Team Ideas–Special Gen Con Edition!!

Idea

Okay! Annnnnd, we’re back with a very special Team Ideas column!

Gen Con is coming up, and we’re going to be publishing a series of team-building teams for several of the Gen Con-exclusive WizKids events that were recently announced! While it wasn’t clear for a while if WizKids would even BE at Gen Con, their recent announcements not only confirmed their appearance but also delineated several new game types that players could prepare for.

Many of these games are great because their Build possibilities are nearly endless. Regardless, Ninwashui and I are going to posit several Builds and then choose the one we like best to take to Gen Con!

Today, I’m gonna focus on the Rumbles! We’ll start with the…

MARVEL HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 Marvel Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: So, we’re going to take these Build rules at face value. We’re going to assume this means that you’re not building a FORCE per se, but rather taking 5 individual figures that will be played together with the 5-minute timing caveat. Which means no Themed Team rules (so no Themed Team probs, etc.), no Relics and no Resources. Also, only your 0-50 Point character will actually BEGIN THE GAME on the map, so characters with effects that go off at the beginning of the game (Chase Rick Jones and his supporting POG’s, for example) are going to be neutered some.

Also, while I see nothing in here disallowing Colossals (provided you play them at an eligible point level), I’m also going to assume that Team Bases are disallowed, since it seems that you add team members to the base during Force Construction and, again, you’re not constructing a Force here. And if you can’t add team members to your team base, then you have ZERO team members, and it’s pretty much automatically removed from the map (unless an effect specifies otherwise, team bases MUST have a minimum of three team members attached to it at all times). Further–and this is where the wording gets a little murky–team bases are (at least originally–I know there’s been some wording updates) defined thusly: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” So, if we parse through WizKids’s wording there, even they seem to define Team Bases as “Teams” and individual team members as “figures.” And, going back to the original game posting, only “figures” are allowed, which means Team Bases should be ineligible. Right?

(Honestly, there are so many interpretations of Team Base rules out there, it’s hard to figure out what’s legit and what’s not–so we’re going to operate on the premise that they are not allowed for this game)

Okay! With all that legalese disseminated, let’s look at some Builds!!

Legalese

First up:

Lilandra

Team Name: So Long As My Lilandra Survives

Roster:
1-50: WXM005 Oracle49 Points

51-100: WXM052 Lilandra93 Points

101-150: WKM-013R Gladiator150 Points

151-200: WXM048 Warstar177 Points

201-250: GOTG065 Gladiator250 Points

Total Points Used: 719 out of a possible 750

How It Works: This is a pretty fun Build. You’re basically playing a “Best-of” Shi’ar team. But wait, you say, you just wrote a billion words on why Themed Teams don’t matter for this game. Yup. They don’t. You won’t get any Themed Team probs for fielding an all-Shi’ar squad. But what you will get is +1 to both Attack and Damage to every character on this team that stays within 8 squares of Lilandra, thanks to her Trait (DEFEND ME, SHI’AR WARRIORS!: Other friendly characters with the Shi’ar keyword and within 8 squares modify their attack values +1. Other friendly characters with the Imperial Guard keyword and within 8 squares modify their damage values +1.). That’s like 8 free Perplexes a turn.

Oracle, you’re starting character, offers Probability Control and Barrier, which you may need early on to keep Lilandra unharmed when she shows up after five minutes. You’re basically playing a keepaway game for the first ten minutes of the match, until Rookie Gladiator shows up. For those who haven’t seen this particular Gladiator, he heats up in a hurry. Provided that he hits the board within 8 squares of Lilandra (probable, since you can bring him in adjacent to her), you’re looking at a character who has Hypersonic Speed, a 13 Attack, 18 Defense with Invincible and 6 freaking Damage. He can start one-shotting your opponent’s characters IMMEDIATELY upon arrival.

Warstar and B’Nee are also capable of ruining your opponent’s day very quickly. Warstar can essentially Charge about 8 squares with his B’Nee shenanigans, and if he ends up attacking from within  8 squares of Lilandra, he’ll be rocking a 12 Attack and 5 Damage (and that’s if you DON’T use his Super Strength). He features an 18 Defense with Invincible, and if he still has B’Nee attached, his powers can’t be countered. All of which means he’ll be extremely tough to retaliate against. And, if your opponent does try to focus fire on Warstar, he gets Pulse Wave down dial, so he really only gets MORE dangerous.

Finally, Zombie Chase Gladiator from Guardians of the Galaxy is a great 250 Point option. Again, if you can keep Lilandra alive, you’re looking at a character that can come in with a Running Shot Pulse Wave that features a 12 Attack and 6 Damage!

Despite the fact that Themed Teams don’t matter in this sort of Build, it’s so synergistic that you’ll have a significant advantage over many of your opponents when it comes to buffs. Just remember to keep Lilandra as far back as possible while still allowing for her influence to reach the rest of your team. She is the key to your success.

 

When are we getting a Miguel Herrera Clix?

Actually, Miguel Herrera will not be appearing in this Build. But I think we’ve proved that we love this meme so much that we’ll run it for no reason whatsoever.

Team Name: Enormous Green Free Movement Monster!!

Roster:

1-50: FFOA006R Captain America50 Points

51-100: AVAS013B 3-D Man90 Points

101-150: FFOA003 Iron Man150 Points

151-200: AVX003 Thor200 Points

201-250: AAOU104 Hulk250 Points

Total Points Used: 740 out of a possible 750

How It Works: This one is pretty straight-forward. You’re using your first character, Cap, to give free movement to your other characters via his top dial Damage Special (AVENGERS, ASSEMBLE: Give Captain America a power action and choose another friendly character that shares a keyword with him and doesn’t have 2 action tokens. That character is immediately given a move action as a free action with their speed value halved for this action.). This should give you a leg up on board control, and given the firepower of your next four figures, you should be able to Alpha Strike your opponent’s pieces into oblivion.

 

Avengers Assemble Top Image

Team Name: Avengers Assemble!!

Roster:

1-50: AAOU015 Nick Fury45 Points

51-100: AAOU009 Hawkeye95 Points

101-150: AAOU005R Thor150 Points

151-200: AAOU008R Hulk200 Points

201-250: AAOU001 Iron Man250 Points

Total Points Used: 740 out of a possible 750

How It Works: Another Build where we’re using our starting piece–in this case, Nick Fury–to make all the pieces that come into play after him more efficient. The Avengers Assemble! Traits are all very good, but they have the possibility of completely ruining your opponent’s day if you’re allowed to pick the effect. That’s just what Fury’s Attack Special (I RECOGNIZE THE COUNCIL HAS MADE A DECISION…: When an opponent makes a choice from an Avengers Assemble! trait, you may roll a d6. On a result of 5 or 6, change the effect to the other option.) does 33% of the time.

