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i was hoping anybody out there has a really good idea how to get parasite to work properly? outside of house rules allowing power/defense drain to be free actions, the best option i've found is good ol' doubletime. gives you a 16 move which is plenty to get into position. the problem is i got to sit there until i can push to steal some powers and that puts me on clix 3 where i have a 10 attack but no charge. i love his sculpt and his dial i just want it to work arg!! so far i've stolen one power, super senses, and thats a power that either NEVER works for me. any help would be very much appreciated
Retired player. Infinity Challenge - Captain America.
I really should have given him more thought by now, but I haven't. The only really obvious pointer I can give is to give him a TK launcher so you can place him near the best opposing pieces and have him act in the same turn. If you have him use Attack Drain, taking and using an opposing piece's attack power, he gets Defense Drain as a free action and can copy someone's Defense power all in the same action.
A vague start, I know, but we have to begin there. The piece is so dependent upon what an opponent fields as to make any more specific of a blanket strategy unlikely.
Since indications are that the Super Adaptoid we'll be getting in Mutations and Monsters will have the same key special powers I'lle be trying to get more of a feel for them.
I feel like the time and points that you would have to invest in the team to support him would be wasted. I love the concept of the fig but I feel like they handicapped him with his power restrictions. The fact that he has to get within 4 spaces to copy someone's power, which requires an action, and then has to sit there until next turn when he would have to push to attack. Your better off playing someone who already has the powers you want. If the drain range was longer, or if he actually stole the power so they didn't have it anymore to use against him. You'd need two TK'ers and a flier. Tk up a flier, tk Parasite, copy the power then pull him back...it's just not worth it.
i was hoping anybody out there has a really good idea how to get parasite to work properly?
Not to bust the bubble on this one, but my favorite tactic with Parasite is to leave him in his little slot in my clix shelf for Justice League. Ugh...he's terrible.
I submit that with the proper feats you might be able to at least get SOME enjoyment out of him, but as Snatreaper always says (ad nauseum), 'i shouldn't have to put Feats on a figure to make it good').
Much depends upon whether or not someone wants to play a game using Parasite. If your personal bottom line question is Will this win? then the points are better off spent elsewhere. If you're looking to field Parasite and have him battle some superheroes then you go about finding the right allies and deciding whether or not to spend 10 points on Armor Piercing, for instance.
How much more appealing would he be if he had Defense Drain on his first click, too? At it stands he's terribly vulnerable on that first click with no damage-reducers. That Phone Booth would help...
I think you're on the right track with the doubletime thing. He needs to be on his second click to be truly golden. Maybe some endurance would help him as well (hope your dice rolls are on point). This way you can push him immediately next turn and copy what you need. The problem with parasite is that you're paying ALOT of points on a character that hopes that Impervious, B/C/F, Invulnerability, Combat Reflexes, or Superstrength are on the team.
The 9 attack doesn't help him at all so ICWO (though not thematic) is almost needed on him. Remember to try and get rid of all outwit when fielding him or you will become HIGHLY annoyed. It takes a power action to get his powers back so losing what powers he stole doesn't mean you can always get that power set back.
Lastly, When stealing defense drain he can automatically use powers like barrier and regen on the spot as free actions. Basically do whatever you can to get to that second click---the first click does him no justice.
As a themey kinda guy I tried fielded him using fellow SupesEnemies but sadly he's pretty hard to 'fit' in considering how MUCH the others' point costs are too. Most of the time he 'push moves just to get the Defense Drain...
Then I tried having him carried around by Shadow Lass EV. Apparently, with good timing, you can either force an opponent to push. Don't be afraid to be hit first(SO TAKE note of how much Parasite will take should he NOT get first blood) as his dials are better of on the 2nd onwards anyway. Keep the Lass clear so she could blast away with her 3DmgV at the same time sharing her 17DfV and WC the SE TA.
If you can afford it, Dr. Polaris could very well bring what Parasite needs the most- TK and Support. (primarily so you could at least make the best use of him too...143points is nothing to sneeze at).
And ofcourse by experience THE MOST IMPORTANT factor to play him is his 4R LoF to copy powers. I always manage to forget declaring his power at the beginning of my turn too.
Well I hope I could help a lot more but...I myself really AM having a hard time with the Parasite.
I want to make Parasite work badly. I just put together a team with him to mess around a bit. I haven't come up with anything that I think will win, yet. Just playin' with ideas to see what works well and what doesn't.
What I'm thinking is that Mxy carries Parasite and Scarlet Witch carries Spymaster.
