And That’s the Top 5, Because Stone. Cold. Said So! (Or, a Look at the Top 5 Figures in the WWE Set!!)

Some notes about the set:

  • These wrestlers are more effective than they have any right to be in Heroclix. They can do a Flying Leap that hurts Superman. They can Body Slam Galactus. They can put the Living Tribunal in a Submission Hold. When I wrote Wizkids for an explanation about how plausible this was, they replied saying “I need you to get all the way off my back about this.” Apparently this set was designed by the writer from the Pitch Meetings series on You Tube.

  • The WWE Rules and Grand Entrance are what put these guys over the top (pun intended).
    WWE Rules: This character can’t be the target of range attacks or Outwit if: they’re on click #1, they’re on a click with a blue click #, -or- they’ve already been targeted by a range attack this turn. Protected: Pulse Wave.
    Grand Entrance: During your first turn, if this character is in your starting area, they have “FREE: Move.” (Grand Entrance is great for picking up Equipment.)
  • I think that in order to be meta, you’ll need to splash these guys onto generic  keyworded or non keyworded teams. I don’t see entirely WWE teams making it too far in a modern tournament.
  • In a lot of sets I usually like the lower dials on figures better than the full point dials. In this set I can’t find a single lower dial I like better.
  • John Cena is on this list, but just like the wrestler himself you can’t see it.

Now on to our Honorable Mentions that just missed the cut:

Pedigree

3. WWE003 Triple H (85 points) – The Cerebral Assassin was just a nickname, but Wizkids went ahead and gave him the Assassin keyword (along with Politician.) His Special Power makes him a great leader for those keywords. It reads “ Numbers Game: Empower. Friendly characters that are adjacent or share a keyword with him besides WWE can use Empower.” Beyond giving his whole team Empower his signature move Pedigree is very good. It gives him +1 Damage, adds an action token to whomever it hits, combines with his stun to give a hit target -1 to Attack and Damage next turn, and works in conjunction with Charge. Down dial he gets Slam (my favorite WWE power) to add action tokens followed by some additional clicks with the combination of Flurry and Outwit.

Sweet Chin Music!

2. WWE106 Shawn Michaels (75 points) – Shawn Micheals is mostly a one-trick pony, but it’s a heck of a trick. At 75 points his damage value maxes out at 2 and he doesn’t have charge or any starting attack power. He does have a Perplex power that he can use to help out your team while remaining safe from ranged attacks due to his WWE team ability. Then once every 4-5 turns he builds up enough “Tuning Up the Band Counters” to make his signature move Sweet Chin Music absolutely deadly.  It reads, “ Signature Move: Sweet Chin Music: CLOSE: Improved Movement: Characters. If Shawn Michaels has 1 action token, move him up to half his speed value and then make a close attack, modifying attack and damage +1 for each Tuning Up The Band token. After resolutions, remove those tokens.” So Shawn Micheals can move 2 squares from sidestep, then 1 more from Nimble, and then 5 more from Sweet Chin Music before hitting attacking someone with a 14 att value and 5 damage! It’s obvious to see why they didn’t give a higher starting damage than 2, but it sure makes playing him feel super uneven. The other thing that makes him hard to put on a team is that he is one of the few characters in the set to not have any generic keywords that would let you easily include him on a non WWE team.

Chokeslam

1. WWE0014 Kane (100 points) – Kane has great keywords and on the right map *cough* Wakanda *cough* he’ll be attacking up to four people at once. However, in my opinion he gets out shined a bit by his brother the Undertaker. His “Fiery Posts” Special Power is very map dependent, but when it works it really works well. It reads, “ Fiery Posts: POWER: Choose up to 4 opposing characters within 6 squares that are adjacent to 2+ Ropes.Make a close attack targeting all of them regardless of adjacency. Each hit character is dealt 2 penetrating damage.” He doesn’t have a starting support power, but he does have a 9 click long dial with 4 starting Damage. On the back end of his dial he has Charge, Reversal, Toughness, and Prob Control all at once. His signature move, Chokeslam, can do up to 7 damage if your dice are lucky, but an opposing character needs to start the round adjacent to Kane when Kane has one action token. Most opponents will see that coming. A fun fact Hypefox told me is that Kane has the Politician Keyword in Heroclix because he’s a Mayor of a town in Tennessee in real life! 

[EDITOR’S NOTE: I believe it’s Knox County, Tennessee!]

Here’s my Top 5:

Mr. Socko

5. WWE102 Mankind (75 points) – Mankind is an effective tough combatant that will just keep coming back for more punishment thanks to his 7 clicks of Toughness and the healing from his Special White Power. It reads “ Cactus Jack or Dude Love: FREE: Choose one: Mankind can use Perplex until your next turn -or- heal Mankind 1 click.” He doesn’t hit for a lot of damage, but whenever he does hit most of the time he will also give that hit character an action token. That comes from him having both Slam and a Signature Move that gives action tokens. It reads, “ Signature Move: Mr. Socko: CLOSE: If Mankind has 1 action token, make a close attack. After resolutions, a hit target gains Immobile and is given an action token.” Both Slam and his Signature Move also work with his top dial Charge.

Flying Elbow

4. WWE0010 Macho Man Randy Savage (100 points) – He was one of the greatest guys to ever shoot a promo before a fight (Ohhh Yeahhhh). Wizkids gave him a special damage power to reflect that. It reads, “ ONE OF THE GREATEST TALKERS IN WWE HISTORY: Perplex. When Macho Man uses it to target himself, he may modify a value except damage +2 instead of +1. When he uses it to target an opposing character, until your next turn that character can’t use Outwit or Perplex.” So he can give himself a 20 Defense, or 13 Attack, or he can give someone like the Unimind -1 att and completely block that character from using Outwit or Perplex (not that Outwit works against WWE figures most of the time anyways). Defensively, he starts with Reversal and Super Senses that along with his high defense from Perplex makes him a frighteningly effective tie up character. If you are the opponent, you’ll have to get through his 20 Defense and Super Senses that’s Immune to Outwit and you only are able to break away on a 6 thanks to Reversal. If you miss, or if he rolls Super Senses, or if you try to break away and fail then Macho Man gets a free attack on his next turn due to Reversal. Macho Man’s Signature Move the Flying Elbow is a harder to pull off version of Kane’s Choke Slam that can do up to 6 damage if your dice are lucky, but only if he starts the move next to at least two ropes (printed hindering or blocking not on a diagonal square).

The Three Amigos

3. WWE017 Eddie Guerrero (70 points) – He’ll lie, cheat, and steal just one of your opponent’s attack dice with his special take on Prob Control. It reads “ Lie, Cheat and Steal: Probability Control, but you may choose to reroll only one die.” At his point level that combined with his WWE TA might be enough right there to justify playing him. However, he also is one of only 2 figures in the set to have a stop click and his signature move The Three Amigos can be deadly. It reads “ Signature Move: Three Amigos: If Eddie Guerrero has 1 action token, Flurry. When Eddie Guerrero uses it, he can make 3 close attacks instead of 2 and his maximum damage value is 3.” Unfortunately, Eddie doesn’t have much ability to move and attack so characters with powers like Hypersonic Speed will be real tough for him to handle without help.

The People’s Elbow

2. WWE001 The Rock (90 points)- For 90 points the Rock brings starting Charge, Slam, Invulnerability, and Perplex. That’s everything I want in a starting click for a WWE figure and he has a 9 click long dial that features Slam (my favorite WWE power) on most of it. His signature move The People’s Elbow is one of the few in the set to add to both attack and damage value. It reads, “ SIGNATURE MOVE: PEOPLE’S ELBOW: CLOSE: Improved Movement: Characters. If The Rock has 1 action token, move him up to 2 squares then make a close attack, modifying attack +1. If he hits, friendly characters modify damage +1 when attacking that hit character this turn. (Including this attack’s damage)” And because it’s a close action it can be combined with Charge. So he can move up to 6 squares and make a close attack with an 12 Attack Value that will do 4 damage if it hits (this doesn’t include his Perplex).

Tombstone Piledriver

1. WWE013 Undertaker (100 points)- I actually like the Rock’s dial a little better than the Undertaker’s (though he’s no slouch), but the Undertaker will be on more successful teams due to his popular Monster and Mystical Keywords. In all of the Pauper winning teams over the past few weeks, the Undertaker has been the most popular figure. He’s most often seen with fellow monster Onslaught.

The Undertaker’s starting dial features Sidestep, Submission Hold (similar to Poison with Immobile thrown in), Invulnerability, Outwit and 4 Printed Damage. He has the only stop click in the set besides Eddie Guerrero and it stops his dial on a blue click number which (like his starting click) make him immune to ranged attacks and Outwit. That’s really helpful for preventing a KO when he’s that far down his 9 click dial. Beyond that his signature move Tombstone Piledriver is really good and can give him up 14 Attack and 6 Damage depending on the circumstances. It reads “ Signature Move: Tombstone Piledriver: CLOSE: If Undertaker has 1 action token, make a close attack. Modify attack and damage +1 for each action token on the target, and an additional attack +1 if the target has Immobile.

That’s enough to make the Undertaker the Heavy Weight Champion of this set.

But wait what’s this?

My gawd King!

A new contender has entered the ring! He’s saying that he’s actually going to be the most popular piece from the set. It’s turning into real slobber knocker. The Undertaker is down! He rises from the dead… And gets knocked down again. He’s out cold.

We have a new Heavyweight Champion of this set!

It’s…

1. WWE111 WWE Ring (5 points) – This will definitely be the piece from this set that you will end up seeing the most. It’s as powerful as the boxing ring in a slightly different way.

It reads:

Ropes exist along the edge of the Ring. (When you knock a character back into the Ropes, you may choose that their knock back path continues in the opposite direction back along that same path.)
 Once per turn, you may reroll the close attack of a friendly character in the Ring.
 Once per turn, you may reroll the range attack of an opposing character outside the Ring that’s targeting a friendly character inside the Ring.

 Consolation: “At the beginning of the game, choose a friendly character. Once per game, you may reroll that character’s attack. Once per game, you may reroll an attack targeting that character.

So if you take a powerful long range attacker like 125 point Onslaught and put him in the ring then you get a free use of Prob Control ( that can’t be outwitted or otherwise stopped – even by pulsewave) when anyone outside the ring shoots at him. If they get in the ring with him then Onslaught gets to reroll his own attack rolls when he targets that figure with a close attack. That’s huge advantage for only 5 points.

That’s it for this set review. Leave a comment below to let me know what you thought of my picks (including my suprise #1.)

 

 

 

 

What’s the plural for multiple Onslaught? (Or a top ten list of the best figures in X-men the Animated Series)

Some Notes about the set:

  • You can largely ignore the small figures. In my opinion, the Colossal figures are where all the fun is.
  • Robots might be meta now that thanks to all the new effective pieces from this set.
  • Brotherhood might be meta now (yes really).
  • Wolverine and beast are pretty good, but the rest of the regular x-men didn’t wow me.

The Honorable Mentions

5. XDPSG022 Mojo (75 points) – The first of many figures on this list with my favorite new trait, behind the scenes. It reads, “Behind the Scenes: Mojo can’t be targeted by opposing characters 5 or more squares away.” It prevents even probability control  from being used against Mojo unless the target is at short range. Beyond that Mojo at 75 points is a really nice support piece featuring a combination of sidestep, TK, and perplex.  As the game progresses he’ll be able to make use of his last trait to devastating effect. It reads, “More Action!… Ratings are Dropping!: Whenever a character misses all targets of their attack, give Mojo a Bored token. // FREE: Remove 2 Bored tokens to either place Mojo anywhere on the map -or- make an attack.” It doesn’t take  much for most teams I run to produce misses. The fact that later in the game this guy can attack twice in a turn or teleport anywhere on the board as a free action is nuts.

