space as you gain +1 counter-corruption in Fights.

Meh. Of the three leaders included, I feel like Freder has the worst ability. He does have a fight value of 4 though, which means that you can pretty much play him as a Bruiser and mostly ignore his ability and still do okay. 6/10

Leah
Fight: 3
Skill: 3
Defense: 1
At the start of your first turn each round, give ANY hero an Extra Turn token.

Extra turns win games for heroes. She gets to use her ability maybe once or twice in a game, because Leaders have big fat targets on their heads for the Sins player. Extra Turns can also be plentiful depending on which districts are in play. However. Leah is also the only core game Leader who is also a Ranged fighter so she can play the role of a team Shooter as needed as well, keeping the streets clear of monsters. She's a solid 7/10

Now on to the Fixers!

Will
Fight: 2
Skill: 3
Defense: 1
When you roll 2 or more Skill results to Cleanse an Area, you may gain an Extra Action token.

Lame. Poor Fight, average Skill, not a great ability. The worst Fixer in the core box. 3/10

Rose
Fight: 2
Skill: 4
Defense: 1
At the end of your turn, you may choose one Acolyte or Abomination anywhere on the board and teleport it one Space away.

Rose is great at what she does. Fixers are your control and support group and she excels. Above average Skill stat, so she's going to cleanse like a pro. Her ability is golden. She can pop monsters out of buildings so her Shooter pals can pop them, or use her ability to move monsters out of spaces with heroes who want to move without taking wounds or getting into fights. She's great. 8/10

Karl
Fight: Human - 2, Wolf - 4
Skill: Human - 4, Wolf - 0
Defense: Human - 1, Wolf - 2
At the start of your turn, you can switch to Human/Wolf form. As a Human, you gain +1 counter-corruption to all your Fight rolls. As a Wolf, you may move an additional space.

Karl rocks! He's a bruiser and a Fixer when you need a best in class for either role. In Wolf form he can bust heads with the best of them, while in Human form he's got above average Skill for cleansing spaces. 10/10

Rosario
Fight: 2
Skill: 3
Defense: 1
You take 2 less Wounds or Corruption from Fire and Corruption tokens.

If you need a hero whose sole purpose in the game is to go and cleanse spaces, Rosario is the best. She can walk into those terrible areas that the Sins player has loaded up with fire and corruption and basically ignore the rolls. Give her a Hazmat Suit and she's all but impervious. The player controlling her won't get a lot of glory, but she'll be your MVP when it comes to clearing the way for her teammates. 8/10.

Adrian
Fight: 3
Skill: 4
Defense: 1
At the end of your turn, you may Mark a street space (Max 3 street Spaces). Monsters in Marked street Spaces get -1 Defense.

Adrian is great. He can hold his own in a fight, cleanse with the best of them, and he assists his Shooter buddies in keeping the streets clean. I love the combo of Adrian and Rocco; Adrian marks a street space with an Abomination and Rocco auto-kills it. Having Rose around to pop Aboms out of buildings and into Adrian's marked spaces for Rocco is even better. 9/10

Baldur
Fight: 2
Skill: 3
Defense: 1
At the end of every fight you start, you may immediately choose and equip a new Upgrade card.

Huh. His stats aren't great. He wants to go and start fights but he isn't likely to kill much of anything. But he does get free upgrades which is cool, and he can potentially be used as a sacrifice hero to gear up an incoming hero. I think that his ability is really situational based on the upgrades available. If he can survive a few fights he might be in a position to be great, or he might be the first to die. 6/10

Shooters!

PHD
Fight: 3
Skill: 1
Defense: 0
You gain +3 Defense when the Sins player Starts a Fight against you.

The ultimate monster lure. He can ranged attack against a Space with a couple of monsters, hopefully destroy one and then weather the counter-attack with the bonus defense and, if his intitial attack roll was good enough, laugh off the counter-attack and kill another monster. He's not going to lead any charges and hope to live, but as a street cleaner he's a good solid pick.

