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I like this version of Wanda, simply based on the fact that she's different from all of the others and is designed to take advantage of support from other Brotherhood characters.
@alexanderp: Yes, the ability can trigger on any player's turn. The longer the game goes, the more Hex tokens you'll be able to pile up.
Im not sure why.....full dial of super senses. Punish opposing characters for attacking her. Find a way to give her the Mystics team ability and now she can deal 2 damage everytime someone attacks her! (There are multiple ways) And her hex magic tokens are freaking fun! Shes 75 points and she can psychic blast bruisers to oblivion...there is nothing "Disappointing" about her.
Im not sure why.....full dial of super senses. Punish opposing characters for attacking her. Find a way to give her the Mystics team ability and now she can deal 2 damage everytime someone attacks her! (There are multiple ways) And her hex magic tokens are freaking fun! Shes 75 points and she can psychic blast bruisers to oblivion...there is nothing "Disappointing" about her.
I don't put much stock into Super Senses since it's only a 33.3% chance to actually evade the attack, plus Precision Strike negates it entirely. I'd rather her have actual Mystics instead of an outwittable proto-Mystics. I don't see the point of her Hex Magic tokens since they actually help the opposing team. Psychic Blast is nice yeah, and outwit. If there is something I'm missing here please show me lol.
I don't put much stock into Super Senses since it's only a 33.3% chance to actually evade the attack, plus Precision Strike negates it entirely. I'd rather her have actual Mystics instead of an outwittable proto-Mystics. I don't see the point of her Hex Magic tokens since they actually help the opposing team. Psychic Blast is nice yeah, and outwit. If there is something I'm missing here please show me lol.
With how the power was explained to me in the thread about the op kit, her ability to knock off up to 3 from someones attack at the cost of giving them a limited perplex is huge. She could essentially cost your opponent crucial hits to them winning the game. If used effectively, you could very easily have crippled them beyond repair before they even have a chance to use the small boost to attack they get as a result of her power. Pair her with destiny and ttpc from brotherhood and your opponent might not ever get the chance to make you roll for super senses.
I don't put much stock into Super Senses since it's only a 33.3% chance to actually evade the attack, plus Precision Strike negates it entirely. I'd rather her have actual Mystics instead of an outwittable proto-Mystics. I don't see the point of her Hex Magic tokens since they actually help the opposing team. Psychic Blast is nice yeah, and outwit. If there is something I'm missing here please show me lol.
When your opponent makes an attack and they hit you can then reduce the total by 3, so essentially your opponent has to roll 3 higher than your defense to hit who they are attacking. They can't use the free action to remove tokens during the actual attack only after the fact. And even then they have to use free actions to remove the token (can be helpful if you have ways to limit your opponents free actions or if they have less then three characters left) to gain the +1 for each token removed, yet you can use her ability again reduce the total by 3 again essentially canceling the bonus out. But like I said they have to have the characters available and be able to use the free actions to remove the tokens to be able to not be in the negatives every turn. On top of that she has Outwit, 3 damage with PB, and can possibly deal damage when she is hit. Seems like a steal for 75 points to me.
When your opponent makes an attack and they hit you can then reduce the total by 3, so essentially your opponent has to roll 3 higher than your defense to hit who they are attacking. They can't use the free action to remove tokens during the actual attack only after the fact. And even then they have to use free actions to remove the token (can be helpful if you have ways to limit your opponents free actions or if they have less then three characters left) to gain the +1 for each token removed, yet you can use her ability again reduce the total by 3 again essentially canceling the bonus out. But like I said they have to have the characters available and be able to use the free actions to remove the tokens to be able to not be in the negatives every turn. On top of that she has Outwit, 3 damage with PB, and can possibly deal damage when she is hit. Seems like a steal for 75 points to me.
In stating that they must be given a free action to remove a hex token and modify a friendly character's attack value by +1, this by nature of itself limits it to once per character per turn. A character may only be given a free action to activate an ability once per turn, so the only way that this would go above +1 per turn would be if you've given hex tokens out to many opponents who can separately activate it.
In stating that they must be given a free action to remove a hex token and modify a friendly character's attack value by +1, this by nature of itself limits it to once per character per turn. A character may only be given a free action to activate an ability once per turn, so the only way that this would go above +1 per turn would be if you've given hex tokens out to many opponents who can separately activate it.
Well it just says opposing characters can remove a Hex token to modify any characters attack by +1 it doesn't say the one taking the free action must be the character with the tokens on it.
Although I did miss that it said modify any characters attack value by +1. So that makes it not quite as good as I thought. You could attack me and I could reduce your attack total by 3, then have your characters take free actions to pump up another one of your characters attack by 3 that turn and I wouldn't be able to use Scarlet Witches effect again this turn.
One of my favorite fun teams is three triplicate girl, and fiddler. Fiddler bumps them to a nineteen, and they have the super crazy ability to reduce an incoming attack by up to six(!)
Fiddler also has mind control to bring them in, and prob to reroll those crit hits. I am beyond excited to bring Wanda here into my triplicate girl team. You rolled an 11? You actually hit a two
Well it just says opposing characters can remove a Hex token to modify any characters attack by +1 it doesn't say the one taking the free action must be the character with the tokens on it.
Although I did miss that it said modify any characters attack value by +1. So that makes it not quite as good as I thought. You could attack me and I could reduce your attack total by 3, then have your characters take free actions to pump up another one of your characters attack by 3 that turn and I wouldn't be able to use Scarlet Witches effect again this turn.
Im not so sure from the wording that any opposing character can be given a free action to remove a token off another character. I can see this being read both ways, but your take on it seems way more out there then the character with the token being given the free action.
When have we ever seen a character be given an action and have absolutely nothing to do with the effect the action generates? I can't think of any examples of that.
I can see the Green Battery and Scarlet locking down free actions for everyone or a lock down from close quarters with Sloth.
Your opponent could just counter your hex right away if they had 3 other characters to give free actions too. But in the late game with one or two figs left good luck ever hitting again.
Note that these modify the roll so there are still three -1 modifiers for their attack and three +1 modifiers for your defense. A total change of 9, that is a game changer in any game.