4. XDPSG001b Stealth Sentinel (100 points) –  With very good values on attack or stealth and free action smoke cloud on defense, Stealth Sentinel brings a lot to the table. His ability to strike from range and then hide anywhere on the map is awesome. He also has the ability push with Colossal stamina and then immediately heal himself by changing modes.  On offense his two stop clicks offer extra protection and on defense his poison offers another way to attack difficult to hit characters.

3. XDPS048 Jason Wyngarde (75 points) – He’s immune to outwit, has leadership that hits anywhere on the board, and there is a good chance he can mind control the entire opposing team each time he uses it. Hellfire club teams may be a thing, but he’s more likely to get use out of his brotherhood keyword. However the best reason to run this guy is his trait which reads, “Psionic Illusion: FREE: Choose a character on your sideline of 150 points or less (on their highest-point line). Generate a bystander printed on that character’s card. Each bystander generated this way has [MAX 1]. You may activate this ability only twice per game.” Dropping tokens on someone as a free action is just awesome. His battle cry is, “Have an Old Lace to the Face.” 

2. XDPSG003 Nimrod (275 points) – While not much of a primary attacker because of his lack of move and attack options, he may have a future as a One Man Army. If you play him at 175 your opponent could ignore him and stay out of range, but if he’s the only piece on the board then your opponent has to start attacking him. That’s when they’ll face his defensive trait, “Running Comparative Evaluation of Reference Data: When Nimrod is attacked and would be hit, you may roll 2d6. If your roll is equal or higher than the attacker’s attack roll, Nimrod evades that attack and after resolutions deal the attacker damage equal to their printed damage value.” From there it’s a roll off. If you can out roll your opponent then they will never touch you. If they out roll you, then you won’t have a good day. This sort of character doesn’t work for me, but seems to work against me so I am including it on this list.

1. XDPS043b Mr. Sinister (40 points) – He is the least likely of the danger room pieces to be used because of his lack of the brotherhood keyword. However, on robot theme teams he’s practically a must play. He boasts outwit that sees through stealth and poison for close encounters. On defense he has stealth, shape change, and energy shield deflection to go along with his practically being immortal from the danger room trait. So the 5 hits he needs to be KOed will likely take well more than 5 attempts from your opponent. He’s a stealthy outwitter that we’ve loved in the past for 30 points (like ADW007 Black Panther) except he’s 40 points and they added everything but the kitchen sink. In any game where outwit matters, he’ll be the best piece on your team.

The Top Ten:

10. XDPSG023a Shadow King (150 points) – He has a the Power Cosmic TA and and the Brotherhood keyword which I don’t think is really justified for this character, but hey if the designers are going to throw us a bone we might as well use it. The TA he has means if he were to ever gain additional powers from another source, those powers couldn’t be outwitted (more on that later). On defense he has the behind the scenes trait, can reduce penetrating damage, invulnerability, and probability control. On offense he ignores stealth, has a phasing/triple target mind control combo, and pulse wave to discourage people from getting 4 spaces or closer to him (which is required by his behind the scenes trait).

9. XDPSG005 Exodus (75 points) – The hero of many sealed teams. He has running shot and pulse wave (which is always dangerous) backed up by his special leadership power “Named By Magnus Himself to Lead Mutants Forward: Leadership. When Exodus uses it and succeeds, instead of the normal effect, you may remove an action token from up to 3 adjacent friendly characters that each share a keyword (with him). If you do, until your next turn modify Exodus’s combat values +1 for each token removed.” I played a 400 point brotherhood theme team on release day and several times I got +2 to all my stats just before doing a running shot/pulse wave. It was not good (for my opponent). His printed defense is just 18 with toughness, but he is standard size so you can hide him behind other tougher brotherhood characters. He brings one other unique trait to the team more powerful than others like it (way better than WCR008.1E Magneto), “Genoshan Force Field: At the beginning of the game, choose 2, 4, 6, or 8 to be X. // When a character more than X squares away would move within X squares of Exodus and wasn’t given a MOVE action, that character stops moving. When a character more than X squares away attacks one or more characters within X squares of Exodus, modify their attack -1.” So your opponent can move through it, but can’t use hypersonic, charge, or running shot without stopping at the chosen range. The range you pick is based heavily on their team. You can make charge and hypersonic almost useless, or at the very least give +1 ranged defense to your whole team.

8. XDPS019 Amelia Vought (45 points) – The only acolyte to have the brotherhood keyword, she is the ultimate mastermind character who also brings perplex with her.  Her trait reads “Mutant Messiah: At the beginning of the game, for all characters with this trait, choose a friendly character with the Acolytes or Brotherhood of Mutants or X-Men keyword. That character can use Mastermind, but only to choose characters with this trait.” So she gives mastermind to certain pieces, but she also has another trait to go along with it, “TRANSMUTE OUT OF DANGER: Super Senses. Once per turn, when Amelia Voght or an adjacent friendly character would take 3 or more damage, you may give that character two action tokens to take 1 unavoidable damage instead. If you do, after resolutions you may place that character in a square adjacent to her current square.” For example, if Shadow King was the mutant Messiah and Phoenix Psychic blasts him for 7 damage, you could mastermind the damage to Amelia and if Amelia had no action tokens, she would take 1 unavoidable damage from the attack and 1 damage from getting two action tokens and pushing.  Your Shadow King would be completely untouched. If Brotherhood becomes a constructed powerhouse (for the first time ever) she will likely be the reason.

7. XDPS047 Jean Grey (75 points) – Currently the meta consists of 75% cosmic teams and 25% of teams from all the other keywords combined. She is one of two pieces in this set to have that keyword (Dark Phoenix is the other). She has limited outwit and is a strong mind controller because of her trait, “Inner Circle Club: Black Queen: Outwit, but only to choose a black power or a special power. // Mind Control. When Jean Grey uses it as RANGE, modify attack +1 and she may instead target any number of characters of lower point value. (Must still be opposing and within range and line of fire.)” She pairs well with friendly mind controllers Jason Wyngarde, or Kobik thanks to her trait “Jason Wyngarde Has Shown Us the Way: Sidestep. Other friendly characters can target Jean Grey when using Mind Control.” And she could also be used as a bomb to be sent directly at your opponents because of her special power, “The Phoenix Unbound: STOP. Invulnerability, Power Cosmic Team Ability, . When this click is first revealed, after resolutions deal 3 damage to all other (friendly and opposing) characters within 6 squares. // POWER: Replace Jean Grey with XDPS #G020 Dark Phoenix on click #25.” 3 damage with no die rolls is awesome and it gets past things like stop clicks or the danger room trait since the damage does not come from an attack. However despite all of the various ways to use her, I predict you will mostly be seeing her as a popular call-in.

6. XDPSG018 Wendigo (15 points) – The second most powerful “vampire dial” ever made. his trait reads, “Ancient Mystical Curse: Colossal Stamina, Steal Energy. When Wendigo uses Steal Energy, he may heal past his starting line.” He has steal energy on every click which pairs well his special movement power, “In the Mountains, No One Hears You Scream: Charge, Flurry. When Wendigo ends his movement, after resolutions he may make a close attack but only to target a character with a Wounded token.” So imagine running a couple of these at 15 points each. If your opponent targets them right away they will die pretty easily and you’ll be out 30 points. But if they don’t get targeted right away, they will run amok. Every turn your opponent has to concentrate his attacks on the rest of your 270 point army the wendigos will grow and hurt things until they become a major threat.  All from a 15 point investment each.

5. XDPS011b Magneto (50 points) – Arguably the most powerful of the three danger  room pieces (depending on what you are facing). This is a 50 point ranged attacker who could raise his attack value to a 14 via his ranged combat expert. He also has dual target and psychic blast to make sure his damage sticks against almost any two targets in the game. Sure he likely won’t kill the other teams primary attacker, but he will weaken them. That’s what he is for, doing two 2 or 3 damage to the other teams most expensive piece while being relatively safe from attack himself. Even the best pieces are noticeably weaker 2 or 3 clicks off their top dial. (unless your a 300 point juggernaut)

4. XDPSG007 Juggernaut (100 points) – I have been waiting since the Infinity challenge set for them to make a really good Juggernaut, it’s only taken them a little over 17 years. He’s secretly my favorite comic book character and Kuruth from fear itself was the last playable Juggernaut we got. He was noticeably absent from both the Xavier’s School and Re-genesis sets.

This Juggernaut will probably the most play at 100 points, but with a good team to back him him up he’s dangerous at 200 points as well. At 300 points he won’t win nationals this year, but he’s still not really a “casual” piece. What makes him so deadly? First, he attacks exactly like the Juggernaut should by running straight through all terrain and smashing whatever is on the other side with his trait, “Mass Destruction: Super Strength. When Juggernaut is given a MOVE action, after resolutions destroy all adjacent pieces of blocking terrain, then he can use Quake at no cost.” The second thing that makes him so deadly is that so many powers just plain don’t work against him. His special defense reads, “Shielded by My Helmet: Colossal Stamina, Invincible. Juggernaut has PROTECTED: Incapacitate, Mind Control, Outwit, Pulse Wave.” In addition to all of the listed powers, exploit weakness and psychic blast won’t help you because of his invincible. If you want to KO him, you’re going to have to get through his clicks the hard way.  The third reason Juggernaut is so deadly, is that he has multiple ways to heal and remove tokens from himself. One of his traits reads, “My Mutant Brothers and Sisters: Once per turn when an effect other than clearing removes an action token from Juggernaut, after resolutions heal him 1 click.” So removing a token with leadership or removing a token by rolling 10  or better while attacking (Brotherhood TA) also both heal him 1 click of health that turn. And he has a 3rd trait that will do more of the same, “City-Wide Rampage: If Juggernaut destroyed 3 or more pieces of blocking terrain during one of his actions, after resolutions remove an action token from him.” Finally Wizkids has given us a piece worthy of his motto, “Nothing can stop the unstoppable Juggernaut.”

3. XDPSG023b Storm (25 points) – As a 25 point second (or third) attacker you’ll never see better at that point cost. She has a 2 stage colossal retaliation that reads, “Colossal Retaliation: Mind Warp: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Storm or damaged a friendly character since your last turn. Place Storm such that she can make a close attack targeting the chosen character then do so. If she hit, after resolutions she can use Mind Control at no cost as RANGE, modifying attack +3, to target the hit character and up to two others (within range and line of fire).” She has another trait that also gives her an additional free action she can use every turn,Summon a Vortex of Wind: Energy Shield/Deflection. // FREE: Choose up to 3 opposing characters within 6 squares and line of fire, then roll a d6. Knock back each of the chosen characters a number of squares equal to the result.” So this 25 point character can free action to retaliate and punch someone, then if she hits use triple target mind control on anyone within range (ignoring characters for targeting), then she force blasts up to 3 characters within 6 squares of her and she still hasn’t made a costed action that turn. At that point she could attack (unlike most retaliators she doesn’t have colossal indifference), or just run away to do everything again later. Unfortunately, just like with the Jean Grey chase we will probably see her most as a popular call in piece. 

2. XDPSG006 Onslaught (125 points) – My favorite new primary attacker in the set and largely overlooked so far. On defense he has the behind the scenes trait, shape change, probability control (that sees through characters), Invulnerability, and PROTECTED: Mind Control, Outwit, and Penetrating/Psychic Blast. On offense he has starting 4 damage, Improved Targeting: Hindering/Characters, and his Psychic Juggernaut trait says, “// Once per turn, Onslaught can use Incapacitate as FREE -or- Mind Control as FREE -or- Telekinesis as FREE.” He also has two TAs to help him. He can be healed with the X-man TA (not likely) or remove a token from himself when his a roll is 10 or more with the brotherhood TA (way more likely). The thing that holds him back the most is his keywords (only armor and monster), however because he isn’t unique you can run two of him. I think 2 Onslaught (125 points each), Dr. Frankenstein (30 points), Carnage (10 points), and 10 points of ID cards, will be a strong meta team in the coming year.  (2 or 3 Wendigos in place of Dr. Frankenstein and Carnage isn’t a bad way to go either.)