[EDIT] So my initial read of PHD's ability was incorrect - it won't work against monsters reacting to his ranged attacks, since it's all part of a Fight that he started. Which makes him worse than I thought, since he won't have any base defense at all against monsters who survive his ranged attacks. He'll need to take sure kill shots or hide behind spaces with other heroes so surviving monsters can't reach him to retaliate. He's still pretty solid against monster attacks during the Sins player's reactions, though, since 3 defense is high for a Shooter.

EDIT: Although PHD is a decent Shooter, with the pool of available heroes expanded to include Sons of Ragnarok, Freya pushes PHD completely out of contention with a better Fight stat, a natural Defense value of 3 and a useful ability. If Freya is an option you'll never choose PHD, sadly. Without Freya he's still a decent, but unremarkable, Shooter. 5/10

Rocco
Fight: 2
Skill: 2
Defense: 2
Gain +2 Hits whenever you star a Ranged Fight.

Rocco is the king of ranged combat. He needs only one hit on his dice roll to kill an Abomination, and he auto-kills Acolytes. He's best used as a rearguard to keep the streets clear of monsters. He can reliably be counted on to get a couple of kills per round. Not a lot of glory in playing Rocco but you'll probably survive the whole game and you'll help clear movement lanes for the other heroes. 9/10

Nicole
Fight: 3
Skill: 2
Defense: 2
Whenever you take 1 or more Wounds, you may destroy an Acolyte in your Space.

Shooters want to stay away from same-space fights. Acolytes are cheap and easily killed. Her ability is situational - the Sins player would be better served in sending his Acolytes to attack other heroes who might not auto-kill them after a Fight. Her stats are average or below. 4/10

Brad
Fight: 2
Skill: 3
Defense: 1
At the end of your turn, you may destroy one Acolyte or Abomination in your Space. Then take 1 Corruption and place 1 Fire token in that Space.

Move into a space with an Acolyte or Abomination, make a ranged attack against another Space, and then destroy the monster in your Space automatically. Pretty cool ability, somewhat situational since the Sins player will move Monsters off of the street to avoid his ability. His stats aren't super great. 7/10

Polly
Fight: 3
Skill: 2
Defense: 1
After you kill at least one Monster in a Ranged Fight, you may take 1 Wound to gain an Extra Turn token.

Average stats, gets free extra turns when she kills something, but you need to have Acolytes in the streets to giver her a good shot at activating her ability. 7/10

BRUISERS!

Kanga
Fight: 5
Skill: 0
Defense: 0
You can move 5 Spaces each turn.

Kanga is your clean up Bruiser, pure and simple. She moves fast and hits hard and does absolutely nothing else. When you need a hail mary play to kill the Avatar and win the game, accept no substitute. Alternatively, you can use her from the start of the game to win early Fights and clear out some monsters, but her lack of defense means she'll get killed pretty quickly. 7/10

Elle
Fight: 3
Skill: 3
Defense: 1
Once per Fight, you may cancel the results of all rolls. Both you and the Sins player must roll again.

Average stats and low defense. Situational ability that might work against you. On the plus side she is a Bruiser who can effectively act as a Fixer if necessary, since her Skill stat is good. The worst pure Bruiser, though. 6/10

Thorley
Fight: 4
Skill: 2
Defense: 3
When another friendly Hero in your Space gets in a Fight, Thorley may cancel 1 Wound to that Hero.

The man. The Legend. Thorley is the best core game Bruiser, hands down. He can dish out a beating, and he can absorb damage. He even helps his buddies in the same space when they Fight. Give him Regeneration and an Ice Blade and he is the Sins player's worst nightmare. 10/10

Morgana
Fight: 3
Skill: 2
Defense: 2
Heal 1 of your Wounds at the end of your turn.

With Regeneration, Morgana can be incredibly hard to kill. Give her an Ice Blade or another +1 Die upgrade and she's a very reliable fighter who can stick around for a long time. 9/10

Okay, there you have it. My personal ratings for all of the base pledge level heroes in The Others. Hopefully this is useful to you. If you agree/disagree with anything here I'd love to read your comments below.