Movie Hawkeye (from Age of Ultron) is an absolute beast for his points, and all the other members of the team, like Hawkeye, sport an easily exploitable Avengers Assemble! Trait. Oh, and if your opponent was counting on using any form of Stealth, he’s gonna be pretty pissed when he realizes that your entire team ignores it…

 

Zombie Villains

Team Name: Z-Virus Will See You Now

Roster:

1-50: FFDP006R Mercy50 Points

51-100: DP064 Electro90 Points

101-150: GOTG066 Red Skull120 Points

151-200: GOTG062 Super Skrull170 Points

201-250: GOTG065 Gladiator 250 Points

Total Points Used: 680 out of a possible 750

How It Works: Zombies, zombies everywhere! We’re running four Zombies with a rookie Mercy for support. She brings Flying, Phasing/Teleport, Telekinesis AND Probability Control, which are all things the Zombie pieces usually need.

Electro is, well, lightning in a bottle. He is straight offense and great at dishing out damage to multiple parties at once.

Red Skull is actually a slightly overcosted support-y type piece who also offers a decent amount of Penetrating close combat damage. But his Special Leadership Power (THE UBER-SCHEUSAL RACE: Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character’s combat values by +1 until your next turn.) is really useful for your final two hitters, and his third Trait (COLONEL AMERICA’S BRAINS WERE SO DELICIOUS…: When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map.) actually has the potential to make the Skull a very dangerous piece indeed.

Super Skrull is one of the most dominant tournament pieces in Modern right now, so he needs little explanation. And we just discussed Gladiator in the first entry.

Zombies as a group have decent values, but their true power lies in their ability to corrupt your opponent’s forces onto your side. Even if the early rolls don’t go your way, keep an open mind, because all it takes is one quick KO of any of your opponent’s pieces to turn the tide of the game to your favor in a hurry. Plus, their Zombie healing Trait means you don’t have to pack a dedicated healer. Having said that, Mercy might be able to help with that in a pinch, even though that’s not really her role on this team.

Incidentally, if you wanted to change the feel of this Build a little bit, you could substitute Zombie Magneto (13o Points) for Zombie Red Skull and/or Zombie Galactus for Super Skrull. Just keep in mind that Zombie Galactus doesn’t actually HAVE the Z-Virus keyword, so he doesn’t work with the other three Zombie characters in terms of building up Infection tokens and such.

So, personally, I would stick with Zombie Super Skrull since he’s, y’know, pretty good.

"Oh, so you're telling me Super Skrull is a good piece?"

Oh, so you’re telling me Super Skrull is a good piece?

So those are four possibilities for the Marvel Rumble (again, there are almost LIMITLESS combinations); now let’s take a look at the…

DC HEROCLIX CONVENTION EXCLUSIVE RUMBLE:

Wizkids

WizKids Says: “All players bring 5 DC Comics HeroClix Modern Age figures with them; one for each of the following point values: 0-50, 51-100, 101-150, 151-200, and 201-250. Players begin the game with only the lowest point value figure on their force. Every 5 minutes after the beginning of the game, players place the next highest point value figure on the map next to one of their figures or in their starting area. Players must play in the complete event in order to get their participation prizes.

What We Assume That Means: Pretty much the same as we noted above, with the Marvel version. This game works exactly the same, only with DC characters.

Look, the easy way to go with the DC Rumble is to just field, like, three or four Bizarros and a Felix Faust. We’re not doing that here. We’re gonna try and be a little more creative. Having said that, don’t be surprised if you run into more than a few copies of those two characters.

With that said, here we go…

Secret Society of SUpervillains

Team Name: Mind Your Manners

Roster:

1-50: JLTW016 Signalman50 Points

51-100: JLTW032 Dr. Sivana83 Points

101-150: FL047 Zoom150 Points

151-200: FL056 Gorilla Grodd175 Points

201-250: JLTW059 Despero235 Points

Total Points Used: 693 out of a possible 750

How It Works: This team checks in closer to the “fun” side of the fun/competitive Heroclix Build Venn Diagram, but that doesn’t mean you can’t win with it. Signalman (yes, that Signalman) takes to the map first, and he’s there solely to help enable Mind Control shenanigans. His sole Trait (SYMBOLS AND SIGNS CONTROL OUR LIVES: At the beginning of the game, choose a combat symbol other than “boot symbol”, “fist symbol”, “shield symbol”, or “starburst symbol”. When an opposing character with the chosen symbol is targeted by Mind Control, modify that character’s defense value by -1 or, if Signalman is the attacker, by -2.) basically acts as a walking Perplex for any Mind Control attack you choose to launch at an opposing figure.

Your second piece to drop will be Dr. Sivana (yes, that Dr. Sivana), who offers an awesome Outwit Damage Special (EYE SEE YOUR MAGIC: Dr. Sivana can use Outwit. Dr. Sivana may activate Outwit with a power action and when he does, the countered power or ability is also countered on all opposing characters within 8 squares of Dr. Sivana that share a keyword with the target.) and protects everyone on the team from any possibility of Mystics damage with his only Trait (MAGIC AVOIDANCE: Friendly characters with the Secret Society of Super Villains keyword ignore the Mystics team ability.). He also offers down dial Mind Control, so he can eventually take advantage of Signalman’s Trait if Signalman is still around by that point.

[EDITOR’S NOTE: Once again, everyone and their mother will probably play Felix Faust in this slot; he is unquestionably a better choice, given that he’s the most broken character in the game–even more so when teamed with his Secret Society of Super Villains teammate Zoom and his multiple Probs. Well, we’re not going to be those people. Screw Felix Faust!!]

Zoom is, simply put, a pain in the backside to deal with. He gives you a great Hypersonic attacker who also offers some solid support.

Grodd is your first heavy hitter. Signalman’s Trait actually means that Grodd effectively has a 12 Attack for Mind Control, and if he hits with that, after actions resolve, he can use Penetrating/Psychic Blast as a Free Action AND takes no damage from Mind Control! He also has a 50% chance to be untargetable when he’s targeted with Mind Control, Outwit, Penetrating/Psychic Blast, or Perplex.

Finally, Despero’s Trait (PSYCHIC JUGGERNAUT: Despero can’t be the target of Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast by characters of a lower point value.) also makes him hard to pin down with a plethora of attacks, and he packs a huge wallop on his own.

