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While Cosmic Clash marked the official return of the Fantastic Four after 8 years, Marvel HeroClix: Fantastic Four reintroduces their entire mythos and adds true team-building options to the keyword. The world they came back to may be in an exceptionally strange place, but even without official organized play to support a Sealed Marquee Event, we've still got a Primer for you!
Today we pause to take a look at the flagship team of this set, the Fantastic Four. How do you mix and match?
The Fantastic Four returned in a big way this set, with a flexible array of options for your teams. While each point bracket (40, 50, 75/60, 100) showcases a different era for the team, unfortunately for the comic theme-ers among us you probably won't run one era all together. The Golden Age sculpts would reach only 160 points, while the red suited Uncommons could theoretically be a 200 point team- but who plays at that point total? The Rares (and Cosmic Clash figures) do come out to a nice, clean 300, though ironically these dials showcase their careers outside the family. And then there are the alternate takes, such as Dr. Fantastic, Sue Storm, and the Earth X Thing; where do they fit in?
While we work on getting the Super-Rares reviewed, here's a discussion starter for you. Below are all the main versions of the core Fantastic Four (excluding alternate reality takes, such as Dr. Fantastic). I'm going to offer a team build highlighting each member (by using their Cosmic Clash 100 point dial). Then, I want to see your Fantastic Four builds- guest members are totally fine, but keep your build to exactly 4 Modern-Age figures!
Ben Grimm
#004 The Thing
Real Name: Ben Grimm
Team: Fantastic Four
Range: 0
Points: 40
Keywords: Fantastic Four, Celebrity, Monster, Soldier
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In The Beginning: The Thing increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Impervious. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares.
#020 The Thing
Real Name: Ben Grimm
Team: Fantastic Four
Range: 0
Points: 50
Keywords: Fantastic Four, Celebrity
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Reforming the Fantastic Four: Once per attack, you may force the attacker to reroll a 4 in an attack roll targeting The Thing. Oooh... Did That Hurt?: Impervious. When The Thing uses it and succeeds during a close attack, after resolutions deal the attacker 1 penetrating damage. // Once per turn when The Thing rolls a 4 for impervious, he may roll again.
#036 The Thing
Real Name: Ben Grimm
Team: Fantastic Four
Range: 0
Points: 75/60
Keywords: Avengers, Fantastic Four, Guardians of the Galaxy, Celebrity
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Honeymoon In Paradise: When The Thing starts the game, generate an Alicia Grimm bystander. Return of the Fantastic Four: Friendly characters with the Fantastic Four keyword within 4 squares can use Empower. Everything I Got! All Or Nothing!: When The Thing makes a close attack, you may choose that he modifies attack +3, deals penetrating damage, and opposing characters can't use Shape Change or Super Senses. If you do, after resolutions KO The Thing.
#036bt Alicia Grimm
Team: No Affiliation
Range: 0
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If Alicia Grimm is within 4 squares of an opposing character, The Thing modifies speed, attack and damage +1. // When she is KO'd by an opponent's attack, after resolutions heal The Thing to his starting click and modify his speed, attack, and damage +1 for the rest of the game.
#003 The Thing
Real Name: Ben Grimm
Team: Fantastic Four
Range: 0
Points: 100/75
Keywords: Fantastic Four, Guardians of the Galaxy, Celebrity
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It's Clobberin' Time: POWER: If no other friendly character has been placed this turn, choose an opposing character that's within four squares of a friendly character with the Fantastic Four keyword that was attacked since your last turn. Place The Thing such that he can make a close attack targeting the chosen character, then do so. If he hits and his attack roll was a 10+, after resolutions remove an action token from him. Sometimes You Gotta Break Stuff: Charge. Improved Movement Destroys Blocking Ain't Feeling so Good, Stretcho: STOP: But only if another friendly character with the Fantastic Four keyword is on the map. Invulnerable.
Johnny Storm
#003 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four, Spider-Man
Range: 6
Points: 40
Keywords: Fantastic Four, Spider-Man Family, Celebrity
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In The Beginning: Human Torch increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Energy Shield/Deflection. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares.
