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I played Shuma at 600 with nova blast, Mind control shuma with mole man move him up to the middle of the map with that 14 phasing/ teleport and Just destroyed the opponents team, every one gets 5 Penetrating damage in one turn. It's BRUTAL!
This in my opinion is the least effective out of all three dials. Its basically the 200 point dial but with a stat boost. Im not saying his top click of 19 impervious and probability control isn't impressive ....but the other two dials are better for each of their point values.
The 1000 point dial is ridiculously powerful and is able to handle armies or another colossal. 16 phasing is reminiscent of oldschool god like colossals. Nowadays you get 12 at best. The 1000 point dial is writtled with at least six clicks of regeneration for longevity and has the stats of a mild Anti-monitor. A colossal that doesn't need the Multiattack ability to be good HAS to be one badass colossal....and shuma lives up to it. I also love seeing regeneration with an 18 defense AND probability control ...that's just plain mean.
The 200 point dial is SUPER EFFECTIVE for its points! Although its only seven clicks, shuma heals one every turn and has two clicks of regeneration. Shuma only recieves one of his hypersonic speed clicks on this dial because of the low cost. But he makes up for it by getting two clicks with his tentacle attack free incapacitate to up to FIVE opposing characters! With his trait a 200 point figure (without perplex or empower) can deal a potential 10-12 damage via flurry then incapacitate right afterwards as a free attack. 200 points for a power cosmic/mystic colossal that has triple Multiattack is a ridiculously good investment. THIS is the dial I use most often.
At 600 he gets a tiny boost but its not a boost actually worth another 400 points. I've been one shotted straight to my 200 point dial starting line! Its not bad...and you get four clicks of regeneration, more hypersonic speed and maintain his trait. It just doesn't seem to have synergy for most teams. Perhaps it suffers from middle child syndrome. Either way....shuma is one of my favorite figures for being just a classic whoopass colossal with a modern touch of originality via his specials and traits.
It says, "... at the beginning of each of your turns, heal Shuma-Gorath of 1 damage."
But doesn't say at the beginning of both you and your opponent's turns.
But then again doesn't say, "at the beginning of your turn." like most cards do.
I'm not sure!
No your correct. Its most definately at the beginning of the player who controls shumas turn. Sorry for the mix up. It would be ridiculous if he healed during EVERY PLAYERS turn. Lol.....but still what I meant to type is still a legitimate statement. It really helps shuma ALOT to heal at the beginning of each of his own turns...it helps him with mystic backlash damage too! He can flurry an opponent for 10-12 damage then be forced to take a mystic. Next turn...he heals up like nothing ever happened. Just make sure to choose a "champion" that will live long.
You have to pick the highest point opposing character as the "champion," so you only get to actually choose between them if there are two or more that are tied for the highest point value.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
No your correct. Its most definately at the beginning of the player who controls shumas turn. Sorry for the mix up. It would be ridiculous if he healed during EVERY PLAYERS turn. Lol.....but still what I meant to type is still a legitimate statement. It really helps shuma ALOT to heal at the beginning of each of his own turns...it helps him with mystic backlash damage too! He can flurry an opponent for 10-12 damage then be forced to take a mystic. Next turn...he heals up like nothing ever happened. Just make sure to choose a "champion" that will live long.
Weeeell... don't forget you'd actually take 2 damage from a flurry attack.
Each successful damaging attack equals a mystic!
Im holding a Marvel v.s. capcom Shuma Gorath event tonight! A 1000 point modern aged game with special rules. Any opposing force that consist of at least ONE Street fighter based character, automatically qualifies for a generic theme team. This special rule ignores keywords. All my opponents are restricted to characters that have appeared in 'X-men children of the atom','Marvel super heroes ','Streetfighter v.s. xmen','street fighter v.s. marvel','MVC1,MVC2 and Ultimate MVC3'.
Not counting the controller of Shuma (me) the point values are as follows:
6 players-167 points per force
5 players-200 points
4 players-250 points
3 players-333 points
2 players-500
1 player-1000
Basically the reason im posting this is to ask for advice. I have decimated teams with shumas 200 point dial but he was accompanied by nightmare,mephisto,mystic doom and Moleman. Now im facing 4 or more opponents by myself with one big powerful octopus. Anyone play shumas higher point dial as of yet? If so what were some of the strategies used? Did you win/lose? Should shuma be a ranged shooter or should he use his high speed values to move in close to use flurry? Any advice or stories would be much appreciated. Thanks!
It turned out little to no advice was actually needed. Shuma gorath at 1000 points....DECIMATED the five opposing forces against him. One player was using the new Ironman/war machine 200 point duo figure, another opponent had chaos war Thor and Galactic Guardians Dr. Strange. The third force consisted of Nova prime and ironman from the avengers movie set, the fourth had Ehonda and Ryu and the last opponent used Both Colossus and Wolverine from the new wolverine and the xmen set.
Here's what happened....
Shuma phased 16 squares in setting up five squares away from wolverine and colossus. Wolverines trait allowed him to still charge with his speed modified. I didn't see that coming....his 12 attack with blades/claws/fangs actually hit shumas 20 impervious. However a simple probability control later and shuma remained untouched. Colossus then picked up a heavy object and charged in. He could've potentially dealt 5 damage...he missed and the object was destroyed. All other teams moved towards the conflict. Shuma killed colossus in one turn with flurry dealing 12 damage (8 with his reducers) . Wolverine was the next to go...he had a chance to roll supersenses but failed. At that point I felt bad.....I truly didn't realize shuma was that BRUTAL in close combat.
The iron duo paired with the street fighters moved in. They hit almost every turn but shumas first click probability control and 20 impervious combo couldn't get scratched. Shuma shot at the duo.......he missed with a 13 attack! They were standing in hindering and using their energy shield deflection effectively giving them a 21 defense which was higher than shuma! I then phased in and based them. Several failed attacks on shuma later and I colossal pushed to flurry the duo figure into oblivion. Shuma then healed back to full health. Ryu fell next....With such dread on my opponents faces they still never surrendered. Strange perplexed Thors attack up and he runningshot shuma for four damage taking mystic backlash afterwards. Thor then picked up a heavy object and charged shuma dealing FIVE exploit weakness! Shuma could no longer heal every turn because of the miscalculated death of the iron duo. Thor fell with a single flurry.
The rest involved shuma landing on hypersonic speed because of a few good penetrating shots from both nova and ironman. Hypersonic speed tore through the remaining forces with ease, the free incap only served to add insult to injury. Ehonda was the last to struggle against the lord of chaos in hopes to bring home sushi and calamari.....unfortunately it never came to be. I had no idea how good shuma was until now. Whizkids severely handicapped colossals from the galactic Guardians set by making them very beatable. They corrected this mistake with the latest round of colossals (TRIGON,Shuma etc) Playing shuma felt just as dirty as playing Anti-monitor.
Next even involving shuma I will not be restricting character choice. I think if one less player showed my opponents would've excelled with 250 points rather than just 200. Dormammu would've made them all immune to mystics and that would've turned the tides a bit.