“Oh, so you didn’t think there were enough versions of Superman in SLoSH, eh?“
Oooooh, it’s good to be back. Today, we’re going to dive into the just released Superman/Wonder Woman DC Heroclix set! We haven’t seen much from the DC side of things in a little while (even for a huge Avengers fan like myself, this summer featured perhaps a bit too much face time for the ever-assembling heroes), but that’s about to change as the first of two straight DC-focused sets has just dropped!
Before we get into the individual pieces, though, let’s discuss…
Some General Notes About the Set:
–While there are some individual standout pieces (who we’ll obviously get to in a moment), Superman/Wonder Woman is definitely a step backwards in terms of overall power level. Not that this really comes as a big surprise–I think WizKids has been deliberately doing this for a while now, starting all the way back in May with Avengers Assemble. It seems like WizKids has been making a concentrated effort to dial back the game’s Power Creep, and with that in mind, Avengers Assemble featured a ton of 9 and 10 Attack Values, as did the Limited Edition Age of Ultron Organized Play set that proceeded it this summer.
(Nick Fury, Agent of S.H.I.E.L.D. was the outlier–that set was absolutely LOADED with Meta power pieces. Holy $#!t was that a dynamic set.)
Superman/Wonder Woman goes about containing Power Creep in a different way, I think. You see Attack Values of 10 or 11 quite often, and many pieces start with 4 or even 5 Damage top dial (I mean, it’s called Superman/Wonder Woman, so you’d expect some decent Damage Values). But if you look closely, many of the best pieces have simple Standard Power sets on their first click, and don’t get any elaborate, gamechanging Special Powers until Click 2 or Click 3.
[EDITOR’S NOTE: Less Special Powers on Common & Uncommon pieces is another conscious design decision by WizKids, and it’s something we should see more of going forward–but they’re doing that to sort of clean the game up a little bit and make it less complicated, not so much as a counter to Power Creep.]
Let’s do a quick case study with NFAOS056 Nick Fury (a Super Rare from the last set) and SMWW064 Green Light (a brand new Red Son Chase from Superman/Wonder Woman).
Nick Fury’s got great stats for his cost (120 Points), every sort of Improved Targeting you could realistically expect and an absolutely killer Trait. Beyond that, his Special Damage Power (WATCHER’S EYES TO SEE SECRETS: Nick Fury can use Probability Control. Give Nick Fury a free action and choose a power that an opposing character within range and line of fire can use. That character can’t use that power until your next turn.) appears right there on his top Click. Fury is already a Meta staple and will stay that way until he rotates out in two years (assuming WizKids doesn’t find a way to nerf him between now and then).
Green Light has decent stats for his cost (90 Points) and a somewhat useless Trait unless you are planning on putting together the swarm team to end all swarm teams, but he’s also been blessed with an unbelievably powerful Special Attack Power (Box Within A Box Within An Infinite Number Of Boxes: Green Light can use Barrier. When he does, instead of placing markers normally, you may choose a single base opposing character within range and line of fire and place a blocking terrain marker in each unoccupied square adjacent to the character. That character gains earthbound/neutralized until your next turn. At the beginning of your next turn before removing the markers, give the chosen character an action token if it’s adjacent to at least three of these markers.).
That’s a power that could quickly eat someone’s lunch; it’s a power that’s so useful that apparently WizKids had to make sure that you can’t access it until Green Light’s 3rd Click. Keep in mind, Green Light has a 17 Defense with just Toughness top dial, so it’s not impossible for someone to hit him so hard that never really gets a chance to use it.
This is a common theme throughout this expansion. If you look at a character’s card from this set and see an awesome Special Power, I’ll guarantee that that character doesn’t get to use said power until they’re at least halfway to being KO’d.
–In that same vein, there’s a lot of great Common dials in Superman/Wonder Woman that look great when examined as a whole, but when you look at that starting Click, they give you kind of a sick feeling in your stomach. What?! Common Superman has an 11 Attack with Super Strength, 18 Defense with Invincible and the JSA Team Ability and 4 native Damage top dial?! AND he has 8 clicks for just 100 Points?! Sign me up!!
Well… he also just has Leap/Climb for Movement (doesn’t even have the Wing Symbol) and no Willpower of any kind. He also doesn’t have the Justice League keyword, either, so he’s not the easiest guy to throw in a Build.
