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.)

 

 

 

 

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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.

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.

 

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.

 

My WKO Diary and the Top Ten Sealed Pieces in Batman: The Animated Series—Part One!!

BTAS.jpg

Welcome Back!!

Today we’ve got another blow-by-blow tourney report for you; and this time, it’s my own!

[EDITOR’S NOTE: Ninwashui, eat your heart out!]

It’s our coverage of the Southeastern Michigan Wizkids Open from this past Saturday (July 21st), and it’s start now!

TOURNEY REPORT FOR 07/21/2018!!

Eternal Games

11:00 – 11:30AMYou are looking live at a bustling Eternal Games in Warren, MI! Okay, not live, I guess, since this was six days ago, but still, it’s a pretty nice venue that frequently hosts the biggest Clix tourneys in the area, and registration is underway!

Between the Main Event and the Battle Royal side events, I’d wager about 26-32 different Clix players will make their way to the venue today. That’s a healthy, if not overwhelming turnout (this venue can turn out 40-50 players sometimes for a WKO or ROC. Unfortunately, several players from my venue alone are on out-of-town vacations this week–including Ninwashui.).

As I enter the Clix area, I’m debating whether I actually want to enter the Main Event or just hold off for a bit a play some Battle Royals. I wasn’t able to play in the B:TAS Pre-release, although I did make it to our Release event. Still, I’m not overly familiar with all the pieces in the set, and I haven’t played much Meta since this past March, when I had a disastrous Constructed WKO at this same venue.

But when I look over to the competitors who have already entered, I count at least 6 players that I know personally (3 of whom I would term as regular fixtures at my “home” venue, Comics & More in Madison Heights; and three who have played there more than once in the past 12 months).

There are some STRONG players here, but the fact that I know almost a fourth of them tips the scales for me. I’m gonna play the Main Event until I know I’m out of the running, then maybe catch a Battle Royal on my way out.

NOON: Packs have been distributed. There are twenty to twenty-two players (never did see a final count) in the Main Event. Time to get cracking.

I immediately open my first pack.

Common Batman, Common Joker… AND A SUPER RARE HAWKMAN & HAWKGIRL!!

HMHG SR

I knew this piece was in the set, but I didn’t know exactly how good it was (boy, was I about to find out!).

While I’m sitting there admiring my shiny new SR, everyone else around me has just about finished opening their packs. I start calculating what everyone’s opened in my head. I opened one SR… the guy next to me opened a Ventriloquist w/Scarface… and suddenly there were only two packs left to be opened from the Brick that was distributed to the five players immediately at this end of the long table.

Tim, a really nice guy who occasionally treks across town to play at C&M, pops open his last booster. It’s Super Rare Zatanna. Hmmm…

My first thought is, “Damn, that would have been a nice addition to both my collection AND the army I’m building with Common Joker and SR Hawkman & Hawkgirl.”

Then I realize that no one has pulled a Chase yet from our Brick. This is both a good thing and (potentially) a bad thing. I WAS familiar with many of the Superfriends Chases from this set, and while they all have an absolutely SICK Sideline Active Trait called “TROUBLE ALERT” that lets you call them into the game for no cost under certain circumstances, most of them have almost intentionally blandly designed dials that are not great for Sealed play.

There are a few exceptions, though. Green Lantern could be quite useful. Batman is really efficient for 60 Points AND has Running Shot and 3 Damage top dial, both of which are rarities in this set. Apache Chief and Hawkman can pull off some Close Combat shenanigans. The Flash is actually kinda good.

I open the last pack… Poison Ivy… Rare Robin and… CHASE WONDER WOMAN!!

Chase Wonder WOman

Yup!! In a set with 7 dials that have any sort of access to Hypersonic Speed (3 of which are CHASES, natch!), I pulled two of them.

Sometimes it’s better to be lucky than good.

My final team:

BTAS003 The Joker30 Points:

What He Brings: Ridiculously cheap Prob. Also a Special Smoke Cloud (DOES THIS SMELL FUNNY TO YOU, BATS?: Smoke Cloud. FREE: Make a close attack targeting an opposing character occupying a square with his Smoke Cloud marker regardless of adjacency. Instead of normal damage, give a hit character an action token.) that also gives him a sneaky good Incapacitate.

