Date: Sunday, December 25th 2022 6:10pm CST
Categories: Site Articles,
Editorials,
Top Lists
Posted by: rikkomba Discuss This Topic · Permanent Link
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Hello everybody! Welcome back for the third and final part of this series focused on mini-cons.
You can find part 1, focused on Mini-con teams,
here, and part 2, focused on mini-con partners,
here.
This year marks the 20th anniversary of what has been one of the most influential Transformers toylines ever created, whose wild success eventually opened the door to investing in the Bayverse.
Armada introduced us to Mini-cons as the “third faction”. Spawn of Unicron and pokemon of the week, these tiny robots were hunted down by both Autobots and Decepticons as “power ups” for larger Transformers.
Mini-con toys came in two flavours: teams, sold, in 3-packs, and partner Mini-cons sold together with their bigger partner. After journeying through teams and partners, we are finally at the final showdown: which are the top 10 Mini-cons, when taken as standalone toys?
In this list we won’t focus on “team’s theme” or “partner integration”, but on the toy in itself, in the context of still being a powerup for larger ‘bots.
1-20 scores were given for:
Alt mode: how cool is the alt mode, how well designed?
Robot mode: how cool is the robot mode, in the context of a tiny toy?
Powerlinx credibility: just by itself, how credible is this Mini-con as a powerup?
Engineering: how well was this Mini-con built?
Transformation: how original and well executed is the transformation?
Then those scores were added together to give a score on 100 which is what you will see on all the entries throughout the ranking.
The list includes:
- all 63 individual molds from Mini-con teams: 33 from Armada, 3 from Energon, 6 from Cybertron, 18 from Classic and 3 from Thrilling 30;
- all 35 partner Mini-con molds: 21 from Armada, 4 from Cybertron, 1 from Universe 2.0 and 9 from Power Core Combiners;
two molds with toys which were at some point called Mini-cons: Cybertron Laserbeak, and Generations Cyclonus’ Nightstick.
This gives a grand total of exactly 100 Mini-con molds.
Because of the number and variety of Mini-cons listed, in case of tied scores the placement in the list is down to personal preference.
Which are the top 10? Which is the single worst Mini-con out of 100?
Let’s get started!
#10. Transformers Armada Thunderclash (85/100)
20/20/5/20/20
Iconic alt mode, original transformation, not very credible as a power up, also because of how its port is positioned.
Team: partner, with Armada Skywarp
Versions: 5
#9. Transformers Armada Gunbarrel (Glide) (86/100)
18/14/20/20/14
Six-barrelled cannon and bomber, some challenges with articulation in robot mode but overall solid targetmaster.
Team: Air Military Team
Versions: 9
#8. Transformers Armada Leader-1 (Barrel) (87/100)
14/15/20/20/18
Iconic triple-changing mini-con, simple but effective engineering and transformation.
Team: partner, with Armada Megatron
Versions: 3
#7. Transformers Classics Dreadwing (88/100)
20/14/14/20/20
Excellent beast mode, it could pass as a shield with its wings closed, why not.
Team: Classics Predator Attack Team
Versions: 4
#6. Transformers Armada Terradive (Recon) (89/100)
20/20/20/13/16
Excellent targetmaster to give Starscream some Wolverine claws, hampered by bad engineering and overall fragility.
Team: Air Military Team
Versions: 9
#5. Transformers Cybertron Safeguard (Roots) (91/100)
Safeguard is possibly the best Mini-con to come out of Galaxy Force. While it does not activate any real feature, being more of a targetmaster partner, Safeguard’s inherent coolness makes it stand tall among so many power-ups.
Alt mode (20/20): literally a flying laser cannon, cool enough to get a pass.
Robot mode (20/20): articulated, cool looking and well proportioned.
Powerlinx credibility (20/20): possibly the most credible arm-mounted powerup.
Engineering (16/20): durable, stands easily despite the massive backpack.
Transformation (13/20): effective, but simple.
Team: partner, with Cybertron Vector Prime
Versions: 5
#4. Transformers Armada Makeshift (Twist) (92/100)
Makeshift is a great mini-con triple changer, with two excellent alt modes and a passable robot mode.
Alt mode (16/20): iconic and unique, Makeshift’s alt mode looks so peaceful… until it’s transformed into its third mode, a double tri-barrelled rotating machine gun!
Robot mode (16/20): its gun-hands are a bit distracting, could be worse.
Powerlinx credibility (20/20): how cool is this?
Engineering (20/20): robust and durable, with thick transparent plastic.
Transformation (20/20): simple and effective across three modes.
Team: Emergency Team
Versions: 10
#3. Transformers Armada Stormcloud
(93/100)Stormcloud not only makes for an excellent power-up, but is also a great, fun TF toy on its own.
Alt mode (17/20): great looking speedboat with a giant, giant missile on top
Robot mode (20/20): articulated - even more than the “highly articulated” Street Speed Team members - stable and cool looking, despite the giant, giant missile.
Powerlinx credibility (20/20): one of the best.
Engineering (18/20): very well designed, more effort than in many other cases.
