Local Tournament Report – 9/03/14 @ Gamers Gauntlet (War of the Light Month 4)

Local Tournament Report

It’s been a little while I wrote a solo article. I’ve been having a mini vacation while at the same time submitting superior Lantern builds and beating Hypefox at his own article. Vote for me in his poll. It’ll be awesome.

In the meantime I attended War of the Light month 3 at Comics N’ More. I sat next to HypeFox as he pulled the only entity… again. Between that and my round one battle (which was the slowest game of HeroClix I ever played – Lost 0 points to 40) I just didn’t have the heart to write the month 3 battle report. The one good part of that was that I got experience playing Sodam Yat. On my team, he wasn’t KOed the whole tournament. Unfortunately, opponents kept knocking him to his 9 attack value click and ignoring him. A trick I would remember.

astros-butt-slide

This is what War of the Light Month 3 looked like for me.

Gamers Gauntlet in Clinton Township is not my usual venue, but I thought it would be nice to try for a change. Turns out there are some great guys there. I’m still loyal to my regular venue, but I wouldn’t hesitate to go back to Gamer’s Gauntlet again. Special thanks to Dan for letting me borrow his White Battery and constructs when I came with none of my own. [EDITOR’S NOTE: Seriously? You forgot your Power Battery again? My God, man!]

LOCAL TOURNAMENT REPORT!!

The Format: Each participant is given 1 boosters of the limited edition War of Light DC Heroclix wave 2 set and another of a recent set. From the figures contained within the two boosters, competitors must make the best 400 Point army they can and compete in 3 Rounds of competitive play. You can also include standard objects and any war of the light constructs and resources you’ve acquired so far.

What I Opened:

SLOSH002 Saturn Girl

SLOSH007 Shrinking Violet

SLOSH028 Lightray

SLOSH034 Starman

SLOSH046 Superboy

WOL006 Star Sapphire Recruit

WOL014 Rankorr

WOL022 Katma Tui

WOL024 Saarek

WOL036 Bleez

My Jujitsu works on Ion. That's right... I'm a ninja.

My Jujitsu works on Ion. That’s right… I’m a ninja.

What I Played:

SLOSH007 Shrinking Violet

SLOSH034 Starman

SLOSH046 Superboy

WOLR101 Power Battery (White Lantern Corps)

WOLR306 Star Sapphire Ring

WOLR201.05 Crossbow (White)

WOLR201.06 Decoy (White)

WOLR201.07 Catapult (White)

WOLR201.08 Scissors (White)

WOLR201.09 Nurse (White)

That’s right I went to a War of the Light event and played a SLOSH team. The team abilities were just too good to pass up. Shrinking violet could share her 19 defense using by copying Starman’s JSA Team Ability OR she could Outwit through Stealth using the Superman TA. Having a team with 19 base defense across the board in sealed doesn’t happen very often. Starman also has an exceptional defensive abilities. Add in shared Willpower from Superboy, and then everyone gets Shape Change and Mystics from the Battery when I use the Star Sapphires ring (which, as far as War of Light rings go, is severely underrated). This team would be considered “great” in constructed and I was playing sealed. I’d hate to be facing it.

Fun fact: in HeroClix you can outwit Medusa with a Gallon of Conditioner.

Fun fact: You can render Medusa powerless with a Gallon of Conditioner.

Round 1 versus WOL026 Sodam Yat, GOTG039 Medusa, and a WOL002 Red Lantern Recruit. I won map roll and we played on the Black Mercy Map. That meant there was no elevated and no blocking terrain to hide behind. My Range focused team had a huge advantage. I don’t remember all of the details of this match, but I do remember the ending. I had KOed everyone but Sodam Yat and surrounded him with my team. Between my Shape Change and his Decoy and Impervious the game ended up looking like we were playing dice masters. I counted at least 6 turns going by with no one able to land an attack even though everyone was based. We just started rushing through turns and they lasted 20 seconds each. The game still almost went to time. It was ridiculous.

stargirl

She was secretly in the final running to become the new Captain America.

