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It's new set time once again clixers.
Follow along our primer to dominate all nine realms of sealed play. Saturnflight and Jruffing return to wage a war of words once again. Which figures are worthy of your force? Who should be cast back into the booster to learn a lesson in humility? Do either of these writers know what they're doing? Does anyone actually read these things? Read more to find out!!!
Awesome, But Impractical Boring, But Practical Inflated Ego Irresistibly Bad Keyword King Loveable Screw-up Oddly Specific Odinsleeper --- 011 Black Widow Point Breaker Power CommonThe Executioner --- Hawkeye The New Cheese008 Spider-man --- Theme Stealer Too Dangerous to Live Worthy
Targeting: Characters Not the God of Hammers: When Thor hits with a range attack, after resolutions he may use Energy Explosion as FREE, but must target a hit character. JR: Starting off our UCs, Thor functions very much as a prototypical tentpole for this set. Pen/Psy is both a great selling point and potential liability. There's just too much of it in the set to feel secure in that 18 Imp. His trait gives him some fearsome alpha strike potential. First hit and dice rolls are gonna determine a lot of fights between figures in this weight class, only invest in Thor if you have support to further tip those in his favor.
SF: Man, that is a lot of Psychic Blast! But what Thor lacks is a way to shake out of adjacency, which many pieces in this set excel at. I've been loving these figures at 50 points; but at 125, you need to have a plan for both fronts. I like JRuff's 3, understanding that he's going to be an attractive pick and asking that you take a moment to consider.
#018 Captain America
Real Name: Steve Rogers
Team: Avengers
Range: 5
Points: 45
Keywords: Avengers, Soldier
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Recruiter: POWER: Choose a character with the Avengers keyword in your KO area that hasn't been chosen for or generated by a Recruiter effect. If you do, generate a character with the Avengers keyword from your Sideline that has a lower point value than the chosen character. This game, the generated character can't be replaced and your opponent scores them immediately instead of when they are KO'd. Avengers Assemble!: Leadership. If Captain America is on and Avengers themed team, increase his Leadership result by 1. JR: Personally I'm immediately discounting recruiter as a viable option considering the build confines of sealed. Cap is a decent add if an Avengers theme team is in the cards, but thoroughly mediocre otherwise. I think he'll probably see more table time than the figure actually deserves because of making up for awkward 55 point costs on other, better, figures.
SF: There are plenty of Avengers among the commons and uncommons to think you could pull off recruitment in sealed. The bigger question is, can you afford to risk it? I don't think it's wrong to keep the option on the table. Also, JRuffing's thing about spotting another figure 5 points.
Shifting Focus: Vision: FREE: If Vision began your turn on the map, replace him with another character with this trait on the same click number. Density Shift: Phasing/Teleport. When Vision uses it, after resolutions you may give an action token to an opposing character Vision moved through. JR: I'm a sucker for Prob in sealed. Avengers has quite a bit of synergy in the lower rarities. That's really all low density Vision has going for him. He's relatively pricey and just not much of a threat. Thicc Vision might disappoint me, but this one just makes me sad.
SF: Incapacitate struggles to make itself useful, now that double-tokening doesn't deal damage. Handing out a token just for passing through someone feels like a decent upgrade- but consider that you're using a 65 point figure to give out a token by moving, an action that also struggles to make itself worthwhile. I didn't even mention the 10s, because you're not attacking when you're moving. It's a race to the bottom as you try to justify this dial on its Prob and Carry alone.
#020 The Enchantress
Real Name: Amora
Team: Masters of Evil,Mystics
Range: 6
Points: 75
Keywords: Asgardian, Masters of Evil, Mystical
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You Will Love Me: Mind Control. When The Enchantress uses it, after resolutions give each hit target an Allure token if they don't have one already. // When an opposing character with an Allure token attacks The Enchantress, modify their attack and damage -1. JR: Being right next to Enchantress is just embarrassing for Vision the friendly ghost. TK and Nu-MoE give her better ways to support the team and MC give her an actual threat on the board. Defense is a little bit soft to start for my tastes, but passing out those Allure tokens will shore that up.
SF: I approach all Mind Control pieces with hesitation, but Enchantress makes a case for herself with several team-supporting roles while you wait for your opportunity to ensnare opponents. I would have loved a 50 point option here- 75 is a bit much to spend on support- but with the right primary attackers I could find room for Amora.