This is how I would try to run it...
So, turn-one is just carrying people onto the battlefield and using Parasite's Superman Enemy team ability and Mxy's Outwit to Outwit opposing characters move-and-attack power, if you can. At least Outwit something, if you can. When Mxy stops moving, set him between Parasite and opposing characters. He's got a better chance of dodging a hit than Parasite and Coordination let's Parasite see through Mxy for line of fire purposes so he can still Drain and Outwit while hiding behind Mxy.
Turn two, we may be pushing Mxy, but possibly not first. You can Smoke Cloud with Spymaster around opposing characters in range of Spymaster and Mxy. If you do, use Object Animation to tie up opposing characters for another round. If you roll badly with Object Animation, use Scarlet Witch to reroll. Do this to tie-up multiple characters for the next turn.
Or you can Ranged Combat Expert+Trick Shot using Spymaster to help take down a single major threat. If you do this then you can either use Mxy to carry Parasite within 4 squares of an opposing figure (I wouldn't suggest getting close to more than one) so he can Attack Drain next turn OR just let Mxy clear. Outwit something using Parasite's Superman Enemy team ability and Mxy's Outwit. Scarlet Witch has Willpower so you can push to carry Spymaster to a better location, try to lay on some more damage to the big threat that Spymaster has already laid into or get her up to elevated terrain so she can see everyone with her Probability Control and Ultimates team ability.
Turn three is getting into unpredictable territory without playing the team, but Mxy would probably have to clear and Scarlet Witch definitely has to clear. No reason to push Spymaster so he'd clear. Parasite can Attack Drain, if he's close enough. Yeah, turn three before Parasite gets into the action (aside from Outwitting with Superman Enemy team ability). If Mxy cleared instead of pushed in turn-two then he can carry Parasite to safety (making opposing characters spend actions to chase him) or Object Animation opposing characters who are standing on/next to hindering terrain/objects.
That's about as far ahead as I can see at this point.
In my experience, you use that outwit on his dial and from his TA every chance you get and try to take advantage of his power stealing abilites
People never know what to expect from him so there's many different ways to play him...every match is different so you just use him until you get the hang of it, I try to bring around certain pieces until I'm seasoned enough with them to beat most team combinations...Parasite is one of those pieces that you can't make a strategy against...the best you can do is have a crappy team =P and then you're losing anyways ahah
Call to Arms
Protected
Swingline
Double-Time
Darkness Within (on a friendly; maybe on him as well)
Endurance can pair up with late dial Steal Energy once you set it up, you might try Endurance + Call to Arms
Contingency Plan on an Ally
Haymaker
Phone Both might help
Also the EXHAUSTION BFC might help:
EXHAUSTION - can setup well for you as you might be able to copy willpower when u need it
Possible Ally Help:
Triplicate Girl - A good taxi that can give him Outwit + perplex and has the plasticity to set up his charge.
Dragon Man - Flying Giant might help tie down opposition as well to setup charge
Spitfire - could help laying some smoke clouds as defense while carrying him
Chronos - might help double base blocking taxi with PC (if u want to stay with JLA bad guys)
Deadman - might make a nice pair with a high defense phasing taxi that can setup some attack with control and release.
Iron Widow-late MM with late Steal Energy
Gargoyle - PC Both would need Darkness within
Starfox
Molecule Man - might be able to manip his barrier and pushing to get him to his high def value click while setting up Parasite safely in the fray
DR Storm is a solid taxi with Stealth
Vet Vision from Supernova or better yet LE Victor Shade
Vet Photon
Jack of Hearts - RS PW
E Mirror Master
R Mister Miracle
R Mon-El - HSS Taxi that makes outwit work
Your best bet is probably having a second threat to draw attention away from Parasite until you can set up your objective.
Not a lot really helps him except perhaps a lot of practice and good fortune.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Okay, got the chance to run the aforementioned team. Didn't go so well. Made a couple bone-headed mistakes, but I don't think it would have mattered. Went up against KC Flash, Clobberin Time Unique Nightcrawler, Clobberin Time Rookie Mandroid Armor and Supernova Limited Edition One Who Knows. Brutal to go against.
Parasite did get to Charge OWK, later following up with draining Energy Explosion and using it against KC Flash (only character in sight, aside from the adjacent OWK), but missed the attack roll by 1.
I still say he has potential. It's just hard to build a force with him.
I think the best thing you can do is have several feat/BFC combinations ready with him and decide which to play when you sit down at each game.