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I want to know what the general consensus is for the best defensive ability. I dont mean solely the powers that appear on the shield icon. Any ability out there that keeps your character safe. Some of the shield icon abilities are not on the list because they simply are not devensive in my opinion (willpower, regeneration ..). I'm sure some of you wont agree with me however, and I am interested in how the community as a whole feels. I understand outwit can make most of these N/A and take that into account.
1. Impervious
Basically a combination of super senses and invulnerability. I feel the best defense in the game.
2. Invulnerability
Nice to be able to take 2 off damage. Basically requires anyone attacking to have to hit you for 3 damage.
3. Mastermind
When used correctly can be an uber powerful defensive ability. I have also seen it be utterly worthless however.
4. Mystics/Crossgen TA
Amazing how many of your opponents will fear these characters. And it can be wildcarded, in fact I will only use it on a wildcard abuse team. Nice that it also cant be outwitted.
5. Batman ally/Kabuki TA
Has taken a big drop since Ultimates was introduced but still very useful. Same wildcard and anti-outwit advantages as Mystics/Crossgen.
6. Super senses
I was taught in Karate class as a child "The best way to block a punch is simply not to be there." Or something very deep like that.
7. Probability Control
Can be very powerful when combined with super senses (cough .. Destiny .. cough).
8. Toughness
It does keep you around a bit longer, though I think its main usefulness is in preventing enery explosion and poison from being effective.
9. Stealth
Again it seems to have become far less useful since Ultimates. And this version is also usually front loaded, outwitable and cant be shared with the exception of being a shield for teammates.
10. Energy Shield Deflection
Nice to have that extra defense. However it is useless against close combat, can be outwitted and isnt permanent.
11. Danger Girl TA
The poor mans super senses. It does have the advantage of being shareable (is that a word?) among wildcard teammates and its permanent. How many times have you actually made this roll though?
12. Shapechange
Maybe you will get this lucky roll. If you havent already been knocked off this click or had it outwitted. Slim insurance policy but better than nothing.
13. Combat reflexes
I dont think anyway has looked at their opponents dial and said "oh no she has combat reflexes, maybe I shouldnt attack." The only real benefits I can think of are the automatic breakaway it basically gives you. That and the extremely rare possibility that someone with flurry attacks you and you are knocked out of range of the second attack.
14. Poison
This one is reaching. Could possibly deter any enemy from a close combat attack (basing your character) if they think they arent going to knock you past your poison clicks or that they may miss the attack entirely.
So what do you think? I'm sure I have missed something and many of you will disagree with my rankings. So, discuss amongst yourselves.
Have no worries. There will be no HeroClix 2.0 while I'm working on the game. - Seth Johnson
I would definitely bump Poison and Combat Reflexes up. Combat Reflexes help put you on the advantage. You move away for free, and then either use a ranged attack or run for help. They have to use their action catching up to you. As far as Poison, I'd at least put it above shape change. You have an outwitter and it makes poison much better. Although Poison won't be great until they have a Poison/Plasticity. It's especially great against a bruiser...they'll either waste actions taking on the poison guy, or trying to move away. And if you have a rookie IG, then they'll have a tough time hitting the Poison guy...
I believe on the chameleons second click he gets poison, plasticity and shape change all at once. You use him as a taxi and then push next turn to lock up your opponents big gun and him to deal with the chameleon first. And the rookie is only 30 points.
Have no worries. There will be no HeroClix 2.0 while I'm working on the game. - Seth Johnson
I think super senses and toughness can be very helpful, simply because they don't always get outwitted. Nothing better than having your opponent think "Meh, I bet he won't roll a 5 or 6, so I'll just attack now", then rolling a 5 or 6 to disrupt his plan.
Also, what do you mean by saying that Super Senses and PC work well together? You do realize that you can't use Probability Control on YOUR roll during your OPPONENT's turn, right? However, it still makes for a nice combo, since you can PC thier attack roll to try and force a miss, then fall back on super senses.
Defend didnt really fall into the parameters of this discussion. It is a power and its on the shield icon, but it doesnt necessarily add any defense to that particular character.
Have no worries. There will be no HeroClix 2.0 while I'm working on the game. - Seth Johnson
The best defensive power to me is outwit. Outwit will protect you from any other power you don't wanna mess with. Other than that, master mind is really rocks.