Round 2 versus SLOSH033 Stargirl possessed by ION, WOL030A Guy Gardner (Star Sapphires), WOL038 Dex-Starr, WOL002 Red Lantern Recruit, WOL006 Star Sapphire Recruit. We played on the same Black Mercy map that gave my team a huge advantage in round one. I moved up the board unafraid and my opponent was almost completely unable to hit my defense. I started off by hitting the Red Lantern Recruit from Range not wanting to face his penetrating Pois0n. Next I outwitted the special power on Guy Gardner and the Star Saphire Recruit so I didn’t take Mystics damage. I was then able to pick them off at will. As much as my opponent was missing me I also couldn’t touch his remaining characters. Dex-Starr had two Unoutwittable defensive abilities and Stargirl usually had Unoutwittable Impervious and Energy Shield Deflection.

I still hadn’t taken any damage up to that point and then Dex-Starr Pushed to hit for 2 on Starman. Thankfully that was the exact opening that I needed. Starman got Pulse Wave after being hit. The next turn I moved all my characters away and used Pulse Wave to KO Dex-Starr. I had done 4 damage to Stargirl and I was aiming for the kill on the following turn when the judge called time.

 

In one form or another I ended up fighting this guy all night.

Round 3 versus WOL026 Sodam Yat, WOL016 Soranik Natu, a Green Battery, various constructs, and a green ring. This turned out to be a really good game. No more Black Mercy map. This map had elevated to block my LoF. I started off by moving to the middle of the map and putting the crossbow on Superboy. My opponent used TK to move up Sodam Yat. Sodam then activated Charge, grabbed and Ultra-heavy object, and KOed Shrinking Violet just that fast. My remaining two characters had Running shot so I took two shots at Sodam Yat. Unfortunately the Shield and the ring combined to give him +3 to his ranged defense and I missed. He assigned the Decoy to Soranik and cleared Sodam. I assigned the Nurse to Starman and cleared. He charged and attacked Starman and missed. Starman’s trait added another token to him (awesome). On my turn I hit him for 2 damage with Starman and knocked him to click 3. He cleared. On my turn again Superboy missed again and Starman knocked him to Click 5. On his turn he activated Hypersonic, hit Starman for 3, took a Mystics damage, and ran Soranik away. We all cleared on the next turns. I used the Nurse to Regen Starman for 2. Seeing that I could heal to full, my opponent used Hypersonic and ran back to attack Starman. He missed and this time the second token gave him a pushing damage.

We each continued to damage our respective Lanterns by using powers and soon we each got each other’s Batteries to the end of the dials. I was on click 19 he was on click 20. Suddenly all of the stats on the characters in play went up by +2 or +3. The rest of the game went fairly quickly after that. Sodam Yat took a couple of hits right away and was on his last click. He couldn’t KO Starman without be KOed by mystics damage so he ran. I went after Soranik. She did 6 damage to Superboy, but he only took three due to invincible. Soranik was KOed the next turn. Sodam Yat tried to KO my power battery to even the odds. Unfortunately the power battery takes printed damage minus 2. In this case it was only one damage. It survived. The following turn Superboy KOed Sodam Yat with a running shot.

Conclusion: I won all of my matches, but I actually took second place on points. Thankfully, that was still enough to earn WOL112 Atrocitus.

What I Learned:

  • Anyone with a star rod is awesome. I mean SLOSH034 Starman and SLOSH033 Stargirl. Star-lord doesn’t count. Both had Traited defenses that were just killer in the games I played tonight. Stargirl was helped a lot by being possessed by Ion, but it seemed like she is able to add energy shield deflection almost at will and the was my teams “Kryptonite” tonight. Starman’s jujitsu that adds a token happened at least three times tonight. That’s so disheartening for your opponent, especially when it happens to their 250 point WOL026 Sodam Yat.
  • WOL026 Sodam Yat is good as long as you pay the full point value, but his offense isn’t that great until you get to the Ion clicks. I remember playing him several times in month 3 just wanting opponents to do damage to him so that I could play the Ion clicks and finally be able to KO someone. I turned the tables and gave my opponents that feeling this tournament.
  • People have been saying WOL038 Dex-Starr isn’t worth the points he costs, but after seeing him in action I tend to disagree. His defenses are top notch and his Penetrating Poison starts with an easy push to click 2. Add to that the fact that he can be carried by just about anyone and Dex-Starr seems like a winning piece to me.
  • I didn’t give SLOSH046 Superboy the credit he deserved in my SLOSH top 10. He’s a very competent attacker and his ability to grant Willpower to adjacent figures can make teams like the one I played much better. 18 with invincible to start with is very good. I’d definitely play him again.
  • Apparently the SLOSH set was the most over powered set to come out recently. Doubt me? Ask the ROC Champion or the HeroClix World Champion (You’ll definitely get the same answer from both since they are the same guy).