It seems like some of the recent rules overhauls are trending towards making it very difficult to play both an Entity and a Resource Attachment on one character (although your guess is as good as ours at this point as to what WizKids really intends to do there), so fixing things like “no move-and-attack top dial” are going to be a little more difficult going forward.
–Or not. Did I mention that NO ONE IS QUITE SURE EXACTLY HOW TO PLAY THIS GAME AT THE MOMENT?! I actually tried explicitly asking whether Entities and Resource Attachments could be used by the same character at the same time on the WizKids Event System Rules Forum, and instead of posting an answer, their rules folks just e-mailed this:
Seriously, someone might want to get on that.
–From an aesthetic point of view, the sculpts are more subtle in this set. It doesn’t have the abundance of translucent flash that, say, Flash had, but the articulation is phenomenal. It seems like WizKids gets better every set at depicting motion–just look at Krypto’s lil’ cape if you don’t believe me!
Alright! Enough notations. Let’s get into the…
Top Five HONORABLE MENTIONS:
The fire seems excessive…
5. SMWW019B Brutaal — Uncommon Prime — 175 Points: Very much a “does what it says on the box” sort of figure. His top Click is absolutely murderous (Running Shot, Pen/Psy, Invincible AND Shape Change), but he only has conditional Willpower via a Trait (basically, you have to be on your opponent’s side of the map–not always easy, but hardly impossible). His Attack Value also stays consistently high throughout his entire dial (once the game gets going, it’s not hard to keep him at a 12 Attack unless your playing against Nighthawk Prime), and his third Trait makes him really tough to Outwit (SPAWN OF APOKOLIPS: Brutaal can use Super Strength. Opposing characters can’t target him with Outwit unless it is granted by the Superman Enemy team ability.).
The only thing I really don’t like here is that even at 175 Points, Brutaal is REALLY top-heavy; pushing him to Click 2 is fine, and Click 3 is still misery for your opponent, but if Brutaal ends up on anything after that, his effectiveness goes way down unless you are very close to your quarry–there is a HARD transition from heavy ranged hitter to close combat beatstick when you get to Click 4. There’s things you can do to compensate for this when building your team of course, but it’s something you will have to be mindful of as you’re playing him. Having said that, his nigh-unOutwittable top dial Invincible should help keep him in that first-3-Clicks-sweet spot long enough to put a serious hurt on whoever you’re playing.
Yes, occasionally Green Lanterns sneeze in space, and no, it’s not pretty…
4. SMWW035 Green Lantern — Rare — 180 Points: His dial is actually somewhat similar to Brutaal’s, except Green Lantern turns into more of a gunner down dial. His main advantage over pieces like Brutaal is that he can resurrect himself via his awesomely-named Trait (THE GREEN WILL NOT LET ME DIE: The first time each game that Green Lantern would be KO’d, instead turn him to click #5, then for the rest of the game when Green Lantern clears action tokens, you may heal him 1 click. This ability can’t be ignored.).
3. SMWW029 Lana Lang — Uncommon — 50 Points: Lana makes this list just for her sheer value. You get three Clicks of support-y powers like Empower and her Special Attack (THE WORLD NEEDS TO KNOW: ALL THE SHOCKING DETAILS… FULL COVERAGE AT 8: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character’s combat values can’t be increased or replaced with a value higher than its printed values.) THAT IS EVEN BETTER THAN NIGHTHAWK PRIME’S TRAIT*, since it also stops replacement values!!
(*This statement assumes that Lana Lang starts her turn within four squares of the opposing character you wish to shut down. Oh, and it also assumes the targeted character doesn’t have Stealth, and isn’t hiding behind another character, or a wall, or is sitting on a different elevation, since Lana needs line of sight, and–oh, wait a minute. Lana can only do this to one opposing character, whereas Nighthawk stops your opponent’s entire force from increasing stats… SIGH. Okay, I guess it’s not nearly as good as Nighthawk Prime’s Trait. But it’s still pretty damn useful.)
So that’s a decent amount of supporting abilities–maybe not entirely enough to justify her 50 Points, but not bad. But then, if she takes just three damage (whether through pushing damage or just absorbing enemy attacks, which would be even better), she morphs into a pretty good tertiary attacker with Wing Symbol, Charge, B/C/F, Super Senses and Toughness, which she keeps FOR FOUR MORE CLICKS!! That’s right, you get 7 quality Clicks for the low, low cost of 50 Points! It’s like they pulled a dial from Hypertime into the future, made it more useful but kept the point cost the same.