DELTA TEAM EXPANSION

Leader

Bob
Fight: 2
Skill: 3
Defense: 1
At the start of your first turn each round, take any Upgrade card from the general inventory and assign it to any other Hero.

Bob's a ranged fighter so he can act as a clutch Shooter when needed, although he'll need an upgrade or two to be even moderately effective in combat. His ability is fantastic, letting the hero team get equipped faster than normal. His stats aren't great, but that ability elevates him to playable Leader status. 8/10

Bruisers

Kurt
Fight: 4
Skill: 2
Defense: 1
When you Start a Fight, you may teleport any adjacent Monster into your space to join the Fight.

Kurt's ability coupled with his low Defense means that bringing additional Monsters into fights might not be something that he wants to do. At the very least, he requires some upgrades in order not to risk being destroyed by using his ability. There are so many better Bruisers in the game, it's tough to recommend him. 4/10

Wengshi Wong
Fight: 3
Skill: 0
Defense: 3
While you are outnumbered in a Fight, you roll +1 die and gain +1 Hit and +1 Counter-Corruption.

Now this is more like it. Wengshi both WANTS to get into fights with multiple Monsters, but she gets way more powerful when she does. She has the Defense value to pick fights with two or more Monsters as well. Solid stats and an absolutely amazing ability elevates Wengshi into top tier Bruiser territory. It's also worth noting that this expansion has two copies of the best melee Upgrade in the game, Wengshi's own Laz Blades, which gives you +2 dice in Fights against only Abominations and Acolytes, or +3 dice against anything else (Avatar, Controller, Hell Club members, Apocalypse demons). 10/10

Shooters

Julia
Fight: 3
Skill: 0
Defense: 1
If you kill two or more Monsters in a Fight, you may gain an Extra Turn token.

Without upgrades killing two Monsters is a tall order for Julia. Extra Turns are great but there are better Shooters in the game. 6/10

Manuela
Fight: 3
Skill: 2
Defense: 1
Once per round, you may use a City Action without using your token (mark yourself to show the ability is used).

Manuela is an average Shooter with a really solid ability that makes her worth taking on maps with high-value districts (districts with 3+ action icons). It lets Manuela and another Hero both use the same district's City Action during the same round, which can be great for equipping Upgrades or getting crucial healing taken care of without having to move very far to do so. 7/10

Should you buy Delta Team? It's kind of a weird box as there are no Fixers (which isn't really an issue since the core box has good options there). The two Acolyte groups inlcuded seem like bottom of the barrel choices (chefs and musicians? Really?). The best additions to the game in this box are Bob and Wengshi, as well as a couple of great Upgrades (Laz Blades and Liquid Courage, which heals a hero completely).

GAMMA TEAM EXPANSION

Leader

Keanu
Fight: 3
Skill: 3
Defense: 1
At the start of your first turn each round, Mark ANY Hero. When a Marked Hero uses a City Action, he may substitute one icon in that district for any other.

Keanu has solid Fight and Skill stats but his Defense is low, so you'll need to keep him well protected or hope to get some armor upgrades early on if you want him to survive. His ability is very good, letting another hero make use of whatever City Action they need most regardless of what's actually printed on the district. In the first couple of rounds this can be especially useful for quickly gearing up a hero by letting them get two upgrades from a single City Action. Later in the game giving a wounded hero the option of getting extra healing is great as well. 7/10

Bruiser

Doc
Fight: 4
Skill: 2
Defense: 2
If you roll any FAITH results, all Monsters in the fight lose 1 Defense.

Doc hits hard with a base Fight value of 4, but his Defense is a bit low for a Bruiser who wants to get into fights early and often. His ability, although completely dependent on the randomness of the dice, is very good and makes Doc an ideal closer to finish missions that require killing an Avatar or some other big bad. However, because of his low defense and the chance of his ability whiffing when you need it most, I'm ranking him an 8/10. He'd be a 9 or possibly a 10 if his ability lost the trigger requirement.