99 Figures But A Superman Ain’t One!! (Or, A Second Opinion on SLoSH!!)

That's high praise!!

That’s high praise!!

The title of this entry notwithstanding, I’ve decided NOT to open with some lame, jokey observation about how–unless you pull an exceedingly rare Chase–Superman is completely missing from a set that has his name in the title. But only because, at this point, everyone has beaten me to it.

Having said that, my initial impressions were similar to those of Ninwashui. Not a ton of filler crap, and most of the really weak figs aren’t commons for once. At the same time, I feel there are several comments I need to make about the set as a whole before I highlight certain figures.

1. Even more so than IIM, Improved Targeting is going to be a THING going forward (don’t get Hunter Smith and the guys at Dial H For Heroclix started–they’re all but convinced this mechanic will destroy the game), and figures that see through blocking or (Lord forbid) elevated terrain without some sort of MAJOR restriction are going to be extremely tough to deal with. Let’s take a quick look back at IIM–remember we told you that Iron Pharaoh’s day was going to come (Ninwashui even wrote up a few army builds that have since popped up in one way or another in some recent ROCS), since his Golden Falcon, Soaring let you see through just about ANYTHING? Well, the Pharaoh is VERY good, but he does have one major restriction–his falcon can only “soar” three spaces, and he can only draw a line of fire three spaces from the falcon, so his range with that Improved Targeting: Everything, You Bastard! is fairly short.

I am a thing, going forward. Ever forward...

I am a thing, going forward. Ever forward…

So we fast forward to SLoSH, and the designers have decided that they suddenly don’t need to be as careful with range any more. I’m not going to give away the store here (just keep reading for my TOP TEN!), but when rating these figs, I’m starting from this premise:  If a character sees through ANY type of Terrain, that’s a huge bonus. If they have a Range greater than 8, that’s also really good. But if a character can see through at least one type of Terrain AND has a Range greater than 8? These are the characters most likely to break the game–and if/until they end up on Watchlist 2: The Reckoning, they are going to be the characters you will want to be fielding when you really want to build a cutthroat army!

Shawties.

Shawties.

2. The sculpts are very cool in this set! They’ve finally found a way to scale size so that the Giant figures actually ARE gigantic compared to normal-sized figs and yet are just a bit shorter than Colossals WHILE STILL FITTING IN A 5-FIGURE BOOSTER. Yes! Well done, WizKids!

3. Remember early Clix, when seeing a Wildcard team ability on a character not named Spider-Man or Doctor Doom was so rare you could count them on one hand? Well, this ENTIRE FREAKING SET has either the Legion of Super Heroes TA or the Calculator TA. Even characters who have other team abilities (like Mon-El or Emerald Empress) STILL HAVE ONE OF THE WILDCARD ABILITIES! That means two things:  First, in sealed, any non-wildcard TA has even more value than usual because, chances are, EVERY OTHER MEMBER OF YOUR ARMY CAN COPY IT! Second, when constructing an army for an event with SLoSH pieces, many of the tentpoles in this set get much better depending on what TA’s they can copy, so you’re going to have to be really careful in who you surround them with. This is a change from IIM, when you were much more focused on what keywords your supporting figs had.

Alright! Let’s go right in to five…. HONORABLE MENTIONS!!

5. Slosh046 Superboy (Super Rare): Yuck. I hate when I let Ninwashui do his set reviews first, cuz sometimes we end up with the same conclusions. This is a very solid figure; Mon-El is simply better in every way for the points. It’s the same argument I made back in the IIM set review we did a few months ago, and I’ll continue to harp on it here:  don’t pay retail value for figures that you can get on a moderate to steep discount! Case in point:  between Mon-el and Superboy, they both have the same TA’s, they both offer Leadership and move and attack powers, but Mon-El’s stats and power distribution are simply better (Hypersonic Speed where Superboy has Running Shot and–eventually–a limited form of HS, etc.). Superboy is a better supporting piece with his top dial Enhancement and Trait that offers Willpower to those less fortunate souls on your team who didn’t come equipped with it, but honestly, in a three hundred point game, who’s running a 175 point piece to support smaller priced figs? And yet, Superboy can still hold his own as a main attacker; he’s just not Mon-El. In higher point games, where you want to swarm your opponent with a legion of, well, Legionnaires, Superboy starts to gain ground on Mon-El for the extra few damage-free actions he’ll give his teammates. And of course, if you’re already using a Prime elsewhere in your build, Superboy would become your selection by default. But there’s just not many build situations where Superboy and another Prime are going to be better than Mon-El any whatever you want to team him with. Superboy is good, but everything he offers is just not quite enough to crack the actual Top Ten…