Transformation (18/20): simple, and very effective.
Team: Sea Team
Versions: 6
#2. Transformers Armada Waterlog (95/100)
Waterlog is at least as cool as Stormcloud, with a slightly more interesting transformation.
Alt mode (20/20): a great hovercraft mode, with a giant, giant missile
Robot mode (16/20): well proportioned and decently articulated, with a great arm-mounted weapon - the giant boots are still needed to give it stability
Powerlinx credibility (20/20): excellent power-up.
Engineering (20/20): stable and robust.
Transformation (19/20): original transformation for a mini-con, well executed.
Team: Sea Team
Versions: 6
#1. Transformers Armada Bonecrusher (Bomb) (99/100)
Bonecrusher is the pinnacle of mini-con molds, with an original alt mode, a unique transformation, a cool looking robot mode and great credibility as a power-up. Bonecrusher wins under all dimensions, and any TFan should own a copy of this mold.
Alt mode (19/20): unique and well designed - it’s a shame the first is so visible.
Robot mode (20/20): this mini-con means business.
Powerlinx credibility (20/20): an excellent power-up with a giant, giant missile
Engineering (20/20): the best engineering of any Mini-con toy out there. Solid and durable.
Transformation (20/20): the most original transformation of any Mini-con toy out there.
Team: Land Military Team
Versions: 6
Bonecrusher confirms the strength of the Land Military Mini-con team (see part 2). And now, as we go through all remaining 95 molds, we’ll finally find out: which is the worst mini-con ever forged?
#11, Overcast (Cybertron), (84/100)
13/15/20/18/18
Great power-up as dual missile launcher, but the giant missiles don’t work in alt or robot mode.
Team: Giant Planet Team
Versions: 3
#12, Steel Wind (Classics), (83/100)
20/13/10/20/20
Original transformation, and I guess it’s somewhat credible as “arm-mounted bomb launcher”. Proportions in robot mode are iffy.
Team: Classics Clear Skies Team
Versions: 6
#13, Firebot, (82/100)
20/8/20/16/18
Great, kawaii triple changer, with an excellent targetmaster mode as missile pod.
Team: Emergency Team
Versions: 10
#14, Jolt (Cybertron), (81/100)
20/20/1/20/20
Excellent TF toy, terrible power-up.
Team: Cybertron Recon Team
Versions: 8
#15, Longarm (Cybertron), (80/100)
20/20/0/20/20
Excellent TF toy, no credibility whatsoever as power-up.
Team: Giant Planet Team
Versions: 4
#16, Nightscream (Classics), (78/100)
20/18/0/20/20
Great Dragon TF, notable for having its Dragoyell repaint as one of the most elusive Mini-cons ever; terrible, terrible as power-up.
Team: Classics Clear Skies Team
Versions: 5
#17, Thunderwing, (78/100)
20/12/6/20/20
Fun triple changer toy, but… is it a rotating shield? A shuriken? Not very convincing.
Team: Air Military Team
Versions: 9
#18, Liftor, (78/100)
10/20/8/20/20
The Tiny God of mini-con toys, with possibly the best robot mode of any and all Mini-cons, not very convincing for the rest.
Team: partner, with Armada Smokescreen
Versions: 2
#19, Inferno, (78/100)
14/14/14/20/16
Solid in all three modes.
Team: partner, with Armada Thrust
Versions: 4
#20, Comettor, (78/100)
20/16/12/14/16
Unique modes and transformation, not very threatening as a power-up.
Team: partner, with Armada Jetfire
Versions: 4
#21, Firebot (Classics), (78/100)
16/20/14/14/14
Very cool looking robot mode, OK for the rest.
Team: Classics Night Rescue Team
Versions: 4
#22, Stripmine, (76/100)
13/17/12/18/16
While partner interaction with Quickmix was great, on its own Stripmine is much weaker in all modes.
Team: partner, with Cybertron Quickmix
Versions: 2
#23, Sky Blast, (76/100)
20/16/0/20/20
Fun, original rocket mode, not great as a powerup…
Team: Space Team
Versions: 6
#24, Heavytread (T30), (76/100)
20/12/20/12/12
Simple, chunky tank TF, nothing to write home about.
Team: Thrilling 30 Assault Team
Versions: 1
#25, Buzzsaw, (76/100)
20/10/20/12/14
Fun, original alt mode, mediocre robot mode.
Team: Destruction Team
Versions: 9
#26, Jolt, (76/100)
20/20/0/20/16
Spinning blade? Not really - but it’s a nice little TF toy on its own.
Team: partner, with Armada Hot Shot
Versions: 2
#27, Grindor (Classics), (74/100)
20/14/0/20/30
Unique car mode, original transformation, not much of a power-up, still quite nice.
Team: Classics Dirt Digger Team
Versions: 3
#28, Blackout, (74/100)
20/18/14/12/10
Iconic Mini-con, two modes and a half, simple but very well thought out.
Team: partner, with Armada Demolishor
Versions: 5
#29, Oval, (72/100)
20/20/0/16/16
Street Speed team members have the same thing in common: nice car modes, mediocre robot modes. Oval is the best one of the three.
