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I'm very interested in formulating optimum load-outs for this guy. He's such a unique fig, here's some of my thoughts:
If you notice, the really popular/obvious choices all tend to have a lacking click #3. GL Mon-el, 116 Lightning Lad or Ultra-Boy all see an armor downgrade or M&A giving out. Computo's got a very dangerous click #3, but as a Giant our Comp. Supes is setting himself up to get blasted. This is one of the reasons I like SR Superboy. His #3 and #6 (another soft spot) are melee HSS and Imperv./Invuln.
Maybe it's just my own bias, but I see Comp. Supes as more of a melee player. He's got so many options to pick up un-Outwitable Invincible, high movement to use with Charge or HSS. I think his 6 range supports that, so when he plays range, I like the idea of him focusing on RS/Pulse Wave because it'd be easiest to line up single-target shots. EE is not the best option for him with , so that's a strike against 116 LL and Superboy. GL Mon-el gets a pass on that point because he's packing Psy-Blast with his EE in that crazy toolbox SP.
I do NOT like Prime Mon-el as a choice. Being on the sideboard still eats up your Prime limit, and looking at what you're REALLY paying for with Prime Mon-el, it's his crazy stats-to-points ratio and the Traited DV-boosting Defend. CS doesn't get either of those, and Prime Mon-el doesn't bring Indomitable to the table. Admittedly, he does have a STRONG click #3, a hole he'd admittedly fill, but I still don't like him as an option.
One I do like that's not mentioned here is:
Why not? If you roll 1 or 2 you'll likely be bouncing back and forth between Computo, Superboy or GL Mon-el and if you do select him, you may find that TK, Leadership and Perplex comes in surprisingly handy, especially if you have CS at 100 where he can serve alternating between support and fighting. For clicks 3-5 he brings the RS/PW combo, with Enhancement/Empower sprinkled in just for fun.
Because he can't select the same guy consecutively, it's necessary to have at least 2 good options for each click, and a logical progression, with attack and defense modes. You can always burn the action to get a new power set, but that gives up tempo in a big way or constrains CS to being a follow-up hitter when his ability to lock in to Computo's defense SP or un-Outwitable Invincible from different options makes him a natural lead-in.
Another one I'm surprised didn't get a mention is 72 Phantom Girl. She was top-level Meta Worthy, remember... Sure, no Indom., but her paired Senses and Shape Change is probably the best defense when considering CS' lackluster defense values, especially on his 100 point dial, which may be the one that interests me the most. I fancy the thought of CS using his naturally high movement to Phase through a foe and then drop a big Exploit Weakness or Precision Strike, all while disrupting Relics and Resources.
Computo is pretty much a necessity. If you roll 1, then pushing and Poison are your only weaknesses. EB/N means he can be carried (all the other LoSH guys fly, of course). Carry him up into the fray and just use CS' excellent raw numbers to do damage. His 2-4 are capable of LUDICROUS carnage. His 5 is a good defensive/tie-up play, and his 6 brings Regen.
SLoSH Wildfire I'd definitely be inclined to play if I were running CS at 300 or 200. With the higher DVs available on the higher point values, the limited defense options (Invuln. and Tough) might play, and he has the nice RS/PW option. The sweet spot is click 4, obviously. Fight with guys with better offerings there and if they land shots, take a turn to get in a free Regen while covering yourself with Imperv.
GL Mon-el is kind of a no-brainer, too. We all see the thick armor, the great M&A, the nuts toolbox SP, but a hidden gem is . CS' attack values are below standard for all point totals except his 100 dial, but maybe you bring an Outsider on the team? If you end up in melee, the ES/D he'd be denied wouldn't matter as much.
That said, Superboy and GL Mon-el are kind of redundant. Both bring Indom., but Supes brings Invincible, as well as a much better click 6. Under most circumstances, it strikes me as being much better to roll off 6 whenever possible, unless you really like the idea of using Computo's Regen., but in that case I like Superboy. He's got the best fighting click #6.
Those are some of my thoughts, I'm really excited to give this unique click a shot!
jltw065 U Greed
Team: Mystics|Quintessence
Range: 6
Points: 67
Keywords: Mystical, Seven Deadly Sins
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(Special) Sinful Influence: When you build your force, you may assign the JLTW #S104 Greed relic to a friendly character without the Seven Deadly Sins keyword by paying its cost. This object doesn't count towards your force.
(Special) More Than One Needs: When you build your force, you may assign a relic of 8 points or less to Greed by paying its cost. This object doesn't count towards your force.
(Attack) Feed From Your Greed: Greed can use Mind Control. When he does, if the hit character ends that action adjacent to Greed, give the hit character up to 2 action tokens.
(Damage) All Mine: Greed can use Perplex, but only to modify his own combat values.
"More Than One Needs" could net him the LOSH Flight Ring while building your force. Am I wrong here? If this works, he could also assign his own relic to Composite Superman, who could also he assigned a Resource...
I suppose it depends on if the sideline characters are considered part of your force...