4. Slosh004 Science Police Officer (Common): Now this is a cool lil’ supporting piece. His Damage SP (TACTICAL DEPLOYMENT: When an opposing character within 8 squares is given a free action, if that character has been given a non-free action this turn, after actions resolve, deal that character 1 unavoidable damage.) is nifty and annoying to your opponent, but I’m actually more impressed with his 6 Range and Police TA for 45 points. 

3. Slosh011 Sensor Girl (Common): The definition of a pest. She sees through Hindering Terrain (i.e. Stealth) and other characters, she has Shape Change and a Traited Perplex-lite ability that does juuuuuust enough to be annoying (ILLUSIONS SEEM REAL: Sensor Girl can use Perplex, but only to modify an opposing character’s attack or defense value.). Combine that with a Wildcard TA, 10 Attack and Probability Control, and you have a 75 point nuisance that can really grind some of your best characters down in really subtle ways, as I found out firsthand at my venue’s SLoSH sealed event (Stupid Sensor Girl. Grrrrrrrr…).

2. Slosh024 Lex Luthor (Uncommon): The usual sort of Luthor piece that we get, except someone Frankensteined all of the best Luthor powers and abilities from past figs together into a 150 point piece of aggravation. He gives the Superman Enemy TA to any adjacent lower-costing figure, he also gives them 18 Defense through his 18 Defend, he starts out with Flying and Invulnerability AND 3 damage with Probability Control. Just a bucket of yuck if you’re sitting across the table from this piece. And if you’re actually playing him… where are you in your life? How did it come to this? Harvey Dent once said that “You either die a hero, or you live long enough to see yourself become the villain.” Well, brotha’, by playing this piece… you’ve finally lived long enough to see yourself become the villain (What? Bitter? Me? Why would I–well, yeah, I did get beat with a Luthor/Sensor Girl team at the SLoSH sealed, but that has no bearing on my impartiality as a set rater, I assure you…).

My opponent from the SLoSH sealed event.

A portrait of my opponent from the SLoSH sealed event this past week.

1. Slosh008 Phantom Girl (Common): Wow! Where did she come from? A lil’ 72-point package of usefulness, Phantom Girl sports some good keywords (Future, LoSH), good Defense values (17 w/Super Senses that eventually turns into an 18 w/Energy Shield/Deflection!), a top dial Move and Attack Special Power (PHASING ATTACK: Phantom Girl can use Incapacitate. When she is given a move action, after actions resolve, she may be given a close combat action as a free action, targeting any one opposing character occupying a square she moved through.) that lets her suppress figures that your opponent intentionally leaves behind his main attack force (medics, barrier technique guys, Iron Pharaoh or Fantomex, just to name a few) and another ridiculously awesome top dial Flying/Phasing Special Power that can nerf your opponent’s heaviest hitters (INTANGIBILITY AND DISRUPTION: Phantom Girl can use Phasing/Teleport. When she uses Phasing/Teleport and passes through any squares occupied by characters holding an object, she may remove any of those objects from the game. When she uses Phasing/Teleport and passes through characters assigned any relics or resources, those characters can’t use those relics or resources until your next turn.).

So let’s break this down. I give her a Move action with Phasing/Teleport. She moves through, say, an opposing Batman who’s been assigned the Utility Belt and that I couldn’t otherwise see because of Stealth. Suddenly, Batman can’t use the Belt next turn and–after I’ve safely hidden Phantom Girl around a corner, or on Elevated, or wherever, I get a free close combat attack that will at worst feature a 10 Attack with 2 damage. Again, for emphasis: She COMPLETELY NERFS opposing resources and relics just by Phasing through the figures using them. In yet even MORE words, Phantom Girl uses move actions to turn your opponent’s precious Infinity Gauntlet into a soft, spongy orange children’s toy. And they snuck her in as a Common. Okay WizKids. Good game. You got me with this piece. I did not see Phantom Girl coming (which, I guess, was the point, right? I mean, she IS called Phantom Girl, after all).