 

Sinestro Corps

Team Name: The Pieces You Have Come to Fear the Most

Roster:

1-50: WOL099 Despotellis30 Points

51-100: WOL021 Lyssa Drak91 Points

101-150: FLo53B Zoom (Black Lantern) — 120 Points

151-200: JLTW049 Sinestro200 Points

201-250: WOL041 Parallax (Hal Jordan) — 250 Points 

Total Points Used: 691 out of a possible 750

How It Works: When you choose Despotellis, you’re basically punting on first down with your first character, but in a way, so is your opponent. Look, it’s not impossible that your opponent will field someone at 50 Points who can hit Despotellis and his 20 Defense top dial (Bizarro at 50 Points with some dice luck would have a fighting chance), but it’s unlikely. Then Lyssa Drak comes in, and you suddenly have not just a Sidestepping Taxi for Despotellis but also a Barrier-laying supporting piece that can Prob opposing attacks from anywhere on the map (since she shares a keyword with everyone on this team!) thanks to her Trait (BOOK OF PARALLAX/BOOK OF THE BLACK: Lyssa Drak can use Probability Control regardless of range and line of fire, but can only target opposing characters with it, and only when they attack a character with a keyword she possesses.).

Black Lantern Zoom comes in with instant mobility, and given that your opponent will almost certainly have two lower costed figures still on the board, he’ll have plenty of fodder to pick off. Even if Zoom takes 3-4 Damage right from jumpstreet, he’s still amazing. His Damage Special (DEATH: WILL MAKE YOU BETTER: Zoom can use Steal Energy. When an opposing character is KO’d, heal Zoom of 1 damage and place a Speed token on this card.) makes it super easy to not only heal but to also build Speed Force tokens in a hurry. Heck, on click 3, it’s quite possible for him to nail your opponent’s 1-50 slot character for 3 damage and heal all the way to top dial (if the 3 damage KO’s that figure). Even though he’s under the points threshold for his slot, he works beautifully with the rest of this team (and Lyssa can Prob any attack aimed at him from anywhere on the board!!).

Trinity War Sinestro is a Quintessence-blessed behemoth with a wicked Attack Special (DEATH TO THE GUARDIANS: Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1.) that can wreck pieces by itself if your opponents were also feeling frisky enough to field some Quintessence-wielders of their own. His Damage Special (FEAR THE SINESTRO CORP: Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map.) also means that you can essentially make Sinestro immune to an opposing figure of your choice.

Imagine that Black Lantern Zoom has done his job and eliminated one or even two of your opponents lower-point characters. Well, if Sinestro Perplexes down ANY combat value on their 151-200 slot big’gun, your opponent will be left with only one character who can even target Sinestro. And this scenario becomes even more dire for them if Despotellis is still around Poisoning his best guys.

Finally, Hal Jordan Parallax is just sick and wrong. Running Shot, Pulse Wave and Probability Control with a 12 Attack Value and 5 top dial damage? Again, he could start one-shotting folks as soon as he hits the board!

 

Justice League

Team Name: Justice… Like Lightning!! (Wait a minute, that’s a Marvel tagline!! Oh Hell No!)

Roster:

1-50: FL046E Harley Quinn50 Points

51-100: JLTW034 Element Woman88 Points

101-150: JLTW051 Batman150 Points

151-200: JLTW052 Wonder Woman200 Points

201-250: JLTW050 Superman250 Points

Total Points Used: 738 out of a possible 750

How It Works: Harley is really just there to start the game and see if she can stick around to really make dealing with the Trinity even that much harder. Element Woman is a little undercosted for her slot, but man, pick a supporting power, and she’s got it. No really, that’s her Trait–pick a supporting power: ELEMENTAL ARTISTE: At the beginning of your turn, choose one: Earth, Fire, or Ice. Element Woman can use the associated powers until your next turn.

Earth Barrier and Impervious
Fire Energy Explosion and Penetrating/Psychic Blast
Ice Incapacitate and Perplex

Batman is an absolute stud who will be public enemy number one as soon as he hits the board. Not only are his stats fantastic for his points, but his Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Batman Ally team ability. Friendly characters named Superman or Wonder Woman don’t have to be adjacent or a lower point value.) also makes dealing with what’s coming an absolute nightmare.

Wonder Woman’s Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.) gives Bats and Supes Support, and she can shut down opposing supporting pieces with one hit with her second Trait (LASSO OF TRUTH: Adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex, or Probability Control.). And that’s assuming that her 4 top dial damage didn’t straight up KO said figure.

Finally, Superman is everything you want in your 250 point-slot selection. 12 Attack, 19 Defense and 5 Damage top dial to go along with his starting Hypersonic Speed and Invincible. His Trait (A NEW KIND OF JUSTICE LEAGUE: Adjacent friendly characters with a lower point value and the Justice League keyword can use the Superman Ally team ability. Friendly characters named Batman or Wonder Woman don’t have to be adjacent or a lower point value.) gives Bats the ability to see through Stealth and move through Hindering (really the only thing that Batman is missing!). If your opponent hasn’t taken out at least one of your other two Trinity pieces by the time Supes hits the board, it’s probably goodnight Gracie.

 

Well, what do you think? Which Marvel and DC Builds are your favorites? Which ones should I take to Gen Con? Sound off in the comments below!

Check back soon for more Gen Con Builds, and until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!

 

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Flash Fact: This Top Ten Is Better Than Ninwashui’s!! (Or, A Second Opinion on the Top Ten Figures in Flash!!)

Flash Family

 

What’s that? You thought you were only getting ONE Flash Top Ten Review just because it’s been, like, seven weeks since the set released?! Think again! Better yet, THINK FAST, cuz a second opinion is coming right at ya’… RIGHT NOW!!

Let’s start with…

SOME NOTES ABOUT THE SET:

The piece that inspired a thousand J-horror movies...

The piece that inspired a thousand J-horror movies…

–These sculpts are beautiful! In particular, Black Lantern Prime Zoom, Abra Kadabra, Kingdom Come Flash, Reverse-Flash, Mirror Master, Dark Flash and Captain Cold are some of the best looking sculpts and paint jobs they’ve put together in some time!

–Overall, the Power Level of this set is a slight notch below Guardians, but it’s pretty close. There’s a lot of great Supporting Pieces and Secondary Attackers in here; Meta-worthy Primary Attackers are few and far between here (see the end of this list for details on exactly who does make the cut!).

No joke--this time the Primes and Chases were all in the "Zoom" packs...

No joke–this time the Primes and Chases were all in the “Zoom” packs…

–This set was a lot of fun to play in Sealed formats. It almost seems like Sealed balance was a priority with this set more so than with the last 3 three main sets (SL0SH, Deadpool and GotG; not counting WoL as that set was theoretically designed primarily FOR Sealed) combined. Not really a criticism of those other sets; just an observation. That said, while Sealed play doesn’t necessarily matter in these evaluations, I will occasionally touch on that aspect if I think a figure happens to be extremely good in that format.