#019 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four
Range: 6
Points: 50
Keywords: Fantastic Four, Celebrity
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Reforming The Fantastic Four: Once per attack, you may force the attacker to reroll a 4 in an attack roll targeting Human Torch. Flame On!: When Human Torch moves, after the resolution of each move, you may immediately generate a hindering terrain marker in a square he moved through. At the beginning of your next turn, remove those markers (even if this is lost).
#035 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four
Range: 6
Points: 75/60
Keywords: Avengers, Fantastic Four, Inhumans, Negative Zone, Celebrity
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Return of the Fantastic Four: Friendly characters with the Fantastic Four keyword within 4 squares can use Enhancement. Taste Nova Blast, Galactus: Pulse Wave. When Human Torch uses it, after resolutions, you may choose an opposing character that can use PROTECTED: Pulse Wave or Protected: Pulse Wave within half his range and line of fire and deal that character 1 penetrating damage. (This includes STOP clicks.) Absorb Flame: Human Torch and adjacent friendly characters take no damage from Energy Explosion or Poison.
#004 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four
Range: 7
Points: 100/75
Keywords: Fantastic Four, Inhumans, Spider-Man Family, Celebrity, Herald
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Movement: Characters Flame Trail: Once per turn for all characters with this trait, when Human Torch moves, after resolutions you may choose a character he moved through or adjacent to and deal it 1 penetrating damage. Flame On: Poison, but may use it even if moved or placed this turn. Ben? Where Are you?: STOP: But only if another friendly character with the Fantastic Four keyword is on the map. Energy Shield/Deflection.
Reed Richards
#001 Mr. Fantastic
Real Name: Reed Richards
Team: Fantastic Four
Range: 4
Points: 40
Keywords: Fantastic Four, Celebrity, Scientist
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In The Beginning: Mr. Fantastic increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Super Senses. STOP, but only if there is another friendly character with the Fantastic Four keyword within 4 squares.
#017 Mr. Fantastic
Real Name: Reed Richards
Team: Fantastic Four
Range: 0
Points: 50
Keywords: Fantastic Four, Illuminati, Scientist
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Reforming The Fantastic Four: Once per attack, you may force the attacker to reroll a 4 in an attack roll targeting Mr. Fantastic. Elastic Finger Squeeze: Plasticity. Giant Reach: 4. When Mr. Fantastic hits with a close attack and has not been moved or placed this turn, until your next turn a hit character modifies attack -1 and considers Mr. Fantastic adjacent for the purpose of breaking away.
#033 Mr. Fantastic
Real Name: Reed Richards
Team: Fantastic Four
Range: 3
Points: 75/60
Keywords: Avengers, Fantastic Four, Illuminati, Scientist
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Movement: Elevated To Strand The Griever: Opposing characters within 4 squares and line of fire can't begin moving except during MOVE actions. Return Of The Fantastic Four: Friendly characters with the Fantastic Four keyword within 4 squares can use Leadership. Long-Range Planning: Outwit with a range of 10. Protected: Outwit.
#001 Mr. Fantastic
Real Name: Reed Richards
Team: Fantastic Four
Range: 0
Points: 100/75
Keywords: Fantastic Four, Illuminati, Celebrity, Scientist
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Movement: Elevation, Hindering I'm good at Multi-Tasking: Plasticity, Shape Change. When Mr. Fantastic uses Shape Change place that D6 result on this card replacing any here. Giant Reach X, where X is 2 or the value of the Die on this card, whichever is greater. We're Going to be fine, Sue: STOP: But only if another friendly character with the Fantastic Four keyword is on the map. Super Senses. You'll find Mr. Fantastic more than a match for yo: Leadership, Outwit, FREE: Choose an opposing character of higher points within 4 squares and line of fire and a power (Standard or Special) they can use. The chosen character can't use that power until your next turn.
