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I am not going to stand here and say that this is a bad dial, but I do want to throw it out there into the universe. WizKids had the chance, with special powers, to, um, you know, get his ability to ignore super senses right. Instead, they chose to ignore it. Disappointing. Venom spent much of his time as a stealthed attacker, with his ability to literally vanish from sight, combined with his ability to ignore Spiderman's super senses, made him truly dangerous. Alas, this figure is good, but I long for a comic accurate Venom.
I can live with a Venom without a special power that ignores Spider-Man's super senses, but Venom should have Shape Change. A Venom without Shape Change disappoints me a lot. Anyway, that's a good version of Eddied Brock. Sculpt could be better (I prefer Venom from Critical Mass).
Great for the points, just noticed Spider-Man is 78 points and he's 87 points...but seriously he has a steady dial which I like so even if he takes a hit he keeps on ticking.
Chime in on any of my posts. I appreciate any feedback. CasualClixin.com
WIN/LOSS: 2-3 I do like how this Venom brings something new to the table - TK option 1. Its great for close-combat teams who need opposing pieces to come closer. And few opponents are really thinking about it when they camp out at 8 spaces away. Straight forward Monster style design, its the TK that will make him amazing for solid players. Newer players will be focusing on his colored powers and miss his true benefit.
Last edited by tyroclix; 03/20/2019 at 19:32..
Reason: Added W/L
Visible Dials and Pushing Damage need to be optional. This is the way.
I've had among the most success with this figure of any in the set. On symbiote or monster teams the ability to force enemies into close combat is extremely valuable. Attack and damage are pretty steady, Stealth is helpful, and his range is often forgotten, so it can be a cool sneaky tactic.
Quote : Originally Posted by Haven13
If I was the kinda guy who put things like this in his sig, I'd put these things in my sig.
I'm thinking of trying this venom with back in black spidey. I throw spidey, he lands in webbing terrain and is therefore stealthed. If it doesn't work then I'll try something else.
Always try to leave an internet argument at lvl 1!
@capnmorgan im pretty sure option 1 of tk is only targeting enemy characters so there goes that plan... and the web token doesnt count as hindering terrain
Not too shabby. Just make sure that when Venom uses TK, the target can't escape via Leap/Climb or Phasing/Teleport. Other than that, he's effective on every click.
the 2011 PAC has simplified TK. that's a good thing. still I would like to see errata for how Venom's "WEB TENDRILS" works with the new wording. I'll be playing him in tonight's game and I'll verify with the judge before hand, but my expectation is that the 'effect' of the power stays the same.
according to the Blackest Night PAC, TK option 1 is "(1) Move an Opposing Character". I don't expect this Venom to "(2) Move an Object or a Friendly Character" or "(3) Attack with an Object", but this is why we have judges to make calls like this.
as far as I can tell it's supposed to be TK-lite with a cherry on top. I like when they make things simpler, but I don't like to have to research "orphan" references, and then still not have hard black and white definitions. when I go to a tournament the last thing I wanna hear is 'sorry it work that way (anymore)' especially with the anymore. makes me feel like the rug's been pulled out from under me.
likewise, I where is the web token description WRITTEN? I can't find that text anywhere. I know you have to Break Away from it, but I have other questions about duration etc.
thts an interesting little power on damage. i reckon although this venom is quite obviously a up in your face fighter the most interesting thing i could think to do with tht ability is pick a character with 0 range snare them up from 8 squares away. place them in venoms range but not adjacent and take range shots at them while they try and break away. besides tht i cant think of a reason to use unless your want to get a figure away from another figure on your force without neccessarily engaging them in combat. if it were just about locking them dwn you'd presumably just make the best of his plasticity. hmmm kinda odd power really
The Player's Guide has a clarification under Telekinesis saying how to handle older powers that mention an option. Basically, they get the same effect they had.
Also, with the 2012 PAC, leap/climb and phasing/teleport no longer automatically breakaway, so they will be tied down by web tokens. They ignore characters when moving, which grants them auto breakaway, but only against characters. Since the line "this character automatically breaks away" was removed, anything besides characters that forces a breakaway roll will force them to roll breakaway.
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This guy just got a well needed boost. he can push to carry around a heavy object to place down as stealth and become a hell of a strategic tie down piece as the plasticity trait will force people to take the long way around him or be forced to tangle with him. And if they stay in range his "Web Tendrils" can secure someone next to him. Outside of teleporters he can be a hell of an advantage now!
2nd Place Winner in ClixTheDial's Custom Dial Contest for my Swamp Thing!