The Joke Is On Us!! (Or, a Top Ten Set Review of Joker’s Wild!!)(Or OR The Eighth Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again (and this time, with feeling!), we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 5! If you missed The First Night of Clix-Mas, you can read what it’s all about right here! Night 2 was the nascent edition of a new holiday scenario we’ve been cooking up and can be found… here-ish! Night 3 took a brief look back at Horrorclix. Night 4 was the debut of a new feature called “Overlooked” which examined some pieces from World’s Finest that don’t see quite as much play as they seemingly should… . And Night 5 was Part 1 of a brief 3-part series that examines how Heroclix would look if there were a Core Set released every year or two… And Night 6 saw HypeFox Theory-craft his own Marvel Heroclix Core Set! Night 7 saw Ninwashui calling an audible and promising to throw his hat in the ring and finally write an article!]

im-not-going-to-kill-you-joker

Actually, I’m not going to do much of anything in this movie! A-ha. A-ha-ha-haaa. Yeah.

Hello again! I feel like it’s been too long since I published an article, so I think tonight is as good a night as any to pop by.

[EDITOR’S NOTE: Wow. You only waited ’til Night 8 this year to actually contribute something? Welcome to the party, pal. I’ll just be over here, GENERATING THE FIRST SEVEN ARTICLES MYSELF!!]

Really? Oh, hey, great. Thank you. You really didn’t have to do that.

[EDITOR’S NOTE: Oh no, I REALLY DID!!]

Ahem. Well… thank you?

Anyway, so as not to waste any more time, I am jumping in feet first with… a full Top Ten Set Review!! And speaking of jumping in feet first, let’s get right to it with some…

Some Notes About the Set:

  • Overall Power Level of the set ? More than any other set I can remember, the power level of this set seems to vary widely.  For 50 points you can get Rare JW047 Killer Croc or Rare JW033 The Joker, who just flat aren’t very good. However, for that same 50 points you can get Chase JW066 Bizarro Green Arrow who can essentially nullify ranged attacks against your entire team.
  • To reiterate: for 45 Points, you can field Chase and noted turd-ka-bob JW065 Aquaman and just let your opponent know right away that you really aren’t into competing this game. Or for 5 more points, you can play an essentially unkillable JW060 Joker. Hmmm… Should I play the figure who can “make water” for one whole turn, or should I play the piece that changes how my opponent wants to come after my team? So hard to choose…
  •  I feel like 5 or 6 pieces in this set weren’t made with the same point system as the rest of the set just to sell it. In fact, I don’t think JW060V The Joker was made with any regard to the point system at all.

[EDITOR’S NOTE: You ain’t kidding!]

  • Comic Accuracy – Overall not great. This set gave us JW034 Harley Quinn, whose top dial 10 Movement Value with Hypersonic Speed matches FL001A The Flash. JW060V The Joker  can take more punishment than any Superman ever made. And JW041 The Specter only has a 4 click dial for 40 points.
  • Sub Themes:
    1. JSA – They may not reflect the power levels in of the characters in the comics well, but if you ignore that fact you have great filler pieces for a variety of teams. The “Past” keyword gets a huge bump this set to go along with a an already good list of characters like SFSM054 Devil Dinosaur (who was possibly my biggest Top Ten article miss ever.)
    2. Court of Owls – It seems on the surface that this might be a good team to run, but problems that aren’t obvious right away (like JW038 Talon not having the Underworld TA) make me wonder if this keyword will ever see tournament play. Their saving grace is that they all also share the Gotham City Keyword.
    3. Outsiders – The Outsiders TA has always been good, but in the past it’s seemed like most of the characters with it have had point values far too high for the value the character brought to the team. This set I could see most of the outsiders being worthy of tournament play. Any outsider not named JW054 Geo-Force or JW037B Looker (Prime) in this set is worth a look (See what I did there?).
    4. League of Assassins – The league had 4 pieces in this set. 3 of them are okay, but they probably won’t amount to much as a team because the new JW021 Ra’s Al-Ghul is pretty useless outside of sealed play.
    5. Suicide Squad – The Squad got 9 pieces in this set and they are the complete opposite of the Outsiders. Most of the pieces they got are terrible except for where those pieces also have keywords for other teams like JW044 Katana, and JW034 Harley Quinn.
    6. Gotham Underworld, Arkham Asylum, and Gotham City – The Batman villians have a similar keyword problem to the Justice League. There is the Justice League keyword and the Justice League of America Keyword. Usually figures don’t have both. They seem to give Batman villians Gotham City or Gotham City Underworld keywords at random. For example, Rare JW034 Harley Quinn has the Gotham City keyword and not Gotham City Underworld. The Common and Uncommon versions of JW002 Harley Quinn and JW018 Harley Quinn both have the Gotham City Underworld Keyword and not the Gotham City Keyword. Other characters have both. I’m also not sure why the Arkham Asylum Keyword exists. Those should all just be Gotham City Underworld. Taking all of that into account the Gotham City Underworld keyword did the best in this set, but with few fliers and a lack of the Underworld TA these villains still lack a reliable way to get battle other than walking there individually.

My Honorable Mentions:

talon

5. JW038 Talon 120 PointsRare: Talon would be much higher on this list except for three problems. At 120 points he lacks Willpower. 3 damage is low for a primary attacker (yes I am aware of his precision strike). And, finally, it’s hard to keep a good amount of JW005A Court of Owls Initiates with him unless you choose to ignore Theme.

He does have a lot of good points with this character (like Improved Movement, Traited Stealth, and conditional Mastermind) and with a lot of planning he may just work for you.

flash-jsa

4. JW036 The Flash35 pointsRare: He’s the cheapest Hypersonic Speed character in Modern and almost the cheapest of all time. He’s completely a one trick pony, but at 35 points he really doesn’t need anything else to be worth playing. Beyond his Hypersonic Speed, his 12 Move, 11 Attack, and 18 Defense are great for the points.

Al Pratt Atom.jpg

3. JW022 The Atom25 pointsUncommon: This guy is the cheapest character ever printed with Close Combat Expert and 3 or more top dial Damage. He’s tied with JLTW204R The Trench for being the cheapest character to ever start with 17 Defense and Combat Reflexes. He makes a super effective team with JW025 Hawkman. He’s even somewhat pushable because he doesn’t lose any powers or Attack Value from Click 1 to 2. It’s possible this guy could start showing up as filler on tons of tournament teams the same way that FFJLTW007 Atomica does.

Lady Shiva.png

2. JW043 Lady Shiva 50 points Rare: One of the first ever figures with the Batman Enemy TA and a starting 12 Attack. She’s also the cheapest figure ever to start with a 12 Attack. Her Attack Value along with precision strike and flurry mean that she can hurt pieces well above her point cost. On defense she is eligible for the League of Assassins ATA and her special defensive power could keep her in the fight against pieces that need a help to hit her 19 defense in close combat. It reads, “I AM THE ULTIMATE TEST: Lady Shiva can use Combat Reflexes. Adjacent opposing characters can’t have their combat values increased when making close attacks.”

mr-freeze

1. JW049 Mr. Freeze 90 pointsSuper Rare: He’s somewhat similar to UXM051 Iceman. The differences are that he’s less offense and more defense. Iceman had Running Shot, two targets, and a 7 Range.

Mr. Freeze has sidestep, 1 target, and 5 range. They both give an action token and a marker to people hit from range. Both have a consistently high damage value of 3 their entire dial and Mr. Freeze’s version of the ice wall token does an additional penetrating damage. The real difference is on defense.

His last two clicks have the power, BACK TO REFRIGERATION: Mr. Freeze can use Toughness. At the beginning of your turn, heal Mr. Freeze a number of clicks equal to 3 minus the number of adjacent opposing characters.” That means that at the beginning of your turn (assuming he isn’t next to someone) he will heal three clicks without even using an action. It’s like he has a Regeneration power that guarantees you roll a 5 and doesn’t cost you an action! Keep in mind that he has damage reducers every click, so the chance of you seeing those clicks is reasonably high and then the opponent will have to go through those damage reducers for a second time. (or a third, or a forth, or…)


The Top Ten:

Batman Outsiders.jpg

10. FFJW001 Batman 75 points – Fast Forces: His Trait “STUDENT OF ALL MARTIAL ARTS” means that lowest Attack Value will be a 10 and his first two starting clicks will be at least a 12. (he gets +1 per adjacent character and he has zero range so if you are attacking you are adjacent to at least one enemy) His Traited Toughness, 18 starting Defense, full dial Combat Reflexes, and 7 click dial make him very hardy for a 75 point figure. On offense his “HIT YOU WITH MY HANDS AND FEET” is just ripe for abuse. It lets him attack all adjacent characters at once and unlike other similar powers, each hit is dealt normal damage not just printed damage. That means Perplex and Empower can help deal additional damage. Imagine you have 2 uses of Perplex for his Damage Value and b\Batman is next to 3 people. If he hits with his boosted 14 attack value, each target would be dealt 5 damage.

killing-joke-joker

9. JW059 The Joker140 points Super Rare: For some reason they decided that any Super Rare or Chase version of the Joker would be really hard to KO. This version is hard to even damage. He has Mastermind that you can’t bypass with Precision Strike thanks to his MAD AS A HATTER trait. You could Outwit it if he’s not in Stealth, but you can’t Outwit his best power because it’s a Trait and it’s not even on his card. The 10 point JW003A The Joker Thug printed in the same set has a trait that states, “THE JOKER IS THE KING OF GOTHAM: When building your force, The Joker Thug does not count against a themed team if your force has a character named The Joker on it. If an adjacent friendly character named The Joker is hit with an attack, The Joker Thug may become the hit target of that attack instead, even if it would be illegal.” Because of the keyword exception there is no good reason not to run a least few Joker Thugs with this Joker on every team. When they stand next to him, pulse wave is the only power in the game that will do damage to him. And even Pulse Wave will still stop at the Joker’s last click – which is a stop click with even more Mastermind.

On offense the Joker has Traited Poison that deals Penetrating Damage to lower point characters. Then on odd clicks he has Blades/Claws/Fangs and his Special THE KILLING JOKE!: The Joker can use Ranged Combat Expert and Improved Targeting: Ignores Characters. When The Joker hits with an attack, hit characters are each given up to 2 action tokens.” On his even numbered clicks he has the less exciting Precision Strike and Outwit, but that’s still a deadly powerset.

What keeps Joker from being higher on this list? Two things. The first is that he’s only able to KO people he can reach. By that I mean he has no move and attack ability, and as no improved movement. That means on offense you will often need to walk the Joker up to an opposing figure and  wait until the following turn to attack. In the meantime you have to hope that figure hasn’t moved out of your range or you might not be able to attack anyone the next turn either. A taxi or a figure with Telekenesis helps greatly with this. The second thing is that in order to remain untouchable, you will need to have several Joker Thugs at your side. The Joker has a 10 Movement, but the thugs only have a 6. The ideal situation would be to have the Joker carry two thugs by himself via the underworld TA. The problem is that he doesn’t have the underworld TA. The best ideas I could think of without breaking up your theme team are to either play WF059R Lex Luthor & Joker or play JLTW002 Catwoman. Neither seem like ideal options.

penguin-jw

8. JW050 The Penguin — 40 points — Super Rare: For 40 points you are getting a slowly building robot army that provides the opponent no points when killed, have no limitations on how many can be in play at once, and don’t even count against your actions unless they are attacking. Depending on what you are playing against, I would likely suggest leaving penguin in your starting area and making a JW050BTC Robo-Penguin (the ranged attacker) every other turn. He’s the new version of one of my favorite pieces AAOU007 Ultron Sentry, and he’s even easier to use. Penguin only has 4 clicks and really only Stealth to protect him, but you’ll have 260 points worth of your team left to do that job!

katana-jw

7. JW044 Katana75 pointsRare: Katana in this set is just an all around strong figure. She has Stealth and the ability to move through Hindering Terrain,. she gets stronger the first three times she KOs a character each game (which great against opposing figures that make tokens), and she has the Outsiders TA while still having a reasonable point cost. On offense her Charge and Exploit Weakness with 3 damage means that she can heavily damage almost any character. Adding the slash token to whomever she hits will make an opponent think twice about hitting her back the following turn. A real steal for the points.

Alan Scott.jpg

6. JW052 Green Lantern35 pointsSuper Rare: At only 35 points Green Lantern is a great taxi with 10 Movement, Flight, and Willpower. But unlike a lot of low cost Taxis, when he is not using his actions to move other characters, he can help turn the tide of battle.

His Trait GREEN LANTERN’S LIGHT gives him 1 Barrier token he can place each turn as a free action. He can also use Barrier normally and then again that turn a free action to place a total of 5 blocking terrain tokens. Especially on an indoor map, that could keep the opposing team from making any attacks against you on the following turn.

What I’ve just mentioned is plenty of value for 35 points.

However, he’s got two other tricks up his sleeve. First, he can make a wall instead of one of his Barrier tokens. What good does that do? Well if you place a wall between two characters, they are no longer adjacent. You can use that wall that to prevent Poison damage, block line of fire to help friendly pulse wave be move effective, prevent an opposing character from using Mastermind, prevent an opposing character from being carried, or allow a friendly character to automatically break away. His second trick is that opposing characters adjacent to any of his Light Wall or Barrier markers can’t use Stealth and modify their defense values by -1. So he can place a free action barrier token next to a stealthy character and now not only can your entire force target that character with Ranged attacks, but that (formerly stealthy) character will be at minus 1 defense the entire time!

Bizarro Joker.jpg

5. JW063 Bizarro Joker — 45 points — Chase: Bizarro Joker only has one purpose. He’s arguably the best tie up figure – ever. He has Traited Plasticity, a full dial of damage reducers, and two Stop Clicks. The trick is getting him next to at least two opposing figures before he takes too much damage from ranged attacks. If you can get him next to at least two opposing figures, then his Special Power “BIZARRO POISONwill heal him for at least two a turn. That healing, combined with his STOP clicks means that even if he is on his last click he will heal past his STOP clicks and as long as he isn’t damaged three times in a row, he can’t be KOed. Then your opponent will just be stuck. They can’t break away (Plasticity), kill Bizarro Joker (Stop Clicks and healing), or attack anyone else (because they are adjacent to Bizarro Joker). This 45 point figure may completely neutralize half of the opposing team. His only real vulnerabilities are that his healing can be Outwitted, or that he can taken out by ranged attacks (probably at least 4) before getting adjacent to enough characters. But that is totally understandable. I mean it’s not like they could make a Joker that is completely unkillable and still be in the in the 50 point range. Right? RIGHT?

Anarky JW.png

4. JW003B Anarky75 points — Common Prime: Anarky’s dial is pretty unremarkable, but if you are looking for a way to keep opposing figures from coming to your side of the board you’d be hard pressed to find a better way to do it then with this figure. If you need time to build Robo Penguins, turn a Supreme Intelligence dial or deploy Pandora’s Box Sins – this is your guy. Bomb markers give you the option of blowing up if an opposing character is within 3 of the marker and they have a 50% chance of doing 3 Penetrating damage to everything within 3 of the marker. At the start of the game you get 6 bomb markers to place anywhere except within 4 of a starting area or another bomb marker.

That’s pretty strong by itself, but you can maximize their efficiency in two ways. First there no limit to how many bombs can be set off at the start off your turn. If an opposing figure is in range of two or more bombs you can set off all of them at once for maximum damage. The second way to maximize efficiency is to recognize that while the bombs you start with can’t be placed near other bombs, there is no such restriction on bombs brought into play via Anarky’s special attack power “LEAVING THEM A LITTLE SURPRISE: Give Anarky a power action. Place adjacent a Bomb special marker as described on this card.” You can use that power to place bombs adjacent to other bombs which should prevent an opponent from going anywhere near that area for the rest of the game.

Jakeem Thunder JW.png

3. JW053B Jakeem Thunder 140 points SR Prime: The newest figure made that allows you to pick your powers every turn. Jakeem Thunder is no Zombie GOTG062 Super Skrull, but that doesn’t mean he can’t still be highly effective. With only a few restrictions, Jakeem can pick any two powers each turn to add them to his own. He can still pick a lot powerful combinations. For example, Running Shot/Pulsewave, Ranged Combat Expert/Sidestep, Plasticity/Poison, Combat Reflexes/Stealth, Hypersonic Speed/Super Strength, Perplex/Telekinesis, or Flurry/Blades/Claws/Fangs. On turns where you aren’t taking any action with him, you can choose Shape Change or Stealth and any defense power. You can even have Regeneration at any point on your dial, or choose support to heal others.

Where he really gets nuts is where he’s helped by Possession or Resources. The Wrath Sin from Pandora’s Box will make it so he doesn’t need to worry about his lack of Willpower and he’ll have Combat Reflexes to go along with the Energy Shield/Deflection already on his dial. Or you could add an entity like Eclipso so you can choose a defensive ability from Eclipso and let Jakeem choose 2 offensive abilities with his trait. Even better, you can do both!

bizarro_green_arrow_01

Me am mascot for Target!!”

