The Dreaded... MODOK
The Dreaded…
MODOK
From The Dread Dormammu to the Dreaded Red Skull, there’s
no character in Marvel Crisis Protocol which can be taken lightly. Sometimes
you just need to understand why it is someone might be worried about seeing
that particular thing across the table from them. Today let’s look at The
Dreaded… Machine Organism Designed Only for Killing!
MODOK was one of the first characters released outside the
core set, and for a long time he was an absolute terror – able to gain and then
spend power better than any other character in the game, he has dropped off
somewhat in popularity since he was retuned in the card pack update, but he’s
still one of the most dangerous characters in the game and well worth his 5
threat!
There’s an awful lot of text on MODOK’s card and a lot of it
synergises together to become more than the sum of its parts, so let’s break
down the core components that make MODOK so potent.
Firstly there’s the Psionic Blast. A 6 die attack at range 4 with sap power on
wilds and gaining power equal to damage dealt is arguably the best free attack
in the game. It’s certainly in the conversation, allowing MODOK to threaten a
large area of the board.
His Doomsday Chair is a 7 die physical attack which always causes a second 7
die physical attack against any target within range 2 of the initial target –
importantly this second target does not also need to be within range 4 of
MODOK. Wild bleed is a nice secondary benefit, but you’re essentially getting
two 7 die attacks for 3 power which can be highly relevant when MODOK finds
himself surrounded by TINY FOOLS who are trying to overwhelm him with sheer
numbers.
Bow to the Will of MODOK is a power so iconic it has spawned the vernacular
‘bow’ to describe any superpower which allows a character to advance another
character. Originally this was not limited to once per turn, but even though it
now can’t displace the entire enemy team all by itself (which is probably for
the best) the ability to advance a character every turn can also be very useful
– potentially walking opponents into range of those whirling blades from the
Doomsday Chair.
Imbecile! All the World Is a Weapon to MODOK! Is a Long terrain throw at range
3, letting MODOK catch a surprising amount of targets and hurl around massive
amounts of terrain. MODOK tends to generate power extremely easily so you can
reasonably expect to use this every round until you run out of terrain within
range 3 of MODOK – and I would never feel shy about throwing those size 1
pieces to try and push through an extra point of damage here or there on
targets who have proven annoyingly resilient.
Pea-Brain! MODOK’s Genius is Infinite! Allows MODOK to, once per turn, spend
any amount of power and reroll the corresponding amount of attack and defence
dice. This is what really makes MODOK’s offense shine as he can cause his
Psychic Blasts to become extremely consistent and often refund the power spent
on them causing more damage and earning him more sap power.
And finally MODOK’s Psionic Force Field means that opposing characters turn
wilds into blanks when they attack him. This power was, until recently, unique
– now Black Swan has a similar ability, but she has to spend power to activate
it. MODOK’s Psionic Force Field is innate, meaning that it happens even when Mystique
attempts to confuse him with her shapeshifting and he simply cannot suffer wild
damage effects… at least until he dazes and flips onto his healthy side.
This final ability is what makes MODOK sing as a character. His 10 health pool
is expanded far beyond what is apparent but this ability to negate wild hits,
and his relatively unimpressive 2/3/3 defensive statline matters far less when
you are simply blanking out your opponent’s attack dice.
All of this combines to make MODOK a very tough, hard hitting piece with great
control and damage consistency it is rare to find elsewhere in Marvel Crisis
Protocol. His weakness is in the fact that he is slow (although his large base
does help somewhat there) and that he is size 4 – which whilst it does help
protect him from some displacement, also means that he can quickly become a
liability if your opponent is able to repeatedly throw him into your team.
MODOK is a character who can make use of support like few others in the game.
Ideally you want to keep him on his healthy side and in range to make two
attacks each round, throw a piece of terrain and advance an enemy character
without having to make move actions. If you can accomplish this goal, he can be
game winning – and Cabal has the tools to enable this.
Red Skull can move him up the board with his Master of the Cube which prevents
him from having to expend valuable actions moving around the board under his
own power. Cosmic Invigoration lets you get a second activation out of your
MODOK in a turn, which can be devastating, and Dark Reign as a tactics card
enables him to get full rerolls against a valuable target for free, before then
deciding if he needs or wants to spend any extra power to get even more
rerolls.
Master of Evil also helps MODOK gain the extra power he needs to keep at his
maximum performance. I have played games with MODOK where he is stunned and
poisoned, but still consistently has power he needs to be a menace between his
sap power, the one damage from the attack itself, and the extra power from the
leadership.
Hood is also an excellent support piece, able to heal MODOK and extend that 10
health pool as long as possible. Enchantress, Mystique and Mister Sinister can
advance characters into range of MODOK either through their own power or with
Deception. Baron Zemo being able to provide an extra reroll on attack and defence
can also be very useful in the early game when you are trying to get MODOK’s
initial power online.
I am also an increasingly big fan of Doctor Strange as a support to run
alongside MODOK. This is a 10 threat combo (really 14 as you are running Red
Skull as well) but Strange can both heal MODOK’s damage and increase his
defensive dice – increasing the value of MODOK’s defensive rerolls. Strange
also brings access to a little-used tactics card: Vapors of Valtorr
This card is often a little difficult to play with,
requiring a complex setup, 3 power from Doctor Strange and providing a random
benefit – it is possible for you to draw the silhouette each time the character
is targeted and gain no benefit.