“Yep. Just out here in deep space… posing.“
2. SMWW013B Captain Atom — Common Prime — 130 Points: The good Captain here offers a top Click that is almost identical to Brutaal’s (the Movement Value and Damage Value for Captain Atom is 1 less) first Click, except that Captain Atom adds in Indomitable and he costs 45 Points less!! Brutaal does have some built-in Outwit protection, but not 45 Points worth. I mean, before you get too wrapped up in the fact that Brutaal does 1 more Damage than Captain Atom, remember that you could actually play, say, Captain Atom and Fast Forces Fitz (who brings lil’ H.E.N.R.Y. with him) for just about the same amount of points!
1. SMWW026 Clark Kent — Uncommon — 55 Points: One of my favorite pieces from the set. Clark has a pretty good Reporter Trait (THE WORLD NEEDS TO KNOW: YOUR PLANS: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can’t be given power actions.)–and remember, he has the Superman Team Ability so he can see through Stealth–he starts with Stealth and Prob and, on his back half, has the ability to summon a Superman Token with Hypersonic Speed and Super Strength.
WizKids has done an awesome job designing these “Token Creator” pieces, and I hope this is a sub-theme they continue in the future!!
Okay! That’s a solid group of honorable mentions, which can only mean that it’s time to start counting down the…
Ten Twelve Figures in SUPERMAN/WONDER WOMAN:
So, while there isn’t necessarily as many Meta pieces in this set as there were in Nick Fury, Agent of S.H.I.E.L.D., there are twelve more figures worth spotlighting. And hell, it seems like I can never just narrow it down to ten anyway. So like Tony Stark likes to say… here goes nuthin’!
[EDITOR’S NOTE: Wrong universe, moron.]
“Concept art from Peter Jackson’s studio-thwarted ‘King Kong 2: Electric Bugaloo.'”
12. SMWWG005R Titano — Super Booster — 75 Points: On a different character, Leap/Climb and Close Combat Expert would be a pretty sub-standard power mix. But with the new Giant Reach rules established just a few days ago by WizKids in their DesignInsight column, Titano here now has the ability to make a close combat attack from 3 squares away. Which means he can activate Close Combat Expert from three squares away. Suddenly your 75-Point investment essentially has the equivalent of the ability to Charge 4 Squares with a 10 Attack and 3 Damage AND activate CCE on top of it.
But we’re not done. Throw Lois Lane on your team (she’s only 45 Points, shares the Metropolis keyword with Titano, brings a Stealth-busting Outwit, a 6 native Movement Value, is REALLY tough to target at range AND has a Stop Click if you’re also playing a Superman) and suddenly, because of Titano’s first Trait (MONKEY SEE LOIS, MONKEY DO: When a friendly character named Lois Lane moves, after actions resolve Titano can be given a move action as a free action to move up to the same number of squares. When a friendly character named Lois Lane makes an attack targeting an opposing character, after actions resolve Titano can make a close combat attack as a free action.), you have a Colossal Robot Gorilla who can cover up to 9 Squares in a turn and STILL activate Close Combat Expert!!
Let’s see what this looks like as a Build:
Team Name: Metropo-lease Put Me Down!!
Map Choice Preference: Nothing specific, although the easier it is for Lois to actually move around on her own–remember, she can’t have lines of fire drawn to her by opposing characters unless they’re within 2 Squares or she’s adjacent to a friendly character, so you don’t have to worry about ranged attacks picking her off–the easier it will be for Titano to move and attack.
SMWWG005R Titano – 75 Points
SMWW047 Lois Lane – 45
SMWW049 Superman – 175
What This Build Does: In a no-Resource environment, this should be a pretty competitive Build. You can actually split Lois and Superman up and be fairly confidant nothing will happen to Lois. Just make sure that when Lois grants Titano a free movement, DO NOT finish Titano’s move action with him adjacent to Lois if you can help it. Other than that, feel free to move Lois up, Outwit any bothersome dampeners on opposing figures and then bring the boom with Titano, all in the same turn.
The SR Superman from the same set is a close combat beast with one problem (well, one main problem, at least. There are several others that combined to keep him off of this list.)–he only has Sidestep for move and attack on his top Click. After you split him off just a bit from Titano and Lois, if your opponent choses to come after Supes, no problem–he possesses a long dial, great stats and the “Odds Are Against Me” running Trait that lets him build up tokens he can cash in for free attacks. Plus, as we stated, Lois and Titano can cross a map in a hurry.
