What Are "Good" Numbers?
- Movement values: 9 and up is great; 7-8 is okay; 6 and below is sad.
- Attack values: 10 and up is great; 9 is okay; 8 and below is sad.
- Defense values: 17 and up is great; 16 is okay; 15 and below is sad.
- Damage values: 3 and up is great; 2 is okay; 1 and below is sad.
IMPORTANT NOTE: Values will vary widely among characters, but depending on what the characters do (in terms of powers and abilities), they might not need AWESOME number stats in every category.
![]() | For instance, experienced Destiny has 6 move, 0 attack, 13 defense, and 0 damage, but she's an invaluable member of many of my Clix teams. The reason I play her: she has Probability Control (light blue on Damage--the ability to help me reroll a bad roll). Evaluate Clix pieces carefully--don't just dismiss one without thinking about what function it can perform in a team setting. |
Also, be sure to click through a piece (not just its first click) before judging it as "good," "mediocre," or "bad." As an example: my favorite Clix piece, veteran Dove, is shown below, on first click.
![]() | Vet Dove starts out on 5 move, 6 attack, 10 defense, and 0 damage, with no powers and abilities. Looks just terrible in terms of stats and powers, doesn't she? |
![]() | But click her once, and she jumps to 10 move, 10 attack, 17 defense, and 2 damage, with Super Senses (red on Defense) and Close Combat Expert (purple on Damage). Dove, like many other Clix figures, has a "activation click"--a first click that you need to "push" the character off of in order to get to his/her superhero self. (Kind of like Superman having to hop into a telephone booth to change into his costume.) |