BTAS041 Robin — 75 Points:

What He Brings: Fairly expensive Prob, plus Running Shot (again, not a common power in this set), Incapacitate and down dial Enhancement and Perplex. He’s also got six Clicks of life and some pretty good evasion (ES/D top dial, Combat Reflexes & Super Senses down dial) to potentially eat some attacks.

BTAS060 Hawkman & Hawkgirl — 125 Points:

What They Bring: Uh… great stats, versatility and almost every power you’d want in the game? In addition to being able to choose between two different AWESOME dials at the start of your turn, there are two Traits here which are just bonkers-good in general and god-tier good in this Sealed environment.

The first (ETERNAL LOVE AND ETERNALLY CURSED: At the beginning of your turn, you may turn Hawkman & Hawkgirl’s dial to the same click number of a different color. // When Hawkman & Hawkgirl would be KO’d, you may instead turn them to click #1 of a different color and they can’t use this trait for the rest of the game. Protected: Pulse Wave.) grants that versatility I was just talking about AND gives them a Stop Click to end all Stop Clicks!!

The other Trait (BRINGS AERIAL MOBILITY TO THE TEAM: Sidestep, but may move up to 3 squares instead. Modify attack +1 when targeting only characters without [Wing Symbol].) takes their already great mobility and sends it into the stratosphere AND gives them +1 to attack, like, 75% of the set!

Lastly, for some reason, Hawkman & Hawkgirl’s card only lists Hawkman’s powers. Hawkgirl’s dial (which features Hypersonic Speed and Outwit) is nowhere on the card. This actually turned out to be a big advantage for me as well, even though I didn’t realize it at the time and it really had nothing to do with how smartly or stupidly I played.

Other than all that, Hawkman & Hawkgirl didn’t bring much at all…

BTAS067 Wonder Woman — 70 Points: 

What She Brings: Hypersonic Speed, the ability to Carry two people, 3 Damage, Invuln (huge in this set), Shape Change, and a Lasso Special Attack (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.) that flings tokens like your drunk uncle flings $1’s at a gentleman’s club.

On this team, that means I have two sources of Prob and 3 ways to Incapacitate/add action tokens to my opponents’ characters.

Total= 300 Points

Okay! Here we go…

Oh, wait. Hold on a sec. I forgot to list my Map choices… oh dear.

Uh… yeah. Only after registration and army building do I realize… I forgot to bring any maps. So every game I play will be on one of my opponent’s maps.

Sheesh.

ROUND ONE:

versus…

Kaleb

Lex Luthor BTAS

His Team:

BTAS002 Robin — 30 Points

BTAS017A The Riddler — 50 Points

BTAS025 Maxie Zeus — 40 Points

BTAS028 Batman — 75 Points (Get used to seeing this piece–I faced this guy several times!)

BTAS044 Lex Luthor — 50 Points

BTAS074 Hawkman — 50 Points

Total = 295 Points

[EDITOR’S NOTE: This is as good of a time as any to note that these matches are reconstructed from my memory and notes taken after each match, so if something doesn’t add up, assume it’s my faulty memory and not some sort of cheating or sneakiness on anyone’s part.]

What Goes Down: So… back in March, at the last WKO when I played a Stealthy team that could still Prob from across the board, I lost Map roll EVERY GAME (including one in which taking the game to Wakanda probably would have elicited a “Good game” from my opponent before we even began!).

Well, on this day I won Map Roll in EACH GAME I PLAYED!! And, I could never take full advantage of this because I brought exactly zero Maps with me.

The lesson, as always: Don’t forget your stuff!

Having said that, this round we end up playing on an Indoor Map with a lot of rooms (I think it was a Premium Map).

Kaleb proves right away that he’s a really crafty player (more on that later), and he flips that Uncommon Batman back and forth between his two dials expertly, which keeps Bats in Stealth practically the whole game.

But he’s about to run into two major problems (none of which he can do much about).

First (and this will be a recurring Theme), I just absolutely had a big mobility advantage over his team.

And second, because of dice luck and positioning, he’s gonna be forced to throw WAAAAY too many resources at my Common Joker. After a few attacks back and forth, he tries to take out Joker with his severely injured Robin.

Snake Eyes. Robin is KO’d.

