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So, I was thinking of figures that could absolutely dominate with the Warbound feat on, and R Shazam came to mind. The Mystical keyword is still a little small in scope, but here's what I managed to come up with for 300 points, non-Floor.
At present, the most min/maxed Warbound sponge for Shazam seems to be E Question. I considered Wiccan, but Shazam can't carry him.
R Shazam! - 105
.+ Warbound - 5
E Question - 53
.+ Warbound - 5
comes to a total of 168, forming the core of the team. The rest of the team varies a little...
Complete Mystical Theme:
R Shazam! - 105
.+ Warbound - 5
R Green Lantern - 85
.+ Warbound - 5
E Question - 53
.+ Warbound - 5
R Scarlet Witch - 35
.+ Warbound - 5
Total: 298
Theme is a good idea for this team, because Poor Teamwork could harm it quite a bit. Warbounded Shazam shouldn't really worry about Malice much, because he can use it to activate himself and should really be making an attack every turn from then on. The problems are that Green Lantern isn't as optimal an attacker as a WWX team would want, and Scarlet Witch is too cheap to do anything with Warbound.
R Shazam! - 105
.+ Warbound - 5
E Ahab - 68
LE Ghost Widow - 54
.+ Protected! - 8
E Question - 53
.+ Warbound - 5
Total: 298
This is closer to optimal (and in the interest of comic accuracy, Ghost Widow really ought to have had the Mystical keyword, but I digress) but almost undoubtedly still isn't. As mentioned above it has problems with Poor Teamwork, and I just threw it together in 2 minutes so it probably has a number of other kinks to work out.
Anyway, what are your ideas for R Shazam + Warbound?
The Mystical team you have may be the most optimal choice if you're looking to go theme (which I agree that you should).
The only thing I might change is swapping out The Question for Yondu as Yondu would make a much better secondary attacker if Shazam is injured. On the other hand, The Question provides Perplex and a Stealth barrier, so really I think some playtesting would be in order to determine which of the two would work better.
I'll just chime in that I think you will reap a much greater benefit from theme than from ideal team construction. Map choice will be fairly important with your hit and run Shazam. Ignoring Poor Teamwork, Exhaustion, and IIF will help a lot. And since you'll have a couple pieces waiting for the Warbound token, they would also take the theme Probability Control tokens.
Gargoyle and Val can use Defenders TA. Park them in hindering and have Gargoyle carry the Tombstone and he has a 21 DV from range for the first shot, 19 after.
Have Wiccan sit next to Gargoyle and Gargoyle can snipe using Wiccan's Enhancement and his own PC, plus that high DV. With Val kept in reserve for any close combat attacks.
Then R Shazam can use the Warbound on Wiccan and push him if necessary. Actually, Wiccan might be able to use it on Shaz to get over the activation click more quickly.
(It's a damn shame that T-bolts is retired. It would work really well with Wiccan as a Defender to share DV. And I agree that Ghost Widow should have the Mystical keyword!)
Aren't you stuck giving Warbound to every character on your force with your chosen keyword?
From the Feat text:
"Choose a keyword. All characters on your force that have that keyword are assigned this feat."
Cost 5*
"*: Per character on your force with the chosen keyword."
You can still dodge around this with some builds -- choose X-Men as your keyword instead of Mutant, yet still have a Mutant Keyword theme team -- but for most teams it seems like Warbound is a requirement on every person on your theme team.
And to stay on topic, I'll build R Shazam and Hellbaby with Warbound, Ambush Bug and Krypto.
--wyld
When our story opens, the Question is investigating an impossible locked-room murder mystery involving a midget and a 6'6"-tall call girl into heavy bondage. Don't worry, I'll explain later. It's all vitally relevant.
--Alan Moore, Twilight
Also, the piece being assigned the action token must be Half or Greater than Half of the points of the figure doing the action. In other words, Shazam needs to be teamed up with someone 53 points or higher to take that token.
Jarimy123 - "The Infinity Gauntlet - Giving new guy Lou a shot for the first 2 rounds since '99"
2x R Shazam w/ Warbound
2x SR Scarlet Witch w/ Warbound
I think that's 300 even.
You generally want to push the witch anyway. All of the PC would be wonderful. Dual barrier is always helpful. The double Shaz attack is always swell.
Why not? Because Scarlet Witch is less than half Shazam's points, so she can't take Warbound tokens for him.
Quote : Originally Posted by antedoX
The only thing I might change is swapping out The Question for Yondu as Yondu would make a much better secondary attacker if Shazam is injured. On the other hand, The Question provides Perplex and a Stealth barrier, so really I think some playtesting would be in order to determine which of the two would work better.
Yondu's a pretty good idea, but there's a few reasons why I went with Question:
1. Perplex, as you mentioned.
2. Mid-dial PC.
3. Points 1 and 2 give him some usefulness without requiring to make any actions of his own, so he can take Warbound tokens and still support the team.
4. Mid-dial Willpower so he can take more Warbound tokens without hurting himself if he really needs to.
5. Stealth blocking, as you mentioned.
6. If Shazam needs to overextend himself and end his movement in close vicinity to enemy forces, he can place whoever he's carrying adjacent to the most immediately dangerous enemy piece so that Shazam can't be attacked by that piece. Question has better defenses in close combat.
Yondu's a pretty good idea, but there's a few reasons why I went with Question:
1. Perplex, as you mentioned.
2. Mid-dial PC.
3. Points 1 and 2 give him some usefulness without requiring to make any actions of his own, so he can take Warbound tokens and still support the team.
4. Mid-dial Willpower so he can take more Warbound tokens without hurting himself if he really needs to.
5. Stealth blocking, as you mentioned.
6. If Shazam needs to overextend himself and end his movement in close vicinity to enemy forces, he can place whoever he's carrying adjacent to the most immediately dangerous enemy piece so that Shazam can't be attacked by that piece. Question has better defenses in close combat.
A strong case, but I just want to point out that point 4 is somewhat irrelevant: You can only transfer tokens to figures with 0 action tokens, so Willpower doesn't really do anything unless you want Question to take an action after receiving a token.
A strong case, but I just want to point out that point 4 is somewhat irrelevant: You can only transfer tokens to figures with 0 action tokens, so Willpower doesn't really do anything unless you want Question to take an action after receiving a token.
Thanks for pointing that out, I hadn't read that part of the card.
Having Question take an action after receiving a token seems like a good idea. I actually didn't know that was possible, but I guess there isn't any rule against a figure receiving two action tokens in one turn - just taking two non-free actions in one turn.