How to Summon the Heroes You Grew Up Reading About!! (Or, A Top Ten Set Review for Avengers Assemble!!)

"Whaddaya mean I'm the only one who didn't make the Chase cut? Who beat me out? Falcon? War Machine? Captain Marvel? I mean, as long as it's not, like, Rick $#!@&%( Jones."

Whaddaya mean I’m the only one who didn’t make the Chase cut?  I’m Nick Fury, dammit! Who the hell beat me out? Falcon? War Machine? Captain Marvel? I mean, as long as it’s not some Z-lister like 3-D Man or, God forbid, Rick $#!@&%( Jones… 

Welcome back!

We’ve been living in what Jonathan Hickman might call an “Avengers World” for almost a month now, so you know what that means…

IT’S TIME FOR AN AVENGERS ASSEMBLE TOP TEN SET REVIEW!!

You know the rules. I’m going to give you 5 Honorable Mentions, then we’ll roll right into counting down the 10 best figures in the set!

But first, as always, I have…

SOME NOTES ABOUT THE SET:

–I was pretty pleased with the roster of figures in this set. Nice mix of the old and new. Are you a fan of classic Avengers villains Michael Korvac or Immortus? They’re both here. Did you like the more recent Avengers Academy series? There’s a ton of them in this set; everyone from Hazmat and Mettle to Turbo and Thunderstrike. And there’s also a ton of great, almost forgotten characters in this set that all debuted or had their heyday in the early-to-mid 2000’s and that I, frankly, never thought we’d see (I’m looking at you, Cammi and Juston Seyfert! I mean, yeah, Juston had a cameo or two in AA, but still, he kinda came out of nowhere!).

–The sculpts in this set are pretty solid–reminded me of a more toned down Flash set for some reason–although I thought that the Trinity War sculpts were a little more risky and dynamic than anything we got here (with the exception of the Chase Rick Jones, which is complete Bonkerssauce–in a good way!).

–This may be the best set of C/U/R dials ever, ahem, assembled. Especially the Commons. You don’t actually have to break the bank to grab some reeeeeallly cool figures this time around. While the Chases were once again very strong (4 out of 7 made the cut), I believe you will find only two Super Rares in this article. That might be a record low for them. And this might be the strongest set of Rares we’ve had in a loooooong, long time.

Okay. That’s it for all of my notes and musings–let’s get to some…

HONORABLE MENTIONS!!

Black Widow AVAS

5. AVAS001 Black Widow110 PointsCommon: Yep. Another Modern Age Black Widow. But you know what? She’s kind of my favorite of the recent Widow iterations. She’s a lil’ more costly, but she offers a great power set. First of all, her Stealth is part of a Trait (DOUBLE AGENT: Black Widow can use Shape Change and Stealth. When she uses Shape Change and succeeds, Black Widow can’t be targeted by opposing characters this turn.), so it ain’t gonna be Outwitted. Moreover, she also has Traited Shape Change to go with her top dial Super Senses, which, when combined with her Stealth, means she’s going to be reeeeallly tough to pick off at range (especially since she isn’t slowed down by green squares since she has Improved Movement: Ignores Hindering Terrain).

She’s only got 6 clicks of life, but 4 of those clicks are extremely productive, especially when she picks up her “anytime” Special Poison power (WIDOW’S BITE: Black Widow can use Poison, but may be given the free action to activate it at any time during your turn.) in the back half of her dial. And I haven’t even gotten to her top dial Perplex or Precision Strike! Moreover, just from a “storytelling” perspective, this just FEELS like a Widow dial. While her teammates are usually hammers, Widow should always be a scalpel (well, except for the OTHER version of her from this set…).

I’d love it if Natasha was 90 or 100 Points; but even at 110, she’s still an elusive, solid secondary attacker who offers a variety of offensive options.

AVAS Hawkeye

4. AVAS002 Hawkeye85 PointsCommon: Apparently this will be the easiest Top Ten Review ever. I just have to go right in order from the beginning! Now I know what you’re saying. “We just got 2 Hawkeyes from the AOU Movie set that were both better!” And you know what? I agree with you. But just because those RIDICULOUSLY AWESOME Hawkeyes were better, that doesn’t mean that THIS Hawkeye isn’t very good in his own right.

He sees through Stealth with his Improved Targeting, and his two Traits separate him from the average Secondary Attacker. His first Trait (LIKE FISH IN A BARREL: If Hawkeye targets a single character when making a ranged combat attack, modify his attack value by +1.) means that just about whenever he attacks, he’ll have at least an 11 Attack Value. But it’s his second Trait that everyone is talking about (TRICK SHOOTING: Give Hawkeye a power action to place an Aim token on this card. At the beginning of your turn, if he has 1 or more Aim tokens on this card you may remove them and choose one effect that Hawkeye can use this turn: Improved Targeting: Ignores Elevated Terrain, Improved Targeting: Ignores Outdoor Blocking Terrain, or a locked range value of 14.).

Remember all that drama last set about whether or not the Prime Doctor Light could Running Shot for, like, 16 Squares? Well, as long as you spend one turn setting things up, Hawkeye can run 5 Squares, shoot 14 #$&^#$% Squares, shoot through an opposing figure’s Stealth if need be AND Energy Explode!! Whaaa… ?

Now, he only has 5 clicks of life. No top dial Willpower (he’s got one of those annoying dials where Willpower shows up in the Defense slot at all the wrong times). His Movement slot alternates between Running Shot and Stealth (as opposed to having at least one of those powers Traited, like some of his other versions), which isn’t as big a deal as it might be for other characters who don’t have his Trick Shooting Trait, but still. Finally, his native 3 Damage is fine, but it’s nothing to jump over the moon about when you consider that he doesn’t have a built-in way to break through reducers.

Still, it’s an innovative and creative take on a figure that’s already been Clix’d quite a bit in the last 3 years.