2. JW066 Bizarro Green Arrow50 PointsChase: Me am making entire team vulnerable to range attacks. Me no offer unprecedented protection like has been seen many times before in HeroClix. Me am not most expensive figure in set and not for good reason. Me will not let team essentially ignore the first four (or more) range attacks made against them. Me will not define the meta and will not be a piece that you need to plan around when making a tournament team. Nick Fury, Hawkeye, and Green Arrow love seeing me on opposite team. They know that they will have an easy time dealing with me.

the-killing-joke-joker

Why is he dripping wet in this picture?

1. JW060V The Joker50 PointsSuper Rare: So they went ahead and made a Joker that is completely unkillable in the 50 point range. I mean yeah he does take damage if you attack him, but he has 30 clicks of life.  Oh and he doesn’t take pushing damage. Oh and he has traited Super Senses. Oh and he may randomly heal up to three clicks at the start of your turn without using an action. So an opponent may KO the Joker if he devotes all his actions to it over 8-10 turns, but what is the other 250 points of your team doing during that time? There is two reasons why I’m saying that the joker is unkillable during a standard time length game. The first is that with everything I just mentioned, your opponent will likely run out of time. Especially if you are weakening his team with attacks during that time. The second reason that Joker is unkillable is that by now everyone knows about him. And If your opponent knows about this figure, they won’t even bother trying to attack him.

But what about offense? This 50 point character would a take a long time to KO anyone. Well that’s actually true, but you have 250 points left to play some offense. This isn’t the best offensive figure ever, it’s arguably the best tie up figure ever. Place him next to your opponents best attacker and just sit him there. If your opponent attacks him, you win. If your opponent tries to break away and fails, you win. If your opponent breaks away for a turn, then just move right back next to him the following turn, and eventually you’ll win.

 

[EDITOR’S NOTE: Okay, there you have it! Agree? Disagree? Sound off in the Comments below! And don’t go too far–Night 9 drops tomorrow!]

I’m The Best There Is at What I Do… And What I Do Is Lose to the Best!! (Or, Local Tourney Report: ROC Super Qualifier – Eternal Games in Warren, Michigan 10/01/2016)

ROC

While I still play every week or so, in general my family duties don’t allow me to attend some of the bigger HeroClix events. However, on the night before the ROC SQ in Warren, Michigan, I was able to rearrange my schedule to where I had a mostly free day on Saturday.  My only real problem was that I needed to make an ultra-competitive team for a big field of Meta players and I had only a few hours to dream something up.

Still, I had a few ideas floating around in my head:

  • A Pro-Registration team with CWSOP102 Iron Man, CWSOP008 Wasp, and CWSOP020 Jack O’Lantern. I figured if I threw Jocasta and Eclipso on the first two they would be nearly unkillable and Jester was just there to gum up the works. Add in a full Pandora’s Box and that’s 300. [EDITOR’S NOTE: How is “Nearly Unkillable” NOT the title of a straight-to-video Steven Seagal and/or Jean-Claude Van Damme movie? It’s not. I checked. But it definitely SHOULD be!]
  • A Wild Card Team with SFSM049 Spider-Man, AOU007 Yellowjacket, SMWW055P Eclipso, FFJLTW007 Atomica, WF062R Batman and a full Pandora’s Box to make 300. Yellowjacket at full size is a surprisingly capable Taxi. Each attacker had Perplex and Batman could suck up a CSA Team Ability action token each turn with no ill effects.
  • A Soldier team with SMWW065R Superman, CWSOP101 Captain America, UXM057P Proteus, NFAOS062 Captain America’s Motorcycle, SMWWG006P War Wheel (or the Atom), and a full Pandora’s box to make 300.  Sadly I didn’t have a War Wheel or Atom that I could get my hands on in time…
  • The Sinister Syndicate Team I detailed in my Top 10 Article for The Superior Foes of Spider-man. Nearly that exact team took second in an ROC Qualifier down south a few weeks ago.

While I felt those were all at least viable builds (“viable” meaning I’d at least have a chance against most matchups I’d see), I ended up going a different way. So who did I play?

In a way I was forced into the final roster I chose because the only Colossal Retaliation Figure I owned was Titano and I felt Colossal Retaliation would be big on the competitive scene (as it turned out, I was right–Colossals literally LITTERED the field). Since I wanted to play Theme, I was slightly limited by Titano’s keywords. Probably a backwards way into army building, but that’s where I was.

I wanted something that would be really fun for me to play, too. Well, my favorite two HeroClix mechanics are token generation and Stop Clicks. I also wanted multiple attackers and in my opinion Klarion is far and away the best figure in the 60-90 point range I was looking at for the Animal theme. I’d argue he might be the best 70 point figure ever. Still, I needed a Primary figure with the Animal keyword to anchor the Klarions and Titano around.

Arriving at the SQ:

I saw a lot of interesting teams when I showed up. A guy from my venue had a combo team with Black Swan (which seemed like a good idea, but I heard did not go that well). Another guy used some borrowed pieces to play a team centered around CWSOP101 Captain America and CWSOP102 Iron Man (he mentioned later that he didn’t suffer many KOs in his games, but the games were slow and low scoring.) Looking around the room I saw a team made almost entirely of Ultron Drones along with 3 SMWWG003P Brimstone, and a SMWWG004P Solaris. The Colossals were lined up like missiles (just like I talked about doing way back in my Superman Wonder Woman Top 10 article). In general Colossals were on most teams, there weren’t as many KC figures as I would have thought, and one particular figure showed up on a lot of teams… including mine!

devildinosaur

It turns out SFSM054 Devil Dinosaur was on a lot of the top teams. Part of that could have been the fact that the entire world championship team that designed him showed up and was playing him, but in general he was on a lot of different teams. As the day went on I could also see that he was on a lot of teams that WON, including the eventual overall winner. I barely remember seeing Devil Dinosaur in the standings of the last ROC.

So, my final roster was:

Team Name: Pokémon Trainers (Animal Theme)

WF046 Klarion the Witch-Boy

WF046 Klarion the Witch-Boy

SFSM054 Devil Dinosaur

SMWWG005P Titano

JLTWR101 Pandora’s Box (Full)

Total = 300 Points

And off I went!

rules-lawyering

Round 1 VS. A new player from Flint, MI (name unknown):

I remember talking to this guy after we finished our match and he was a real nice guy. He’d only started playing about 6 months previous to our match. Unfortunately, things didn’t go his way. His team was good and his tactics weren’t bad, but this was a bad matchup for him. That combined with good dice for me and bad dice for him meant that I took the win. I score 300 points for the round.

This was actually my first big HeroClix tournament in forever. Before this I had only done local shop play and Battle Royals. In the back of my mind I was worried that all I would face would be “rules lawyers” all day. So this was good friendly opening match to get rid of any nervousness.

aquaman

Or just unite two of me!

Round 2 VS. A Younger Player from Toronto, CA (name unknown)

This round I faced a team with BVS006 Aquaman, FFBVS004R Aquaman, three 30 point Ultron Drones, and a Round Table. In my wildest imagination I never believed I would face an Aquaman today, much less 2. The Drones and Round Table were more of what I expected.

If I had won Map Roll (I had +4 to my roll versus his nothing), this would have been a much easier game. Of course I lost. So now I am fighting 2 Aquamen on a map of entirely water terrain that gives swimmers improved movement and +2 speed.

His force came at me in two waves. The Aquamen came at me first while the Drones slowly advanced. To start off he did a couple of hit and runs with Hypersonic Speed versus the Klarions and Devil  Dinosuar. He made it hard to strike back by using free action Barrier with the other Aquaman to block himself into a corner. He couldn’t attack Titano because of Titano’s Plasticity. It took me a few turns to remember that Devil could see right over the barrier since he was a giant and we were on an outdoor map. So I popped out both Teekl’s and used their Perplex to pump up Devil’s Damage Value to 5 and had him attack the Hypersonic Aquaman directly.

It was near that time that the Ultron Drones got in range and popped out a Nick Fury. Nick took away Devil’s defensive ability and hit him for 4 damage. I forgot about Devil’s second type of stop click on click 4 and clicked him to click 5 instead. Then both Aquamen followed up and KOed him.

I responded by dropping an angry Titano on the Ultron Drones the next turn. That didn’t go as well as I had hoped. After his first attack dealt 1 damage to each drone, Titano was KOed by future Ultron’s power, “SPIKES AND CRACKLING ENERGY: Ultron can use Poison and deals penetrating damage while using it. If Ultron possesses this power after taking damage from an attack, deal the attacker 1 unavoidable damage.

Thankfully even after Devil Dinosaur was KOed, the Klarions (and one Teekl) empowered by the Box were able to mop up the entire opposing team. In fact, I don’t believe they took any damage after that point. I score 300 points for the round.

Zatara 2

Round 3 VS. Tom Kerr from the Meta Lab

Tom was the eventual first place finisher and he played like it. He was very methodical, but also still very friendly. I lost, but didn’t feel bad about it.

His team was SFSM054 Devil Dinosaur, FFUXM002 Jean Grey, WF048 Zatara (played forward), War Wheel, and a Full round table. Of course I lose map roll. So he takes us to a map with the smallest amount of hindering terrain I have ever seen on a map. Almost none for my Klarions to hide in.

Turn one he has Devil call in Nightwing who brings out Tony Zucco and this advances the Round Table. Then he uses the Wheel to carry his Devil up. I respond by equipping a Klarion with Wrath and then passing. I was thinking that he was going to have to come to me. I was wrong.

On turn two he uses Jean to TK out Zatara. Zatara calls in Green Arrow and uses his Perplex to up green arrows attack to 14. Tony Zucco ups his Damage by one. Green Arrow uses running shot and easily KOs Titano, hurts Devil, and a Klarion. Then Jean Grey simply teleports Zatara back to the starting area. It’s then that I realize the situation I am in. He doesn’t have to come to me. He can hurt me while most of his characters are in his starting area; I have to take my team and go to him or I will lose the game without making an attack.

I move my Klarions up at full speed and my Devil Dinosaur moves up slowly. His Devil Dinosaur is now in the middle of the map and it makes tokens that together with the figure make an incredibly effective roadblock. As I kill his tokens that just advances his table a click or two each KO. He doesn’t really need need them to do damage. They just need to get in the way.

Two turns after the Green Arrow attack Hawkeye shows up and takes out my healthiest Klarion with the exact same starting area TK trick. Somehow I get all the way to his starting area and can attack, but he is already well into power 2 on the Round Table. It states, “I CAN’T GET THERE, BUT I CAN ADVISE: At the beginning of your turn, you may choose an ID Card attached to this resource that you didn’t choose last time. Until your next turn, friendly characters can use the Inspiration of that ID Card.” That combined with the inspirations on the Superman and Wonder Man cards means all of his characters can use Invincible their entire dial every single turn. So even if I had hit Jean Grey I couldn’t have done much. Not that it mattered because my dice revolted on me at that point. My opponent suggested that I throw them out after the game. I should have listened.

My Klarions and Teekls die before Devil Dinosaur can effectively threaten the other team. So it’s just him versus the entire other team. I have some fun taking on his Devil Dinosaur token army versus my token army, but after a couple of turns of that his round table clicks to the end and he spits out a full point Martian Manhunter. I end up only KOing the War Wheel, some Devil tokens, and Tony Zucco (after missing him once). I score 45 points for the round.

arcade

Round 4 VS. Local Player Adam

Adam is well known in the SE Michigan area and I have seen him at every major event I ever attended. He even helped judge the Battle Royals at the Gen Con I attended. He’s very friendly. The winner of our match would make the top 16. The loser might not.

He was playing SFSM054 Devil Dinosaur, a 30 point Ultron drone, UXM018 Vanisher, SMWWG004P Solaris, AVAS044 Arcade, and the Round Table (featuring Nick Fury, Green Arrow, and Spider-Man).

He had an interesting trick built into his team that quite frankly I would like to copy in the future. We did the map roll and he lost. Arcade is pretty bad when he is not on his own map so Adam used a Round table power I have never seen used before, “I’M BETTER SUITED FOR THESE FOES: After revealing your force but before placing characters in your starting area, you may replace a friendly character on your force with an ID Character of equal or less points from your sideline. That character is no longer an ID Character and its ID Card is removed from this resource.” Suddenly that nearly useless arcade was a CWSOP108 Spider-Man.

The Map I picked had lots of walls and made moving up difficult. I stayed near my starting area and kept putting on Sin Relics. I was able to equip 4 before the battle started in earnest. He used Vanisher to take Spider-Man and 3 Devil tokens and they all based my Titano. My devil was close enough to spawn Homocide Crabs, but I was not careful with how close I placed one to Titano and my attack KOed him while it did 1 damage to to the 5 opposing characters. That was my first placement mistake this game.

I had taken out the tokens and a teekl took out vanisher without an issue. When his Solaris retaliated a low roll meant I only lost one crab Token. Unfortunately at that point my rolls turned on me again and they would stay awful for the rest of the game. I spent two turns with my whole force just missing Spider-man. By then his devil was close enough to Call in Green Arrow and that was the turning point. Green Arrow did 1 to my devil and 3 to each of the Klarion hiding in stealth right next to him. That was my second placement error this game.

A turn later his Devil summoned some Rockabilly Modoks and hit my Devil past his bystander summoning clicks. Fearing a Nick Fury Call in next turn I charged in with my Devil and took out his Ultron Drone. That’s where I made my third placement mistake. I could have based all three Modoks and denied him Psychic Blast, but I missed it. On his turn his Devil attacked me and knocked my Devil past Invulnerability and his unbased Modok put my Devil on his last click. I had Regeneration and a use of Probability Control from Teekl. I rolled two 1s in a row and the next turn my Devil was KOed.

After that his Table reached power three and Nick Fury came out and KOed a Klarion. We battled back and forth and as time was called I just had a Teekl left and he had a heavily injured Devil Dinosaur. I scored 190 points just missing out on Devil and two cards.

Conclusion:

At the end of 4 rounds I had scored 835. They posted everyone’s scores and cut the tournament down to just the top 16 at this point. I was ranked as #17. The 16th ranked player had 845 points. I lost by 10 points.

After that I dropped and played Jay Solomon (Meta Lab, Married with Clix, 2 Clicks from KO) and George Massau in the first battle royal of the day. The bad rolls continued and I finished fourth. The good news? HypeFox showed up right after my Battle Royal, won the Battle Royal he joined (by pulling, of all things, a Devil Dinosaur)… and actually ended up with worse prizes winning his heat than I did by losing mine.

superheroes-laughing

Takeaways:

  1. My biggest mistake was made in building my team. As the 3rd and 4th rounds proved the Round Table is far superior with Devil Dinosaur and I think just superior in general.
  2. At any major tournament anyone plays in the near future I will need to have a plan for Devil Dinosaur. Calling in Green Arrow and Nick Fury worked the best today.
  3. I am totally going to use that Arcade trick soon (Thanks Adam!).

A Superior Review of the Top Ten Figures in the Superior Foes of Spider-Man!!

Hey everyone! It’s me, Ninwashui! I’m back!

Where have I been? Well, my family life (a.k.a. my kids) occupies a large chunk of my time now, but this set was simply so hot that I just… haaaaad to neglect them all for a few hours and put together my Top Ten list!

With Great Power

That’s me, Mr. Responsibility!

And look, just to be clear, I would never ACTUALLY neglect my family… unless there was a great set that had just come out. I mean, you didn’t see me wasting any father daughter time on Uncanny X-Men, did you?

(Oh, you still want an Uncanny X-Men Second Opinion? Here is what my Top Ten would have been: Iceman, Iceman, Iceman, Proteus, Common Storm, Mystique, Pixie, Quicksilver, Prime Kitty annnnd Iceman! Bleeeeccch. There were, like, three really good pieces in the whole set. Next!)

Anyway, I was very impressed with the dial designs this time around and the Sealed event at our local shop was great–lots of really close games. So let’s get right to it with…

Some Thoughts About the Set:

  • The Super Rares and Chases in this set are awesome. With the exceptions of Ares, Morlun, and Spider-Man 2211, there could be an argument made that all of them deserve to be on this list. Ares is just alright. Morlun and Spider-Man 2211 don’t have a place on any constructed team that I can think of.
  • The Primes kinda suck. There aren’t many bad pieces in this set and even the Serpent Society has their uses (I can envision a Rattler constructed team.).
Rattler

“Hmmm… should I revolve my team around Rattler this evening?

However the Primes in this set just aren’t good. A Prime is supposed to be (theoretically) extra-powerful for the points that’s why you can only ever have one on a team at a time. Even if I ignored that restriction I don’t see myself ever playing any of these guys. If they are going to keep making Primes like this they should just stop making them.

  • The Call in Help From the Spider-Verse Trait is really powerful and fun. I used it to great effect at the Pre-Release and it allows you to chain together attacks from across the map like never before.
  • They are continuing the trend from UXM: point costs are lower (with only a few 200 pointers in the SR slot), almost no one gets Indomitable, almost no Improved Targeting, and a lot less Improved Movement then they should have had in a set full of spider people. I love this new direction the game is heading. It’s nice that Willpower, Phasing, Leap/Climb, Leadership and Stealth are much more useful now.
  • The sketch variants are super cool. I will always buy or trade for a sketch piece over a standard painted one. Not sure why some people don’t like it; doesn’t hurt the game in any way. But hey, that just means more for me.