Team: Street Speed Team
Versions: 8
#30, Wind Sheer, (72/100)
18/14/0/20/20
Iconic alt mode and fun transformation, not much of a power-up.
Team: partner, with Armada Wheeljack
Versions: 3
#31, Oil Slick (Classics), (70/100)
20/20/0/10/20
Fun little TF toy, not much of a power-up - most common case for Classics mini-cons.
Team: Classics Dirt Digger Team
Versions: 4
#32, Dead End, (70/100)
20/12/14/12/12
Here comes the pain. Unicron’s favorite antibody is as mean as its role requires - coming packaged with a massive gun only helps in its job. Considering the challenge of turning into a sphere, Dead End is one of the most ambitious designs - a qualified success.
Team: partner, with Armada Unicron
Versions: 7
#33, Heavy Load, (69/100)
17/17/7/14/14
Original alt mode, well articulated robot mode, it just sucks as a power-up.
Team: partner, with Cybertron Menasor
Versions: 1
#34, Strongarm (Classics), (68/100)
20/14/0/16/18
One of the most peculiar transformations ever, it’s less successful than e.g. Bonecrusher, but still manages to stand on its own.
Team: Classics Night Rescue Team
Versions: 7
#35 Wreckage, (68/100)
14/12/20/12/10
Excellent power-up, fun alt mode, OK-ish robot mode. In this vein, Cybertron Overcast is better.
Team: Land Military Team
Versions: 6
#36, Windshear (T30), (68/100)
20/20/8/0/20
Extremely fragile, Windshear has possibly the worst engineering of any mini-con class toy. It’s a shame, because its modes look pretty great.
Team: Thrilling 30 Assault Team
Versions: 1
#37, Rollbar, (66/100)
20/16/0/14/16
Original, satisfying transformation, a fun little toy on its own.
Team: partner, with Armada Scavenger
Versions: 2
#38, Knock Out, (66/100)
12/12/20/12/10
The weakest of the three members of the Land Military Team, still a great power-up.
Team: Land Military Team
Versions: 6
#39, Throttler (PCC), (64/100)
0/14/20/16/14
PCC Mini-cons don’t really have any alt mode, and rely on their strength as power-ups. Throttler, with its unique alt mode as a drill, is the most interesting PCC mini-con.
Team: partner, with Power Core Combiners Sledge
Versions: 3
#40, Rollout, (64/100)
12/12/4/18/18
A core class toy by today’s standards: Armada Overload sold at the Max-con price point of $20, and a core class Rollout would easily cost $15 by itself, today. Would it be worth the money? By itself, probably not.
Team: partner, with Armada Overload
Versions: 7
#41, Reverb (Cybertron), (63/100)
18/20/0/14/11
A micromaster car: competent, with a fun transformation, but nothing special.
Team: Cybertron Recon Team
Versions: 8
#42, Beacon (PCC), (62/100)
0/20/16/14/12
PCC mini-cons are often great for fan-modes. Of all 100 Mini-con molds, PCC Beacon is the most fanmode-friendly, a great source of fun - with some imagination.
Team: partner, with Power Core Combiners Steelshot
Versions: 4
#43, Runway (T30), (62/100)
10/16/14/12/10
Iffy proportions, iffy alt mode, overall it’s OK but nothing to get too excited about. At least thrusters can be used as an arm cannon.
Team: Thrilling 30 Assault Team
Versions: 1
#44, Sonar, (62/100)
10/20/0/16/16
The Star Saber is made of three little airplanes - and Sonar is the most interesting of the three.
Team: Air Defense Team
Versions: 12
#45, Crumplezone, (61/100)
15/10/8/18/10
A great partner and complement for Armada Cyclonus, but does not stand up well on its own.
Team: partner, with Armada Cyclonus
Versions: 4
#46, Nightstick (Targetmaster), (60/100)
0/20/0/20/20
One of the two “Mini-con because they say so” entries, Nightstick is not necessarily worse than many Classics or PCC Mini-cons. The lack of a Mini-con port just makes it less versatile.
Alt mode (0/20):
Robot mode (20/20):
Powerlinx credibility (0/20):
Engineering (20/20):
Transformation (20/20):
Team: partner, with Generations Cyclonus
Versions: 8
#47, Waterlog (PCC), (60/100)
10/20/20/8/2
A cheater - its wings suggest some alt mode, but no. Still, a fun power-up.
Team: partner, with Power Core Combiners Undertow
Versions: 3
#48, Dune Runner, (60/100)
20/16/0/14/10
A fun toy, with a fun gimmick for its machine gun.
Team: Adventure Team
Versions: 6
#49, Iceberg, (54/100)
20/12/14/6/2
Sometimes less is more - and Iceberg really plays it safe. The original alt mode rescues it somehow. Its boosters can act as a double cannon, why not.
Team: Adventure Team
Versions: 6
#50, Ransack, (54/100)
20/10/14/8/2
Rope and hook gimmicks came at great cost in Armada, just see Armada Smokescreen. Ransack also suffers from balancing its budget, with the simplest transformation of the entire Unicron Trilogy.