Aleph

3. AVAS003 Aleph140 PointsCommon: I swear I’m not doing this on purpose. It’s just working out extraordinarily well.

But I’ve played against this guy, and he is an absolute brick. He’s got 9 simple clicks; no Traits, Improvements or Special Powers. But he’s almost like the perfect blank canvas on which to throw an Entity and/or a Resource. He comes standard with the Wing Symbol, Sidestep, a 10 Attack with Pulse Wave, 17 Defense with Invincible and the Indomitable Combat Symbol. If you hook him up with a Battery and an Entity, he gets real imposing real fast.

For example:

Team Name: Al-eph You Up!!

Theme: None

Roster:

 AVAS003 Aleph 140 Points

AAOU039 Jocasta — 25 (Possessing Aleph)

AVAS020 Juston Seyfert40

AVAS044 Arcade70

WOLR100 Power Battery (Green Lantern Corps) — 2

WOLR300 Green Lantern Corps Ring8

WOLR200.04 Wall (Green) — 10

WOLR200.03 Mallet (Green) — 4

=297

How It Plays: Jocasta’s Possession ability works just fine on Aleph, since he has the Robot keyword. With Jocasta, Aleph has the option of pumping up his Movement or Attack Value, and he can grab Running Shot, Precision Strike or Jocasta’s Special Damage Power (Sensors Coming Online: Jocasta can use Outwit and Perplex, but only to target characters within 3 squares.). All of which are great options.

Juston Seyfert hypercharges any Robot-keyworded character he assigns as his Sentinel. And since Juston Seyfert prevents us from fielding a Themed Team, we might as well level the playing field with Arcade. He’s a good supporting piece for his points if you lose the opening role; if you win it, you suddenly have a deadly and effective Secondary Attacker who is very hard to kill because of his Defensive Special Power (THIS IS MY WORLD, YOU’RE JUST LIVING IN IT. FOR NOW.: Arcade ignores Poison and all but 1 damage dealt to him from an attack. After Arcade is dealt damage from an opposing character, you may place him in any square within any player’s starting area. This power can’t be ignored.).

The biggest weaknesses for this Build are the average to below average Defense values of all three characters and the lack of Probability Control. If your dice go cold, there’s not a lot you can do about it. But with Aleph’s rotating Pulse Wave and Penetrating/Psychic Blast, you should be able to cut right through most of your opponent’s defenses in short order.

Now this is just one of a myriad of ways you can take an Aleph Build. There are plenty of other options; as I said before, he’s kind of a blank canvas.

And that’s why he’s number 3 on the Honorable Mention list!

Now if Number Two is Son of the Serpent, then you’ll really know something’s up…

Turbo

2. AVAS009 Turbo — 50 PointsCommon: Long-time readers know that whenever I see a character whose cost is exactly 50 Points, my interest gets piqued. Turbo here is the latest in a long line of great 50 Points supporting characters. In her case, she’s a very effective Taxi who can also fill the role of Tertiary Attacker. Because of her Trait (THIS ARMOR IS AWSOME: Turbo can use Energy Shield/Deflection. When Turbo makes a close combat attack and hits, after actions resolve she can use Force Blast as a free action targeting a single hit character.) and her starting Defense Value of 17 (with Toughness), she’s really hard to hit at range (your opponent needs to hit a 19 Defense just to hit your Taxi!). She starts with a native 3 Damage and a 10 Attack (although that drops down to a measly 8 if you wish to use her Transporter-granted Move-and-Attack). Top dial Sidestep is also arguably the best standard Movement power for a taxi, as well, and she’s got it.

What holds her back slightly for me are her complete lack of Range and–more importantly–her keywords. The generic Armor keyword is probably her best; her named keywords (Initiative, Loners and New Warriors) all have very narrow Build options. Initiative is probably the best of those, and that’s really only because there were so many in this set (although previous sets had some very random entries as well, like Sleepwalker from GotG and Bloody Mary–but not Typhoid Mary–from Deadpool). Down dial she picks up CCE, so if your opponent moves up to attack her (to get around her ES/D), they could be in for a rude awakening. And I haven’t even brought up her Trait-granted Free Action Force Blast (which is, really, the only way to use Force Blast, since it kinda sucks.).

She is sort of a new flavor for Taxi’s, and really efficient for her points.

DMan AVAS

1. AVAS024 D-Man84 PointsUncommon: Finally, a non-Common! D-Man makes his, uh, long-awaited Clix debut, and you know what? He’s pretty damn good. He has a solid, uncomplicated dial with no Improvements or Special Powers. His Attack Value is average to low, but he’s got some great Damage Output Potential for his Point Cost… and one very special Trait (HEADLOCK TAKEDOWN: D-Man can use Plasticity. When he hits an opposing character with a close combat attack, put a Headlock token on their card. Remove all Headlock tokens from characters not adjacent to D-Man. Characters with any Headlock tokens on their card must roll a d6 when given an action. If the result is: 1 – 3, the action ends immediately.; 4 – 6, remove all Headlock tokens from that character’s card an the action resolves normally.). Yeah, that’s basically the Handcuffs from the Utility Belt, which was among the most useful items you could equip. D-Man adds Plasticity on top of all that, which means he kind of hoses Hypersonic speedsters, too.

Is D-Man Meta? No, no he is not. Is D-Man fun as hell to play? Yes, yes he is. You have not lived until you’ve held down the 300 Point, Chase “Last Titan” Hulk with a little headlock from an 84 Point D-Man. This is a great concept for a Clix, and he’s a great addition to the game.

Okay! Enough foreplay. It’s time for…

THE TOP TEN FIFTEEN!! FIGURES IN AVENGERS ASSEMBLE!!

Yup! Once again, we have a set that was just too packed with goodness for a straight Top Ten list, so we’ve expanded it to a Top FIFTEEN countdown… AT NO ADDITIONAL COST TO YOU!!