#021 Skurge
Real Name: Skurge
Team: Guardians
Range: 6
Points: 60
Keywords: Asgardian, Guardians of the Galaxy, Warrior
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Dis and Order: Charge, Running Shot. JR: Skurge's flexibility on offense is certainly appreciated, but for 60 points that 17 toughness reads like a big neon "Kill Me" sign.
SF:Too Dangerous to Live
Skurge is a figure I wish I could push. While the prospect of 'either way your defenses are moot' is enticing, Skurge doesn't back that up. A great addition for Constructed play, but unless you pull Skurge with a delivery system (like Enchantress), a fragile Sealed play.
#022 Groot
Real Name: Groot
Team: Guardians
Range: 4
Points: 55
Keywords: Guardians of the Galaxy, Cosmic
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Spears and Branches: Giant Reach: 3. Quake, but deals 3 damage instead of 2. JR: I am Groot, I am Groot, I am Groot? Do you have another, faster, close combat attacker that can carry Groot in with them?
--I: am. Groot. Yes: Play Groot.
--I am: Groot. No: Probably still play Groot.
SF: You really went there, JRuff. I should just highlight your text and paste the same. Maybe the good folks at home wanna highlight your text too.
Groot looks so good following Skurge. Not because they are at all doing the same thing- Skurge is all about the penetrating damage, while Groot is a swarm buster- but because Groot has the defenses that Skurge sorely lacks. Pay no attention to those sorry 9s at the end of the dial; unless your opponent is exploiting all your weaknesses, you won't get there anyway.
#023 Nova
Real Name: Richard Rider
Team: Guardians/Police
Range: 6
Points: 70
Keywords: Avengers, Guardians of the Galaxy, Nova Corps, Cosmic, Police, Soldier
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The Human Rocket!: Charge, Running Shot. When Nova uses Charge, if he has no action tokens he doesn't halve speed. JR: The usual inefficacy vs options debate shows up again with his split focus between close and range. Perhaps he could be better at either if he was a more straightforward attacker with a strong preference. But I like Nova. Besides the defense bump I think it's the potential for full speed charge that has me so much more enamored with the human rocket than with Skurge, who's dial attempted the same schtick. It's nothing too special for a range piece to abuse their reach against a close combat figure, but that much more speed lets him dictate close combat terms to ranged fighters as well.
SF: That's a lot of 11s! Nova is well balanced between close and ranged combat, but lacks punch in either arena when you consider his point cost. Sometimes 'balanced' isn't what you're after.
#024 Dr. Annabelle Riggs
Real Name: Dr. Annabelle Riggs
Team: Guardians
Range: 0
Points: 50
Keywords: Asgardian, Guardians of the Galaxy, Scientist
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Valkyrie: FREE: If Dr. Annabelle Riggs began your turn on the map, replace her with WOTR #026 Valkyrie on the same click number. Not That Kind of Doctor: Outwit. When Dr. Annabelle Riggs uses it she can can choose a number of powers equal to the target's action tokens +1. JR: Outwit is nice. But even a fancy premium Outwit doesn't justify a 50 point figure that's essentially a non-combatant.
SF: Great when pulled with Valkyrie. Lackluster in all other situations.
#025 Yondu
Real Name: Yondu Udonta
Team: Guardians
Range: 7
Points: 50
Keywords: Guardians of the Galaxy, Ravagers, Cosmic, Pirate
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Targeting: Elevation Rally (3): All Attack Rolls. FREE: Remove one of Yondu's RALLY dice. If you do Yondu has and deals penetrating damage. JR:Exactly how impactful the Improved Targeting will be is impossible for me to say without foreseeing what your map situation will be. However it at least has the potential to be game changing and Yondu's dial is solid besides.
SF:Theme Stealer
The Guardians of the Galaxy are getting some serious love in this set (which, personally, is the biggest draw), with Yondu here proving to be one of the biggest winners. I don't even consider Yondu much of a Guardian- he's more an ally than a proper member- but I can't foresee Guardians of the Galaxy builds foregoing this guy as long as he's Modern; there's just too much to love.
#026 Valkyrie
Real Name: Brunnhilde
Team: Guardians
Range: 0
Points: 50
Keywords: Asgardian, Guardians of the Galaxy, Warrior
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Annabelle: FREE: If Valkyrie began your turn on the map, replace her with WOTR #024 Dr. Annabelle Riggs on the same click number. JR: Valkyrie is exactly the sort of close combatant that has made ranged combat feel superior for years in this game. Her slow speed and pathetic defense against range coupled with losing move-and-attack after the usual 3 damage will have her frequently KO'd or stranded before even getting a chance to close the distance and make an attack. If you manage to pull Annabelle as well they do complement each other fairly well, but neither makes much of a case to me on their own merits.