Whew!! Okay, we’re just getting started here, so now that we’re done with the preliminaries, I give to you… the Top Ten Figures in SLoSH!!

Darkseid saw your meme, destroyed it, and replaced it with his own.

Darkseid saw your meme, destroyed it, and replaced it with his own.

10. Slosh044r Darkseid (Rare): I keep hearing oh, he’s too many points to build around. Oh, he’s too many points for what he does. To which I say, uh, no, y’know, uh, I kinda, y’know, I’m gonna go ahead, and with all due respect, y’know, I’m just–I’m gonna disagree, kinda, and stuff, if that’s cool? Y’know, with you? Oh, wait, that’s not what I say at all. That’s actually my opponent talking after I’ve made him COWER BEFORE DARKSEID.

I’m going to go back to my premise from above:  Does he see through at least one type of Terrain (Oh yeah–3 different types, actually!)? Is his range greater than 8 (Yup again–it’s 10–with 2 bolts!)? As Ninwashui likes to say, when a figure does something that no other figure or very few other figures can do, someone, somewhere out there, is gonna figure out how to break that figure. He can Outwit figures that can’t even see him. He can shoot through blocking with no fear of a forced reroll because your Prob specialist can’t see him either until it’s too late (or unless her name is AvX Scarlet Witch, but that’s a whole ‘nother discussion).

He’s got too many powers to list here, but one (BOOM TUBE TECHNOLOGY: If Darkseid has no action tokens, he can use Running Shot and Improved Movement: Ignores Characters. If he has one action token, he can use Phasing/Teleport, and when he does, he may be given a ranged combat attack as a free action after actions resolve.) bears special mentioning. When you combine Boom Tube Technology with all of his Improved Targeting powers and vast range, there’s not really anywhere to hide from Darkseid. If you’re on the map, he’s gonna come find you. He’s certainly not unbeatable, but you have to be SO damn careful with your positioning (while knowing full well that it just may not matter!) that’s it’s mentally exhausting. That’s not a part of the game we cover too much, but it is a factor. You’re going to make mistakes playing against Darkseid; you just have to hope that your opponent doesn’t capitalize on all of them.

9. Slosh201 Cosmic Boy (Common): Another duplicate from Ninwa’s list, although I have him a shade higher. I love figures that allow armies to exist where otherwise there would be nothing; he’s not quite Duhg, but he’s close. His Trait (WELCOME TO THE LEGION: When you build your force, choose one character of 50 points or less. That character gains the Legion of Super Heroes keyword and “wing symbol” this game. If your force includes other characters with this trait, you may increase the point value of your chosen character by 50 points if this character doesn’t use this trait.) is actually shared by some other Legionnaires, so it’s not exactly proprietary, but he is the best fig with which to Welcome folks to the Legion for two reasons:  firstly, he takes up the least amount of points in your build. Seems straightforward enough, but this is not the last time a figure will make it on this list simply because it’s the most cost-effective use of a broken or near-broken Trait. Second… Cosmic Boy is actually MORE than just the trait. He’s got top dial TK, Willpower and Perplex–all for 70 points. That makes Rokk Krinn one of the more efficient dials in the whole set, even before you throw in his Trait!

8. Slosh 17b Cheetah (Uncommon PRIME): Another good dial that starts getting silly when you add in some Wildcard potential with the Calculator TA. She’s got a Movement SP (POUNCE MY PREY: Cheetah can use Leap/Climb. When Cheetah resolves a move action, you may give her a close combat action as a free action.) that gets her into the fray quickly AND lets her make an attack right away, and her 19 Defense against close combat attacks means she probably isn’t going anywhere, unfortunately for your opponent. But the best part? She’s only 90 points. It’s like they took all the best aspects of the most efficient Charge/Blades pieces from the last couple years and distilled them into this Cheetah.

Good luck.

Good luck with all of that.

7. Slosh Solomon Grundy (Super Rare): Grrrr! More agreement with Ninwashui. Well, that’s only going to increase as we get closer to the top. Grundy here is as ridiculous as Ninwashui made him out to be. Solid to slightly above average Attack values, solid to above average Damage values, a fairly easy way to auto heal a click of damage every turn or two, some move and attack… and, oh yeah–he’s almost impossible to KO. Strike that–you can KO him; he just ain’t gonna stay dead for any length of time. Your best hope is to Outwit Impervious and knock him straight through those Invincible clicks. Good luck.