But enough thinking! Let’s get to…

My Top Five Honorable Mentions:

Miles

5. SFSM031 Spider-Man – 18 Defense with Combat Reflexes and Shape Change makes this guy a top choice for engaging the opposing team’s best figure in close combat. His special white power PARALYZING VENOM STRIKE lets him deal damage AND gives any opposing character hit and action token. That action token doesn’t deal pushing damage, but it still keeps the opposing figure from taking actions. So it’s great in my book.

When you want to tie someone up, this guy is the one you want to call in from the Spider Verse.

Scarlet

4. SFSM017 Scarlet Spider – Another character whose attack deals damage AND gives any characters hit by a ranged attack an action token. The difference is that this character has Running Shot and two targets. He also has a lot of improved movement options. A Defense of 18 with Super Senses which is just fine for his point cost. His real weakness is getting tied up in close combat. Thankfully he has the Spider-man Family keyword so any other character that you have with the CALL IN HELP FROM THE SPIDER-VERSE trait can transport him out of adjacency and safely back to ranged combat.

Cloak 2

3. SFSM036 Cloak – Sure he’s at his best when played with Dagger, but for 35 points Cloak brings enough to the table that he is worth using without her.  He has Stealth, Improved Movement of every kind, the Spider-Man TA, and the Carry ability. What really puts him over the top is his 18 Defense with Defend. Use him to carry a character into battle and then move him around as needed to keep your teams defense consistently high.

Doc Ock

2. SFSM055 Doctor Octopus – Half Superior Scientist, half Weed Whacker.  This guy is delicate in close combat and is fairly vulnerable to Outwit, but he’s still well worth his points. He has a special power up front that allows him to make far more attacks than any 80 point character should ever be able to make in one turn. It reads, “MENTALLY CONTROLLED TENTACLES: When he makes a close combat attack Doctor Octopus can use Giant Reach: 3 and Improved Targeting: Ignores Characters. Give him a power action to make 4 close combat attacks that deal 2 damage. After actions resolve modify the defense value of any character hit more than 2 times by these attacks by -2 until your next turn.” Your opponent is going to see this coming a mile away and target him first, but if you somehow get Doc Ock to make an attack in the middle of the opposing team then it will all be worth it.

SPidey 001

1. SFSM001 Spider-Man – This is a well rounded Spider-Man. 18 Defense, Charge, Super Strength, Close Combat Expert, and a better form of Super Senses are a good value for 70 points. Where he really shines is when he’s Called in from the Spider Verse. If you can call this guy in and have him appear adjacent to an opposing character, then he can combine his Close Combat Expert with a heavy object and make an attack with 12 attack value and 5 damage! It’s got to be the right circumstances, but that’s exceptional for 70 points.

Which brings us right to…

The Top Ten Figures in the set:

Speedy Demony

10. SFSM040 Speed Demon – He’s not as good as his previous version from the Deadpool set that essentially let you move opposing characters around at will, but he is still very good. He has a lower point cost, much better Defense, and Willpower. If you are playing Sinister Syndicate or Thunderbolts he is almost a lock for those teams. Try this team:

Team Name: Need for Speed

Keyword: Sinister Syndicate

  • SFSM040 Speed Demon
  • SFSM029 Overdrive
  • SFSM056 Chameleon
  • WKM16-001 Doctor Octopus
  • 35 points for ATAs, Resources, Thugs, Etc…
  • Total = 300
  • Strategy Tips: Have Chameleon disguise himself as Jester. Start an Alpha strike up to 11 squares away by having Speed Demon run in, attack, and end up one space back from the target after actions resolve. Give Doc Ock the Power Action to double Flurry. Have Overdrive carry Doc Ock and Jester next to Speed Demon. Share attack value. Give Doc Ock 4 attacks. After those resolve have Jester make Jester Bots to tie up the opposing team. Hopefully do it all again next turn.

Betty Brant

9. SFSM007 Betty Brant – It took thirteen damn years, but they have finally made a worthy replacement to the Rookie Con Artist from the X-plosion set in 2003. Anyone who played HeroClix at that time will know this piece. Betty is admittedly 4 more points than the Con Artist, but those extra points give a second useful click where she can heal your team if needed. She also gets a Trait, “I’LL PROVE MY HUSBAND WAS NOT THE HOBGOBLIN IF I HAVE TO RETRIEVE EVERY GLIDER!: UNIQUE MODIFIER. Opposing characters with “Wing Symbol” modify their speed values by -1. If that character is named Hobgoblin, instead modify all of that character’s combat values by -1.” That might not seem like much, but moving one less space can be the difference between making an attack or not.

Moon Knight.jpg

8. SFSM037 Moon Knight – This is a Secondary Attacker that continues to get more dangerous the longer he is ignored. Moon Knight has a great Special Power that helps him land hits and a Trait that essentially gives him a Stop Click at the end of his dial for every two hits that he lands. And SPOILER ALERT: the last Click on his dial is his best click with 11 attack 18 defense and 4 damage. He should have no problem finding a place with Marvel Knights, Mystical, or Soldier teams. 

 

The Battle of New York. We've seen it, and we covered it.

“The Battle of New York. We’ve seen it, and we covered it.”

7. SFSM006 J. Jonah Jameson – I wanted to come up with something witty here, but user MarcSpectre from hcrealms said it best: “He’s the Spider-man Family insurance policy. He knows a thing or two because he’s seen a thing or two.” If you are going to play with any Spider-Man Family pieces you’re going to want him on your team even if he is going to break your Theme. +2 to Defense on the already high defenses of the spider family is just too high to hit for a lot of teams.

Spider-Man_noir

6. SFSM061 Spider-Man Noir – This is actually one the better ranged attackers in the Spider-Man Family. That and his low 75 point cost makes him one of the best for setting off the CALL IN HELP FROM THE SPIDER-VERSE Trait.

His combination of 6 Range, 11 Attack and Sidestep combine with his Stealth and Outwit to make him a well-rounded figure. He alternates between Outwit and Ranged Combat Expert so you can easily switch his function depending on your need. His 18 defense with Super Senses is perfectly acceptable for his point cost. 

Chameleon

5. SFSM056 Chameleon – HypeFox and I both love this guy. I’ll be very surprised if Chameleon is not high on his list. His flexibility is hard to beat.

Some of our favorite characters so far to use as disguises: CWSOP022 Jester, WKD15-010 Miss Arrowette, SMWW003 Batman, WF034 Batman, UXM047 Mystique, AVAS013A Triathlon, and WKD16-007 Captain Cold. That could actually probably be an article on its own.

Anyway, once he’s hit, if Chameleon’s on click 3 or 4  you could choose to be SMWW026 Clark Kent and start throwing out Hypersonic Superman tokens. Or if you are on exactly click 4, going to JLTW055 Tim Hunter can be a game breaking play. It’s going to be tough limiting this guy to just three options a game…

Spider-Gwen

4. SFSM052 Spider-Gwen – She’s got 18 Defense with Combat Reflexes, just like SFSM031 Spider-Man. But unlike him, she also gets Indomitable. Add that to her Super Strength, Improved Movement, a Traited Super Senses that is impossible to bypass with Precision Strike and her last click that may well send you back to her top dial.

There’s no secret combo with her, she’s just that good.

Thug

3. SFSM005 Thug – This guy is the best ten points you can spend on a Themed Team right now. You will be seeing him abused in multiples and en masse in tournaments very soon. Sure he doesn’t get a Themed Team Prob, but he does get to use ATAs. Pick any good ATA and build a team around that. For example, the Wonders of the World ATA which states, “Give a character using this team ability a power action to heal an adjacent friendly character 1 click. Heal 2 clicks instead if the adjacent character has the Wonders of the World keyword. Deal the character given the action 1 unavoidable damage.” Suddenly any thug you play is a heal battery for your real characters. The Sinister 12 ATA is also a good choice, “When you have more characters on the map than each opponent, modify the attack value of each character using this team ability by +1.

They are also really great to fill out keywords that don’t have enough pieces, or enough good pieces, or enough low cost pieces. Want to make an Amazon army? Here are your soldiers. The same can be said for Asgardians, Atlantians, and White Lanterns. The list is endless.

They are also great in situations where a special power on a figure affects your whole army. JLTW050E Superman’s leadership, UXM005A Emma Frost‘s perplex, and SMWW064 Green Light‘s Empower a Brigade Trait are all good examples. And certainly they are some of the best Mastermind fodder out there. You could even take someone with the Green Lantern Team Ability and fly 8 of them up to tie up the opposing team for several turns.

Try this example team:

Team Name: Thunder Thugs

Keyword: Thunderbolts

  • SFSM040 Speed Demon (w/thunderbolts ATA)
  • SFSM051 Baron Zemo (w/thunderbolts ATA)
  • 4* SFSM005 Thug (w/thunderbolts ATA)
  • Full Pandora’s Box
  • Total = 298
  • Strategy Tips: Set The Thunderbolts ATA to Mystics. The Thugs and Speed Demon also get +1 attack and Sidestep from Zemo. Add to that the Relics from Pandora’s Box and you’ll end up with a gaggle of Thugs with some pumped-up kicks. With 6 people on the team it should be fairly easy to distribute all of the sin relics by turn 7. Use Sidestep to edge ever closer to battle when you are low on actions.

Spider-Punk

2. SFSM062 Spider-Punk – This is the best of the Spider Chases and a pretty straight forward pick. His Improved Movement, Charge and Flurry with 3 starting Damage makes him a great choice to teleport in with the Spider-Verse Trait. In addition, his Super Senses and Shape Change along with his 18 Defense makes it hard for opponents to strike back. And if an opponent DOES manage to damage him, then he gives you your choice of Pulse Wave or Close Combat Expert to go along with his Sidestep. He’s a real steal at 75 points.

Spidey 048.jpg

1. SFSM049 Spider-Man – This guy fills a completely different role, but he is Nick Fury-level good. With the Perplex on his dial and his Super Strength, he can pick up an ultra-heavy object, pump up his Attack to 12, Hypersonic 9 spaces and hit someone for 6 Damage. This isn’t Spider-Man, it’s Superman in disguise.

He has Willpower (unlike most of the rest of the set) and the same hard to bypass Super Senses that Spider-Gwen has, but even better. The web Tokens he puts out by hitting people are even more effective here than on other figures because of his Hypersonic Speed. He has Improved Movement and the best keywords of any of the Spider-Man Family (Avengers and Reporter keywords!)

He only has Hypersonic Speed on his first 3 clicks, but on his last three clicks he has a Special Power that states, “LAST DITCH EFFORT: Spider-Man can use Precision Strike. Give Spider-Man a free action to make a close attack.” So he can still move his full movement and use Outwit! And then he can free action close attack. And then call in someone from the Spider-Verse.  And give the hit character a Web Token.  And then Side step away without having to break away (because of the Web Token).  So even his three “weaker” clicks aren’t actually that weak.

 

Okay! That’s it for me today, but keep it tuned to this space. We’ve got a lot of content in the pipeline!

See ya real soon!

 

Dial “M” for Mutant Massacre!! (Or, a Top Ten Set Review of Uncanny X-Men!!)

Morlock Massacre

Hello Again!! Been awhile, hasn’t it? I blame Ninwashui. Doesn’t matter though. Because today I’m back with an overdue look at the best pieces from the recent Uncanny X-Men set!

In fact, let’s just jump right in with…

SOME NOTES ABOUT THE SET!!

–This expansion continues the smaller-point, simplified wording and mechanics trend that started with TMNT (and continues unabated with the Civil War OP set). While you’ll find an occasional beater (UXM053B Phoenix is 250 Points… of something), the majority of this set sits between 60 and 110 Points.

–Also like TMNT, you really have to look hard to find any sort of Improved Targeting. Stealth means a lot more in UXM Sealed than it has in previous sets like World’s Finest or NFAoS. Which is fine. But it also puts a lot of these figures at a possible disadvantage in the Meta…

–Speaking of (well, not the Meta necessarily, but venue play), I wonder if shops will start running what would typically be standard Modern Age events as “TMNT-on” events. By which I mean, there was a definite shift in design and a scaling back of power creep when Turtles was released. TMNT, UXM and Civil War (both the Movie Set and the OP) all seem like birds of a feather in terms of power level, so they’re almost begging to be played without the added complication of, say, KC Chases from World’s Finest or Balls of Fury.

Alright then! Without further ado, let’s get into the…

TOP TEN FIGURES IN UNCANNY X-MEN!!

Sugar Man

9. UXM064 Sugar Man — 120 Points — Chase: Sugar Man is a hard piece to evaluate, because so much of what he does is ethereal text outlined in his monstrously-long-winded Trait (WHAT KIND OF SLAUGHTER DO I FEEL LIKE TODAY?: At the beginning of the game, if Sugar Man was not equipped with any other item during force construction, you may choose two of these three objects as described on this card: Axe, Hammer, Sword. Sugar Man may be equipped with both chosen objects. Sugar Man’s Weapons: When on the map, Sugar Man’s Weapons are considered heavy objects. A character in a square with our holding this object may be given a power action to equip it. If not equipped, this object can only be KO’d in an object attack. A character equipped with one of these objects may use the following effects: Axe Effect: Attack rolls of 10-12 count as critical hits. Hammer Effect: When character hits an opposing character, after actions resolve you may give that character an action token if your attack was 10-12 Sword Effect: Can use Blades/Claws/Fangs).

But his other powers start to get a lot more interesting if he has, say, B/C/F and all of his rolls of 10 or more are Crits. His Stop Click (SHRUNK MYSELF INTO YOUR BOOT: STOP. Sugar Man has Tiny Symbol and can’t be healed. When this click is revealed, place any equipped objects onto the map adjacent to Sugar Man. When an adjacent opposing character moves or is placed, after actions resolve you may place Sugar Man adjacent to that character.) and 8-Click long dial also give him lots of longevity for someone under 150 Points.

As Secondary Attackers go, he’s not elite, but he does offer just enough to make him really interesting if you get lucky with some rolls. If you can get him next to a potential victim and roll two 10’s with Flurry and B/C/F and hit two 6’s, you could deal 14 damage from one attack.

On the other hand, unless you’re packing TK, it’ll be tough to get him where you need him (he’s only got Sidestep top dial), and while his 11 Attack Value is a tick above average, it’s hardly a guarantee that either Flurry attack will hit, and he has no built-in way to counteract Impervious, Super Senses or Shape Change. Which means that even after doing all the work to position him for a big strike, there’s a half-decent chance that you may still end up dealing no damage or missing entirely, even IF you make your Attack Roll.

Nightcrawler

9. UXM002 Nightcrawler50 Points — Common: Kurt Wagner gives you five solid clicks for 50 Points, and if you can get him next to a key opposing piece, he can tie them up with his 18 Defense (with Combat Reflexes) and give them fits with his Precision Strike on offense.

But the reason he’s in the Top Ten is because he can do what almost no other figure in the history of the game can do thanks to his Damage Special (*BAMF*: Give Nightcrawler a power action and place him in any square within line of fire. If that square is within 4 squares of the square he began this action in, he may make a close attack.).

Yup. He can zip across an entire map (if it’s the right map) if he wants to. There’s not another piece I’m aware of yet that can do the same thing.

Sunfire Prime

Yup. Even I’m an Avenger.”

8. UXM043B Sunfire — 120 Points — Rare PRIME: Honestly, all THREE versions of Sunfire from this set (are there that many Shiro Yoshida fans out there? Did we really need three versions of him? Especially since NONE of them have the Big Hero 6 keyword?!) are extremely good.

I decided to spotlight the Prime, who is almost impossible to hit from range (20-21 Defense), essentially has Mystics if you hit him with a close attack and sports Running Shot, Pulse Wave, Poison, Energy Explosion AND a natural 4 Damage top dial. That’s a hell of a lot going on with a figure who is still cheap enough to just be a Secondary Attacker.

And the best part? This iteration has the Avengers keyword, so he fits on a metric poop-ton of different teams.

Scarlet Witch

7. UXM055 Scarlet Witch 75 Points — Super Rare: And now we start a run of Super Rare pieces that are 75 Points and awesome!

Ol’ Wanda here has five clicks of support-y goodness including her Damage Special (WINDS OF MAGICK: Scarlet Witch can use Enhancement and Probability Control.) and a Trait (HEX MAGICK: Give Scarlet Witch a power action to attach the Hex Magic marker to a character within range and line of fire, removing it from anywhere else. If that character is friendly, when that character attacks, a Critical Hit is an attack roll of 10-12. If that character is opposing, when that character attacks, a Critical Miss is an attack roll of 2-4. When Scarlet Witch is KO’d, remove the Hex Magic marker.) that can drive grown men to cry.

Quicksilver!

“Nope, Not what we meant by ‘gun control,’ Pietro.”

6. UXM054 Quicksilver75 Points — Super Rare: We can’t spotlight Wanda and not showcase her brother, right?

His Movement Special (FASTER THAN YOU’LL EVER BE: Quicksilver can use Hypersonic Speed. When he does he can automatically break away and he can use Flurry as a free action instead of the close attack.) makes his somewhat fearsome except that his top damage is only three. However, if you can Perplex that up (or equip him with, like, Proteus), pretty soon you’ll have a guy who can cover most of the board–actually, with his Trait (IT’S LIKE I’M EVERYWHERE AT ONCE: When Quicksilver moves through a square, you may immediately place the Speed Shadow marker in it, removing it from anywhere else. Whenever Quicksilver makes a close attack, he may target characters adjacent to the Speed Shadow marker.), he pretty much CAN cover most of the board–and gets to attack twice with a 12 Attack and 4 Damage.