Team: Adventure Team
Versions: 6
#51, Swoop (Classics), (59/100)
13/13/0/13/20
A competent dinobot micromaster. As we move into the second half of the list, most Mini-cons we encounter are still OK toys on their own - just bad Mini-cons.
Team: Classics Dinobot Team
Versions: 5
#52, Incinerator, (59/100)
20/13/12/8/6
Nice car, with engineering taking shortcuts, putting most of the alt mode on one arm. Maybe it can be a melee weapon - maybe.
Team: partner, with Armada Blurr
Versions: 3
#53, Dualor, (58/100)
16/14/20/4/4
Redundant alt mode, simple transformation, but competent overall.
Team: Destruction Team
Versions: 9
#54, Astroscope, (58/100)
20/12/0/12/14
A satellite mode is already cause for celebration, but this mold’s fragility holds it back. Not something you could ever give to a child.
Team: Space Team
Versions: 6
#55, Laserbeak (not a cassette), (56/100)
8/18/0/20/20
Nightstick’s partner as an “intruder”, Cybertron Laserbeak is more of an accessory than a toy - less interesting than a G1 cassette, and not even much of a power-up.
Team: partner, with Cybertron Soundwave
Versions: 3
#56, Bomb-burst (PCC), (56/100)
0/20/20/8/8
One of the best PCC Mini-cons, and one of the most credible Mini-cons in general as a power-up: despite its simplicity. Bomb-burst is straight out of the PS2 Armada videogame.
Team: partner, with Power Core Combiners Salvage
Versions: 4
#57, Razorbeam (PCC), (56/100)
0/16/20/10/10
One of several “targetmaster PCC Mini-cons”, Razorbeam is only mildly interesting.
Team: partner, with Power Core Combiners Darkstream
Versions: 3
#58, Deepdive (Cybertron), (56/100)
20/8/20/4/4
The submarine mode is cool, but when it comes to engineering and transformation, they didn’t even try.
Team: Giant Planet Team
Versions: 4
#59, Sparkplug, (55/100)
20/10/1/10/14
Sparkplug is yellow, awkwardly shaped and useless: it reminds me of G1 Bumblebee, and for this reason I was very tempted to give it a perfect score: 0
Team: partner, with Armada Superbase Optimus Prime
Versions: 5
#60, Jetstorm, (54/100)
14/14/0/10/16
Another little airplane, and possibly one of the most fragile Mini-cons out there.
Team: Air Defense Team
Versions: 12
#61, Longarm, (54/100)
20/12/0/12/10
A homage to Micromasters from inception, it succeeds in this regard - nice micromaster, bad Mini-con.
Team: partner, with Armada Red Alert
Versions: 6
#62 Drill Bit, (54/100)
8/14/18/6/8
Drill Bit took Leader-1 and removed any and all ambition from that concept. I am not surprised that Legacy Metroplex omitted Drill Bit entirely.
Team: partner, with Cybertron Metroplex
Versions: 2
#63 Rook and Crosswise, (54/100)
20/8/0/14/12
Dead End’s lost cousins, they only really work together - the novelty of their combination has its merit, but they only work as complements for Armada Sideways.
Team: partner, with Armada Sideways
Versions: 4
#64, Backtrack, (54/100)
20/14/0/12/8
At this point, almost two thirds into the list, we can start finding Mini-cons which have fewer and fewer redeeming qualities. Backtrack is one of these - Oval is a far superior alternative.
Team: Street Speed Team
Versions: 8
#65, Spiral, (53/100)
20/14/0/12/8
Boring, boring, boring.
Team: Street Speed Team
Versions: 8
#66, Dirt Rocket (Classics), (52/100)
20/16/4/2/10
Another spectacularly fragile mold, with hair-thin biceps which often break up during the first transformation attempt. While its two modes are OK, it’s a lazy, unrefined design.
Team: Classics Dirt Digger Team
Versions: 4
#67 Overbite (Classics), (52/100)
20/12/0/12/8
Wolves make for terrible, terrible pets, and even worse power-ups.
Team: Classics Predator Attack Team
Versions: 5
#68, Terrorsaur (Classics), (52/100)
16/16/0/10/10
Great homage to Beast Wars Megatron, not a great powerup.
Team: Classics Dinobot Team
Versions: 6
#69, Pinpoint (PCC), (52/100)
1/20/19/8/4
Effectively a homage to G1 Powermasters, with a piss-poor color scheme.
Team: partner, with Power Core Combiners Leadfoot
Versions: 4
#70, Grindor, (50/100)
8/14/0/14/14
It’s a skateboard - and it could have been much, much worse.
Team: Street Action Team
Versions: 6
#71, High Wire, (50/100)
20/14/0/14/2
It’s a BMX bike, and… no, really, no, this doesn’t work.
Team: Street Action Team
Versions: 6
#72, Airlift (PCC), (50/100)
0/18/2/6/6
Yawn.