This means that he has to throw Batman at Joker to finish the job (otherwise Joker would just keep Probbing any misses I had and Incapacitate key members of his squad). Except his dice go cold with Bats, and even when he hits, I Super Sense out of it.

Meanwhile, Hawkman & Hawkgirl start laying waste to the rest of his team, with Wonder Woman swooping in for backup. We had a slight hiccup where I didn’t realize exactly how her Lasso Special worked (it turns out it does target friendlies too), so I had to go back a turn and add an Action Token to her (yes, even in the boiler room of a WKO, most accidental misplays can be settled in seconds between the two competitors as long as they’re both reasonable and respectful with each other. Who knew?!).

It won’t be until Round 2 that I’ll read through Hawkman & Hawkgirl’s card completely and find their silly-good Sidestep ability. Had I known that, I probably would have KO’d more of Kaleb’s characters. Still, I end up winning by about 50 Points or so (something like 80 to 30).

RESULT: WIN (1-0)

ROUND 2: 

versus…

Mike B.

Ventriloquist.jpg

His Team: 

BTAS002 Robin — 30 Points

BTAS008 Two-Face — 75 Points

BTAS023 Kyodai Ken50 Points

BTAS030 J-Man — 50 Points

BTAS058 The Ventriloquist — 40 Points

BTAS070 Apache Chief — 50 Points

Total = 295 Points

What Goes Down: Well, another Map Roll win, another choice of whatever my opponent brought. This time, I’m playing Mike B., and it’s going to be a fun game!

We end up playing on a Harley map (the one with the giant Slingshot/Catapult things, although those don’t end up coming into play), and Mike takes the high ground.

It doesn’t take long for Apache Chief to go Colossal, but it does take Mike a few turns to get the rest of his team moved up into position. Because of my two Hypersonic Speed pieces, I’m able to run mini-raids and punch into his front line.

To slow me down, Mike moves Kyodai Ken up and damages my Robin, but he misses the follow-up shot, which leaves Kyodai high and dry. I quickly dispatch that piece and go to work.

After a few more rounds where we go back and forth, it quickly becomes apparent that the Invulnerability on Hawkman & Hawkgirl and Wonder Woman is going to be a tough nut for Mike’s characters to crack. To his credit, Mike makes great use of his Robin’s Perplex and then Empower to crack the 3 damage threshold, but against my particular Build, it just takes too long to get his pieces into position.

Hawkman & Hawkgirl start going to town with Charge and Quake, which proves particularly deadly against Mike’s team since so many of his character’s powers depend on or are at least greatly enhanced by adjacency.

Once The Ventriloquist and J-Man fall to Hawkman & Hawkgirl, Mike concentrates fire on Wonder Woman, who I had pushed into Toughness on Click 2 in order to take out one of his pieces with a second attack. Unfortunately for him, I end up hitting something like 4 out of 6 Shape Change roles, so Apache Chief has to sit there and do nothing most turns.

Mike B. played an effective Build extremely well, but this was a terrible matchup for his team any way you sliced it. Had he been able to pull a couple Suited Henchman to work with The Ventriloquist (he pulled none) and/or manged to finish off my Robin early on, he might have bought himself some more time to set up a Killbox. And me hitting Shape Change so often probably put the nail in the coffin on this match.

I end up taking his full team.

RESULT: WIN (2-0)

ROUND 3: 

versus…

Chase

Grey Ghost

His Team: 

BTAS007 Leslie Thompkins –15 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again!)

BTAS024 Lock-Up — 40 Points

BTAS047A Killer Croc — 80 Points

BTAS059 Grey Ghost E — 40 Points

Total = 280 Points

What Goes Down: Chase was probably the nicest guy I played against, and that’s saying something. This WKO was a lot more fun and friendly than the last one I went to.

Regardless, my dice are on fire this game and I basically tear Chase’s team to shreds before he can get any meaningful attacks in against my guys.

My Joker’s Smoke Cloud actually comes up huge here. Because most of his characters are both close combat pieces AND unable to ignore Hindering Terrain on movement, Joker’s Smoke Cloud effectively became Barrier.

I hop over to his Batman first. I hit both attacks and KO him in one turn. Next turn I focus on Lock-Up and bring him down to his second-to-last Click. Finally Killer Croc makes it over to my squad.

But it’s too late. I switch H&H to Hawkgirl’s dial and Outwit Croc’s D, then slice through his dial with merciless precision.

