Some notes:
- This set is awesome if you like the scientist keyword. All 7 of my top 7 figures are scientists.
- The sidekicks/captains in the set just aren’t worth running on their own, but they may see some use when the Wonder Woman set is released.
- The common prime figure in this set is very specialized and not like the awesome power houses that we’ve been used to seeing recently. Still good, but isn’t as good as Bishop, Leopard, or Blue Batman.
Honorable mentions:
5. FFFF050 H.E.R.B.I.E. (30 Points) – There is one reason to use this guy and that’s if sidekicks really catch on as a thing. In the future foundation set alone I can’t imagine a really good sidekicks team. But with the Wonder Woman 80th anniversary set coming out this week, this guy could start to see competitive play if we start seeing teams with several characters that generate side kicks. He’ll break theme on those teams, but being able the prevent the death of a sidekick 50% of the time is worth it.
4. FFFF009 Thing Robot (20 points) – This guy in multiples is great with sidekicks, but even without them he’s worth playing. For 20 points he is the hardiest figure you can find at that point level and as a bonus he can attack for 4 damage if the opponent tries to ignore him.
3. FFFF006 She-Hulk (75 points) – There is only one thing to point out here that isn’t really obvious. On the surface she is just a tough figure with a long dial full of reducers for a relatively low point cost. But, she does have one trait that may catch an opponent by surprise. Its states, “THE FANTASTIC FOUR FOR FOUR MINUTES: Once per turn, you may reroll an attack roll that has a 4.” I did the math and that’s roughly 31% of all rolls AND it doesn’t mention anything about needing range or line of fire. So that’s actually a really strong trait that you might underestimate until you stop and think about it.
2. FFFF031BV Wizard (25 points) – When you absolutely positively need to SEE everybody in the room, accept no substitutes. So this is a subtle but powerful piece that can grant improved targeting to any friendly piece near them. If you are running one (or several) good ranged attackers that you want to make sure aren’t thwarted by something like stealth, this is your guy.
1. FFFF013BMad Thinker (40 points) – If you are playing a Robot theme, then you need to run this guy. He brings perplex, probability control for robots anywhere on the board, and as a nice bonus he is incredibly hard to kill considering he is only a tiny fraction of your build total. And if you aren’t running robots then spend your points elsewhere.
Here’s the Top Ten:
10. FFFF048 Stardust (100 points) – One part Silver Surfer and on part Wolverine. This guy has only has 6 range and 3 damage value for his entire dial, but the pulse wave at the front and back of his dial really help negate that weakness. What really makes him special is his defense. His damage reducers and cosmic TA combine really nicely with his trait, “A BEING OF PURE ENERGY: At the beginning of your turn, you may heal Stardust 1 click. // The first time Stardust would be KO’d instead turn her to click #7. Protected: Pulse Wave.”
9. FFFF054 Silver Savage (100 points) – An exceptional close combat attacker that towards the end of his dial becomes a great ranged attacker with Hypersonic Speed. His biggest weakness is his starting Battle Fury that keeps him from being carried into battle. He’s also a figure that has a really good comic accurate/coolness factor.
8. FFFF040 Human Torch (75 point) – This is the most effective Human Torch dial that they’ve ever printed. Usually the Human Torch is represented by a combination of energy explosion, running shot and energy shield/deflection and he tends to get KOed quickly whenever attention is focused on him. This Human Torch changes it up by featuring mastermind and toughness on defense to go along with a special Pulse Wave and knockback on offense. Normally Pulse Wave and Mastermind together is not ideal, but this time it works because this version of Pulse Wave does not target friendly characters.
7. FFFF059AV High Evolutionary (30 points) – Simply an exception efficient ranged attacker that features running shot, psychic blast, probability control, the cosmic energy TA, and a stop click. He’s expensive, but if that wasn’t a factor running multiples of him with a prime wizard would be a brutally effective team.
6. FFFF057 Psycho-Man(75 points)- Psycho-Man made this list almost entirely based on the power of his emotional modifier and his ability to affect 8 squares in every direction with it’s chosen effect. The modifier states “EFFECT: FREE: Choose one of the following to last until you choose again: Fear: Opposing characters within 4 squares modify defense -1. Doubt: Opposing characters within 4 squares modify attack -1. Hate: Characters within 4 squares and line of fire can use Battle Fury. Light Object.” There are a lot of characters in the game that won’t be able to make a ranged attack the entire game if you set the modifier to battle fury and never change it.
5. FFF058 Puppet Master (40 points) – A 40 point character that has mind control with a 10 range that is capable of ignoring all terrain for targeting. That combines well with his excellent 12 attack and precision strike that helps to mitigate super senses. The really surprising part is how good his defense is. He has starting stealth, super senses, and shape change. Such good offense and defense at 40 a point cost is nuts.
