The Totally Awesome Set!! (Or, a Top Ten Set Review of Avengers Defenders War!!)

AVD War.png

Well now! It’s been awhile, but I’m finally back, and my return to writing articles here on Critical Missives couldn’t have come at a better time!

Because Avengers Defenders War is here, and it’s so much more than “Marvel’s Joker’s Wild,” as some around here (HypeFox) have dubbed it, although there are some such comparisons to be made..

To wit:

(AKA, Some Notes About the Set:)

Porcupine

Yup. If you open Porcupine in a meaningful tournament, you are definitely “FIKKT.”

  • The Commons and Uncommons are both exciting  and good, but the Rares kinda suck. And by “kinda” I mean, like, they are really, truly, awfully garbage-y. There are MAYBE three Rares that might ever see play from me in this set. Opening a pack with ADW049 Porcupine or ADW043 Machete as your Rare is just a real downer. 
Gladiator

Pull me as your Rare in Sealed and you’ll have the same look on your face.

  • While I had some very good experiences using this set in Sealed, most people (HypeFox) were not as enthusiastic. I spoke to one person playing sealed at a Wizkids Open whose Rares were ADW042 Gladiator and ADW041 Foggy Nelson. In fact, Gladiator was his most expensive piece at 60 points. It’s hard to face off against pieces that are 150 points or more like ADW040 Count Nefaria when nothing you have to use is over 60 points. Those boosters might as well have come with a note telling you what time Battle Royals were going to start.

Ron Burgandy Wizkids

  • There were no Primes in this set. That meant a case might have 3 SR’s and a Chase in one brick, and just 3 SR’s in the other. So if you bought just a brick you weren’t guaranteed a Chase or a Prime.

Sir Not Appearing.png

  • Big pictures of Thor and Namor on the boxes, no trace of  them in set. I’m still waiting to pull one.

Shifting Focus key

  • And finally, on a personal level, I really love Shifting Focus and I hope they do more of it in sets to come.

Okay! Enough of that! Let’s get into some…

TOP FIVE HONORABLE MENTIONS:

Vision Phasing

5. ADW006 Vision —  50 Points — Common: I don’t remember ever seeing a dial with 5 clicks of Invincible and Impervious for 50 Points. It’s also unusual to see a 50 Point dial with Indomitable. Add to that an offense that lets him do 3 Damage through reducers and you’ve got yourself a great package.

His only weaknesses are a complete lack of range and no move and attack save for two top clicks of Sidestep. Thankfully, both of those weaknesses can be fixed with a free action when you shift to ADW024 Vision because, oh yeah, HE ALSO SHIFTS FOCUS IN CASE HE WASN’T ALREADY OVERPOWERED FOR HIS POINTS!

Hulk Gray

4. ADW021 Hulk —  75 Points — Uncommon: For 75 points you get 6 Clicks featuring Invincible and then Impervious. He has 4 Damage for his entire dial and Traited Super Strength to add to the damage even more (and add knockback under the new rules that are coming out). When he does get hurt, his combination of Flurry and Steal Energy will help minimize the pain.

He’s very undercosted for his points which is why Wizkids added a negative Trait to his card (LEAVE HULK ALONE!: At the beginning of your turn, if Hulk was targeted with an attack since your last turn, place an Anger token on his card. If Hulk wasn’t targeted with an attack since your last turn, remove an Anger token from his card. After placing or removing Anger tokens, if Hulk has 5 Anger tokens or more he is immediately KO’d.). Fortunately for Hulk enthusiasts, Wizkids was too conservative with the trait and I have a hard time imagining it ever mattering in a game. 

Wasp Costume Change.gif

3. ADW023 Wasp —  40 Points — Uncommon: I’ll bet a fair amount of you reading this article will think that that this an unusual choice. But I love this piece. She is one part Secondary Attacker and one part Support Figure. Offensively she is similar to ADW035 Dr. Strange, but instead of hiding behind your other characters she can remain in the open. Why? Because this 40 point character has a 21 defense against ranged attacks! Psychic Blast allows her to bypass damage reducers when she wants to get offensive or she can Costume Change to ADW023 Wasp and use her dual target Incapacitate. Her supporting Leadership power allows her to remove tokens from a much higher point character and her small size also allows almost anyone to carry her.

Batroc.jpg

2. ADW050 Batroc —  40 Points — Rare: Batroc usually doesn’t get much respect in the comics, but in the HeroClix world he’s the real deal. Even though his Attack and Defense values are average, he really stands out in three areas: His low point cost of 40; his Improved Movement that ignores Hindering and Elevated Terrain and also Characters; and his Special Movement Power Zey Call Me… Ze Lee-Pair. It reads,Batroc can use Sidestep. When he has one action token, he may use Sidestep twice this turn and may be given a free action to make a close attack.” If he starts a turn with one action token, he can move up to 4 spaces (ignoring most terrain and moving through characters) and make a free action attack with Precision Strike. And after all that, he still clears tokens!

Klaw.jpg

1. ADW059 Klaw —  110 Points — Super Rare: Klaw is that rare balance of strong offense, defense, and movement. On offense he’s got a starting 4 Damage Value and the ability to pick any Attack Power once each turn. That can be Psychic Blast, Pulse Wave, or even Telekinesis if the situation warrants it. He also has a Movement Special Power that lets him ignore almost all terrain and Sidestep as many as 6 squares each turn.

