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So, this thread is for clix that you have, want to use, but can't for the life of you get them to work well. I have had many of these issues in the past with some of my favorite clix, but I am sure it has happened to most of us. Feel free to post what clix you desire to play but can't get them to do their job, and we will try to respond with a good build/strategy to help them work.
I'll start. These are some clix I own, but can't figure out how to use them to their full potential:
ASM Blackheart- awkward amount of points, unusual action token pacing, unsure how to use the demon pogs. A list of issues that have made this awesome character more confusing than, well.... awesome.
WatX Cyclops (Chase)- Lot of points and powers, but most only help other Phoenix users. Since he is my only phoenix clix I have at the moment, what are some good teams to build around him without other Phoenix keywords?
WatX Mojo- Lots of complicated and unusual powers based on keywords and Mojo's Line of Fire. This one is less about a team build (but I'd still take one ) and more about how was Mojo meant to be used/placed for maximum effect?
i only have one i havent had luck with and thats avengers prime. when i use him, it gets taken down pretty easily.
as for your pieces op, i havent used them so i have no advice to give.
132-60 matches, 20 tourney wins (67-100) 2013
223-112 matches, 31 tourney wins 2012,Arcadia Grand prix runner up 2012,Arcadia Grand prix Runner up 2013
ROC West Coast Winner Co-Main Event 2013
ASM Blackheart- awkward amount of points, unusual action token pacing, unsure how to use the demon pogs. A list of issues that have made this awesome character more confusing than, well.... awesome.
Blackheart and Iron Monger 2.0 from IIM are a pretty great pair. Monger's Rewire You For Explosives trait is readily abusable with the demon pogs since when they die they reattach to Blackheart to be used again.
Surprisingly, I actually suck w/ Team Bases. Granted, I rarely use them anyway, so I always forget to turn my asset dial, what everyone on my asset dial does, the theme prob thing where I can choose to have theme prob regularly, or for the team base to have prob.
For the pieces mentioned by the op, I've only used Phoenix Five Cyclops, and thanks to his other trait, he's really good w/ the other X-Men pieces, especially Hope Summers since she also has the Phoenix Force keyword, so they can both use that special Leadership to take tokens off of each other.
Blackheart and Iron Monger 2.0 from IIM are a pretty great pair. Monger's Rewire You For Explosives trait is readily abusable with the demon pogs since when they die they reattach to Blackheart to be used again.
Never thought of that. Good thinking!
How is this for an extremely annoying Suicide Bomber Team:
Iron Monger 2.0- 135
Blackheart- 213
GG Dr Strange- 196
DOFP Pyro- 90
Triplicate Girl- 87
How is this for an extremely annoying Suicide Bomber Team:
Iron Monger 2.0- 135
Blackheart- 213
GG Dr Strange- 196
DOFP Pyro- 90
Triplicate Girl- 87
Ultimate in suicide bombing technology!
Personally I've been trying to brew a team that runs 2 Mongers and Blackheart. Some ideas I've been kicking around for the "bomb" pieces are ASM Mysterios, WatX Multiple Man and IIM Scarecrow with his Crow tokens that have poison. We should also take getting the most out of Blackheart's Soul Corrupt into account as well, which is where I feel having 2 Mongers could make the difference with that. The Running Shot on Monger 2.0 is invaluable for this.
EDIT: Also consider GG Mole Man for his special Mind Control. Blackheart has the Monster keyword so Mole Man can give him extra actions in a turn. I'm not sure about this but you could possibly use it to spawn both gargoyles in 1 turn.
I am dying to make my HeroClix 10th Anniversary Flash work, but I just havent figured out how to smash people with HSS. He has (what I feel like could be amazing) ability called Mach 3 Punch which would make guys with damage reducers easy to chip on. But I just cant get a strategy down.
I am dying to make my HeroClix 10th Anniversary Flash work, but I just havent figured out how to smash people with HSS. He has (what I feel like could be amazing) ability called Mach 3 Punch which would make guys with damage reducers easy to chip on. But I just cant get a strategy down.