–The designers did a great job with figure selection on this set. The Sub-Themes (particularly the Rogues and Authority) are EXTREMELY well developed–much more so than in previous sets. You want to put together an Authority team? You have 11 different dials spread among 9 different characters for you to choose from. And if you’re a Rogues fan? Make that 27 different dials among 22 different characters–and that’s not counting the other six versions of the Rogues you get in the Fast Forces Pack (not technically part of the set if you go strictly by numbering, but still!)!! Only the Suicide Squad really didn’t get much to play with here (outside of Amanda Waller, who can induct folks into the Suicide Squad, which, as Ninwashui explained previously, is fairly useless, since there’s only, like, two or three playable Moderan Age Suicide Squad-ers).

Now, compare that with a set like Deadpool, which had a decent representation of Thunderbolts and Heroes for Hire, but really fell down with Sub-Themes like the Secret Empire (um, 3 characters doesn’t really make what I’d call an “Empire.”) or U.L.T.I.M.A.T.U.M. (again, most hate groups have more than three dudes in their membership…). Not every keyword needs to be able to produce a Meta-worthy team, but there should be enough members to at least make a single 300 Point Build!!

 

–Alright! Enough with the Notes! Now for MY list! This is what Ninwashui SHOULD have told you. We’ll start with…

 

5 Honorable Mentions!!

 

Pied Piper

5. FL021 Pied PiperUncommon76 Points: This guy really took me by surprise. I pulled him in Sealed and he absolutely wrecked house. His top dial Pulse Wave Special is just awesome (HYPNOTIC TONES: Pied Piper can use Pulse Wave. When he does, hit characters modify their damage values by -1 [minimum 1] until your next turn and he can immediately use Mind Control as a free action to make a close combat attack with an area of effect that includes any hit opposing characters.), and the fact that he has Improved Movement (Ignores Hindering AND Elevated) is the cherry on top. Even if you NEVER get to use the Mind Control part, just the fact that you have a 76 Point Secondary Attacker running off rooftops and Pulse Waving is something that’ll bring a smile to your face every time.

He also offers a bit of support with top dial Enhancement before he totally switches gears to Mind Control, Willpower and Poison late dial. He just has the Rogues keyword, but if you’re only going to have one keyword in this set, that’s a good one to have. Finally, he has the Calculator team ability, which I was using to copy Mystics (from Abra Kadabra) during my Sealed games. PP very nearly cracked my Top 10, but if you’re playing Rogues, he’s practically a must play for me. Having a Secondary Attacker that costs under 100 Points who can also ignore all game effects (via Pulse Wave) is almost unheard of.

 

Elongated Man All this Trouble

4. FL051 Elongated ManSuper Rare81 Points: If you can get him safely to his second click, he is a tie-up monster. A crazily effective improved Plasticity Trait (GINGOLD SODA: Elongated Man can use Plasticity. Opposing characters within 2 squares and line of fire treat Elongated Man as adjacent for movement purposes.), Stealth and one of the best Outwits in the Modern Age game (MY NOSE IS TWITCHING: Elongated Man can use Outwit as if he had a range value of 8 and Improved Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters.) means that Ralph Dibny is going to be a nightmare to deal with if he ends up next to your best attacker.

His second click brings a Defense Special that grants him Willpower, Barrier and Combat Reflexes to go with his native 18 Defense value. Good luck hitting that, especially when he’s countering your best power every turn. Now, a 9 Attack value with 2 Damage means he isn’t doing a ton of damage back, but with his power set he could easily tie-up some really good figs who are almost double his points! Besides, improving Attack and Damage values–even in a No Tactics environment–is waaaaay easier than finding someone with his tie-up skills and Special Outwit.

It’s a little early yet to know exactly how this massive influx of Speedsters (read: Hypersonic Speed pieces) is going to affect the Meta, but if Speed Demon continues his dominance (or if people start adopting Prime Zoom and others of his ilk en masse) expect to see more and more folks playing Mr. Dibny here as a legit countermeasure.

 

The Doctor Authority

3. FL016R The DoctorCommon50 Points: Whenever a Modern Age figure costs 50 Points even, I perk my ears up a little bit and pay attention. Going all the way back to FFCW006R Scarlet Witch, WizKids has a history of producing some EXTREMELY useful and EXTREMELY under costed pieces at that exact point level.

Now, the good Doctor here isn’t Fast Forces Chaos War Scarlet Witch. He isn’t even Fast Forces Deadpool Rookie Mercy. What he is, however, is a great Tertiary Attacker/Supporting Piece.

His Attack Value is subpar at just 9, but he comes packing Running Shot (with a 5 Range) and Pen/Psy top dial. He also offers Barrier and Probability Control to complete the package. Four clicks of life at his point value is pretty good, even if the last two are completely useless (Force Blast? Really?).  Lastly, his Mystical keyword ensures he’ll fit on a large array of Builds.

He’s not overpowered, and Prime Abin Sur from WoL won’t be losing any sleep over his place in the Meta, but The Doctor IS really efficient for his Point level, and is definitely worth a look.

 

Rainbow Raider

2. FL026 Rainbow RaiderUncommon68 Points: So, you’re probably not gonna go to the Finals at Worlds with this guy, but honestly, if I told you I had a fig that had seven clicks of life, Stealth down his WHOLE DIAL, Improved Movement: Ignores Hindering Terrain, 7 Range and a minimum of 2 Damage his whole dial AND he cost less than 70 Points, you might be interested in playing him just based on that information. But then if I told you that that same character has access to no less than FOURTEEN MORE STANDARD POWERS, your brain would probably explode.

Then imagine what would happen when I told you that his Trait (MY FAVORITE COLOR (TO DRAIN) THIS WEEK: Give Rainbow Raider a power action and choose Red, Orange, Yellow, Green, Light Blue, Blue, or Purple. Opposing characters possessing a power of that color on their dial modify their combat values by -1 until he chooses again, if not already modifed by this effect.) allowed you to nerf the combat values of any opposing character you wanted by -1 (and in some cases, more than one opposing character)!

For his Point cost, he’s probably got as much going on throughout his dial as any character ever. He’s at his best on clicks 2 and 3, where he can access Energy Explosion and Toughness with an 11 Attack (Click 2) and Pulse Wave with a 10 Attack and Defend with a 17 Defense Value (Click 3).

The Raider is kind of a jokey character, but if you think about throwing an Entity like, say, Ophidian on him, he starts to creep into Meta territory, especially with that Trait.