1. XDPSG020 Dark Phoenix (30 points) – *Writer’s note: At the time of this writing it is assumed that Dark Phoenix heals every time she hits for 4 damage or KOs something. IE 4 KOs from a single action is 4 clicks of healing. Hitting for 4 damage and KOing something in a single action is 2 clicks of healing. If that changes then her position on this list would change.*

Dark Phoenix is the most powerful “vampire dial” ever made. With just a little bit of perplex to help her she will quickly turn from a small 30 point long range attacker into something that will eat his whole team. Her healing trait reads, “Feeding On Life Forces: When Dark Phoenix KO’s an opposing character, or an opposing character takes 4 or more damage from her attack, after resolutions heal her 1 click. She may heal past her starting lines this way but can’t be healed in any other way.” After 9 clicks of healing she becomes literally a 300 point character. How does she get that healing? The best way is killing off bystanders. Her trait says KO anything, so bystanders count towards that healing. Even better, it doesn’t say KO an opposing piece so if you have something low in health or a bystander run those into where she is doing a colossal retaliation and heal a click for each one you KO. Her colossal retaliation reads “Colossal Retaliation: Child of Light And Darkness: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Dark Phoenix or damaged a friendly character since your last turn. Place Dark Phoenix such that she can make a close attack targeting the chosen character then do so also targeting all other characters (friendly or opposing) within 3 squares. Hit characters are given an action token and each dealt 2 penetrating damage instead of normal damage.” There aren’t many bystanders that X-men generate that I can think of, but the cosmic keyword has AIG025P Groot. For twenty points you get 2 bystanders, a one click Groot, and your opponent gets a bystander. All of these can be fed to Dark Phoenix. At my local shop one of the guys recently played Dark Phoenix along with two AIG025P Groot and AI049 Photon. The results were frighteningly effective.

Heavy Is the Head That Wears the Crown!! (Or, an Article About My Experiences at the 2019 Summer Michigan Wizkids Open!!)

So the newest Michigan Wizkids Open Champion has just been crowned, and the winner is… Me!!! It could be luck, it could be my awesome play, or it could just be because the Canadian nationals were on the same day and the normal Toronto crew was absent. But whatever way you slice it, I won and I’ll take it!

[EDITOR’S NOTE: Clearly it was luck!! Just kidding. I kid… ]

But enough self aggrandizing for now, let me tell you about…

My Team

ABPI011 Ant-Man – (30 points) My second favorite member of the team. His defenses are top notch for his point cost and he made a wonderful secondary attacker with a surprising amount of KOs on the day, but the real reason to play him is his ability to make anyone else on my team small. This allowed for excellent mobility by letting any of the other three characters carry each other. My favorite move was shrinking and carrying a double-token-ed Kobik up to an opposing character and then having her use her cube to give that character an action token when they thought they were safe. It also solved a lot of line of sight issues by shrinking my guys to let Kobik or Hulk see who they needed to see.

ABPI014 Hulk – (125points) The damage dealer of the team, and also the damage absorbing member of the team. His 12 attack and 5 damage made opponents fearful, but it’s the amount of clicks of life he had combined with his healing that truly made him great. Several times during the day he hit for 5 and 6 damage (often while outwitting defense before the hit). And opponents hated how he just wouldn’t die. With reducers on every click an opponent would have to bring psychic blast, outwit, or the raw damage output of someone like Thanos to even have a shot at knocking out Hulk. He has 8 clicks of life and heals for 1 the turn after he’s hit. Opponents would end up having to effectively go through 10 or 11 clicks of life before they finally saw the Hulk be KOed. 

ABPI021 Ayo – (30 points) The easiest of my team to KO. She had some moments to shine and made a good piece to use carry others with Ant-Man around, but overall she paled in Comparison to Ant-Man and she was exactly the same amount of points. Her biggest blades roll all day was 3 points of damage.

ABPI069 Kobik – (100 points) The best member of my team. I’d read about her exploits at nationals this year, but I hadn’t ever played her or even seen her in person. She has a distinct learning curve, but once you get the hang of her she is everything they said she was. Whether it was using dual target mind control from 11 range, or taking away Power Cosmic AND Mystics TA, or giving someone an action token (and pushing damage) with her item – she was worth the the hype. I was not a believer before today, I am now.

ABPI069T Hi, I’m Kobik – (15 points) Kobik’s cosmic cube was the real star of the show. It’s what makes her so broken. All three options it provides are great and as free actions with no chance of having to roll dice to avoid taking damage (like both of the set’s gauntlets), there is no reason not to use this every turn. I now believe that this is the most powerful item in the set (and that’s really saying something).

Total: 300 points

The Games

I ended up going 6 and 1 for the day only losing versus a team featuring both the Thanos Ultra Chase and Taskmaster in round round 1. Five of the wins were 300 to 0 or 300 to 30 (losing only Ayo).

The Semifinals

Versus:

  • ABPI074 Thanos (160 points)
  • ABPI061 Taskmaster (100 points)
  • ABPI005 A.I.M. Red Squad (20 points)
  • ABPI007 Wakandan Scientist (15 points)
  • 295 points total

This was versus the same Thanos team that I had lost to 300 to 0 in round 1. I was determined not to make the same mistakes twice. He won map roll and we played on Amok Time. My team is close combat focused and on this map I was in danger of getting killed by ranged attacks before I ever got near his team. I courageously hid in a corner behind a pillar until he got to about mid map with only Kobik sticking out. I managed to land a dual target mind control when he got to within 11 of me, but missed with Thanos and had Skeet roll impervious against Taskmaster. On his turn he gave Taskmaster running shot and ridiculously modified stats and tried to attack Kobik. She hit shape change and he had no other targets. Then I sprang into action on my turn. Hulk was shrunk by ant man and carried up to Taskmaster by Kobik. Kobik used her item to give Taskmaster a second token so he couldn’t do anything the next turn. Ayo carried Ant Man up to base Thanos. Kobik gave both Thano’s TAs to Hulk so Thanos lost willpower. On my opponents turn he he could do anything with Taskmaster except chose combat reflexes. Thanos faced the decision of pushing to try to attack Ant-man because he already had one action token. He chose to pass the turn. On my next turn Hulk outwitted combat reflexes and brought taskmaster down to his last click. Then one of my 30 point attackers finished Taskmaster off. The rest of the game went well from there. Kobik eventually made it over to Thanos and kept adding action tokens every turn while simultaneously denying him willpower. The Hulk eventually killed everyone except Skreet (who was killed by a mind controlled Thanos). The game ended in a 300 to nothing victory.

The Finals

Versus:

  •  ABPI010 S.H.I.E.L.D. Diplomat (20 points)
  • ABPI011 Ant-Man (30 points)
  • ABPI012 Crystal (50 points)
  • ABPI021 Ayo (30 points)
  • ABPI022 A.I.M. White Squad (20 points)
  • ABPI041A Falcon (60 points)
  • ABPI056 Kang, the Conquerer (80 points)
  • 300 points total

This was another team I had played earlier in the day. Our first match was pretty even until Hulk KO’d his Ant-Man and I used his Ant-Man to turn the tide of the battle. He won Map Roll and we played on the Docks, which features a large Elevated Terrain feature in the middle. He advanced up and created a time portal before I could do anything, but once any of his guys got within 11 squares, Kobik started taking shots at them from range (Ignoring Elevated) with her dual target Mind Control. Unfortunately for me, that only resulted in Redwing hitting Falcon for 1.

The next turn my opponent had Falcon use Hypersonic Speed to attack Kobik. A miss. On my turn, Hulk charged out and knocked Falcon to his stop click. My opponent had been waiting for Hulk to come into range and on his turn he had Kang Teleport and then use Running Shot to get to the edge of the elevation and shoot Hulk for 4 Penetrating damage. Then Crystal flew in and used free action Quake to damage both my 30 point characters. By blocking the stairs, Kobik couldn’t get next to Kang and give him action tokens–a smart move on my opponents part!

The match remained close as Kang KO’d Hulk with only a few minutes remaining, and then Ayo immediately after. However, I responded next turn by KOing his Ant-Man and then (in the same turn) using that Ant-man (now friendly to my force) to KO Crystal. In the end I won 190 to 155. I lost Hulk and Ayo and he lost everyone except Kang and Ayo.

Conclusion

For my first WKO Event win, I received the following LE’s: Ambrose Chase, Reverse Flash, Flash, and Steve Trevor. I also pulled a Kobik today that I am going to use repeatedly until she is retired. And most importantly of all, I got sweet, sweet, bragging rights until the next WKO comes around.

See you then!!

Does anyone else remember the Rebirth set? (Or a top ten list of the best figures in Rebirth)

So it’s been some time since the heavily anticipated Black Panther and the Illuminati set dropped, I thought I’d try something a little different. We totally missed publishing a top 10 for Rebirth due to reasons that don’t really matter to most of our Heroclix readers. So while you are spending countless hours thinking about who wears what piece of Infinity bling best,  here’s a little something to entertain you. Since this article is months late, lets skip the honorable mentions (Prez Rickard, Dolphin, Lex Luthor, Nightwing, Billy Batson) and just go right into the Top 10.

10. RE044 Shade, The Changing Girl (45 points) – She’s a one trick pony, but it’s a heck of a trick. Her special white power reads “SHE JUST KIND OF SHOWS UP: Phasing/Teleport, Plasticity. POWER: Place Shade, the Changing Girl in any square with an (unheld) object.” On turn 1 an opponent’s team is completely immune to any shenanigans, but there are no rules protecting objects on the field. So if you get the first turn you can teleport to the opposing team’s best equipment and sit on it. She has 6 clicks and traited shape change to (hopefully) survive the fury this will generate in your opponent. And if she’s backed up by her friends AIG025P Groot or TMTG006P Mangog, it may be better for your opponent to just let that equipment go.

9. RE013 Cyborg (75 points) – There’s no special trick or combo with this guy, he’s just really useful on the battle field and well rounded on both offense and defense. He’s a great secondary attacker that brings support options as well. There is something useful for him to do on every click. He’s the definitive version of the character for me. Did you hear that Wizkids? You got this one right, no need to make any more of him. (unless it’s the “Teen Titans go” version)

8.  RE031 Batman (85 Points) – It’s not very often you get an affordable playable figure with the Outsiders TA, but this one fits the bill. He will be completely untargetable at range on any map you’d likely ever choose to run him on. He’s not going to to be a big damage dealer with only 3 printed damage, but his combination of outwit, Outsiders TA, and double target incapacitate means that your opponent can’t just ignore him. This is a Batman that beckons opponents to follow him into the shadows. I really like that flavor.

7. RE001 Deathstroke (100 points) – This figure was the M.V.P. on many sealed teams during the Rebirth release tournament. He’s a great offensive figure with options to use both running shot and charge. Even better he’s got the ability to deal penetrating damage while using either one. His defense is nothing special, but the ability to heal two clicks after KOing an opposing figure should definitely come in handy.

6. RE068 Barbatos (200 points) – This is the only one of the Dark Knight Metal chases that I would run at full points. His ability to phase through walls and attack with Psychic Blast is just devastating on indoor maps or around terrain like the boxing ring. Especially if an opposing team can’t see through stealth to make any attacks in return. His special damage power is also ripe for abuse. It reads, “SO FALLS THE REALM OF LIGHT: Opposing characters within 6 squares that can use Outwit, Perplex or Support can use Battle Fury.” His biggest downfall is that he is a giant and thus can’t have equipment.

5. RE063E The Dawnbreaker (75 points) – He’s a capable secondary attacker and brings the monster keyword their best taxi ever thanks to his Green Lantern TA. His starting invincible and “WE WILL NOT HIDE IN THE SHADOWS ANYMORE” trait will *hopefully* keep him safe. But, the real reason to run him is “NIGHTMARE CONSTRUCTS: Barrier. Whenever an opposing character generates one or more bystanders, after resolutions you may generate the same bystander(s). These bystanders you generate modify combat values +1 this game and have [MAX 1].” Medusa hair bystanders, walking wood, Dawg, and Skreet are some of the competitive tokens out there that are seeing play on popular teams and now they can be your opponents Nightmare (see what I did there). 