You’re welcome.

And even with five extra slots, I still have to leave Hybrid (juuuuuust missed the cut) and Cammi (arguably deserves to be here over a couple of the other dials, and I love the character; but I’m bumping her up to her own future Build article, since she opens up a lot of Guardians Builds with her Drax Trait) off the list–there’s just a ton going on in this set.

Since we have so much to talk about, let’s keep countin’ ’em down!

Hulk Last Titan

15. AVAS064E Hulk300 PointsChase: As I mentioned in “Straight, With CHASEr 3,” I think this dial is the closest we’ve gotten since AVXG001R Dark Phoenix Cyclops to a viable 1-Man Army for 300 Point Modern Age games. Now, that doesn’t mean he’ll win every game, or even most games; it just means that you’ll have a chance, even though you’ll likely be hideously out-actioned. He’s that powerful in the right hands.

As a 1-Man Army, you have three things in your favor with this Hulk. First, his Trait (THE LAST TITAN: Hulk can use Super Strength and his powers can’t be countered. Hulk begins the game with a Titan token on his card. Once per turn when Hulk damages an opposing character with an attack, place a Titan token on this card.) finally gives you a Hulk that can’t be Outwitted. Second, his top click (and his last click) feature one of the best Movement Specials ever (HULK HATES WORLD: Hulk can use Charge. When he does, he doesn’t halve his speed value and can use Improved Movement: Ignores Hindering, Ignores (and Destroys) Blocking, Ignores Characters.). If you can manage to pick up an Ultra-Heavy object, you should have a fighting chance to one-shot a significant piece on your opponent’s side before he can really get going. And finally, his Defense Special (ONLY ONE THERE IS: Hulk can use Invulnerability and, if he has no action tokens, Regeneration. When this click is revealed, stop turning the dial and remove a Titan token from this card. Whenever Hulk would take damage, remove a Titan token from this card instead. Hulk can’t place additional Titan tokens on this card. This power can’t be ignored.) gives him a ton of survivability at the end of his dial–no Pulse Wave for the win here.

That last click grows in effectiveness every time Hulk smashes something, so try to make sure your first target doesn’t have too many avoidance powers (Super Senses, Shape Change, etc.).

He’s a lot of fun to play, which is another reason he’s on this list.

Black Widow as Thor

14. AVAS065 Black Widow200 PointsChase: A second entry for Natasha? Yup. Look, no one ever looks at a Thor dial and goes, “Hmmm… not much offense there.” Thor is all about offense. It’s usually his Defense that’s a problem–even if it’s average, often you have to leave Thor out there to make a ranged attack, and if you miss, your opponent can kind of gang up on the Norse God to take him down quickly.

Well, what if Thor had Traited Stealth? And the means to continually place down Hindering Terrain tokens to hide in? All of a sudden, Thor would get a lot more interesting. Which is exactly what happens here when Natasha picks up Thor’s Hammer. Her Trait (DARK CLOUDS & DIRTY TRICKS: Black Widow can use Stealth. Give Black Widow a free action and place 2 hindering terrain markers, one in her square and another within range and line of fire. These markers remain on the map until she uses this ability to place markers again.) does exactly what we just talked about for, really, no additional cost (most Thor dials–most GOOD Thor dials–are already 200 Points anyway).

She’s got great Damage Output Potential, and she’s left plenty of room for decent support and even a Resource. One of the more underrated pieces in the whole set.

Abyss AVAS

13. AVAS043 Abyss139 PointsRare: As a fan of Hickman’s Avengers run, this was one of the characters I really wanted to see in this set (along with her brother, Ex Nihilo). For 139 Points, you get a tricky Secondary Attacker (which means you’ll have to find a Primary Attacker who’s 100 Points or less–someone in the mold of, say, Banshee, but maybe with the Avengers keyword. Maybe the next guy on this list?) who has one of the best Poison Specials in the game (CREEPING DARKNESS: Abyss can use Poison. When she does, deal each adjacent opposing character damage equal to its printed damage value, instead of 1.) on her second click.

She starts with Power Cosmic, Traited Invuln and an Outsiders TA-like Damage Special (MOLECULAR LOCKDOWN: Give Abyss a free action and target a character within range and line of fire. Until your next turn, the chosen character can’t use Shape Change or have its combat values modified.). Now, unfortunately her Range is only 4, but she Flies AND Phases, so getting her in position should be simple enough. Down dial, her Damage spikes at 4, so she’s capable of dishing out some hurt as well. In addition to the Avengers keyword, she also sports the Cosmic keyword, so depending on how you assemble your team, you could conceivably put together at Themed Team with her that also featured Entities (which would help her in particular A LOT).

Red Wolf AVAS

12. AVAS051 Red Wolf80 PointsSuper Rare: Arguably more effective than the underrated WOL037 Karu-Sil, but for 15 less Points! He’s got the Avengers, Soldier, Warrior and Animal keywords, which opens up a lot of possibilities for him. Like Karu-Sil, Red Wolf comes packed with an attachable Wolf token which Red Wolf can deploy to devastating effect with his Trait (LOBO, FAITHFUL WOLF COMPANION: Red Wolf begins the game with Lobo attached. While Lobo is attached, Red Wolf can use Flurry. Give Red Wolf a free action to remove and place Lobo in an adjacent square.). If Lobo gets KO’d, a simple Power Action brings him right back to Red Wolf’s base (where he can then be re-deployed as a Free Action).

Red Wolf himself also Ignores Hindering Terrain on movement, and anytime he finishes an action in Hindering he has Willpower thanks to his Defense Special (OWAYODATA CAME TO ME: Red Wolf can use Combat Reflexes and Super Senses. If he’s occupying hindering terrain, he can use Willpower.). He’s a wonderful Secondary Attacker who brings a great Tertiary Attacker with him FOR FREE! I really like this design!