Team: partner, with Power Core Combiners Sky Hammer
Versions: 4
#73, Prowl, (48/100)
20/8/8/8/4
Personally I love Armada Prowl’s car mode, but its other two modes are really bad.
Team: Emergency Team
Versions: 10
#74, Divebomb (Classics), (48/100)
20/2/14/4/8
Fun concept, and terrible, terrible engineering - this is something one would create with LEGO. Also, they really need to stop integrating rocket launchers and other weaponry into the robot head, it’s just bad.
Team: Classics Night Rescue Team
Versions: 6
#75, Refute, (47/100)
8/2/15/14/8
Great homage to G1 insecticon, inexplicable for the rest - comedy value at best.
Team: parter, Armada Hoist
Versions: 4
#76, Highwire (Energon), (46/100)
10/14/0/10/12
Better than its Armada version in some aspects, but it doesn’t even have cuteness to save it, this time.
Team: Energon Street Action Team
Versions: 6
#77, Sledge (Classics), (44/100)
14/10/0/10/10
Original, fragile, awkward, not the brightest design out there.
Team: Classics Demolition Team
Versions: 6
#78, Runway, (44/100)
16/10/0/10/8
Runway sucks as a robot - its arms are truly terrible.
Team: Air Defense Team
Versions: 12
#79, Oceanglide, (44/100)
0/6/20/10/8
The weakest member of the Sea Team, and one of the weakest alt modes of all Mini-cons.
Team: Sea Team
Versions: 6
#80, Drill Bit, (44/100)
6/4/20/4/10
Fun alt mode, completely botched robot mode.
Team: Destruction Team
Versions: 9
#81, Nightbeat, (43/100)
20/1/10/6/6
This might come as a surprise: Armada Nightbeat is not the weakest mini-con mold, despite its horrifying robot mode - even Universe downgraded its repaint as “Seek and Destroy Drone”, they didn’t dare call it a Mini-con. Not only its alt mode is well executed, but as a power-up it somehow works as a jetpack.
Team: partner, with Armada Side Swipe, or A.S.S.
Versions: 2
imagine it as flamethrower in reverse
#82, Dirt Boss, (42/100)
14/8/0/10/10
A boring car mode, an ugly robot mode, Dirt Boss doesn’t really shine.
Team: Race Team
Versions: 8
#83, Groundspike (PCC), (38/100)
0/8/18/8/4
Groundspike has one of the best Mini-con integrations of all PCC Mini-cons, but it only really works together with its partner.
Team: partner, with Power Core Combiners Heavy Tread
Versions: 4
#84, Caliburst (PCC), (38/100)
0/8/18/8/4
Visually more interesting than other “PCC turrets”, with a terrible, ugly robot mode.
Team: partner, with Power Core Combiners Huffer
Versions: 3
#85, Sureshock (Energon), (36/100)
20/6/0/4/6
A four-wheeled bike, perfect for faceplanting - just like its robot mode’s design.
Team: Energon Street Action Team
Versions: 6
#86, Thunderwing (Classics), (36/100)
14/4/0/4/14
Tom Cruise would probably get offended - fun transformation, but overall a terrible design
Team: Classics Clear Skies Team
Versions: 6
#87, Broadside (Classics), (36/100)
20/2/14/0/0
One of the ugliest robot modes of any TF toy, Broadside’s hips are just under its chin. Moreover, Broadside cannot stand on its own. Who approved this thing?
Team: Classics Demolition Team
Versions: 5
#88, Ramjet, (36/100)
14/2/0/10/10
Armada Ramjet was entirely designed for a specific gimmick, much like Armada Nightbeat. No Tidal Wave, no party.
Team: partner, with Armada Tidal Wave
Versions: 2
#89, Sure Shock, (34/100)
20/4/0/6/4
It’s a Vespa! And it sucks.
Team: Street Action Team
Versions: 6
#90, Over-run, (33/100)
13/6/0/8/6
Over-run is effectively a rifle with wings. More of an accessory than anything else.
Team: partner, with Armada Optimus “Bendy” Prime
Versions: 5
#91, Swindle, (30/100)
20/2/0/6/2
Swindle somewhat worked as Starscream’s partner, but as a standalone toy it’s a bit of a stinker.
Team: partner, with Armada Starscream
Versions: 7
#92, Six-Speed (Cybertron), (28/100)
20/4/0/3/1
Possibly the most boring car mode in the entire Unicron Trilogy.
Team: Cybertron Recon Team
Versions: 8
#93, Wideload (Classics), (26/100)
9/0/10/0/7
Ugly in robot mode, forgettable in alt mode.
Team: Classics Demolition Team
Versions: 6
#94, Downshift, (25/100)
20/2/0/2/1
Downshift is similar to Six-speed, with a far more horrifying robot mode and worse engineering.
Team: Race Team
Versions: 8
#95, Mirage, (23/100)
10/4/0/5/4
Mirage is similar to Swindle - only worse.
Team: Race Team
Versions: 8
Here we are: 95 entries later, we start the countdown for
the worst 5 Mini-con molds ever! Are you scared? You should.
#96, Knockdown (Classics), (22/100)
Alt mode (10/20): knockdown is less of a dinobot, and more of a frankenstein monster.