I'm not really a DC player, but Mach 3 is similar to Precision Strike, so I would treat it like one.
When looking at his dial, two ideas come to mind:
1-Find a good "power giver" clix to go with him, and try to give him Super Strength. The HSS+ SS combo is always a great combo in dealing out the big damage.
1- Add an extra perplex or two so his values can be kept up to par. They aren't terrible, but a stats buff always helps.
For the pieces mentioned by the op, I've only used Phoenix Five Cyclops, and thanks to his other trait, he's really good w/ the other X-Men pieces, especially Hope Summers since she also has the Phoenix Force keyword, so they can both use that special Leadership to take tokens off of each other.
My problem is that I do not own any other Phoenix Force keyworded clix other than Cyclops. Do you know a good way to use him without having to shell out the big bucks to buy more Phoenix pieces?
As of now, I am currently trying to run this for my AvX month 2:
WATX Cyclops- 150 (w/ Cyclops Shard)
AVX Wolverine- 125 (w/ Colossus Shard)
WATX Havok- 81 (haven't decided if he need the resource)
Phoenix Force w/ 3 fragments and 2 assigned- 27
Damaged Warbot- 10
My problem is that I do not own any other Phoenix Force keyworded clix other than Cyclops. Do you know a good way to use him without having to shell out the big bucks to buy more Phoenix pieces?
As of now, I am currently trying to run this for my AvX month 2:
WATX Cyclops- 150 (w/ Cyclops Shard)
AVX Wolverine- 125 (w/ Colossus Shard)
WATX Havok- 81 (haven't decided if he need the resource)
Phoenix Force w/ 3 fragments and 2 assigned- 27
Damaged Warbot- 10
393 total
Oh nice, looks like you're using an X-Men team for the Avengers side. If you were X-Men, I would have definitely suggested using AvX Cyclops w/ the Phoenix Cyclops, since they can also take tokens off of each other w/ their leaderships. I like the AvX Wolverine, but I've always felt that he's just as effective at 75 as he is at 125. Only thing I can see at 125 is 3 more clicks and slightly higher damage and movement. I haven't used that Havok before, but I do like that trait where he ignores damage from Cyclops at ranged.
Also, as I've said in my last post, I think that Phoenix Cyclops works really well w/ other X-Men keyworded figures, just for the other trait where adjacent friendly X-Men gets +1 attack.
Mine would be BM Big Barda, the strategy was easy and sound but for some unknown reason/s, I always made a bad roll for her alpha strike and her succeeding attacks were just as bad. I gave up on her after a few games.
Another is CW Hawkeye + ATA Thunderbolt, I do have success using this combo but the rate of success against failures made me conclude that I don't have the skill to take him to his full potential. That made me start using the AVM Hawkeye-FFCW Mockingbird (total 100pts) instead, in which I had more success.
I pulled X-Man and Exodus yesterday in two separate packs (pretty good luck, IMO). Anyone have good ways to use them to their full potential? Looks like they both have a silly amount of TK powers mixed in with ranged shots.
ASM Blackheart- awkward amount of points, unusual action token pacing, unsure how to use the demon pogs. A list of issues that have made this awesome character more confusing than, well.... awesome.
Play him slowly, pull off the Red Gargoyle first turn, and get the Gargoyle in a nice central square so he can TK Blackheart where ever you need him
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WatX Cyclops (Chase)- Lot of points and powers, but most only help other Phoenix users. Since he is my only phoenix clix I have at the moment, what are some good teams to build around him without other Phoenix keywords?
Ranged X-Men figures will work best with him, and try to hunt down WXM Hope Summers as she has the Phoenix Force keyword, and plays very well with other X-Men with her special powers.
OMEGA-LEVEL MUTANT: Give Hope Summers a free action. She can use the powers of one chosen adjacent character until your next turn.
P5 Cyke offers great powers for her to copy.