 

Rival 2

1. FL001B RivalCommon PRIME105 Points: He has the Speed Force Trait, and he can ramp up in a hurry, but he’s only an Honorable Mention for me because of what he lacks versus the other top end Speedsters. He just has Charge top dial (he only gets Hypersonic Speed AFTER he gets a Speed Force Token, and that only works on his first four clicks); no Willpower or Indomitable; and he still costs 105 Points AND takes up the Prime slot in your Build. Still, he weakness (Charge) actually becomes an asset on those first few clicks because it means he can still move and attack once he gets a Speed Force Token even if his Attack Special that gives him Hypersonic is Outwitted (he’s the only character in the game that I’m aware of that has the potential for move and attack powers on two different slots simultaneously).

 

And now, for the MAIN EVENT!! These are…

 

THE TOP TEN ELEVEN TWELVE THIRTEEN FIGURES IN FLASH!!

[EDITOR’S NOTE: Since Ninwa actually gave you a Top 12 Review, I had to do one better!! After all, this review is better than Ninwashui’s–that’s a FLASH FACT!!]

[NINWASHUI’S WEIRDLY OBTUSE PETER JACKSON’S HOBBIT-REFERENCING RESPONSE: Do better than MY list? Those are Rhosgobel Rankings–I’d like to see you try!]

 

Apollo Midnighter

10. FL048R ApolloRare125 Points AND FL049R MidnighterRare100 Points: Same #10 character as Ninwashui, but a different dial. AND THEN I ADDED ANOTHER AWESOME FIGURE ON TOP! Boom! Already I’m winning!!

APOLLO

As far as Apollo goes, I like his Rookie version just a little bit better than his Experienced dial for the points. For 75 points less, he still starts with Invincible (just with an 18 value instead of a 19), Running Shot, Precision Strike and Ranged Combat Mastery (with a native Damage Value of 4!), and he tops it all off with his Improved Targeting: Ignores Hindering Terrain.

Basically, Rookie Apollo approaches Primary Attacker combat values but for a price that’s not unheard of for a great Secondary Attacker. But he also brings a lot more to the table.

Firstly, his Trait (I SEE WHAT YOU’RE DOING: Telekinesis can’t be used to place opposing characters in squares within Apollo’s range and line of fire.) will do wonders for slowing down Alpha Strikes; doesn’t make them impossible, but such a maneuver will often require even more planning on your opponent’s part–which means his Alpha Strike suddenly becomes a much riskier play. Secondly, yeah, he only has five clicks, but the Defense Special on his last two clicks has the potential to grant him FREE Regen (JUST NEED TO RECHARGE: Apollo can use Toughness. During the beginning of your turn, if Apollo occupies a square of outdoor terrain that is the highest elevation on the map, he can use Regeneration as a free action.). If he’s on click 4, you have 33% chance to get him top dial at the beginning of your turn–for FREE! Did I mention that it’s FREE?

The one caveat is that he really needs to be played on an Authority Themed Team that features Midnighter, as that’s the only way he can gain Willpower. This isn’t much of a handicap, though, since Midnighter himself is just as good–and he also made this list!

MIDNIGHTER

For 25 less points than his Experienced dial (which merely substitutes Super Senses for the Rookie’s Combat Reflexes–which is a trade you wouldn’t make anyway, given how you’re probably gonna play him), Midnighter’s Rookie dial is clean and efficient–he is a close combat tie-up nightmare, and he’s hard to hit on approach because he’ll usually be equipped with Stealth if he’s on one of his top three clicks thanks to his Movement Special (CYBERNETIC IMPLANTS: Midnighter can use Charge, Flurry and Toughness. When Midnighter doesn’t have 2 action tokens, he can use Stealth.) which also grants him both of the best close combat Movement-slot abilities.

He Ignores Hindering Terrain on movement, and he has not one but TWO Traits [(I KNOW WHAT YOU’LL DO: When an opposing character uses Close Combat Expert, they can only use it to modify one value by +1.) AND (WE’VE FOUGHT THIS FIGHT IN MY HEAD ALREADY: When Midnighter targets an opposing character with a close combat attack, until your next turn modify that character’s defense value by -1 and ignore any other modifiers to that character’s value.)] that ensure his triumph even when based with much higher-costed figures. Finally, his Damage Special (GO FOR THE SOFT SPOTS: Midnighter can use Exploit Weakness and Outwit. If he uses Outwit to target an adjacent character, Midnighter can use Plasticity and can’t be ignored for movement purposes.) ensures that his quarry won’t get away, either.

The ability to lock down almost any Primary Attacker in the game is well worth 100 Points, methinks.

 

Thorn 2

9. FL030 ThornUncommon65 Points: One of the better Secondary Attackers in Modern right now only costs 65 Points! On just her first click, Thorn brings Charge, Flurry, Stealth, B/C/F, Combat Reflexes and Shape Change. You want a better tie-up piece? You just got one! She doesn’t have Willpower, but who cares? Her second click is even better than the first, since her Defense Value actually goes up a notch and her Shape Change goes Special (MULTIPLE PERSONALITIES: Thorn can use Shape Change and succeeds on a result of 4-6. When she does and succeeds, heal her of 1 damage and she can’t be targeted with an attack this turn.). So, 50% of the time, not only will her Shape Change succeed, but NO ONE else can attack her either.

The amount of annoyance you can cause by using her to tie-up your opponent’s best ranged attackers is almost endless.

 

Harley Quinn Baseball Bat

8. FL046 Harley QuinnRare65 Points: And speaking of 65 Point-ers… Harley has to be the best of the bunch (EDITOR’S NOTE: What is with all the good figures in this set that cost exactly 65 Points? Even Murmur is really good for 65 Points–and he didn’t even make this list! Weird.) from this set at that Point level. She was designed by a World Champion to be a solid supporting piece that could also come through with some damage when needed, and that’s exactly what she turned out to be.

Mobility won’t be an issue in most games since she Ignores Hindering Terrain and Characters during movement, and if she has no action tokens she can use Sidestep. Her support is primarily provided by her Trait (MY PUDDIN’: Once per game, choose a friendly character with a higher point value. The chosen character is Harley Quinn’s Puddin’. Harely Quinn can use Perplex and Probability Control, but only to target her Puddin’. When her Puddin’ is KO’d, modify all of Harley Quinn’s combat values by +1.), which is both flavorful AND incredibly useful! She also starts with Stealth in her Movement slot and Outwit in her Damage slot, so she should be quite the enabler for whoever you pair her with.

Top dial, she has an Attack Special (NAUGHTY, NAUGHTY: Harley Quinn can use Poison. When she does, if she is adjacent to only one opposing character, the damage dealt is penetrating damage.) that can dish out some Penetrating Poison if you position her correctly, and she rounds out her resume with Combat Reflexes, Super Senses and the Calculator team ability.