Another case of a Secondary Attacker who can put up Primary Attacker damage.

Malice Polaris

5. UXM059 Malice — 75 Points — Super Rare: This set seems to be chock full of entities who can possess people [EDITOR’S NOTE: There’s, like, two. That’s hardly a “chock.” Whatever that is.].

This is Malice right after she took control of Polaris, as represented by her Attack Special (STILL FIGURING OUT YOUR POWERS: At the beginning of your turn, roll a d6. Until your next turn, on a result of 3-4: Malice can use Force Blast. 5-6: Malice can use Telekinesis.) and Damage Special (WHAT YOU SEE IS NOT WHAT YOU GET: Malice can use Perplex and Shape Change.).

Those two Specials combined with the rest of her dial make Malice a solid Secondary Attacker for a very reasonable point cost, but she has one last trick up her sleeve. Her Trait (I’M DONE WITH YOU, PRETTY: When Malice would be KO’d, you may equip her to another friendly character. EFFECT: Character can use Perplex and Shape Change.) means that even if your opponent takes Malice out early, well, that’ll only make your Primary Attacker that much better.

Pixie

For what basically amounts to a group of ‘gifted’ high school students, you guys sure seem to encounter and then murder a lot of aliens. I mean, like, a LOT.”

4. UXM056 Pixie — 75 Points — Super Rare: Yeah, she’s only got five clicks of life, but those are five pretty darn efficient clicks! She’s probably one of the best hybrid figures of the last few years, in that she fills three roles for your team for the price of one.

First, she starts with a 12 Movement Value top dial along with a Special Power (TELEPORTATION SPELL: Pixie can use Phasing/Teleport. When she does she may carry characters with “wing movement symbol” and may carry 2 characters. She may carry 4 characters instead if they all have the X-Men keyword.) that makes her a damn fine taxi if you’re not playing an X-Men Themed Team and a RIDICULOUSLY GOOD taxi if you are.

She also is a half-decent supporting piece since she offers Perplex on her first 3 Clicks and her Trait (PIXIE DUST: Pixie can use Smoke Cloud as a free action but places only 1 hindering marker. Characters occupying this hindering marker modify their defense values by -1 in addition to attack values.) can either help shield friendly Stealth-ers OR essentially Perplex down two more values on an opposing piece.

Finally, with a starting 3 Damage and a second Click that offers B/C/F AND Precision Strike, she’s got the Damage Output potential (hell, she might one-shot a piece that has top dial Super Senses!) AND the defensive moxie (Super Senses to evade attacks and the Mystics TA to make it hurt if your opponent does connect) to be an effective Secondary Attacker as well!

 

Kitty Pryde Phased

Winner of the “2016 Han Solo in Carbonite” modeling award…

3. UXM023B Kitty Pryde65 PointsUncommon (PRIME): Okay, so a couple years ago, Ninwashui wrote a piece wherein he made the case that Incapacitate was one of the worst powers in Heroclix. At that time, there were two types of figures with Incapacitate. Either it was a high-cost piece that you’d rather try and deal damage with anyway (so Incap was useless), or it was a low-cost piece that either had a bad Attack Value or a really thin dial so that they died before they were useful.

Well, Prime Kitty Pryde here doesn’t have Incapacitate–but she does have a Special Movement Power (PHASING ATTACK:  Kitty Pryde can use Phasing/Teleport and Stealth. When she uses Phasing/Teleport, after actions resolve she may make a close attack targeting all characters whose square she moved through. Hit characters are given an action token instead of normal damage.) that’s even better than Incap. All for just 65 points.

There’s no better way to get me excited about putting action tokens on my opponent’s pieces than giving me a weapon that potentially puts tokens on ALL my opponent’s figures at once instead!

And if you can find a way to give her Willpower…

Mags Proteus

Pink is the new purple, not the other way around!”

2. UXM057P Proteus35 PointsSuper Rare: It seems like a steep price to pay for an off-the-board +1 bump to all stats, all while risking a click of damage to the bumpee every turn, but in a world where all of the War of Light Entities have gone to pasture, Proteus is poised to become the new hotness.

There’s already a lot of theorycrafting on the best figures to break with his special Possession Trait (BURNING OUT HOST BODIES: EFFECT: Modify the combat values of the equipped character by +1. At the beginning of your turn, roll a d6 that can’t be rerolled 1-2: Deal the equipped character 1 unavoidable damage.); Taskmaster from Civil War OP works like gangbusters, and I tested the Sentry LE from the same set with Proteus just the other day and had positive results. Even Rage from Avengers Assemble seems like fun.

And when you get right down to it, his 35 Point off-the-board cost actually isn’t that steep, for a few reasons. First, of course, that stat-bump is huge. But secondly, consider the fact that his other Trait (HE’S USING ORDINARY PEOPLE LIKE PUPPETS!: When building your force, you may pay 35 points to equip Proteus to a character of 100 points or less. When the equipped character is KO’d, equip this to another friendly character of 100 points or less. If you can’t, place him on click #10 into the square of the last character he was equipped and he can’t be healed.) means he’s the first Possessor in the game who can hop from piece to piece as your army is KO’d AND the fact that he can actually pop onto the battlefield as a 11 Attack, 4 Damage Pulse Wave-r with Prob once he runs out of hosts. Yup! He’s the first Possessor who starts off-the-board but has a way to actually come into the game, so those aren’t just 35 dead points if your Possessed character gets KO’d!!

Even if you hate the X-Men or planned on skipping this set, this is a piece you’re gonna want for your collection going forward.

Iceman 1

So thaaaat’s where that sculpt came from…

 

1. UXM051 Iceman110 PointsSuper Rare: A deceptively deep dial that keeps turning up new ways to terrorize your opponent.

First, since he flies and Ignores Characters on movement, there’s not much on the map that’s gonna impede his mobility.

Second, his first Trait (FROZEN SOLID: When Iceman moves, after actions resolve you may make a close attack targeting a single opposing character whose square he moved through and didn’t target with an attack that action. If you hit, attach the Ice Wall marker to that character, removing it from any other character. As long as the Ice Wall marker is attached, that character can’t be moved, placed, given actions, or targeted with an attack. At the end of the next turn, remove the Ice Wall marker.) basically gives him a shot at two legit attacks each turn. No, he does not come with Willpower or Indomitable, but you’re really not losing out on actions since he can do so much in one turn.

Third, even though ICEMAN doesn’t lose out on actions, that doesn’t mean your opponent won’t. Iceman’s Special Damage Power (ICY FATE: When Iceman hits an opposing character, after actions resolve you may give that character an action token.) means that on top of tagging his targets with damage, he’ll also keep them locked down with tokens–and that’s not counting the other piece he’ll be locking down with “Frozen Solid!”

In a set of smaller, efficient dials, Bobby Drake stands taller than the rest.

 

Well, that’s it for today. Lots of Builds to discuss, but I think we might wrap up our Uncanny X-Men coverage (finally–and less than a month before the next set drops!) with a spotlight on the WORST figures in the set. Keep it tuned right here, as that should drop later this week!

 

Team Ideas: Let’s Kill Nick Fury!! (Or, How to Deal With the Most Dominant Meta Piece in the Game Right Now!!)

Lets Kill Nick Fury

Greetings once more, friends of the blog!!

Today we’re going to discuss the heaviest hitter in the Meta right now… Nick “Balls of” Fury!

Why? Because we’re coming up on WizKids Open Weekend, and if you’re going, you’ll be seeing a lot of him!

(And probably a lot of Mary Marvel, but one problem at a time!)

I checked in with Ninwashui to see what he would play this weekend if he was going (he’s not–family obligations), and I thought what he had to say was interesting and creative enough that it should really be it’s own article! So take it away, Ninwa!

Ninwashui

Before you take his advice, just know that this is the last known photograph of Ninwashui…

NINWASHUI:

“Okay, so I would go with a team that had extreme mobility, so I could bum rush Nick Fury (or whoever the Primary Attacker is) at a time and place of my choosing. To do so, I’d run a little team I like to call…

We're back!

Team Name: Revenge of the Nerfed 3.0Hit and Rann

Theme: None

Roster:

WKD-025 Adam Strange100 Points

(w/WOL063 Ophidian Possessing) — 25 Points

DP018 Blind Al13 Points

WF046 Klarion the Witch Boy70 Points

WXM010 Shatterstar73 Points

WOLR103 Power Battery (Orange Lantern Corps) — 2 Points

WOLR303 Orange Lantern Ring6 Points

WOLR203.03 Mallet (Orange) — 4 Points

WOLR203.12 Spotlight (Orange) — 6 Points

Total:                                                  299 Points

 

Why I’d Play This: If you’re a longtime fan of the blog, you know that sometimes I get on a kick where I like to “rehabilitate” nerfed characters from the Heroclix Watchlist, just like this article and this article show.

Now, for this Saturday’s Wizkids Open,  it’s come to my attention that a lot of people are planning to run teams where the pieces just move across the map one square at a time and from one side to the other. Those players will in fact have to spend time counting spaces, deciding their route and remembering to subtract two when they carry someone. So boring!

What they need is a real change of pace! Why move your figures in the manner dictated by rules and conventional thinking when you can simply just have them appear where you want them to appear and attack that same turn? Hindering terrain? So what. Elevated terrain? No problem. Walls? This team doesn’t even notice them.

How does it work? First, since Ophidian is Possessing Adam Strange, you can pump up either his Attack or Damage Value by one and also give him Sidestep or Pulse Wave. Your first move on the Map is to use Blind Al’s power to deal one damage to Strange and push him out of your starting area.

Adam Strange

If I were a Thor character, I’d be Zeta Ray Bill! Geddit?!”

Now look at Adam Strange’s Trait (ZETA-BEAM: Give Adam Strange a power action. Place a Zeta Beam marker in the square that Adam Strange currently occupies, removing any other of these markers from the map. When you do, place Adam Strange in any legal square on the map and he may then make a ranged combat attack as a free action. After actions resolve, roll a d6 that can’t be rerolled. On a result of 4-6, immediately place Adam Strange in the square with the Zeta Beam marker and remove it from the map. During the beginning of your turn, if the marker is on the map, roll a d6 that can’t be rerolled and on a result of 4-6, place Adam Square in the square with the Zeta Beam marker and remove it from the map.).

This means that you can easily deploy Adam Strange to pick off your opponent’s best supporting pieces OR take a potshot at your opponent’s Primary Attacker, then have a 50% chance to return Adam Strange to the relative safety of your side of the board.

But since that’s not always gonna happen, we’re pairing Adam up with Shatterstar and Klarion the Witch Boy. If you send Adam out and he gets stuck on the other side of the universe board, simply activate Shatterstar’s Trait and escort Klarion to the other side of the Map, where Klarion can unleash Teekl (as a free action!) for some righteous Charge/Blades action!!

(And I haven’t even gotten to the fact that your Orange Battery can be used to take away annoying opposing powers that get in your way!)

Imagine taking out an opposing Fitz or Jason of Sparta before you opponent can use them to properly place a Nick Fury (or two). All of the sudden, Nick becomes a bit of a sitting duck (and his Stealth won’t help him against an Orange Spotlight-wielding Adam Strange!), and you are well on your way to a Match Win!!

HYPEFOX:

I have to say, I was a bit skeptical of this Build until I piloted it against Ninwashui himself in one of our house games. He wasn’t even playing Nick Fury and I still tore his KC Chase Captain Marvel AND 75-Point World’s Finest to shreds (I wiped him pretty quickly while only losing Klarion)! This is a legit team–if you pilot it right!

That’s all for now–I hope everyone has a great Open weekend! Come back here soon for some dueling Uncanny X-Men Top Ten Set Reviews!!

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

 

 

Wait, There’s Only One Daily Planet Employee in This Set?! (Or, a Second Opinion of the Top Ten Figures in World’s Finest!!)

WF 3

Whew! Made it.

It’s been a sick winter for yours truly, and I mean that literally (while I can’t say for sure that reading HypeFox’s Top Ten is the thing that made me throw up so violently these last two weeks, I can’t really rule it out, either.).

But I’m finally on the mend, so I think it’s high time I offered all of you true believers out there a fit and proper SECOND OPINION to the World’s Finest Top Ten drivel that HypeFox has already so eloquently vomited out into cyberspace.

And like my esteemed colleague, I shall start with…

Notes

Some Notes About the Set:

  • All of the Chases are excellent and they could have easily taken up this whole list if I let them. Easily. For the purposes of having an interesting article I limited my list to the two best Chases in “tower (lower point) mode” and the two best Chases when played at full points. I suppose that qualifies as a Preview!
  • Once again, this set takes a power leap from the set that immediately preceded it, not unlike the leap we had last year going from Avengers Assemble to Nick Fury, Agent of S.H.I.E.L.D. (which was one of the most powerful sets ever put to plastic). The Chases have base stats that we haven’t ever seen much outside of Colossals (13 attack, 20 defense, 12 range, etc.). The Commons have redefined replacement figures and several Super Rares that I am not even including in my Top Ten list would have been near the top of the heap in other set reviews.
  • Outwit is not what it used to be; there are now a bevy of Meta-viable Primary Attackers who are either mostly or completely immune to it. In this set there are 5 SRs and 6 Chases that are worthy Primary Attackers and whose powers are also nigh impossible to counter. Add those to the Primary Attackers that are resistant to Outwit from the last set (First Born, Rare Wonder Woman, etc.) and Outwit is not nearly a sure path to victory like it used to be. Personally I am going to start using perplex as my go-to power.
  • These Commons are excellent; what trashy blogger said they weren’t? Oh, that’s right, HypeFox said that since none of the Commons were in his Top Ten, the Commons might be underpowered. I contend that they are just as strong (if not  stronger) as they were in the Nick Fury set and it’s just the Common Prime that wasn’t quite up to snuff. Poison Ivy Prime is no Peggy Carter, Captain Marvel, or 3-D Man. However, the rest of the commons are pretty playable. [HYPEFOX’S NOTE: Soooo… to counter my argument that the Commons in this set aren’t as strong, you’ve submitted as your first piece of evidence that the top end of the Common slot–the Prime–can’t touch the Common Primes from pretty much any previous set going back to Flash? Uh… doesn’t that help MY side of the argument?] [NINWASHUI’S RESPONSE: I’m not finished yet!] [HYPEFOX’S NOTE ABOUT NINWASHUI’S RESPONSE: Oh.]
  • Ahem. As I was saying… I’ll put my Booster Gold and Creeper up against your Eric Koenig and Clay Quartermain any day. [HYPEFOX’S NOTE: Uh… was that it? Are you finished?] [NINWASHUI’S RESPONSE TO HYPEFOX’S NOTE: Now I’m finished. You have been debunked and rebuked. Possibly in that order.] [HYPEFOX’S RESPONSE TO THE RESPONSE: Hmmm… I think I smell a Common-Off!] [NINWASHUI: You mean that Russian kid with the BO issue who kept joining Battle Royals at Gen Con?] [HYPEFOX: Nope. Not–that kid’s name was Komanov. That’s not–that’s the wrong Common-Off. No, I mean a Common-Off, as in, you make your best 300 Point team of World’s Finest Commons, and I’ll make my best team of Nick Fury Commons, and we’ll see who wins to settle this debate once and for all!!] [NINWASHUI: Okay. Why didn’t you just suggest that in the first place? You’re just killing my word count here. Anything above, like, 3500 words and people just start tuning you out.] [HYPEFOX: I hate you.]

[EDITOR’S NOTE: To be continued… look for the first annual Common-Off results in an upcoming article!]

Okay! Enough tomfoolery. Let’s bounce straight into my…

FIVE HONORABLE MENTIONS:

Mercury

5. WF043 Mercury – He’s the cheapest figure with TK that the game has ever seen (yes, Clix old-timers, at 25 Points he’s even cheaper than Rookie Mandroid Armor from Clobberin’ Time–that piece cost 28 Points!). He definitely works best with another Metal Man around because gaining Sidestep and improving his Super Senses roll by 1 makes this original Merc With a Mouth (in that his name is Mercury and he, y’know, has a mouth) even more useful for his low 25 point cost (seriously, if you can bait your opponent into wasting a meaningful attack on one of your Mercury pieces and then you hit that 50% Super Sense? Those are the kinds of plays that can swing games).

The best Idea I have for including other Metal Men is… just play two of him. Even 2 of him at 50 Points are still almost the cheapest TK available in Modern. I’ve got a good team idea for him that will rate it’s own separate article. Let’s just say that this guy bringing TK to the Robot keyword is a BIG DEAL.

Shifting Focus Batman

4. WF003 Batman (And WF004 Batman, WF018 Batman, WF034 Batman) – I’ve been a huge fan of Morph pieces in the past, such that I even wrote this article about them. The new “Shifting Focus” pieces in this set do not disappoint. Unlike all of the pieces I wrote about in my previous article, these “Shifting Focus”-Traited pieces say “Give X a free action if he began your turn on the map.” That’s a step up from “Give X a close combat or move action”.

