View Full Version : Bane or Sandman with Dr.Doom?
KiLLeR_bUrIto
03/01/2003, 14:20
Is it better to use sandman with dr. doom or bane? With sandman, u can mastermind damage onto his inv. and heal him with his low defense. His is also great for tying up opponents while doom blast the opponent and doom and sandman can share attack values as well via syn. syn. team ability. Here is how they would work:
X=opponent
D=dr. doom
S=sandman
X
S
D
Doom still has a clear line of sight for ranged attacking and sandman can pound on the enemy for 3 damage in his first few clicks.
On the other hand, there is bane. he would just be an all out attacker. His team ability has the same effect as sandmans so that makes no difference. He can lay down a beating and with him and doom attacking the same turn plus perplex they can do 9 damage. Who do u think is better, E sandman or E bane??????
Please say why as well. Thanks
KiLLeR_bUrIto
03/01/2003, 14:21
the xsd is really supposed to look like this:
X
S
D
sorry for and confusion caused........
KiLLeR_bUrIto
03/01/2003, 14:23
wtf it wont work... i will underscore this time
___________________X
__________________S
___________________D
hope this works.
KiLLeR_bUrIto
03/01/2003, 14:24
there we go.....
C-Diddy Dolan
03/01/2003, 14:37
Bane rules all!!! You cannot deny his power!
KiLLeR_bUrIto
03/01/2003, 15:44
ok..... anyone else have any thoughts?
KiLLeR_bUrIto
03/01/2003, 15:45
ok...... anyone else have any thoughts?
Doombot 3.1
03/01/2003, 15:52
Go with Sandman. Use Doom's mastermind to transfer damage to Sandman. Use Sandman's invulnerability to reduce damage by 2.
Bane. Heck, he can take out half of the clix in all the sets just with one shot with CCE. Only problem is you can't perplex is damage up when he's using CCE. :( But you can always perplex the other guys defense down. :)
KiLLeR_bUrIto
03/02/2003, 16:27
or u could perplex dooms attack up to 4 and have them both attack a guy for 9 clix. A sure death for a majority of the figs in the game.
Wyldstaar
03/02/2003, 19:49
I'd definitely go with E Sandman over Bane. Even after taking a beating he does damage with his limited range. Being able to attack with Doom's Attack value will make Sandman a force to be reconed with. Keeping him away from b2b will protect him from taking any more damage than absolutely necessary, whil not hindering his ability to bring the hammer down.
KiLLeR_bUrIto
03/03/2003, 16:19
but with sandman i was thinking using his plastcity to tie down oppenents...
KiLLeR_bUrIto
03/03/2003, 16:23
... with the opponent tied down he cant escape and must face the wrath of sandmans 3 and dooms 4 damage(perplex) every turn. They will almost always hit(shared AV).
CyberVenom
03/03/2003, 16:33
Go with Sandy. The tie up and pick em off manuver is always a good, fun way to take down a team.
Veggiehater
03/03/2003, 16:35
Depends what you are after really.
If you want to KO opponents without breaking a sweat Bane is your man.
If you want to control their positioning and movements all the while making it harder to hurt Doom, Sandy is your man.
Both are good choices so it really hinges on who else is on your team.
Hope this helps,
VH
it's one I've used before in the manner you suggested--perplexing up Doom's damage using running shot dropping Sandy into base hitting and preventing the opponent from running away using Sandy's plasticity. We don't play mixed, so I've never considered Doom and Bane together. I would not use Bane as Doom's damage sponge however, he's too expensive and too good of an attacker for that role. Have Doom carry a Doombot to Mastermind to and have some free-moving taxi bring in Bane to finish off the target.
KiLLeR_bUrIto
03/05/2003, 16:28
what is so bad about veggies?? (LOL)
webhead817
03/05/2003, 16:34
or, you could perplex up Dooms AV, share it via team ability, let Sandy/Bane attack first, then attack with Doom. That way both characters get the benefit of the higher AV.
One problem with damage sponge techinque- People seem to forget the whole outwit deal. It's kinda important to think of when building a DS team. Try this... Stick an intergang medic behind doom. Give him the outwit ability too. Not too sure on how much the lowest superman team ability guy is but definatly use him, otherwise doom WILL be stealthed to death. Stealth and outwit. Horrible combo yes? At least if they turn off your mastermind for one turn, you can then outwit outwit and regain it. Of course, by then you'll probably be down to invulnerability. Hrm eh? Decisions decisions. Personally for me though, the sandman doom combo has ALWAYS worked, though I usually only use exp doom and use those extra points on some good support. Trust me, you'll need the support more than the running shot.
allchimp
03/06/2003, 15:49
sandman all the way. I use him as a way to pin down opponents and smash them. And after he takes some hurt, he gets much harder to hit. Sandy all the way.
KiLLeR_bUrIto
03/06/2003, 16:11
what kind of support do u mean? like snipers, or medics???
I used this in my last tournament along with good position and did very well, including against cheese. 2nd place in fact. exp doom, exp sandman, 2 blue shield meds, blizzard (being carried by doom to create barrier to make up for running shot) and the intergang medic. In round 1 juggernaut got his little hiny whupped in two turns. Hehe.
vBulletin® v3.7.0, Copyright ©2000-2012, Jelsoft Enterprises Ltd.