She’s also very playable at 50 Points, but her top dial at 65 is so good that I had to go that route for my list.

 

Flash Running Laps

7. FL202 The FlashCommon (Gravity Feed) — 149 Points: The best of the Gravity Feed figs, he’s got the Police team ability, the normal Speed Force Trait, an 11 Attack, 18 Defense Value with Super Senses and Outwit. But once he starts building Speed Force Tokens, his Movement Special causes him to become something else entirely (RUNNING LAPS AROUND THE WORLD: The Flash can use Hypersonic Speed. Remove a Speed token from this card and once this turn, The Flash may consider squares on edges of the map to be adjacent to each other for movement purposes, as long as they are in the same row or column.). If you think it’s hard to hit speedsters now, with their ability to hit you and run away, just wait ’til you’re try to hit a guy who can Close Combat you from across the map!

He’s pricey, but I like him for 149 Points waaaaaay more than Wally West’s dial, which has the exact same cost.

 

Turtle

6. FL031 TurtleUncommon50 Points: I gotta be honest–for awhile, I thought this guy might finish at #2 or #3 on this list. In a No Tactics, No Entities Format (like the one that’s winding down in the ROC right now) he can be downright DEADLY when combined with Iron Pharaoh (there are a couple other ways to go, but that’s the main Build that strikes fear into people’s hearts!).

Zombie Chase Super Skrull and a few other pieces who have/can gain Invincible don’t care as much, because Turtle’s Trait (SLOWNESS AS A WAY OF LIFE: Turtle can use Plasticity. When another character moves at least 5 squares and actions resolve, give them an action token. If you can’t, deal them 1 penetrating damage.) only deals PENETRATING damage if they already have an action token, not UNAVOIDABLE damage. Still, as we talked about before, if you team him with someone like Shaman, you can force all your opponent’s flyers to the ground AND make them move 4 spaces or less a turn (unless they have Sidestep, which is a huge boon against a figure like this). Then, if you win Map Roll and choose Apokolips, Wundagore Mountain or R’yut, forget about it. You’ll be bombing your opponent before his best character can even see you!

This piece does what it says on the box:  he slows cats dooooooowwwwwwwwwnnnnnnnnnn. With a Trait that good, his Outwit and Quake are just gravy. Definitely useful, but not why you play him.

 

"Good luck trying to sort through all the rules complications caused by my Trait, Judges!"

“Good luck trying to sort through all the rules complications caused by my Trait, Judges!”

Weather Wizard

5. FL038 Captain ColdRare100 Points AND FL040 Weather WizardRare100 Points: I’m grouping of couple of the Rogues together in the five slot because, frankly, I can’t decide which one I like better. But the best part is, you usually won’t HAVE to decide–they share a named keyword and they’re each just 100 Points, so you can play ’em both and still have room for more!

CAPTAIN COLD

The Rogues Leader [EDITOR’S NOTE: Ha! Quasi-Star Wars reference/joke! See what I did there, Ninwashui? That’s how you make an obtuse sci-fi/fantasy movie reference in a Heroclix blog!!] [NINWASHUI’S RESPONSE: Uh… noted?] comes packing with one of the most annoying Traits for an opponent to have to deal with since Iron Pharaoh’s Golden Falcon, Sharting (FROZEN FIELD: At the beginning of your turn, you may place an Ice Block special terrain marker within range and line of fire. When a character occupying or adjacent to one of these markers attempts to move, it must attempt to break away as if the marker was a character that can use Plasticity and is friendly to Captain Cold.). That’s right, baby, every turn until he’s KO’d, Captain Cold will fill up the map with those things. This is an insanely good power, and the fact that you get to do for free every turn is just stupid and wrong. You want board control? He is the CAPTAIN of board control.

He also brings some Running Shot, Toughness, Rogues-keyword-based Special Leadership and the Calculator team ability to the table, along with an Attack special (ABSOLUTE ZERO: Captain Cold can use Precision Strike. When he hits with an attack, you may place an Ice Block terrain marker in that square.) that grants Precision Strike and the ability to drop more Ice bombs when he hits!

WEATHER WIZARD

Weather Wizard is almost like “A Tale of Two Dials.” On his first three clicks, he offers a 7 Range with two Bolts, Running Shot, a 17 Defense Value with Energy Shield/Deflection and a native 3 Damage with Perplex! Plus, one of the coolest Special Attack Powers in the game (POWERS LIKE THE SEASONS: At the beginning of you turn, roll a d6 that can’t be rerolled. Weather Wizard can use the power indicated by the result on the back of this card.
1 – Spring Storms: When Weather Wizard makes a ranged combat attack, it generates knock back and if the target occupies outdoor terrain, damage dealt is increased by the target’s elevation level.
2 – Summer Lightning: Weather Wizard can use Improved Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.
3 – Autumn Winds: Weather Wizard can use Quake as if he occupied a single square of outdoor terrain within range. Characters with “standard damage symbol” or “tiny damage symbol” can’t ignore knock back during this attack.
4 – Winter Chill: Weather Wizard can use Smoke Cloud. When he does, after actions resolve, he can use Incapacitate as a free action, targeting all opposing characters occupying one or more of these markers with a close combat attack.
5-6 – Weather Wizard may choose any single result.).

Sooooo… y’know how people have been playing Bill, Agent of A.I.M. or using Zombie Chase Electro JUST to set up situations where they can attack opposing figures within Range no matter what Terrain lies between them? Yeah, Weather Wizard has a 50% each turn of being able to do that on his own. For free. On a d6 roll of 2, 5 or 6, you get his Summer Lightning power. Plus it combos with Running Shot, which means you can actually run Weather Wizard out of harm’s way and STILL make a ranged attack. This is beyond awesome.

The back half of Weather Wizard’s dial is a bucket of poo-poo with no top on it. He becomes almost worthless (until you get to his last click, where there’s no almost about it–he is worthless).

But those first three clicks? Man…

Taken together, this duo will really present board control issues for your opponent.

 

Jenny SParks

4. FL061 Jenny SparksSuper Rare125 Points: Running Shot/Pulse Wave PLUS her Trait (ELECTRICAL CORTEX SHORT CIRCUIT: When Jenny Sparks hits an opposing character, that character can’t use special powers from now until your next turn.) = A LONG DAY for your opponent.

She basically the Honey Badger Meme given clicks form:

Oh, you have special power that gives you Charge AND Flurry. Jenny Sparks don’t care. Now you can’t move and attack at all. Aww, you have some cute lil’ Stop Clicks? Well Jenny Sparks DON’T GIVE A $#!T!