Now these Batman pieces aren’t going to take down a 200 point piece by themselves, but you’d be hard pressed to find a piece their size or less that they can’t take down. You’ll spend most of your time as the 003 Batman due to his free action movement power, “HIDING BEHIND YOU: Give Batman a free action if he occupies hindering terrain or no opposing character can draw a line of fire to him. If you do, place him into a square of hindering terrain within 6 squares and line of fire.” Once you move up as a free action you can then switch to 034 Batman and use double target Incapacitate. If your opponent bases you then you can switch to 004 Batman. And if you really need an Outwit, 018 Batman is ready and waiting.

Consider the following team:

Do you Bleed? You Will.

(KeywordJustice League)

  • WF003 Batman (with Justice League ATA)
  • WF049 Superman (with Justice League ATA)
  • AVXR100 The Phoenix Force (all fragments, 2 assigned characters)
  • ID Card of your choice
  • Total=300 points

Sorry about the title, but I am running out of unique things to call a Batman/Superman team. The Phoenix Force at this level grants Running shot, +1 damage, and defend. Also at any level it grants Flight and Poison. The Flight helps Batman in particular to use Charge and Running Shot regardless of terrain, and the Emma Fragment will let Batman TK Superman out for an Alpha Strike.

Metallo

Just gonna go ahead and recycle this art from HypeFox’s Top Ten…

3. WF055 Metallo – If you told me two or three sets ago that a figure with a constant 19 Defense Value on his entire dial and a 12 starting Attack was coming out for only 150 points I would have told you that was definitely going to be the best character in that set. Then Mary Marvel, World’s Finest, and the KC chases happened. This guy is getting ignored and he is going to surprise people some day soon when he finally gets noticed. I was just at a Wizkids open where he Pulse Waved a 200 point World’s Finest to death by himself and made it to the final match. Ignore this guy at your peril.

Zatara 2

2. WF048 Zatara – This guy is similar to Zatanna in the way his dial works, but I think he is superior in every way for 20 points less. I like his front support dial versus his back offensive dial. The offensive dial is about Average. The support dial is superior. With TK, Prob, and a double Perplex I like to refer to him as Mary Marvel’s pit crew. What really puts him over the top is the incredible power you see after he takes one damage: “SACRIFICE MYSELF TO SAVE THE UNIVERSE… AND ZATANNA: Zatara can use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with and he may choose that his damage value becomes 4 and is locked. If he chose to do so, after actions resolve, KO Zatara.” If this power shows up and you are near 2 or more characters on the opposing team I would almost always use it. If the time isn’t right to use this power, then you can just choose to Regen and still come out ahead because of your Mystics TA.

Rita Farr

1. WF035E Elasti-Girl – This is likely the best 50 point non-support oriented character we’ve ever seen. There really aren’t many good reasons not to keep her as a Colossal the whole time, since the new Colossal rules make her so good.

She could already charge 6 spaces, but now she also has a Giant Reach of 3 squares. She can  also carry smaller figures without losing movement and she has a 10 Attack and 4 Damage. On defense she has Shape Change and Super Senses which together nullify about 55% of all attacks before you even consider her 18 defense.

Okay! Enough of the pieces that ALMOST made the cut. Unlike some other namby-pamby bloggers, I made the tough choices and got my Top Ten down to an actual Top Ten. Funny how that works, eh?

I give to you…

THE TOP TEN FIGURES IN WORLD’S FINEST:

The Chief Doom Patrol

10. WF051 The Chief – Here is that great 50 point support character that they seem to slip into every set. Even if you don’t share a keyword with him he can still grant any nearby friendly character Sidestep as well as having Outwit and Perplex himself. If your pieces do have either the scientist or Doom Patrol keywords, then he gives you an option to make another friendly character immune to Outwit and he can target his own Perplex and Outwit through any nearby friendly character. He’s definitely a Meta piece that you will start seeing at ROCs soon.

Supes v Bats

9. WF001 Superman (AND WF002 Superman, WF017A Superman, WF033 Superman) – So with this pick I am cheating a little. From what I saw at the sealed events I played at this is a good collection of pieces and I kept dreaming of ways to abuse the +1 defense granted by the 001 Superman. It’s just a really good play to attack with Superman 002 from 15 spaces away and then transform into Superman 001 before the opponent has a chance to hit you back. However I still wasn’t sure if I should include these pieces on my list. 

Then some guy played three copies of these characters on the same team and placed second at a ROC super qualifier. Only Patrick Yapjoco beat him by running the free action limiting Agent 13 with Nick Fury. Now it’s a lot easier to see how viable these pieces are in the Meta. Three copies of Superman 001 grouped together along with the Justice League ATA make for a 21 or 22 defense and that power is uncounterable. That’s just really hard to fight and even worse when you have to face it in a format like ROC Limited.

The Wiz Ard

8. WF030 The Wizard – World’s Finest does everything bigger and better than previous sets. This is the second awesome 50 point support figure in this set and the third 50 point figure on this list. So if you played in any Sealed event you probably heard about this guy and what he can do. For 50 points he’s incredible for 3 reasons. The first reason that he’s almost unhittable at range. His power states, “ILLUSIONS HIDE YOUR TRUE SURROUNDINGS: When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can’t be targeted by non-adjacent opposing characters.

Secondly, he has 5 clicks each with a different support power that you can push to. You start with Prob. If you need Outwit instead just push once. If you need Perplex instead that’s just one more push away. You get the idea. Finally, his Trait is what’s getting everyone excited “POOF!: The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the square he previously occupied immediately place a Tiger bystander.” Sure you might not roll Shape Change successfully in the average game, but everyone seems to have stories where their rolls went well and this guy made three tigers in a single game [EDITOR’S NOTE: Yup. That happened to me.]. That’s an insane amount of value coming from a 50 point character.

7. WF046 Klarion the Witch-Boy – He’s similar to AVAS051 Red Wolf in that he can put a secondary attacker into play as a free action, but where Redwolf is a close combat attacker, Klarion is a ranged support piece. Klarion is better than Red Wolf because of his ability to help your other pieces while still remaining moderately dangerous himself. He has Stealth plus Energy Shield/Deflection to keep him safe and Sidestep with Psychic Blast for offense. The fact that Teekl comes into play as a free action means that you can Phase across the board, drop Teekl and have him Charge an opposing character all in the same turn.

KC SUpes

6. WF061 Superman -In terms of raw stats you won’t find a superior character for under his cost. From his first click to his last, he is really dangerous. He’s been criticized for his lack of Hypersonic Speed, but as far as I am concerned that’s just means you will have to put a little planning into playing him. Whether that’s just some TK (FL007 S.T.A.R. Labs Technician) or going to resources (AVXR100 The Phoenix Force), the lack of Hypersonic Speed is not that hard to compensate for. Something additional to keep in mind is that his defense is better than it first appears. The trait that all the Chases share is “WE WILL MAKE THINGS RIGHT AGAIN: Superman’s combat values can only be modified by powers or abilities from characters with Kingdom Come team ability symbol. Superman’s powers and abilities can only be countered by powers or abilities from characters with Kingdom Come team ability symbol.” Among other things that means his defense can’t be reduced and his defensive abilities can’t be countered so the opponent will have to get through all those damage reducers the hard way. Then there is the new KC team ability. It grants an additional use of Super Senses against ranged attacks and since it’s a Team Ability it might be the one thing that Nick Fury’s Watcher Eyes can’t bypass.

[EDITOR’S NOTE: Although Prime Peggy Carter’s normal eyes can, since she knows her worth, and anyone else’s opinion doesn’t matter.]

KC SHAZ

5. WF065 Shazam! – Now here’s a piece that isn’t lacking in Hypersonic Speed or a high speed value in general. In fact with his 15 speed value in the Modern Age the only piece under 1000 points that is faster is KC Flash. He shares the WE WILL MAKE THINGS RIGHT AGAIN trait and KC team ability with Superman and the rest of the Chases in the set. He starts with Hypersonic Speed and Super Strength on offense along with Invincible and Shape Change on defense. His Attack Value never goes below 11 and he has some surprise Running Shot/Pulse Wave clicks at the end. The thing that really puts him over the top for me however is the Calculator TA. He already has the Mystical and Metropolis keywords, so it should not be too hard to find some good TAs for him to copy.

Bat SUpes Duo

4. WF060R World’s Finest – I chose the 75 point version of this character to put on this list because with Duo Attack, this is the hardest hitting 75 point character we’ve ever seen. It unfortunately has quite possibly the short 75 point dial we’ve ever seen, but with Combat Reflexes for close combat protection and the Batman TA for ranged protection World’s Finest should stay top dial for quite a while. Even at 75 they retain their trait: “WORLD’S FINEST TEAM: World’s Finest’s power and abilities can’t be countered and their combat values can’t be decreased.” The ability to straight up stop Outwit like that has never been seen at the 75 point level. Finally the combination of the Superman TA, their native 4 Damage Value and Duo Attack means that if they can get within 7 of Nick Fury they could potentially knock him out if both attacks hit.

KC GL

3. WF064R Green Lantern – This is the second best Tower Mode KC chase in the set. He has 9 Range, Barrier, and Perplex for just 30 points. At that point level if he is able to use barrier to give your team a breather for a turn then he is an incredible value for his points. On the minus side with barrier on his 18 Defense he is the easiest of the Tower Mode Chases to KO. On the plus side his Perplex is literally the only Perplex you could use to target any of the KC Chases.

2. WF041 Mary Marvel – This set’s best attacker, Primary or otherwise, and the only character I believe to be a real threat to Nick Fury. If she can attack him with Hypersonic Speed before he can attack her, then he’s in a world of trouble. She will have a Probability Control she can use to help herself hit and his Probability Control won’t be able to touch her due to her Trait: “SUPREMELY UNCORRUPTABLE: Opposing characters of an equal or lower point value can’t target Mary Marvel with Outwit, Perplex, or Probability Control.” And if she hits with an ultra heavy object then that’s enough damage to KO him outright. Her values and powers do start to go down quickly past her first click, but she still has a viable way to get right back into the game. She has a white power on her 7th click that states, “SHAZAM!: The first time this power is revealed due to damage from an opponent’s attack, stop turning the dial. Mary Marvel can use Regeneration. When she does, don’t decrease the result by 2. This power can’t be ignored.” If you roll a 6 on the Regeneration roll then you will be right back to your top dial.

Spectre 2

1.WF066R Spectre – This is the figure in the set that I predict with eventually see the most play. He has Energy Shield deflection and Probability Control that along with his 18 Defense and KC team ability make him exceptionally difficult for even a primary attacker to KO him from range. He also has the Mystics TA that he can share with wildcards (like shazam) and it will guarantee that if anyone does KO him they will take Mystics damage back. The truly overpowering thing about him is his 12 Range combined with his special power, ” I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.” Boards are 24 spaces long. This means that you can place him 10 rows out from your starting area and he can use Probability Control anywhere on the board except the opposing starting area. Your opponent won’t really be able to do anything about it either because the difficultly KOing this piece from range. For 35 points he’s like a half price Mr. Mxyzptlk with the added bonus of having good keywords.

For additional fun try possessing him with Parallax to use the special power, “GRIP OF FEAR: Opposing characters can’t ignore pushing damage.” Not bad for 60 points.

Okay! There ya go! See you next time with some special Build articles to help you make use of all these new tools in your toolbox!

God Packs & Monsters!! (Or, a Top Ten Set Review of World’s Finest!!)

 

WF 1

Whoops! Not these two… they’re the Con Exclusive.

Hello once more, and welcome to our first Top Ten Set Review for the newest DC Heroclix expansion, World’s Finest!

I’ll be going first today, with Ninwashui trailing not far behind with his own Second Opinion.

Before we begin, a word of warning:

This piece is long. Seriously. Like Bill Simmons long. This might be the longest article we’ve ever published [EDITOR’S NOTE: Incidentally, Ninwashui has no hope of matching my word count, but his inadequacies as a Heroclix dial evaluator when compared to me are not important right now–this is about the figures.]. I really should have split it in two. Remember that “Let’s Be Lanterns” series that we published a year and a half ago? In three parts?

Yeah, I think this is longer than all three of those. Combined.

So sit back, grab a cold drink (probably not in that order) and enjoy the feast that is to come.

Cuz we’re starting right now with some…

Notes

NOTES ABOUT THE SET:

–I think I say something positive about the sculpts almost every set, but this time… I’m gonna do it again. The articulation on some of these sculpts is astounding! The faces in particular. As recently as three years ago, character’s faces always ended up as blurry blobs; now you can often tell who a character is on their facial features alone. Bravo, WizKids! Bravo!

–Now for some bad news. This is probably the most top heavy set Wizkids has ever produced. Almost all the firepower is in the Rare, Super Rare, Chase and LE slots. Which means you’ll often be pulling–at most–one good figure per pack. Ninwashui will come on here later with his Second Opinion and try to sell you on the “Shifting Focus”-Traited Batman or Superman figs. They’re fun for a house game where the build is, like, 200 Points; beyond that, they’re really not very good.

I mean, seriously, let’s take a brief look at the hot mess that is some of the Common slot figs (I say some cuz I don’t want to step on the Worst Figures bonus segment that ends this article):

Hot Mess Express

Thank you to whoever came up with this meme. Perfect introduction for this segment!

Robotman

Robotman (130 Points): Completely generic dial, although his stats aren’t terrible for the points (I actually think there’s a tiny bit of value in his 50 Point dial). At least you’ll need him for a Doom Patrol Theme; that’s the main reason to collect him, I suppose.

Iron

Well… get used to it, Iron.

Iron (50 Points): 50 Points buys you four Clicks of a slow close combatant with no Willpower. If you play a better member of the Metal Men with him, he’ll gain Sidestep and every once in a blue moon he’ll deal one more damage with a successful object attack. Considering the cheapest Metal Man (or Metal Woman) is 25 Points, you’d probably be better off just Possessing him with, well, any Possessor, really. But then you’ll ask yourself: “Why am I wasting a Possessor on such a loser dial?”

Let’s be honest: the only reason to own Iron is if you’ve managed to pull an Alloy (you’ll want Iron for your Sideline).

Tin

Tin (50 Points): To be clear:  you are paying 50 Points for Perplex. His 9 Attack and 2 Damage with a 4 Range are not awful for his cost, but you’re really playing him for that Perplex. These are pretty average values and powers for his point level, but “average” makes him among the best Commons in the set. Now, here’s where things get interesting.

If you play two copies of Tin together, suddenly they each get Sidestep and can use their Perplexes to modify any combat value (except Damage) by +2 instead. That Sidestep combined with their top dial Willpower means they should be able to scoot around the map as a mobile Perplex-unit that’s always there when you need them. So, in conclusion, while one Tin on his own is average, two Tins played together are actually (gasp!) kinda good!

Beware the Creeper

No, seriously, beware the Creeper. He’ll really sink your–wait, that’s not even the RIGHT Creeper! Dammit! Let’s get it together, people!)

Creeper (75 Points): I have played him like three times now in Sealed Tourneys. He’s just not good. The problem is he really seems like he SHOULD be, and he sucks you into playing him every time. He has a ton of powers. He has the always useful Outsiders TA. But even with Traited Sidestep and Stealth, he just doesn’t seem to be able to get to his target unscathed. And that’s a major problem when he has no Willpower, no dampeners, only does 2 Damage after his top Click and has only 5 Clicks of life. I think he’d be okay in Modern Age Constructed when played by someone with a specific plan of attack for him, but in a Meta where a piece like Nick Fury will see him coming from across the board, he’s almost less than useless.

And on and on… I think you get the idea. Are the Witch and Warlock playable? Absolutely. Is Booster Gold good? Sure. Blue Beetle is downright… well, he’s decent when played with Booster, which limits your options a bit, but whatever. Still not gonna be Top Ten worthy. Even Poison Ivy Prime, while solid, was nowhere near my Top Ten.

I can’t remember the last time I did a Set Review and no Common showed up in the Top Ten or even as an Honorable Mention slot. Well, that day is here.

Design Insight

–And as we noted last set, I guess Wizkids has sort of hinted that this situation was coming with their recent DesignInsight articles that stated their interest in simplifying the Common and Uncommon character mechanics and saving the more ambitious designs for Rare figures or above. But “simple” doesn’t have to mean “underpowered” or downright “useless.”

Just last set we had Common figures like Hat, who has only 5 Clicks, no Special Powers and exactly one, two-sentence long Trait. And he currently has a 5-Star rating on HCRealms.com. He’s also got the Justice League Elite and Mystical keywords, which means he’s a piece people will look for if they want to create an Elite Build or if they need an effective piece to round out a Mystical squad. In other words, it’s not a bad day if he shows up in the back you just bought.

I get that from a design standpoint not every figure is going to be a home run–you actually want to have certain pieces be stronger in certain situations than others. That’s what makes for a healthy game environment. I just think the rarity distribution for those pieces was significantly off for this set, and I’d invite anyone who disagrees with that conclusion to compare the effectiveness of the Commons from Superman/Wonder Woman to the Commons from World’s Finest. It’s really not even close.