Robot mode (4/20): most of this robot mode is a cow split in two.
Powerlinx credibility (0/20): of course.
Engineering (4/20): it must have taken a good 4 minutes to design Classics Knockdown, points for the effort.
Transformation (4/20): I just want to forget this exists.
Team: Classics Dinobot Team
Versions: 5
#97, Payload, (18/100)
Alt mode (6/20): one of the least ambitious alt modes ever designed, it’s just there.
Robot mode (4/20): I assume this is some micromaster homage? Not brilliant.
Powerlinx credibility (0/20): of course.
Engineering (6/20): no engineering, just regrets.
Transformation (2/20): it does transform, yes, it’s something that happens.
Team: Space Team
Versions: 6
#98, Snarl (Classics), (16/100)
Alt mode (12/20): it’s a kitty… puma… panther? I think it meows.
Robot mode (0/20): Classics Snarl’s robot mode is so ugly its designed should be banned from ever approaching a cat again.
Powerlinx credibility (0/20): of course.
Engineering (0/20): no engineering, just pain, suffering and lots of sadness.
Transformation (4/20): Classics Snarl can be classified as an ass-former.
Team: Classics Predator Attack Team
Versions: 5
#99, Universe 2.0 Jolt, (15/100)
Alt mode (4/20): Universe 2.0 Jolt transforms into a helicopter, a helicopter made with spit and glue.
Robot mode (4/20): Universe 2.0 Jolt has a robot mode. Now that you know, no need to verify for yourself.
Powerlinx credibility (1/20): Universe 2.0 Jolt can be used as a shield, possibly while still alive.
Engineering (01/20): cheap, cheap, cheap, Universe 2.0 Jolt is nothing more than an insult to the Unicron Trilogy.
Transformation (02/20): yes, Universe 2.0 Jolt transforms. It also sucks.
Team: partner, Universe 2008 Hotshot
Versions: 3
#100, Grindor (Energon), (10/100)
Alt mode (8/20): I am pretty sure that Energon Grindor transforms into a Cybertronian Turd.
Robot mode (0/20): Energon Grindor’s robot mode should be fixed by activating SafeSearch.
Powerlinx credibility (1/20): it deserves a 20, in that enemies will probably run away laughing.
Engineering (1/20): Energon Grindor had elbows and ankle articulation - and nothing else.
Transformation (0/20): this is something you don’t want to test.
Team: Energon Street Action Team
Versions: 6
And here we are: all 100 mini-con molds, ranked. Between Armada Bonecrusher and Energon Grindor, mini-cons have brought incredible variety in their alt modes, transformations and gimmicks - a testament to the incredible creativity Aaron Archer and the Armada design team brought into our hobby.
As we celebrate Armada’s 20th anniversary, it’s an excellent time to revisit many of these molds - today is best time to get started with Mini-cons
Thanks for making us company in this celebration, looking forward to read your comments.
19 years later, still yours,
Rikkomba
Date: Sunday, April 4th 2021 12:44am CDT
Categories: Site Articles,
Editorials,
Top Lists
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Every month now, Seibertron.com brings you a Top 5 list related to all things Transformers written by me, your fellow editor, or a guest. That's the case this month where fellow Seibertronian Kurona wrote this list. These are our opinions (just like movie or game reviews hosted by sites are still just the opinion of one person) so what matters most is what you guys think of the topic or list, and I hope to see your own lists or comments on omissions and ranking. Let's have fun! All previous lists can be found
here.
Top 5 Worst IDW G1 Transformers Stories
For many years, the IDW Generation One comics have been a gift to its readership. Entertaining battles and interesting new spins on old characters are a standard of any good Transformers series; but the IDW comics stand out in particular for being aimed at an older audience than usual - hence we've been challenged with darker material, philosophical questions, political allegories and deep character studies the likes of which we have never had in the franchise before. Among all this sophistication, however, it's sometimes easy to forget that the company has unfortunately put out some very, very bad stories in its time. Let's count down what are arguably the 5 worst IDW Transformers stories!
5. Combiner Wars
As time has gone on, my opinion on this crossover has lightened up a bit as it does have quite a few good points. We have some fantastic action courtesy of a very unique style of combiner battles, we get to see Starscream's political machinations behind the scenes continue to wreak havoc on society, and this arc did provide the true beginning to the Colony Worlds story that makes the Windblade books and Till All Are One so good.
Neither did most the comic, Superion
However, these are not enough to save this crossover - only enough to put it at the top of the list rather than the bottom. This was a scary event from the outset as it put interference from Hasbro at an all-new high - while IDW did advertise some of Hasbro's Universe/Generations toys before, generally it was at a much lower rate compared to the usual amount of salesmanship Transformers fans are used to and they were allowed to continue their stories with only a couple new bodies or background characters to show for it. However, Combiner Wars saw fit to shove in as many toys as it could at an alarming rate, even to the expense of interesting concepts like the Prowl-controlled Devastator getting shelved for the sake of showing off the new £150 Titan-Class toy. An attempt at focus in the storyline seems evident but we can barely keep up as the titular gestalt scuffles rage not once, not twice, but
three times over the course of but a few issues when the political and religious ramifications of Cybertron coming into contact with Caminus should be at the forefront. 'Combine' that with an unprecedented amount of scripting and art errors and it's easy to see why many fans at the time took to calling this the worst arc of the post-Death of Optimus Prime era.
