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So, as a new player i always find myself asking what makes a good team good?.
I look up for some šProš teams and still dont get how they build, all i can see are some cheap pieces or swarming teams with resources.
Right now i dont own any resources and im wondering if they are really necesary to build, so veteran players can you please share some experience on this?.
I'm in no means a veteran as I've only been playing for a month or so but what I've found can work from time to time is finding one strong click then I base the rest of the team around supporting that character. Another way to go is could be to create a team based on game machanics like knock back damage of poison ect.
Last edited by DavidPaulTaylor; 06/17/2014 at 20:46..
Reason: Missed out a word
I've been playing for 7 years so here's my two cents. Your support powers are key. Perplex, Outwit, Prop Control, Support, and TK are your big five. The big three though are Perplex, Outwit, and Prob Control because they all free actions. Look for characters that have any combination of these powers.
Strictly speaking, resources aren't necessary, unless you know that the competition you'll be facing is particularly cutthroat, or else is aiming at a "high end" level of competitive, such as at Nationals, Worlds, or even ROC events. Even then, they aren't necessary, but without one you will be at a disadvantage, with few exceptions.
As for what makes a good team - synergy. Certain pieces filling in certain gaps to cover the weaknesses of the other figures. It also depends on the type of team you want to build.
If you want to build around a high-point tentpole, then you need your tentpole (obviously) and a few strong support pieces to bolster that character's weaknesses - Perplexes to ratchet up stats, Probability Control to reroll missed attacks, Outwit to get rid of problem powers on opposing pieces, Telekinesis to help with positioning, things like that.
If you want to run a Swarm Team, then you'll still need a solid "leader" in the middle of it to pump up your low-point figures' abilities (or to activate their Minion abilities, where applicable).
There are also One-Man Army "teams" where you simply have a powerful 300 point figure that has few enough weaknesses that they can get away without having backup.
If you want a generally well-rounded team, then you need to look at the stats of a figure, and not just the point costs. You'll generally want to find figures that fill out certain roles on a team - a Primary Attacker that does most of your damage, a Secondary Attacker that backs them up with cover fire, a few support pieces that have the powers that back them up like Perplex, Outwit, TK, etc.
I know, this is tremendously vague, but with only "what makes a good team in 300 modern?" to run with, I'm not really sure that much more can be said.
Also, you said you looked up the "pro" teams - which I assume mean the teams that do well at events like Nationals or ROC events - and "only saw cheap pieces or swarms with a resource," but did you look up the individual pieces and see what they do? You might not have the exact knowledge or mindset that went into building the team, but perhaps you can see where each figure fits into the team's ability to work together, to see the synergy between the figures.
Walk with me, for I am . . . The Phantom Stranger!
Read up on things like pulse wave, plasticity, and barrier. Pulse wave can really cripple you less so if you position for a one damage on a lot of people or a full damage around defenses on one character. The other two aren't used as much but could trip you up if you don't know about them. Not sure if that's team building but it can help who you pick to account for what an opponent might run.
Its good to know that, thanks. Still from what i can see the big 4 are pretty helpful on your team, I would be cool to know some of the best support in game.