Fixers

Skye
Fight: 4 (Wolf), 3 (Human)
Skill: 0 (Wolf), 3 (Human)
Defense: 2 (Wolf), 0 (Human)
As a Human, you may move 2 additional spaces per turn. At the end of your turn, you must switch to Wolf form.
As a Wolf, you gain 1 FIST result in every Fight. At the end of your turn, you must switch to Human form.

As a Wolf, Skye is very nearly Doc's match in battle. Same Fight and Defense, and her ability adds a guaranteed hit. As a Human, she still fights well but her Defense drops to 0 and she picks up the ability to Cleanse with a Skill of 3. The biggest problem is that Skye MUST switch forms at the end of her turns, which means that if she rushes into battle as a Wolf, the Sins player can punish her during a reaction counter-attack against her weaker Human form. In her role as a Fixer, she's only effective half of the time, since Wolf Skye is terrible at Cleanse actions. 7/10

River
Fight: 2
Skill: 3
Defense: 1
At the start of your turn, you may teleport another friendly Hero one Space.

River's ability is useful since teleporting means corruption and fire tokens won't trigger. She can help get heroes into areas where they would normally risk death by fire (which is an all too real possibility in spaces with even two or three fire tokens). Other than her ability, though, River has below average stats on everything other than Skill, which is a standard 3. You'd think that with her low Fight and Defense she'd at least be rocking a 4 Skill, but nope. 5/10, and only for the situational usefulness of her ability.

Shooter

Eagle
Fight: 3
Skill: 0
Defense: 1
At the start of your turn, you may Mark an Acolyte or Abomination within Line of Sight. That Monster is destroyed at end of round.

Eagle has my vote for the worst pose of any figure in The Others. He's just kind of walking while looking down, like an introvert at a school dance. He has a bow, but it's firmly mounted on his back, no threat to any monsters lurking nearby. Anyway, his stats are average but his ability is nice. He can auto-kill two (or more, with extra turns) Acolytes or Abominations per round. However, it does require that those doomed Monsters be in his LOS at the start of his turns, and a savvy Sins player will try hard not to let that happen. When he can make use of his ability, Eagle is a street sweeper extraordinaire... otherwise he's a straight average Shooter. 5/10

So that's Gamma Team. Do I recommend buying this expansion? I think three of the five heroes included are worth playing. Keanu is a solid Leader and Doc is a great Bruiser. Skye can be fun to play but her ability makes her tough to play well. Eagle is okay but with Rocco basically sitting as an auto-include in one of the two Shooter slots in most games, it's tough to justify him over some of the other better, non-Rocco, Shooters in the game. River is very nearly unplayable, despite her decent ability there are more than two Fixers in the game that are hands down better. Of course, you also get the Corrupted Gangster Acolytes, which are super great for the Sins player, five city tiles, three hero dice and two copies each of six new upgrades to add to the deck. That all goes to increasing the replay value of the game which makes it a good value.

SONS OF RAGNAROK EXPANSION

This expansion adds a full seven-hero team to The Others. The Sons of Ragnarok are a motorcycle club with names ripped from Norse mythology. You get the seven heroes and their hero boards, and nothing else, with this expansion. Let's see how they stack up!

It's worth noting that there is an eighth member of the Sons. Baldur, who is included in the KS core game, is a Fixer who can be included in your Sons of Ragnarok team without breaking thematic integrity.

Leader

Father Odin
Fight: 3
Skill: 3
Defense: 2
All Heroes add +1 die to all rolls if they have at least 2 wounds.

Good stats and a great ability make Father Odin a very solid Leader. As his team takes damage, they get stronger. Unlike some other Leaders, Odin's ability will also affect himself. He can also act as a backup Bruiser or Fixer as needed and be effective in either role. 8/10

Bruisers

Thor
Fight: 4
Skill: 2
Defense: 2
If you are wounded in a fight, you may take 1 Corruption to destroy an Acolyte or Abomination in your space after the Fight is over.

4 Attack is what you want to see on a Bruiser, and Thor's got it as well as an ability that lets him keep on killing if he gets wounded. A solid 8/10

Tyr
Fight: 4
Skill: 0
Defense: 2
While Wounded - At the start of a Fight, you may discard any number of Upgrade cards for 1 FIST result each. Gain the same number of new cards at the end of your turn.