6. Slosh055E Validus (Super Rare): Awesome sculpt. An even better figure. His Trait is (stop me if you’ve heard this before) COMPLETELY RIDICULOUS (MONSTROUS BODY: Validus can use Super Strength and can’t be targeted by Penetrating/Psychic Blast. At the beginning of your turn, roll a d6, and on a result of 4-6, Validus can immediately use Pulse Wave as a free action with a locked damage value of 2, ignoring friendly characters.). Improved Pulse Wave for free. Every turn, there’s a chance that happens. Whaaa… ? I know what you’re thinking, and yes, he’s a freaking WILDCARD as well. They really did give everyone a Wildcard TA. Here, now and for the first time, I present the minutes from one of the development meetings at WizKids from the time SLoSH was being created:

Designer 1: “Uh, hey guys, we gave him 12 Attack, Psychic Blast and you already said he’s immune to opposing Psychic Blasts…. and now you want to give him a chance to bust off an improved version of one of the best attack powers in the game every turn. Are we sure we want to release him like this? No one’s gonna want to play against a figure like that.”

Designer 2: “You’re right. No one will play him. Let’s make him a Wildcard too.”

Designer 1: “That’s not remotely what I was suggesting.”

Designer 2: “No, that’s good work. Great suggestion.”

Designer 1: “[Heavy sigh.] I’m going to lunch.”

Behind the scenes at the WizKids figure development lab...

Behind the scenes at the WizKids figure development lab during Validus playtesting…

5. Slosh048 Tellus (Super Rare): Another “army enabler,” Tellus possesses some of the best top dial skills (Probability Control, Telekinesis) and this Trait (LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.). You will want to build armies around this guy. He is extremely “breakable.” It may take a month or two, it may take six months, but you will see Tellus become a top performer at ROC.

4. Slosh040 Emerald Empress (Rare): She comes packing her own relic (EMERALD EYE OF EKRON: At the beginning of the game, place an Emerald Eye of Ekron relic token in Emerald Empress’s square. This object doesn’t count towards your force and is described on the back of this card. Emerald Empress automatically succeeds when rolling for the Emerald Eye of Ekron. When Emerald Empress is assigned the Emerald Eye of Ekron and has two action tokens, she can use her speed powers as a free action.) and she knows how to use it:

(EMERALD EYE OF EKRON (SPECIAL OBJECT):
Immobile
Relic Roll: 6
This character can use Mind Control, Incapacitate, Improved Targeting: Ignores Hindering Terrain, Ignores Characters, and isn’t dealt unavoidable damage from Mind Control. When this character takes damage from an attack, Emerald Eye of Ekron is placed in an adjacent square. Characters may attempt to be assigned Emerald Eye of Ekron more than once per game.).

Four damage top dial with Outwit? Sure! Free Mind Control or Running Shot after her second action token? Okay!! Even at 190 points, she’s highly efficient and will help you out-action your opponents with her relic.

3. Slosh059 Guardian (Chase): Comes equipped with the best Chase Trait I’ve ever seen (THE GROWING DARKNESS: At the beginning of the game for all friendly characters with this trait, you may remove one attached game element from an opponent’s resource and, if it is a relic, assign it to a character with this trait. At the beginning of your turn, roll 2d6 for all friendly characters with this trait. If the result is lower than the sum total of all of these characters’ click numbers, then modify all opposing characters’ combat values by -1 until your next turn.), 9 Range (with 2 bolts for the Energy Explosion he gets mid-dial), 11 Attack with Penetrating/Psychic blast, Running Shot top dial and an 18 Defense. And all that is assuming that your opponent isn’t playing the Utility Belt, Infinity Gauntlet, Book of the Skull or Power Plant. Cuz if he is, Guardian gets even better! Also, he’s the only Chase fig with 2 stop clicks (PACE WARP: When this click is revealed, stop turning the dial. Guardian can use Phasing/Teleport. When he does, after actions resolve, he may immediately use Regeneration as a free action.)! Definitely worth his 207 points… cuz you can still play him with our #2 fig…

2. Slosh057 Lydea Mallor (Chase): Okay, imagine that same “The Growing Darkness” game-changing Trait that Guardian had; now put it on a figure who’s less than 80 points. She’s also a close combat nuisance who can zip around Hindering Terrain, but her Trait is the reason she’s so highly sought after. That Trait shouldn’t appear on any figures less than 150 points; Lydea Mallor is 79. Where I come from, that’s a bargain!!