However, the ability to reroll your opponent’s attack dice allows MODOK to potentially
reroll those hits and crits which do get through his Psychic Barrier into more
wilds, blanks, shields or skulls. For one turn, this can significantly bolster
MODOK’s defence and is far more useful to him than potentially any other
character in the game. Buying one round where opposing characters are strongly
disincentivised from attacking MODOK at all (or may simply do very little if
they do) can be very helpful, as MODOK is very often a key piece that opposing
teams will feel obligated to take down as fast as possible.
MODOK is affiliated with the Cabal and Criminal Syndicate, and in both
affiliations he is supported well by the leaderships on offer. With Red Skull
he can generate power more easily which he can translate into the consistent
damage and control that the affiliation needs, with Sin his large base allows
him to threaten multiple characters more easily, with Kingpin his deceptive
staying power on his healthy side and his high damage output and control play
well into letting him contest a point and with Shadowlands Daredevil he can
enjoy free rerolls on his psionic blasts which let him reroll the skulls his
standard rerolls can’t touch.
We’ve already mentioned Dark Reign, but it is worth noting that Cosmic
Invigoration lets you get a second full activation in a round out of MODOK. For
a piece with such high and consistent damage output this can be huge and I have
seen MODOK reliably daze 3-4 characters between his wide suite of attacks and
two size 3 terrain throws. MODOK also makes a great battery for All According
to Plan in Criminal Syndicate, though whether you want to spend that power to
seize priority when he could use it for his own abilities is often a difficult
choice.
I’ve also enjoyed using MODOK in Web Warriors, where Miles’ leadership enhances
his ability to reroll his own dice and the additional reroll on his defences
can help make up for the relatively low starting numbers.
MODOK himself brings access to two extremely useful tactics cards – AIM Lackeys
grants any character a free move action as an additional action during its next
activation that round. This does not have to be played in MODOK’s turn so you
can use it at the start of a round which is very useful. For characters who
otherwise struggle with their mobility this can give them a pseudo-charge where
they can move into position and still be able to attack twice, which is
extremely helpful against control-oriented teams. It can also be used to great
effect with characters like Enchantress, Black Cat or Voodoo to help them move
into position to take an extract from an opposing character and then still be
able to retreat to safety. Combined with Ghost Spider’s Spider Technique, Gwen
can potentially make three long moves and two attacks all in the same
activation, which also feels fantastic.
Psychic Fortress is similar to Magneto’s Magnetic Refraction – though it has a
longer range at range 4 vs Magnetic Refraction’s Range 3. Allied characters within
that bubble gain cover. It’s worth remembering that it is only cover from
terrain which doesn’t apply at range 2, so for the entire round you will be
able to set a defensive die result to a shield. On tight crises like Gamma Wave
or Research Station this can be a significant durability boost for your
characters.
There are however some definite weaknesses in MODOK’s kit – and there aren’t
many characters who experienced players have had as much practice playing into.
The most obvious weakness is that MODOK is a slow mover and size 4, which means
that he hates being displaced – especially M or L – as he ideally wants to be
attacking twice every turn. He also has difficulty claiming cover himself, and
his low physical defence means that he dislikes having terrain or other
characters thrown into him.
D crises are also difficult for him to deal with as these often reward high
degrees of mobility and the M in MODOK definitely does not stand for Mobile. Having
to reposition repeatedly over the course of the game can really punish MODOK’s
damage output, which is probably his most significant draw.
The last thing to watch out for are characters who can count blanks on their
attack rolls. At present that is only Corvus Glaive and Loki, but both of these
characters mean that MODOK’s primary defensive technique does nothing and he
can quickly find that his ten health evaporates and leaves him in his injured
state.
All of that said, there are ways to mitigate these weaknesses. Whilst I
wouldn’t necessarily recommend running MODOK into Black Order, where Thanos’
control and Corvus’ damage will melt him pretty quickly, cards like Indomitable
and Brace for Impact can help mitigate some of that control and impact from
terrain hitting him. Taking your own characters who can throw size 4 terrain to
get it off the board and using his throw to eliminate size 3 terrain can help
with that as well.
Sacrifice is also a card which works really well both ways with MODOK – it can
be used on him to protect him from Loki or Corvus strikes and buy the time
needed to Patch Up his deep health pool on his healthy side, but he can also
Sacrifice to negate a hit on a key ally who needs to avoid the wild triggers on
an attack.
As with any character in the game you should always consider whether you expect
the situation to favour MODOK – but I think there’s more common situations
where he shines than you might expect!
In conclusion, your opponent should fear MODOK if:
- · They don’t have a lot of ways to spread around and mitigate damage.
- · They are bringing one large, key piece that you can Dark Reign to burn down quickly.
- · The crisis forces fights and makes it difficult to run away and avoid conflict.
- · They have a limited number of size 4 throws and other control effects which can move size 4 characters.
·
You are bringing ways to move MODOK around and
keep him relevant (healing him, cancelling throws, absorbing attacks or pushing
attacks at him onto other characters)
But perhaps the infinite genius of MODOK should dread if:
- · The opposing team has a large number of displacement effects and size 4 throws.
- · The secures will make it difficult for MODOK to stay relevant. (SWORD, D secures)
- · The enemy team has a lot of anti-mystic attack powers or naturally high mystic defense. (Convocation, Ultron)
- · Loki and/or Corvus will be coming in.
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