Tyr's got the same Attack and Defense as Thor, but his ability makes him an ideal game finisher. Load him up on upgrades and then burn them all to add hits to a game-ending attack against the Avatar or whatever else needs to be killed. For his capability of easily offing just about any big bad in the game, Tyr rates a 9/10.

Fixers

Loki
Fight: 2
Skill: 3
Defense: 2
If you take any wounds but survive, you may end your turn and replace Loki with another Hero from the Reserve. Keep all Upgrades but remove all Wounds and Marks from Loki.

Loki has a neat ability, and it's pretty useful to have basically an extra life in the early game. You can send Loki out to cleanse a space or two, maybe pick off a couple of remote Monsters, and then swap in another Hero when he gets hurt. Bring him back when a Hero dies and repeat. Of course, he's not really great at anything - there are Fixers who are better at Cleanse actions - so including him on the team means leaving behind a better Fixer.

Heimdall
Fight: 2
Skill: 4
Defense: 1
At the beginning of your turns, you may take 1 wound to look at the top card of the Apocalypse deck or up to 2 random cards in the Sins player's hand.

The ability to look at the Sins cards without any way to affect them isn't great. I'd like Heimdall's ability much better if it read "look at the top two cards of the Apocalypse deck and place one on the bottom and the other on top, or look at 2 random cards from the Sins player's hand and choose 1 to discard. That would give some control as well as justifying the cost of taking a wound to activate the ability. As it stands, it doesn't seem particularly useful. Luckily, Heimdall's Skill value of 4 means he's good at Cleanse actions and that save him from complete uselessness. 5/10

Shooters

Fenris
Fight: 3
Skill: 2
Defense: 1
While Wounded - When moving, you may take one other hero in your Space with you. That hero does not suffer ill effects from tokens or Monsters.

While his stats aren't great, his ability is phenomenal. Moving heroes as a group is difficult in The Others. And since every other hero in the same space adds +1 die to ANY roll, Fenris can effectively boost his stats to 4 Fight and 3 Skill by dragging a buddy along with him. Of course, his ability only works when he's wounded, which means it's useless when it would be most useful - at the start of the game. Oh well... 6/10

Freya
Fight: 4
Skill: 0
Defense: 3
At any time during your turn, you may transfer any number of wounds between you and another Hero in your Space.

Freya is a powerhouse. While technically a Shooter, she can also function as a Bruiser with her Defense of 3. Her ability lets her act as a medic of sorts, taking wounds from a teammate onto herself. Of course, if Father Odin is on the board, a wounded Freya is rolling a base five dice in Fights before modifiers. She's better than a lot of Bruisers, let alone Shooters. In fact, her passive Defense of 3 basically guarantees that PHD will never hit the table with Freya around. He has 3 Defense in Fights that the Sins player starts, but Freya always has 3 Defense, plus a higher Fight stat. Freya is amazing, and amazingly useful. 10/10

And there you have it. There's a lot of synergy within this team, which is very cool. Father Odin powers up his team when they're wounded, and a couple of them have ability that require being wounded. Baldur, the Fixer who isn't included in this box, has an ability that lets him take an Upgrade card whenever he starts a Fight. This makes him an ideal candidate for bringing a late-game upgrade-loaded Tyr onto the board when Baldur dies. And Loki can basically act as a countdown extension for the heroes, letting them survive longer than normal by retreating when badly wounded only to return later fully healed and prepared to rinse and repeat. I like this expansion a lot - it's worth buying for Freya alone but there are some other very solid heroes included as well.

Now, to play a Sons of Rangarok vs. The Apocalypse game...


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Atul Deshpande
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That's a good summary. I agree with most of what you said.

I had a question about Rosario's natural ability though:

Is her ability counted for an entire turnor for each move from one space to another, or for each corruption/fire dice roll. If we assume the latter, she is nearly impervious to corruption and fire checks.
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Patrick Reynolds
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I read it as she ignores 2 damage and 2 corruption in every instance where she enters or exits a space containing those tokens. It is very powerful but it's tempered by her average stats. Three dice to cleanse is no guarantee that you'll end up with even one Skill result.
 
