“Fantastic Forces part Deux” (or a top ten set review of the Heroclix Future Foundation set)

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.

“It’s Only a Flesh Wound” (or a top ten set review of the Heroclix House of X set)

More than any set before it, this set lets Xmen figures treat any injury as merely a flesh wound.

Here are the honorable mentions:

5. HX016 Dr. Alia Gregor (20 points) – I’ve said this before about other pieces, but Dr. Gregor really is a one trick pony and it’s a heck of a trick. Giving bystander tokens +1 to all stats can be game breaking if you have a enough of them. Isaac, Red Ghost, Maggot, Jason Wyngarde, Stegron, and even Mary Jane are much more effective in her presence.

4. HX006 Cypher (35 points) – A perfect support charter except for his soft defense, but that may be offset by KRAKOAN REVIVAL. He has a special barrier, perplex, and my favorite combination of Sidestep/Telekinesis. Plus he’s got improved targeting that ignores opposing characters so he can do fun things like place a barrier all the way around someone.

3. HX018 Corsair (60 points) – His excellent team up card gives the core Starjammers willpower, which turns them into an excellent team. And when the rules for willpower change in April he’ll be even better. The figure himself won’t be used often without the other Starjammers until the rules for willpower change, but after that a 60 point figure with leadership, probability control, enhancement, and improved targetting: hindering might be seen on quite a few different teams.

2. HX066 Waldo (40 points) – Speaking of Starjammers that might see a lot of use after the rules change, Waldo will make an excellent taxi/medic for any team that chooses to field him. Whether that’s a robot team, pirate team (he’s the ultimate pirate ship), spider-man ally, or even a non-keyworded team – there is no better piece for carrying figures in the modern age. Throw in his perplex and his free medic bystander and he has skills that any team can use.

1. HX055 Kate Pryde (65 points) – She’s not quite as good of a taxi as Waldo (although still good). The reason I rated her higher than Waldo, is that she is one of the best pieces in the set that can use KRAKOAN REVIVAL. She’s relatively hard to kill, has full dial steal energy, transports her team, and has a chance to unequip opposing characters. I think KRAKOAN REVIVAL is a excellent trait and I have a number of teams I am planning with her.

 Here’s the Top Ten:

10 . HX052V Gambit (50 points) – If you are running KRAKOAN REVIVAL figures, then you know at some point the other team will have bystanders. With triple target energy explosion and free attacks against non standard characters, he’s one of the best figures in the game for dealing with opposing bystanders. Aside from that, he can see through stealth, has precision strike, and some late dial perplex. His defense isn’t that great, but that’s why you are running KRAKOAN REVIVAL in the first place.

9. HX044E Magneto (25 points) – He packs a lot into his 25 point value single click. He’s not delivering a lot of damage to a single target, but his 8 range and ability to ignore characters for targeting complements his triple target energy explosion nicely. You should be able to target the entire opposing team at once. Defensively, he features energy shield/deflection and mastermind. He might also gain probability control or Impervious from various team ups. And I haven’t even mentioned yet that his 25 point dial features Colossal Retaliation!

8. HX004 Wolverine (60 points)- Just a really good version of Wolverine that gives you the option of using charge with flurry or exploit weakness. And once Wonder Woman comes out the rules will change to allow him to use all three at once. But what really puts him on this list is his excellent team up card with Colossus. It reads “TEAM UP: COLOSSUS Listed friendly character can use Telekinesis, but only to place an adjacent Wolverine. When the listed friendly character uses it, after resolutions Wolverine may use Charge at no cost. (After revealing forces, you may replace character cards with their alternates. You can’t choose a Team Up card if your starting characters share a name).” It is essentially giving Wolverine 2 full sets of flurry attacks in a single turn.

7. HX059AV Apocalypse (75 points)- Where Wolverine make this list because of incredible offense, This version of Apocalypse is on this list because of his incredible defense. He has a full dial of steal energy, a better version of regeneration, damage reducers protected by the cosmic TA, and a trait that heals him the first time he would be KOed. On offense he does alternate between Psychic Blast and Flurry, but his low damage value makes him just an average attacker. 

6. HX059BV Apocalypse (150 points) – They don’t say that this is officially the Apocalypse of the Xmen Animated series, but he is. That just adds a whole bunch of coolness to this piece. Defensively this version of Apocalypse has PROTECTED: Mind Control, Outwit, and Penetrating/Psychic Blast. He also has the BEHIND THE SCENES trait that we’ve seen on other figures from the Xmen Animated set. On offense he starts with charge and exploit weakness which isn’t bad because with the behind the scenes trait opposing figures with have to be close to hurt him. Additionally, he can gain any power once per turn as a free action and gives himself and other Horsemen a full dial of Steal Energy. Lastly, he has the ability to create horsemen with his trait that states, “THE HORSEMEN OF APOCALYPSE: At the beginning of the game, you may choose up to 4 friendly characters each of 50 points or less and choose a different effect below for each. This game, the chosen characters gain the Horsemen keyword and their chosen effect. War: Super Strength. Pestilence: Poison. Famine: Adjacent opposing characters can’t be healed. Death: Exploit Weakness.

5. HX063 Mother (35 points) – This is not a great character design as she will likely never be in position to attack on the opposing team and thus will always take damage when using her title character powers. I don’t play her like a character. I play her like she is equipment for my whole team. The way I play her she will only on the board for 4 total turns and she will likely never leave my starting area. Her second title character power states that when she dies each other figure on the team with the Xmen keyword gets to use perplex for the rest of the game and that’s my goal. I use her for that and let her die. Even under the new rules perplex is still very powerful and giving the power to 3 (or more) figures is well worth 35 points.

4. HX003B Bishop (40 points) – He’s a nice second or third string attacker, but the reason to run him is the shard bystander token he generates. She has a trait that reads, “ABSORB THE AMBIENT LIGHT: Opposing characters can only attack characters within 5 squares of themselves.” Ranged attacks are most of the attacks that get made in an average game and severely limiting the other teams ability to make ranged attacks is a huge bonus. This makes Bishop a great piece to base a team around and lets him be useful in almost any build.

3. HX037B Emperor Vulcan (175 points) – He’s super expensive at 175 points, but he is a killing machine with no weak spot. He’s got a full dial of Pulse Wave while being completely immune to it himself. He’s got a full dial of impervious and invulnerability protected by the Cosmic Energy TA and he also ignores penetrating damage. He’s also got a 10 click long dial and 2 stop clicks. With pulse wave, outwit, psychic blast, and exploit weakness all useless against him every click of damage you do to him you’ll have to do that hard way. There are no shortcuts to KOing this guy. 

2. HX067 Old Man Phoenix (160 points) – This is the most healing that we’ve ever gotten on on figure. His healing trait states, “MUTANT REGENERATION AND COSMIC RESURRECTION: At the beginning of your turn, roll a d6 and heal Old Man Phoenix half the result.” That’s an average of  2 clicks healed at the start of every turn. So playing this guy really changes any game he’s fielded in. Your opponent will have to throw everything they can at this guy or he’ll just shrug it off and heal back to the top of his dial. Similarly, it’s your job to when playing him to do what ever you can to keep the opponent from focusing on him. Because if this version of Wolverine is allowed to survive long enough, he will kill the entire opposing team by himself. He’s got a full dial of charge, flurry, exploit weakness, and battle fury that will let him carve up anyone if he lives long enough to do it.

1. HX068V • ▪▪ịẬị▪▪ • (70 points) – This is the hardest character to KO in the set that has KRAKOAN REVIVAL and the power of that trait makes him the most powerful character in this set. What makes him so hard to kill is his last click. It has a special power that states, “MY POSITION ON THE QUIET COUNCIL GRANTS ME CERTAIN RIGHTS: STOP. Invulnerability, Mastermind. // When this click is first revealed, after resolutions roll a d6. Heal • ▪▪ịẬị▪▪ • a number of clicks equal to the result.” As long as Apocalypse is next to a character he can mastermind to it’s super hard to KO him. Outwit won’t work. Neither will pulse wave. And he’ll have a never ending supply of mastermind targets thanks to Krakoan Revival. There are ways to get past this stop click on Apoclypse, but your opponent might not be playing the right figures to do so. For more reasons why I like this guy so much, check out my Let’s Build An Excalibur Team!! article.