To me, the most fun would be to play him with his cosmic DC Universe rival and see how many pet tokens you can get on the board! Which means it’s time for another Quick Build!!

Team Name: The Wolfpack

ThemeAnimal

Roster:

AVAS051 Red Wolf80 Points

(with ATA057 Avengers Response Unit) — 3

WOL037 Karu-Sil95

ASM031B Alyosha Kraven70

WOL102 Power Battery (Red Lantern Corps) — 2

WOLR302 Red Lantern Ring8

WOLR202.06 Decoy (Red) — 6

WOLR202.09 Nurse (Red) — 10

WOLR202.13 Stop Sign (Red) — 8

WOLR202.04 Wall (Red) — 10

WOLR202.01 Net (Red) — 8

=300

How It Plays: Each of these figures has the Animal keyword AND the ability to put out a bystander token of some sort. Alyosha is the engine that drives this Free Action car; each turn he’s given a non-free action, one of the other two figures can be given a move action for free!! Karu-Sil Flies, so she can also Carry if she needs to.

You have 5 Constructs to cover a potential 6 characters, so make sure you’re loading up every character (including tokens) you can with Constructs. Each Construct grants a specific power (obviously) PLUS Giant Reach and Penetrating Poison, two wonderful powers for this Build!

We’re also giving Red Wolf the Avengers Response Unit ATA (When one or more characters using this team ability is adjacent to a friendly character making a close combat attack, modify the characters attack value by +1.), which you don’t see very often but will, again, work perfectly with a close combat Build like this one.

You’ll have +3 to Map Roll, so if you win the roll, hopefully you can choose something that’s easy to traverse while still providing a modicum of Hindering Terrain cover. Elevation changes aren’t a complete dealbreaker, but they aren’t necessarily your friend, either.

This is a bit of a swarm team, but I love that your opponent will need to waste attacks on figures like The Pack and Lobo that can come right back the next turn. And your opponent will score 0 Points for their effort!

Starbrand Prime AVAS

11. AVAS041B Starbrand150 Points Rare PRIME: So, this isn’t the recent version that joined the Avengers during Hickman’s run and took a Beyonder with him when he died; this is the original “New Universe” Starbrand from the 80’s. But that origin does explain his major weakness: no Avengers keyword. He also has a pretty miserable Range Value (just 5 Squares, although with top dial Charge, this Starbrand is clearly meant to be a close combat bruiser) and his attack never goes above a 10–and remember, with Hammers most likely rotating in just over a month, Attack Value is once again gonna be really tough to fix. So that’s a problem.

So why is he this high on the list? Well, he’s got the Wing Symbol, the Power Cosmic Team Ability and 4 Damage top dial with Perplex (so you can fix his Attack if you need to). And starting with click 3, he gets a ridiculously good Damage Special (MAJOR EXPLOSION: Give Starbrand a double power action. Deal 2 penetrating damage to each other character within 2 squares and destroy all blocking terrain within 2 squares.).

That’s right. 2 Penetrating Damage WITHOUT HAVING TO ROLL ANY ATTACK DICE! I cannot overstate how awesome that is. Even the highest Attack Value in the game doesn’t guarantee you’ll hit, so there’s always a risk when you roll the dice. This power completely dissolves that risk–you can’t miss with it.

Then there’s his Trait (THE PITT: When Starbrand is KO’d, roll a d6 that can’t be rerolled, minimum result 2. Deal 3 penetrating damage to all characters within that many squares and then choose another friendly character. That character modifies its combat values by +1 this game.). If your opponent does manage to kill Starbrand, he sets off a chain reaction that has the possibility of dealing a metric poop-ton of virtually unstoppable damage. So for half the game, he’s trying to keep you from exploding 2 Penetrating damage all over his team, and when he finally succeeds at KO’ing Starbrand, your opponent’s reward is EVEN MORE PENETRATING DAMAGE!

"That is a LOT of penetrating... damage."

That is a LOT of penetrating… damage. See what I did there? You did? Pervert.

Finally, while his New Universe keyword is pretty much worthless (at least right now), he also has the Cosmic keyword, which is still pretty strong (and lets him be on a Themed Team with Entities!).

Overall, a solid, if unorthodox, package of powers and abilities.

3D Man AVAS

10. AVAS013B 3-D Man90 PointsCommon PRIME: And now we arrive at the Top Ten!! Triathlon is good; 3-D man is better. He starts with Hypersonic Speed (always good), 11 Attack, an 18 Defense (with Toughness) and 3 native damage. But his Damage Special [THREE TIMES PEAK HUMAN : 3-D Man can use Perplex, but only to target himself. He can use it up to 3 times per turn, but can’t modify his damage value more than once. When he uses Perplex (no matter how many times), at the end of your turn, roll a d6 and on a result of 1, deal him 1 unavoidable damage.] is what really puts him over the top. Three freaking Perplexes a turn?!?! That’s borderline insane. You want a 13 Attack and 4 Damage from your 90 Point Hypersonic Speed character? You got it!

He obviously has the Avengers keyword, and if you can play him on a team with, like, Pandora’s Box–which would allow you to give 3-D Man the Wrath Token and Willpower–he becomes a very dangerous man. Especially a that 90 Point price! He’s not as good as Speed Demon, but he is poised to become one of the best Secondary Attackers in Modern Age.

Living Lightning

9. AVAS015 Living Lightning80 PointsCommon: So everything I just said about 3-D Man possibly becoming the preeminent Secondary Attacker in Modern? Well, meet his competition. For 10 less points, you get an Avenger-keyworded livewire who is a nightmare from range. He’s basically Zombie Electro with an ever-so-slightly better stat and power mix but without any of the awesome Zombie Traits.