That means he could Sidestep through a wall and then Pulse Wave someone on the other side. On defense he has Can’t Hurt What’s Made of Sound which states,Klaw can use Super Senses. If Klaw would take more than 2 damage, he takes 2 damage instead.” The only thing keeping him from going higher on this list are low(-ish) Attack Values and a lack of Willpower.

All of which brings us to…

THE TOP TEN FIGURES IN AVENGERS DEFENDERS WAR!!

Ghost Rider

10. ADW064 Ghost Rider —  75 Points — Super Rare: This is the best of the mounted figures that move through opposing forces in a straight line, but all three in this set are worth owning. He starts with his super movement power that lets you do 2 Penetrating Damage by attacking every opposing figure in a straight line.  On defense he starts with Invulnerability and Indomitable.

What sets him apart from the other mounted figures is that when he hits an opposing figure he can move them one space to either side of the path he traveled. Taking into account that he ignores most terrain this could make him very good against opposing Stealthy characters or really any piece that relies on adjacency (defense balls, Mastermind, etc.).

Nuke

9. ADW048 Nuke —  70 Points — Super Rare:  I love characters that can heal themselves and Nuke has that covered. At the start of his turn he can choose the Red Pill for +1 attack in close combat, the Blue Pill for Precision Strike, or the White Pill for a one click heal in lieu of attacking this turn.

He starts with Running Shot, Energy Explosion (which combos nicely with the Blue Pill and Precision Strike) and when he gets damaged he gains Charge plus Super Strength (which is when you’ll want to start popping Red Pills to grant him +1 attack). When it’s time to clear tokens a White Pill will heal some of the damage he’s taken. He’s not going to take down a 150 point (or more) figure single-handedly, but he offers a lot for just 70 points.

Totally Awesome Hulk

8. ADW052 (Totally Awesome) Hulk —  160 Points — Super Rare: I’ll say it again. I love characters that can heal themselves. Before you play him (or play against him) his healing isn’t obvious. He is one of those pieces that is better in practice than on paper.

His BATTLING MONSTERS! Trait (BATTLING MONSTERS!: When Hulk hits an opposing character with the Monster keyword or with a printed damage value of 4 or more, after actions resolve remove an action token from him.) doesn’t come in handy that often, but his BEST HULK EVER Trait is one of the best Traits I’ve ever seen. It reads, “Hulk can use Super Strength. When he KO’s an opposing character, heal him a number of clicks equal to the damage that would have been taken minus the actual damage taken.” When you combine the Traited Super Strength with his printed 4 damage on every click, he can dish out a lot of damage. That leads to high damage KOs which in turn power his healing.

I used him in Sealed to take first place during a Prerelease. In all three games he was knocked down to at least his second to last click, but ended each game near the top of his dial. While he can’t do everything himself, with the proper supporting figures he can soak up damage and KO his way to good health.

CountNefaria

7. ADW040 Count Nefaria —  200 Points — Rare: He has bad keywords (Lethal Legion, Maggia, Ruler), but a pretty decent dial for 200 points. He starts with Running Shot, Psychic Blast, Invincible to go along with his Stealth. His 7 Range and Stealth helps keep Outwit from targeting him on his first three clicks and Flight means that his movement won’t be hampered by hiding in Hindering Terrain.

The reason why he is so high on this list is his improved form of regeneration “IONIC RESERVES.” He has it sprinkled through out his dial. It says, “Count Nefaria can use Invulnerability and Regeneration. When he uses Regeneration and has one action token, he doesn’t subtract 2 from the d6 roll.” With a lucky roll he could regenerate for 6 clicks of healing!

Chairdevil

6. ADW068 Daredevil (AKA Chair Devil)—  80 Points — Chase: For 80 Points you get the 6 clicks with the Mystics TA, Traited Stealth, Precision Strike, and Super Senses. He has better than average attack and Flurry in the middle of his dial to make that Precision Strike hurt.

That might be enough to justify his point cost right there, but his Trait “LEADER OF THE HAND” allows him to generate nearly unlimited tie up figures with Stealth and the Hydra TA. It reads, “Once per turn, give Daredevil a power action to place a #adw015 Hand Ninja from outside the game in a square of hindering terrain within range and line of fire. If a friendly character with The Hand keyword was KO’d since your last turn, this is a free action instead.

So at the beginning of the game you can make a few ADW015 Hand Ninja before the other force even gets close. Then for the rest of the game when ANY other member of the Hand on your team gets KOed you can make another ADW015 Hand Ninja as a free action on your turn.

Doc Strange SF

5. ADW035 Dr. Strange —  50 Points — Rare: This version of the Doctor is equal parts Finger Bang DXF017 Deadpool (Sidestep, Psy Blast) and DXF059B Wiz Kid (+1 to stats to adjacent characters)Add to that his Shifting Focus versions that Transport your team (ADW001 Dr. Strange) or Defend it (ADW019 Dr. Strange) and you’ve got a great figure and one of the most versatile pieces in the set!

Punisher Rocket Launcher.png

4. ADW030 Punisher-–  50 Points — Uncommon: Everyone who attended an ADW Prerelease knows about (Rocket Launcher) ADW009 Punisher. That guy dished out ranged group damage that far exceeds his 50 point value. Unfortunately, as easily as he can dish out the damage he can also easily take it in return. That means that most of the time you will need to use the much more subtle ADW030 Punisher.

This close combat version of the Punisher features an improved form of BCF, Combat Reflexes, Indomitable, Wildcard TA, and most importantly Stealth. This dial alone is worth the 50 points even if you never switch forms. So keep him in that form until it’s just the right time to strike and then “say hello to my little friend!” for fun and profit!

