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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 take a look at a figure that is most definitely not Matt Murdock who also has a death wish!
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,
Quote
#EX054 Unique Daredevil
Real Name: Unknown
Team: No Affiliation
Range: 0
Points: 60
Keywords: Earth X, Celebrity, Mystical
8
11
17
3
7
10
16
2
KO
KO
KO
KO
l
l
l
l
l
l
8
11
17
3
7
10
16
2
KO
KO
KO
KO
l
l
l
l
l
l
8
11
17
3
7
10
16
2
KO
KO
KO
KO
l
l
l
l
l
l
8
11
17
3
7
10
16
2
KO
KO
KO
KO
Movement: Elevated and Hindering Terrain Can You Kill The Daredevil?: When placing characters during game setup, choose a starting line for Daredevil and give him three Six Tokens. When Daredevil is attacked, after resolutions remove a Six token for each ⚅ in the attack roll. // If Daredevil has a Six token when he would be KO'd, instead choose a starting line different from the one you most recently chose and turn him to that click. Protected: Pulse Wave, I Hear That Teaming Up with you may be fatal. I'm Game.: Daredevil can't be chosen for Mastermind. Attacks made by Daredevil or by characters targeting him can't be rerolled if the attack roll contains a ⚅. Protected: Pulse Wave.
Things that tell me I may need to synthesize a virus:
- Unusual KO requirements
- Useful dial of powers
- Not many points for the effort
Exploiting Daredevil's Weaknesses
You'll notice right away each dial section has identical stats, they all have willpower on the 1st click and perplex on the 2nd click. This will allow Daredevil to keep moving or attacking and will also make sure he can get some damage through. The top half of each section is completely different. It gives Daredevil some variety in how to approach things. First off, your opponent can choose which dial he starts on. I can't really see a downside to choosing one over the other. It really depends on what else is on that team. From Hypersonic Speed to Charge/Quake to Plasticity/Poison to Sidestep/Blades, there are plenty of options and if he reaches a KO click he can be put on any of the others than the one he was just on (more later).
For the most swingy, the Hypersonic version, his threat range is only 8 so it will be pretty easy to stay far enough away. If you can't stay away you have 2 good options. 1) Outwit so he is useless unless he bases you. 2) Get some blocking or meat shields in the way. He ignores Elevated and Hindering so those terrain types will be less effective. For Charge, threat range is only a 4 but he can hit multiple teammates. The same 2 methods as above will work but it is also fairly easy to stay more than the 4 squares away. Plasticity will be a difficult one for many teams to deal with (except those running the symbiote). Again, the same 2 methods work but if he is able to get to you and tie you up, you may have a hard time getting away. If you are fortunate enough for him to tie you up on the diagonal, toss up some Barrier and place them diagonally between him and your guy and they can then freely move away! If you are less than lucky, you can use someone who can carry you away or use Telekinesis to get you to safety. Sidestep version gives him a 10 square swing but he can't attack with that range, that is only 2 squares. He is mostly ineffective until he gets close when on this dial but if he gets turned to it from hitting a KO click, you can give yourself some time by outwitting the blades or running away as per the 2 suggestions above for Plasticity.
One thing that strikes me about this character is he cares very little about the amount of damage he takes. You can't KO him with any amount of damage. Powers like Poison and Pulse Wave are almost absolutely useless against him. But you can KO him with Incap and get close with Mind Control! Here is why: Can you kill the Daredevil trait. He starts the game with 3 tokens, confusingly named "6 tokens". Until you have removed all 3 of these tokens, he can't be KO'd. Fortunately, we can remove these with any roll that has a 6 in it, even if it would miss. Sure he won't take damage but we remove the important token instead. So even if we Incap or Mind Control and don't deal any damage, if a 6 is in the roll, we remove a token! That also means a critical hit will remove 2 tokens! What's great about this is the moment we have a 6 in the roll, it can't be rerolled due to the stipulation in the 2nd trait. It unfortunately also means if he rolls a 6 in a roll we can't reroll it either. There is a 30.5% chance a 6 is rolled in an attack so you are looking at about 3-4 attacks before you are able to remove a single token. Here is how we can move those odds. With Probability Control, we can manipulate the rolls to happen more frequently until a 6 shows up. Not a guarantee but it helps. Figures like Trelane and Mr. Mxyzptlk can both replace a single die in a roll. If there is no 6 present but they have a 6 to use, bada bing bada boom you have yourself a token removed! Please note that Mr. M can't take away a 6 in a roll or add a 6 to a roll to make it a crit hit as those can't be rerolled due to Daredevil's trait and Mr. M can only replace dice on a rerollable roll. Oddly enough, Trelane can be used defensively and remove a 6 from a roll from Daredevil. This will also allow him to reroll his die on your turn and hope for a 6! Lastly, if you have a swarm team or someone with Flurry you can quickly remove tokens as you have that many more attacks to hope for a 6 to show up. Once all the tokens are gone, then you can use whatever damage dealing powers you have to actually KO him when he takes 2 or more damage.
Lastly, there are a few things that can help us stay safe from his attacks so he is less effective as a secondary or tertiary attacker. Combat Reflexes and perplexing up the defense are huge! He can only attack (without any help) from close up so these can greatly increase your odds at not getting hit. Defend can also increase this stat but in most cases it is only good for 1 increase, maybe 2. Reducers can play a huge roll in longevity as he in only dealing 3 and 2 damage (unless he gets help or perplexes) so keeping these guys in his way will save the rest of your team. Incap is a great way to slow him down. If he constantly has 2 action tokens on him, he won't be doing anything.
That's all I have this time! Until next time, always look for the chinks in the armor and Exploit your opponent's Weaknesses!
Last edited by pupulesurfer; 02/21/2019 at 16:05..
(Adding the inlinedial so the article will show up in Units)
Good call noting the difference between how Mr. Mxyzptlk and Trelane interact with Daredevil, and I should also add the rules forum post confirming that Trelane can replace a 6, or replace a D6 involved in an attack roll including a 6: https://win.wizkids.com/bb/viewtopic...321fda94087708
Good article.
One thing I would like to point out. Though he is protected from the effects of pulse wave. Pulse Wave is still an attack roll. Which means that an attacker can still roll a 6 on the roll and rid one, or maybe two "6 token". As well as doing normal damage. And if he teamed up with someone else the other person IS NOT protected from pulse wave. So don't give up on PULSE WAVE.
Also two characters with barrier can force Daredevil into positions that he cannot get around. He just has a boot symbol. And with a peanut base he cannot be TK'ed.