He Flies, moves from Running Shot to Hypersonic as he goes down dial and he’s packing both Penetrating/Psychic Blast AND a Traited, Improved triple bolt Energy Explosion top dial (FLASH-FRY YOUR CIRCUITS: Living Lightning can use Energy Explosion. When Living Lightning hits an opposing character with the Armor or Robot keyword, increase the damage dealt to that character by 2.). And before you dismiss the second part of that power, let me assure you, because of the #1 figure on this list, Robots are going to be a thing for at least the next six months and they are NOT going away.

Living Lightning was one of the most popular UnClix’d Avengers, and the developers did a fantastic job interpreting him for Avengers Assemble.

Jarvis AVAS

8. AVAS034 Jarvis40 PointsRare: Most of what Jarvis brings to the table happens before the game even begins. One of his Traits (I TIDIED UP: Friendly characters can use Improved Movement: Ignores Hindering Terrain and Improved Targeting: Ignores Hindering Terrain, but only if they occupy indoor terrain.) will help immensely if you win the Map Roll (and he has the Avengers keyword himself, so he’ll fit right on your Themed Team). The other (THERE’S STILL A FEW AVENGERS IN THE MANSION LEFT TO HELP: Jarvis counts as 3 characters for determining how many ID Cards can be added to your force. You don’t pay the cost for up to 3 ID Cards added to your force. Your opponent scores these ID Cards normally.) allows you to pack slightly more than 300 Points into your 300 Point Build!! I cannot tell you the exact number of pieces that allow you to pack more points than your supposed to into your Build, but it’s small. I mean, if you think about it, it’s almost like Jarvis’s actual dial is only costing you 25 Points. What do you get for that investment?

Four clicks of life, which is about par for the course, top dial Perplex and Stealth and a Defense Special (THE HEART OF THE AVENGERS: When Jarvis is adjacent to a friendly character with the Avengers keyword, reduce all damage dealt to him to 1. If Jarvis has taken damage from an opposing character since the beginning of your last turn, he ignores all damage dealt by opposing characters. This power can’t be countered.) that is fantastic, especially if you can find a way to funnel opposing damage towards him. Now, Masterminding damage to Jarvis won’t activate the second clause of his Defense Special, but it WILL reduce all the damage to 1, provided the keyword threshold is met. For the record, Mastermind is an exceedingly rare power to find on “good guys” like the Avengers, but AVX008 Professor X, CATWS015 Nick Fury and the new AOU201E Hank Pym all sport Mastermind top dial. Of those, I think Professor X and Nick Fury are the most interesting to pair with Jarvis–particularly the Professor, since survivability is one of the biggest question marks about that piece.

Hmmm… that might be worth exploring in another article…

Finally, Jarvis also has the Avengers Team Ability in case you need to move him into place but your running out of actions. It’s a terrible Team Ability for normal Avengers staples like Cap, Iron Man or Thor, but it’s occasionally useful on a pure support piece like Jarvis in 300 Point games.

Loki AVAS

7. AVAS046R Loki120 PointsRare: Wow! While his 225 Point version is good, this Rookie dial takes the cake. Top dial Super Senses combined with an Improved Traited Shape Change (Master of Illusions and Trickery: Loki can use Shape Change and succeeds on a result of 4-6. When an opposing character targets Loki with Outwit or Perplex, he can use Shape Change as if he were targeted with an attack. When Loki makes a successful Shape Change roll, he can’t be targeted for the remainder of the turn.means that Loki is going to be reeeeeaaaal tough to pin down. Think about that. Every turn, Loki basically has a 50% chance to be untargetable by your opponent! 

He also sees through Hindering Terrain and Characters with his Improved Targeting, and his Special Movement Power (To Trick My Brother… And His Friends: Loki can use Mind Control. When he does, he isn’t dealt damage from it and, if he targets only a single character, modify Loki’s Attack Value by +2 and he may target a character that can use Battle Fury.) grants him an awesome form of Mind Control.  Now, Ninwashui has mentioned before that Mind Control can be a dangerous strategy, but with Loki’s improvements on the power via his Special and the fact that he has top dial Perplex, it’s a much less risky proposition (at the top of his dial, Loki has a 13! Attack Value when Mind Controlling a single character). Loki also has the Mystics Team Ability, so taking him out is going to require some blood, sweat and tears on the part of your opponent.

Lack of Willpower and low Damage Output are his only real negatives. The first you can fix that with the Asgardian ATA. The second actually improves as he gets down dial, but he does have that Perplex on his first two clicks. Besides, you’re probably trying to wreak havoc with his Mind Control Special at the beginning of the game anyway.

Arcade AVAS

6. AVAS044 Arcade70 PointsRare: I love this design!! Arcade will either be one heck of a supporting character, with Mind Control, Poison and Perplex, or he’ll be an insanely devilish Secondary Attacker. You won’t know exactly which dial you’re getting until the game is about to start, as his Trait is activated by the Map Roll (Welcome to Murderworld: When rolling to determine first player, no player receives a modifier to their roll. When on a map whose name includes “Arcade’s Arena,” at the beginning of the game you may start Arcade on click 7.  If you do, Arcade has the Power Cosmic Team Ability, can use Improved Targeting: Ignores Hindering, and other friendly characters have the Robot keyword for the rest of the game.).  

If you do get to chose his map, Arcade suddenly jumps from a 9 to an 11 Attack Value and picks up a Special Attack Power (I Control Murderworld. Sucks to Be You: Arcade can use Energy Explosion and Precision Strike. If Arcade occupies a player’s Starting Area, he can draw lines of fire and count range for his attack and damage powers from the square of any friendly character.). So he suddenly doesn’t need a move-and-attack power–he just needs to get back to his lair! After two clicks, he picks up Penetrating/Psychic Blast… WITH A 12 ATTACK!! His Damage alternates between 2 and 3, but he always has a way to get at least some of his damage through reducers, which is the main thing. 