MUTANT JUMP START: Hope Summers can use Empower and Enhancement. Adjacent friendly characters with the X-Men keyword modify their attack values by +1.
This power doesn't show up until Click 4, but it can really turn the tide mid/late game on any X-Men team.
Quote : Originally Posted by Escape
Mine would be BM Big Barda, the strategy was easy and sound but for some unknown reason/s, I always made a bad roll for her alpha strike and her succeeding attacks were just as bad. I gave up on her after a few games.
Another is CW Hawkeye + ATA Thunderbolt, I do have success using this combo but the rate of success against failures made me conclude that I don't have the skill to take him to his full potential. That made me start using the AVM Hawkeye-FFCW Mockingbird (total 100pts) instead, in which I had more success.
Play the Bat Signal with Barda to pull her back across the board.
Hawkeye is a double edged sword, he has fantastic offensive numbers, but only has stealth, and can easily be KO with 1 solid attack. Personally when I see him I deal with him right away. I would suggest 2 things.
1) keeping him out of harms way until you can tie-up your opponents then move him in.
2) Play him with FF Mockingbird, and the chase duo on the sideboard.
ASM Blackheart- awkward amount of points, unusual action token pacing, unsure how to use the demon pogs. A list of issues that have made this awesome character more confusing than, well.... awesome.
The suicide bomber trick is pretty fun, so the only other thing I'd point out is that you can use one of the gargoyles to TK Blackheart around to compensate for not having an early move and attack option. He has decent attack values, can deal penetrating damage for most of his dial, and is less squishy than most Mystics. Just in general, I'd say to pop the gargoyles early, use blue to tie up opponents and red to help with positioning while Blackheart attacks people who can't fight back.
On the suicide bomber idea, I'd also point out that both of the gargoyles can use carry and the astral stranges can all be carried. Food for thought.
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WatX Cyclops (Chase)- Lot of points and powers, but most only help other Phoenix users. Since he is my only phoenix clix I have at the moment, what are some good teams to build around him without other Phoenix keywords?
First of all, forget about the Phoenix Force abilities unless you either get a second p5 or want to pair him with Hope. They're nice, but unnecessary. Siege Courageous is another ability I'd mostly ignore, unless I wanted to make a quick retreat to heal or something. Pairing him with other X-men is a good idea, and he has a few good support characters to do that with.
Remember that he was a bully at this point in the comics, and his dial reflects that. Early on, he can run in, hit someone from 9 squares away, and then knock them back another 2 squares. Most opponents can't cross 11 squares AND attack back, so use that to your advantage. Hypersonic Speed is the same way, just pay attention to the positioning. Ideally, you want to move in, attack, and then move just outside of their counterstrike range. Additionally, remember that you don't need LoF early on if you can target someone else within 2 squares. That can be pretty brutal if they're trying to use Stealth to limit your options.
He's still really good at 150 points, and has a lot of options, you just have to put him in a position to lay on either PW or RCE. Another thing to keep in mind is the Invincible. It's hard to get around, and if you can get someone to use either Support or the X-Men TA, it can be even more annoying. Also, pay attention to his Leadership because he can remove tokens from anyone up to 399 points including Team Bases....and so can any Hopes you put with him. That also means that in addition to what everyone else said, she can pull tokens off of him. Lastly, he's a very shiny piece...which means most opponents will automatically give him extra attention. Sometimes the best way to use that is to make them ignore whatever the real threat on your team was.
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WatX Mojo- Lots of complicated and unusual powers based on keywords and Mojo's Line of Fire. This one is less about a team build (but I'd still take one ) and more about how was Mojo meant to be used/placed for maximum effect?