Susan Richards
#002 Invisible Woman
Real Name: Susan Storm
Team: Fantastic Four
Range: 4
Points: 40
Keywords: Fantastic Four, Lady Liberators, Celebrity
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In The Beginning: Invisible Woman increases her attack total +1 for each four in her (finalized) attack roll. Form The New Fantastic Four: At the beginning of the game, you may replace up to 4 friendly characters with the same number of characters from your sideline on their starting clicks. All replacement and replaced characters must have the Fantastic Four keyword and different names. the total points of the replacement characters can't exceed the total points of the replaced characters. Together We Stand: Defend. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares.
#018 Invisible Woman
Real Name: Susan Richards
Team: Fantastic Four
Range: 4
Points: 50
Keywords: Fantastic Four, Celebrity
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Reforming The Fantastic Four: Once per attack, you may force the attacker to reroll a 4 in an attack roll targeting Invisible Woman. Form The New Fantastic Four: At the beginning of the game, you may replace up to 4 friendly characters with the same number of characters from your Sideline on their starting clicks. All replacement and replaced characters must have the Fantastic Four keyword and different names. The total points of the replacement characters can't exceed the total points of the replaced characters. Protective Instincts: Barrier, Super Senses. Barrier as FREE, but only to generate markers in squares adjacent to friendly characters with the Fantastic Four keyword that were attacked since your last turn. (Normal Barrier placement restrictions still apply).
#034 Invisible Woman
Real Name: Susan Richards
Team: Fantastic Four, S.H.I.E.L.D.
Range: 6
Points: 75/60
Keywords: Avengers, Fantastic Four, Lady Liberators, S.H.I.E.L.D., Celebrity, Spy
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Yeah, My Power Set Is Really Good For Espionage: Stealth, Targeting: Hindering. Adjacent friendly characters that share a keyword (with her) can use Stealth and Targeting: Hindering. Form The New Fantastic Four: At the beginning of the game, you may replace up to 4 friendly characters with the same number of characters from your sideline on their starting clicks. All replacement and replaced characters must have the Fantastic Four keyword and different names. The total points of the replacement characters can't exceed the total points of the replaced characters. I Won't Kill Anyone: Incapacitate. When Invisible Woman uses it, after resolutions hit characters modify attack -1 until your next turn.
#002 Invisible Woman
Real Name: Sue Storm
Team: Fantastic Four
Range: 5
Points: 100/75
Keywords: Fantastic Four, Lady Liberators, Celebrity, Scientist
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Hide And Seek: FREE: Choose one: Until your next turn, opposing characters can't target Invisible Woman unless they began their turn within 3 squares of her -or- Terrain markers are considered clear for line of fire this turn, if Invisible Women is within 4 squares of them. You'd Be Surprised What Lengths I Can Go When Pushed: Barrier, Toughness, Willpower.When Invisible Women uses Barrier, after resolutions you may knock back 2 squares any number of opposing characters adjacent to these makers. Johnny, Stay With Me!: STOP, but only if another friendly character with the Fantastic Four keyword is on the map. Shape Change.
Last edited by saturnflight; 07/17/2020 at 10:10..
The Cosmic Clash version of the Thing features a board-crossing Retaliation when a friendly character gets hurt. That's a feature worth taking advantage of, so I chose two allies who can get into the fight and take a hit. Human Torch is built to get in the first strike, and will be grateful for Ben's intervention once he sees return fire. Reed can hold his own in battle, but also strips opponents of abilities that might trip the Thing up. As we're focused on responding to damage, I went with the uncommon Invisible Woman, who can shield allies after a round of being targeted and force our opponent to divide their attention. Her Telekinesis also helps to mobilize Reed, and can shift around your pieces when the battle isn't configured the way you'd like.
Our Human Torch feature seizes on Sue's S.H.I.E.L.D. experience for a hard-to-target espionage squad. Stealth adds an extra layer to Johnny's soft defenses, and Improved Targeting: Hindering ensures no one is safe. Because I'm giving out Stealth, I included the Mr. Fantastic with the longest reach, intending to keep him beside Invisible Woman for a Prob/Outwit pit crew with a bit of reach when necessary. (F4001 acts as a nice alternate here, and you could honestly go either way.) Because I've got a 3-man Stealth squad who would hate to be based, I loaded up on a durable version of Ben Grimm whose Retaliation can dissuade opponents from attacking the wrong people.