–Has the community decided on a shorthand name for the Chases’ Rookie Levels? I prefer “Tower Click,” and that’s the term I’ll use here [EDITOR’S NOTE: Oh-ho, just wait until you’re done with this review. “Tower Click?”–you’ll be sick of it, you’re going to hear it so much! Yup, those Chases are gonna show up a BUNCH! Sorry, I didn’t design them–don’t blame me for these guys clogging up your Meta and emptying your bank account. Wizkids did it.], but I’ve also heard “Sentry Mode” and “Turret Mode/Click,” so your mileage may vary.

WF 2

–Lastly… ugh. This is an ugly set for Sealed. If I handed you two packs and guaranteed you a Super Rare and a Rare, you could pull something like World’s Finest and Mary Marvel in those slots (you’re probably going to win), or Platinum and Mercury (thanks for playing!).

I know some folks weren’t happy with Nick Fury Sealed (“Wow! I got a 65 Point Nick Fury, Jr., and a whole bunch of 50 Point S.H.I.E.L.D. Agents. And you got Super Rare Jane Foster Thor, who can kill everybody on my side with about two ranged attacks. Through Hindering Terrain. Or Elevated Terrain. Or other characters. Good Lord…“), but I’ve found this World’s Finest Sealed Environment to be much, much worse. If you are running a Sealed, make it a 300 Point Build. Anything higher just increases the imbalance towards Tentpoles. Trust me, I learned this the hard way…

Okay! Enough notes. No more paperwork. Let’s talk about…

5 HONORABLE MENTIONS!!

Toymaster

5. WF036 Toymaster — Rare — 30 Points: Juston Seyfert and Ragnarok just found a new running buddy! He has an Attack Special [UPGRADE YOUR STUFF: UNIQUE MODIFIER – Modify the attack value of adjacent friendly characters by +1. If that character has the Armor or Robot keyword, also modify their defense value by +1. (UNIQUE MODIFIER – Characters can only be modified by one effect of this name.)] AND a Damage Special (I’M BETTER WITH ROBOTS: Toymaster can use Support. When he does, increase the d6 result by 1 if the target has the Robot or Armor keyword and decrease it by 1 otherwise.) that can supe up your robotic Tentpole immensely.

Toymaster isn’t much different from some Common generics like Witch, except that he adds that defense buff and an advanced healing component as well–provided that his target has the “Robot” or “Armor” keyword. Plus, with Willpower, Stealth and the ability to move through Hindering (via his Batman Ally & Superman Ally TA’s), he’s a much more nimble supporting piece than the generics. And his keywords rock. Finally, a guy who enhances Robots AND has the “Robot” keyword!

FUN BUILD FACTS: If you really feel like being sneaky but don’t care so much about Theme, equip him with Ion for another 25 Points and watch him Outwit opposing characters through Stealth with his Supes TA. With Ion, you can also choose to give him Impervious, Phasing/Teleport OR Telekinesis as needed.

What you’ve then essentially done is taken the best of the 50 Point Starter Set Toymaster and added it to the Main set version (plus a whole lot extra) for just 5 Points more. Hell, TK was the main reason to play the Starter version anyway. And the Starter version’s limited Wildcard ability frankly sucks compared to the Main set’s already included Batman Ally and Superman Ally TA’s.

CRITICAL MISSIVES ARMY BUILD AXIOM #13: Possessors are, y’know, pretty #@^$ing good. That is all. 

Mallah

4. WF052 Monsieur Mallah150 PointsSuper Rare: This is a true Switchblade Clix that can do just about anything, since between Mallah and the detachable Brain, these pieces have just about all the powers in the game.

If you’re worried about getting out-actioned, choose to take the Brain off at the beginning of your turn and have the lil guy (thing?) go to town with his 8 Range, 2 Damage, Pen/Psy and Outwit.

On the other hand, if you’re up for some tentpole on tentpole violence, keep Brain attached, have Mallah launch a nice 3 or 4 (depending on how you want to use your Perplex) damage Pen/Psy/Energy Explosion attack of his own, and then try and use his Leadership Special next turn to remove an action token from himself.

There’s too much power and game-changing support in this set for Mallah to crack my Top Ten, but he has to be mentioned.

Elasti-Girl

3. WF035E Elasti-Girl50 Points — Rare: By far the best of the Doom Patrol pieces in this set [EDITOR’S NOTE: Not that I’m a huge fan of either the New 52 or the Doom Patrol, but for the love of all that’s holy, why didn’t Element Woman from Trinity War have the “Doom Patrol” keyword? It’s not new. If you were a fan and wanted to put together a New 52 Doom Patrol from, say, their appearance in Justice League #30, all the pieces have basically been made, but now you’re actually breaking Theme to put them together. Sigh… ], Rita Farr has a great Veteran dial, but her Experienced dial is even more intriguing.

Her second Trait (PROTOPLASMIC PHYSIOLOGY: At the beginning of your turn, you may choose tiny symbol, giant symbol, or colossal symbol. If you do, Elasti-Girl has the chosen symbol until she chooses again. If she chooses tiny symbol, modify her combat values by -1. If she chooses colossal symbol, modify her combat values by +1.) means that she can either Carry or be Carried right off the bat, so it’s tough to envision mobility issues for any team that uses her as a Tertiary Attacker or Supporting piece.

She has Charge and the ability to deal up to 4 Damage on her top click, and while she has no dampeners, she does sport the ever popular Shape Change/Super Senses combo on top of her 18 Defense (when Colossal).

Down dial she turns into a really good tie-up piece with Plasticity and Perplex. This is a very versatile dial that offers a ton of value for just 50 Points.

Worlds Finest 75 Point

Honestly, though, Clark, we really could have shaken hands on the ground. You did not need to fly us up here.

2. WF060R World’s Finest75 PointsSuper Rare: Stats are pretty good for a 75-Point piece. Duo Attack. 4 Damage to start. Charge the whole dial, Super Strength the whole dial, Toughness, Combat Reflexes and CCE the whole dial. And–oh yeah–none of their powers can be countered. What’s not to love?

They have 3 Clicks. One strike from a piece that does 4 or more damage KO’s them instantly.

But–BUT–that dial isn’t as shallow as it may seem. Remember, this piece has both the Superman Ally AND Batman Ally TA, so your opponent will either need to find a solution for your Stealth or deal with your un-Outwittable Combat Reflexes, which suddenly means they have to hit a 20.

And that’s what it comes down to. You’re making a 75-Point bet that you can get this piece to your opponent’s front line for a huge, 6-Damage Charge before they can snipe it out of the air. If you make it there unscathed, you have a Secondary Attacker that’s giving you A+ Primary Attacker damage output. If you can’t, you may have dug yourself a hole to deep to get out of.

KC Batman

1. WF062R Batman 25 PointsChase: Incidentally, KC Bat’s 150 Point main dial could easily have gone here too (13 Attack with Precision Strike!). But his “Tower Click” is probably where his Meta bread will be buttered.

Like all of his KC brethren (and sistren?), Batman’s Tower Click comes with a mobility hindering Trait (ISOLATED FROM THIS VIOLENT WORLD: Batman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 6 and he can’t be healed for the remainder of the game.) that requires you to be very precise about where you Place him to start the game (incidentally, more than with any other Tower Chase, Map Choice is important to you if you’re playing this Batman. A nice Elevated ledge of some sort near the center of the battlefield turns him into a nightmare for your opponent).

Then you get to the reason you’re playing him:  his Damage Special (I MONITOR GOTHAM FROM THE BATCAVE: Batman can use Outwit with a range value of 10. Opposing characters 4 or more squares from him can’t draw lines of fire to him.).

Yup. You get a nigh-untargetable 10-Range Outwitter for just 25 Points who’s Defense bumps up to a 20 against close combat attacks. And who can also turn into a Secondary Attacker if he ends up as the last piece on your force (or if your opponent hits a Crit).

And because he’s a KC piece, ol’ Bruce here has no problem Outwitting the sin out of any of the other KC Chase main dials.

[EDITOR’S NOTE: I actually love this from a flavor standpoint too, as it makes Bats the one piece every other KC figure is vulnerable too. Lots of parallels to the actual Kingdom Come story. Well done, Wizkids!]

AND NOW, WITHOUT FURTHER ADO, ON TO…

THE TOP TEN FOURTEEN FIGURES IN WORLD’S FINEST!!

Yikes. After 5 Honorable Mentions, there’s still 14 more freaking figures worth talking about? Damn, this is a powerful set!

The Wizard

14. WF030 The Wizard — 50 Points — Uncommon: Finally! A non-Rare, non-Super Rare, non-Chase, non-LE piece makes the list! Maybe only because I had to expand it by four whole slots, but still!

The Wizard is a piddly 50 Point support piece who sports no standard powers top dial except Prob (with a 6 Range) but has one of the best survivability Special Powers I’ve ever seen (ILLUSIONS HIDE YOUR TRUE SURROUNDINGS: When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can’t be targeted by non-adjacent opposing characters.).

And while he sports a crappy 16 Defense with no kickers for his entire dial, his special Traited Shape Change (POOF!: The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the square he previously occupied immediately place a Tiger bystander.) actually makes attacking him a dangerous gamble–especially since he can usually only be attacked up close. Believe me–that Tiger token is no joke (and heaven help you if he hits his Shape Change more than once and you have multiple Tigers floating around the battlefield).

In Sealed, The Wizard’s a monster, taking up waaaaaay too much of your opponent’s time and attention, and I wouldn’t be surprised if he shows up in the Meta. It’s bad enough that your opponent has to jump through so many positioning hoops just to get to The Wizard, and if you can make even one Shape Change role (Blue Battery candidate, perhaps?), you might just change the outcome of the game.

Streaky 2

13. WF100 Streaky — 50 Points — LE: The Prize Kit piece from World’s Finest actually offers the cheapest source of top dial Hypersonic Speed that I’m aware of (excluding Possessor shenanigans such as Possessing a character who has a secondary dial that starts on Click 3 with Ophidian). And with a native top dial damage value of 3, a Defense Value of 18 (with Super Senses and Toughness) plus a Despotellis-like Trait (THIS CAT HAS CLAWS!: When an adjacent opposing character is moved or placed, after actions resolve you may place Streaky adjacent to that character. Streaky does not require opponents to break away.), Streaky is actually one of the best Tertiary Attackers in the Modern Age right now.

Plus, pets with capes are always cool. Just ask Krypto.

Metallo

12. WF055 Metallo — 150 Points — Super Rare: Metallo is another Primary Attacker plucked from Superman’s rogues gallery who offers a ton of versatility. His Trait (RAPIDLY MORPHING FRAME: Give Metallo a free action and choose one: choose a standard attack power, and he can use that power until your next turn -or- modify his combat values by +1 until your next turn.) is borderline bonkers, especially if you choose the second option on his top dial; suddenly he becomes a 9, 12, 19, 5 with Charge, Invincible and Shape Change. Those are big time stats for a 150 Point character.

Down dial he picks up an extremely useful Special Poison Attack Power (YOU’VE EXPOSED MY KRYPTONITE HEART: Metallo can use Poison. When he does, he removes an action token from himself for each opposing character that took damage from his Poison and he deals penetrating damage to characters with the Kryptonian keyword.) that will let him constantly take tokens off if he’s positioned properly.

Beatsticks who can potentially take actions every turn are exceptionally rare, which is why Metallo made this list.

Element Man

11. WF040 Element Man — 100 Points — Rare: For 100 Points, you get Traited Plasticity, Shape Change and Giant Reach to go with his top dial Super Senses, Sidestep and Pick-a-Power Attack Special (A PERIODIC ARSENAL: Give Element Man a free action and choose a standard attack and/or defense power. Element Man can use the chosen powers until your next turn, even if this power is lost. If Element Man chose both attack and a defense power, deal him 1 unavoidable damage at the end of your turn.).

So you get half of the versatility of noted Meta piece Zombie Super Skrull at almost half the price. However, Rex Mason here comes standard with some options that Skrully doesn’t, including the ever-useful SC/SS combo. And Giant Reach isn’t something that Super Skrull can pick anyway.

The cherry on the cake is his Outsiders Team Ability, which will solve a lot of problems before you even go to pick an Attack and/or Defense power.

Zatara

10. WF048 Zatara — 100 Points — Rare: Wow! Like his daughter before him in the Justice League: Trinity War set, Zatara’s dial can be played backwards or forward, which essentially means he can be a support-y piece or a secondary attacker.

But unlike some other pieces that straddle the lines of two Build roles, here’s the kicker: Zatara’s damn good at both roles.

Do you want a…

Secondary Attacker? Great. Play his dial backwards and you get a piece with Running Shot (only a 6 Range, but his Movement is 9, so he ends up with a okay-ish Threat Range of 11), 11 Attack with Pen/Psy, 17 Defense with ES/D to discourage return fire and 3 native Damage with Enhancement, to make follow-up shots with your Primary Attacker that much more deadly.

An early-game Support Piece? Play his dial normally and you’ll have top dial access to Telekinesis AND a Damage Special (THE ORIGINAL MAGICIAN: Zatara can use Perplex and Probability Control. When he uses Perplex, he may modify the chosen value (except damage) by +2 if he targets another friendly character he shares a keyword with.) with improved Perplex!

Either way, in the middle of his dial he gains a game-changing Special that can potentially swing an entire game (SACRIFICE MYSELF TO SAVE THE UNIVERSE… AND ZATANNA: Zatara can use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with and he may choose that his damage value becomes 4 and is locked. If he chose to do so, after actions resolve, KO Zatara.). 4 Damage via a Pulse Wave that DOESN’T target any friendlies? Yes please!

I’ve heard some chatter about whether it’s worth 100 Points to potentially do 4 Damage to one or two opposing characters. Here’s what I would counter with:

A. You don’t have to actually use that ability until you deem it most advantageous to you.

B. If that Click is showing, but you still think you can do more work with Zatara, he also has Regeneration at the same time he has that Special, so you can simply Regenerate him back to his Supporting/Secondary Attacker clicks.

C. Also… you’re technically not sacrificing 100 Points at that point. You’re in the middle of his dial, so your opponent has already whittled away some theoretical points. If anything, this is a way to get EXTRA points out of a damaged character.

D. As we all know, 4 Damage via Pulse Wave is different than 4 Damage from another type of Attack. Remember, Pulse Wave ignores virtually every game effect! Invincible? Nice. You’re still taking four. Super Senses? Pulse Wave don’t care. Oh, you have Shape Change? How nice for you. Take 4. And on and on…

(Incidentally, the one situation you really need to be wary of is your opponent Mind Controlling Zatara when he’s on Clicks 3-5. That is a real danger, and something you have to be extra-mindful of if you see your opponent has access to Mind Control. This is why it’s so important to know your pick-a-power pieces! If your opponent has Zombie Super Skrull, Vartox or Engineer, they have access to Mind Control. If they’re playing Metallo or Element Man, they don’t. Mind Control is a Speed Power, so if the piece can’t pick a Speed Power, you’re good.)

So after all that, the real question is, which character is more versatile: Element Man or Zatara? Let the debate begin!

Harlequin

9. WF053B Harlequin — 90 Points — Super Rare PRIME: I’m convinced she immediately becomes one of the best Secondary Attackers in the 300 Point Meta. She’s also hard as hell to pin down.

Her KC Team Ability basically grants her a second bite of the Super Senses apple, since she already comes equipped with Super Senses. In a Resource environment, giving her the Blue or Red Decoy would not be a bad idea at all (the Blue Lantern and Decoy would basically give her FOUR freaking avoidance rolls if she’s attacked with anything other than Pulse Wave, Precision Strike and Battle Fury; the Red Lantern and Decoy would give her three shots to avoid a normal attack plus Penetrating Poison, which combos awesomely with her top and bottom dial Sidestep).

Her magnificent Trait (MURDEROUS JACK-IN-THE-BOX ON MY BACK: Give Harlequin a free action and place adjacent a Jack-in-the-Box bystander token printed on this card, then immediately give it an action as a free action. After actions resolve, remove that token from the game.) actually gives you a Tertiary Attacker THAT CAN ACT EVERY TURN free of charge. A possible 3-6 extra damage every turn? Yes please.

Finally, her Attack Special that shows up on her last two Clicks (POP! GOES THE WEASEL: Harlequin can use Pulse Wave. When she does, once per game you may choose that her damage value becomes 3 and is locked and she can’t place Jack-in-the-Box tokens for the remainder of this game.) isn’t quite as good as Zatara’s Special Pulse Wave… BUT IT’S STILL A BETTER VERSION OF THE BEST POWER IN THE GAME!

To find all this in a package that costs less than 100 Points is well worth the use of your only Prime slot.

Lex Luthor & Joker

8. WF059 Lex Luthor & Joker — 200 Points — Super Rare: Man, I was torn between this dial and the 75 Point dial. Ultimately, the 75 Point dial didn’t make even my Honorable Mentions, but it was close, and I’m not mad at you if you think that dial is better.

200 Points is a lot to spend on just 7 Clicks of life, but their survivability is increased exponentially by their second Trait (IT’S USUALLY ONE OF US THAT’S BEHIND EVERYTHING: Lex Luthor and Joker can use Mastermind. Lex Luthor and Joker and other friendly characters of 20 points or more can use the Underworld team ability.). Their first Trait (WORLD’S VILEST TEAM: Lex Luthor and Joker’s power and abilities can’t be countered and their combat values can’t be decreased.) means that none of their powers can be Outwitted, either.