If they come after Lois first, assuming they can even get close enough to hit her, her dial ends on a Stop Click that lets you physically place Superman in any adjacent Square AND lets that Superman use Defend.
As far as Lois goes, she just barely missed the cut on my list, particularly since this was the only Build I really liked her for. I know, the same could be said about Titano–they kind of need each other–but Titano’s really doing the heavy lifting here between the two of them, and his Stop Click (COLOSSAL INDIFFERENCE: Titano can use Toughness. If Titano began the game on the 20-point starting line, he can’t attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character’s attack, stop turning the dial. This power can’t be countered or ignored.) can’t be countered or Ignored AND his Attack Special grants you at least one last smackdown (COLOSSAL RETALIATION: TWO-FIST PUNCH: Give Titano a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Titano or damaged a friendly character since your last turn. Place Titano such that he can make a close combat attack targeting the chosen character, then make two separate close combat attacks targeting the chosen character each with an area of effect that includes all other characters within 2 squares of the target. Hit characters are each dealt 3 damage instead of normal damage.).
(Btw, if you actually have Chase Red Son Superman, go ahead and disregard everything I said about the SR Superman and just use him.)
“I can NOT believe our Tommy Guns are not taking down this gigantic tank!“
11. SMWWG006P War Wheel — Super Booster — 15 Points: War Wheel is here because it has my favorite Colossal Retaliation power, which just happens to be it’s only Trait: (COLOSSAL RETALIATION: CRUSH WITH GIANT SPIKES: Give War Wheel a power action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked War Wheel or damaged a friendly character since your last turn and occupies the same row or column as War Wheel. Place War Wheel in any 4 squares in the same rows or columns that contain both all of War Wheel and the chosen character. Make a close combat attack whose area of effect is all characters in those rows or columns between where War Wheel began this action and the squares it currently occupies. Hit characters are each dealt 2 penetrating damage instead of normal damage.) It’s also here because it costs just 15 Points. 15 freaking Points!! But beyond the Trait, hell, just try finding a Bystander Pog with Indomitable and a 10 Attack Value for 15 Points. Now find one with Sidestep, Toughness, 3 Damage and a 7 Range!! Go ahead, find one. I’ll wait.
[EDITOR’S NOTE: Actually, I will not wait. We’re like 2500 words in and still have a lot of ground to cover. On to
Blazing Atomic Skull!]
10. SMWW054 Atomic Skull — Super Rare — 150 Points: For 150 Points, you kind of get exactly the sort of stats and power mix you might expect. Running Shot with a mediocre Range (6). 11 Attack, which is fine, but nothing you haven’t seen before. 18 Defense with a dampener. Pretty standard. 4 Damage top dial is nice, but certainly not unheard of. Then you read his one Special Power, which sits in his Attack slot for his first four Clicks (IONIZING RADIATION: Atomic Skull can use Energy Explosion, Poison, and deals penetrating damage.). Wow! He’s the first character I can think of that deals Penetrating Damage with no ifs, ands or buts.
You want to give him a Bulldozer Construct and have him blow someone with Impervious off a rooftop? All of his Knockback damage is penetrating. That vanilla Poison his Special grants him? He might as well be a Red Lantern, cuz that’s all Penetrating damage. Any attack or effect you can think of with him deals Penetrating damage, which basically means he doesn’t have to be afraid of anyone.
9. SMWW050 Krypto — Super Rare — 50 Points: Possibly the most efficient character in the set for his cost (#2 on this list might have an argument, but we’ll see). Need to bust some opposing Stealth? Krypto has the Superman Ally. Super Senses? He comes packing Precision Strike. Shape Change? His Special Damage power sniffs that out (KRYPTONIAN NOSE: Krypto ignores opposing character’s Shape Change.).
His Trait (LOYAL COMPANION: When a friendly character named Superman, Superboy, or Supergirl within 8 squares takes damage from an attack, after actions resolve you may place Krypto in a square adjacent to the attacking character.) is mildly helpful depending on whether or not you’re building a literal Super-team around him, but his Movement Special (SIC ‘EM, BOY!: Krypto can use Charge and Plasticity.) not only allows him to go on the attack when you need him to, but it also adds Hypersonic Speed to the list of opposing abilities that Krypto takes a bite out of.