Iron Man ADW.jpg

3. ADW053 Iron Man —  165 Points — Super Rare: So the first thing everyone thinks of when they see a Primary Attacker character in Modern that allows them to pick a power is “how does that character compare to JW053B Jakeem Thunder?”

Here are Iron Man’s advantages:

  • Better Keywords
  • Slightly better combat values
  • Better powers before you start picking powers (including damage reducers)
  • He can gain new powers via a free action, not just at the start of turn

Here are Jakeem’s advantages:

  • 1 click longer dial
  • 25 points less cost
  • 1 square longer range
  • Can chose a Defense Power
  • Doesn’t lose existing powers when he gains new powers
  • Choosing powers is Traited and lasts the whole dial
  • Has a Team Ability

JW053B Jakeem Thunder is still a better piece, but there are some situations where Iron Man is better. Keeping in mind that Jakeem Thunder is the piece to beat right now in competitive play, coming close means that this Iron Man is a piece you should look to own.

RiRi Williams.jpg

2. ADW071 Iron Heart—  25 Points — Chase: She is one part ADW007 Black Panther (cheap Outwit), one part JW025 Hawkman (cheap Taxi),  and one part JW060V The Joker (she doesn’t die easy).

Her Sidestep, Flight, and 10 Movement make her a top tier Taxi and at 25 points there is no Taxi piece cheaper in Modern Age. She starts with Outwit, but she shuffles among all the best supporting powers (Outwit, Perplex and Probability Control) as she takes damage.

Her 18 defense is bolstered by the Trait ARMOR’S FALLING APART ON ME. It reads, “Iron Heart begins the game with 1 Broken Armor token. When she is dealt damage, instead roll a d6 that can’t be rerolled. If the result is equal to or less than the number of Broken Armor tokens, she is KO’d. If not, turn her to that click number and give her another Broken Armor token. This can’t be ignored.” So the first time she takes damage she has an 17% chance of being KOed. After 2 hits it’s 33%. After 3 it’s 50%. On average she will be KOed after 3 hits, but it can take as many as 6 hits to KO her if you have lucky rolls. Also, it’s only the number of hits that count, not the amount of damage, not even if it’s Pulse Wave damage. It’s all the same to RiRi.

WF061 Superman with an Ultra Heavy Object will do 8 damage to any other character, but it still is just one broken token for Iron Heart. WF048 Zatara can sacrifice himself to do a 4 damage Pulse Wave attack. Iron Heart will just take one broken token in place of that damage. That’s insane for 25 points.

Dr. Strange Earth's Guardian.png

1. ADW051 Dr. Strange, Earth’s Guardian—  80 Points — Super Rare (Title Character): One of my main complaints about DXF060 Deadpool, Merc With A Mouth is that his keywords (Initiative and X-Factor) don’t leave a lot of options for team building. In fact they kinda suck. Well, Wizkids must have heard those complaints because Dr. Strange was made with the Avengers and Mystical keywords. If you can’t find good team building options with those keywords then I have nothing for you.

His dial alone is almost worth 80 points. 7 range with Sidestep, 11 Attack, Psychic Blast, 3 Damage, and Probability Control should do well on offense. Defensively, 18 Defense, the Mystics TA, and Energy Shield/Deflection are above average for his point cost. He also has 6 clicks of life and his values for attack and defense stay relatively the same throughout.

He has three Title Character Abilities. His first ability reads “Every Scrap Of Hidden Sorcery: Modify Dr. Strange, Earth’s Guardian’s or an adjacent friendly character’s damage value by +1 this turn.” That’s a great effect and I would use that often, but it’s his third title ability that really blows me away. It says, “Sorceror Supreme: For the rest of the game, as long as Dr. Strange, Earth’s Guardian is on the map you may reroll an attack roll each turn.” That’s huge. It’s in addition to any use of Probability Control your team might have, and it lets him join the ranks of the only two other characters in Modern who can affect your rolls anywhere on the board: SMWW060 Mr. Mxyzptlk and TMNT2029 Renet Tilley.

And that’s why Dr. Strange, Earth’s Guardian is the best character in this set.

Meet the New Boss; Same as the Old Boss!! (A Second Opinion on the Invincible Iron Man set and a Quick Discussion About the Meta.)

(EDITOR’S NOTE: Meet NinwaShui, our newest contributor! He’s a veteran of many Heroclix tournaments and has played the game for quite a while. His last tournament victory–Month 6 of Fear Itself–came at my expense and earned him a Colossal Serpent! Ninwa is here today to provide another perspective on a couple of my most recent posts.)

A SECOND OPINION!!

That's High Praise

About the set:

I liked this set a lot in terms of theme, but compared to WXM it had a slightly lower power level. There are a larger percentage of figures in this set that I feel I would never field on a team. The power level in the playable figures is definitely comparable. That’s nothing to be ashamed of, as I think WXM is the most powerful set we’ve ever seen.

The chases are cool and they are all playable, but they aren’t the super beautiful one man armies that the last set featured. For a causal player the WXM chases are better, but the chases in this set are much more likely to show up on tournament teams in the current meta.

The current meta:

In my listings below I judge the current meta based on what I’ve seen from recent tournie reports. At the moment, those are mostly from the ROC. Essentially right now you seem to have 5 choices:

-A 300 point team base (Hellfire, X-men blue).

-A 200 point team base (New mutants) and 100 points of something else.