Grey Ghost is a great piece, but on his short dial with Batman already KO’d, there’s almost nothing he can do.

Oddly enough, I keep missing Leslie Thompkins, but soon enough she falls too and the game is over.

RESULT: WIN (3-0)

ROUND 4: 

versus…

???? (I failed to record my opponent’s name this round.)

ManBat

His Team: 

BTAS003 The Joker — 30 Points

BTAS018 Renee Montoya — 30 Points

BTAS028 Batman — 75 Points (Mama there goes that man again! Again!!)

BTAS043 Poison Ivy — 65 Points

BTAS057 Man-Bat — 75 Points

What Goes Down: Man-Bat is a great piece, but his low-ish attack combined with the fact that I usually have two Probs pointed at him at all times means he missed faaar more than he hit this game.

My opponent gets the first licks in for a change, but I roll really well with my Joker and manage to take out his Joker, Batman, Renee and Poison Ivy within the span of about 3 or 4 turns before he manages to finally finish off my Joker.

Eventually I corner Man-Bat at the edge of the map and finish him off.

It was a much closer game than I made it sound, but in the end my dice were just hotter than my opponent’s. Again, he was a shrewd player, but I was frankly just packing more Hypersonic Speed than he was.

(Wonder Woman’s Shape Change came through again, too!)

RESULT: WIN (4-0)

So, at this point, it’s a little unclear how many Rounds were supposed to be played. The organizers had previously mentioned that we’d play either four or five rounds this day.

Well, it turns out that we were only going four Rounds before we broke off into a Top 8. After all the results came in and were calculated, I finish second in the field (about a hundred points behind the gentleman in first place).

I’m going to the Top 8, which officially makes this my best showing ever at a WKO!!

But for that story, you’ll have to wait just a lil bit longer!

(Hey, we’re already pushing 3000 words here!)

Next: The Top 8 story PLUS the Top 10 Sealed pieces in Batman: The Animated Series!

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.

The Ghost of Christmas Future is Back With Some Irresponsible Indy Speculation!! (Or, The Fifth 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! And the Ghost of Christmas Past named a few of his favorite things from the past Clix year right here! And yesterday, the Ghost of Christmas Present left us his Top Ten Figures from Star Trek: Away Team!!]

Christmas Future 2

So we’re always talking about what we’d like to see Wizkids do with their Marvel or DC licenses, but we never talk about the independent stuff they put out, and where we’d like to see them take those properties.

Well, not anymore! Today is all about what we want to see coming down the pike from Wizkids and their non-Marvel, non-DC releases!

 

Ninja Rap

TEENAGE MUTANT NINJA TURTLES:

What We Want: 

TMNT: The Movies Clix!!

This one is easy. They’ve almost done everything they can with the animated Turtles Clix, and I’m honestly not sure there’s a ton more to be mined from the comics, either.

But they could, like, TOTALLY squeeze two or three sets from the live-action Turtles movies! Who doesn’t want a vintage Vanilla Ice piece with some sort of “Ninja Rap” Damage Special, or a Megan Fox as April O’Neil figure (it would at least have to be better than her Megan Fox as Lilah from Jonah Hex piece, right?)?

Chances We’ll Actually Get It:

Honestly? Probably not good. From what I understand, this might be a bit of a licensing nightmare. It would be a license of several 20-25 year old properties that were themselves licensed products that were capitalizing on the success of an animated series that was itself licensed from an independent comicandnowmybrainhurts!!

Still, stranger things have happened…

 

DS9 mirror mirror.jpg

STAR TREK:

What We Want: 

Everyone wants original cast movie Clix or TNG clix. That would be fine with me. But I’d love a set that’s focused on all of the “Mirror Universe” characters that have floated in and out of Trek’s continuity!

Whether that means a whole set of Alternate Reality pieces (sort of a Star Trek version of the What If… ? or Elseworlds sets we just got) from throughout Trek’s history, or just a DS9 set with a “Mirror” Sub-Theme, those are the pieces that would have me reserving a Brick at my FLGS.

Chances We’ll Actually Get It:

It’s not impossible, but it’s probably years away. If Star Trek: Away Team sells well, we’ll probably see two or three more sets focused on the Original Cast and the TNG folks before they’d really consider making any DS9 characters (and with them, the DS9 “Mirror” characters).