4. RE037BE Black Adam (100 points) – To quote hcrealms user BionicBoy, “This is a highly effective and mobile starting line. Very easy to heal back up to full as well.” He got that right. This guy saw some tournament wins when he first debuted leading some JSA teams. Now that the Jokers wild set has retired from Modern he’s lost some tools, but he’s still an effective attacker and ID summoning virtuoso. The ability to move up to 8 and still summon an ID call in after that is unmatched in modern.

3. RE062E The Murder Machine (100 points) – Everyone knows about ADW Hawkeye and Earth X Vulture, here’s DCs version of those killing machines. The big difference with this guy is that he doesn’t to move after he attacks and kills something, so his next target better be nearby. What he gets in return are something the other two can’t boast – a defense that doesn’t wilt at the first sign of being attacked. He’s also got prob control and that big starting 4 damage to go along with his 7 range and improved targeting: blocking  terrain. His ability to use energy explosion and dual targets should not be overlooked because KOing even the weakest bystander will allow him to attack again.

2. RE055E Starfire (50 points) – Obviously this isn’t a very long dial, but her stop click will make the dial long enough that your opponent will likely aim for a better target. If you ignore her, you’ll face her running shot and pulse wave combo. If you don’t ignore her, you could land her on that stop click and face flurry with 4 damage! She also had Quintessence at 50 points before the Elders of the Universe came along and made that sort of thing seem normal. Look for her to be a popular second (or third) attacker on cosmic teams.

1. RE052E Mister Oz (40 points) – Part Unseen and part God of TK, Mister OZ gives your team unparalleled TK while simultaneously nerfing that same power for your opponent. If you’ve got an attacker without good movement abilities then this is your guy to fix that issue. And once your attacker makes it into battle, his 12 range prob control that sees through everything will help make sure the battle goes your way. Expect him to be a staple of cosmic teams for years to come.

 

Black Bolt’s Gas Is Deadlier Than His Voice. (Or, A Top Ten Set Review Earth X!!)

 Earth X

Some Notes About the Set:

Sinister Six

  • Don’t let the inclusions of Black Panther, Hulk, Cap, or Iron Man fool you – This is a Spider-man set. Most of the pieces revolve around him which is weird since I don’t remember the comic revolving exclusively around him.

Miles Morales

  • They finally gave a us a great Mile Morales figure… almost.  EAX037b Spider-man has powers and abilities that represent Miles perfectly, but the keywords seem like they are describing another character altogether (Most people think they seem like they are for Spider-man 2099). So for those of you waiting to create an awesome Champions team… better luck next time.

Hulk Earth X

  • The Sculpts are really well done this set! Daredevil and Hulk stand out in particular to me.
  • Wizkids suckered me in to spending more money than I otherwise would have. I traded for an SR Iron Man. He works best with the Map in the starter. So I bought a starter. Then I heard the Token Pack had the Iron Avengers on the back so I bought that too. In the end this SR will be costing me more than most Chases. I hope it’s worth it.
  • Below I am ranking the figures in this set, but the real winners are the equipment. In particular the Symbiote and the Goblin Glider will be Meta staples until they are retired.
  • I didn’t include him in the list below, but EAX021 Fancy Dan has gotten a lot of attention from some big HeroClix names. I haven’t figured out the best way to use this guy yet, but he may be a part of some very successful teams. Consider him an “unofficial” Honorable Mention…

Okay! Now on to some…

HONORABLE MENTIONS:

Fat Spidey

5. EAX015 Spider-Man (30 Points) – His special white power reads, “Everyone has Power, So My Only Responsibility is to My Daughter: Leap/Climb. When Spider-man moves, after resolutions you may choose a friendly standard character adjacent to a square he moved through. If you do, place that character adjacent and it can’t be given a costed action this turn.” That lets him serve as a Taxi pre-combat and then as an incredible re-positioning piece that can move any of your pieces to where they need to be in a fight, whether or not they started adjacent. Of course, the best reason to put him on this list is that he gives Spider-man Family key worded pieces their first TA to copy without breaking theme since 2014! Spidey fans, rejoice!

Medusa X.png

4. EAX060 Medusa (75 points) – Speaking of pieces that a are really good at re-positioning other pieces during a fight…

Her damage potential isn’t high and her defenses are soft, but she brings a lot to a build in other ways. She has a Special Power and a Trait that are worth mentioning here: “ Lethal Locks: Plasticity, Giant Reach: 3. Telekinesis as FREE, but replace all “6” with “3” in the text of the power,” and also “ Lockjaw’s Tuning Fork: FREE: Improved Movement: Characters, Elevated, Hindering, Blocking. Passenger: 2, but only to carry characters that share a keyword regardless of . Move up to 3 squares.

Essentially she can move herself up to 6 spaces in a turn as free actions and still make attacks with her range of three or giant reach of three and quake. She can also carry characters up to 3 spaces with her or TK them as free actions instead of using those powers on herself.

Pres Osborn

3. EAX029 President Osborn (50 points) – In truth, none of the characters with the New York Crime Boss Trait are bad, but President Osborn is the one that will see the most play. The Crime boss trait reads like this: “ New York Crime Boss: Leadership, Mastermind. When President Osborn uses Leadership and succeeds, instead of removing an action token you may generate two Hired Flunky bystanders (MAX 4).

What sets Osborn apart from his Mafia peers is that he has MUCH better keywords along with the unique ability to double Perplex his “bodyguard”. I can see that being abused to great effect.

Stegron

2. EAX038 Stegron (75 points) – So in the same set that brought us Sinister Syndicate figures that gain a huge buff when exactly 6 figures are on your team, we get this guy (with the same keywords) that can generate up to 3 bystanders. That seems really useful on a Syndicate team.

As for the figure himself, he’s slow and his lack of Willpower is something you will really lament. However, when he and his friends finally do catch up with the opposing team, they’ll bring a lot of pain for a very low 75 point cost.

Spidey A side

1. EAX037a Spider-man (90 points) – This is an unusual showing for Spider-man. Gone is the usual Charge or Hypersonic speed that we are used to seeing with him. In it’s place is running shot and incapacitate via his web shooters item. While the item is the worst in the set, the figure using it is pretty good (which makes him the complete opposite of EAX051 Venom).  Besides running shot the other thing that makes this guy stand out is a trait I don’t remember seeing before on any other piece – Collosal Retaliation on a standard size character. It reads, “ Protect My Family: FREE: If no other friendly character has activated this trait this turn, choose an opposing character that attacked a friendly character with the Spider-Man Family keyword since your last turn. Place Spider-Man such that he can make a close attack targeting the chosen character, then do so.” With a trait like that it’d be hard to justify not putting him on a Spider-Family theme team.

And now, on to the Top 10!

Earth X Loki

10. EAX058 Loki (150 points) – Okay, so Loki has some obvious problems for a 150 point character. No inherent move and attack. No Willpower. No obvious protection from Outwit.

So what makes him worth playing? His second Trait reads: “ In The Minds Of Mortals: Shape Change, Stealth. Once per turn, when a character of less points within line of fire makes an attack, you may reroll one die of that attack.” That means he gets a free use of a power like Probability Control (but better) every turn. That’s good, but not awesome until you combine it with the actual Probability Control he has top dial. Together it lets you reroll friendly or opposing dice twice in one turn and that can just be crushing to an opponent. Especially if you add some other fun reroll characters like Trelane, Renet Tilly, or The Unseen.

Some of his weaknesses can also be compensated for as well. That Stealth helps mitigate opposing Outwit and something like the Goblin Glider will give him all of the movement he could ever need. He can also be Carried, which will help keep his action token count low.

Beetle Pod

9. EAX035 Beetle (75 points) – According to Mugatu, the Sinister Syndicate is just So Hot Right Now.

And if you are going to play the Syndicate, it’s really hard to justify not including Beetle because of his Trait. It says: “Organizer Of The Sinister Syndicate: Leadership. When a friendly character within 6 squares replaces its attack value using the Sinister Syndicate team ability, modify its attack +1.”

Aside from that Trait, the Beetle figure is good, but not over powering. However, on a keyword team full of mostly close attackers, his ranged attacks are a nice change of pace.

Sandman

8.  EAX006 Sandman (50 points) – Don’t look now but they put a pick a power character into the common slot for this set. So his first click already has Sidestep, Super Senses, Shape Change, and Stealth as long as there are more 3 or more characters on a team. Assuming you move him around with a Taxi (like SFSM029 Overdrive) you can pick another power to add to the ones I’ve already mentioned. Most of the time that will be Invulnerable. Either way, those powers added together make the best array of defensive powers we’ve ever seen on a 50 point character.

Then, once it’s time to go on the offensive, he can drop the Invulnerability and choose either Charge or Flurry. I’ve already (during the Release Event) been on the receiving end of a Flurry attack from this character when it had 4 damage and 11 attack. That was an unexpected–and also very quick–game loss for me.

Black Bolt Earth x

7. EAX047 Black Bolt (150 points) – Officially one of the highest point characters in the set and also one of the best. His starting click with Hypersonic Speed and 5 damage is downright scary. Beyond that, he has a Trait that makes him practically immune to attack until he’s taken an action. It reads: “ONLY ONE MAN COULD MOVE THAT QUIETLY: When Black Bolt has no action tokens, lines of fire drawn to him are blocked.

You just need to find a find a good taxi like EAX060 Medusa or a vehicle (or LE Lockjaw!!) and you’ll maximize the effectiveness of the Trait. He also has a comic accurate Special Power on his last two clicks: “WOUND WITH A WHISPER, SHATTER WITH A SCREAM: Pulse Wave. When Black Bolt uses it, he can use Improved Targeting: Ignores Blocking Terrain and you may instead choose a number from 1 through 5 to be the range value for Pulse Wave (You don’t halve it and can’t modify it). After resolutions, destroy all blocking terrain within that use of Pulse Wave’s range.” Choosing your range combined with Running Shot makes it real easy to hit an opposing character with a 5 damage single target Pulse Wave.

Not bad for a figure that’s almost KOed.

Miles I Am

6. EAX037b Spider-man (75 points) – As I mentioned in the set notes, the keywords on this figure are disappointing, but the figure itself is not. Part Spider-man and part Batman, he’s just a well-rounded figure that delivers everything you’d want for his point cost.

For 75 points he comes with Indomitable and the ability to ignore everything while moving except for walls. He’s got consistently strong attack and damage values and the option of having Stealth to go along with his Outwit on his first few clicks. He’s also got Super Senses his whole dial (and it’s immune to Outwit). So he’ll be a stealthy support figure on your team until he’s ready to play the hero and then he’ll Charge in with that awesome 12 attack on his opening click.

Green Goblin.jpg

5. EAX050 Green Goblin (75 points) – It’s better to think of this guy as a version of The Flash rather than a typical Green Goblin piece. Gone is his traditional Running Shot.

Now, thanks to his Goblin Glider equipment, he has full dial Hypersonic Speed, which is also bolstered by the Sidestep printed on his dial. And unlike the Flash or most Green Goblins we’ve seen in the past, this piece starts with two clicks of Invulnerability on defense.

On Offense he starts with Precision Strike and moves to Energy Explosion down dial. It’s also worth noting that every click except his first and last clicks will have Perplex or Outwit. But the best part about this figure is his special Stop Click at the end. It reads: “IMPALED BY THE REMOTE CONTROL GLIDER:FREE: KO a Goblin Glider equipped to Green Goblin. If you do, modify attack +3 and make a range attack targeting a single opposing character that deals 3 penetrating damage instead of normal damage. If he misses, KO Green Goblin.

That’s one of the most comic accurate special powers I have ever seen. Even if you don’t hit, you earn tons of style points for using it.