“No, I’m not ‘Apokolips Bane!’ I’m Brimstone, dammit!“
8. SMWWG003R Brimstone — Super Booster — 75 Points: 7 Clicks, Sidestep, 6 Range with an incredible top dial Pulse Wave Special Attack Power (THROWING FIREBALLS: Brimstone can use Pulse Wave. When he does you may choose an unoccupied square within 6 squares and line of fire and he can use Pulse Wave as if he occupied that square.), Penetrating Poison and the obligatory Colossal Retaliation and Indifference powers.
The Pulse Wave is what earns him this spot though; we’ve seen similar versions of this sort of Pulse Wave before (the GOTG Movie Starter comes to mind), but it’s always been limited in some way (usually it’s only usable once per game). The fact that he can do it every turn puts him at #8.
The least “creeper-ish” image of Vartox. Yes, I said the least.
8. SMWW052E Vartox — Super Rare — 150 Points: This is where the Meta-relevant pieces really start. At 150 Points, Varty gives you Hypersonic Speed, Probability Control and the chance to do a boatload of damage (7) with his Super Strength. His Trait (THE REST OF THE HYPER-POWERS: Give Vartox a free action and choose a standard speed, attack, or defense power that you didn’t choose during your last turn. Until your next turn Vartox can use that power instead of the power in that slot on his dial.) also gives him a wide amount of sneaky versatility. Oh, your opponent just got three damage through on him and thinks he doesn’t have to worry about Hypersonic Speed anymore? Sorry, Vartox can get it back whenever he wants. And so on.
He’s not Zombie Super Skrull, but he’s not far off either, and he saves you 20 Points in your Build, which could be the difference in a Meta-Build between playing a Resource and not playing a Resource. If you can manage to keep him top dial, he will be a nightmare for your opponent.
“No, seriously, any second now, I’m totally gonna fly!“
6. SMWW065E Superman — Chase — 175 Points: Hypersonic Speed, 11 Attack with Super Strength, 18 Defense with Impervious and 4 Damage top dial. His Trait (CRIMINALS BECOME “SUPERMAN ROBOTS”: When Superman hits an opposing character with a close combat attack, put a Lobotomy token on its card. Give Superman a power action and remove any number of his Lobotomy tokens to have Superman use Mind Control as a free action targeting those characters that had at least 1 token removed, regardless of range or line of fire.) lets him Mind Control characters he’s hit FOR FREE and, if none of that works, he has TWO Stop Click Specials (WINTER PALACE: Superman can use Barrier, Regeneration, and Super Senses. When this click is revealed due to damage from an opponent’s attack, stop turning the dial, and after actions resolve give the attacker an action token. If you can’t, deal that character 1 penetrating damage.) that actually token the attacker that hit you, which should give you time to actually USE your Regeneration.
Unless your opponent is able to finish Supes off with Pulse Wave, the Red Son is almost impossible to kill.
5. SMWW037 First Born — Rare — 200 Points: So all article we’ve been talking about all the great changes WizKids made to Giant and Colossal characters, and the fact that First Born is Giant-Sized helps him out immensely. He doesn’t fly, but he’ll still have no problem with elevation.
He Charges up to 6 Squares on his first Click, and his Giant Reach gives him the ability to cover two more. He starts with 4 Damage and both Super Strength AND Exploit Weakness, so now he has a Threat Range of 8 Squares and up to 7 Penetrating Damage (assuming he picks up an Ultra-Heavy on the way).
First Born is also the beneficiary of the Divine Aura running Trait (DIVINE AURA: First Born can’t be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.) that many of the Deity-keyworded figures in this have, which means that unless your opponent built their team around NFAOS050 Thor (the only Meta-worthy Deity piece I can think of at the moment, although I’m sure I’m forgetting a few) AND found a way to give her Outwit, First Born’s powers aren’t going anywhere (trust me, your opponent isn’t crazy enough to play a piece that costs more than 200 Points, unless he’s going with a Team Base or something, so the first clause of First Born’s Trait isn’t really gonna matter most of the time). And with two Clicks of Invincible right at the top, First Born can soak up Damage like nobody’s business.
His second Trait (SCION OF HATE: All characters within 3 squares can use Battle Fury. Friendly characters adjacent to First Born modify their attack values by +1.) is interesting as well. He becomes even MORE intriguing when you play him with a Resource like, oh, I dunno, the Indigo Power Battery. If you give First Born the Indigo Wall Construct, depending on what Map your using, you can make it almost impossible for First Born to be shot at from range. Which makes it that much more likely that the 8-Square, 7 Penetrating Damage Charge I mentioned earlier might just be an Alpha Strike. It’ll be like playing Ghost Rider in the Meta of mid-2013 all over again, only First Born might even be BETTER.