4. FFFF055 Uatu (30 points) – Definitely my favorite mission point character of the set. If winning by mission points becomes a thing when Wonder Woman releases, he could see a lot of play. For 30 points he’s a great support character with long range probability control that is relatively tough to KO. And if your opponent chooses to attack him (or you mastermind damage to him) then he goes from defense to offense. His last click has a 12 attack and 4 damage that pairs nicely with his 12 range.
3. FFFF065V Dr. Doom the Sorcerer Supreme (75 points) – If you are running one Dr. Doom chase you are basically running them all and this is the chase that a lot of people run as their default go-to piece. What makes him so valuable is his damage special that states, “CHANGE THE FATES: Once per attack, you may reroll the attack roll of a character within range and line of fire.” That’s not once per turn like regular probability control, that’s once per attack. That’s an insane of amount of board control and your opponent faces a massive uphill battle if he tries to attack through that advantage.
2. FFFF044V Molecule Man (30 points) – This is probably the best barrier figure ever printed. If he wasn’t unique, you’d see swarms of him at tournaments and games would be ending in roll offs all the time because no one would ever be able to make any attacks. In addition to normal barrier he has a special barrier that states, “MOLECULAR MANIPULATION: Smoke Cloud as FREE. // FREE: Roll a d6 and choose a number of non-debris terrain markers within range up to the result. Replace those markers with any combination of hindering, water, or blocking terrain markers. At the beginning of your next turn, remove all markers placed this way.” That translates into him being able to create an average of 3.5 blocking terrain markers a turn as a free action. Basically a free use of the full barrier power each turn in addition to being able to use barrier normally. That’s crazy.
1. FFFF062V Dr. Doom (75 points) – The reason everyone wants him is his trait that says “I WANT THAT TREASURE!: FREE: Once per game, remove a FFFF #s010 Time Platform equipped to Dr. Doom from the game. If you do, equip Dr. Doom with an equipment of 10 points or less on an opponent’s force (on the map or equipped to one of their characters).” So basically you’re opponents best equipment suddenly becomes your best equipment and your opponent is out of luck. Even if it’s something they were depending on. Radioactive clay? It’s yours. Power Gem? That’s Doom’s Power Gem? Carnage Symbiote? Doom is the new Carnage. In a meta ruled by awesome equipment, that makes him the best character in this set.
That’s it for this set review. Leave a comment below to let me know what you thought of my picks.





_(Earth-616)_from_X-Men_Spotlight_on...Starjammers_Vol_1_2_0001.jpg/revision/latest?cb=20071103235124)







_from_X-Men_'92_Vol_2_1_001.jpg/revision/latest?cb=20160414045525)








Let the new Clix year begin!!
Oh. Wait. It’s already begun.
Well then.
Rhodey was best known for once bringing three guns to a knife fight.–Wow!! That was quite the lil’ power creepage, eh? How many pieces did we get in this set that get two attacks a turn? Yes, there are conditions for most of these pieces to make the second attack (Thor, War Machine), but those conditions (usually just, y’know, hit with the first attack) are fairly easy to meet and the benefits are ridiculous! Punisher War Machine just literally needs to have two tokens to unleash hell.
–Beyond that, there’s a higher than usual amount of figures that get two-for-one special abilities or Traits. Sharon Carter has a Perplex that grants Outwit to any friendly character she uses it on (provided they have the S.H.I.E.L.D. keyword). SR Captain Marvel deals automatic penetrating damage AFTER she makes a Hypersonic Attack. Okay, she probably belongs in the list above. But still. The pieces in this set aren’t just strong; many are among the most versatile figures Wizkids has ever printed!
–Once again, we have a set of Marvel Chases that don’t have a strong thematic connection. In this case, they’re connection was actually material–as in, they are each the only pieces in the set that come with Clix FX, a previous mechanic making a welcome return here.
(Anytime I can see a visual representation of a mechanic on the map, I’m a happy camper. Makes it harder to forget elements during a match!)
So with that, let’s get on to five…
HONORABLE MENTIONS:
5. CAAV069 Namor — 75 Points — Chase:
This dial would probably crack the Top 10 of most other sets. Unfortunately, the King of Atlantis here is trapped in an absolutely stacked lineup, so he will have to settle for Honorable Mention.
Still, a 12 Attack top dial with a native 4 Damage for 75 points is always going to get some notice. But what I really love about this version of Namor is how his two Traits really open up Water Builds, a sub-genre of team building that’s never really been Meta but is always a ton of fun.
Namor comes with a Flood Marker Clix FX that counts a Water Terrain and works with his first Trait (AVENGING SON OF ATLANTIS: Namor starts the game with the Flood marker in his square. // The Flood marker is water terrain. // Smoke Cloud as FREE, but to generate water terrain markers instead of hindering terrain markers. // FREE: Place the Flood marker in Namor’s square.). So on any Map, he can literally flood seven squares every turn, which can activate Traits and Special Powers on a ton of other Dolphin-symbol characters (check out the aptly-named Dolphin from DC Rebirth, for example. If you can guarantee she starts her Charge in Water Terrain every time she attacks, she doesn’t halve her movement and suddenly she’s probably worth double her Point Cost).
