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wi045 U In-Betweener
Team: Mystics|Power Cosmic
Range: 8
Points: 222
Keywords: Elders of the Universe, Cosmic, Mystical
12
12
18
4
12
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18
3
12
10
18
4
12
10
16
3
10
11
18
4
10
11
18
3
10
10
16
3
10
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16
3
KO
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KO
(Special) In The End, All Must Balance Out: When In-Betweener is KO'd by an opposing character's attack, if the attacker's force has more than one character, that opponent chooses one of their characters, either the character with the highest point value or the lowest point value. If it was the lowest point value, that character is KO'd. If it has the highest point value, deal that character 3 unavoidable damage.
(Speed) Nexus Of Realities: In-Betweener can use Phasing/Teleport. When he does, after actions resolve if he has moved half his speed value or less, he may make a close or range attack.
(Attack) Equal And Opposite Attack: Give In-Betweener a free action and choose an opposing character within range and line of fire. In-Betweener can use the standard attack and damage powers the chosen character can use until your next turn.
ew040 Al Jhor Dan
Team: No Affiliation
Range: 7
Points: 90
Keywords: Green Lantern Corps, Mystical, Past, Ruler
7
10
18
3
7
10
18
3
7
10
18
3
6
9
18
3
10
9
17
3
KO
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(Special) Genie of the Lamp: Give Al Jhor Dan a free action. Choose a standard power and choose one of the following: "wing symbol", "dolphin symbol", "giant symbol", or "tiny symbol". Al Jhor Dan can use the chosen power and has the chosen symbol until your next turn.
(Damage) 1001 (Knights of Empires): Al Jhor Dan can use Perplex. If he uses Perplex to modify the same character and same value as during your last turn, he can modify it by +2 or -2 instead.
wi031 U Nico Minoru
Team: Avengers
Range: 6
Points: 75
Keywords: Runaways, Young Avengers, Mystical
9
10
17
2
9
10
17
2
9
10
17
2
8
9
16
2
8
9
16
2
KO
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(Special) Runaways: Once per turn, when Nico Minoru attacks, if she is adjacent to a friendly character with the Runaways or Young Avengers keyword, she can re-roll a 1 on a die of the attack roll.
(Special) Sister Grimm: Give Nico Minoru a free action and choose up to two standard powers, each of a different combat type. You may not choose a power from a type chosen during your last turn. Nico Minoru can use the chosen powers until your next turn.
(Special) Title Character Abilities: Title characters have special Title Character abilities indicated by a black open book or a white open book that let them gain and spend Plot Points when activating them. To activate a Title Character ability, give them the character a free action, choose the ability, and then add or remove the number of Plot Points as indicated by the ability. Title Characters may only activate one Title Character ability per turn. You may not activate a Title Character ability if doing so would result in less than zero plot points. Title Character abilities cannot be countered or ignored. Title Characters also have Continuity Effects indicated by a closed book that are always active. Continuity Effects are Trait abilities that cannot be ignored. Your force cannot have more than one Title Character. Title Characters can't replace or be replaced. :closedbook:After clearing action tokens, if Dr. Strange, Earth's Guardian activated a Title Character ability this turn, but didn't attack an opposing character this turn, deal him one unavoidable damage. :closedbook:When Dr. Strange, Earth's Guardian is KOed, after actions resolve deal 2 unavoidable damage to the friendly character occupying a square closest to the square Dr. Strange, Earth's Guardian last occupied. (+1):blackopenbook:Every Scrap Of Hidden Sorcery: Modify Dr. Strange, Earth's Guardian's or an adjacent friendly character's damage value by +1 this turn. (-1):whiteopenbook:The Last Days Of Magic: Adjacent friendly characters can use the Mystics team ability until your next turn. (-4):whiteopenbook:Sorcerer Supreme: For the rest of the game, as long as Dr. Strange, Earth's Guardian is on the map you may reroll an attack roll each turn.
I obviously have some points left over, but I think you get the idea of what I'm trying to accomplish. Tons of PC, High attack, and my support pieces can handle their own with pick-a-power.
I like the idea of equipping the Weapon Drop to the In-Betweener to smooth out his point value and give him even more powers (especially if your opponent's characters have no, boring, or only special powers to steal). Nico and Al should offer more than enough TK to keep IB moving.
You could consider, collection permitting, pieces like 25 point DxF fast force domino for even more Prob or any colossal retaliator on their last click. Maybe some ID cards, if you have some solid ones. IB at 222 can call in a lot, and there's a LOT of good options in the 75-80 point range to call in these days (chase or OP Green Arrow, Cosmic Spidey).