-A 200 point Shuma Gorath and 100 points of something else.

-68 point Catwoman, a 14 point bat belt, and 218 points of something else.

-A 250 point team with at least 3 characters (or two and a bystander), splitlip, and a full book of the skull. This is the most common team you see. I commonly refer to this team and meta environment as “Hammers raining from the sky.”

My 5 figures that almost made the top ten:

5. IIM031 Crimson Cowl – This is a good support figure for MOE teams. Never play her without the Hammer industries ATA. She might have made the top 10 if IIM002 Rescue wasn’t in the same point range in the same set.

4. IIM051 Iron Pharaoh (1500 BC) – He is probably the best figure to use the SUMMON ANCESTRAL SPIRIT: IRON MAN trait to summon. But he lacks the trait himself which means you don’t want to start with him in play. Otherwise, incredible range and his lack of move and attack is easily fixed in a hammers raining from the sky environment.

3. IIM028 Death’s Head – I’ve seen this guy in action and he is deadly on every click. Park him behind the rest of your team and shoot straight through them with his improved targeting. He’s best played with small cheap supporting figures because of his SIDE JOB power mid dial. His average attack value and lack of a move and attack ability are easily fixed in a hammers raining from the sky environment.

2. IIM020 Detroit Steel – This guy made top 16 at a an ROC out of nowhere. I listened to a podcast where they thought it was a joke in the tournament report. Then I checked his dial. His TARGETING SOLUTION allows you to shoot a stealthy guy in hindering OR the guy hiding behind the stealthy guy in hindering. That second option is usually better. Precision strike means that super senses and mastermind are just as useless as stealth. The Hammer ATA is enough to make this guy a pretty darn good figure.

1. IIM030 Mandarin – This guy and his rings would be one of the best support figures in all of modern except that you can’t use other resources with him. He’s not powerful enough to warrant not running your own book of the skull. However in a tournament that doesn’t allow resources, but does allow special objects, this guy rocks. In particular there is one ring to rule them all. The ring binding all the others together in darkness is, appropriately enough, the Black Light ring. There are 3 reasons it’s awesome. “This character can use Smoke Cloud as a free action.” Normal smoke cloud sucks. Smoke cloud as a free action is awesome. “Opposing characters that begin their turn in a square with one of these terrain markers placed by this ability modify their speed and range values by -2.” These are additional bonuses to what smoke cloud already does when used on opposing characters. Go read the new 2013 version of that power again on your PAC card. And if you make opposing characters shoot through hindering, that is an additional -1 to their attack beyond the smoke cloud’s inherent -1 to attack. Also, remember that placing smoke cloud under characters without a way to avoid hindering movement penalties cuts their movement in half. Awesome. And here’s the best part: “This character and adjacent friendly characters can use Stealth if they occupy a square with a terrain marker placed by this ability.” That means if you use smoke cloud on your own team it gives stealth to Mandarin and anyone adjacent to him! Awesome.

In addition to being a competent ranged attacker Mandarin also starts with another ring besides black light. Mento Intensifer (mind control as a free action) is probably the best secondary ring.

The top ten most powerful figures from the Invincible Iron Man Set:

10. IIM002 Rescue – Probably the best support figure in modern not named Scarlet Witch or Tony Stark. The only thing keeping her from being higher on this list is that 65 is a lot in a 300 point army for someone who does zero damage.

9. IIM049 Iron Monger -Do you remember that time he sued the Scarlet Witch because she used the Mystics TA without his permission? Good times. With his ability to nullify any copy-able TA from the opposing team you may disrupt their whole game plan. His attack value looks sub par  until you take into account his -2 perplex to defense. Anyone he can target with perplex he should be able to hit.

8. IIM015 Tony Stark – There has to be a way to break this piece and it’s Mole Man-like ability to make your armor pieces awesome. Maybe “Send in the Drones” Ultron is the key? Also, you should consider that because of his stop click and automatic regeneration for 1 at the start of your turn a lot of pieces in this game can’t knock him out one-on-one. You need to either outwit him or attack twice in one turn. 255 point AVM Hulk can’t knock out this figure by himself. Think about that.

7. IIM048 Count Nefaria – I agree with Hypefox that this fig is great for all the reasons he listed. He’s not higher on my list because I believe IIM029B War Machine is better and he’s only 1 point more.

6. IIM029A War Machine – A great attacker at a bargain price. The trait he has is wonderful and Stark Industry theme units are really hot right now. He has Booklip written all over him.

5. IIM056 Iron Soldier (1910s) – I think this is the best character to start with for the SUMMON ANCESTRAL SPIRIT: IRON MAN trait. Full dial stealth plus the ability to move through hindering terrain–that’s been awesome since Hypertime Batman and it’s still awesome now. Rock solid attack values. +1 att and +1 damage versus armor, past and soldier keyword figs. Also a smoke cloud power you actually want to use. His lack of move and attack is easily rectified in a hammers raining from the sky tournament.

4. IIM029B War Machine – His ALPHA STRIKE power will let you hit the other side of the board in one turn, possibly ambushing the other team before they are ready for you. His RETALIATORY STRIKE is an interesting way to help him not get out-actioned by a more balanced team.

3. IIM041B Hyperion – If you just saw his starting click you might think this was a dial for Galactus. This is the Superman dial that we’ve been waiting for and that we know WizKids will never give us, because if they did there would be no reason to make another ever again. He is a one man army with enough room to still run a resource. The only thing keeping him from being higher on the list is the lack of a broken white power or a trait that needs to be sent immediately to the watch list without passing Go or collecting $200.