That’s it for this set review. Leave a comment below to let me know what you thought of my picks.

Let’s Build An Excalibur Team!!

Here’s a keyword team with some meta implications. It’s based around two powerful team up cards. The first for Rachel Grey reads, “TEAM UP: EXCALIBUR THEMED TEAM  If 4+ friendly characters with the Excalibur keyword are on the map, they can’t be targeted by opposing characters 5+ squares away.” This is the same thing as the “Behind the Scenes” trait from the XDPS, but it will protect your entire team. It’s also superior to what Prime Bishop can do because he lets opponents target from 1 square further away and only prevents attacks instead of all targetting.

The second team up card is for Rogue. It states “TEAM UP: , CAPTAIN BRITAIN, GAMBIT, JUBILEE, RICTOR If 1+ listed friendly characters are on the map, Rogue and listed character’s Excalibur, Mystical Protectors trait also triggers with close attacks. If 3+ are on the map, when they hit, after resolutions heal the attacker 1 click.” With Rachel Grey forcing the other team into close quarters this team up is a must. Also, we’ll be using three of the listed characters, so they will heal a click whenever they hit any opposing character.

Here’s the team I had in mind:

  • Theme: Excalibur +6
  • HoX068-70 Apocalypse (Krakoan) (70 points)
  • SVACs002 Illusion Generator (10 points)
  • HoX036-60 Rogue (60 points) – with team up
  • HoX052-50 Gambit (50 points)
  • WKMP19-s107 Incandescence (Mandarin Ring) (5 points)
  • HoX001.01 Rachel Grey  (40 points) – with team up
  • HoX063 Mother (35 points)
  • HoX053-30 Captain Britain (35 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HoX068-70 Apocalypse (Krakoan) – This is an Excalibur keyword theme team, but each piece also has the Xmen keyword and is lower points than Apocalypse. That’s not an accident. It’s so that Apocalypse can use his Krakoan Revival trait. If your opponent wants to KO any of your pieces, he will need to KO Apocalypse first. That’s no easy task because of Apocalypse’s stop click that offers immediate healing the first time it’s revealed and when it shows up a again it has invulnerability and mastermind. Because these powers appear on the stop click they can’t be outwitted or bypassed via pulse wave. A single target pulse wave can be redirected via mastermind and a multi-target pulse wave will have it’s damage reduced to zero by invulnerability. Additionally Apocalypse can be healed easily with the Xmen TA and anyone he masterminds damage to that would be KOed can simply be revived. Also, every time he is hit activates his mystics TA. KOing him is not impossible, but it’s a puzzle that some teams may not have an answer for.

SVACs002 Illusion Generator – Since you know Apocalypse will be the prime target, you might as well give him as much protection as possible. This gives shape change (which can’t be outwitted due to Apocalypse’s cosmic energy) and every time he makes the roll an autonomous bystander is generated that you can put in the opponents line of fire. These bystanders will make opponents waste even more actions killing bystanders instead of what they are really after.

HoX036-60 Rogue – Aside from bringing her team up card to the team, she is a hypersonic harasser with battle fury and she brings a special trick that your opponent may not see coming. “TURNS OUT, I DON’T NEED THE GLOVES: FREE: Choose an adjacent character and a standard power they can use. Until your next turn, Rogue can use that power and has that character’s printed range value.” Also, like Apocalypse she has the mystics TA.

HoX052-50 Gambit – He’s the best character in the set for killing opposing bystanders and you know opponents are going to be running bystanders because you will be giving them bystanders with Krakoan Revival. Aside from KOing bystanders Gambit is just an excellent attacker whose triple target energy explosion will be able to target large numbers of enemies at the same time. He also has the mystics TA.

WKMP19-s107 Incandescence (Mandarin Ring) – Use this to super charge Gambit’s attacks. It turns him into a damage dealing machine.

HoX001.01 Rachel Grey – Aside from her excellent Team up card she can be a decent super figure with her Enhancement and Telekinesis. She’s also useful for healing with her Xmen Team Ability and on the latter half of her dial she can be a decent attacker.

HoX063 Mother (35 points) – Keep her in your starting area and just continuously use her first +1 title character ability.  Depending on what the other team is doing you will probably just use her -3 ability on turn 4 and let her be killed by damage at the end  of that turn. You’ll give your opponent 35 points and let them damage one of your figures and place it in your starting area, but the trade off is worth it. After turn 4 all of the remaining 5 figures on your team will be able to use perplex for the rest of the game. This will take your team with otherwise average attacking stats and just supercharge them. It’s just a ridiculous advantage. Thanks to Krakoan Revival, your opponent can’t do anything to stop this unless they KO Apocalypse first, and that’s just not going to happen by turn 4.

HoX053-30 Captain Britain – On a team with 6 people leadership is a must and her leadership can potentially remove 2 action tokens in a turn. Aside from that, she brings outwit, mystics TA, and could be a capable attacker if someone increases her attack value via perplex. Rachel Grey is already ensuring that opponents will be in charge range and that’s where she Captain Britain thrives.

That’s it for today.

Let’s Build An Old Man Phoenix Team!!

Just like my previous article about Apocalypse Prime (and my article about Maggott that got debunked on Facebook), here’s another build about a top piece from House of X HoX067 Old Man Phoenix.

Here’s the team I had in mind:

  • Theme: Xmen +5
  • HoX067 Old Man Phoenix (160 points)
  • SVCS004 Carnage Symbiote (10 Points)
  • HoX003b Bishop (40 points)
  • HoX006 Cypher (35 points)
  • xdpG020p Dark Phoenix (30 points)
  • HoX044-25 Magneto w/ Xmen Team up HoX044.03 (25 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HoX067 Old Man Phoenix (160 points)– This is your primary attacker. He enjoys flurrying, using his claws, and healing whatever damage opponents throw at him. He’s powerful, but also very straight forward so not a ton to write about here.

SVCS004 Carnage Symbiote (10 Points) – Assign this to Old Man Phoenix. It grants him Shape Change (that can’t be outwitted) and even more healing because more healing is always a good thing. Also Plasticity means that when he says “I go where I want to go”, no one will argue.

HoX003b Bishop (40 points) – The last thing you want to do is get your Shiny new Wolverine shot full of holes from across the board. Bishop will make sure that opponents will have to stay close in order to hurt you and that’s exactly how Old Man Phoenix likes it. Plus he makes a good second attacker and his outwit could come in handy.

HoX006 Cypher (35 points) – So the combination of Cyber and Prime Bishop should hopefully let your Old Man Phoenix get the drop on on opponents despite having a zero range. The combo of sidestep and TK is perfect for firing your primary attacker into battle. As bonus the perplex is handy and the special barrier will remind you a little of Valaria Von Doom in her prime. What I mean by that is that since Cypher can see through characters he can literally put his barrier behind an opposing character and then automatically knock that opponent into it. He can also use barrier to surround an opponent on all four sides because of his improved targeting.

xdpG020p Dark Phoenix (30 points) – She’s a long range attacker and currently the games best retaliator in modern. You opponent is going to need a lot of hits on Old Man Phoenix to KO him, and Phoenix is a great (and thematic) distraction that will hopefully  give him time to heal some of his wounds. Also if you up her damage to 4 with Cypher she will heal if she does that amount of damage to (or KOs) an opposing figure, and that will be a huge headache for your opponent.

