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Okay, I know I'm going to sound like a total goon here, but I'm looking for some advice on playing KC Flash in both 300 and 400 point formats. I consider myself pretty good at heroclix, but I just can't see ways to build an effective team with this guy.
I imagine that protected, ICWO, nanobots, and armor piercing are musts for him, but how to support? His damage is low enough that he's not going to do that much to the big guns, and how do you protect him from the Thors, Supes, KC GL's and whatnot?
I've played against this guy, and was able to crack the 20 defense both times. Once that first hit landed I was able to quickly finish him off. Both times it was on outdoor maps. Does he need walls for protection?
Some are born great
Some achieve greatness
And some have greatness thrust upon them
You'll need to accomplish several things with your other team members. Specifically:
1) Provide other serious attackers that will split your opponents focus and attacks.
2) Provide direct protection for Flash.
Powers you'll want for defense:
BARRIER
Protecting Flash with Barrier means that your opponent has to waste a 3 damage attack, just to have a shot at Flash! That's pretty good protection.
INCAPACITATE
When dealing with Ult Thor, KC Supes, Icon Supes KC GL, etc, a good, Incapacitate figure is practically a must. By limiting the # of attacks that the big guys can take, you prevent them from smacking the red off of you.
That's just off the top of my head now. I'll try to give a more thorough team later.
In memory of Masada.
And my totally sweet ninja name is: Yoshio Yamada -san (evilgenius).
Probability Control is a must with KC Flash. Take advantage of his 20 DV and make it even harder to hit him. Jinx is my go-to gal for this. She can also provide some PsyBlast to punch through defensive powers. Plus, her wildcard TA can make her pretty resilient. If I can't afford a lot of TAs to support Jinx, I consider using Domino. The stealth/supersenses combo can keep her in the game and she can be a decent secondary.
Sidekick to him mobile blocking terrain(Like Lockjaw), or a PCER. Use soaring when needed. Perplex helps, as does ICWO. TK is pointless. Barrier is always nice.(Try R Raven for the best support combo piece ever.
V Dr. Midnite is the best medic to use w/ Flash.
ICWO up his defense.
Read the article on how Ro-Gan played KC Flash, and never do that.
Tricky stuff.
Up his range to 1 vs. Damage shielded people.
Sidekick anything to him, it helps.
You really need to abuse his 20 D.
Don't forget KC TA, against Black Adam and the likes. You can PC KC rolls too.
Sidekick to him mobile blocking terrain(Like Lockjaw), or a PCER. Use soaring when needed. Perplex helps, as does ICWO. TK is pointless. Barrier is always nice.(Try R Raven for the best support combo piece ever.
V Dr. Midnite is the best medic to use w/ Flash.
ICWO up his defense.
Read the article on how Ro-Gan played KC Flash, and never do that.
Tricky stuff.
Up his range to 1 vs. Damage shielded people.
Sidekick anything to him, it helps.
You really need to abuse his 20 D.
Don't forget KC TA, against Black Adam and the likes. You can PC KC rolls too.
Heh...I read all about Ro-Gan and his exploits with Flash. Thankfully I'd probably do at least slightly better than that.
Some are born great
Some achieve greatness
And some have greatness thrust upon them
KC Flash is a great piece with low damage. Keep in mind that piddly damage adds up after a while.
I'm currently experimenting with a few pieces myself for a 300 pt Flash team.
In my opinion, I am against the barrier idea, though it is good to use, I find it a bit inefficient, because you're not always going to be on a map that is convoluted with blocking terrain to make good use of barrier, IMO
I prefer using Probability Control, mainly because hitting his 20/21/22 defense (ICWO + hindering), is a nightmare, so barrier isn;t too necessary. Instead, use PCers, you may not get that DEFINATE defense that barrier gives you, but his defense allows probability to be your friend.
A great click to use with him is Ambush Bug: He has Outwit AND PC, with a full dial of phasing and Super Senses, so he's going to be tough for your opponent to easily nab for points. This allows Flash to push off his Outwit click, plus, by using Darkness Within, you are at ease to up your damage and change his ability like a pair of pants. (put Sidekick on the Bug too....as well as Double Time, if you really want to make sure you can flip flop his powers and give him some MASSIVE mobility)
Oracle, I'm on the fence on, with Flash, the only thing you'll really need is Perplex, and with an Earthquake BFC in play, she'll be useless until the earthquake goes off (she'll die if you have her on her Perplex clicks). If you have the points, do it, if not, ICWO works just fine.
TK, I find, is an optional thing with Flash. Sure it's nice that you get 'The first 10 spaces FREE!' discount, but that's all you use the TKer for. And seeing how you are dedicating half of your 150 points to Flash himself, I would focus more on secondary attackers instead of dedicating 31 points to move up a little farther. This works better for Black Adam because he can do more damage at one time, where Flash can't do AS much, so it's kinda moot.
With Nanobots constantly on other clix, one thing you may want to consider is using a figure that can destoy their 3 objects in a hurry, but leaving yours open. May I suggest Lockjaw. Prefferably the Veteran since he can be a good attacker. and he's CHEAP, and a great harasser piece for the back-row.
That sucks. Still Earthquake is fairly uncommon, because of it's unreliability. I wouldn't worry about it to much. 4 damage vs a chance at losing her is a pretty safe bet.
That sucks. Still Earthquake is fairly uncommon, because of it's unreliability. I wouldn't worry about it to much. 4 damage vs a chance at losing her is a pretty safe bet.
funny that you mention Earthquake's chansey-ness. I remember working with a guy in Arizona during a tournament and we worked out when an Earthquake should go off, according to probability.
We believe that Earthquake should hit around the 6th turn of the game (meaning you, yourself, would have had 3 turns before this happened.),
Oh man, I need to see if I can find the whole math scribbling somewhere, we went a bit ballistic with it. If I can find the paper, I'll write out the equation