You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Or as I would like to officially call it: The Sidekick Domino effect!!!!
The set isn't even out yet and the technacalities are running wild.....Lets say that I put a Sidekick card on Batman and Robin to raise Robin's defence right, THEN I play another Sidekick card and choose Robin and Spoiler. If Spoiler is to get Robin's defence value instead of her own.....then would that mean that Spoiler also gets to share Batman's defence value?
I am now imagining a Sidekick spiral of multiple characters each recieving the defence value of the figure before them in the chain until it gets back to the original high point Sidekick figure.
Also, keep in mind that you only get the improved defense with the little sidekick is attacked. Never at any other time. So you'll never ever ever ever ever get some weird chaining effect. Okay, maybe in a weird situation when multiple characters are attacked at the same time via Energy Explosion. But that's it.
If the Atom's sidekick V-Robin has a sidekick of Ma Kent, Ma Kent will virtually never get a 20 defense. If Ma and just Ma is attacked, she might get Robin's defense (16) instead of her own (12). Can Robin use the Atom's defense (20) and give that to Ma Kent?
[size=big]NO![/size]
Not unless Robin is also being attacked at the same time. So, big whoop. A pog's got a 16 defense as it doesn't leave Robin's side. For a total cost of 22 + 2 + 10 = 34 points. That's totally worth it... not.
Like SimonMoon5 said, the 'chain' can't work unless each part of the chain would be somehow attacked at the same time, allowing the feat to use 'transitive value' like JSA/Defenders. Considering the point value, adjacency, and 'being attacked' restrictions on this card, and it's really not very useful. The obvious choice to me when I saw the card (at first) was KC GL... then I saw that the characters can't carry each other either, and dismissed the card completely. Sure, KC Flash or GL or the Atom can lend their big 20's to another fig (that costs half or less than they do), but only when they're adjacent (but no carrying together allowed).
Since they'd have the same defense and would be right next to each other, wouldn't the opponent just target the bigger character in the first place (and therefore knock down the Sidekick's available defense)?
To me, this is the Fastball Special of the Icons set - looks like fun on the surface, but in the end the card's too restrictive for any real usefulness. It might've been handy to lower the cost to 5 if the characters share a team ability... but it still seems like a waste.
Personally, I would've preferred a card like this: Sidekick
Choose two characters with different point costs. The character with the lower point cost is considered to be the 'Sidekick', and the character with the higher point cost is considered to be the 'Mentor'.
Once during your turn, the Sidekick can use any one power that is currently showing on the Mentor's dial.
When the Sidekick is Knocked Out, the Mentor takes a click of pushing damage that ignores Willpower and team abilities. Remove this Sidekick from the game and immediately award its Victory Points to the opponent.
Cost: 10*
*Cost is 5 if the Mentor and Sidekick chosen share the same team ability.
I think that card would see a lot more play... but oh well.
im not sure about that sidekick card either... imagine like Firelord taking HSS from Count Nefaria
i think maybe as long as they are adjacent they can share AV's with the higher cost figure.... or make an attack together that counts only as 1 action to your team... but they both still take a token
Eww. Hmm, maybe you're right. How about a slight adjustment:
Sidekick
Choose two characters with different point costs that share the same team ability. The character with the lower point cost is considered to be the 'Sidekick', and the character with the higher point cost is considered to be the 'Mentor'.
Once during your turn, the Sidekick can use any one power that is currently showing on the Mentor's dial.
When the Sidekick is Knocked Out, the Mentor takes two clicks of pushing damage that ignores Willpower and team abilities. Remove this Sidekick from the game and immediately award its Victory Points to the opponent.
Cost: 10
Any better? Sure, it could still be abused... but can't everything in this game?