HoX044-25 Magneto w/ Xmen Team up HoX044.03 – Magneto brings a ton of options for a very low point cost. Like Phoenix he’s a long range attacker and retaliator at the same time. But when he retaliates he can be placed anywhere that he can make a ranged attack on his target. With his long range and improved targeting that’s almost anywhere on the board. He ignores characters for targeting so he can target the most vulnerable opposing character even if that figure is behind someone. Or he can target your opponents whole team at once with his triple target energy explosion. Additionally his teamup states, “When Magneto attacks only characters with the Ruler keyword or that can use Leadership, after resolutions remove an action token from him and give each hit character an action token. (After revealing forces, you may replace character cards with their alternates. You can’t choose a Team Up card if your starting characters share a name).” That can make him a tokening nightmare and combines well with his brotherhood TA.

That’s it for today.

Eaten by Maggotts!! (team build article)

Note: Several problems were discovered with this article after printing. Voyager can only carry figures she shares a theme with. Also, bystanders created that turn can’t use poison.

Greeting fellow Clixers,

I (like a lot of people) have been looking over the previews for House of X and theory Crafting teams. One of the figures that I’ve been looking at is this:

Her special power states, “SCIENCE COMMANDER OF ORCHIS Leadership. // UNIQUE MODIFIER – Friendly bystanders within 5 squares modify their combat values +1.” So I’ve been looking at characters that generate bystanders like caa054e Captain Marvel, ABPI030 Medusa, WKMP19-105 I.S.A.A.C. and xdp048 Jason Wyngarde. But that’s not who I am going to use today. Today I’ve chosen to go with:

That’s right, it’s the 2018 Team Championship figure previewed on clixnexus.com, Maggott.

Here’s the team:

  • Name: Eaten by Maggotts!!
  • Theme: General Butt Kicking/General Icky-ness
  • Theme Map Bonus: We don’t need no stinking Map Bonus
  • ABPI017 Voyager (50 points)
  • ABPI017 Voyager (50 points)
  • HoX051 Maggott (40 points)
  • HoX051 Maggott (40 points)
  • HoX051 Maggott (40 points)
  • HoX051 Maggott (40 points)
  • HoX016 Dr. Alia Gregor (20 points)
  • SVAC014 Mary Jane Watson (15 points)
  • EAXLB-ST Iron Avengers, Assemble (5 points)
  • Total = 300 points

This team is heavily inspired by the team that won the “David Newmark open” (which had UC Thanos as the prize). That 400 point team was two voaygers, a bunch of medusas, and some red aim guys for empower. It just mobbed people with endless hair bystander tokens. So why am I switching Medusa to Maggott? 5 reasons:

  • He’s ten less points (which is important because I am trying to shrink the team from 400 to 300)
  • He’s got probability control (and his tokens are tiny so he can see over them to use it)
  • His tokens offer him options on what to use during his alpha strike as opposed to always just using the hair bystander
  • His tokens don’t weaken as he takes damage
  • His Meany token has poison. So you can carry the 4 Maggots across half the board and just melt anything that doesn’t have a damage reducer without rolling dice. Also, with two Voyagers on the team you can use her outwit to take away opposing damage reducers on a lot of figures.

So this team can make all the way across the board in 2 turns (even phasing through walls) and doesn’t need to equip items at the start of the game. The turn you move up to the opposing team you can use 2 outwits, drop 4 Meanys, use poison 4 times, and make four Meany attacks (boosted by Dr. Alia and backed up by 4 prob controls). Turn 2 you can pick the the Meanys up and put them down again so they can do it all again. But, then the 4 Maggots can also attack (possibly with boosted stats if their Meany hit) and Mary Jane can spawn her Paparazzi bystanders (who can also attack this turn). You can do all of that in the same turn because Mary Jane and every bystander you generate all have Autonomous and Dr. Alia has Leadership.

That’s it for today. Leave a comment and let me know what you think about this team.

 

Let’s Build An Apocalypse Prime Team!! Or… The Fifth Night of Clix-Mas 2020!!

So now that all of the pieces from House of X are known I wanted to build a dream team around one of the top pieces from that set. This guy:

Specifically the 150 point version of him. I’ve been theory crafting teams based on his keywords and I believe using the Ruler keyword to add him to the Spiderman Family keyword creates the best team for him. Here’s the team I had in mind:

  • Theme: Spiderman Family +5
  • HX059BV Apocalypse (150 points)
  • SVCS004 Carnage Symbiote (10 Points)
  • SVC068 Spider-Pharaoh (60 points)
  • WKMP19-S101 Remaker (Mandarin Ring) (5 points)
  • SVC028 Flash Thompson (35 points)
  • SVC027 Gwen Stacy (25 points)
  • SVC014 Mary Jane Watson (15 points)
  • Total = 300 points.

Here’s what each piece brings to the team:

HX059BV Apocalypse (150 points) – This is your primary attacker. He gets to chose one power each turn via his CELESTIAL TECH and this gives him a wealth of options for both attack and defense. You’ll likely choose Hypersonic Speed when first closing with the enemy and then flurry or pulse wave when you are engaged with the enemy. Defensively he is Protected against both Outwit and Psychic Blast. He has full dial Steal energy and the BEHIND THE SCENES trait. And if he chooses to use his CELESTIAL TECH trait defensively he could chose Mastermind and shunt attacks to his secondary attackers or even better some of Mary Jane’s Paparazzi bystanders. He could also chose Regeneration if he’s taken damage.

SVCS004 Carnage Symbiote (10 Points) – Assign this to Apocalypse. It grants him Shape Change (that can’t be outwitted) and Healing to go along with the other defenses and healing I already mentioned. The plasticity will make sure that once he gets up to his target, they won’t get away.

SVC068 Spider-Pharaoh (60 points) – Group transportation and several support figures rolled into one. You’ll most often use her Leadership, Probability Control, and Empower to support the Close Combat attackers on your team, but don’t forget that she is a capable attacker herself with 4 starting damage. 

WKMP19-S101 Remaker (Mandarin Ring) (5 points) – Equip this to Spider-Pharaoh for the extra defense shape change offers and the poison may come in handy for close encounters.

SVC028 Flash Thompson (35 points) – Your secondary attacker. Grant him Exploit Weakness and steal energy by naming him the Apocalypse’s Horseman of Death. There are two awesome reasons to use him. He shuts down opposing shape change within 4 squares even if those figures can’t be outwitted. And the second reason is that if the Opponent KOs him, the Agent Venom he turns into is a super deadly close combat attacker with Flurry Blades/Claws/Fangs and Battle Fury.

SVC027 Gwen Stacy (25 points) – Another secondary attacker. Grant her Poison and steal energy by naming her the Apocalypse’s Horseman of Pestilence. Just like flash Thompson she can take away enemy defenses just by being near them, although she removes super senses instead of shape change. And while she does turn into a nice version of Ghost Spider, it’s not nearly as deadly a transformation as Flash Thompson’s.

SVC014 Mary Jane Watson (15 points) – There’s not much more I can say about Mary Jane that I didn’t already say in my Spiderman and Venom Absolute Carnage Top 10. You can assign her to be Apocalypse’s Horseman of Famine, but that won’t make much difference in most games.

That’s it for today. Stay Safe out there.

Let’s Talk Watchlist!! Or… The Fourth Night of Clix-Mas 2020!!

So the 2020 3rd Quarter watch list results have come out and unlike previous watchlists, I think the meta has been drastically changed. You can see WizKids post here. Let’s Break it down.

WKMP18 G001 Tri-Sentinel AND XTAS G025 Iceman

These no longer have the extra effects of the retaliation (blowing up terrain, incap) without them actually targetting an opposing piece to retaliate on. This was a needed change as it was confusing and not what was originally intended.

F4 063 Valeria Von Doom AND SVC 058 Venom Groot

These 35 point characters are no longer able to damage opposing characters on their turn using effects like the spin ring to move opposing characters. This was another welcome change. No character at that point level should be able to damage an opposing character that has reducers without needing to roll dice. That effect is just too powerful.

SVC 067 Spider-Man 1776 – *NEW ADDITION*

Wow this was unexpected, but welcome. Wizkids has said before that limiting a teams actions is unfun and they promised not to do it again. Then they did it again. But they are sorry and they won’t do it again. Until the next time they do it again. At least 1776 is still a pretty good piece even with the nerf to it’s big trait.