His Defense slot also picks up a Special Power (This Is My World, You’re Just Living in It. For Now.: Arcade ignores Poison and all but 1 damage dealt to him from an attack. After Arcade is dealt damage from an opposing character, you may place him in any square withing any player’s starting area. This power can’t be ignored.that works beautifully in conjunction with his Attack Special. 

I believe we’ll see some Arcade teams start to show up at some R.O.C.’s across the country. He just allows you to do so much, and if you win the Map Roll, it’s almost like having another Prime on your squad.

Ragnarok AVAS

5. AVAS053B Ragnarok200 PointsSuper Rare PRIME: So, it’s a little hard to talk about Ragnarok without spoiling the number one figure on this list, but we can report that he’s already seen play at the World Championships at Origins. Why?

Well, he starts with a 12 Attack Value with Energy Explosion to go along with his 8 Range (with 2 Bolts). As we continue to see more “unkillable” Builds (basically any Build that’s built around characters who only take 1 Damage at a time, no matter how much damage is dealt. Think Doop and Gluttony–pieces like that), I believe Energy Explosion will take on added significance, since it essentially allows you to double your Damage Output against these sorts of teams.

Rags also has Indomitable, an 18 Defense with Impervious and Shape Change, and a 5 native Damage top dial. And hey, you can abbreviate his name as “Rags.” How cool is that? World of Warcraft players will suddenly think that Ragnaros has made his way into Clix! Ragnarok also has a Trait that bumps his Attack Value and Damage Value by +1 when targeting an Asgardian or Avenger, which is probably a good thing, given that we’re gonna see a lot more of both of those keywords in the Meta.

Perhaps most importantly, however, is the fact that he has the Robot keyword. As we hinted at before, this will be a MAJOR keyword going forward…

Rick Jones

4. AVAS067 Rick Jones75 PointsChase: His dial is 5 Clicks long for 75 Points, which might seem a tad expensive for a Secondary Attacker (don’t be fooled by the Mind Control and Perplex that show up on Click 2–this is a Secondary Attacker’s dial, not a supporting dial). But when you consider that his first Trait (Summon the Heroes I Grew Up Reading About: At the beginning of the game, place a Captain America Bystander Token (as included with this card) adjacent to Rick Jones. When a Bystander Token placed by Rick Jones is KO’d, place a Bystander Token included with this card adjacent to Rick Jones as per the following: Bystander Token KO’d; Bystander Token Placed; Captain America; Namor. Namor; Blazing Skull. Blazing Skull; Captain America. This ability can’t be ignored.is basically a perpetual motion machine that continuously generates Tertiary Attackers. 

Rick’s second Trait is almost as good (Galactic Burst of Immobilizing Light: Once per game, when Rick Jones isn’t on his first click, give Rick Jones a double power action when he is adjacent to an opposing character. Give all opposing characters on the map an action token. For each opposing character you can’t give a token, deal that character 1 Unavoidable Damage.). Did you get all that? In case you didn’t, let me summarize. It said “Galactic Burst of Immobilizing Light: Once per game, take another turn after this one.”

I mean, that’s almost how good that power is. Rick Jones doesn’t even care where the opposing characters are on the map. Give them all an action token. When you time it correctly, you basically shut them down for an entire turn. And keep in mind that Rick Jones is only 75 Points! That Points cost is looking a lot better now, isn’t it? Well, there’s more!

He also has a 10 Range with three Bolts and he has access to both Telekinesis AND Penetrating/Psychic Blast on his first 3 clicks! Yup–he can get your big hitter into position and then follow that up with a Penetrating Attack of his own. And since that pushes him to his second Click, he actually gets BETTER!

Expect to see him R.O.C.’ing the Meta soon.

Portrait of an Avenger.

Portrait of an Avenger.

3. AVAS037 Manifold58 PointsRare: Yup. He’s reeeeeeaal good. The perfect Taxi/Tertiary Attacker for your Avengers Build. Or, you can bring him in with his ID Card and pump someone’s Movement up by +3 (incidentally, I’m finding that ID Cards are a great way to take your opponent by surprise, especially when used late game by a piece that’s all but defeated.).

For a more in-depth look at Manifold, plus a couple of Ninwashui-created Builds featuring him, click here!

Goliath

2. AVAS066 Goliath98 PointsChase: Another piece we’ve previously discussed, I just think he offers so much versatility in addition to being a solid piece in his own right. But any piece that lets you COMPLETELY change the complexion of your Build AFTER THE GAME HAS STARTED deserves a special place on this list!

Juston Seyfert AVAS

1. AVAS020 Juston Seyfert40 PointsUncommon: How does a little dude from a nearly-forgotten early-00’s title and who deals NO Damage for his entire dial end up with the #1 spot over an entire set’s worth of Avengers and their classic villains?

By opening up a whole new subset of Builds. His Trait (Rebuilt From the Ground Up: When building your force, choose a friendly character with the Robot keyword. The chosen character is Juston Seyfert’s Sentinel.) combined with his Attack Special (Program In a New Prime Directive: Give Juston Seyfert a power action if he’s adjacent to his Sentinel. When he does, his Sentinel may be given a move action as a Free Action and then it may make a close or ranged combat attack.) essentially gives any Robot-keyworded a BETTER version of Multi-Attack. Yes, you read that correctly. A BETTER version of Multi-Attack, one of the best abilities the game has ever seen! 

[EDITOR’S NOTE: The wording is slightly wonky in terms of where the phrase “as a Free Action… ” is used. The designers stuck it between the clause that says you can give Juston’s Sentinel a Move Action and the clause that says the Sentinel may then make a close or ranged combat attack. Just trust us, it works exactly how you think it does: you get to move and then attack for free, and then either move or attack again (with the Damage Depletion Modifier). For a slightly more detailed explanation on how this all works, check out the Wizkids Event System ruling regarding Juston Seyfert.]