Their top dial Specials (Movement and Damage) grant them two separate uses of Sidestep, Perplex and at least one use of Outwit to go with their Duo Attack, Pen/Psy and ES/D.

After their first two ranged-based Clicks, they morph into some pretty lethal close combatants with Charge, B/C/F, Combat Reflexes and Exploit Weakness and their Attack Value balloons up to 12.

Pair these two with the right goons and cannon fodder and they can be the most dangerous piece on the battlefield.

Mxy vs Bat-Mite

Okay, at this point I’ve run so many World’s Finest art pieces that I’m just gonna start running related images that amuse me.

7. WF060 World’s Finest — 300 Points — Super Rare: Uh… wait, didn’t we already cover this? Oh, this is the Veteran dial! Right… okay.

I can’t remember the last time the same figure made a Top Ten Set Review with more than one dial. But World’s Finest deserves it. Why? Because this is probably the best 300 Point One-Man-Army dials that Wizkids has published since Sentroid back in Chaos War.

When evaluating a OMA dial, I like to ask a series of questions:

  1. Does the piece have readily available move-and-attack abilities? If I’m only using one piece, I can’t be wasting turns positioning. This becomes less of an issue as the game goes on and your opponent starts losing pieces, but especially up top there HAS to be really good move-and-attack. World’s Finest has Hypersonic Speed, which is about as good as you can get.
  2. Does the figure have Outwit/Counter protection? All the move-and-attack abilities in the world won’t help you if your opponent can just shut you down with a small supporting piece that sports some Outwit. World’s Finest covers this (and then some) with its first Trait (WORLD’S FINEST TEAM: World’s Finest’s power and abilities can’t be countered and their combat values can’t be decreased.).
  3. Does the figure have a way to reroll out of missed attacks and/or bad situations? Hey, Heroclix is dice game, which means there is just about always going to be an element of random chance. With a One-Man-Army, missed attack rolls are just killer. You might as well have just skipped your turn. Actually that would have been better, because at least then you wouldn’t have had to put an action token on your only figure. World’s Finest has two answers for this. First, they have Duo Attack, so if you choose to activate Duo Attack, you’ll at least have a second attack to fall back on if you miss with your first. But what I really like about this piece is that its second Trait (GOOD DISTRACTION, BRUCE: Once per turn, when World’s Finest misses all targets with an attack and haven’t used the Duo Attack ability this turn, after actions resolve they may make a close or ranged combat attack.) essentially allows you a do-over if you miss while performing non-Duo Attack actions (like, y’know, Hypersonic Speed).
  4. Does the figure have a high Damage output? Basically, are they capable of one-shotting opposing support figures and seriously hurting opposing Primary Attackers? The longer you are out-actioned, the worse your chances of winning become. But if you can eliminate a support figure or even a secondary attacker before Turn 3? Well, you’ve just drastically evened the odds. To do that, though, you need to be able to dish out some serious damage. For a OMA piece, that usually means sporting a native 5 Damage with the ability to enhance that with a penetrating kicker of some sort or a value enhancer (like Super Strength). World’s Finest passes this test with 5 Damage top dial AND Super Strength.
  5. Does the figure have a way to avoid opposing damage reducers and/or counteract opposing attack avoidance abilities? Look, no piece is perfect, but again, if I only have one figure to use each turn, I can’t have successful attack rolls turned into nothing via successful Impervious or Super Senses rolls, just as I can’t get stopped before I get started if my opponent hits a Shape Change or Skrull TA roll (or whatever). World’s Finest… actually doesn’t have a way around this, at least not until some Outwit turns up mid-dial (when it may be too late). No Pen/Psy or Exploit Weakness, no Precision Strike and no Battle Fury.

Okay! So World’s Finest passed 4 out of 5 OMA tests with flying colors, which leads me to the conclusion that it IS in fact a viable One-Man-Army figure. You just have to start the game with the mindset that it might be better to start with a high-probability KO on that supporting piece that only has Toughness versus going head-on against that opposing tentpole that sports Impervious. Remember, World’s Finest has Invincible top dial, not Invuln or Impervious, so even that smaller figure with the 10 Attack and 2 Damage may pose a threat. Whittling down your opponent’s pool of actions will often times be priority number one.

Because if you can narrow the game down to your best piece against his, well… you’re gonna win.

Shazam!

6. WF065 Shazam! — 170 Points — Chase: Man, it would have been so easy to just list nothing but Chases and Primes for this. But Shazam! has a lot going on with his dial that I just love.

First of all, he has the normal KC Chase Trait (WE WILL MAKE THINGS RIGHT AGAIN: Shazam’s combat values can only be modified by powers or abilities from characters with “Kingdom Come team ability symbol”. Shazam’s powers and abilities can only be countered by powers or abilities from characters with “Kingdom Come team ability symbol”.) that makes all of his powers uncounterable to all but, like, two pieces (KC Flash and KC Batman) unless shenanigans are involved.

Secondly, with the change to the KC TA, he basically has the crowdpleasing Shape Change/Super Senses combo IN ADDITION to his nigh-uncounterable top dial Invincible.

On the offensive side of things, he sports a 15 Movement with Hypersonic Speed, 11 Attack with Precision Strike (so he can get through even other Chases’ KC TA), an 18 Defense and 4 native damage. I wish both his Attack and Damage were one tick higher, but with 130 Points still left over for support, those are easy complaints to remedy.

Finally, he also has the Calculator TA, so depending on how you round out the rest of your Build, you can give him the Batman Ally, Superman Ally or Mystics TA (or perhaps all three!).

Very efficient killing machine.

Superman Farming in Peace

5. WF061R Superman — 35 Points — Chase: This is the Chase Supes on his “Tower Click.” It’s pretty simple. He has an 18 Defense with Impervious (thus making him impossible to KO with normal Poison, something the other Towers can’t claim), the Superman Ally TA AND the KC TA.

But what makes him so great is, obviously, his Tower Power (I WANT TO FARM IN PEACE: Superman can use Incapacitate with two targets and an attack value of 12. Hit characters can’t make ranged attacks during their turn.).

That makes him another potential Time Walk piece, where he can basically force your opponent to skip a turn with some well-timed Incapacitates. Even the KC Trait that’s supposed to limit him (ISOLATED FROM THIS VIOLENT WORLD: Superman begins the game placed at least 6 squares from any starting area and not adjacent to another character. While on click 11, he can’t be moved or placed. When he is the only character on your force or an opposing character critical hits another friendly character, you may turn him to click 7 and he can’t be healed for the remainder of the game.) actually ends up being a boon, since you can throw him right into the action in the middle of the Map or on a strategically important piece of high ground.

Hope your opponent has fun taking actions with his best pieces once every three turns.

Mary_Marvel

4. WF041 Mary Marvel — 150 Points — Rare: Hypersonic, Super Strength (with the ability to deal up to 7 Damage with an Ultra-Heavy), Invincible and Prob–there’s not a lot to not like here. The only fly in the ointment is that her Defense Value of 17 is fairly weak for a Primary Attacker. Having said that, her wonderfully flavorful Trait (SUPREMELY UNCORRUPTABLE: Opposing characters of an equal or lower point value can’t target Mary Marvel with Outwit, Perplex, or Probability Control.) offers some very real Outwit protection while her Defense Special (SHAZAM!: The first time this power is revealed due to damage from an opponent’s attack, stop turning the dial. Mary Marvel can use Regeneration. When she does, don’t decrease the result by 2. This power can’t be ignored.) may mean that you have to get through her entire dial again AFTER YOU KO HER THE FIRST TIME!

This is a great piece to Build a Meta team around (and I suspect Ninwashui will agree, since he’s been giddily sending me Mary Marvel teams all weak!).

Darkseid Supergirl

3. WF056 Supergirl200 Points — Super Rare: Choosing between Supergirl and Mary Marvel really came down to splitting hairs, but Kara’s Trait (DARKSEID’S ASSASSIN: When Supergirl hits with an attack, after actions resolve, give each hit character an action token. If one or more hit characters were unable to be given an action token, remove an action token from Supergirl. If one or more hit characters can use the Batman Ally, Justice League, or Superman Ally team ability, heal her 1 click.) is honestly so ridiculous that I gave her the nod.

You know what the best way to avoid a counter-attack is? Pile up action tokens on opposing pieces. Can you imagine her with her cousin’s KC Chase Tower version? If your opponent isn’t careful, they’ll never take a meaningful action!

Beyond her Trait, she has great stats and a long, healthy dial that’s just full of move-and-attack powers!

(Not for nothing, but her 100 Point dial almost made the Top Ten as well–it’s that sick!)

KC Green Lantern

I don’t know much about the artist Sweet-Bread, to whom this image is attributed, but I do know that the guy (or girl) can freaking draw KC Green Lantern–this is awesome!

2. WF064R Green Lantern — 30 Points — Chase: Another Tower Chase. Green Lantern has a couple things going for him that set him apart from all but one of his KC counterparts.

Firstly, his dial sports an 18 Defense with Barrier. Yup. You can plop him down in the middle of the battlefield and watch him throw up Barriers two out of every three turns. Very useful.

Next comes his Damage Special (I PROTECT FROM AFAR: Green Lantern can use Perplex to target friendly character regardless of line of fire.). Homeboy Alan Scott here has a 9 Range, and you’re telling me he doesn’t need to worry about line of fire?! So basically, I can have Perplex and Barrier for the entire game for just 30 freaking points?

And just get a load of his keywords: GREEN LANTERN CORPS, JUSTICE LEAGUE, JUSTICE SOCIETY, Future, Mystical and Politician. Mystical? When’s the last time a Green Lantern sported the Mystical keyword?

And hell, with Politician, you could actually theme him with Nighthawk Prime! I suppose the only better thing than playing one broken piece is playing two together, right?

Sheesh. 9 Range with no line of fire. I could make an argument that Wizkids shouldn’t be giving any character the ability to use a support power on a friendly piece from 9 Squares away without worrying about line of fire. It’s just too damn good of a power! What’s next? A piece that can use Prob across the entire Map? I mean, I know that’s ridiculous, and they would never do that, but you get my point. How much closer to the edge can these designers go?

KC Spectre

“No, Norman McCay, THIS is how you make an entrance. The key today is the same as it has been for a hundred millennia past:  no pants.”

1. WF066R SpectreChase35 Points: Oh good Lord, they made a piece that can Prob the entire freaking map. Are you serious? Sigh…

Okay, okay, let’s start over. Let’s pretend you didn’t just read Green Lantern’s entry and try and put into perspective just how great Spectre is.

So… you’d pay 25 Points to plop, say, Ophidian or Chase Brainiac onto a character to boost one stat by +1 a turn and pick from a range of 3 or 4 powers every turn, right? I mean, we all know that Entities and their ilk are great values, right? Well, how much would you pay for a free Prob every turn for the entire game? Probably even more than 35 Points, right? Let’s break it down.

Ol’ Jim Corrigan here is the last of the “Tower Chases” that we’re gonna talk about today. He also happens to be the very best. First of all, remember how we talked about that “Isolated From Your Violent World” Trait being sort of a pain for KC Batman and most of the other Chases except Green Lantern? Well, meet the other exception. That Trait is actually EXTREMELY beneficial to Spectre–it’s not a hindrance in the least.

It allows you to put him at or near the center of any map, which becomes bonkers when you look at his Tower ability (I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.). Did you read that last part? REGARDLESS OF LINE OF FIRE?! Uh, yes please! Now look at his native Range. No, go look. I’ll sit here and wait.

Yup. It’s a 12. So, REGARDLESS OF WHICH MODERN AGE MAP IS CHOSEN, you can find a nice, comfy spot near the center of the map to plop Spectre down in and relax, secure in the knowledge that he can now see ANY Square on the map. He just needs to be somewhere in your twelfth Row and at least four Columns from each side.

Okay. So we’ve established now that with the right initial placement (and remember, his Trait means he’s completely immobile once you Place him, so choose carefully), Spectre can Prob across the entire Map. That is easily worth 35 Points. But what makes him more valuable is the razor-thin list of options your opponent has to deal with it.

Poison? Sure, if your opponent moves a Poison-enabled character up 12 Squares and waits a turn without you doing a thing to stop it, then yeah, Spectre can be Poisoned to death (Incidentally, this is a risk you take with all the Tower Chases save Superman. Well, mostly save Superman.).

Pulse Wave? Yup. There’s not much that Pulse Wave doesn’t do.

Outwit? Yeah, maybe, if you can get close enough.

Attacking? Up Close? Sure. If you can advance up 12 Squares and hit an 18 Defense twice, congratulations. You just used (and probably left exposed) what was almost certainly your best attacker to take out a 35 Point piece. Now take an Unavoidable Click of Mystics damage.

From Range? Uh… yeah. Go ahead and try that. First, hit a 20 Defense, since Spectre’s rocking an 18 Defense Value with ES/D. Then do it again (Spectre’s Prob).

Now, if that 20 is a problem and you have access to the Outsiders TA, go ahead and use that, although if you’re playing a Modern Age game, that means you’re locked in to playing either Element Man (Good choice! He’s great. You have a fighting chance!), Jade (not a bad piece, but since she’s half your army at a cost of at least 151 Points and undoubtedly your Primary Attacker AND you really have to move her into position first before you can use her TA since you can’t use her TA in the middle of a Running Shot AND thatkindofdefeatsthewholepurpose and why, oh God, why have you forsaken me?!?!) or Creeper (Seriously though, don’t play Creeper. Beware the $#%@ing Creeper. You know why. And if not, go back up and read for content this time).

But whatever–you hit a 20 Defense from Range twice! Bravo! Now, did you do it with Precision Strike? No? Well, Spectre still might not be dead yet and there’s a 33% chance that you wasted all your opening moves to take out a 35-Point character and still failed.

But that’s pessimistic. Let’s say Spectre fails his KC roll. Yay! You did it! You KO’d a 35 Point support piece.

Now take a g-dd–n Click of Unavoidable Mystics damage. Sunova-!!

Soooo… I think I made my point. You’re almost better off just leaving him for last, except then he actually turns into an even harder to kill Secondary Attacker who stills has a 12 freaking Range Value.

And also… dammit, you’re just never better off leaving an opposing Prob’r up and, uh, Probb’ing.

Carlos

No Probb’ing at the table. Not at the table, Carlos.

At least they didn’t give this dial to a Chase-level figure who represents the never-before Clix’d alternate version of a popular character from an iconic storyline.

Sigh… Just take my money, Wizkids. I hate you.

 

BUT WAIT!!

Nightlantern

[EDITOR’S NOTE: Hmmm… all these entries, and not one mention of Nightlantern, the Rare Prime? Surely he’s SOMEWHERE among the top pieces in the set, right? 

Well… yes and no. His dial is actually pretty average for its cost. Decent stats, but he definitely has a glass jaw in terms of how long his dial keeps his best powers. Obviously, his main value is his Trait (EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam’s highest point value and link it to that character’s dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.). Just let that sink in for a few, because we’re gonna examine this piece in greater detail… in a future article.

(Hey, no complaining–we’re already wellllll past 7000 words here AND you’ve still got a special bonus after this!)

But because of his unique Trait AND the fact that his usefulness changes DRASTICALLY based on the point value of the game, I’ve decided to make Nightlantern ineligible for the Top Ten and will instead give him his own spotlight in an upcoming piece. 

And yes, this is basically what we did with Rare Bizarro back when SLoSH came out. Sometimes a single piece just needs a whole article.]

 

THE STINGER AFTER THE CREDITS–AKA, BONUS TIME!

Okay. Now that we’ve talked about the best this set has to offer, for a little bonus content, let’s dive headfirst into the worst of the World’s Finest offerings! I give to you, at no extra charge…

THE TWO WORST FIGURES IN WORLD’S FINEST:

Mr. Nobody

Wait, the evil organization I lead is called the ‘Brotherhood of Dada?’ Uh… maybe this isn’t Grant Morrison’s best idea...”

1. Mr. Nobody (55 Points): He’s a mobile (minimum-range) Outwitter top dial; after that first Click, he loses Outwit and gains Prob. He has a weird Special Attack Power that lets you mildly mess with an opposing figure’s dial, but it costs a Power Action AND he has to be up close and personal (remember, he loses Phasing/Teleport after that top Click, so he’s far less mobile at that point). Of course, that’s probably still your best option with him, since you’re really not going to do much damage with his 8 Attack Value and a native Damage Value that quickly goes from 2 to 1. Mid-dial he picks up Steal Energy, but I would argue that the use of that Steal Energy moves him up to a worse Click! His keywords are pretty awful (just “Brotherhood of Evil” and “Politician”), and almost everything he does can be done by other pieces in Modern, and usually for a cheaper cost. If you’re running a Brotherhood of Evil Themed Team with Monsieur Mallah, okay, I get it; two Mr. Nobody’s is your only option (although you’re probably still giving away a ton of points, even with a Resource). But if you want to Theme Monsieur Mallah so bad, why not just run a Secret Society Team? Waaaaay more options.

Occultist

Nope. This–that’s the wrong Occultist. Ooooo, I wish I paid you so I could fire you.