Skull

4. EAX030 The Skull(40 points) – For 40 points you get a figure that does what no other figure ever has been able to do before. He can use Mind Control with unlimited range and he’s the cheapest figure ever to start with a 12 attack!

With all that going for him on offense, he’s a defensive pushover, right? Actually no. He also happens to be the cheapest figure ever to feature 2 Stop Clicks and those Stop Clicks have Mastermind.

His only weaknesses are having just one keyword and that fact that Mind Control isn’t always useful against every opponent every game. So some games he won’t be much help, but in other games this 40 point figure will be the most feared part of your 300 point Build.

Earth X Daredevil

3. EAX054 Daredevil (60 points) – The Heir Apparent to JW060 The Joker, Daredevil trades the Jokers almost complete inability to be killed for some increased offense. Where the Joker has 10 attack and 1 damage, Daredevil has 11 attack and 3 damage. That’s a huge upgrade. He also has some nice powers to go along with that increased offense. Hypersonic Speed, Quake, Blades Claws Fangs, or Plasticity and Poison can all be chosen after each time an opponent attempts to KO Daredevil.

On defense the only thing that will hurt Daredevil is an attack roll with a 6 in it. That means he will last a lot longer against a few big enemies than a lot of small enemies. It also means that things like Poison, pushing damage, Mystics damage, or Shredder Elite damage can never KO him.

Iron Man Earth X

2. EAX056 Iron Man (125 points) – This character is the best Bystander Token creator since JW050 The Penguin. And he brings new options to Avengers teams the likes of which they have never had before.

His real cost is actually 5 points more because you’ll always want to use his special map with him. With that map he can generate a Bystander as a free action most turns. You can chose to take Iron man into battle to make use of his Barrier or leave him in your starting area. Once he takes a hit, or enough Iron Avengers are KOed, he switches to a powerful attacker. He’ll have Running Shot 11 attack and 4 damage. Once he takes a few more damage from that point he gains Pulse Wave to go along with his Running Shot.

Venom Cap

1. EAX062 Captain Venom (75 points) – Captain Venom brings new power to the already powerful Monster keyword. To that end he’s got a Trait and a Special Power that both help monsters. The Trait states, “EDDIE, YOU’RE JUST THE MAN WE NEED:During game setup when establishing themed teams, you may treat the Monster keyword as a named keyword.” His Special Power is, “READY TO SERVE MY SPECIES:Leadership. When another friendly character with the Monster keyword attacks, modify its attack +1 if Captain Venom attacked this turn.”

His dial is also very good for the points and if he can make it to Close Combat without getting hit at Range then he will do well for your team. However the real reason he’s the number one figure in this set is the strength of the Monster Keyword. That keyword won the world Championship in 2018 and if Captain Venom has anything to say about it, they’ll be a favorite to repeat in 2019. And that’s why he’s the best figure in this set.

 

Agree? Disagree? Let me know in the comments below!!

 

Missing: One God Doom. (Or, A Top Ten Set Review of Secret Wars Battleworld!!)

Some Notes About the Set:

  • We didn’t get God Doom in this set and we are never going to. We didn’t get Doom with the combined powers of the Iron Fist, the Starbrand, the Sorceror Supreme, and the Spirit of Vengence. We’ll never see him either. We also won’t ever see Universe creatin’ Reed or Franklin Richards. We did get three of the Avengers B.C.. So at least that’s something. I’ve been hoping to see them for a while now.
  • The power level of the set is high with at least 3 (probably more) good choices for new tent pole characters to build around in today’s meta. (see entries 1,2 and 3 on the list below for examples)
  • The Battleworld Keywords were poorly done. Nick the Fury and Big Boss Hill should definitely not share a named Battleworld keyword.
  • The Baron Traits are even more powerful than the Headmaster traits from the X-men set. On the flip side, any character with a Battleworld keyword has a hidden weakness to opposing Barons. If you come up against a baron that can apply the -2 modifier to your best figure, then you will lose a large majority of those games.
  • The uncommons are where it’s at for this set. If you’ve only got a little bit to spend on this set, I would recommend picking up those. You’ll be happy with what you get.

Okay! Now on to some…

HONORABLE MENTIONS:

15) SWB015 Molly Hayes (25 points)- For 25 points she has trait stealth, occasional sidestep, 4 starting damage, 5 clicks of health (all with toughness), a damage value that doesn’t go below 3, and 18 starting defense. She is deadly on every click. I have seen her embarrass other figures more than 4 times her cost. Her weaknesses are her movement value and her inability to push. Thankfully these are weaknesses you can compensate for. Any taxi will usually be enough to help you get the most out of her. However, she may also be the answer to Heroclix’s greatest question. “Now that we have all of these vehicles in modern, who should we use to pilot them?” A simple AIG005 Dune Buggy will remove all of her weaknesses and both figures together cost a total of 55 points.

14) SWB006 Sheriff Steve Rogers (50 points)- I have to admit that I expect big things from Sheriff Steve and I haven’t seen them yet in tournament results. His special power states, “NO ONE IS ABOVE THE LAW: Leadership. When Sheriff Steve Rogers or an adjacent friendly character is attacked, the attacker cannot positively modify or replace their attack value.” Which essentially boils down to your figures with Energy Shield (including him) being well nigh unhittable with ranged attacks. With the right team build that could make Sheriff Steve essentially the new version of JW066 Bizarro Green Arrow.

13) SWB030 Stick (45 points)- For 45 points you get 5 clicks of pretty decent close combat powers and stats. He’s got Close Combat Expert and Combat Reflexes on every click as well as steady combat values. But the real reason to play him is for what he can do to help other close combat pieces. He’s got starting Empower and a trait that allows someone who missed a close attack roll to make a close combat attack once as a free action. What you might not realize when you first read him is that the character that missed doesn’t need to use that free attack immediately. You can save it up for whenever it’s needed most. 

Image result for spider island

12) SWB018 Spider-Man (70 points)- It’s the same Spiderman Dial we’ve been getting for years. Charge, Super Senses, 18 defense, 6 Range, Spider-man TA, etc… Only this one has starting outwit along with full dial perplex and full dial leadership. He’s a 50 point support piece melded with your typical Spider-man dial and still only costs 70 points. Sure he does have a trait that says he can’t move or attack the first two turns of the game, but I find that typically doesn’t make a huge difference in most games. His lack of willpower is the only thing keeping him out of the top 10 and I’m wondering if that that was a mistake.

11) SWB022 Ultimate Thor (125 points)- What can I say I love the ability to see through stealth and I really love the even rarer ability to use outwit on a character hiding in stealth. Beyond that he’s got steady attack and damage values, the wonderful crack the case trait, and damage reducers his whole dial. You could also plan a nice team around his 100 point value and the ability that point level gets to teleport to other Thors. It all depends on what you need, but both point values are good.

10) SWB044 Witch Hunter Angela (45 points)- There are 2 constants you are going to see at competitive modern tournaments: ID Cards and Colossal Retaliation. Witch Hunter Angela (and to a lesser extent SWB040 Spiderling) is Wiz Kids silver bullet for Colossal Retaliation. Her trait reads: “THE WITCHBREED SUMMON MORE FOUL MONSTROSITIES: Witch Hunter Angela and other friendly characters within 4 squares modify attack +2 when attacking characters with [Colossal symbol] or the monster keyword. Witch Hunter Angela and other friendly characters within 4 squares modify defense +2 when being attacked by characters with [Colossal symbol] or the monster keyword.” That boils down to +2 defense against Colossal Retaliation and +2 attack against them to make sure they they won’t live to make a second attack. Beyond that she’s a standard Charge/Blades piece that’s cheap enough to fit on a lot of teams and still have plenty of points for a main and secondary attacker.

9) SWB023B She-Hulk (130 points)- Similar to SWB018 Spider-Man this is the typical She Hulk piece that we’ve seen several times before, but with several support powers thrown in and still a reasonable point cost. She has starting Empower and Enhancement to go along with her full dial Perplex and Leadership. Unlike Spider-man she does have some cool new tricks that we haven’t seen a She-Hulk come with before. She has full dial plasticity (which is always great on any close combat piece) and a 19 starting defense which combos well with her perplex. Additionally, she has a steady attack value and a neat trick where figures next to her can’t use Shape Change, Mastermind, or Stealth.

8)  SWB028 Maestro (175 points)- He’s like a slightly bigger badder version of She-Hulk. He’s got the same leadership, perplex, and 19 starting defense. He’s got full dial steal energy. He should be very tough to KO because of his damage reducers, dial length, and steal energy. And at the end of his dial he’s got the ability to make multiple attacks and even attack while double token-ed, so just when you think you are finally going KO him he’ll start healing again. If you don’t outwit you’re in trouble.

7) SWB065 Agamotto (170 points)- He’s got starting 12 attack, 19 defense, and 4 damage. He can see through stealth, he’s got a power cosmic TA, and his Probability control can hit you anywhere on the board. He’s a great ranged attacker who should do quite well for you as long as you can keep him out of close combat. Make sure to team him up with ADW035 Dr. Strange for token removal and let the mystical fun commence. (Side Note: I can’t ever see myself using this guy at his 90 point line. If it were 60 points that would be more appropriate.)

6) SWB055 Dino-Thor (90 points)- It’s hard to believe this guy is only 90 points, but I guess with a negative trait and no damage reducers it somehow still works out in the points system. His starting click powers just work really well together. He has 12 movement with Hypersonic Speed. So he can move 12, make a close combat attack, and then use his special power SCALES OF JUSTICE to give an adjacent opposing character -1 to all stats and greatly reduce their ability to fight back. When he does finally get hurt his combination of steal energy and regeneration should quickly get him back in fighting shape.

5) SWB031 Alex Wilder (25 points)- This guy hasn’t caught on yet, but I think that’s only a matter of time. For 25 points he’s great on almost any team. He’s got traited Stealth, traited Shape Change, occasional Sidestep and a Special Power that reads, “SEVERAL STEPS AHEAD OF YOU, YOU JUST DON’T KNOW IT: FREE: An opponent chooses two: Outwit, Perplex, Probability Control. Alex Wilder can use the chosen powers until your next turn.” Generally that special power translates in him having perplex and prob control most turns. That’s great for a 25 point character. There is a problem of the opponent gaining control of Alex when he is a KOed, but with proper planning you should be ready for that and essentially turn that into 25 easy to score points followed by you getting your figure back.

4) SWB063E Sheriff Strange (50 Points)- At 50 points he’s the cheapest Baron in the set and he shares the Battleworld: Other keyword with a lot of the best figures in the set. He’s not a primary or secondary attacker, but he can do decent damage at range if you line things up correctly. He’s really more of a Taxi/Support piece. He does have a stop click and he’s the only figure in the Battleworld set with Mystics TA. (Side Note: does anyone else think the Mystics TA is getting really rare now? Not even Morgan Le Fay has it in this set.) I believe you can definitely get 50 points worth of use out of him for everything I mentioned so far, but he’s also the silver bullet for ID cards. His trait reads “THE WALLS OF BATTLEWORLD MUST REMAIN INVIOLATE: Opposing characters must use a DOUBLE POWER action instead of POWER action to activate ID cards.” That won’t stop your opponent from completely using ID cards, but it will slow them down a lot! (Side Note: Sheriff Strange works great with SWB007B Thanos. He can give Thanos a lift and +2 to one of his stats before Thanos has killed anyone. That first kill is always the hardest.)