Personally, I'm not likely to pursue a Reed-focused build, as he's the least compelling of the Fantastic Four in my eyes. But the Cosmic Clash Mr. Fantastic can anchor a team through his heavy disruption. Between his Outwit, Pseudo-Outwit, and Plasticity, he can absolutely shut down an enemy. Because so many points have been invested in my disruption, I dedicated the rest of the points to attackers who can compensate for Reed's lack of combative prowess. Rares of Human Torch and The Thing have excellent damage output, while Invisible Woman can mobilize Reed and Ben. There's a lot of Enhancement and Empower spread around due to Johnny and Ben, so I'd keep my figures moving in pairs, or even all together.
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At this point I should mention the glory of Invisible Woman's Form the New Fantastic Four trait: you can bring all of the Feature builds to a tournament, and swap your featured team member at the start of each round, shifting the configuration of allies. You can even add an extra option or two, because you're only using 7 of your 9 Sideboard slots in a 300 point game.
Starting Force:
FFCC001 Mr. Fantastic 100
F4036 The Thing 75
F4035 Human Torch 75
F4018 Invisible Woman 50
Sideboard:
FFCC004 Human Torch
F4034 Invisible Woman
FFCC002 Invisible Woman
F4020 The Thing
FFCC003 The Thing
F4017 Mr. Fantastic
F4033 Mr. Fantastic
???
???
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Invisible Woman's feature option is all about being tricky. Her defense is sky high, but guarded only by Toughness. Her Barrier throws enemies back, but it isn't dealing damage, so the rest of your team will need to be responsible for that. I've opted for three heavy hitting allies this time, but compromised on longevity because Invisible Woman can protect them with Barrier, pull them back with TK, and heal them with Support.
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Now I've shared my Fantastic Four. Let's see yours! Share your ideal configurations of four below, and enjoy the sheer variety this set has given the First Family.
Last edited by saturnflight; 07/17/2020 at 13:39..
My first thought is to go the path you took: One at 100, two at 75, and then a 50.
But, I might go this way instead:
Ben = 100
Reed = 100
Johnny = 60
Sue = 40
If I wanted to go the "balanced" route and allot everyone 75 point dials, I think that this is my team:
Reed = Starter
Sue = Starter
Johnny = Booster
Ben = Booster
This is flexible, though. The one thing I think I can say for sure is that I do not use the booster Sue. Switch out the Reed, Johnny, or Ben and I can work with it.
I LOVE the starter versions of Reed and Sue, at either point cost they do everything the characters should do and then some.
While I really dig the 100pt starter Thing, for 25pts less, the Rare version has the excellent Alicia pog ability along with roughly the same durability.
Meanwhile, while I prefer 100pt human torch from the starter as far as how well he captures the spirit of Johnny, the 75 point version is just so much more damn efficient for the points as well...
if I was going for a meta build, I'd obviously probably swap out sue for one of the "forming the fantastic four" Invisible Women
"I remember you said to me once, you said... 'if death ever comes your way and won't let you pass... make sure you scream right back in his face"
Her Barrier throws enemies back, but it isn't dealing damage,
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I think it's important to note that with the likelihood of outwit on your team, Sue could very well be dealing knockback damage to other characters. Hell, with Reed's super outwit it's very likely.
Knockback damage can be ridiculously powerful as a roll-free tool for hurting an opposing character, and I've had tons of success capitalizing on it with characters like leapfrog, who deals free knockback to opponents
but even without dealing damage, that 2 square knockback is incredibly powerful in regards to screwing over your opponents board positioning, moving characters out of range, into hindering terrain that halves their movement, or out of line of sight of an allies theme team prob
"I remember you said to me once, you said... 'if death ever comes your way and won't let you pass... make sure you scream right back in his face"
I think it's important to note that with the likelihood of outwit on your team, Sue could very well be dealing knockback damage to other characters. Hell, with Reed's super outwit it's very likely.