"I'm a bargain no matter where you come from, genius!"

“I’m a bargain no matter where you come from, genius!”

1. Slosh005b Mon-El (Common PRIME): Well, it might be anti-climactic, especially since I broke Mon-El down in Superboy’s Honorable Mention blurb, but the facts are the facts… Mon-El is a beast. If you want to compare him to IIM’s number one figure, I’d still rather build around Silver Centurion (who was also a Common PRIME), but it’s close. The Torpedo secondary attacker that SC brings with him (along with the fact that he’s immune to Psychic Blast and Pulse Wave, the two best attack powers in the game) give him the advantage. But Mon-El is still destined to power some really NASTY teams in the future.

Well, there you have it. I’d do a 5 Worst Figs section as well, but Ninwashui pretty much nailed it (Toyman is an admirable attempt to inject fun builds into the game… and a complete failure at the same time. So useless…).

WizKids top executives initial reaction to the reveal of Toyman's dial...

The initial reaction of top WizKids executives to the reveal of Toyman’s dial in a preview on Heroclix.com…

And you know how much I hate agreeing with him…

And that brings an end to our coverage of the SLoSH launch! Hope you enjoyed it! See you Sunday night for the Weekly Roundup!!

Superman and His Amazing Friends? I don’t remember that cartoon… (Or a set review for SLoSH)

I'm not even in this set, but I'm still in this article. Why? Because... I'm Batman!!!

I’m not even in this set, but I’m still in this article. Because… I’m Batman!!!

About the set:

I liked this set in terms of playability, but as far as big name characters it’s doesn’t have a lot. No Batman, no Wonder Woman, no Green Lantern, no Flash, and barely a Superman. A true title for this set would be Legions of Heroes, Villians, and Doom.

As for playability most of these figures aren’t going to completely change the meta, but they are all at least average. There aren’t many real stinkers. Even the generics (blight, daxamites, science police) are all pretty good. It should be fun for sealed play.

The chases are pretty cool and just like previous sets their all share the same trait. It’s an awesome trait designed to literally end the “Hammers raining from the sky” meta all by itself. You’ll want at least one in your collection for that cheesy guy that still plays the Book of the Skulls at your local venue.

The current meta:

In my listings below I judge the current meta based on what I’ve seen from recent tournament reports. (Mostly from the ROC) Unlike the last time I looked at the Meta, today’s Meta is wide open. There has been a movement away from resources, team bases, and colossal figures at tournament venues by player demand. That combined with the watch list changes has caused the field to be wide open. Brother Voodoo seems to be the consensus for the most powerful figure available, but beyond that there seem to be no other patterns in winning tournament teams. Almost anything has a shot now.

My 5 honorable mentions for best figures in the set:

5. SLOSH046 Superboy – This is a great figure that in another set would likely have made the top ten. What’s the problem? SLOSH005B Mon-El is in this set with the exact same point cost, almost the same keywords, and purpose on the battlefield. There just aren’t many times you’re going to reach for Superboy when you have Mon-El available. That’s also why you aren’t going to see another mention of SLOSH018 Ultra-Boy in this review.

4. SLOSH038 Black Manta – He’s probably not going to win the next ROC, but his trait is fun and it seems like a really good representation of the character. On the right map he’s literally invisible. On the wrong map he’ll look like a fish out of water.

3. SLOSH021 Wildfire – I loves me some stop clicks. Stop clicks with Regeneration are even better. Add Impervious to that same click and it’s just awesome. This is a tentpole that won’t be KOed without a fight. The only thing keeping him from making the top ten is that his combat values are low for his point cost.

2. SLOSH022 Gates – If you’re going to play the Legion of Super Heroes on your team then this answers the age old question of how to carry a bunch of flying characters. Even outside of this set he can carry any flyers you have. Green Lanterns – check. Kryptonians –check. Once his taxi usefulness is at an end he can be an effective tie up piece thanks to his high movement and defensive ability.

1. SLOSH041 Universo – He has an incredible array of defensive powers for his point cost. Unfortunately, his offense is only mind control. If you’re opponent is playing lots of small characters then this guy is great. If your opponent is playing 1 300 point character, then Universo’s usefulness will be limited.