I haven't heard a lot about Mojo except that he's hard to use effectively. He can be played for bonuses by hiding in a corner, and he can do a lot of board control and even more bonuses if he's moved up. He's pretty expensive, but you could try to use him, dazzler, and longshot, and you'd wind up with a Longshot with a 13 attack, 3 damage, who always deals crits and a Dazzler with a 12 attack, precise strike, 4 damage, who can bust stealth. Not overwhelming, but it looks fun, and it can be played for under 300 points as a theme team. They move pretty slowly since they'd have to stay together, but it has options and board control, so it might be fun to play, but Mojo is kind of all over the place, so it's hard to pin down a single effective use besides moving him behind a firing squad of Celebrities.
Quote : Originally Posted by NihilistNixon
I am dying to make my HeroClix 10th Anniversary Flash work, but I just havent figured out how to smash people with HSS. He has (what I feel like could be amazing) ability called Mach 3 Punch which would make guys with damage reducers easy to chip on. But I just cant get a strategy down.
I wish they'd given flash the ability to run through walls or up elevated terrain. Keep in mind, he's best as a moderately priced harassment figure. The best use I can think of for him is to put him on a map with a lot of hindering or blocking terrain, and just have him run out and hit things and then go back to hiding while perhaps someone else ties them up (Bertha, Flock of Bats, etc.). He can also benefit a lot from resources by getting willpower, the ability to ignore terrain, and bonuses to his attack. Overall he's a good character, but remember that he probably needs another character to lay in the real damage while he does his chipping.
Quote : Originally Posted by Escape
Mine would be BM Big Barda, the strategy was easy and sound but for some unknown reason/s, I always made a bad roll for her alpha strike and her succeeding attacks were just as bad. I gave up on her after a few games.
If you're having problems with bad rolls, sounds like you need someone with perplex or probability control. Perplexers can affect her before she runs off, giving you either a better chance of hitting, or a chance to do more damage. The other thing is not to forget that she can fly, which means she can also carry. Drag along an Alfred or a Constantine, and she can still cross 10 squares, and they can make sure she hits. I'm not sure how exactly you're making her cross the map (there's several options), but if you move her support up to where she's going to boom tube from, she can catch up and pick them up from there. Also, remember that hammers make everything better if you don't care about adding a little cheese to the dish.
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Another is CW Hawkeye + ATA Thunderbolt, I do have success using this combo but the rate of success against failures made me conclude that I don't have the skill to take him to his full potential. That made me start using the AVM Hawkeye-FFCW Mockingbird (total 100pts) instead, in which I had more success.
I'm with Canada here. I've gotten trouble from Hawkeye so much that I try to lay into him as soon as I can. The thing that makes him really intimidating is that combo can bust stealth, and he has a 12 attack so he generally always hits. If there was an easy way to give him penetrating blast, he'd be perfect. Still, he's not someone you want to lead with. You can use Stealth to get into position, and then use Running Shot to run around your heavy hitters and peg threats. He's got multiple targets, and you can use him to knock even heavy hitters onto a preferable click. When he gets hit, you should get that Incap explosion, so I'd keep that handy for slowing down enemies. Also, keep in mind with the changes to EE, he does more damage to the people caught in the blast than the person he targets.
Quote : Originally Posted by conk2000
I pulled X-Man and Exodus yesterday in two separate packs (pretty good luck, IMO). Anyone have good ways to use them to their full potential? Looks like they both have a silly amount of TK powers mixed in with ranged shots.
A lot of the things I said for Cyclops would also work for X-man. Use the insane range and HSS to keep people off balance. I'd personally only do the TK if you wanted to use the extra range or if you need to deal some penetrating damage. Otherwise, he's pretty point and click, although that last click of Invincible never ceases to confuse me.
The trick with Exodus is to remember that he can basically make three attacks per round. You start with PPB to deal 5 penetrating damage, then you can use TK to either move someone or make another attack, and then he can possibly get another attack using PPB, assuming, I think, that he didn't use Running Shot before. Read up on it here http://www.hcrealms.com/forum/showth...ghlight=exodus
but also expect it to be errataed in the next Player's Guide, which is due out any time now. Otherwise he a nice ranged beatstick for the Acolytes and/or Magneto.