Still, the fact that the Mirror folks have their own Team Ability is a good sign…

 

Horrorclix.jpg

Heroclix UNDEAD (aka HORRORCLIX):

What We Want: 

Undead was fun, but I want to see the full return of the Horrorclix brand!! I actually think they had the right idea when they started of mixing original properties with specially curated licensed releases, all under the Horroclix name.

Imagine a Horrorclix Buffy set, all designed with modern rules in mind, all Modern Age tournament legal. Or a re-release of a Colossal Cthulu, followed by Gravity Feed set of more Dead Presidents (like Zombie Lincoln).

This would be a great way for Wizkids to hit up popular licensed properties without having to commit to more than one or two sets at a time!

The possibilities are endless!

Chances We’ll Actually Get It:

Pretty dubious. I think Wizkids has become much more cautious when it comes to licensing other properties for Heroclix (which, by the way, isn’t necessarily a bad thing). That said, the idea of, say, going to Target to buy an Alien Queen sort of Raid Scenario for two or more players sounds like a lot of fun to me. But first we need to see if we’ll even be getting more Undead pieces!

 

Okay, that’s all for now folks! Come back and see us tomorrow, when we’ll talk about what properties Wizkids has never Clix’d but should seriously consider. Until then, Merry Christmas and Happy Holidays!

This set Ragna-rocks (A list of the Top Ten Pieces in the Mighty Thor set)

The Mighty Thor Greg Horn

Honorable Mentions:

5. TMT042 Tyrannus (65 points) – When you absolutely positively need to fill the board with bystanders. This guy has almost zero offense and not much built in defense, but he generates a new bystander token every turn. Even if you never move the pogs you generate, they block line of fire and their plasticity stops opponents moving past them. Don’t think of them as bystanders, think of them as sticky blocking terrain tokens he generates each turn.

4. TMTG007P Frost Giant (20 Points) – As a retaliator he doesn’t have a high attack, but he can do 3 damage to your opponents whole team if you happen to roll well. The real reason he made this list is his low point cost and the fact that he can give any adjacent character an action token every turn whether or not he hits. Great in multiples.

3. TMT002 Loki (75 points) – He’s an army of illusions in one 75 point package. He doesn’t do a lot on offense, but if you roll well on your shape change rolls he will just keep multiplying until you are out of figures to place. I’ve had 6 in play at once. Others online report having a lot more.

2. TMT053A Hela (150 points) – She is not meta unless you really a build a team around her trait. See my previous article. She’s a lot of fun and very hard to put down with her defenses and healing abilities.

1.TMT104 Captain America (50 points) – For 50 points he gets 19 defense for most of his dial (thanks to his free TMTS102 Asgardian Shield) and he has a stop click! On offense he’s got steady attack values and his powers allow him to deal more than his printed 2 damage on every click.

My Top 10:

10. TMT013B Red Leader (50 points) – His special power allows him to use outwit and a special perplex that allows him to increase a single stat by up to 3! If you build your team with some other Thunderbolts on it, you can turn him back to click 1 instead of losing him the first time he is KOed. I’d recommend keeping a Thunderbolt thug in your starting area for that.

9. TMT022 Jane Foster (30 points) – Her ability to heal while either she or the target is based is unheard of. On top of that she has a trait that makes her untargetable to anyone 75 points or over. Even better if your opponent KOs any friendly adjacent figure (even a bystander) she can transform into TMT017 Thor and there is a 1 in 6 shot that she will be on her top click! It’s hard to go wrong turning 30 points into 100 points. Also of note, she (naturally) pairs really well with TMT049 Thor Odinson.

8. TMT062 Thunderstrike (115 points) – He’s an extremely efficient package for his low 115 point cost. His stats are well above average for his points, he can destroy equipment when KOed, adjacent friendly characters get +1 damage when attacking, and his free weapon is arguably the best in game because of the ability to heal the character using it.

7. TMT106E Hulk (50 points) – He has an extremely short dial at this point level, but the game has never seen a piece quite like him anywhere near his cost. He’s got a 12 starting attack, 4 damage, and the ability move his full movement value and still make an attack (with knockback)! He’s not even a slouch on defense with 18 defense and impervious.

