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Ever face a figure or team you can't seem to take down? Then this is the series for you. We take a deeper look into those problematic pieces and Exploit their Weaknesses! In this edition, we look at a brand new Convention Exclusive, non-unique (thank goodness!) Bat Knight!!
Click "Full Story" below as we analyze this awesome figure and Exploit its Weaknesses.
Thanks for joining me in another installment of Exploiting Weaknesses! As with the other articles' precursors, Pulse Wave will not be discussed as it is almost always effective. If it isn't effective, I will point out why.
Here is the dial for reference.
Things that tell me I should look out for giant stealth robots:
- Bat Ally TA and KC TA
- Giant
- 8 Range/Precision Strike/High Attack Value
- Ram
- We Will Make Things Right Again
- Sidetep/Plasticity
- Indomitable/Regen
Exploiting Bat Knight's Weaknesses
Now you may not think this guy is worth the trouble but he has enough stuff to get in the way and be a problem when you aren’t prepared! Just look at that list, it is basically his whole dial so pay close attention.
Looking at the TAs we see we have a slight problem. This behemoth has Bat Ally giving him stealth. How in the world does this guy hide behind a gumball machine!? Regardless of the ridiculousness of the thought, we need a way around his stealth. IT: Hindering is the more popular and you can gain that from the Superman Ally, Ultimates, and Avengers Initiative TAs as well as a smattering of other figures with the “IT” traited in. Just know that his KC TA will give him Super Senses from range so if you go this route, Precision Strike should be included in the attack to make sure you hit. The alternative is to come in close for an attack. That will negate the effectiveness for both of his TAs. Charge and HSS are great ways to do this but don’t count out some TK to get your guys in there or even a taxi that can carry someone who can make free action attacks.
It also has the pesky KC figure trait – We Will Make Things Right Again. This means we can’t modify any of its values or counter its powers. This keeps many of his important powers intact. Our best way around these is using powers that bypass what they do. For instance, toughness can be gotten around using Psychic Blast, Exploit Weakness, and Pulse Wave. Battle fury will keep you safe against the Incap and IM: Characters will get you past the Plasticity. Better yet, our friendly neighborhood “can’t use” powers will get rid of everything showing on his dial! These things should be fairly common on most teams so you shouldn’t struggle with it too much.
The big problem is the Giant size mixed with the long range, high attack, and Precision Strike. First it will ignore blocking, characters, and elevated outside so if that’s where you face off, be careful. It can sidestep and attack at 8 range so the threat will be 10 squares. Most teams can easily stay outside that range but can’t do so when attacking. When you move in, you will be within range so make sure you KO it with that 5 penetrating damage or 6 regular damage. Don’t rely on Super Senses as the Precision Strike will get right on past but that also means with his 3 damage he will get through any reducer as well. If you have a one click wonder, stay away! I like a TK yo-yo here as it allows you to be thrown out, attack, and then retreat. It may take up most of your actions but it works really well and keeps you safe.
The nice thing about staying outside that 10 range is it can’t shoot at you but you are still in range of the Ram ability. Sidestep first, then move 9 and the bot moves 11 spaces total. We will need to actually stay outside that range instead. The downside to Ram is it will attack with an 11 and deal everyone it runs over 3 damage with that precision strike. The upside for us is the bot takes 1 unavoidable damage for each hit character. It may land the Knight onto regen if the opponent hits too many figures but will still deal a worthwhile amount of damage. We can’t get rid of Ram but can negate the usefulness by being indoors with blocking, some barrier could work too, and staying outside 11 spaces. This 11 space threat is key because if the bot hits just 2 figures, the Bat Knight gains some plasticity and can tie up whomever it is that it ran over. Sounds a lot like the GCPD cruisers doesn’t it? You can escape with IM: Characters, barrier to split them apart, TK to pull back, or carry to drop them into safety. I bet you can get away but in the case that you don’t have a guaranteed way out, just attack the thing. If you destroy it, it can’t tie you up!
Lastly, be aware of the Indom/Regen combo late dial. This means it can push to regenerate and not take the damage associated with it. A roll of 5 or 6 gets it top dial so have that Prob Control available to help force a bad roll. There are other ways to stop healing so you can use those as you find necessary or fitting for your team. Just remember you can’t outwit the powers.
So, what are we doing to the Sentry?
- Have a way to ignore the stealth and pop it from range
- Come in close to attack if no way around stealth
- TK yo-yo to keep safe
- Stay outside 11 spaces for ultimate safety
- Have ways around powers as you can't counter any of them
- 5 penetrating or 6 normal damage is all you need
- Barrier or blocking can get you out of trouble quick
That's all I have this time! Until next time, always look for the chinks in the armor and Exploit your opponent's Weaknesses!
lol, stay 11 away!! that's crazy. most characters have to stay within 7-10 squares to set up a proper charge or RS. so glad i have him and can't wait to use him with the other cons i won, and this new deadpool stuff.
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lol, stay 11 away!! that's crazy. most characters have to stay within 7-10 squares to set up a proper charge or RS. so glad i have him and can't wait to use him with the other cons i won, and this new deadpool stuff.