3) SWB056 Witch Queen Le Fay (150 points)- In a competitive scene where perplex is rampant and even built into arguably the top character (TMT058R Uni-Mind) there is definitely a place for someone like Witch Queen Le Fay. Her Weirdworld trait says, “UNTAMED WEIRDNESS: Opposing characters’ combat values, except range, can’t be modified when attacking Witch Queen Le Fay or being attacked by Witch Queen Le Fay.” It’s true that she can still have her values perplexed down, but I find myself doing that a lot less often than I use perplex on my own figures. Beyond that she has a Special White Power the likes of which we have never seen before. “IT’S NOT YOUR MYSTIC DRAGON, ARKON: [Wing] symbol. Witch Queen Le Fay can use all standard speed powers except Earthbound/Neutralized and Stealth. When she misses any target of an attack, after resolutions she can’t use this special power for the rest of the game.” The available combinations boggle the mind. Plasticity to break away, then sidestep, then running shot, then pulse wave with knock back thanks to force blast. How about sidestep, charge, and flurry? Lots of options to explore.

2) SWB061 Black Panther (150 points)- For 150 points he doesn’t have a bad click… because any click he’s on can be whatever you want it to be. His very first click makes him a defensive powerhouse. I would recommend adding the symbiote on him to make him even harder to damage. With the symbiote on his first click he would have Impervious, Shape Change, Super Senses, and probability control all while being immune to both Pulse Wave and Outwit. That sounds like a giant headache to go up against. On offense you’ll be attacking with the Hypersonic Speed on click 1 most of the time. 11 attack (backed up by probability control), and 4 damage are a great Power/Stat combo for a 150 point character.

1) SWB007B Thanos (175 points)- This should have been a nearly unobtainable SR Prime, but instead it was the common prime that is much more obtainable. Thank you Wizkids for the early Christmas present. His dial is 8 clicks long with reducers the whole dial and the Power Cosmic TA to make sure opponents have to go through those reducers the hard way. He can pick any generic keyword during force construction for easy team building. He also has a cool Special Probability Control that states, “TRAVEL BACK IN TIME TO TRY AGAIN: Probability Control. When Thanos uses it to target an attack that would have hit Thanos and it misses him (after all rerolling), generate a [SW: B] #007a Thanos Duplicate on the click #1 that appears after the orange KO. This game, it has a 0 point value for all effects (including scoring).” I don’t think Thanos duplicates are that great, but they are well worth 0 points. I’ll take that deal every time it’s offered. What really makes him great is his ability to upgrade himself. Every time he KOs a character (including his own) of 25 points or more he gets a gem token. His trait states, “ONE STONE AWAY FROM THE INFINITE: FREE: Modify X different combat values of Thanos +2 until your next turn, where X is the number of his Infinity tokens.” He starts with lowish Stats for a 175 point character, but adding +2 to even a couple of those stats makes him real crazy very quickly and that’s why he’s the best character in this set.

 

I am vengeance. I am the night. I am a list of the top ten figures in the Batman the Animated Series HeroClix set.

Some Notes About the Set:

  • This set may be titled Batman, but the Justice league got the best pieces.
  • There aren’t many bad pieces in this entire set. That’s why this article was so late, it was tough to choose. And truthfully I think any of my top five could have been the best in the set.

Meanwhile back at the Hall of Justice…

  • I love the chases in this set. The idea of Super Friends is great. They all are worth playing on your force and there is zero reason not to fill any extra spots on your sideline with them. I never thought I’d see an Apache Chief in Heroclix.
  • Including the Phantasm and Super friends is Wizkids way of showing us that they must have access to every DC animated property. While Marvel may rule live action movies, DC is the king of animated movies. There is an incredible amount of material to draw on there for future sets. JLU, Batman, Superman, Green Lantern, Young Justice, all the movies, and maybe even Teen Titans Go?
  • They’ve made primes great again! I loved all 4 in this set and 2 made my top figure list.
  • It seems way easier to pull good stuff from this set. Chases I believe are averaging one per brick and sometimes come with primes.

Okay! Now on to some…

HONORABLE MENTIONS:

5) FFBTAS104 Poison Ivy (75 Points)– With just Ivy’s dial alone she really isn’t worth 75 points. Average to low combat values. No stealth, outwit, or perplex. She does have a cool trait that could increase her defense to 20, but limited support powers and lacking offense means she just isn’t that great. That all changes when you look at her ability to make FFBTAS104BT Biting Vines. They have flurry, giant reach and 2 damage with a 9 attack. An opponent can easily KO them with an attack, but they will have to waste an action to do that and IVY can put one into play as a free action every turn.  The best part is that while just about every other bystander token in the game comes into play next to the figure generating it, Ivy’s tokens come into play up to 10 squares away from her. The only requirement is that they need hindering terrain, but she doesn’t even need line of sight to that square.

4) BTAS016 Batman Beyond (100 Points)- The hero of many first place sealed teams also has some value in constructed. Stealth and the ability to see through stealth is rare and most figures that can do that cost too many points because of those abilities. Batman Beyond clocks in at 100 points with an excellent first click. He brings things to Batman Family and Gotham City teams that they don’t see very often (IT: Hindering, Flight, Invulnerability, psychic blast). He also has a limited ability to choose extra powers. That comes in handy when he’s damaged because he can chose steal energy and potentially heal himself. His synergy with BTAS048 Bruce Wayne means you should strongly consider running that figure as well.

3) BTAS035 Wonder Woman (75 Points) – I wish I had some secret combo with her, but she made this list just because she has a great all around dial. Good combat values, good powers (invincible on defense), she flies, she has indomitable, and a good combination of offense and defense. She is a steal at 75 points.

2) BTAS001B Clayface (50 Points)- For 50 points you get a hard to KO stealthy outwit figure that just begs your opponent to waste attacks on him. Take him and run him right at your opponent. If luck is with you then you might hit 3 or 4 shape change rolls (50% chance each time) in a match. Your opponent can’t bypass your shape change with outwit or pulse wave, because Clayface is immune to both. If you’ve had any luck with shape change rolls in the match then when your opponent finally does KO Clayface, he’ll instead transform into a blades claws fangs monster with 3 more clicks left to go. The best part about him is that he doesn’t break up your theme team. Any team that needs a stealthy outwit piece now has one. He can be the 5th turtle, part of an Asgardian army, or the newest member of the justice society.

1) BTAS034 Ra’s Al Ghul (75 Points) – This guy is similar to a lot of other characters in the set that have a the Gotham Crime boss trait like BTAS042 The Joker. When you roll a 5 or 6 on leadership with him you get to put someone into play. The difference with him is that his bystanders are better then suited henchmen, you know exactly what dial you are getting, and they don’t give your opponent  any points when KOed. Aside from that you get a strong close combat piece with both the Batman Enemy and Underworld TAs.

The thing the kept him out of my top ten list is his lack of good TAs. League of Assassins doesn’t have enough good pieces to field a team, he doesn’t have the Gotham Underworld keyword, and he doesn’t even get martial artist like Talia and his ninjas do. Who did Talia learn martial arts from?

Don’t forget to run at least one BTAS010 Ninja with him.

TOP TEN PIECES IN Batman: The Animated Series!!:

10) BTAS073E Hawkgirl (30 points)- Hawkgirl unfortunately has a weakness that is too easy for other teams to exploit leaving her with a 15 defense a lot of the time. However, at 30 points she’s cheap enough to just stick her in a corner and make BTAS073BT Average Bird bystanders the entire game. She makes an average of one a turn so it won’t take long for her to make the board look like a Hitchcock movie. They have almost no defense to speak of or offense for that matter, but they are they to irritate your opponent as fast disposable tie up figures. If you have some perplex or empower to spare then their built in flurry might do some good for you, but they are otherwise only able to damage the weakest characters. For a fun combo try giving them Blades/Claws/Fangs with AI047 Tigra or the new Wolverine wanted poster ID.

9) BTAS052 Batgirl, Shadow of the Bat (70 points)- For 70 points you get a dial that starts with prob and has access to perplex (via her +1 ability) and outwit (via her -2 ability). Her KO effect makes her a juicy target for your opponent, but her support powers, stealth, and 7 click dial length won’t make that easy. Her -2 ability also includes a free charge for the possibility of two attacks in a turn, attacking while double tokened,  or for attacking after being carried. 

8) BTAS053B H.A.R.D.A.C. Batman – For 75 points you get a 6 dial with damage reducers on every click, indomitable, and a stop click in the middle. He has shape change, can prob his own attack rolls, and has a limited ability to chose a power every turn. Most turns you will chose outwit or perplex based on who is on your sideline, but charge from BTAS001A Batman or running shot from HQ014 Batman are good choices too. It’s too bad you only can bring along one Batman.

7) BTAS069E Green Lantern – TREKOS006 Lt. Kyle has taught me to love the combination of sidestep and telekinesis. It just works out so well for positioning. For just 5 more points than Lt. Kyle, Green Lantern brings flight, barrier, and enhancement. And as a added bonus if he is pushed to his second click he switches to offensive mode with a combination of running shot and pulse wave.

6) BTAS054 The Joker – Everyone’s big complaint about this guy is that he has almost no defense. On the wrong team that’s true. But, if you play him with several JW003A The Joker Thug, he’ll have a mastermind power which is difficult to bypass and as an added bonus the thugs won’t ruin your theme team. Aside from his non conventional defense, he is a fairly standard Charge and Blades/Claws/Fangs piece, but with sidestep and plasticity thrown in. And if you are in close range with an opposing piece,  he can activate his Christmas present item as a free action which will give a good result 5 out of 6 times. I’ll take those odds. That’s enough to justify his point cost, but he’s also can use both outwit and perplex at up to 9 range!

 

5) BTAS060 Hawkman & Hawkgirl – For 125 points you get 10 clicks with a stop click in the middle! They also bring excellent attack values that never go below 10 and will likely be a 12 if you aren’t attacking a character with flight. Their damage value is only 3, but they bring some things like outwit and flurry to help when fighting against other characters with damager reducers. Their 3 clicks of hypersonic are great, but even the 5 clicks they have with charge should be more than enough movement when you add in their traited sidestep for 3 squares.

4) BTAS064E Robin – Ignore the 30 point dial. For 20 points he’s the cheapest source of perplex in modern not named Fat Tony. He has stealth and combat reflexes to keep him safe. He also has sidestep so that he can hide behind other characters and then step out into the open when needed.  On top of that, he has a similar trait to FFTMNT2005 April (O’neil). If he is KOed you choose an opposing figure of 30 points or more. If you KO that figure then robin comes back into play. Depending on the game, you might get a free Robin (or two).

3) BTAS067 Wonder Woman – Her opening click features starting Hypersonic Speed, flight, the ability to carry an extra person, invulnerability, and Shape Change. But the best reason to use her is her completely broken special power. It states “LASSO OF TRUTH TO CAPTURE THEM ALL AT ONCE:: FREE: Choose an opposing character within 5 squares and line of fire that has a character adjacent to it. Roll a d6 for that character and each character adjacent to it. [4-6]: give the character you rolled for an action token.” It’s a free action so it’s useable every turn even she took a costed action (like using hypersonic speed) first. In sealed I was able to give an action token to an entire opposing team of 4 characters using this power AS A FREE ACTION!

2) BTAS040 Batman – There is a very simple reason why Batman is one of the best figures in the set. It’s not his dial. Sure at 125 points his dial isn’t bad. It’s has 12 starting attack and it’s 8 clicks long. Perhaps it’s biggest weakness are the low damage values. With so many good Batman dials out there, it’s not to hard to find one that’s comparable or arguably better.

The entire reason to run this figure is to plan a team around maximizing this Batman’s use of the #s001 Batarang item. It allows him to make a ranged attack as a free action with damage minus 1 and ignoring everything except walls on targeting. So he can move his full movement value (or be carried) and still make an attack. The only other character in modern that can do something similar is the extremely popular DW069 Captain America. Batman’s free attack starts at minus 1 damage, but nothing says you can’t bring that value back up via enhancement or perplex. You could easily plan a whole team around someone like EW004 Green Lantern carrying Batman and a small army of support characters. A team like that could start 13 squares away and cripple an opposing primary attacker with a 5 or 6 damage alpha strike.