6. TMTG006R Mangog (150 points) – Even though his colossal retaliation power is quite good, you’re going to want to play him at his 150 point level. And even though he’s a pretty good 150 point attacker you’re not going to want to attack with him, at least not right away. Playing him creates a mini game within your normal game of HeroClix. Your opponent needs to KO Mangog before he reaches their starting area. Otherwise they will end up facing a 400 point 16 click long Mangog – plus the other 150 points of army that you brought along.

5. TMTG001P Surtur (25 points) – He’s the best single target retaliator in the game. He ignores defense while attacking and then does an additional automatic 1 penetrating damage to every opposing character within 2 of himself. With a single perplex to his damage he could take out a TMT058R Uni-Mind including the stop click. With 2 perplexes to damage he can take a TMT058R Uni-Mind and KO all of the eternals that spawn.

4. TMT061 Thor (160 points) – He is unfortunately very vulnerable to outwit. But, if you can protect him from outwit, or if your opponent isn’t playing outwit, then you are golden. At that point you opponent will need to deal with a figure protected by invincible that can hit with a heavy object from 12 squares away (charge + 6 range) thanks to his free weapon Mjolnir. And the next turn Thor can do it again with the second object he was holding.

3. TMT049 Thor Odinson (175 points) – With hypersonic speed, 12 attack, and 3 great title character abilities this Thor is the best ever made. His first character ability allows him to make a second ranged attack in a single turn and the damage depletion modifier no longer exists. His 3rd character ability will just about cripple opposing forces if you can manage to pull it off. However, it’s his second ability that really has me excited. It gives him the ability to teleport over Asgardians to his side and they can act immediately. So Jane Foster could teleport across the board to heal him, or Fandral could appear and charge at a stealthy character, or a frost giant could show up to give an enemy a token, or Loki could teleport to Thor and block line of fire. You imagination and the Asgardian keyword are the only limits.

2. TMTG004P Carnage (10 points) – The ROC national finals proved that 10 points for a retaliator that generates an awesome bystander every time it retaliates is obscene. You can retaliate, drop a bystander, have it attack, and then walk carnage away from the fight in the same turn to do it all over again later.

1. TMT058R Uni-Mind (165 points) – There is not much I can say about this guy that you don’t already know. His ability to perplex pieces he calls in is arguably better then even using his perplex on himself. He’s the piece to beat right now and if you want to go to a competitive tournament then you need to have a plan for this guy.

 

Team Ideas: Enemies of Asgard

The ROC World cup results are in and apparently Uni Mind Is a thing now. 20 of the top 32 teams featured him.

I had been working on the team for a while that might have a decent chance against the Uni-mind by throwing several low point (or no point) figures in his way to chump block (MTG term for tie up) and then rise from the grave to do it all over again. So here is the team:

  • TMT053A Hela – 150 points
  • SMWW055P Eclipso (on Hela) – 25 points
  • TMT002 Loki – 65 points
  • TMT002T God of Trickery – 10 points
  • TMTG001P Surtur – 25 points
  • TMTG007P Frost Giant – 20 points
  • NFAOSNFID-007 S.H.I.E.L.D. Level 7 (Nick “balls of ” Fury) – 5 points
  • Total = 300 points

So this team is built around Hela’s trait, “RELEASE THE SOULS OF HEL: When a non-bystander character is KO’d, heal Hela 1 click and you may generate a Warrior Soul bystander normally (in an adjacent square) or in that character’s square.” These warrior souls aren’t pushovers either. With phasing, blades, and super senses they can be frightening in large numbers.

The goal is to make all of your pieces besides Hela irritating enough so that your opponent will need to kill them before killing Hela because the Loki figures and the retaliators will each grant you a warrior soul bystander token when they die. Even if the Loki figures are killed by their own effect or push to KO, you still get bystanders!

So hopefully play will go something like this:

  • Move a Loki illusion up to someone. Coerce them to attack you.
  • You either hit Shape Change and get a free Loki, or you don’t.
  • If the Loki Illusion dies make a warrior soul in that spot.
  • Then on your turn retaliate with frost giant and give someone an action token. When Frost Giant dies make a warrior soul in that spot.
  • If the opponent manages to kill the Loki Illusion, the Frost Giant, and then both warrior souls they will have earned a whopping 20 points and probably needed to use 4 actions to do it.
  • Repeat with second Loki Illusion and Surtur on the other side of the board.