BWM 017 Black Widow

This was an unexpected change, and a lot of people online were wondering if it was a necessary one. Black Widow is very good, but a nerf that basically just starts her with two less tradecraft tokens doesn’t seem to hurt her that much. If this was all they were going to do, I might have left her alone.

So where does this leave the Meta?

So they are still very powerful figures out there that weren’t altered by this watchlist. Captain Marvel, Jason Wyngarde, Prime Vulture, Prime Batman, Prime Leopard, Mary Jane, Marvella, God Emperor Doom, Punisher War Machine, and the danger room robots all come to mind immediately. Plus Black Widow wasn’t nerfed that badly and Soldier 1776 is still usable even without his trait. So expect to still see Prime Vulture teams, Avenger Teams, Multiple kinds of Spiderman teams (robots, soldiers, rulers, scientists, etc…), Hellfire Club teams, Latveria Teams, and X-men teams when the new set drops. But this also opens up some opportunity for teams that were almost meta, but held back by Valeria, Black Widow, or Soldier 1776. Monsters with Absolute Carnage and Onslaught? Maybe. Robot teams with Amazo? Probably. An all Skrull team with multiple Super Skrulls? It could happen.

When one top piece falls in Heroclix another always rises to take it’s place. And I’m excited to see what’s next.

Rolling Down the Street… Like a Turd in the Wind (or a top ten set review of the Spider-Man and Venom: Absolute Carnage set) (AKA The Third Night of Clix-Mas 2020!!)

*Note: this is written after the 2020 Quarter 3 Watchlist changes to Venom Groot and Spiderman 1776.

Here are the honorable mentions:

5.SVC061 Spirit Spider (90 Points) – At 6 clicks he doesn’t have a very long dial and his stats aren’t especially good for his point cost, however he brings a lot of traits and special powers to the table. Offensively he has “PENANCE WEBS: Penetrating/Psychic Blast. // Incapacitate as FREE. When Spirit Spider uses it, after resolutions deal 1 penetrating damage to each hit character that had attacked a friendly character since your last turn.” A free action dual target incap every turn is huge and there aren’t many ranged attackers with the Spider-Man keyword so his Psychic Blast will set him apart from the rest of his team. Defensively he’s got “SPIRIT SENSES: Super Senses. When Spirit Spider uses it and succeeds, after resolutions, deal the attacking character 1 penetrating damage.” So whether he hits super senses or he misses any attacker will take take one penetrating damage in return (via mystics TA). And if an opponent doesn’t go after him first, he gets more powerful via his trait “THE SPIRIT OF PETER LIVES: When another friendly character with the Spider-Man Family keyword is KO’d by an opponents attack, choose a standard power on that character’s card and note it. This game, Spirit Spider can use the noted power(s)

4. SVC048 Shriek (45 points) – She’d not very tough, but for 45 points she has really good offensive abilities. She features the excellent Maximum Carnage trait that says, “MAXIMUM CARNAGE: Once per turn when Shriek hits, after resolutions deal 1 penetrating damage to up to 2 opposing characters that weren’t hit but are adjacent to a hit character.” If she has no action tokens she also has Pulse Wave which pairs really nicely with her top dial running shot. She also features a special Psychic Blast which ignores Super-Senses and counters it for the remainder of the turn.

3. SVC057 Venom Dr. Strange (45 points) – At 45 points he’s a mean little support figure for several keywords that lack good support figures. (Monster and Codex) In the support category he brings leadership, prob, TK and outwit if he pushes. Defensively he has shape change, super senses, and the mystics/Defenders TA. Offensively he has running shot, 7 range and the ability to call in a venom Groot from the sideline if he misses. Unfortunately, his lack of willpower is glaring as he loses a lot moving past click 1. 

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2. SVC055 Superior Spider-Man (85 points) – Definitely a Superior piece on offense, but lacking a bit in defense. His charge/flurry/precision strike combo can be deadly especially if he uses his own perplex on his stats and his item gives you one of the results you are looking for. His equipment is what really ups his game. It states, “EQUIP: ANY. UNEQUIP: DROP. EFFECT: Giant Reach: 2. At the beginning of your turn, you may roll a d6. This character has the listed effect until your next turn. 1-2: Modify Attack and Defense +1. 3-4: Incapacitate as FREE. 5-6: FREE: Make a close attack. Heavy Object.” That’s a huge offensive bonus. Unfortunately, he’s 85 points and has an 18 defense with super senses as the only thing protecting him. Get your hits in quick with him because your opponent will be gunning for him first.

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1. SVC053B Doppelganger (65 points) – He has some great keywords: Codex, Cosmic, Maximum Carnage, Monster, Mystical. A movement power reminiscent of Prime Vulture, “PERFECT KILLING MACHINE: Charge, Flurry. // Once per turn when Doppelganger uses Flurry, if he hits with both attacks, after resolutions he can immediately use Charge at no cost, but only to target characters he has not attacked this turn” He also has two excellent traits SYMBIOTE CODEX HUNTER and MAXIMUM CARNAGE. So why isn’t he in the Top ten? Well, the Answer is that there have been a lot of good primes lately and you can only have one per team. With EAX019B Vulture, CAAV053B Punisher War Machine, JLU005B Batman, and F4013B Black Leopard all in modern right now there is a lot of competition with this piece. There’s also another prime in this set that I keep planning builds around more than Doppelganger.

Here’s the Top Ten:

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10. SVC028 Flash Thompson (35 points) – My second favorite Secret Identity character brings a unique trait to the table that reads “THE REAL “ANTI” VENOM: Opposing characters within 4 squares can’t use Shape Change.” In sealed for his set that power came in super handy, but it’s also great in constructed. Some of the best equipment grants shape change (carnage symbiote, remaker) and WizKids tends to give that power out a lot to a lot of powerful figures (Onslaught, Knull, Super Skrull, etc…) Beyond his trait he just a good close combat attacker for his points featuring close combat expert and poison. Unless, your opponent tries to KO him. Then he turns in the back half of Agent Venom’s dial which is arguably better than the front half of that dial. Defensively it features Shape Change, Super Senses, and Toughness. Offensively it features Flurry, Blades/Claws/Fangs, and Battle Fury. You do not want that showing up next to a figure you care about!

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9.  SVC007B Venom (80 points) – Defensively this guy has 7 clicks all with damage reducers, healing from the SYMBIOTE CODEX HUNTER trait, some steal energy, and a special stop click. But it’s special movement power that makes him great, “DRIVEN MAD BY KNULL: Charge, but do not halve speed. When Venom uses it, after resolutions deal 1 penetrating damage to each adjacent character (friendly and opposing).” Don’t get me wrong full move charge is cool, but at the end of the day you just can’t beat automatic dealing damage without having to roll dice.

8. SVC054 Spider-Man (60 points) – Although a lot of people bag on this guy, I think he’s worth every point. Hypersonic speed, outwit, and 12 starting attack highlights this guy’s incredible opening click. But it’s his ridiculous attack power that really seals the deal. It reads “FOUR HOODLUMS AT ONCE!: When Spider-Man makes a close attack, he instead targets all adjacent opposing characters.” Beyond that he has a standard (but undercosted) Spider-man dial with 2 exceptions. The first is J. Jonah Jameson who is a bystander the other team gets with perplex that he can only use to target your team. The second is his Garbage can special object. The Garbage can states “This object can’t be added to your force (only generated). // When a friendly [SVC] #054 Spider-Man would be KO’d, if this object is unheld, instead you may replace that Spider-Man with [SVC] #016 Peter Parker on click #2 adjacent to this object. If you do, KO this object. Light Object.” I view it as point denial. Instead of scoring 60 for KOing Spiderman, your opponent will only score 10. They will only get the 60 points if they KO Peter Parker (who should be hiding in your starting area).

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7. SVC070E Steampunk Peni (45 points) – At 45 points she brings the ability to add robots to the Spiderman keyword along with a special perplex and… not much else. But robots are one of the strongest generic themes right now and that won’t change while the X-men Animated series is still in modern rotation.