She has above-average t0 great native combat values plus a dial that’s a robust 8 clicks long. The only things that keep her from being even higher on this list are a lack of Indomitable (she eventually gets a couple of clicks of Willpower down dial though) and no Improved Movement or Flight (hmmm… I wonder if there’s a Resource that grants the flight of the Phoenix… ).

I don’t think she’ll dominate the Meta, but I would not be surprised to see her show up quite often on some Top 8 ROC rosters (particularly since she’s an absolute Kyle Rayner assassin). And for some special fun (and a great taxi), try teaming her up on a Scientist Theme with Prime Captain Marvel from GoTG. You’ll thank me later.

 

One of these things is not like the other...

One of these things is not like the other

3. FL064 The QuestionChase100 Points AND FL062 PandoraChase125 Points: Two great flavors that taste great together!

THE QUESTION

Ninwashui had The Question as his number one piece in the whole set, which was clearly wrongheaded and stupid [NINWASHUI’S RESPONSE: Hey! I’m right here!]. Still, The Question is a damn good piece. Top dial he features Charge, Improved Movement: Ignores Hindering Terrain, Shape Change, Stealth, Poison AND Precision Strike (and after using them, he can use Smoke Cloud for free), Indomitable, Super Senses (with a native 18 Defense), a special version of the Wild Card team ability and Outwit. And if he successfully Outwits an opposing character, he gets to take off an action token, which means you’ll essentially be using this guy every turn. And did I mention he only costs 100 Points?

The last Question we got was a con-exclusive that still features on a lot of Meta squads to this day. This Question is better.

PANDORA

Sort of the Ranged version of the Question. Pandora buffs her Range and Bolt number by the number of teammates she has with the Warrior or Trinity of Sin keyword. She has Sidestep, 6 Range, the Sharpshooter ability, Precision Strike, Indomitable, Super Senses, the Mystics team ability and Perplex. If she uses her Perplex to target an opposing figure, she too can remove an action token, so she, too, will probably be acting every turn. Especially since her Improved Targeting allows her to see through both Hindering AND other characters.

Great on their own, these two only get better when played together!

 

zoom-blacklantern

2. FL053B Zoom (Black Lantern) — Super Rare Prime —120 Points: In a set of speedsters, you’re looking at the one piece that’s arguably as good as DP053A Speed Demon. Zoom offers the Speed Force Trait, Indomitable (rare on speedsters), Hypersonic Speed, an 11 Attack (also rare on speedsters), Super Senses and a native 3 Damage. Additionally, his Attack Special (A NEW BLACK FLASH: Remove a Speed token from this card and choose either Exploit Weakness or Flurry. If you do, Zoom can use Blades/Claws/Fangs and the chosen power as a free action instead of making a close combat attack while using Hypersonic Speed this turn.) has the capability of just RUINING opposing strategies.

Need to take out a key support piece? Remove a Speed Token, choose Flurry and go to town for a possible six Damage–and then put another Speed Token on his card for hitting a character. And on and on. Unlike almost all speedsters not named Speed Demon, Zoom here actually gets better as he takes damage, picking up Steal Energy, Special Regeneration and Toughness.

Yes, he costs you your Prime Slot, but you weren’t gonna use that anyway if you’re playing a Black Lantern Themed Team. Zoom is a monster in a sub-150 Point body. Be very wary if you’re ever lined up against him.

 

Kingdom COme Flash

1. FL050 The Flash (Kingdom Come) — Super Rare195 Points: Criminally underrated by Ninwashui [NINWASHUI’S NOTE: Hey! I had him at # 8!!], this version of the Flash is the best Primary Attacker in the set. He has the normal Speed Force Trait (which, when fully active, punches his top dial Movement Value up to 20), the Kingdom Come team ability, ANOTHER TRAIT (HE NEVER GETS TIRED, HE NEVER STOPS MOVING: The Flash’s speed powers can’t be countered.) that ensures he’ll always be able to move and attack no matter how much Outwit your opponent is packing, Indomitable, a Hypersonic Speed Special that almost breaks Hypersonic Speed (PATROLLING BOTH CITIES AT ONCE: The Flash can use Hypersonic Speed. When he does, you may remove a Speed token from this card and he may then make a second close combat attack or use Outwit as a free action during this move and then continue his movement.), Super Senses (in case someone somehow hits his native 19 Defense Value) and Probability Control (in case someone somehow hits his native 19 Defense Value and you screw up your Super Senses roll).

Down dial (assuming your opponent ever gets The Flash down dial), he picks up normal Hypersonic Speed, Exploit Weakness, an Attack Special (WHO WOULD DARE BE A CRIMINAL IN THIS CITY?: Up to three times per turn, give The Flash a free action and remove a Speed token from this card. When you do, lock his damage value at its current value until the end of the turn and give him a close combat action as a free action.) that can absolutely pulverize even the heartiest of figures in one turn, and a Defense Special (HE’S JUST A BLUR: The Flash can use Super Senses, but succeeds on a roll of 3-6. This roll can’t be rerolled.) that makes him even tougher to damage.

Now add the Yellow Power Battery to your force (including the Yellow Decoy) and Possess The Flash with Parallax. Suddenly, after you give him the Decoy to start the game, The Flash has 18 Movement, Indomitable, 12 Attack, 20 Defense with Super Senses and (assuming you choose to up his Damage with Parallax) 4 Damage with Probability Control. Then you can either choose Stealth or the ability to gain the Quintessence team ability plus a Special Perplex (that only Perplexes values down). Then, assuming your opponents figures all cost 194 or less, they’ll have a -2 to each of their attack rolls against the Flash.

This is what you will look like every time your opponent makes an attack roll against the Flash:

"Oh, you're attacking me? Good luck."

“Oh, you’re attacking me?”

I mean, is your opponent REALLY gonna beat your Shape Change, Super Senses, 20 Defense AND Probability Control? As always, Jerry Seinfeld doesn’t think so:

Seinfeld Good Luck

And Jerry Seinfeld is always right!!

That’s why he’s a stupidly good Meta choice once Tactics rotate back in during the upcoming ROC season. And that’s also why, after 5000 words and 2 glasses of Oberweis chocolate milk, I can confidently say…

HE’S THE BEST FIGURE IN THE FLASH SET!!

Until next time, Stay Safe, and Watch Where You Draw Your Lines of Fire!!

They Made Who?!? (Or, The 10 Strangest Clix I Never Thought I’d See That Came Anyway in 2014!!)

[EDITOR’S NOTE: This article is part of the 12 Nights of Clix-Mas, an ongoing Critical Missives Clix celebration wherein we’re trying to publish new content for 12 straight days. If you’ve missed anything, you can check out Night 1, Night 2, Night 3, Night 4Night 5 or Night 6 just by clicking the preceding links!]

GLXMAS

Welcome back to the 12 Nights of Clix-Mas!!