1) BTAS061 Zatanna – She reminds me a lot of the best supporting character that 2012 had to offer – the 75 point FFCW006 Scarlet Witch. That character featured Telekinesis, Probability Control, and Perplex on the starting click and was extremely popular in the meta. Zatanna features all of those same powers for the same price. But, she also has psychic blast and can generate two BTAS061BT Bat with enhancement as free actions. With all those support powers she can super charge any ranged primary attacker. But, her best trick is her surprising offense. The Scarlet Witch was pretty useless on offense, but Zatanna can use her perplex, prob control, and enhancement bats on herself to Psychic Blast someone for up to five penetrating damage! After you pull off a move like that, you won’t ever see her as only a support figure ever again. And that’s why she is the best character in the set.

 

To Infinity… And Beyond!! (Or, A List of the Top Ten Pieces in Avengers Infinity!!!)

Were waiting

So we’ve been waiting for an Avengers Infinity Top Ten Set Review…

So have I guys!

But since HypeFox is still working on his, I thought I’d drop mine… hmmm… how about right now!!

But first…

Some Notes About the Set:

  • The packs were more expensive, but worth it. Each one had seemingly two chances to pull something cool. In my Dune Buggy pack I pulled a chase and in a pack with 4 regular sized uncommon and common figures you’re going to get a Colossal rare or Super Rare.
  • The abstract entities are godlike in the comics, but none are very good for their cost in HeroClix. AIG023R Eternity may be the lone exception. Thankfully they are good for display purposes and people will likely seek them out for that reason.
  • Although there were only two really bad characters in this set (AI003 Black Widow, AI027 Starfox), I wasn’t real impressed by the Space Knights. They were ok, but not interesting and likely wouldn’t do well as a team. Unfortunately they were literally every Prime in the set. Which means this was another set with lackluster Prime figures. Which is a real bummer when you buy a brick and get a Prime instead of a Chase.
  • Early on I was worried that every colossal in this set would be a Colossal Retaliator. I was glad to see that wasn’t the case.
  • I love that the Infinity Watch got such nice remakes. Maxam was a great new figure. Now we just need a modern Mole Man. [EDITOR’S NOTE: Do we though? I mean, he was in like one issue of Infinity Watch! Maxam was in a ton! It was great that the GG version of him had the IW Keyword, but really, he was basically just their landlord. This is the Infinity Watch roster we really wanted!]
  • Why did we not get a Thanos with the Reality Stone? All the other Infinity Watch members made the set with their respective stone Traits. Missed opportunity. [EDITOR’S NOTE: It seems like a huge oversight. The only thing I can think of is that we might get him as a Con Exclusive next year. It’s possible that this was their intention all along, but that they were already too far down the road with the Thanos-Copter as a ConEx this year. Alternatively, Reality Gem Thanos could show up randomly in another cosmic set or cosmic-adjacent set (the only thing on the schedule that’s even remotely fits this description is Battleworld in October). Remember, Thanos is coming back in Avengers 4, so there will still be a bunch of Thanos tie-in products from Marvel licensees arriving next year.]

Okay! Now on to some…

HONORABLE MENTIONS:

Adam-Warlock

5) AI038 Adam Warlock (125 points) – With most of his stats and powers he appears to be just an average attacker. However push him to click 2 and he gains a special power that allows him to do what no one else in modern Clix can: “OUTSIDE OF ETERNITY, CHAOS AND ORDER: Outwit. FREE: Choose a target opposing character within range and line of fire. Until your next turn, that character can’t use PROTECTED: Outwit and its powers lose Protected: Outwit.

Throw in a trait that grants steal energy for ALL attacks and then passes regular Steal Energy to another piece when KOed and I can see him being quite successful with the right support around him. If he had his special power on his first click he would be on the cusp of being Meta.

He’s also one of HypeFox’s favorite Marvel heroes, so listing him as a mere Honorable Mention will annoy him to no end.

[EDITOR’S NOTE: ]

Spider Mobile.jpg

4) AIG015 Spider-Mobile (50 points) – Don’t think of it as a vehicle, think of it as armor. It’s armor that grants another piece with (hopefully) great stats 7 extra clicks of health for just 50 points. For Example, if you use Chase Thor from this set as a pilot then all 7 clicks will have a constant 12 attack and 4 damage the whole dial. And once you get through those clicks your opponent still faces an angry Thor on click 2 or 3.  However the real reason to play this piece is the Trait: SPIDER SPOTLIGHT LOCKED ON: FREE: Improved Targeting: Hindering. Choose a character within range and line of fire. That character can’t use Shape Change or Stealth this turn.” We’ve seen characters before that allow your team to ignore stealth (JW052 Green Lantern, ADW038 Jessica Jones, WKM17-013 Dazzler, etc…), but I’ve never seen a character that will also allow others to ignore Shape Change.

Photon.jpg

3) AI049 Photon (90 Points) – The best thing she brings to the table is a Special Power that hurts opposing bystanders the likes of which the game has never seen before. Additionally she has a Trait that would be good to build a team around. “THE 5TH VIRTUE OF LIFE: DIVERSITY: Flurry. Once per turn, when Photon’s attack roll has a 5, friendly characters modify their defense +1 for every two printed keywords they have until your next turn.”

(Hint: CWSOP002 Iron Man has 6 keywords!)

She’s good up close with Traited Flurry and Pulse Wave that starts showing up on click 2. If you are planning to use her at range then you should probably bring another character with Enhancement. She also has the best Stop Clicks of any of the Chases with your choice of using Flurry or RCE to go along with her Precision Strike.

Vision.jpg

2) AI005 Vision (100 points) – Vision’s Special move power is what puts him on this list. “WHERE YOU LEAST EXPECT ME: Phasing/Teleport. When Vision is given a MOVE action, after resolutions he may make an attack (close or range).”

Unfortunately, his 10 attack and three damage aren’t going to scare many people. So make sure to bring some other characters along that can help those values.

The Unseen.jpg

1) AI043 Unseen (65 points) – On the eve of NFAOS056 Nick Fury retiring from Modern they decided to include another version of him from that same “Original Sin” storyline in this set… albeit with some major focus/role changes. This new piece is similar in that they both have Probability Control, almost every form of Improved Targeting known to man and a way to turn off powers. Where the new version is better is that it’s almost exactly half the point cost of the original and can free action smoke cloud after moving. All it’s missing is offense. Like any form of offense at all. Time will tell if a 65 point support character is Meta, but I am just hesitant enough about it that it didn’t quite make the top 10.

Speaking of which… here is my…

TOP TEN PIECES IN AVENGERS INFINITY!!:

Gamora.jpg

10) AI020 Gamora (65 points) – For 65 points you get a very efficient close combat piece who is dangerous on every click. What sets her apart from other similar characters are her 12 starting attack, relatively low cost, and Traited Probability control that passes to another friendly character when she is KOed: TIME GEM CHOOSES ITS BEARER: Probability Control with minimum range value 8 // When Gamora is KO’d by an opponent’s attack, choose a friendly character. For the rest of the game, that character can use Probability Control.”

The only things keeping her from being higher on this list are a weak defense and the existence of AI030 Mantis who fills a similar roll and costs less.

Sentry 459

9) AIG013R Sentry #459 (150 points) – There is a new Trait introduced on this set that was seen on quite a few Colossal figures that shows some promise thanks to the new rules for Quake called Mass Destruction. It reads, MASS DESTRUCTION: Super Strength. When Sentry #459 is given a MOVE action, after resolutions destroy all adjacent pieces of blocking terrain, then he can use Quake at no cost.” In my opinion this 150 dial is the most efficient character to feature that Trait.

It has better combat values then all of the other similarly costed characters with “Mass Destruction” and the Green Hulk is the only other “Mass Destruction” piece that comes close to being as useful in combat.

Giant Girl.jpg

8) AIG001 Giant-Girl (70 points) – Giant Girl has roughly 250 thousand different starting lines. I feel like the 70 point line isn’t too expensive and doesn’t make it very easy for the opponent to KO her before she gets an attack off.

To be honest I’d probably vary her point value according the team I was playing with her. The best parts about her is that she can Colossal Retaliate on any click, gets bigger when she KOs someone, and she makes a great Taxi for as low as 10 points. I didn’t include her Fast Forces or title character version on this list because I felt their combat values were just not up to snuff.

Iron Man 1.jpg

7) FFAI001E Iron Man (50 points) – Nothing particularly groundbreaking here, just a really efficient piece for the points. His great movement values make him a very good Taxi. His 4 clicks of Invulnerability make him tougher than just about every other 50 point piece. And his ability to see through Stealth is just the cherry on top.

Cosmo

6) AI039 Cosmo (70 points) – This is one of the Guardians pieces in the new set with a Trait that grants Protected: Outwit or +1 to Attack and Defense. There are very few situations where I’d chose Protected: Outwit with this or any of the Guardians pieces. +1 to Attack and Defense is just too good.

Now let me tell you what’s special about Cosmo. He has Outwit and Ignores Hindering for Targeting which a great combo. He also TK and Willpower on his first click. So on turn one move everyone up and on turn 2 use TK without taking push damage. Because of his Trait he has 19 starting defense and can get up to 12 Attack with his multi-target Mind Control. But the real kicker is his unique special power starting on click two that reads “YOU HAVE LOUD BRAIN: Free: Choose an opposing character within range. Until your next turn, that character can’t be given POWER actions.” That’s a free action and doesn’t require line of fire. There are lots of Power actions in the game, but the first ones I will be looking to use this on are Charge, Running Shot, and Hypersonic Speed.

Nadia Van Wasp.jpg 5) AI044 Wasp (70 points) – While she isn’t great on offense without some help, her defenses are excellent. She has a special Traited Shape Change that reads PYM PARTICLES IN MY BLOOD, RED ROOM TRAINING IN MY MIND: Shape Change. When Wasp uses it and succeeds, after resolutions the attacker is dealt 1 penetrating damage.” It reminds me of TMT002 Loki and WF030 The Wizard. If I was facing her I would attack her last. She also gives you the option of Outwit on click 1 or a Special Perplex when you push to click 2.

Mantis

4) AI030 Mantis (50 points) – Like AI020 Gamora she is an efficient close combat piece that features a 12 starting Attack Value. The advantages that Mantis has over Gamora are a better Defense, an extra click of life, a lower point cost, and IM:Hindering. While Gamora has a better Trait, Mantis’s trait is no slouch either. It reads: I WILL HELP YOU CONTROL YOUR EMOTIONS: Friendly characters within 4 squares have “FREE: This character can’t use Battle Fury or Earthbound/Neutralized this turn.” At very least that can help you carry Battle Fury characters and you could potentially build a team around it.

Quasar

3) AI037 Quasar (125 points) – Whenever Quasar hits with a ranged attack he gets to use Barrier as a few action. That can be crippling to the opposing team. If he does that more than a couple of times in a game, you’re likely going to win. So it’s up to you to do everything you can to make that happen. Run him with someone like ADW038 Jessica Jones to counter Stealth. You should also include some good close combat pieces to discourage your opponent from basing him.

Tonys car

2) AIG012 Tony Stark’s Car (10 Points) – As a 100 point vehicle this piece is Ok, but as Special Terrain it’s Meta.

Everyone knows special terrain can be useful because of the WKDP17-008 Boxing Ring. Unfortunately every Special Terrain created since then has been less powerful.

Until now.

This car has a power that reads, It’s still rolling. Use as cover:” Adjacent friendly characters can use Energy Shield/Deflection.” It also has an option to move it one square at the risk of KOing it. I would never do that. As long as your opponent can’t shoot you across the car, then they won’t be able to KO it. I would place the car within firing range of the opposing starting zone and then stand in front of the car for the whole game. You still get ESD and the opponent won’t be able to KO the car. 10 points to give your whole team ESD for the whole game is a steal. Buy this now while it’s still cheap.

Starfox.jpg

1) AI048 Starfox (80 points) – Hmm. This character has a double Perplex and the Eternal keyword. Where have I seen that before? I wonder if there is some top meta piece out there that he would work well with?