Eventually you will start killing your opponents figures which generate more souls and make things worse for your opponent. While the rest of your forces keep the opponent busy. Hela can phase from place to place and pick off weakened characters with the extra damage she gets from eclipso. And when the time is right she can line up a Nick Fury or Surtur killshot on the opponents best figure.

What Else could Hypefox get Wrong? (An Elseworlds Top 10 second opinion)

Here’s my quick and dirty Elseworlds Top Ten list: (note this was written after the release of the new rules)

10) EW024E Nekhrun, The Bat-God (100 points) – At 100 points he has relatively low stats and a short 5 click dial. You’ll need to keep him behind the rest of your team because your opponent will be aiming for him first. In certain games his trait that gives your entire team stealth won’t matter (like when he faces Superman Allies) . In other games his trait will make your whole team completely invisible. That’s why he is on this list.

9) EW002 Superman (90 points) – This the fifth Superman to feature shifting focus and by far the most well rounded. This version can move almost as far as the hypersonic version and is a lot less squishy. His quake gives you the option of knocking a crowd of opposing figures away from each other or just hitting one character for his full damage. He is also the only version with indomitable. When the original 4 Shifting focus Supermen came out they were winning constructed tournaments. I predict you are going to see this guy make at least a small splash in the meta.

8) EW005 The Flash (45 points) – While his 10 attack and three damage aren’t going to win him any popularity contests, he also brings 14 movement and 19 defense to start. That’s nearly unheard of in his price range. He’s a nightmare for opposing support pieces.

7) EW018 The Flash (60 points) – This guy brings basically the same package that the 45 point version brings, but the 15 extra point also buys you a “get out of one ranged attack free” monopoly card. He’s not Bizzaro Green Arrow, but Bizzaro Green Arrow can’t knock out opposing support figures while protecting you from ranged attacks.

6) EW040 Al Jhor Dan (90 points) – He’s Jakeem Thunder light. His downsides are that he’s got a smaller dial, lower stats, no prob, and the ability to only pick one power per turn. His upsides are that he has indomitable, a double perplex, and costs 50 points less than Jakeem. Jakeem is still better, but this guy is in the ballpark.

5) EW047 Batman (100 points) – For 100 points this guy has a really efficient dial. He has a attack value that doesn’t fall below 11, a 7 click long dial, and 5 of those clicks have outwit. People are complaining that this dial doesn’t represent the armored Batman that attacked Superman with a steamroller in each hand from the comics. If you ignore that and just look at the dial, you’ll have a lot of fun with him.

4) EW015 Superman (70 points) – This is a dial that is undercosted so they had to give it a negative trait. Thankfully in most cases I would gladly take a click of damage to KO an opposing figure. Even better his conscience won’t bother him a bit while piloting one of the games many vehicles. Call this guy “Grand Theft Auto Supes”.

3) EW017 Green Lantern – It’s hard to beat Running Shot and Pulse Wave on a 60 point character. Throw in TK, 18 defense, the upgraded JLA TA, and Indomitable and you’ve really got my attention. You can only make 8 attacks before losing all of your powers, but that just means you need to use him as a taxi and TK support until you are in Pulse Wave range. If you make even 4 Pulse wave attacks in a game you’ve more than covered his 60 point cost.

2) EW050 Superman (230 points) – It’s really hard to run a figure of 200+ points in a 300 point game. Or at least it was hard before The Mighty Thor set came out with several objects that can make this guy the angel of death. With Hypersonic Speed getting a major downgrade Superman’s full move charge makes him the new King of the Alpha Strike pieces. Use TMTS009 Mjolnir, TMTS015 Gungnir, TMTS008 Enchanted Ball and Chain, TMTS005 Enchanted Crowbar, TMTS010 Thunderstrike, TMTS001 Bloodaxe, or even TMTS002 Knobbed Mace. Play any three of those on your team and just equip the one that will help you the most each game. You’re Welcome.

1) EW049 Green Arrow (80 points) – As long as ID cards are legal this will be the figure from the Elseworlds set that will see the most tournament play. With 12 attack, RCE, Improved Targeting, his ability to ignore defenses, and his low 80 point cost there is no reason not to use this guy as a call in figure on just about every tournament team.