SF: I mean, that's the whole story in a nutshell, isn't it? Valkyrie is a Constructed piece, and a mediocre one at that. Without Annabelle, you're not getting anything of high value. With Annabelle, you might do something sorta cool, or you might just be someone else's easy kill. At least the last 2 clicks are cool.
#027 Shang-Chi
Real Name: Shang-Chi
Team: Team Player
Range: 0
Points: 50
Keywords: Agents of Atlas, Avengers, Heroes for Hire, Marvel Knights, Martial Artist, Spy
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The Deadly Hands Of Kung-Fu: Flurry. Pressure Points: Incapacitate. UNIQUE MODIFIER - When Shang-Chi uses it, until your next turn, hit characters given an action token modify damage -1. JR: "Pressure Points" is almost a red herring on this dial. It's a situational power at best, but luckily Shang-Chi's standard powers and values are more than enough to make him an excellent attacker. Flurry, Exploit and are all compatible now and Shang-Chi is ready to have some fun with the new combo.
SF: A part of me knows this is a great dial, and a part of me feels like I should want more. It's probably just the absolutely mundane attack value track, because the powers- especially as they work in conjunction- are amazing. I'm still not over the novelty of multiple targets in close combat.
#028 Kid Loki
Real Name: Loki Laufeyson
Team: Guardians
Range: 6
Points: 50
Keywords: Asgardian, Guardians of the Galaxy, Deity, Mystical
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We Save the Galaxy: POWER: If Kid Loki is adjacent to a friendly WOTR #053a The Destroyer, give that The Destroyer a MOVE action as FREE. After resolutions The Destroyer may make an attack. JR: I don't like this dial w/out a 53a Destroyer. Outside of that lucky happenstance I'm never gonna be happy to play this dial. But sometimes sealed forces compromises. It's entirely possible to pull a swarm that really needs some Leadership or an alpha strike strategy that loves having TK.
SF: I approach all Mind Control pieces with hesitation, but Loki makes a case for himself with several team-supporting roles while you wait for your opportunity to ensnare opponents. I love a 50 point option here- it's the only option, sure, but if I didn't write that I wouldn't be authentically repeating my assessment of Enchantress- and with the right primary attackers I could find room for Loki.
#029 Angela
Real Name: Aldrif Odinsdottir
Team: Guardians
Range: 0
Points: 50
Keywords: Asgardian, Guardians of the Galaxy, Assassin, Deity, Warrior
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JR: There's a fair few figures in the set packing the Impervious and Pen/Psy combo. Angela's Invulnerable/Exploit platter might not be as good, but she can accomplish the same idea for significantly cheaper than most figures with the former.
SF:Boring, but Practical
Angela leaves me feeling so confused! Wasn't there a 50 point Valkyrie who did so much less than this? Isn't Angela a more interesting and varied character than this dial represents? Is she really gonna bully her way into Gamora's slot on the Guardians roster?!
#030 Donald Blake
Real Name: Donald Blake
Team: Cosmic Energy
Range: 0
Points: 90
Keywords: Asgardian, Cosmic, Mystical
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No More Thors: When Donald Blake makes a close attack, his targets can't use defense powers. JR:Awesome, But Impractical
As scary as a blanket "can't use defense powers" sounds, in practice it's not gonna be that special. Most of the expensive figures in the set are already making peace with that possibility just due to the prevalence of Pen/Psy. That Pen/Psy is gonna be just as good a lot of the time, and always much easier to bring to bear than Donald Blake's short charge.
SF: No matter what that trait says, Donald Blake is still a 90 point figure dealing 3 damage.
Great read, this section really was interesting to read as I had payed a little less attention to them and initially had liked Donald Blake for the trait, but must admit without a TK he's WAY too slow and easy to pick off before he even gets to the fight. I echo SF's thoughts on Angela, disappointed in no special powers or traits, but hard to argue with the stats and powers for the cost and keywords. Yondu should be fun. Very happy to get a modern Shang-Chi, even if it feels kind of like with Angela. The traited flurry helps a lot and even though the attack special is niche, he's otherwise an awesome close combat piece. And yeah that Groot is really solid.
So, as noted before, I had the chance to play sealed already, twice.
