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Amethyst and Cosmic Boy (main set versions) make a great tag team. Use Cosmic boys 'double TK' special to get a few soldiers out in the field, Science Police Officers, if you will. Once he is already marked, his second turn, use his SP to 'double TK' two people for his power action, one of which is Amethyst. Use her to attack using Precision Strike to some big-baddie from the set like Darkseid or Mon-El or Superboy and as long as she hits, they will then only be able to attack her via her awesome Trait. Then try to break away/side-step to get a couple squares of a head start on the charecter, even if she doesn't succeed, Cosmic Boy then uses his 2nd 'free action Tk' in the same turn since he just has to be double marked, to pull her back. If you really wanna get the jump, freakin just play two of him and send her back to the corner of the map with a 2nd Tk. Haha Then have fun. Really nice that she has Invincible as well.
I love her inclusion in this set since the original Amethyst comics began as inserts in the Legion if Superheroes comics; That being said, unless there are some pretty big plans for an Amethyst themed set in the future, I feel like the Gemworld keyword is a bit singular; Similar to how Living Laser was the only character with Mandarin's Minions for about 10 years.
Deadly w/ the new PAC changes, sidestep, throw an ultra light object w/ precision strike at a high damage ranged character, 1 damage at 8 range then spend match running away
Include 103 Killian with Amethyst, and allow her to "shoot" through opposing figures and into Stealth. NO ONE is safe from the Flying Toaster, my favorite ULO !! :)
I'd run Amy, an Alpha Class Sentinel (Attack Mode) @ 150 and Science Police Officer (275). Amy tags the target; Senty ties up with Plasticity and Poison (and accesses other powers), while S.P. adds damage from free actions.
It is a ranged attack, which is why it potentially makes Amethyst unfair, and the focus isn't going to be trying to throw anything after she loses her range. Amethyst's Portal power (I sense a trend with abusive portal powers..) just requires one thing to activate: hitting an opposing character. She doesn't have to damage them, even though her Precision Strike will almost always ensure damage is dealt; She's rarely going to miss due to the Precision Strike removing the hindrances of evasion and mastermind. All she has to do is simply hit an opposing character. With the Ultra Light objects, she can hit opposing characters from a whopping 8 squares away, which is farther than most characters can shoot. So it's pretty much one and done with her, since she simply needs to chuck the item at a high range threat to shut them down completely. Once they lost all range and the ability to target characters other than Amethyst, it's an easy task for your team to swing in and mop them up.
It is a ranged attack, which is why it potentially makes Amethyst unfair, and the focus isn't going to be trying to throw anything after she loses her range. .
Yeah, realized what you were saying after I posted :)
Gotta say, it worked pretty well, although the target was a teambase, which allowed the guy to still break off and attack (apparantly an orange ruling on HighFather is similar) at range.
Slosh amethyst + DP headpool = One hell of a tentpole tie up i used them in a 400 game and she locked down a full pointed Slosh Validus... From 8 squares and you can't go hitting my little buddy i planted by you. Was a real nice combo.