2. IIM103 Absorbing Man – Here’s that broken white power I mentioned was missing from Hyperion. I don’t know about the rest of you, but with the way I roll in tournaments getting a 7 or better on my dice is sometimes a long shot. There’s a 58% (roughly) chance of that. Well, there’s only a 16%(roughly) chance after hitting this guy to actually damage him (I know his defense is low, but you still have to make that roll first obviously, so when you look at it altogether, he has a very small chance of taking damage for every attack directed at him). He’s got 5 clicks so you will likely need to hit him twice to KO him and all the while he’s hitting your team for 5 damage a shot. If you build a team a around him (TK, taxi, outwit, etc…) he’s deadly. Nul’s hammer makes him even more unfair.

1. IIM001B Silver Centurion – With the Absorbing Man I said he was deadly when a team a was built around him. Silver Centurion doesn’t even need that much to win. His Torpedo trait will hopefully be watch listed soon and even if it’s removed completely he would still be very playable. His only real weakness is a lack of indomitable and that’s easily rectified.

The 5 worst figures in the Invincible Iron Man set:

5. IIM047E Titanium Man – 150 points for 5 clicks? Is he nearly indestructible like the absorbing man? No. 10 attack. 17 defense. Down to 3 damage after two clicks. His 250 version seems like an average figure. The 150 point version feels like they put the 150 point line in the wrong place.

4. IIM024 Centurius – His EVOLUTIONIZER power isn’t that great in a hammers raining from the sky environment and this guy literally has nothing else to offer. Play Rescue for 7 points less.

3. IIM021 Sasha Hammer – Sasha gives you a 1 in 3 chance to resurrect a 150 point character. Without that trait she’d be an average 50 point character. Unfortunately she costs 90. Hell, if you played a better 90 point character to begin with, your 150 point character might not have gotten KOed in the first place.

2. IIM036 Ghost – What is this guy’s purpose? Not really support. Mobile blocking terrain? He can push to click 2 and do some damage up close, but at that point you might as well play 40 point IIM207 Puck.

1. IIM016 Pepper Potts –  A 33 point character with 2 activation clicks. Sure, if your opponent knocks her out while she’s adjacent to Tony Stark she can turn into a low point Rescue, but why would you opponent ever try knocking her out first?

Top Ten Invincible Iron Man Figures!! (Or How I Learned to Stop Worrying and Write Almost 4000 Words about Silver Centurion!!)

Okay! I registered this blog like two weeks ago! Might be time to actually post something, eh? For my inaugural post, we’re gonna talk about some Marvel Clix!!

IIM has been out for awhile now, and as I’ve finally gotten to play with some of the pieces, I’m finally ready to rate these figs. This set turned out to be a lot better than I thought it would; I was not excited for more armored madness so soon after what I thought was a very strong Iron Man 3 movie set. But now that I’ve seen these pieces in action, I have to say I’m pleasantly surprised. My list is meant as a general rating of each figure’s effectiveness across a broad range of formats, not just Sealed or 300 point Meta games. I actually prefer 400 point games myself, but these figs all have uses in just about any gametype.

Firstly, there were a host of figures that just couldn’t crack the cream of the crop, but are still quite useful in their own right. This set has some surprising depth to it, and much of that depth makes up my:

5 HONORABLE MENTIONS:

Bulldozer (#014r) 70 points – Common: With his trait (HEAD DOWN, HEAD FIRST: At the end of your turn, choose a side of the square Bulldozer occupies. Lines of fire drawn to Bulldozer that pass through that side of the square are blocked until your next turn.), he’s basically a moving barrier that can also attack in a pinch and—probably more usefully—break through opposing barriers with his Improved Movement—Ignores Blocking Terrain and destroys blocking terrain as he moves through it. His attack is never more than pedestrian, and his defense won’t keep him around very long, but if you have time to line him up where you need him, you can cause some big headaches for your opponents. Just stay away from the Experienced version; for a whopping 75 more points, you get the SAME charge, SAME attack, 2 clicks of Invuln (granted, he defense goes up a tick to 18, but not until his second click!) and a measly one more damage. And if that somehow sounds okay to you, go look at Prime Hyperion’s dial and what 75 points gets you there. Yes, he’s a Prime, but 75 points is 75 points. Experienced Bulldozer is actually on the short list for WORST figs in the set, which makes this a very schizophrenic piece.

Tony Stark (#015) 70 points – Uncommon: A great support piece that has a lot of things going for it and only one real drawback—his most interesting ability (ARGONAUTS: Tony Stark can use Mind Control and Stealth. When he uses Mind Control, he may only target a single character with the Armor or Robot keyword, but may target friendly characters.) doesn’t show up until his second click. If he had that ability from the start, he would have most definitely made the Top Ten. Still, there’s a lot to like here. He alternates between Outwit and Perplex, he has a Stop click, so it’s really hard to one-shot him, and with his Extremis Healing Factor, he can even heal himself. And it’s all topped off by the Stark Industries keyword, which we’ll get into a little later (suffice to say it’s one of the best named keywords out there, and it doesn’t even have an ATA yet!)