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6. SVC067E Spider-Man 1776 (50 points) – Oh how the mighty have fallen. Two days ago this would have been the the best figure in the set because of his trait. It reads, “THE GENERAL THAT FOUNDED A NATION: Leadership, Super Senses. // Opposing forces have Action Total -1 (minimum 2). // Opposing characters within 6 squares can’t use Leadership or Autonomous.” But now that trait has been given errata so that opponents are only minus actions on turns where he hits opposing characters. Despite that he’s still a very well rounded character featuring perplex, a stop click, and traited leadership/super senses. And post watch list soldiers feature two of the strongest meta pieces in Punisher War Machine and Captain Marvel. Expect him to still be a top piece.

Knull_(Earth-616)_from_Venom_Vol_4_3_001

5. SVC052E Knull (125 points) – At 125 points Knull features a ton of defense and tricks. He starts with stealth, free action smoke cloud, impervious, and shape change with a 50% success rate. And as a bonus he can straight up teleport within his own smoke cloud markers. On offense his starts with 4 damage, outwit, and his special equipment All-Black the Necrosword. It states “Indestructible. EQUIP: ANY. UNEQUIP: DROP. EFFECT: Giant Reach: 2. // When this character makes a close attack, opposing characters can’t use Shape Change or Super Senses and can’t reduce damage below 1. Heavy Object.” He doesn’t have penetrating damage so opposing characters with damage reducers will really slow down his damage output unless he can get by that with his outwit. However, any character relying on Shape Change or Super Senses will be completely defenseless against Knull.

4. SVC066 Spider-Hamurai (60 points) – At 60 points he adds martial artists to the Spiderman keyword. Which is not that big of a deal because you can get you Prime Batman, Karnak, and not many other pieces you’d actually care to add to your team. House of X will add some good options, but nothing meta defining. The real reason I put him so high on my list is that he’s the best attacker of all the chases. He’s worth running even if you don’t add martial artists to your team. His trait IT’S CROW-NIN HUNTING SEASON allows him to pick a character or TA and make free attack against those character (or characters) every turn. Beyond that he has traited Blades/Claws/Fangs, a full dial of precision strike, and exceptional attack values. Defensively he just has one power, but in the right circumstances it will be all he needs. It reads “BUSHEEPDO HONOR: Combat Reflexes. // If Spider-Hamurai is adjacent to exactly 1 opposing character and neither is adjacent to any other characters, other characters can’t be moved or placed adjacent to either of them and can’t target either of them.” This guy will get a lot more benefits from a symbiote equipment then your average piece will.

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3. SVC051R Absolute Carnage (60 points) – If you run a monster team this guy is a must play. If he had any generic keyword you could use to put him on Spiderman theme team, he’d be the best character in the set. Defensively he just has toughness along with healing and shape change from his equipment. That’s just fine at his point level. Offensively he’s just nuts for his points with two ridiculous traits. The first is the Maximum Carnage trait that I detailed previously. The second states “SPREADING MY SYMBIOTES ACROSS THE WORLD: Flurry, Giant Reach: 3. // When Absolute Carnage KO’s an opposing character of 25+ points, after resolutions you may generate a [SVC] #011 Carnage Minion in that character’s square.” With those traits, his Blades/Claws/Fangs, and Perplex he’s going to KO lots of stuff. And every time he does he heals (via his equipment) and makes a “mini-me”. For 60 points that’s insane!

2. SVC038 Marvella (15 Points) – She’s an extremely low point character that can use barrier. In fact, she’s the lowest point character ever to have barrier except for the worker spider bystander from the Hobbit starter set. Being that she is so cheap you know that someone is going to run 4 of her so they can just wall off their team every turn. And if you combine multiple copies of her with someone like SVC014 Mary Jane Watson, opposing teams may not have enough actions to attack you after dealing with the walls and bystanders you’re building each turn. It’s not a fun way to play, but it’s legal and a very viable strategy. When see tournament results of a team with Spiderman theme this is one of two characters that almost always sees play.

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1. SVC014 Mary Jane Watson (15 points) – I have a yet to see a tournament result of a Spiderman team that did not play Mary Jane. She can summon an average of two tie up bystanders at a time. Those bystanders can all use their incapacitate right when they are summoned. And none of that costs your team any actions because of autonomous. And just like Ben Kenobi when you strike her down she will become more powerful than you could ever imagine. Or, at least she will become an Iron man with Invulnerability and Perplex. Best 15 point character ever and a must play if you are even considering playing a Spiderman Team.

That’s it for this set review. Leave a comment below to let me know what you thought of my picks.

All Shall Bow before Doom (or a top ten set review of the Heroclix Fantastic Four set)

Here are the honorable mentions:

5. F4027 Valeria Richards (40 Points) – She’s a key support figure if you are going to run a Fantastic four team. Her attack special reads, “LET’S SEE, WHAT CAN I MAKE WITH THIS?: FREE: Choose a standard attack power. Valeria Richards can use that power this turn.” Which means she can pick a power like TK one turn and then the next turn choose Pulse wave. Add to that her double Perplex and she is a must have uncommon from this set.

4. F4039 Franklin Richards (65 points) – Franklin is kinda a mix between WXM038 Legion (Whom I used to really enjoy playing) and EW017 Green Lantern (The power battery is draining). Just like those guys he can gain any power, but there is a serious drawback. His Special attack power reads “EVERYTIME I USE MY POWERS, I GET CLOSER TO LOSING THEM: FREE: Choose 3 standard powers. Franklin Richards can use the chosen powers until your next turn. // At the end of your turn, if Franklin Richards activated this power or made an attack, roll a d6. Deal him unavoidable damage equal to half the result.” So you won’t be picking powers every turn, but if you pick and choose your turns carefully, you will get way more that 65 points worth of value from him. His stats and incredible 11 click dial length further increase his value. As does his ability to grant the Power Cosmic TA to all Fantastic Four figures within 4 squares. Smart Players are really going to be able to abuse this guy.

3. F4048 Karnak (40 points) – The Inhumans are back and this guy is going to try to put them into the competitive scene. Combined with a taxi like ABPI059 Lockjaw he can outwit the most stubborn of defenses. His special damage power reads,
IN EVERYTHING, A WEAKNESS: Close Combat Expert, Outwit. When Karnak has no action tokens and uses Outwit, adjacent opposing characters can’t use Protected: Outwit or PROTECTED: Outwit until your next turn.” Combine him with the aforementioned lockjaw and ABPI030 Medusa to make a great one-two punch.

2. F4055E Agent Venom (50 or 75 points) – Whether you run this guy at 50 or 75 points really depends on the rest of your team. Both are good options. From the moment he was previewed players have been going nuts over his trait, “CALL IN HELP FROM… ME!: Once per turn, when another friendly character that shares a keyword with Agent Venom hits, after resolutions you may roll a d6. 3-6: Place Agent Venom adjacent to a hit opposing character.” Add to that the usual Symbiote tricks (Plasticity, Shape Change) and his ability to grant shape change to others at 75 points or his Perplex/BCF combo at 50 points. 

1. F4054 Wolverine (75 points) – A very offensive minded Wolverine that has Flurry and BCF on every click. He starts with a movement special that states, “BLOODTHIRSTY BARRAGE: Charge, Flurry, Sidestep. // When Wolverine KO’s an opposing character, after resolutions remove an action token from him.” He also makes a decent taxi with his sidestep and THE NEW FANTASTIC FOUR trait that grants him Passenger:1. On defense he starts with 18 toughness and a trait that will ensure he remains a threat all game as long as you still have fantastic four pieces on the board. It reads, “I DON’T STAY DOWN EASY: When Wolverine would be KO’d except by this Trait, instead put him on this card with 4 Healing tokens. At the beginning of your turn, remove a Healing token. When you remove the last one, place him on the map on click #6 within 4 squares of a friendly character with the Fantastic Four keyword. If you can’t, KO him. Protected: Pulse Wave.” It’s worth noting that click 6 for Wolverine has 12 attack to go along with his BCF and Flurry. So if you can get him to come back into play next to an opposing figure, that figure is in for a world of hurt.

