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.

 

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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.

What IF Hypefox Got it Wrong? (A What IF Top 10 second opinion)

This is a quick and dirty rebuttal to Hypefox’s Top Ten:

My Top 10

10. WI039 Peter the Hunter 90 points – Pog madness! Try him him with Con LE earth X Cap and/or anyone with the green lantern TA. Also works well with JLA teleporter. He is the one guy I have seen that I would use with the alternate universe trait from the sideline due his “spectacular” (see what I did there) ability to heal.
9. WI024 Karolina Dean 75 points – Marvel’s Starfire. She made my list due to the general effectiveness of her dial and her awesome defense ability that stops 1 damage from ranged attacks. I am dying to combine her with the uncommon Doctor Strange from ADW that heals people after they are attacked.
8. WI047 Poison 90 points – The only chase I felt was good enough to be on this list. I love his penetrating poison damage combined with his plasticity. His Carnage Gwen token is a great end dial surprise.
7. WI043 Peace Machine 50 points – He is a very unique support piece that brings TK to soldier and Armor teams. His high defense, indomitable, outwit, and special force blast are all great. However, it’s his damage limiting trait that I think someone is going to really abuse.
6. WI042 Punisher of the Strange 100 points – At first glance he doesn’t seem like he is worth his points, but since Hypefox was really down on this guy I knew I had to try him. His relatively long dial and toughness combine well with his mystics TA. His running shot and psychic blast combine well with his ability to see through stealth. And one way or another he deals penetrating damage on every click.
5. WI015 Iron Man 40 points – I am salivating at the idea of building an armor themed team around this guy. 2 extra points of damage for adjacent ranged armor attackers is huge. Even 25 point Iron Heart becomes a 4 damage beast next this Akron Man! On his last click he becomes an attacker, but you might not have noticed that he keeps his 7 range the whole time. So if you had someone to enhance his damage (like another copy of him) then he can also be a secondary attacker.
4. WIG001P Ameridroid 15 points – Possibly the best retaliation attacker ever. Low attack, low defense. But, even if you miss, you can move the targeted piece 6 squares in any direction! There Is a lot that can be done with that.
3. WI037 Gertrude Yorkes & Old Lace 50 points – For 50 points you get a secondary attacker with 5 stop clicks. Leave Getrude next to a character with support (like Tony Zucco) and Old Lace will live forever.
2. WI038R Cosmic Spider-Man 75 points – In the running for being the games best call in figure (with balls of Fury and a new *spoiler* Elseworlds Figure). He’s also great if you just play him as a 75 point taxi and secondary attacker.  Play a primary attacker to draw attention away from him and just watch him get surprise KOs left and right.
1. WI040R Goblin King 75 – For a month his 175 point version was the games best figure. Now post nerf he is relegated to just being the games best 75 point support figure. He can taxi your guys and support them with any two powers you might need (TK and perplex sound good)  If you don’t push him off his first click then he will also make a decent secondary attacker.

And The Results Are In…

As reported on Facebook by “Two Clicks from KO”, Howard Brock Is the 2017 world champion. I wanted to take a few minutes to go over the team he reportedly played.

Team Name: 2017 World Champ

Theme: None

  • WI040E Goblin King – 175 points
  • JW060V The Joker – 50 points
  • ADW071 Iron Heart – 25 points
  • WF043 Mercury – 25 points
  • SFSMS101 Symbiote – 6 points
  • 3 unknown ID cards – 15 points

Total296 Points

Team Synopsis: This team gets all of it’s offense from the Goblin King and throws in the best support figures to give him even more power. Additionally the creator of this team looks like he wanted to minimize points the other teams ability to get points by KOing support figures. Both the Joker and Iron Heart are not worth trying to KO for the amount of points you get. Mercury is pretty easy to KO, but after that if want to earn points you’ll have to try to KO the Goblin King.

Here’s a little about each piece:

Yup… I think they got the sculpt right!

JW060V The Joker – This piece was rated #1 in our Joker’s Wild Top 10 article. It was easy to tell then that this piece was bonkers for it’s point cost. Four major sets later and it’s still the toughest and best tie up piece in the modern age.

ADW071 Iron Heart – This piece was rated number #2 in our Avengers Defenders War Top  10 article. She’s not as tough as the Joker, but she will probably be the hardest 25 points you ever earn if you try to KO her. Besides being tough she is the cheapest Taxi in modern and offers outwit, or perplex, or prob on every click.

WF043 Mercury – This piece was my 5th Honorable Mention in my World’s Finest Top Ten article (and he didn’t even make it into Hypefox’s Top Ten article). He was the cheapest figure with TK that the game has ever seen and years later that is still true. Beyond that he doesn’t bring much to the table, but for his 25 point cost it’s really all you need.

WI040E Goblin King – If we had written a What If Top Ten article by now then this piece would be at (Spoiler Alert) #1. Of course that’s not much of a spoiler if you have even looked at this piece. Someone at Wizkids decided that Jakeem Thunder wasn’t strong enough and thought they should do better. For extra fun you can throw the Symbiote special object on him like the world champ did. I’m sure you’ll read a lot more about this guy soon.

That’s it for tonight. Congratulations to the new World Champion Easton Brock.