2. Occultist (20 Points): Eh… it’s hard to be too mad about a generic figure that costs only 20 Points. But his (her? it’s?) Movement Special Power (BLOOD MAGIC: When an adjacent friendly character takes damage from an opponent’s attack, put a number of Blood Magic tokens on that friendly character’s card equal to the damage taken. Even if this power is lost, that friendly character may be given a free action to remove one Blood token and use Perplex targeting itself.) is a hell of a long way to go for the chance to maybe, possibly, if the stars all align, use Perplex, like, twice, in a whole game. For the EXACT same cost, you can play either the Witch or the Warlock who offer much more enhancement certainty with their Special Powers and who are both much harder to hit and who both HAVE THE EXACT SAME KEYWORD. Hell, Witch even adds “Monster” to her keyword line.

Blood Magic Meme

Occultist is a classic Sex Panther Piece, which, for those who aren’t familiar, is a term derived from “Anchorman” and refers to any piece with an overly complicated power that, in the end, isn’t as good or consistent as other basic, readily available options.

Okay! There you have it! The Ten Fifteen Nineteen (Hmmm… do I subtract the two worst entries, or… Can I get a ruling on this? Anyone? Aw, crap, my Editor’s fallen asleep. That probably explains why half the images were wrong. Y’know, I should probably wrap this up soon.) Best Figures in World’s Finest.

Whew!

And don’t forget to bring it right back here in a few days when Ninwashui issues his… SECOND OPINION!

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

Heat Check: Caller ID!! (Or, The Top Three ID Card Call-Ins at Every Point Level Right Now!!) (Or Or, The 5th Night of Clix-Mas!!)

[EDITOR’S NOTE: Once again, we are shamelessly unleashing the 12 Nights of Clix-Mas! Tonight is Night 5! If you missed The First Night of Clix-Mas, you can catch up right here! Night 2 is here. Night 3 is here, and you can find the 4th Night of Clix-Mas by clicking here.]

Spidey ID

So in my Mirror Master Team Build article, I lamented the fact that nowhere online does there exist a list showing  all 329 possible character Call-Ins available in Modern Age play from the 56 currently available ID cards (we’ll cross the Justice League ID Card bridge when we come to it).

What? How did I know that there are 329 possible Call-Ins? Because I just finished building that list!

So before I get to actually publishing said list, as a special 12 Nights of Clix-Mas treat, I’d like share with you now the Top 3 Call-Ins in Modern Age at each 50 point interval (from 50 to 300)!

The Top 3 Call-Ins in the 1 to 50 Point Range:

Looks like something else just called-in Jemma...

Looks like something else just called-in Jemma…

  1. FFNFAOS005 Simmons 50 PointsCalled-In via NFAOSNFID-007 S.H.I.E.L.D. Level 7: If you call Jemma in with her ID card, she has Outwit and can give the person who called her in another yet another use of Outwit. She also has the S.H.I.E.L.D. Team Ability and the FIELD TEAM BACKUP ability if you are using her with other Field Team members. Since she is called in via the Level 7 card, she also gives anyone next to her the S.H.I.E.L.D. TA and modifies their Attack Value by +1 when making a ranged combat attack.

  2. NFAOS014B Hydra Agent H 30 Points — Called-In via NFAOSNFID-008 S.H.I.E.L.D. Level 1: She has 7 Range, 10 Attack and Ranged Combat Expert. She has both the Hydra and S.H.I.E.L.D. TA’s and the combination of the ID card and her Trait means that she shares those two TA’s with whomever is next to her. Plus, at 30 points, she can be called in by almost anyone (including WOL099 Despotellis).

  3. AOU204E Yellowjacket — 50 Points — Called-In via FFOAAUID-100 Hank Pym: Yellowjacket is capable of dealing Penetrating Damage in both close and ranged combat situations with automatic Knockback from Force Blast. In addition, when he comes into play you get a free AOUB001 Ant Swarm Bystander Token that stays in play even after Yellowjacket is removed from the game. The Hank Pym ID Card also gives the following Inspiration: “Modify range value by +3 when using Outwit or Perplex. Modify defense value by +3 when attacked by an opposing character with the Robot keyword.” The Robot clause is obviously situational, but the stipulation-less Range boost to Outwit and Perplex can really catch your opponent by surprise.

The Top 3 Call-Ins in the 51 to 100 Point Range:

3D Man AVAS

  1. AVAS013B 3-D Man — 90 Points — Called-In via AVASAVID-015 Triathlon I could continue to beat this drum and describe to you again why this is possibly the best ID Card character out there, but I already did that once in my Avengers Assemble top 10 article.

  2.  GOTG031 Nova — 60 Points — Called-In via AVASAVID-007 Nova: His dial is 60 points so you will likely have 2 or 3 characters on a 300 point team that can call him in. And when they do, you’ll have one of the best Pulse Wave pieces in the game. He’s only got a 10 attack, but unlike everyone else in the game when he uses Pulse Wave he does 2 damage (not just 1) to everyone he hits when he targets more than one character. We all know Pulse Wave is the game’s strongest basic power, so access to an improved version of it at a crucial point in the game for just 5 points seems like a great deal to me.

  3. AOU020 Captain America — 65 Points — Called-In via AOUAUID-103 Captain America: He’s a great character to play as well as Call-In. His Special Mmovement Power states, “CAP’S MOTORCYCLE: Captain America can use Defend and has “transporter boot speed symbol”. He doesn’t modify his attack value by -2 from the Move and Attack ability.” On the defensive side, his Trait says “TAKE COVER!: Adjacent friendly characters modify their defense values by +1 against ranged combat attacks, if not already modified by this effect.” Just to review, he has 17 Defense with Defend, his ID card grants ESD to all adjacent figures, and his trait grants +1 versus ranged attacks. Taken together that means that any character standing next to him that turn will have a minimum 20 Defense against ranged attacks.

The Top 3 Call-Ins in the 101 to 150 Point Range:

Nick Fury Original Sin

  1. NFAOS056 Nick Fury — 120 Points — Called-In via NFAOSNFID-007 S.H.I.E.L.D. Level 7: As recent ROC results are starting to show, NFAOS056 Nick Fury is the probably the most powerful figure in the game right now (just like I predicted he would be in my Nick Fury, Agent of S.H.I.E.L.D. Top Ten article). Calling him in as a 5 point ID character practically guarantees that he will put a 4-damage-sized hole into your opponent’s most costly figure, and he can do that while shooting through Elevated Terrain, Hindering Terrain and/or characters from 9 spaces away. If you aren’t playing Nick Fury on your team, then there is almost no excuse to not run him as an ID character.

  2. AOU047E Quasar — 125 Points — Called-In via NFAOSNFID-004 Quasar: If an opposing figure is closing in then you can use Quasar’s Pulse Wave, but the real selling point with him is when you target a single opponent. Assuming you hit, you can completely block off your opponent with “CONTAIN STANDARD OPERATING PROCEDURE: When Quasar targets and damages a single opposing character, after action resolve, he can use Barrier as a free action, but may only place blocking terrain markers adjacent to the hit character.” As an added bonus Quasar’s inspiration also gives adjacent characters telekinesis.

  3. NFAOS051 Steve Rogers — 150 Points — Called-In via AOUAUID-103 Captain America: He’s not the most damaging attacker with only three base Damage and double target Energy Explosion, but what he is good for is all of the support he can give to other ranged attackers around him. If he hits with his attack (he has a 12 Attack Value), then all other friendly attackers can use Probability Control on their own rolls. He also has Enhancement and the S.H.I.E.L.D. TA. Best of all, on defense he gives everyone Energy Shield/Deflection.

The Top 3 Call Ins in the 151 to 200 Point Range:

War Machine

  1. AOU26 War Machine200 Points — Called-In via NFAOSNFID-010 War Machine: War Machine’s major weakness when played in an army is his lack of Willpower. Thankfully that’s not a problem with ID Card characters. His VARIABLE THREAT RESPONSE power allows you to choose Psychic Blast, Pulse Wave, Precision Strike, or Triple target Energy Explosion! In addition,he ignores Hindering Terrain and if he is attacking more than one character at range, he can use Probability Control.

  2. AOU018 Thor  — 200 Points — Called-In via AOUAUID-104 Thor: Thor has double ranged targets and the following power: “GOD OF THUNDER: Thor can use Energy Explosion, when he does, damage dealt is penetrating damage.” He also ignores Hindering Terrain for targeting. But, the real reason to use him is “FOR MY HEART BELONGS TO THEE: Once per game, give Thor a free action and place a Jane Foster bystander token as described on this card into an adjacent square.

  3. AVX104 Phoenixbuster Iron Man –175 Points — Called-In via AOUAUID-101 Iron Man: This guy has a great power, “HERE GOES NUTHIN’: Phoenixbuster Iron Man’s attacks deal penetrating damage if the target character is assigned a relic or a resource or possesses any of the following: “Giant damage symbol”, “Colossal damage symbol”, the Power Cosmic team ability, the Cosmic or Phoenix Force keyword, or the word Phoenix in its name as a separate word.” As a backup plan he has Running Shot and Pulse Wave, which, historically speaking, is a damn good backup plan.

The Top 3 Call-Ins in the 201 to 250 Point Range:

Hercules

  1. AOU033 Hercules — 220 Points — Called-In via AVASAVID-004 Hercules: There are two great reasons to choose Hercules. The first is his offense, “IF IT IS BATTLE YOU CRAVE, HERCULES SHALL OBLIGE!: Hercules can use Charge, Flurry, and Improved Movement: Ignores Hindering Terrain, Ignores blocking terrain and destroys blocking terrain as the character moves through it.” “Oh, you thought you were safe from my team because you were hiding behind two-square-thick Blocking Terrain? I think not, scoundrel!” The second is his ability to tie up and weaken the opposing team with “GRAPPLING THE LERNAEAN HYDRA: Hercules can use Plasticity. Each opposing character adjacent to Hercules modifies its attack and damage values by -1 if it has any action tokens.” If you put Hercules next to the opposing army, they will likely just have to pass that next turn. And dead turns for your opponent = victory for you.
  2.  AVAS053A Thor — 228 Points — Called-In via AOUAUID-104 Thor: I picked this character in this point range because of his great ability to deal damage with Pulse Wave. In addition, he also has some great support with Enhancement and the ability to grant adjacent Avengers Energy Explosion.
  3. AAOU001 Iron Man — 250 Points — Called-In via AOUAUID-101 Iron Man: Iron Man has Avengers Initiative TA, Outwit, 12 Attack and Precision Strike. If you end up hitting an opposing figure, you also get to use his Trait: “AVENGERS ASSEMBLE!: When Iron Man hits one or more characters with an attack and actions resolve, the opposing player chooses: You place a friendly AAOU #002 Iron Legion from outside the game into your starting area or, modify the defense value of your friendly characters by +1 until your next turn.

The Top 3 Call-Ins in the 251 to 300 Point Range:

MCU Hulk

  1. AAOU008 Hulk — 300 Points — Called-In via AOUAUID-102 Hulk: With 6 Damage, 13 Attack, Charge and Super Strength, Hulk can deal up to 9 damage in a single hit! With raw stats like that he doesn’t need any other reasons to be on this list. Sadly you won’t be able to call him in during a 300 point game.

  2. WXM058 Namor — 295 Points — Called-In via WKMVID-006 Namor: Namor is the highest point level character possible to call in for a 300 point game. He has 12 Attack, 5 Damage, and a Trait “PHOENIX FIVE: Opposing characters targeted by friendly characters with the Phoenix Force keyword subtract 1 from their d6 roll when using Impervious, Shape Change, or Super Senses.

  3. IIM043 Iron Man and War Machine — 265 Points — Called-In via AOUAUID-101 Iron Man: This figure has 11 Attack, 4 Damage, triple target Energy Explosion, and–most importantly–Duo Attack!

That’s it for this article. I am going to see about getting my ID Card Call-In list published online and I’ll let everyone know about THAT… a little later.

 

 

Coming Soon… Again!! (Or, We Rip Off the 12 Days of Clix-Mas Gimmick… Again!!)

DC Christmas

So, Christmas is sneaking up on us, and once again, Ninwashui and I are mixing our metaphors, flying high with our training wheels off and jumping into the deep end without a net.

Yup. We’re gonna try doing the whole “Twelve Nights of Clix-Mas” all over again this year. That means that one of us will post an article every day for twelve days straight, with the last one appearing on Christmas day.

This, of course, is assuming that our fingers don’t fall off as we keep typing for 12 straight days.

(To see how it all ended up, here’s the last entry from 2014. It contains links to every article we wrote during the first “Clix-Mas” last year.)

Some articles will be short little rants or observations; a few may be long continuations of some of our popular staple columns; many entries will fall somewhere in-between.

So we’ll see you right back here real soon for the 12 Nights of Clix-Mas!

God help us.

(Every one.)

Until then, Stay Safe, and Watch Where You Draw You lines of fire!

Back to the Future… Imperfect!!

Oh boy. Here we go again...

Oh boy. Here we go again…

So, yesterday was “Back to the Future Day,” and, perhaps in keeping with that spirit, WizKids seems determined to revisit certain Clix mechanics that have caused problems in the past and streamline them for the future. According to some, however, their fixes have actually exacerbated those issues and made the future Meta much more cloudy.

WizKids published two articles yesterday. The first one was a continuation of their popular “Design Insight” pieces that unveiled the new Eclipso and–perhaps more importantly–debuted the new “Possession” mechanic rules. Just as vehicles got a streamlining of their rules with the release of Nick Fury, Agent of S.H.I.E.L.D., so too did this mechanic with the (pre)-release of Superman/Wonder Woman.

Among the key passages from the article:

Equip” will be a new term going forward to indicate when and how a character can be assigned a game element.  A character with such a game element on their card will be “equipped” by that game element. Once equipped, the equipped character can use the effects as described on the item’s card.  Most importantly, by default, a character can only be equipped with one item at a time (unless a specific game effect says otherwise).  During force construction, a character can’t be equipped with more than one game element. During the game, if a character is equipped with a second item, the previously equipped item will be KO’d and scored for your opponent if appropriate.

The reason for this change in wording to what we have seen on previously released figures with similar mechanics is that the new term “Equip” will serve as a key term to describe this particular game mechanic without having to write out the underlying rules for it on each character’s character card.  The “Equip” term, it’s restrictions and game effects will be included in the next HeroClix rulebook—but for now, we have included explanatory text on special powers/traits that utilize this mechanic in parenthesis:

To equip, place this on the standard character’s card. The character can use its effects. If the character is KO’d or equipped again, KO the previously equipped game element.”

Okay! And what constitutes an equippable “game element,” you might ask? Good question. The closest the article came to defining that is this passage:

In general, a game element that is equipped to another character is still whatever the game element normally is (Relic, Resource Attachment, Special Object, etc.).”

Hmmm… so, like, does that mean that Resource Attachments (like, say, the Green Crossbow?) are now considered “game elements” that must be equipped? Because if so, that also means that Entities can no longer be used with Resources. This would be a potentially HUUUGE change–particularly in the Meta–that seems to have just kind of quietly been slipped into the game by WizKids.

Or has it?

Since this is 2015 and we have the internet which allows us to look up everything ever in seconds, Ninwashui ventured onto Facebook to find a clear and concise answer as to whether or not things like Entities can still work in conjunction with a Resource like, say, the Green Power Battery.

Actually photo of Ninwashui venturing into the Internet...

Actually photo of Ninwashui venturing into the Internet…

[EDITOR’S NOTE: Yes, I know WizKids calls it the “Power Battery (Green Lantern Corps)” or whatever, but that’s a mouthful. It’s the freaking Green Power Battery.]

Basically, responders to Ninwashui’s post quickly divided into two camps:

FIRST CAMP: As summarized by user David Newsom: “Guys, a game element must have the Equip mechanic, or Equip rules written on it to fall under this [new ruling]. You’ll still be able to have multiple constructs. They are not equipment.

SECOND CAMP: As summarized by Ninwashui: “Well I think now it’s an Entity or a resource attachment, not both.

The First Camp is basically contending that WizKids would not slip a potentially huge, Entity-nerfing ruling into a Design Insight article like that released today, or, if they did choose to do it like that, they would put it right at the top, in bold, so there would be no confusion. At the very least, if they intended for previously released Resources and their attachments to not work with Entities, they would have issued Errata for those Resources that changed their “Assign” verbage to “Equip,” in the same way that the article mentioned the forthcoming Entity Errata (which, as it turns out, was the subject of the second article WizKids released yesterday).

The Second Camp points to what was actually written in the article and has extrapolated what little clarity is there and come to the conclusion that Resource Attachments are now supposed to be Equipped. In a roundabout way, they feel, this passage–

“In general, a game element that is equipped to another character is still whatever the game element normally is (Relic, Resource Attachment, Special Object, etc.).”

–establishes that Resource Attachments are in fact an equippable game element in addition to being, well, Resource Attachments. And if Resource Attachments are equippable, than they can’t be used in conjunction with another equippable game element such as a Possessor (as equipping a second game element to a character would KO the first equipped game element unless there is specific card text saying otherwise).

Submissions to the Rules Forum have been made regarding this quandary, and I will update this post if the Powers That Be ever respond, but at the moment, we’re pretty much on our own.

Much more to come on this later this week…