Based on my experience with Donald Blake the first time, as soon as I saw him in my pack the second time, he was an auto play choice. His only real weakness is needing to be kept back during an initial approach so he doesn't get PBed. Once he's in the action, he wrecks. Yeah, there's a lot of PB doing something similar, but he also cuts through all the Super Senses in the set, and Combat Reflexes. One he bases a fig, even if he takes a solid hit, he's on Flurry Blades (and still ignoring those defense powers).
He's an absolute beast. 4 Shield minimum, 5 in my experience (I did have a stealth taxi for him one of games, and hard to hit taxi in the other). With TK (not uncommon in the set) he's even nastier. You should be able to find TK or a Taxi for him.
Last edited by Ignatz_Mouse; 02/02/2022 at 15:30..
Recruiting is really easy to pull off in sealed, as there as a ton of Avengers. But I agree with the lower rating, because what I saw was just an acceleration of lost points. I think for Recruiting to really work, you've got to build around the exact sideline you want to work with, and even then it's a big points gamble.
While I agreed with most of your commons, the UCs are where we part ways more often.
UC Thor is relatively pricey (still less than half the build) but his 8 range and shooting through figures (and double attack) makes him a monster. Run cheapey guys in front to prevent basing and blast through them from outside of most Charge, range and PC range. 6 penetrating damage is sick. 4 all the way as you will pull something to make him better.
I see the concerns about Skurge's defense but I'd MUCH rather have Skurge's back half dial than Groots. 2 vs 4 ? No way.
Nova at 2 ? I think the combo'd RS / Charge is great for allowing him options. Charge in for 12/4 from potentially 10 out or RS for the 3 penetrating. PD TA is a nice addition to all the range pieces and Guardians means he won't be affected by opposing PD. 3 piece - since 70 still ain't that high.
Interesting thoughts on Annabelle Riggs. It would be hard to pass up that Outwit in a set with limited set of powers - so you know you are facing lots of Imperv (assuming no Psy-Blast), Psy-Blast (protecting your own), PC, Super-senses and the ES/D or CR. I get 50 is a lot but I've never regretted getting an outwitter on my team (although I have had too much outwit before). I want to go 3- but "maybe" 2 was fair...
Visible Dials and Pushing Damage need to be optional. This is the way.
From this group, Angela is a must have and looks so much better then the last version. Enchantress is a possibility. like in the commons. But I have to see if hers and Executioners dials are better then the one I already have for my Masters of Evil theme team.
While I agreed with most of your commons, the UCs are where we part ways more often.
UC Thor is relatively pricey (still less than half the build) but his 8 range and shooting through figures (and double attack) makes him a monster. Run cheapey guys in front to prevent basing and blast through them from outside of most Charge, range and PC range. 6 penetrating damage is sick. 4 all the way as you will pull something to make him better.
I see the concerns about Skurge's defense but I'd MUCH rather have Skurge's back half dial than Groots. 2 vs 4 ? No way.
Nova at 2 ? I think the combo'd RS / Charge is great for allowing him options. Charge in for 12/4 from potentially 10 out or RS for the 3 penetrating. PD TA is a nice addition to all the range pieces and Guardians means he won't be affected by opposing PD. 3 piece - since 70 still ain't that high.
Interesting thoughts on Annabelle Riggs. It would be hard to pass up that Outwit in a set with limited set of powers - so you know you are facing lots of Imperv (assuming no Psy-Blast), Psy-Blast (protecting your own), PC, Super-senses and the ES/D or CR. I get 50 is a lot but I've never regretted getting an outwitter on my team (although I have had too much outwit before). I want to go 3- but "maybe" 2 was fair...
Agreed on all these, trust the review but was surprised these pieces didn't rate higher
I don't like enchantress; she costs too much even if she provides some utility.
I also don't agree with your Dr Riggs rating as she can destroy any miniature with her multiple outwits. Moreover she has both sidestep and energy shield to improve her survivability.
For the rest, any charge+exploit is nice and Yondu is nearly unique in the set for its improved targeting.
Is anyone else really annoyed that Skurge's rookie villain/lackey version is so much better than his Vet/hero/I've been to Hel and back and got bored in Valhalla so I'll join you on this mission version?
I like Nova as balanced. Good accuracy for character and good counter to whatever your opponent plays. Uncommons as good as commons and love the new Guardians. Shang Chi is a nice addition and will be my first Shang Chi of my collection.