Here’s the Top Ten:

 

10. F4053B Ghost Rider (40 points) – This is as mean of a 40 point dial as you will ever see. Alejandra has a starting click most other 40 point characters could only dream of. Hypersonic Speed, precision strike,  Invulnerability,  probability control, and Indomitable mesh well with her better than average stats. Her dial is short at 3 clicks, but her stop click and healing from steal energy will make the dial feel longer. The Mystics TA will mean that the very least the opponent will receive some vengeance for attacking her. Add to that her unusual Retaliation trait and you get a lot for very little point investment.

9. F4047A Silver Surfer (150 points) – I’ve seen him played on competitive teams at 75 points, but I think he has what it takes to to be played as a full 150 point Primary attacker. I know I’ve said that 150 points is a lot to pay for a single character in a 300 point build (like when I talked about CAAV074 Ultron), but I think the Surfer has everything he needs to be successful at that point cost. He has the Power Cosmic TA, Hypersonic Speed on every click, lots of damage reducers, and a 9 click long dial. His damage values are a little low for a 150 point character, but that’s where Dawn Greenwood helps. She is a free bystander the Surfer gets at the start of the game that has both enhancement and perplex. Even better, if she is killed by an opposing attack, the Surfer gets +1 to all his stats for the rest of the game. She just needs to watch out for poison and pulse wave.

8. F4049 The Thing (50 points) -So the first thing everyone sees with they see this dial is BUZZ AND CHUCK. I say ignore them, and then take another look and you’ll see the the most unique support figure in the game. He has sidestep, a special traited perplex, empower, and 19 defend. The 19 defend in particular is very rare and beneficial to any team that runs him.  But, he also has something that no 50 point support figure has ever had… four clicks of Invincible. Being the toughest support figure ever can be especially helpful in games where opposing figures are dealing penetrating damage via traits (like widows recruit). Unlike most support figures he’s not bad in in battle so make sure to push Buzz or Chuck to KO as soon as possible so the Thing can attack.

7. F4053A Ghost Rider (50 points) – I predict that this version of Ghost Rider will see even more play than the prime version because of her special starting defense. It reads, THE GUARDIAN PHANTASMA: Defend, Energy Shield/Deflection, Toughness, Willpower. // Adjacent friendly characters of equal or lower points or that share a keyword with Ghost Rider can use Energy Shield/Deflection.” So for any team that matches her keywords, she is worth consideration due to the extra protection she provides. Imagine giving that bonus to Onslaught or a bunch of Wendigos. Add to that her special version of a stop click and you can she why I think she will be on a variety of teams. 

6. F4034 Invisible Woman (60 points) – Every Susan Richards in the set shares the same trait for subbing in sideline characters, but this version of Sue is the only one with the the Shield and Avengers Keywords. That trait says, “FORM THE NEW FANTASTIC FOUR: At the beginning of the game, you may replace up to 4 friendly characters with the same number of characters from your sideline on their starting clicks. All replacement and replaced characters must have the Fantastic Four keyword and different names. The total points of the replacement characters can’t exceed the total points of the replaced characters.” Although if you are facing characters that use stealth or that can’t see through stealth, you are probably going to want to leave her in play. Just like the Ghost rider that shares ESD, Sue shares something with her teammates as well. Her Trait reads “YEAH, MY POWER SET IS REALLY GOOD FOR ESPIONAGE: Stealth, [Improved Targeting: Hindering]. Adjacent friendly characters that share a keyword (with her) can use Stealth and [Improved Targeting: Hindering].” That could be a huge boon against the right opponent.

5. F4021 Dr. Doom (45 points) – Here’s the Doctor Doom that we’ve been missing for the past few years. I’ve been excited to build around this guy ever since he was previewed. His Doombot making trait is the best reason to play him. It reads, MY ROBOTS OFTEN CONFUSE MY FOES: Leadership, Mastermind. When Dr. Doom uses Leadership and succeeds, instead of the normal effect, you may generate a [F4] 005 Doombot.” That’s a 33% chance of getting a free F4005 Doombot at the start of each turn. That’s pretty good, but you can take that up to absurd levels by assigning him the the Reign of Terror map bonus. It reads, “(+5 points, or 0 points if every character on your starting force has the Latveria keyword). LOCATION: At the beginning of the game, choose a friendly character. Once per turn, when that character rolls for Leadership you may reroll the result. If that character is named Dr. Doom, they increase their roll for Leadership by +1. CONSOLATION: Once per game, when a friendly character would roll for Leadership, they automatically succeed.” That 33% chance to generate a Doombot then jumps to a 75% with the map bonus. For even more fun throw in fellow scientist TREKRF014 Ensign Crusher.  Beyond making Doombots, this Doom supports them with Enhancement and starts with a nice Running Shot/Energy Explosion Combo.

4. F4058R Super Skrull (50 points) – Super Skrull is making people take notice with his trait. It reads, “THE POWERS OF THE FANTASTIC FOUR: At the beginning of your turn, choose two. Super Skrull has the listed effects until your next turn. INVISIBLE WOMAN: Sidestep, Stealth, Barrier as FREE but only to generate one marker. THE THING: Charge, Impervious, Close Combat Expert. MR. FANTASTIC: Plasticity, Super Senses, Giant Reach: 4. HUMAN TORCH: Running Shot, Energy Explosion, range of 6.” Most of the time that means you will be picking Mr. Fantastic and the Thing to become a nearly unhittable brawler. Especially when combined with his starting Shape Change and Skrull TA. Combine 5 of him with a F4040 Skrull General and you’ll have your own 280 point secret invasion ready to go.

3. F4013B Black Leopard (50 points) – Black Leopard has a game breaking trait the likes of which we haven’t seen since NFAOS059B Nighthawk . It reads, “TO FIGHT FOR EQUALITY IN RUDYARDA: The maximum attack, defense, and damage values of opposing characters within 6 squares and line of fire are each equal to Black Leopard’s printed value of that type.” Beyond that he’s got a long six click dial and (thankfully) lowish stats to go along with his starting Perplex and Leadership. He’s the first character your opponent will want to KO, which means your whole game plan should revolve around protecting him.

2. F4063 Valeria Von Doom (30 points) – She features leadership, Perplex, and very good defenses for her point cost. But it’s her trait that is making her see meta play (including on the winning ROC National team). It reads, “HUNTING ANOMALIES FROM OTHER WORLDS: FREE: Roll a d6 and place Valeria Von Doom up to that many squares away. // When an opposing character is placed within 4 squares and line of fire, after resolutions deal them 1 penetrating damage.” The first part of the trait combines well with her sidestep to let her move up to 8 squares as a free action. But it’s the second part of her trait that has everyone excited. It obviously affects opposing pieces like retaliators that are placed close to her. But it also affects things like the Telekinesis power and Knockback.  So equipping her with something like the WKMP19-S103 Spin (Mandarin Ring) lets her place any character in within a range of three into an adjacent square and do a penetrating damage to that character after actions resolve. That’s really good for a 30 point investment.

1. F4061R God Emperor Doom (100 points) – This is a character we’ve been begging for since the Battleworld set came out. At 100 points he’s got a short 4 click long dial and Battle Fury on two of his 4 clicks, but I love this guy. He features IMPROVED TARGETING: Hindering to go along with his running shot and superb 9 range. He also has a starting 12 attack and Probability Control because missing attacks is for mortals. He defense is nothing special with a 17 defense value and invulnerability, but when he does get hit he has 2 STOP clicks to protect him from being KOed. He should be able to rely on Doombots for defense or heal with steal energy and the new improved Minions of Doom TA if he does get hurt. He’s the leader of Battleworld and gets this unique trait, GOD OF BATTLEWORLD: When establishing themed teams, God Emperor Doom gains all Battleworld keywords. // Leadership, Perplex, Colossal Stamina. When God Emperor Doom uses Perplex to target another character with a Battleworld keyword, you may instead modify a combat value except damage by +2 or -2.” His last trait makes him one of the best figures in the game to deal with equipment. It reads,HMMM… AND DO YOU HAVE AN INFINITY GAUNTLET NOW?: FREE: Choose an opposing character within range and line of fire. That character can’t use the EFFECT of Equipment until your next turn.” It is especially important in the post ID card era.

