Unit
WXM050 Mojo
7 


140 points
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6 special |
6 special |
6 special |
6 special |
8 phasing/teleport |
8 phasing/teleport |
8 phasing/teleport |
8 phasing/teleport |
KO |
KO |
KO |
KO |
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11 telekinesis |
11 penetrating/psychic blast |
10 penetrating/psychic blast |
10 penetrating/psychic blast |
9 pulse wave |
9 pulse wave |
9 steal energy |
9 steal energy |
KO |
KO |
KO |
KO |
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17 energy shield/deflection |
18 energy shield/deflection |
17 energy shield/deflection |
17 energy shield/deflection |
17 super senses |
16 super senses |
16 super senses |
16 super senses |
KO |
KO |
KO |
KO |
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3 enhanchment |
3 probability control |
3 probability control |
3 probability control |
3 probability control |
3 perplex |
3 perplex |
3 perplex |
KO |
KO |
KO |
KO |
slot | 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
Keywords:
Celebrity
, Mojoverse
, Monster
, Mystical
, Ruler

Whan an opposing character targets Mojo with an attack and misses, modify that character's damage value by -2 until after they next hit an opposing character with an attack.

Give Mojo a free action and choose an opposing character within range and line of fire. That character can't move adjacent to Mojo or into either the row or column Mojo occupies until your next turn. This power can't be ignored.

Other characters with the Celebrity keyword modify their attack values by +1. Opposing characters that aren't within Mojo's range and line of fire modify their attack values by -1.