Showing posts with label Brother Voodoo. Show all posts
Showing posts with label Brother Voodoo. Show all posts

Thursday, March 7, 2013

Let's look at the magic

Hey,

         This is a bonus blog. We are going to look at how to annoy people playing Brother Voodoo. I understand that he is the new hotness. Universally everyone see's him as a power piece. That means we can start looking at some solid counters. So lets get into it.

          The first natural preditor is Mongul from D.C. 75TH. He has a special power that will limit the mobility of Dr. Voodoo.

DIMENSIONAL INVERSION CUBE: Mongul can use Phasing/Teleport. Opposing characters using Phasing/Teleport take 1 unavoidable damage after using it.

With this special power Dr. Voodoo is walking. He is not going to take unavoidable damage just to get that mind control off. A lot of people are not looking to the old goodies. While the cost for Mongul is high and he is taking the place of a main attacker he can be a fun option to have.

       The second tactic you can use is poison. Brother Voodoo never wants to push. You can force him to push to move to get away or force him to use his mind control or other resources to get your poison figure out of the way. Thing is you need toughness because Brother Voodoo has poison as well. Here are some good options #208 Super Skrull, Manthing, Larfleeze, and Red Skull.

      Damion Hellstrom is the direct counter to stop mind control. He is worth the 113 points. The 66 points is not really worth it in my opinion. I think getting a solid second attacker to just point blank better than a silver bullet that shields your friends.

     The next thing you want to think about is map. Since Brother Voodoo has a middle ground range he can be mildly hurt by a map with lots of walls and elevated terrain. This means an open map is the worst thing to have to fight Brother Voodoo on.

   Hope this helps you think about some options.

Check you later,
Edward Shelton