On top of making your best piece twice as good as it normally is, Juston also rocks a top dial Stealth/Outwit combo on his first two clicks, followed by a Sidestep/Robot Support Special on his bottom two.

So far, the best candidate to become his Sentinel in 300 Point Modern Age is Ragnarok, but the Age of Ultron SLOP is adding a ton of Robots to the game (as well as an Entity that can Possess Robots and make them even better), so we’ll see where this goes. But if you’re someone who enjoys coming up with shenanigans, then Juston Seyfert is the piece for you!

[EDITOR’S NOTE: FUN FACT: Yes, there are characters out there who could potentially attack more than twice in a turn in certain scenarios. For example, if you can get AVAS059 Korvac to his fourth click (it’s a Stop Click, so it shouldn’t be hard) while keeping Juston in good shape, then you get to move half of Korvac’s Movement Value and unleash THREE separate attacks (with the DDM, mind you) in one turn. At that point, Korvac has a 10 Movement with Phasing/Teleport (which would be halved in this example), a 12 Attack with Pulse Wave, 5 Damage and Probability Control. He’d have a 7 Range for the first attack and a 9 Range thereafter. Oh look! Once again, Jerry Seinfeld has something to say to your theoretical opponent:

Seinfeld Good Luck

And if you manage to pull this scenario off and still lose the game… I’ve got nothing for ya. Especially since you can just push everyone next turn and do it all again.]

We told you before in this article, and we’re going to say it again. “Robot” is now a keyword to be feared.

 

Whew! We’re at 6500 words and counting, so I think this is as good a time as any to quit while we’re ahead. So there you have it. Those are the best figures in the Avengers Assemble set. Now, Ninwashui is going to be along here in a couple days with a second opinion on who the best pieces in this set are. Just remember while reading his poorly researched ramblings whose opinions you REALLY trust the most…

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

 

 

 

Power Struggle!! (Or, Do Some Standard Powers Need Fixin’?!) (Or, The Fourth Night of Clix-Mas!!)

[EDITOR’S NOTE: We are knee-deep into the Twelve Nights of Clix-Mas!! Night One, Night Two & Night Three have come and gone, but you can always click on any of the links to catch up if you missed a night!]

Get it? It's literally a 'power struggle.' Cuz, like, they have powers! And they're, y'know, struggling!

Get it? It’s literally a ‘power struggle.’ Cuz, like, they have powers! And they’re, y’know, struggling!

Welcome back!

Watchlist 3 was released a little while ago, which means that there are figures and/or mechanics in the game that the Powers-That-Be are taking a look at to see if they’re too strong to the point that they hurt the competitive balance of the game. That got me to thinking (always sketchy territory, that)… what if WizKids took a look at some of the Standard Powers currently in the game to see if they too needed some TLC. They’ve done it before (most recently in 2013, when they added the Pink Powers), so it’s not completely unprecedented.

Now, not every Standard Power is created equal; some are just always going to be more useful than others, and that’s fine. That’s intended from the designers, even. But some powers are so useless, you could take them out of the game and no one would notice! That’s not good, but we’re here to help.

Now, Ninwashui touched on some of the weaker powers last year; and yet, some of the same problems still exist. So I’m going to take another brief look at some of the standard powers in the game that I think are either weak or outdated, and talk specifically (as in, the exact wording I’d use) about how to fix them!

 

The Weak Power All-Stars:

 

Black Panther Leap Climb

Leap/Climb:

You don’t have to take my word for it; WizKids doesn’t even like this power. Why do I say that? BECAUSE THEY NEVER GIVE IT OUT ANYMORE!! Honestly, there’s, like, 10 Marvel Modern Age figures that have Leap/Climb top click. That’s 10 out of roughly 30,000 different Modern Age Marvel dials [EDITOR’S NOTE: That is a rough estimate.].

Before I get going on why Leap/Climb sucks, let’s look at the current wording:

Give this character a move action and move it up to its speed value; during this movement, this character adds 2 to its d6 roll when breaking away and can use HeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / Targeting. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Doesn’t seem so bad, until you realize that a ton of different figures have many of those Improved Movement abilities as, y’know, IMPROVED MOVEMENT ABILITIES!! As in, they have the power already and it doesn’t take up their Movement slot!!

Think about the last time you played Engineer or Chase Super Skrull, where you can choose any Movement power you want. Would you ever in a million years choose Leap/Climb? No, you wouldn’t, because you not an a-hole.

How I Would Fix Leap/Climb:

Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. During this movement, this character adds 2 to its d6 roll when breaking away and can use HeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / TargetingHeroClix Improved Movement / Targeting. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Boom. We just made Leap/Climb awesome!!

I know what you’re saying.

You: “Uh, you just added Charge to Leap/Climb.

Me: “Your damn right I did! Why? Because just about any character who should have Leap/Climb is a character who probably moves and attacks a lot in the comics. Thus, Leap/Climb shouldn’t just be a static ability that no one uses–it’s meant to represent characters like Black Panther or Spidey, characters who jump from foe to foe or scale walls at a moment’s notice.”

You: “But won’t that just make Charge obsolete?

Me: “Not at all. Toughness is a lesser version of Invulnerability, but I would hardly call Toughness obsolete. It’s just not as good as Invulnerability. Leap/Climb would simply be a better version of Charge, in that same way. And you would expect it to cost more, as well.”

There! Now, if you design a bruiser who just pummels people in the comics, you can give him regular ol’ Charge. But if you have someone who bounds around a lot in the comics, you can give them the now superior Leap/Climb! You’re welcome.

 

Cyke blasting Cap

Force Blast:

Ninwashui has talked several times before about all the reasons why this power both literally and figuratively blows. When it can only be used against adjacent characters, but something like 90% of close combat-based figures ignore knock back, you have a problem. Let’s look at the current wording real quickly:

Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already.