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Atul Deshpande
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I slightly disagree, in the best case, my interpretation of her ability is that she ignores a total of 2 fire/corruption. So let's say the sin lucked out and scored 4 fire hits and 2 corruption during the check rolls for one space, she could ignore any two ill effects, not 2 of each.
 
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Jason Rupp
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Good summary.

I think you misunderstand PHD though. His ability only works when a monster attacks you. If the monster is attacking from being targeted via a ranged attack it's still a fight started by the hero
 
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Kevin Rush
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rrrrupp wrote:
Good summary.

I think you misunderstand PHD though. His ability only works when a monster attacks you. If the monster is attacking from being targeted via a ranged attack it's still a fight started by the hero


I think he means a counter-attack from the Sin reaction, which is not a fight started by the hero.
 
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Patrick Reynolds
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Krushhhhh wrote:
rrrrupp wrote:
Good summary.

I think you misunderstand PHD though. His ability only works when a monster attacks you. If the monster is attacking from being targeted via a ranged attack it's still a fight started by the hero


I think he means a counter-attack from the Sin reaction, which is not a fight started by the hero.


No, I was actually thinking that PHD's ability would kick in against monsters reacting to his ranged attacks, but a re-read of the rules shows that I was wrong in this thinking - since it's all part of the Fight started by PHD, he wouldn't get the bonus defense. This actually makes him a bit worse than I thought, so I will go back and edit his entry.
 
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Patrick Reynolds
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5.4 Updated to add heroes from Gamma Team and Sons of Ragnarok.
 
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Oak Wolf
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I think some of the heroes need to be considered with the idea that not all of them start on the board, and some come in the end. Some have quirks that are not all that obvious when simply comparing stats.

See Baldur is an obvious choice to start off the game with. His job is not so much to accomplish objectives, but to power-up the heroes that will be coming afterward. A tooled up hero is typically much more of a handful for the Sin player than a naked one. Baldur offers the hero player to cycle the upgrade deck via an extra mechanic that doesn't involve running around districts...and there's usually quite a few acolytes to start fights with. If you're playing with only 3 heroes on the board, that means you have 4 heroes in reserve that could start with upgrades.

It's the opposite situation with Kurt (iirc), the one that can move an enemy from an adjacent square to a fight he starts. This guy is not tough, so he can't do this often before he croaks. This seems tailor-made for the typical situation that require you to kill a specific monster while the Sin player stockpiled tons of corruption/fire tokens where it is camping. Well...Kurt can engage a weaker monster and pull that Avatar or Controller right into the streets and possibly killing it right there, or forcing the Sin player to waste a reaction to reposition the bugger. So If you get Kurt, put him in reserve and bring him when your objective is to hunt some specific monsters...the Sin player will be hard pressed to protect them.

Not sure if that makes sense, but for these two at least, i see more value than their initial stats.

 
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Patrick Reynolds
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I've tried to take special abilities and their overall usefulness during the game into account when thinking about these rankings. If there are any heroes you feel should be ranted higher or lower than my (admittedly subjective) scores, make a case and I'll adjust accordingly.
 
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Patrick Reynolds
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5.12 Updated to include the Delta Team expansion.
 
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Oak Wolf
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I think Morgana also deserves a 10/10 score due to her ability. No other character in the game is as enduring over time, especially mid-late game where corruption become a liability. I've had Morgana fully corrupted but unscathed for a couple of turns in one game, allowing her to keep going where any other would have already folded (including Thorley). This is emphasized when she gets extra turns, and you're correct when stating that regeneration makes her out of this world.

Now Thorley is the epitome of the bruiser, but Morgana is...something unique. In fact i think that the "early/late" factor is perhaps the key there to distinguish the two. Morgana is great early on, like Leah, because the more time she spends on the field, the more wounds she regenerates, while Thorley is an incredible fighter that can take down an avatar with a few upgrades, so coming in later in the game is beneficial to him, when the objective revolves around killing stuff.

 
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