Knockback damage can be ridiculously powerful as a roll-free tool for hurting an opposing character, and I've had tons of success capitalizing on it with characters like leapfrog, who deals free knockback to opponents
but even without dealing damage, that 2 square knockback is incredibly powerful in regards to screwing over your opponents board positioning, moving characters out of range, into hindering terrain that halves their movement, or out of line of sight of an allies theme team prob
Oh don't get me wrong. This is my sort of figure. But it's a risky tentpole.
... but even without dealing damage, that 2 square knockback is incredibly powerful in regards to screwing over your opponents board positioning, moving characters out of range, into hindering terrain that halves their movement, or out of line of sight of an allies theme team prob
You neglected to mention knocking them in to range, whatever that range may be.
Could be range of Reed's Stranding the griever trait, Reed or Johnny's range (including giant reach), Ben's charge or sidestep range, or just adjacent to a Reed or Ben to put them in range of a punch or just to try and tie them up.
Any one of those could ruin someone's plans.
Quote : Originally Posted by shawn11189
I still feel that the cosmic clash starter are the best overall versions of the characters.
To be fair, they have 25 points on the "most powerful" booster versions of the characters.
There is a lot to like about those booster dials if you do a 75 point -to- 75 point comparison; The short starter dials and the full rare booster dials.
In my last team I listed? Where I used all 75 point dials? The first change I would make would be to go with the booster Reed before I swapped out to the starter Ben or Johnny @ 75.
The only figure that I absolutely like the starter version more @ 75 is Sue, and not because her rare dial is bad. I just don't think it meshes as well with her FF teammates.
You neglected to mention knocking them in to range, whatever that range may be.
Could be range of Reed's Stranding the griever trait, Reed or Johnny's range (including giant reach), Ben's charge or sidestep range, or just adjacent to a Reed or Ben to put them in range of a punch or just to try and tie them up.
Any one of those could ruin someone's plans.
To be fair, they have 25 points on the "most powerful" booster versions of the characters.
There is a lot to like about those booster dials if you do a 75 point -to- 75 point comparison; The short starter dials and the full rare booster dials.
In my last team I listed? Where I used all 75 point dials? The first change I would make would be to go with the booster Reed before I swapped out to the starter Ben or Johnny @ 75.
The only figure that I absolutely like the starter version more @ 75 is Sue, and not because her rare dial is bad. I just don't think it meshes as well with her FF teammates.
I feel like a lot of people are sleeping on starter sue I think she’s the second best behind Johnny. I like reed and Ben but prefer them at their 100 point lines.
I feel like a lot of people are sleeping on starter sue I think she’s the second best behind Johnny. I like reed and Ben but prefer them at their 100 point lines.
I played against a trolling 3 100 pt starter Sue team...it was nearly untouchable. Absolutely disgusting. If you arent indoors, you are screwed and get to look forward to a roll off most likely if you dont misplay in your frustration.
"Strike first, strike fast, strike hard."
WWTX 08 KOTH Champ 12-2, 2011 KOTH Champ 27-6
GenCon 2012 17-4 in BR - 2013 22-6 in BR
WKO-San Diego 2014 2nd Place of 78
2015 SLCC Regional Champion of 56
2016 Team Worlds 2nd Place, 14-3 in BR
2017-20 WKO Champ x6, Team Nats 3rd Place, B2B ROC State Champ 19,20
I played against a trolling 3 100 pt starter Sue team...it was nearly untouchable. Absolutely disgusting. If you arent indoors, you are screwed and get to look forward to a roll off most likely if you dont misplay in your frustration.
I guess because I 1 never buy more then one starter and 2 rarely if ever play duplicates of non generics I’d never think of that.
But I can see that being super annoying to the point of house ruling it.
I can’t imagine playing against 3 100 point Johnnys either.
I would go with #020 Thing (50) , #017 Mr Fantastic (50), #034 invisible Woman (75) and #035 Human Torch (75) for a total of 250pts, leaving 50pts open for a F4 friend filler, like Fast Forces Spider-Man, or Black Panther, Hulk or any other F4 friend (Crystal ? )