So, whenever WizKids announces a new set, everyone races to figure out exactly which characters will be making an appearance. They do this for a variety of reasons, but there’s a certain crowd that just wants to know how many characters are “getting Clix’d” for the first time. Well, there are only so many characters who have yet to be “Clix’d,” so eventually WizKids makes some characters that might have you scratching your head. Alternatively, sometimes they’ll prominently feature a character whose profile in the comics is marginal at best.

Well, tonight, we’re gonna take a look at the 10 Clix that actually got made this year that I, well, REALLY was not expecting.

In order of appearance…

Tellus_005

10. SLOSH048 Tellus: I’ll be honest–I didn’t even remember this guy at first. Even for the Legion, he’s kind of weird. But what really gets me is not only did he get a figure this set, his figure was so good that he showed up on the first Watchlist and had to be slightly nerfed (even though the figure that really made him go, Astral Dr. Strange, rotated out… ). When folks talk about the Legion of Superheroes, they’re usually talking about characters like Cosmic Boy, Saturn Girl, Triplicate Girl or even (God help us) Matter-eater Lad. They usually don’t mean the weird yellow member with the toadstools on his back that can talk with his mind.

Toyman

9. SLOSH050 Toyman: I’m not surprised that he was on the roster for SLOSH; that much seems perfectly reasonable. But the way they made him sort of the premier Super Rare of the set, what with his supporting Toy figures and all–that’s what really surprised me. And the fact that all his toys can attach to him is kind of cool. But then, after getting everyone all excited about his mechanics via their preview section WizKids went and made sure that he kind of really sucks for his points, which really goes the extra mile in making this piece a perplexing headscratcher.

Jasper Sitwell

8. CATWS014 Agent Sitwell: Full disclosure: I love Movie Clix, particularly Marvel Cinematic Universe Clix. I get the same sense of anticipation watching characters debut in the MCU that I did back when the Ultimate universe wasn’t such a huge mess and they “Ultimate-tized” a different Marvel staple character every other month. So if there’s a Marvel Movie set on the release schedule, you can bet I’ll be at Target waiting for them to unbox the cases.

There was some talk leading into Cap 2 that Sitwell would sort of become the new Coulson, which is to say that he’d be the new S.H.I.E.L.D. Agent who would act as the connective tissue between all the MCU movies. Even then, at the most, I thought we might see ol’ Jasper here show up as a crappy Common in some far-off Avengers: Age of Ultron set (MILD SPOILER ALERT FOR AN 8-MONTH OLD MOVIE: Don’t think Sitwell will be making any more MCU appearances, so he won’t be showing up in A: AoU!).

Instead, he was an important Target (read: Mass Market) Exclusive Rare piece that is actually really useful on S.H.I.E.L.D. teams (surprise surprise) as a Perplexin’, Sidestepin’ support piece–arguably the best S.H.I.E.L.D. support piece in Modern not named Brother Voodoo (who’s really more of a Secondary Attacker anyway). Was not expecting that!

But what I really found bizarre is that his sculpt is pretty close to the picture above–just Sitwell standing there, holding his coffee mug. A somewhat strange–but not unwelcome–addition to the MCU roster of figures!

"Rawr."

“Rawr.”

7. DP001 Headpool & 6. DP003 Dogpool: Okay, honestly, most of the Deadpool Corps could have made this list, but I really thought we might see Kidpool at some point, and Lady Deadpool was almost a given. But freakin’ Dogpool?! And Headpool–not that people didn’t like that character, but he’s a disembodied head–how do you make that in Clix form? I would have thought he would end up as some sort of Bystander Token. Instead, he’s a pretty important support piece for a variety of Meta Builds.

And freakin’ Dogpool is almost as good–maybe just a tad bit overcosted. But definitely useful, especially with the right Word Balloons. The only weirder Deadpool Corps. member would have been Championpool, but we didn’t get him. At least, not yet.

Dr Bong

5. DP040 Doctor Bong: I mean, really? We really got this guy this year? This actually happened, and we’re all cool with it? Even in a set called Deadpool, this was pretty amazing. I guess I really shouldn’t have been surprised. What’s really crazy is that ol’ Doc Bong is actually kind of sneaky-good for his points! Running Shot Pulse Wave (even with a 9 Attack) is really good, and he’s actually got a support dial (with access to Outwit and Perplex!). Bizarre character, bizarre power-set; just a really weird package.

Cosmic X-23

4. DP104 Cosmic X-23: X-23? Not my favorite character, but sure. She’s pretty popular. I get it. She would not be out of place in a Deadpool set. But Cosmic X-23?! Whaaa… ? Of all the characters who have ever been Captain Universe, X-23 is the one WizKids gives us (I realize we’ve gotten a few in the past, but c’mon!). Her 100 Point dial is insane–not insanely good, or insanely bad, just insane as in “it seems like this was designed by someone not right in the head.” The 275 Point dial is good, not great, but it looks like a lot of fun at least.

Doorman Deathurge

3. GOTG041 Deathurge: As a big GLA fan, this one kind of tickled my funny bone. At some point around the end of GLA: Misassembled, Doorman was killed, but he was brought back by an entity named Oblivion to serve as his avatar Deathurge! That’s what this figure is, complete with the GLA keyword. I really love that this figure exists in Modern; I just never thought we’d see it! Incidentally, Deathurge finally gives GLA Themed Teams a Primary Attacker (not the best, but he has multiple options for dealing penetrating damage and still, 1 option is better than 0 options).

Zombie Skrull

2. GOTG061 Skrull: The Zombie Chase no one asked for! This character is so crappy I couldn’t even find a decent image of him; instead, you get a random Zombie-ish looking Skrull who’s impersonating Reed Richards for some reason. This character is the only Zombie Chase who’s not Unique–you can play as many of these crappy Zombies as you want! Yay!!

Why this wasn’t a Chase Zombie Thanos, I have no idea. Biggest waste of a Chase slot I can think of…

zoom-blacklantern

1. FL053B Zoom: Okay, this one is kind of a cheat. If you’d asked me coming into this year if I thought we’d see a Black Lantern Zoom, I’d have said yes, so I can’t say that this character was completely unexpected. However, I would have bet dollars to donuts that he’d have come in the War of Light OP Expansion. The fact that we got him in Flash came as a complete shocker to me. A pleasant shocker (eeeewwww), since I managed to pull one. But a shocker (okay, I’ll stop now) nonetheless.

 

Okay! Those were my Top Ten most unexpected figures from 2014! What were yours? Feel free to post ’em in the Comments section below.

And be back here tomorrow night for Night Eight of the Twelve Nights of Clix-mas. Hmmm… might be time for a Weekly Roundup…