King Hyperion (#041a) 266 points – Super Rare: A great piece, King Hyperion is tons of fun to play. He has a great mechanic (GENOCIDAL RAGE: Give King Hyperion a power action and make a close or ranged combat attack targeting a single friendly character with a point value of 15 or more. If he KO’s that character with this attack, after actions resolve, heal him of 1 damage, remove all action tokens from him, and modify his combat values by +1 until your next turn and he may immediately be given an action as a free action that may be used to activate this power again.), but once again, it doesn’t show up until click 2. Notice a recurring theme with these Honorable Mentions? You have to hope you can safely guide them to their second clicks! Not too hard in most cases, but if you make these pieces the focus of your army (which you’d HAVE to do in King Hyperion’s case), you’re adding an element of uncertainty to your strategy. Also, at the end of the day, Hyperion (the Prime version of this fig) is just a lil’ bit better.

Iron Paladin (#053) 110 points—Chase: He’s a Chase piece, so many folks will never get a chance to use him (although most of the Chases from this set are pretty reasonable on eBay right now—about the cost of 2 boosters). Still, he’s pretty efficient as a close combat attacker with good average AV’s and a great Attack ability (SWORD OF FAITH: Opposing characters can’t use defense powers when they are the target of Iron Paladin’s close combat attack.) that is probably the best answer right now to the “How do I take down Absorbing Man?” dilemma that’s cropping up in the Meta. The fact that he picks up Mystics in the latter part of his dial and has a roughly 55% chance to regenerate into another Chase figure AFTER HE’S K.O.’d earns him a spot just outside the Top Ten.

Maggia Goon (#004) 20 points – Common: A 20-point fodder piece almost makes the Top Ten?! Well, yeah, when you can effectively tie figs up that are 5 times your cost (or more!), you deserve a pretty good ranking. Plasticity plus a VERY interesting defensive power (PROTECTION RACKET: When targeted with an attack, Maggia Goon may use the printed defense value of the character targeting him.) make him a really annoying nuisance for anyone unlucky enough to play against him. He’s got an OK keyword (Maggia) that makes him cool to run with Count Nefaria (but doesn’t lend itself to much else), and he eventually picks up a 1-damage Exploit Weakness if he’s forced to do damage in the middle of the game, but all of that just wasn’t enough to push him from the fringes of Honorable Mention and into the Top Ten… but it was close. Did I mention he’s only 20 points?

And now, without further ado, the Top Ten figures in Invincible Iron Man!

TOP TEN:

10. Grey Gargoyle (#046) 95 points—Super Rare: This was the hardest figure for me to place on this list. I can make an argument for him not being included at all; I can also make the case that at #10, he’s not getting nearly the respect he deserves. I just don’t know. Having said that, this feels about right. When this figure appeared on the setlist, like most people I assumed he was really just an average figure with a few tricks up his sleeve that was really just meant to give folks someone to revert Mokk into. Now that I’ve seen his dial, he’s actually much more interesting than I first gave him credit for.

All three of his special abilities (GRADUAL PETRIFICATION: When an adjacent opposing character would clear action tokens, that character only clears one action token instead of two.  & STONE SWIPE: Grey Gargoyle can use Incapcitate. When he uses Incapacitate, he may give up to two action tokens to a hit target. & STONE SHATTER: Grey Gargoyle deals pentrating damage to characters with two action tokens. ) are great. I think it was Edward Shelton who pointed out on “Dial H for Heroclix” a few weeks back that putting tokens on your opponent’s figures is always good, even though it seems like players in the Meta sometimes go through cycles where they forget how devastating Incap can be and then almost have to rediscover its power. I almost equate it to card advantage in Magic: The Gathering—if you draw more cards than the person sitting across from you, you’re probably gonna win. Well, in Heroclix, if you are taking more meaningful actions than your opponents, you’re probably beating them. And so folks will come up with crazy ways to do that, whether it be with Duo Attack or crazy shenanigans with Stealth or Barrier, and sometimes they’ll forget that the easiest way to accomplish this is Incap.

Stone Swipe is as good as close combat Incap gets. But that’s also my problem with this figure. He is all about close combat, but his defense might be too chewy for him to get close enough to opposing figures to wreak havoc. He also has no Willpower of any kind to effectively take advantage of all the tokened figures he’s generating. You can give him Nul’s Hammer, but there’s a lot of figures who suddenly become tenable in a variety of formats if you give them a Hammer. He’s got great keywords in A.I.M., Masters of Evil and Scientist, but at 95 points, he almost HAS to be your secondary attacker in a 300 point game. The good news there is that he has great damage values for his point level. Still, with all the question marks hanging over Gargoyle’s role, #10 feels like the right landing spot for him on this list.

9. Iron Pharaoh (#051) 110 points – Chase: The best of the Chases, Iron Pharaoh boasts a 9 (9!!) range and a trait that should practically let you see half the freaking map at any one time (GOLDEN FALCON, SOARING: When Iron Pharaoh is first placed on the map, place a Falcon special terrain marker in an adjacent square. Give Iron Pharaoh a free action to move this marker up to 3 squares. Iron Pharaoh can draw lines of fire and count range (up to 3 squares) from the Falcon marker using Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.) His second click is the best, as he defense stays at 18 (it goes from Invuln to Toughness, but I can live with that tradeoff) and he keeps Outwit but his attack goes up to 11 and he gains a pretty good Mind Control special power (PHARAOH’S SLAVE: Iron Pharaoh can use Mind Control, but only to target characters of fewer points that himself. When he does, after actions resolve, deal 1 unavoidable damage to the character he hit with his Mind Control.) Some late dial Pen/Psy and Prob Control means that he should be a steady damage dealer throughout his dial, and he defense against ranged attacks never goes below 17.