- Kurona
4. Infestation
This is a bit odd because it technically isn't a Transformers story - well, it is, but the actual Transformers part is just one aspect of it. The actual story is based around, as far as I can tell, two of IDW's original franchises -
CVO: Covert Vampire Operations and
Zombies vs. Robots. A prelude of multiversal nonsense has zombies invade multiple universes in what was at the time billed as the biggest crossover event of IDW as a company, with zombies infesting various of their licensed universes - G.I. Joe, Ghosbusters, Star Trek and, of course, Transformers. This isn't the first time IDW Transformers has done a cross-continuity crossover, but it is notable for being the only one of the two that stayed canon and had effects on the universe going forward.
Kup and Cyclonus both sum up my feelings
And as one might have guessed, the two-issue segment of Infestation containing the Transformers is pretty bad! Transformers does not lend itself well to the threat of undead flesh. The whole point of zombies as a horror trope is that no matter what you do, no matter how hard you try to stop it; it is slowly coming for you, it will get you, and everyone who falls in its path will be added to its ranks. It's very chilling, and while in recent years Zombies in horror movies have arguably not been used to their best potential - that's a top 5 worst list all on its own - it's still very possible to make them very scary with a human element. Not with a giant-robots-from-outer-space element. You can't possibly fear for the Autobots here as the best the zombies can do is weakly slap their metal before getting kicked away or obliterated by a photon blast, and even in the story Wheeljack uses their advanced technology to make sure they can't even get to the humans beyond a small portion of Las Vegas! But even beyond that faulty premise the story does not inspire confidence. Galvatron and Prowl are both wildly out of character, very weak "it's magic, we don't have to explain it" reasoning is used for the main villain to pose a threat to Cybertronians, and a potentially interesting look at Kup's mental health following
Everything in its right place (a very good Transformers story I can recommend) is pulled out of nowhere by trying too hard to link the undead to what happened in his Spotlight and resulting in a rather pointless sacrifice to stop villains we don't care about from a universe we don't care about. Maybe
CVO and
Zombies vs. Robots are interesting franchises, I don't know; but it really had no business being here.
- Kurona
3. 2019 IDW Reboot Series
You know what's worse than something bad? Something boring. And this series is the most boring piece of Transformers fiction I ever read. At any point that it picks up an inkling of momentum, it then shifts into an all talk issue leading to absolutely nowhere. I swear I never read a comic with so many panels of Transformers just talking while walking up or down some stairs.
Here's a shot from issue 7
Now one from issue 8
By 10 we at least get to see some actiOH My God STOP!
And this was supposed to be a bold new era of Transformers fiction. Give me a break!
- william-james88
2. All Hail Megatron
Ah, All Hail Megatron. Now we're getting to the big leagues. For those that have only started reading IDW in the past few years, a quick history lesson - when IDW first got the license to Transformers back in 2006, the infamous and well-loved among the fandom writer Simon Furman was given full reign to create whatever story he liked with nothing to hold him back. And it was, in fact, rather interesting and a Transformers story unlike what we had seen before. Full emphasis was put on 'robots in disguise' as Autobots and Decepticons alike made sure to hide themselves from humans at all cost. Darker, more complex morals for the Autobots were introduced with an Optimus jaded by the war and implied to not have the matrix. Megatron played the long game with an infiltration protocol that had the Decepticons pervade a world's politics and society before destroying it and taking over. Lesser-used characters like Hardhead and Doubledealer became big players alongside new concepts like Sunstreaker being a Headmaster. This was no Shakespeare, but it was a great breath of fresh air for the franchise.
Kup once again asks the important questions
So you can probably understand why the fans who loved this little era were not appreciative when All Hail Megatron came around. Suffering sales forced IDW to bring in a whole new direction and soft-reboot for the title as Shane McCarthy took over writing duties. So what was this fresh new direction? What wellspring of new ideas came from a writer new to the series? Well, the Decepticons abandon all subtlety and take over Earth. And suddenly have technology that in previous stories was stated to be extremely rare and lost to the ages. And then the Autobots come and defeat them. Oh, and Optimus has the matrix and there's an original character who is a samurai Decepticon turned Autobot in there somewhere. Disregarding the AHM: Coda series which attempted to patch this up - and in some parts was rather good - this plays out essentially like a bland, standard, by-the-books G1 episode or action movie with a superficial gritty overlay. Little characterisation is given or focused on beyond Ironhide's newfound want for punching everyone and everything, and I constantly ask why I don't stop reading this and put on the 1986 movie instead. At least that one had the bravery to actually kill off important characters to increase tension! Oh sure, it was purely to sell toys, but it's a heck of a lot better than this! At the end of the day, this is a story that tries to pretend it's mature and gritty but instead has no new ideas, nothing important to say, no risks to take, and comes off as a watered-down version of an 80s movie whose express intent was selling toys.