 

That’s it for this set review. Leave a comment below to let me know what you thought of my picks.

 

 

The Once and Future Set (or a top ten set review of the Heroclix JLU set)

JLU

Some notes about the set:

  • Most of you won’t get to see this set until well after it’s release date due to COVID-19. So, hopefully my descriptions will do it justice. Also, this set is already in the units section of HCRealms.com.
  • This is the sequel to the Batman the Animated series set in both flavor and substance. Even the Chases continue the Super Friends line-up along with some of the villains getting in on the fun.
  • This set introduces team up cards and I am torn on their effectiveness. I  like the mechanic for the most part, but the execution was a bit off. Let me explain. Because the cards cost 0 points, the figures were assigned point costs that are about right if you are using a team up card, but the figures that have team up cards as possibilities seem over-costed if you aren’t using any cards. And you aren’t always going to have the team up cards you need or even any team up card choices at all. I opened a brick and only got 4 cards. So a lot of pieces like Superman 001 in this set I didn’t have any card options for, not even bad options. Superman 001’s dial costs 100 points, but on it’s own I’d guess it’s probably worth closer to about 80 points. What I think the designers should have done is assign point costs to the team up cards so that the characters in question are still reasonably costed even if you don’t have any team up card options. This isn’t true for all the figures that can use team up cards in the set, but it is for a lot of them.
  • Between this set and X-men animated late last year, it’s a good time to be a fan of animated super heroes. I was a huge fan of this show.
  • This set doesn’t have a lot of good attackers, but it has tons of great support characters.
  • This is the last set to come out before ID cards are retired from modern. Good Riddance!

And now on to the honorable mentions:

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5. JLU045 Hawkgirl AND JLU045.03 Team Up: Batman (60 points) – Unlike what I talked about in the notes about the set, Hawkgirl does have team up options and is worth her point cost even without using a team up card. Charge, flurry, 12 attack, and 12 movement make for a great secondary attacker. Because her starting defense is combat reflexes, she is vulnerable to being attacked at range. That’s why I’ve picked the Batman card to use her with. The stealth and extra movement it brings are very good bonuses for her. She would do well with the Green Lantern Team up card, but I really don’t like any of the Green Lantern dials made since the soon to be retired Elseworlds set. She also has the option of using a powerful Episode team up card that grants the Mystics TA to her Superman, Green Lantern, Dr. Fate, Aquaman, Amazo, and Vixen. Unfortunately, most of those characters don’t have great dials.

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4. JLU046E Martian Manhunter AND Episode Team Up JLU046.11 (50 points) – He has average attack and damage stats, but defensively he’s a powerhouse. He features Impervious, Super Senses, and Shape Change on his first click. However, his best feature is his powerful Episode Team Up card. It reads, “EPISODE TEAM UP: SUPERMAN, WONDER WOMAN, BATMAN, THE FLASH, GREEN LANTERN, HAWKGIRL: If 1+ listed friendly characters are on the map, Martian Manhunter and the listed characters take a maximum of 1 damage when on their starting click. If all listed characters are on the map, they and Martian Manhunter have [Teen Titans team ability].” Unlike Hawkgirl’s episode team up card, most of the characters listed on this team up have great dials and the ability to add essentially a stop click at the front of those dials is huge.

Superman Robot

3. JLU018E Superman (10 points) – Wizkids did something unique here and created a generic character dial inside of the dial of a named character. At 10 points this dial isn’t really Justice Lords Superman, it’s actually the dial for one of his many Superman Robots. I love the idea of a single figure that can represent both a unique person and a generic character based on what point level you use. I hope Wizkids does more of this in the future. 

As for the dial itself, it’s not ground breaking but for 10 points it’s very good. It’s single click features indomitable, Close Combat Expert, sidestep, toughness, the Justice Lords trait, and the Superman TA. I can see myself running several of these on competitive robot teams to carry figures like I.S.S.A.C. and danger room sinister, or just to fill points after ID Cards leave modern.

Solomon Grundy

2. JLU050 Solomon Grundy (75 points) – This is a great showing for Solomon Grundy that’s very reminiscent of the Hawkman/Hawkgirl figure from the BTAS set. It features a 10 click long dial that essentially has a stop click in the middle. His trait reads, “THE LIFE AND DEATH OF SOLOMON GRUNDY: FREE: Turn Solomon Grundy’s dial to the same click # of a different color. // The first time Solomon Grundy would be KO’d, instead turn him to either click #1 and he can’t use this trait for the rest of the game. Protected: Pulse Wave.” Looking at his dial unless you need the extra movement from sidestep on the red dial, you’re just going to want to leave it on the blue side and then choose blue again when he resurrects. With his damage reducers, long dial, steal energy, and high attack value it’s hard to believe this guy is only 75 points.

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1. JLU062 Ultra-Humanite (25 points) – For 25 points you get a solid TK piece with sidestep and willpower. It also has my favorite trait of the set that reads, “INJUSTICE LEAGUE: At the beginning of your turn, roll a d6. 6: Give an action token to an opposing character that’s 100 points or less.” So there is a 1 in 6 chance every turn that this 25 point piece can give an action token to an opposing figure anywhere on the map. What I’ve mentioned so far should already be enough to justify his point cost, but he also comes with a special mind control that reads “FAR EASIER TO USE MY SUPERIOR INTELLECT AND MENTAL POWERS: Mind Control, Sidestep. When Ultra-Humanite uses Mind Control, his range value becomes 8 and he has [Improved Targeting: Hindering, Elevated, Blocking, Characters].” He can target through any type of terrain. Walls, a mountain, and the jungles of Wakanda won’t stop his mind control. If he had any defense or other support figures in the injustice league to pair him with, he would have definitely made the top ten.

Here’s the Top Ten:

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10. JLU035 Superman (175 points) – Potentially the toughest Superman the game has ever seen. Defensively he features 7 clicks that all have reducers, protection from outwit, limited self healing, and 3 stop clicks. But what really makes him so impressive is his long range and huge offensive stats located around those stop clicks. Click 4 has 12 attack and 5 damage. click 5 (his first stop click) has 13 attack and 4 damage. Click 6 has 12 attack and 4 damage.

He’s a one man army. He’ll have to be, because unfortunately at 175 points he takes up most of a 300 point build. Still this is a very powerful character with all the bells and whistles, so don’t underestimate him.

Superman

9. JLU105 Superman (125 points) – Now we get to what I believe is the best Justice League Primary attacker in the set (although he’s actually from the fast forces). The reasons why I like him better than the 175 point superman is that he has a lower cost, starting hypersonic, high attack his whole dial, and the ability to make a second attack if he hit with the first. He’s not as tough as the 175 point version, but he still has two stop clicks at the end of his dial. The large amount perplex available to Justice League team will come in really handy here because his second attack isn’t just limited to printed values, so you’ll get twice the bang for your buck when you increase his damage with perplex. Also, this character greatly benefits from WKMP19-S001 Exospex because he has no range and sidestep as his movement power on every click except his first.

Booster Gold

8. JLU053 Booster Gold (80 points) – This is the best Booster Gold ever made. His 10 Attack and 3 damage are underwhelming, but they are bolstered by his special damage power that reads “SKEETS, BOOSTER GOLD’S BIGGEST FAN: Perplex, Probability Control. When Booster Gold uses Perplex to target himself, he may instead modify a combat value other than damage +2.“He’s got running shot and invulnerability on his first click. He also has a trait that lets him protect himself  and his team from ranged attacks. It reads, “CROWD CONTROL: Barrier. Barrier as FREE, but only to generate 2 markers.” He makes a perfect secondary attacker on a Justice League team.