The top ten figures from the SloSH set:

10. SLOSH201 Cosmic Boy – At 70 points Cosmic Boy can be a great support piece, but the real reason he made it to the top ten is his “welcome to the legion” trait. Suddenly all your wildcard pieces can gain almost any TA and not lose theme team. Try this: SLOSH201 Cosmic Boy + SLOSH005B Mon-El + TT001R Robin = 295 points of win. Batman, Superman, and Titans TA all together on a theme team!

9.  SLOSH037A The Riddler – You can leave this guy in your starting area if you wanted and he could irritate your opponent all game. He has stealth to keep him safe and smoke cloud to frustrate opponents. For 55 points his perplex anywhere power seems really good.

8. SLOSH049 Solomon Grundy – For 200 points you get one of the Hardest to KO figures we’ve ever seen. He’s essentially 11 click long (or more) with a stop click after click 8. He’s got super strength and outwit for his entire dial and invulnerability is his worst defensive power. If you give him a team that supports him well (aka a tker) then he can do quite well.

7. SLOSH027 Kalibak – Step 1 grab object. Step 2 clear tokens. Step 3 three teleport and hit opposing tent pole for 6 damage on the other side of the board! You’ll want to wait for good positioning so he doesn’t get piled on by the opposing team after teleporting, but this guy in the right circumstances can end a match very quickly.

6. SLOSH024 Lex Luthor – Back in 2002 CT043 Invisible Girl showed us that 18 defense with defend is a great thing to have. It’s still true today. Lex here is a capable attacker and makes a wonderful leader for just about any team of smaller characters. Probably the best Lex ever made.

5. SLOSH055E Validus – 12 Attack with 8 range, running shot, and psychic blast makes for a great ranged attacker. His defense isn’t great, but trait granted super strength and his crazy pulse-wave-every-turn trait make him just as deadly up close as he is at range.

4. SLOSH048 Tellus – This figure has good defenses, but the only reason to play him is his “LINK TELEPATHICALLYtrait. I’m not sure of the exact way to break it yet, but it seems like this is the best candidate in the set for a new watch list. Someone is going to figure out a way to make this trait unfair.

3. SLOSH057 Lydea Mallor – All of the chases are at least good. This one is the best. She’s a close combat attacker that resembles JL001 Batman, but she also flies and has that crazy trait that nerfs resources to uselessness. Oh and a fun stop click power at the end. I loves me some stop clicks (with regeneration and a built in escape mode).

2. SLOSH042E Helspont – This piece does everything well. 7 range and outwit for offense. Impervious, shape change, and self healing for defense. TK, leadership, and perplex for support. Just a really solid character.

1. SLOSH005B Mon-El – 12 attack, 10 range, hypersonic speed, super strength, 18 impervious/defend, Superman TA, Wildcard, 175 points. This is the best 175 point character I have ever seen. This is likely the best tent pole character under 200 that I have ever seen. 10 Range rarely show ups on modern figures under 200 points. The same thing with 12 attack (unless you’re batman, wolverine, or hawkeye). To have them both on the same figure is just awesome. Add in the defend that provides 19d to team mates and you’ve got a winner.

The five worst figures from the SloSH set:

5. SLOSH047A White Witch – 87 points for a character with that hardest promotion power power ever printed. I’ve rarely pulled off regular promotions, good luck with this. Her MYSTICAL ENERGY power is situational and in general your opponent can mostly ignore her and focus on your figures that actually do something.

4. SLOSH051 Takion – This character wields ultimate power… for 3 clicks. Then his dial turns into incompatible powers. Steal Energy and Energy Shield Deflection? That’s not a great combo.

3. SLOSH052 Highfather – His trait stopping the opponent’s highest cost character from attacking had better come in handy because he doesn’t offer much else. If an opponent’s best character is 100 points and you’re spending 130 points to stop it, then your opponent has the advantage. Plus you’ll have to leave him in the back, because one successful attack on him cancels his whole trait.

2. SLOSH037B Edward Nigma – A character’s normal version should not outshine its prime in usefulness. This one has that problem. His mind control is good, but he has to be within 6 to use it and with only shape change for defense he’s likely going to get shot up setting up his attack.

1. SLOSH050 Toyman – Attaching toys mostly provide defensive abilities, but that’s pointless because he has no offensive capabilities. Outwit is the limit of his support capabilities on click one. He’s 87 points for him and 1 attached toy, but his dial without a toy would be worth 40 points at best. He has mastermind, but you wouldn’t want to use it because any other figure you could put damage on is probably better. He’s completely ignorable in any real battle.