Chase Starfox is still a great piece in it’s own right. We all know that a double Perplex can be deadly, but Starfox also sports the best of the Chase Traits. it reads, THE 4TH VIRTUE OF LIFE: PASSION: Flurry. Once per turn, when Starfox’s attack roll has a 4, after resolutions heal each friendly character 1 click if they are adjacent to another friendly character.” So whenever you roll any 4 while attacking with this guy he will heal your entire team for 1 click of damage regardless of where they are on the board (as long they have a friendly piece next them.) That’s huge. I don’t ever remember seeing any other figure capable of a full team heal. And this isn’t even it’s own action, it’s just part of him attacking.

His whole dial also features Steal Energy so when he gets damaged he has an additional option to heal up. He’s not an offensive powerhouse, but with his Trait, Stop Click, Power Cosmic TA, and 12 starting attack — he’s the best character in this set.

 

Tournament Report 3/17 WKO in Warren Michigan

What I played:

  • NFAOS056 Nick Fury
  • EW027 Superman 
  • WKM-R001 Supreme Intelligence ( On Superman)
  • NFAOSNFID-007 S.H.I.E.L.D. Level 7 (calling in another Nick Fury)
  • XXSXID-006 All-New Wolverine (calling in All-New Wolverine)

I thought my two character spy team was pretty meta. The Supreme intelligence got clicked to click 2 granting Superman full dial Stealth and Willpower and purposely never moved past that point. So both Characters had stealth and the ability see through hindering terrain. Additionally Superman got Shape Change and Super Senses on his first click until making his first attack. I envisioned Nick taking shots and Superman Flying him away as the opponent closed in.  Additionally the team was only two figures so the opponent couldn’t just KO one little figure like a retaliator and run away from me the rest of the game.

I expected to face Uni-mind, Shredders, and this PJ Bolin team where ADW chase cap rides around with General Lane, Beta Ray Bill, and Overdrive. Against the Uni-mind I could see through his stealth if he chose it and use the Watcher Eye to cancel on of his powers (including Perplex). Against Shredders I was going to lean heavily on the invincible, Stealthy, Hypersonic Superman. The Shredders would have been hard pressed to damage him. Against the PJ Bolin Team I was hoping to use Hypersonic Superman or the All-new Wolverine call in to Damage beta Ray Bill. Once that figure takes a single click of damage the whole team is exposed.

Round 1 –

Versus:

  • TMTG006R Mangog
  • NFAOS059B Nighthawk
  • JW066 Bizarro Green Arrow
  • TMTG001P Surtur
  • I forget the other 10 points of his team

I didn’t know how long Mangog’s Dial was and with the support characters he had with him I judged (correctly) that I wasn’t going to stop him from pulling the Odin Sword. Instead I KOed everything except Mangog and the Bizzaro Green Arrow He was carrying and got my team to a stealth patch hidden in the middle of the map. I was able to finish off Bizzaro Green Arrow, but then his Mangog landed some nice shots on Superman (who thankfully has 8 clicks) with Giant reach before time was called. I missed a bunch of rolls that game, but still got the win. Had the game gone longer I am not sure who would have won, but time was called and he only scored 8 points worth of ID cards.

Round 2 –

Versus:

  • SMWW028 General Lane
  • SFSM029 Overdrive
  • ADW069 Captain America
  • TMT063E Beta Ray Bill
  • JLA Teleporter and 5 cards.
  • (PJ Bolin designed team, but not played by the actual PJ Bolin)

I started of with a positioning mistake and he made me pay for it. I went behind blocking instead of staying in stealth. He moved up overdrive, had Cap use outwit and put his damage to 3 with enhancement and attack to 12 with perplex. I still got Shape Change and Super Senses with Superman so the odds were in my favor that this attack would fail. He hits his attack roll easily and I miss both of mine. Superman loses Hypersonic and the opponent’s whole team is sidestepped backwards by Overdrive so that I am out of range for ranged attacks. He is just close enough that I can use Superman to call in All-New Wolverine and send the Jonathan token after Beta Ray Bill. Even after the perplex from Wolverine and a Probability control reroll from Nick I can’t get a seven. He stays there an additional turn so that Overdrive isn’t taking pushing damage. I get two more chances with Jonathan. Both miss. Superman has to clear and Nick can’t see to get a shot because of Beta Ray Bill. The next turn he KOs Superman and I don’t get to make any more attacks that game. Kind of a bummer to lose to a team I knew I would see that day.

Round 3 –

Versus:

  • TMT056E Maestro
  • UND002 Dr. Frankenstein
  • JW066 Bizarro Green Arrow
  • TMTG004P Carnage
  • WKM-R001 Supreme Intelligence (on Frankenstein)
  • TMTS001 Bloodaxe (On Hulk)
  • WFWFID-004 Green Arrow (elseworlds Green Arrow)
  • Boxing Ring

The match was a stalemate for most of the time. We couldn’t really see a good way to approach each other.  I had Nick take some pot shots against his team, but Bizzarro was adjacent to everyone and Dr. Frankenstein was easily healing the damage as a free action. I finally decided to try to rope him in. I landed Superman 8 squares away from his team in stealth knowing that he would summon Elseworlds Green Arrow and target Superman. I figured my Shape Change and Super Senses combo had to work this time. The next turn played out like I thought except that again I missed my rolls and he hit his roll. Superman took 5, but he’s still 8 squares away in stealth. On my next turn I stupidly took a shot with Nick (hitting) and cleared Superman’s action tokens instead of just running. It was stupid because of course the damage was healed with a free action and now Carnage could come after a wounded Superman. Unfortunately, I hadn’t realized that the Supreme Intelligence was there to grant Dr. Frankenstein Side Step and TK or I could stopped that with a free action from Nick. He sent a 12 attack Maestro with Flurry at Superman and that was it for him. Nick Fury actually put up a good fight, but the healing from the Bloodaxe and the retaliation from carnage was too much for him.

After that I dropped and took my lousy rolls to a battle royale. I missed literally every attack, took fourth, and still walked away happy with an Earth X Cap and SR Venus De Milo.

What would I change if I had to do it again? I liked my team. With better rolls and better placement in game two things could have gone different. Knowing the dial for Bizzaro Green arrow would help too. I think game three I was at a disadvantage, but against most teams there I had a relatively good matchup. I would have liked to have faced the shredders team that I heard eventually won. My two characters work well together and I would run them again.

It’s A Clix-Mas Miracle!! Ninwashui’s Back With A World Exclusive New Heroclix Accessory!! (Or, The Twelfth Night of Clix-Mas!!)

[EDITOR’S NOTEWelcome to Clix-Mas 2017, wherein we here at Critical Missives rather foolishly try to provide you with twelve different articles in twelve days, all brought to you by either the Ghost of Christmas Past, the Ghost of Christmas Present, or the Ghost of Christmas Future! If you need to catch up with our intro to all of this, the first Night of Clix-Mas 2017 can be found right here! And we announced a new Holiday Scenario for our local venue on Night Two! Then the Ghost of Christmas Past named a few of his favorite things from the past Clix year right here! On Night Four, the Ghost of Christmas Present left us his Top Ten Figures from Star Trek: Away Team!! And the Ghost of Christmas Future gifted us some Irresponsible Speculation about IndyClix!! Later, the Ghost of Christmas Future came back and talked about licensed properties that would make great Clix sets! Then the Ghost of Christmas Present gave us a presentation of the Top Eleven most valuable Heroclix released this year! A couple days ago the Ghost of Christmas Future published an editorial on the putrid state of Marvel’s publishing division and why that makes IndyClix sets even more important to Wizkids! Then he came back again under the guise of The Ghost of Irresponsible Speculation to talk about Marvel & DC stories that would make great Heroclix sets! Next, the Ghost of Christmas Past stopped by once more to give us his Five Least Favorite Figures of the Year! Finally, the Ghost of Overdue Top Tens presented us with the Top Ten Figures of Harley Quinn and the Gotham Girls!]

[EDITOR’S NOTE PART TWO:My God! King! King! That’s… that’s Ninwashui’s music! I can’t believe it! It’s pandemonium! Ninwashui is back! And if he’s back, that means…

Jim Ross

Yup! Ninwashui is back for the Twelfth Night of Clix-Mas! You didn’t think he was gonna sit the whole gimmick out, did you?! He’s been cooking up something special for the last article of the year!

But before we turn things over to him, all of us here at Critical Missives want to wish you and yours a safe and happy holiday season! This is going to do it for us this year (but this is the first time we’ve hit our Clix-Mas goal since we started the stupid thing three years ago!!), but we’ll be back and better than ever in January of 2018!

Until then, enjoy the final Clix-Mas article of 2017, and until next year, Stay Safe, and Watch Where You Draw Your Lines of Fire!]

Yep! It’s me, Ninwashui. What, you didn’t think I’d let HypeFox have all the fun, did you? Nope. I’ve been quite busy, as it turns out, coming up with something I happen to think is pretty cool. Today, dear Critical Missives readers, I bring you… a world first (or at least internet first) Heroclix accessory!

You’ve seen custom maps:

You’ve seen custom action tokens:

You’ve even seen custom terrain markers:

After seeing all that it got me thinking about what I use to carry around my heroclix and if I could add a custom touch to that. Currently I have a box inside my backpack I use to carry around 1-3 armies at a time. This us what it looks like:

It’s the box my kid’s tablet came in. Perfectly usable, but not aesthetically pleasing. There is room for improvement. My brother Hypefox is in the same boat. Being that this is the Christmas season this seemed like a good opportunity for a gift for him. So I started by questioning him about his favorite hero. It came down to this guy:

This was a good choice because the recent movie means that there was a ton of Deadpool themed decorative items that could be used on the box.

Once I had an idea and a theme I created this:

The first ever heroclix army box! It’s Deadpool themed so I refer to it as “the Deadbox”. It features deadpool vinyl decals, a jack chain hinge, an automatic light, a magnetic lock, medical foam interior, and decorative neon accent lighting.

This wasn’t my first attempt. This actually is actually the Mark III version. It was definitely a learning process.

What’s in the box?

So here is what worked that ended up in the final design:

  • The box – to save time and money I started with a craft box I found at Hobby Lobby. It didn’t have a flat top so to I had to fill in the top with a piece of wood that I cut to size.
    • Magnetic lock – it’s actually a child lock I found at Baby’s R’ Us. It allows the box to be locked and have no visible locking mechanism on the outside. The only way to open the box is to hold a superstong magnet in the right place. I hid a strong magnet on the back of a deadpool keychain I got off EBay. It looks like this when you open the box:

  • The light – It lights up automaticly when the box is opened. I found it on Ebay for just over $1. I also bought shorter screws from home depot to avoid going through to the outside of the box.
  • The neon accent lighting – This was EL wire I found at 5 Below.
  • The foam – I’ve been through some stuff this year. In March I got flesh eating bacteria in my leg. My leg was saved, but I have been in physical therapy ever since. They just happened to have some unused foam laying around so it was free. If I didn’t have access to that I would have tried the Foam Factory , Home Depot, or just ordered some from Omni Medical Supply.

  • Some things that didn’t work:

    • Sound module – I ordered a sound module that is normally used in greeting cards from Bigdawgs. The idea was the that I could get the box to play Salt n’ Peppa’s “Shoop” when the box was opened. I chose that song because it was used in the movie and Deadpool didn’t have a theme song. It was working pretty well, but the batteries ran out too quickly. Plus replacement cell batteries of that size aren’t sold anywhere except online.
    • Wireless Bluetooth speaker. I found a wireless Bluetooth speaker for $10 at meijer. Even after taking it completely apart my box just wasn’t big enough to contain the components and protective housing. I hope to revisit this on future boxes.
    • Traxxit – I found this Bluetooth gps tracking unit at 5 Below and I couldn’t even begin to get it work. I threw it out. It’s tracking a garbage truck now.

Thanks for reading. If you have any questions or suggestions for future box improvements, let me know in the comments.