Amanda Waller

7. JLU040 Amanda Waller (35 points) – An Incredible support figure for Justice League teams with leadership, outwit, and perplex all at the same time. Defensively she has both Stealth and Mastermind. In addition, she brings an awesome trait to the table the reads, “BECAUSE THE WORLD NEEDS A BATMAN: During force construction, choose a friendly character of 125 points or less with the Batman Family keyword. That character has the Future keyword. // At the beginning of the game, choose a combat value. This game, that chosen character modifies that combat value +1.” But that trait is only as powerful as the best Batman Family figure you can use with her, which means the next character on this list must be…

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6. JLU005B Batman (40 points) – No figure has been getting more buzz than this one since being previewed. He has the ability to target everyone in range at the same time with his trait “SOMETHING WHEN GONE, YOU CAN NEVER REGAIN: FREE: For the rest of the game, Batman can’t use the Batman Ally team ability and whenever he occupies a clear square and is given a RANGE action to use Incapacitate, Mind Control, or Penetrating/Psychic Blast, he can use [Improved Targeting: Hindering, This character can make range attacks while adjacent to opposing characters. (May target adjacent or non-adjacent opposing characters.)] and may instead target all opposing characters within line of fire.” Combine his targeting with his 12 attack and his uses of incapacitate or mind control can easily hit a whole team at once. At the back half of his dial is psychic blast that has been in debate online about whether his damage is divided among all hit targets or not. Regardless of the outcome of that ruling, opponents are going to target him first on your team so you won’t get to use those last few clicks very often.

He’s very good if you want to center your team around using him effectively, but he’s not someone you throw on a team without a plan.

Ace GIF

5. JLU058 Ace (60 points) – An incredible support figure with tons of powers. On offense she got a special mind control that reads, “DRIVE YOU INSANE: Mind Control. When Ace uses it, after resolutions give a hit character an Insanity token. // When a character with an Insanity token attacks, modify their attack -2 and then remove one of their Insanity tokens. If they missed all targets with that attack, after resolutions deal them 1 unavoidable damage.” She’s only a 6 range, 10 attack, and no way to move and attack, but if she hits with that it will probably stop the next attack that character makes. But, the real reason to play her is her game breaking trait, “WARP PERCEPTIONS AND REALITY: Shape Change, ProbabilityControl. Other characters (friendly and opposing) can’t use Probability Control except for Themed Team Probability Control.” Of course your opponent could try to take her out, but her last trait will punish them for it. It reads “BATMAN MUST TALK HER OUT OF HER FINAL PSYCHIC BACKLASH: When Ace is KO’d by an opponent’s close attack, deal 1 unavoidable damage to that character. When Ace is KO’d by an opponent’s range attack, deal 1 unavoidable damage to each opposing character. Protected: Pulse Wave.” Her biggest downfall is a Lack of good keywords. Project Cadmus is probably her best team choice.

the atom

4. JLU059A The Atom (40 points) – With Perplex, Outwit, and the ability to make other characters tiny it’s easy to see why he makes a good support character. But he’s more than your average support character. Making other characters tiny is great to allow you to carry a figure that you wouldn’t normally able to carry. ABPI011 Ant-Man has a similar power and I learned to use to great effect when I won a WKO sealed tournament last year using Ant-Man. Atom can also use shrink an adjacent opposing figures to deny them the ability to use their equipment until you next turn, or make it easier for another character to break away from that character, or to open up a line of fire. He also has a special movement power that reads, “RIDING ALONG UNDETECTED: Leap/Climb, Stealth. When an adjacent character is given a MOVE or POWER action, after resolutions you may place The Atom adjacent to that character.” He can use this to tie up opponents and take advantage of of his 19 starting defense. He can also use this to be move along with friendly units that couldn’t carry him because they were using hyper sonic speed or carrying someone else. And because he isn’t actually being carried he can still take a non-free action after being moved. Someone would have to do something absolutely crazy to be a better Justice League Support character.

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3. JLU031B Crimson Avenger (30 points) – So this is a Justice League support character that does something crazy. Just like ABPI069 Kobik he can give an action token to an opposing character as free action. So no having to roll dice, or worrying about defense powers, and he can do it after moving or being carried. Unlike Kobik he doesn’t need to be adjacent, he just needs to be within 5 squares of the character he’s giving the token to. His trait reads, “KNOCKOUT GAS:Smoke Cloud as FREE, but only to generate 4 markers. When Crimson Avenger uses it, after resolutions choose an opposing character occupying or adjacent to one of his Smoke Cloud markers and give that character an action token.He can also use his smoke cloud to hide friendly characters when he’s not in range of an opposing character. Aside from his trait he also has perplex, stealth, poison, and combat reflexes. This guy is low-key powerful and not many people have caught on to him yet.

amazo

2. JLU012 Amazo AND JLU012.05 Team Up: The Flash (125 points) – Amazo is the best primary attacker in this set and he has 5 different team up cards as options. The Flash team up is by far the best. It grants Hyper Sonic Speed and Super senses. He can also use his power adaption trait to get more powers. It states, “POWER ADAPTATION: At the beginning of your turn, you may choose a character within 4 squares and line of fire and up to 2 standard powers that character can use. If Amazo is 100 or 125 points, you may choose 3 standard powers instead. Amazo can use the chosen powers and has the printed range value of that character until he chooses again.” And all of these powers he acquires work with his defensive trait that reads, “INVINCIBLE ANDROID BODY: Amazo takes a maximum of 1 damage when attacked by a character that can use a power other than Willpower that Amazo can use. He can’t be healed, equipped, or chosen for Mastermind.” I should note that his team up card also has an additional disadvantage built in. You can’t have characters on your sideline except those for the Amazo Team Up Cards. (You need to declare what effect your Sideline game elements are for during game force construction.) So that means no ID or trouble alert characters. Obviously he’ll hit his stride after ID cards are retired in a few months.

When I first saw this guy I thought he’d make a perfect primary attacker for the danger room pieces from the last X-men set. Or, he’d at least head up a really nice team of robot pieces from various sets (Ultron, I.S.S.A.C, Cyclops Sentinel, etc…) He could also be part of a very good Cadmus Labs teams with JLU058 Ace, JLU040 Amanda Waller, and JLU051E Batman Beyond. But honestly, any team could use a piece that is a great attacker and only takes one damage from opposing attacks. So lots of opportunity for this guy.

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1. JLU069E Brainiac (10 or 0 points) – This set introduces a new form of sideline active characters with a new trait called “LET’S CAUSE TROUBLE!: SIDELINE ACTIVE – Friendly characters have “FREE: If this character critical hit this turn or made the third attack this turn to hit all opposing targets, place a character from your Sideline that can use a Let’s Cause Trouble! trait adjacent on its blue starting line.” // At the beginning of your turn, if Brainiac started the game due to the Let’s Cause Trouble! trait, roll a d6. 4-6: Return Brainiac to your Sideline.” Brainiac is clearly the best of those 4 characters, but they are all worth having. He starts with 11 attack, triple target incapacitate, outwit, and a special phasing power that works like running shot. He also has a trait that says “THE EARTH…IT’S DISAPPEARED!: Once per turn for all characters with this effect, roll a d6. 3-4: Give each opposing character within 4 squares of Brainiac that occupies elevated terrain an action token. 5-6: Deal each opposing character within 4 squares of Brainiac that occupies elevated terrain 1 penetrating damage.” So imagine you roll a critical hit on your turn and you put this guy out for free, you can then incapacitate up to three opposing figures, use his trait against elevated figures, and use outwit on someone’s defense power. That’s a really good deal for 0 points and and could be a huge change in momentum in a game.

Because this character lives on your sideline and doesn’t cost points or affect your theme team bonuses, there is absolutely no reason to not put him on every sideline of every team (not featuring Amazo) for the next two years until he’s retired. And that’s why he’s 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.