Marvel: Crisis Protocol – The Blob Character Previews
Marvel: Crisis Protocol is getting a new mutant powered character to the roster: Fred Dukes, aka, The Blob!
I’m a child of the Arcades of the 80’s and 90’s. And if you’re like me then you’ve definitely seen a certain X-Men arcade cabinet at those establishments. I have vivid and fond memories of playing on that machine and the echoing sounds of battle against a particularly rotund opponent. Yes, I’m talking about The Blob and he’s coming to Marvel: Crisis Protocol! Today, we’re getting a taste of his rules.
Fred Dukes grew up big and he grew up mean. Unaware that he possessed a powerful mutation, he joined a circus as a strongman, expecting to live a lonely life as a sideshow. But his fortunes turned fast when first Xavier, then Magneto, then Mystique scouted him for various superpowered teams. Suddenly surrounded by peers who appreciated his abilities rather than mocked them, Fred quickly formed an attachment to his mutant identity. Now known as The Blob, his performing career may be behind him; but his superpowered shenanigans have just begun!
The Blob isn’t very fast — at first glance. He only moves “small” but he’s got 6 stamina and counts as size 3! The Blob also has a pretty massive 4 defense against physical attacks which checks out. Considering he’s only 3 threat that makes him a somewhat efficient tank option. You also don’t want to get too close to him because his girth can and will be used against you.
His basic Strike attack is range 2 and strength 5. He can use that generate some power if the attack does damage. Furthermore he can also shove targets with it. Oh and if you think you’ll be able to shove him first — guess again. Because Nothing Can Move The Blob! (which makes him immune to pushes or being thrown).
If you do make a mistake and get within range 3 he can nail a target with a Thunderous Splash. This strength 7 attack does require 3 energy but it gives The Blob some extra movement and quite literally does some splash damage to characters within range 2.
His other two abilities are also handy. Catch Little Man! allows him to throw terrain features size 3 or less “medium” for 3 energy. Ha, Ha, Ha That Tickles! is a nice defensive ability that reduces the damage The Blob takes and helps keep him in the fight.
I really want to get this character. When I do get The Blob, along with Pyro, I think I’m going to have to recreate those arcade memories on the tabletop. We’ll see just how immovable The Blob ends up being!
Nothing Can Move The Blob!