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those are the ones i remember for sure i forget who else i had but ya can add more feet cards and legacy wasn't out when i made the team so that gives you alot more options to improve on the team. good luck
Personally, here's the team I'd go with:
Magog (fortitude) (234)
R Green Lantern (cj) (81)
V Paramedic x2(24)
Total -339- this leaves us with 61 points.
-now, we can go 1 of 2 ways-
R BoomBoom x2 (28) (I assumed you wanted havok for EE)
R Destiny (20) (A cheap PCer)
and another V Paramedic (or some other lackey)
-or-
V Penguin (a hefty 43, but he has leadership to get some more units moved, and perplex later.)
And once again, a lower-end lackey, perhaps a Con-Artist for that extra bit of perplex.
I'd rather have control of the dice...so I'd probably go with the first variant, but I DO like perplex...hmmm...it's a toughy, all right.
UGH, I HATE how you can't edit...anyways...
I threw in the Green Lantern because he could carry almost all (if not all) of your team with him, I assumed you wanted Jean for the extra mobility.
This team may not be perfect, however, It should do fine against most other teams.
Tk Magog is tempting, but when i use a 3-400 point Magog team i opt for a good HSS Taxi.
Magog 209 + fortitude 25
Jesse Quick 54 + Armor Piercing 10
Destiny 20
Medic 12
Then make Magog and JQ ICWO so + 20
Id also use the last 10 points for Damage Shield on one of the 2, but its up to you.
This way Magog cant be outwitted and the HSS can Carry him around without having to break away.
One good strategy is to carry Magog up and base the figure you want to attack with JQ, then have Magog charge the next turn. This way they might not be able to get a shot in on him and you can try to fix it to pick up an object to hit with.
Also don't get greedy and just use Oracle for damage, Magog having 17 or 18 defense is also very good.
magog is a tough fig to use. It's too tempting to just tk him and charge him into somebody for the big hit. his mobility isn't very good and he gets battle furry later in his dial which prevents him from making range attacks and being carried. I would save the tk for another attack fig preferrably one with hss like impulse or flash. let magog earn his points with range attacks and heal him when you can.
Death trap ko's
Nul, dark Phoenix, warlock, ironman cw,