- Kurona
1. Revolution
It was a little difficult for me to put this ahead of things as cynical as All Hail Megatron, as you do feel a real passion here. One of the great things about all the creative teams on the modern IDW Transformers comics is that you can feel a true love for the franchise and the series they're writing for - this isn't just a day job for them, this is something they want to do and something they adore doing. And as an aspiring writer myself, I can kind of see how they thought this could be a fun idea - much as the concept has arguably been overdone after Marvel's movies proved it could be successful, an expanded shared universe does bring in a lot of positives. You're able to explore a lot more areas of your world and universe and focus on a lot of different things at once without getting in the way of each other all the time. Your franchise can bring in a lot of different readers looking for a lot of different things. You can have some great crossovers with some entertaining team-ups and history if you really work well at it!
No, Optimus, apparently no-one in this comic can
But it's hard to see how one could start up a shared universe worse. I'm not entirely sure how much I have to criticise this here - of the six franchises involved,
four of them have no history and have either just started up a few months prior or are starting in this very book. It... the premise speaks for itself. This is probably not going to go very well. Between having to start up MASK, restart G.I. Joe and show what exactly is going on with the Transformers; Micronauts and Action Man barely get to show up at all in the crossover while ROM
does show up... and acts completely out of character in the first issue by killing someone without trying to explain why (trying to explain being something he had consistently done in his own comic up until this point) to set up artificial drama and conflict in the second. As crossovers go, this is badly thought out. While the focus has to be on some group and you can't be perfect in your distribution; you should at least try and give equal focus to each party involved in the crossover and make sure to represent them correctly. Instead we got a trigger-happy moronic G.I. Joe randomly shooting at the Autobots in what is... probably the 1,673th time in this franchise humans don't understand there are good robots (despite their predecessors in the EDC making such a distinction and going about things far, far better in more interesting ways for the story), ROM being an idiot, a bulk of focus being given to MASK characters who at the end of the day don't really contribute anything to the story, and Action Man and the Micronauts only arriving at the last second to give too little joy too late. The final battle should be an awesome sight to behold - all these iconic characters people have grown up with over the years banding together for the very first time to fight a threat none of them can hope to face alone. But the actual action panels are a mess with too much happening to make out anything that's going on - not helped by the art which is decent at best, and distorts characters like Victorion and Arcee beyond recognition at worst - and even if they were good by the time you got to Issue #5 you're so exhausted from the terrible quality of the preceding issues and trying to make sense of what I can only generously call a plot that it's difficult to feel any investment or care.
I really did try to like Revolution. I really did. And you know what? I
like the shared universe! The miniseries Revolutionaries alone has proven its merits, some of the books (especially Micronauts) are pretty damn good, we've got what looks to be a decent, small-scale crossover between Transformers and ROM coming up, and despite the fears many fans had; the Optimus Prime ongoing has had minimal effect on its stories by the shared universe while the other two ongoings (Till All Are One and Lost Light) go on as if it never happened. The shared universe is working out fantastically, and if any readers left because of Revolution - something I can't be surprised by and something I really can't blame you for - I absolutely urge you to pick up these ongoings you loved again, because they're still great and Revolution has not hurt them in the slightest.
But as a comic? As a story? As a crossover? As something I can pick up to read and try and enjoy and have fun and hopefully get invested in some new characters and comics? Revolution is an objective failure in almost every area, and I am sorry to say that it is the worst story in the IDW G1 continuity that at the time of writing has ever been put out.
- Kurona
Dishonourable mentions:
Dark Cybertron is yet another unfortunate example that shows IDW sadly, for whatever reason, can't make a good crossover. It wasn't awful and I would certainly recommend it to you over anything on this list, but it was a very long very boring story that, contrary to a lot of modern IDW's strengths, required you to know a lot of backstory and seemed to exist for the pure purpose of tying up loose threads from when Furman left the series. Still, it does provide some good lines, some good team-ups (Whirl and Arcee, Rodimus and Optimus), and managed three incredible twists at the end - two of which it seemed like Hasbro would never let IDW do - that paved the way for amazing stories and have not been undone since.
New Avengers/Transformers, on the other hand, is so stupendously bad it almost got a spot on this list. I decided against it as Infestation is one multi-continuity crossover enough for the list and unlike that one, this has the good grace to be non-canon to both franchises involved. But it is still a mess. Some cool ideas like Iron Man getting a bigger suit to be on-par with the Decepticons and a neat homage to Marvel Transformers #3 aside there are almost no good points to be found here; the art isn't particularly outstanding, character motivations seem to come and go (ESPECIALLY with Dr. Doom), the plot is standard and boring and almost nothing interesting comes of the team-ups. But hey, I got to mention Dr. Doom and Iron Man in a Transformers list, so I'll give it that.
Also, while the Heart of Darkness limited series is related to the Infestation event that is already on the main list, I wanted to make special mention of it here for adding terrible art to an already completely uninspired story.