He’s kind of Fantomex-lite, with some distinct advantages and disadvantages. Since he produces a special Terrain token, and not a bystander token, his Falcon is a lot harder to mess with than E.V.A., who’s a Bystander. E.V.A., on the other hand, can move 8 spaces at her leisure, whereas the Falcon can only move three. The Falcon gives the Pharaoh some of the best Improved Targeting in the game, whereas as E.V.A. just gives Fantomex Toughness. Both extend their parent figures range quite a bit, with E.V.A. giving Fantomex an essentially 13 range and the Falcon only adding 3 to the Pharaoh (although, with his native 9 range, he can cover quite a bit of the board). The Pharaoh is 32 less points than Fantomex, which also helps in the grand scheme of things. To be clear, I’m NOT saying this piece is as good as Fantomex; just that he’s in the same ballpark. The fact that you don’t even have to start the game playing Iron Pharaoh and there’s still like a 55% chance that he can pay huge dividends for you is kind of mind-blowing (“Well, that does it. You killed my Stealth Suit Iron Man. Let me just make a roll here and—oh, look at that. I get to bring in Iron Pharaoh. On his best click. For free. Cool.”).

Add in some strong keywords, and you have just a solid, solid piece. I don’t think he’ll have a huge 300 Meta impact, but he really starts to shine in 400 point games, which opens up a few more shenanigan build possibilities.

8. Crimson Cowl (#031) 57 points – Rare: One of the best support pieces in the set with some more great keywords. Hammer Industries can give her limited Perplex, which is really NEVER not worth 5 points. While her attack never goes beyond “pedestrian,” attacking is one of her least efficient uses. She has arguably the best pound-for-pound Leadership ability in Modern right now, and she starts with first turn TK. And if she goes off top click, she gains a plasticity and Carry Special. A support piece under 75 points that can TK OR Carry other figs AND take action tokens off them AND Perplex any stat but damage—that’s pretty damn good. If you’re playing a Hammer OR Masters of Evil team, Crimson Cowl should be one of the first figs you reach for. Great in both 300 or 400 point games.

7. Rescue (#002) 65 points – Common: So, like a lot of people, when I’m evaluating figures and I get really excited, it’s usually because the figure falls into one of two categories. The piece will either be a heavy hitter with a hefty cost but great stats and abilities; or, as in the case of Rescue, I’ll see everything she offers and then do a double take when I see how much she costs. Perplex (on everything but damage), Flight, first-click TK, DOUBLE Incapacitate with an 11 AV and 6 range, with Force Blast and 17 Defense with Toughness thrown in just for good measure… I mean, this dial seems like it should cost 90 points or more. Then you throw in her Traited ability that lets her carry up to THREE figs if they’re not on their first click, and I start drooling. Doesn’t matter if they fly, or if they have the transporter symbol, or if they’re a Duo (as long as they are on a single base—oh look, IM3 has two Duos that occupy a single base AND share keywords with her for good measure!) Rescue is the best common in the set, and she has uses across the format board. Sealed? If I pull her, I’m playing her! 300 point Constructed? Depending on any stipulations, I’m gonna seriously think about it. 400 points? You can build a FILTHY Stark Industries team and you’d BETTER have Rescue on it. Stark Industries hasn’t had a huge impact (beyond the number one fig—we’ll get to him in a few minutes) on the Meta yet (partly because they’ve yet to receive an ATA), but in formats larger than 300, they are really sick. In 300 (if you’re using resources—my venue typically doesn’t allow it unless it’s the resource for a storyline event like Fear Itself or AvX), you could do a lot worse than something like Booklip (50 points), Rescue & Silver Centurion. You would still have 14 points left for ATA’s or whatever you want. But in addition to boosts from the book, you’d have Enhancement, TK, Double Incapacitate, Perplex (on anything but damage) AND Support backing up a constantly free-quaking Silver Centurion, who would also be backed up by his torpedo. AND you’d have 2 Theme Team Probs. That army wouldn’t dominate the Meta by any means, but you could certainly be competitive. Tony’s girl is just ridiculous.

6. War Machine (#029b) 245 points – Prime: Outside of some merely average attack values, this guy is sick. With running shot, his range is effectively 14 squares with a PRINTED 5 DAMAGE! And with his Alpha Strike ability, he can push to take two attacks in one turn. Just sick. Then you look at his trait: RETALIATORY STRIKE: Each time War Machine is targeted with an attack, put a Retaliation token on this card. Give War Machine a free action and remove 2 Retaliation tokens; he then may make a ranged combat attack against a single target. That is just silly. He doesn’t even have to take damage or even be freaking hit. This means that at some point, the designer of this piece was like, “Let’s give this 245-point tank MORE FREE ATTACKS!” And everyone else in the office was like, “Yeah, we’re cool with that. We’ll cosign that.” Whaaaa… ? I still like the IM3 War Machine with a built-in Duo Attack just a bit better for 25 less points, but man, it’s close. Sick, heavy hitter. But he’s not even the best War Machine in the set when you consider point cost…

5. War Machine (#029a) 125 points – Rare: 125 points for this? Sign me up! Just like his Stark Industries keyword-sharing sister-from-another-mister Rescue, War Machine makes you hold up and go, “Wait a minute. Is this secretly a 150-point character masquerading as 125 secondary attacker?! In addition to two great Team abilities (Avengers AND S.H.I.E.L.D. AND Stark Industries—Booklip, anyone?), and three great named keywords, this War Machine can dish out a bunch of damage and he can do it from about 14 squares away. Add in his Trait: VARIABLE THREAT ADAPTATION: At the beginning of the game, choose a standard power. When an opposing character attacking War Machine can use the chosen power, modify its attack and damage values by -1 for that attack. And suddenly your lil’ 125-point War Machine is shooting for 4 damage and isn’t taking very much in return. This is the War Machine that you’d get at a place like Costco; the other War Machines all look like you’d paid retail!!

