So, we just talked about the 10 best pieces in Uncanny X-Men. But who are the worst?
Yep, we’re giving the cream of the dreck their own article today! Let’s count them down from worst to even worst-ier to most worst-est!
5. UXM006 Wolverine — 50 Points — Common: Uncanny X-Men actually doesn’t have a ton of crap. The Common slots are much better comparatively than, say, World’s Finest.
Having said that, this is not a great Wolverine. The designers tried to shove everything the character can do in the comics into a tiny, 50 Point blended drink of a dial, but it doesn’t quite taste right.
With no Willpower, no top dial reducers and a survival Trait (HEALING FACTOR: When Wolverine clears action tokens, you may heal him 1 click.) that definitely ISN’T the best there is at what it does (at most, it MIGHT go off once or twice in a game for one Click of healing at a time), this version of Logan is entirely dependent on basing someone and praying that the opposition has no way of dealing with his Combat Reflexes (such as Outwit, or, y’know, just sniping him). His 10 Attack Value is fine for his point level, but it’s still nothing to write home about.
Now, I’ve seen some chatter about his last Click, and it is a monster: Flurry with B/C/F, Battle Fury to ignore Shape Change and a 13 Attack Value! Yay!! Except you’ll rarely if ever get to it. And even if you do, that Flurry means that he better already be basing someone, otherwise he’s probably not going to survive long enough to ever use his last Click abilities.
(*Finding a way to give him JLTWS106 Wrath for 8 Points would go a long way towards fixing much of what ails this iteration of Wolverine. But his native dial on its own is not very good.)
4. UXM010 Blockbuster — 65 Points — Common: 65 Points of slow-moving molasses. He can Charge up to a (measly) three squares on his top dial (only); after that, he’s entirely dependent on the grace of friendly taxis or a TK’er.
By the time he finally gets to someone, the game could be half over. And even if you do drop everything and focus the rest of your team on getting Blockbuster where he needs to go, his 10 Attack Value still has a great chance of missing.
Honestly, I didn’t love that Wolverine we just talked about at 50 Points, but that dial was still clearly better than Blockbuster’s–for 15 LESS points.
3. UXM032 Super Sabre — 70 Points — Uncommon: At 70 Points, you’re paying Secondary Attacker money for a character who’s more like a Tertiary Attacker. And that first click is just brutal: 10 Attack with Hypersonic Speed, Force Blast, a native 2 Damage and a Defense Value of just 17 with ES/D.
If you can get him down dial (not easy to do without getting him KO’d), he finally picks up some Precision Strike, but that’s about the only power on his dial that will allow you to cut though dampeners.
Basically, if you are choosing to use Super Sabre, you’re already putting yourself at a disadvantage.
2. UXM058 Cameron Hodge — 200 Points — Super Rare: He’s got a long(-ish) dial… a couple of survivability Traits (MYSTICAL TELEPATHIC IMMUNITY: Cameron Hodge can’t be targeted by Mind Control or Penetrating/Psychic Blast.)(PHENOMENAL REPAIR RATE AND PHASING MODULE: When Cameron Hodge has two action tokens, he can use Super Senses. At the beginning of your turn, if Cameron Hodge has two action tokens, he can use Regeneration as a free action. ) that actually work… and that’s about it.
Do you want your 200 Point tentpole to start with Stealth top dial? I really don’t, unless the piece also has some sort of Traited Sidestep or something. The middle of his dial is actually somewhat useful, with a limited Charge of up to four squares and an Attack Special Power (IMPALE: Give Cameron Hodge a close action to make a close attack targeting a character within 3 squares and line of fire. Damage dealt from this attack is penetrating and the hit character may be placed in a square within 3 squares and line of fire of Cameron Hodge.) that augments his Threat Range another three squares.
But his limited mobility (his starting Movement Value is 7 and it NEVER goes higher, and since he’s a peanut base he can’t be TK’d) is a real issue, and with only 100 points left to support him, there’s very little you can do about it. The fact that he starts out as a ranged attacker with no move and attack, no Improved Targeting and only a 6 Range isn’t helping his case as a Primary Attacker, either.
If you pull a Cameron and decide to play him at some point, you really have to get comfortable living in the middle of his dial, where his mobility and damage are at their highest. But if I’m paying 200 Points for a piece, I really expect more bang for my theoretical buck.
1. UXM053B Phoenix — 250 Points — Super Rare PRIME: Yup. To paraphrase Roger Ebert, I hate, hate HATED this version of Phoenix… at least in 300 Point games. In UXM Sealed, she would probably wreck face, just because most of the rest of that set is filled with little 50 Point facehuggers that she can one-shot… if she can see them, that is.
And that’s one of her main problems, especially in 300 Point Constructed. She has no Improved Targeting, so even with a native 9 Range she can be completely defeated by something as simple as basic Stealth on an opposing figure. Even Energy Shield/Deflection poses a big problem for her when she’s on her top dial, since she’s rocking just a 10 Attack.
She does have a Stop Click at the end of her dial, and she has Pulse Wave on her last two clicks along with a 19 Defense. But if you’re playing an opponent with access to Prob and/or Perplex at that point, she’s really quite beatable. Honestly, 60 Point Peggy Carter would actually be a nightmare for this piece to face.
(Yes, I know, every piece has bad matchups, but still…)
The other thing I really dislike about this piece is that her non-Prime version (UXM053A Phoenix) is 140-150 Points of bonkers fun with a dial that’s constantly changing… but you need the Prime version on your sideboard to get the most out of her. So even if you just want to play the better, funner version of this piece, you still need to get really lucky OR shell out about $50 or so just to play the A-side the way you want to. Lame.
[EDITOR’S NOTE: This piece was originally $75-$80 right after the set came out. Most Heroclix figures depreciate a healthy amount after a month or so post-release, but Phoenix Prime has lost almost half of her value on the open market. Looks like the word is out about her dial… ]
But hey–at least her sculpt is pretty cool.
4 thoughts on “Fast Five: The Five Worst Figures in Uncanny X-Men!!”
Blockbuster is so bad, can’t agree more. I have seen him take the better part of a game to slowly trudge up to the battle, it’s so sad it’s funny. Cameron hodge on the other hand, yes for 300 modern competitive play probably isn’t the best, in sealed he was brutal and I’ve seen him do well in larger scale games, ( a lot of figures do do better the bigger the build get though)
In larger format games, Hodge becomes more of an issue for your opponent because he can sort of live in that middle area of his dial and absorb enemy attacks. He doesn’t necessarily have to be your Primary Attacker in that situation.
Thanks for reading!!
Hodge is terrible all around, both in sealed and constructed 300. Too costly for what he does. And worse, I keep pulling him from boosters. Ugh, who wants 1 Cameron Hodge let alone 3? Prime Phoenix is a bit better. I pulled and played her in sealed and still lost. Her weak starting attack value, no real move and attack (I’m not counting sidestep), and her high point cost make it tough in 300 even though she has RCE. She gets good mid-dial with a little more mobility, and awesome pulse wave at the end. But with not much support in a 300pt sealed, she got pummeled by Juggernaut. It did come down to the wire though. I don’t think she’s the worst figure in X-Men, but not my favorite version of her for sure. Just too costly with the lack of move and attack at the beginning to make it worth it.
I have to disagree, Hodge is awful in constructed, but in sealed, there isn’t much that can keep him down in this set. The free action Regeneration, plus the other 100 points of your team make Hodge really, really difficult to take down. There’s just not enough damage in this set to get through his long dial, and his consistent damage values make it easy for him to chew through a majority of the figures of the set.