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.

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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!