4. Hyperion (#041b) 275 points – Prime: Whoa. Talk about beefy. 275 points, so pretty much a 1-man army in a 300-point contest, but man… Power Cosmic, 19 D with Impervious, 12 attack w/Super Strength with a printed 5 damage and—oh yeah—Hypersonic Speed with 13 movement! Has Avengers keyword (always helpful), but what I really like is that even if your opponent chews through his first four big clicks, he still has 200 points worth of dial left, and he gains the second best Improved Targeting available with an 8 range! One-man armies are usually too limited to do much in Meta, but he’d be a lot of fun to play! In a 400 point game, he’s deadly! Love this piece!

3. Count Nefaria (#048) 244 points – Super Rare: Arguably the best non-Stark Industries guy to build a 300-point army around from this set (although the next guy on the list may have something to say about that), Nefaria is 244 points and 11 clicks of flat nasty. He starts with 3 clicks of Hypersonic, and on that third click, he gains Power Cosmic (essentially), 18 D with Imperv, 12 attack and his damage goes up to 5. Oh, and right before you finally get him double chipped and surrounded, this happens: IONIC ENERGY RECHARGE: Once per game, give Count Nefaria a free action. Until your next turn, Count Nefaria ignores all damage dealt to him by opposing characters’ attacks unless it is a critical hit. Unbelievable. So, unless you’ve built your Meta around Longshot (and props to YOU, sir, if you have), you’re probably not gaining any ground on the 5-damage, 12-attacking Madman with superspeed. As the bad man said to Liam Neeson in Taken, “Good luck.“ I’m not saying Ionic Energy Recharge is broken, but I feel pretty confident in saying that I don’t think we’re gonna see another power that just spits on opposing attacks like this for quite some time…

2. Absorbing Man (#103) 153 points – LE: (URU METAL: When Absorbing Man is dealt damage or healed, roll a d6. Absorbing Man ignores the damage dealt or healed unless it is the same as the result of the d6. This power can’t be countered or ignored.) Wow. That escalated quickly. I mean that really got out of hand. Okay, so I stand corrected. THIS power might be kind of broken. Maybe not, but close. Good Lord, Wizkids! So this guy kind of changes things. 5 clicks for 153 points and he might be UNDERcosted. That sick gut-punch feeling you get when you maneuver things just the way you want them, and then move in for that big hit with an object only to watch helplessly as your opponent effortlessly hits his stupid Shape Change role? Yeah, prepare to feel that quite a bit against this guy. He’s almost not worth attacking unless you can do 5 damage and finish him in one shot. If you get three or four damage through, your simply helping him get to his Flurry clicks where he can start doing massive damage. His trait (ABSORBS ANYTHING: When Absorbing Man is hit with an object or is given a power action when adjacent to a heavy or light object, place that object on his character card and remove any other objects that are on it. When Absorbing Man has a light object on his character card, modify his attack and damage values by +1. When Absorbing Man has a heavy object on his character card, modify his attack and damage values by +2.) really helps out with his low AV’s, and if he gets a Hammer or the Gauntlet, forget about it. This guy should open up some really cool builds in the Meta.

1. Silver Centurion (#001b) 161 points – Prime: Now we’re talking! This piece has already made waves in the Meta, with several top 16 finishes in some of the recent ROC Qualifiers and other tourneys. There’s really nothing not to like here. Very reasonable point cost for your main attacker. He brings his own backup with his first trait (PULSE BOLT TORPEDO: Once per game, give Silver Centurion a power action to put a Torpedo special terrain marker on the map in an adjacent square. When the Torpedo is on this map, you may give Silver Centurion a free action, put an Acceleration token on this card and then move the Torpedo equal to the number of Acceleration tokens on this card as if it were a character with “wing symbol” and Improved Movement: Ignores Characters. At the beginning or end of your turn, if the marker’s square is occupied by an opposing character, you must remove the marker from the map and make a close combat attack roll against that character with an attack value of 11 and a damage value equal to the number of Acceleration tokens on this card, maximum 7.) and his second trait is stupid good as well (HEAT, ACID, AND RADIATION-SHIELDED: Silver Centurion ignores damage dealt by Penetrating/Psychic Blast, Poison, and Pulse Wave. This power can’t be ignored.). In other words, if you want to take him down (in between avoiding his errata-dodging Torpedo, mind you) you’ll have to do it the old fashioned way and go right through his 18 Impervious AND Shape Change. You could try Exploit Weakness, but you have to get to him first, which won’t be easy with his 8 range and 11 Movement top dial. He has two bolts and 4 printed damage as well, so he can just pound folks before they can run up to him. This is why some of the other heavy hitters like Titanium Man and the Iron Man and War Machine duo didn’t make my list; yes, the Centurion is a Prime (so his point cost is gonna be determined a lil’ differently to begin with), but you just pay soooo much less for him than any of the other big’uns. And on top of everything else, he has the Stark Industries AND Avengers keywords. He’s the most efficient attacker in the set, and that’s why he’s number one on my list.

Agree? Disagree? Feel free to leave your reactions—or even your own Top Ten—in the comments below.