His second Trait complements the first and helps other Dolphin characters hit their marks (MASTER OF THE SEVEN SEAS: (Dolphin symbol). // Friendly characters with (Dolphin symbol) or who share a keyword (with Namor) modify attack +1 if making a close attack while occupying water terrain.).
Losing Map Roll is always a big risk with Water Builds, but Namor mitigates that risk quite a bit!
4. CAAV065 Songbird — 60 Points — Super Rare:
As we’ll soon see, the Super Rare slot in this set is PACKED with heavy hitters!
So there’s nothing really tricky here. Songbird is just REALLY efficient for her points.
Top dial, she’s rocking a 10 Movement with Running Shot, an 11 Attack with Pulse Wave, 18 Defense with Super Senses and 3 Damage with Probability Control. That right there is about as packed as you can get for 60 Points!
She also has one of the set’s Theme-based token Traits (ASSEMBLED BOLTS AND MASTERS: Once per turn when Songbird hits, after resolutions you may roll a d6. 5-6: If your force has 3+ friendly characters with the Masters Of Evil or Thunderbolts keywords, remove an action token from Songbird -or- give an action token to a hit target. If your force has 6+, do both.), which is fine, but her second Trait (SOLID SOUND CONSTRUCTS: Barrier as FREE, but only to generate 1 marker then remove all other blocking terrain markers adjacent to the generated marker.) is borderline amazing!
Basically, she can put up one Barrier marker to make it difficult to target her, or you can use that Trait offensively to destroy opposing Barrier markers and open up strategic lines of fire!
This is the best version of Songbird they’ve ever made (and get used to that, because it’s going to be true for a bunch of different characters that we’re going to be covering!).
3. CAAV006 Sharon Carter — 35 Points — Common:
So, just in case you were thinking the S.H.I.E.L.D. keyword would be gone from the Meta for awhile, here’s the first of MANY pieces with that keyword that we’ll be discussing today.
Sharon only has three clicks, but she’s ridiculously affordable, has great survival instincts with the recurring Espionage Trait (ESPIONAGE: Stealth, Improved Movement: Hindering, Improved Targeting: Hindering.), gives your squad some cheap Leadership AND comes packing with a Special Damage Power (STAND BY FOR UPDATES: Perplex. When Sharon Carter uses it to target another friendly character with the S.H.I.E.L.D. keyword, that character can use Outwit until your next turn.) that can be gamechanging.
Her Leadership special works better when she’s teamed with any almost any version of Steve Rogers, but that Damage Special absolutely breaks a different soldier that we’ll be talking about when we get to the top of this list…
2. CAAV049 Taskmaster — 60 Points — Rare:
Yet another switchblade version of one of my favorite villains, this Taskmaster comes STACKED with powers and abilities!
He moves through Hindering Terrain, he has the Wildcard TA, starts with a 12 (TWELVE!!) Attack with B/C/F AND Perplex, and his pick-a-power Trait (YOU FORGET THAT I TOOK ON THE AVENGERS: FREE: Choose a standard speed or defense power printed on this card. Taskmaster can use that power until your next turn.) makes him extremely hard to KO. Heck, with Stealth up top, he’s hard to even touch!
The Black Widow Movie set gave us a bunch more Taskmasters, but I don’t know that it gave us anything (for the points) that’s better than this.

10. CAAV053A War Machine — 100 Points — Super Rare:
Two Team Abilities. A Trait (MINI-GUN TARGET LOCK: When War Machine hits, after resolutions you may give a hit character a Target Lock token, then remove all other Target Lock tokens. // FREE: Make a range attack using War Machine’s printed attack and damage values, but only to target the character with his Target Lock token.) that allows up to a second ranged attack in one turn.
Plus Indomitable, Improved Targeting: Hindering, the ability to make ranged attacks while based and some pretty good stats. Also, this Preview set off a firestorm of anticipation among Heroclix fans for this set.
Hell, War Machine would be higher on this list if his B-Side wasn’t EVEN BETTER…
9. CAAV038 Steve Rogers — 50 Points — Rare:
Stats are aight. He has the recurring Living Legend Trait (LIVING LEGEND: The first time each game Steve Rogers would be KO’d, instead turn him to his last non-KO click, then roll a d6 and heal him equal to half the result. Protected: Pulse Wave.), so he’s a bit harder to put away than his point cost might suggest.
But his Avengers or S.H.I.E.L.D. Building Trait (WE’LL TAKE ALL THE HELP WE CAN GET, IF YOU’RE WORTHY: Leadership. During force construction, you may choose a standard character of 50 points or less. That character loses its printed keywords (for the entire game) and then gains either the Avengers –or– S.H.I.E.L.D. keyword (choose one).) is the main reason to play him.
This can even lead to some comic-ly ridiculous scenarios, like:
I don’t know who photoshopped this, but it’s pretty good!




