4. SMWW055P Eclipso — Super Rare — 25 Points: Even with the new Equip rules and all the chaos that has caused, Possession is still a Meta-worthy enhancement. And of the two Possessors in the set (Red Son Brainiac also Possesses), Eclipso is the best.
Right off the bat you have access to Stealth, Precision Strike, Impervious or Shape Change. Those are all great powers. Eclipso’s stats are also pretty good, as you might expect, since you’re gaining access to a 250 Point dial. Down dial, turning onto some Pen/Psy or Probability Control could be the difference in a game that’s running long.
3. SMWW066 Wonder Woman — Chase — 165 Points: Quite simply, Chase Red Son Wonder Woman is Point-for-Point the best Primary Attacker in the set. For only 165 Points you get Hypersonic Speed, Super Strength, a 19 freaking Defense Value with Invincible and she deals at least 4 Damage when she hits.
She also has a Stop Click and a Trait (COMMUNISM IS SOCIAL JUSTICE: When a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1.) that’ll do wonders in terms of keeping supporting characters alive.
A brutally efficient package.
The 90’s are back, and they brought their Superman with them. (Artwork by Sassophilaco sassophiliaco.deviantart.com)
2. SMWW041AE Superman Blue — Rare — 50 Points: Oh boy, do I love me some 50 Point Taxi/Supporting Characters. Supes Blue is definitely that, but he has Secondary Attacker power sets and stats, too. He also can protect anyone he Carries from Pulse Wave, which is not nothing in the Meta.
While your opponent will need a 20 to hit him from range top dial, Supes Blue can always be pushed onto his second Click, where he has Hypersonic Speed, 3 Damage and Perplex!
He very much reminds me of a slightly more expensive Fear Itself Loki. Sometimes, big things come in small (mostly white and blue) packages, and this 50-Pointer is a gem.
“Oh look–you missed another roll! Guess I’m only giving out Tricks this year, which is a Treat. For me.“
1. SMWW060 Mr. Mxyzptlk — Super Rare — 70 Points: I know. You thought WizKids learned their lesson about making pieces that offer ridiculous levels of board control for under 100 Points. Well… they didn’t.
Mxy here is not as broken as Felix Faust was this summer, but that doesn’t exactly mean he’s fair, either. His ridiculously useful Trait (MESSING AROUND WITH THE ODDS: At the beginning of the game, roll a d6 that can’t be rerolled and place the rolled result on this card. Give Mr. Mxyzptlk a power action if there is no d6 on this card, roll a d6 that can’t be rerolled and place the rolled result on this card. Whenever any dice that can be rerolled are rolled (including as part of a 2d6 roll), you may remove the d6 from this card and replace one of those die results with the rolled result from the d6 removed from this card.) essentially means that every d6 or 2d6 roll goes through you. I cannot emphasize how much paralyzing stress this puts on your opponent’s decision making, particularly if you’re sitting on a 1, 5 or 6.
With a 5 or 6 showing, anyone on your team with either Shape Change or Super Senses has a backup d6 roll that will automatically allow that ability to succeed. Need to really hit that Leadership this turn? You’re golden. Roll a six and a one and just miss? Sub in that 6 sitting on Mxy’s card and all of the sudden you have a Critical Hit.
Conversely, your opponent will be DEATHLY afraid of attacking anyone if you have a 1 showing. Normally, you would have about a 1 in 36 chance (roughly 2.78%) of rolling a Critical Miss. But if you are able to change either of the d6 rolls to a 1 with Mxy, suddenly those odds shoot up dramatically (each d6 your opponent rolls has roughly a 16.6% chance of ending up on 1),
And these are just the most basic and obvious uses. Even a 3 or a 4 can be gamechanging if it guarantees your opponent misses that Super Senses roll or subs in for a 1 to make sure you hit with an attack. There’s really a bunch of sneaky plays you can make with this guy–and we haven’t even talked about his 18 Defense with Super Senses, his Quintessence Team Ability or any of his 3 Specials, including his Pulse Wave Special Attack Power on Click 2 that allows you to completely incapacitate any opposing characters you hit while avoiding giving any damage or tokens to your own folks.
This is the best figure in the set, and it’s not close.
Agree? Disagree? Post your opinion by leaving a comment, and let us know which pieces are in your Top Ten!