That last sentence about being able to choose to generate knock back if you want when you attack is a new addition from the 2012 wording of the power. That one line was WizKids’s last attempt to “beef up” Force Blast. A noble effort, to be sure, but it’s still not quite good enough. This power is probably gonna require some major surgery if it’s to be saved.

How I Would Save Force Blast:

Give this character a close combat action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already. When this character targets an opposing character with the  or HeroClix Tiny Symbol symbol, knock back can’t be ignored.

So I did a couple things here. First, I changed it from a power action to a close combat action. You may be asking why.

I said, you may be asking why…

You: “Oh! Uh, yeah, um, sorry, I didn’t realize this was a recurring gimmick for this article. <Ahem> Uh, why did–”

Me: “Why did I change Force Blast from a power action to a close combat action? Good question.”

You: “Uh… thanks?”

Me: “By making it a close combat action, I’ve done a couple things. First, Force Blast now interacts with stuff. Like Charge! Or the new Leap/Climb I just gave you. Yes, it would share the same dial slot as those other two, but that hasn’t stopped other figures from gaining, say, Charge and Flurry at the same time. We can give figures a white power that allows them to use both powers simultaneously. Also, there are certain Relics or Constructs that would allow a character to have both powers as well.”

You: “That almost sounds useful.

Me: “I’d agree! Sure, it would still be hard to deal damage with Force Blast–it would still have to be used very strategically. But by now being able to combo with other move-and-attack powers, you can actually set up a Force Blast in one turn instead of hoping to get one off over two turns. Your opponent would have to be really careful about their figure placement around a Force Blaster, or they could be taking some knock back damage, or at the very least end up in a different spot from where they wanted to be. Which is how it should be, as opposed to how it is now, where you usually don’t care whether or not an opposing fig can even use Force Blast, unless you plan on landing right next to them and then not do anything for a turn. Which, y’know, is pretty rare. Unless you like using terrible strategies.

You: “They would definitely have to be more careful–this is is true. But I’m not sure that dealing damage was ever the primary intent of Force Blast.”

Me: “That’s a very good point. Here’s my counter-point:  I’m don’t know that there ever was a primary intent behind Force Blast, since, once again, MORE THAN HALF OF THE FIGURES YOU’D WANT TO TARGET WITH IT ARE IMMUNE TO KNOCK BACK!! Also, we’ve made it so many of the characters in the game that you’d actually want to use it against would actually be affected by it, instead of simply ignoring it without having to burn an Outwit. Like they’re able to right now.

You: “But it seems like you stole that last part of the fix from Ninwashui’s article–

Me: “Moving on!

 

Batman Smoke Cloud

Smoke Cloud:

This one is a pretty simple fix. The current wording:

Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.

How I Would Boost Smoke Cloud:

Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes. If this character has not already been given a move action this turn, this is a free action instead.

Look, this power was almost useful. The power itself is fine–people use it all the time with Brother Voodoo or when someone is assigned the “Net” Construct. The common denominator there is that people really only use this power when it’s a free action, so that’s what I’ve done. Now, I’m not trying to break it, so it can only be used as a free action under certain circumstances, but this power would see so much more use with this wording.

You:”Okay, that is almost exactly what Ninwashui proposed in his article last year.”

Me: “Oh really? Well, is Ninwashui here right now?

You: “Uh… no?

Me: “Okay then. So I guess it’s my idea now, isn’t it?”

 

Superman Invincible

Invincible:

What? Invincible? No! This power is epic, you say!

This power is epic, YOU SAY!

You: “Oh. We’re starting the section like this? Uh, okay. This power. Is. Epic.”

Me: “Wow. That was a really stiff line reading. Regardless, I agree. Invincible has been a great addition to the game. But I think it actually needs to be just a little bit stronger to really fulfill it’s role in the game as the ultimate damage stopper. This fix would also help balance another power, so it’s almost like a two-for-one special!

You: “If you say so.

Me: “I do say so. But first, let’s look at the current wording:

Half of damage dealt to this character is ignored.

How I Would Improve Invincible:

Half of damage dealt to this character is ignored. This power can’t be ignored.

Admittedly, this is a small tweak that has MAJOR ramifications. It would also take Pulse Wave down a very small step, which I would argue needs to happen anyway, since Pulse Wave has no natural predators–it’s the best way to deal damage with a Standard Power in the game. Honestly, it’s probably a little TOO good. Well, this would help that.

Some people would argue that this revision would in turn make Invincible too powerful.

You: “<Sigh> Horror. Of horrors. This revision would make Invincible too powerful. Oh. No.

Me: “Okay, you know what? If you’re not gonna do the gimmick right, I’m just gonna monologue.

You: “Please do! I’m running late for work as it is and I don’t actually remember agreeing to do this in the first place–

Me: “That’s not important right now.”

Where was I? Oh yeah–I would argue that Invincible can still be Outwitted, so making it un-Ignorable isn’t a huge deal. Now, there are some cases where characters who have Invincible also have either Power Cosmic, Quintessence or some Trait or Special Power that says their other powers can’t be countered. Does my revision suddenly make Invincible unfair? What could you possibly do to get damage through in these situations?

Actually, it’s pretty simple:

Deal 2 damage.

Honestly, that’s the only threshold you’d have to hit to get damage through against someone with Invincible. Nothing’s changed there. Instead of unfair, I’d argue that it’s EXTREMELY fair. Most characters in the game deal at least 2 Damage on most of their clicks, so it’s a lot harder to get stuck late game against an Invincible figure without a way to deal damage than it would be against a piece with Impervious or Invulnerability.

 

Okay! That’s all for tonight! Thanks for sticking around. We’ll probably have something COMPLETELY DIFFERENT for tomorrow’s Clix-mas entry…

Until then, stay safe, and watch where you draw your lines of fire!