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I've decided to give this set the best gift I can think of - a "Primer" style review in the spirit of jaysol and Saturn Flight! I'll update posts as more pieces are posted, but as we're past the halfway point for pieces in the set (with Chases being the main thing unwritten), to start with here are the current commons!
Dude, that is really, really cool. Thank you so much for putting this together and giving me a primer treatment. It gives me a very different perspective on my pieces and seeing them from a sealed perspective let's me get an interesting perspective on the set as a whole. Thanks again and looking forward to updates
Quote : Originally Posted by ToadKillerDog
Now that is how you do a low costed Iron Man and "Repulsors: Iron Man can use Force Blast, dealing damage equal to half the result. Adjacent single-base targets cannot ignore knockback."
Is a great repulsor ability.
Forbush Man! Ooooh excellent unluck power...now we just need an Alfred E. Newman and whoever the little janitor from Cracked is and we can have a battle of the comedy mascots!
Cool, glad you liked tony. I wanted a classic throwback tony and the op MK v never steers you wrong. He was in it for so long it's his iconic armor and I wanted a solid but not overmuch dial for time period when he was solidly mid-term in terms of power
Quote : Originally Posted by Hatut Zeraze
Sylvester P. Smythe. My childhood was seriously misspent.
#cc022 Unique Shamrock
Real Name: Molly Fitzgerald
Team: Mystics
Range: 0
Points: 45
Keywords: Death's Minions, Guardians of The Galaxy, Mystical
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(+25)Luck O' The Irish: Your force can use Theme Team Probability Control as if it were a named theme team. Lady Luck: Once per each turn, when a character within 6 squares and line of fire would roll any number of dice you may roll 1 die. Shamrock may choose to replace one of the rolled die with her own.
Poltergeist Power
Cushlamochree!
'Tis Easy Bein' Green!
What Are The Chances?
Optional trait for Theme team is a great idea. Fits the character well. The re-roll power is very nice also. Also, meta designs are always a plus.
Ah, cool, you noticed all the green, eh?
I initially wanted to do something beyond traditional pc, so her single die reroll came into play, and is far more open ended than current pc, let alone the upcoming rules. Then I had the idea of her also being good for ttpc dump to keep her active on that last click, but wanted to do a twist. Opening up any ragtag group of misfits to theme bonus for the price of your standard possessor seemed fair and fun
#cc053 Experienced Iron Fist
Real Name: Danny Rand
Team: No Affiliation
Range: 0
Points: 65
Keywords: Avengers, Death's Minions, Defenders, Heroes for Hire, Immortal Weapons, K'un Lun, Martial Artist, Marvel Knights
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Five Style Kung-Fu: At the beginning of your turn, you may turn Iron Fists's dial to another click. If you do, at the end of your turn return him to the click he began the turn on.
Snake Style
Throwing Hand
Crane Style
Tiger Style
Flow Like Water
Snake Hand Strike
Monkey Style
Wushu
Praying Mantis Style
Drunken Monkey
Tuck Your Elbows And Remember Your Breathing
Black Tiger Fist
Like Unto A Thing of Iron
Last edited by Baron Impossible; 08/10/2017 at 09:14..
That's a clever design for Danny and works pretty well. I would love to see some support on there for some "Healing Chi", but I don't know if that's accurate to the era you are drawing from. Danny has so many uber-elite dials in the 70-100 point range that it's hard to do something new, but I like this budget versatile version
At the risk of spoiling my rare, super rare, and chase/promo reviews, the uncommons are the MVPs of the set. There are the highest ratio of 4-shield pieces here across all starting lines, and for every role on a team there is a piece in the "U" slot that makes me ask "can this piece compare to the uncommon?". You will see uncommons a lot here, as like the commons there are not a lot of duds, but the super star pieces (Siege, Darkstar, Talisman, Sasquatch) are ones you want to be prepared for.
019a: Sasquatch: - The uncommons start with a figure that will leave a big footprint on the set, and really make sure other folks have some big shoes to fill in comparison. Puns aside, Walter here is an amazing figure at either point level. In a set starving for front-loaded Outwit, you have it the whole dial. In a set of short, fragile dials he is a brick wall of reducers with a healing STOP click at the end. That Alpha Flight TA is a great add as well, as it puts his attack in double-digits all the way down against your primary target. I would almost always run him at 125, but the 60-point line is incredible as well, with beastly damage potential and all that great Outwit at half the cost.
020: Ghost Rider (110): - This dial is going to require a fair amount of finesse and rules knowledge, but is potentially incredibly powerful. That’s a lot of reducers in a set that doesn’t have a good way to crack them, and with his Mystics TA and huge volume of penetrating damage he’s a major threat. The key here though is his ride. It can be used as a “super taxi” to yank Johnny across the battlefield, as a shield, as a tie-up, or as a “homing rocket” that you can charge across the battlefield into an opponent’s face. Sadly the bike is a one-shot, and even with his many perks I think Johnny is a bit too complex to do good work for his points in this set, reliant on his bike. Feel free to bump him up if you get a fellow ‘hog lover or someone who can utilize his Champions trait or Mystics TA, but overall this dial feels a bit too much like playing with fire.
020b: Ghost Rider (60): - I’m a little higher on this dial, which offers a simple, potent formula of opening Invincible, a full dial of move-and-attack, penetrating damage, and mystics alongside tons and tons (and tons, with his Trait) of self-healing. The 60 point dial seems like the ghost with the most, and should earn his keep if he can heal even once.
022: Shamrock (45): - So far there is precious little re-rolling in this set, so Shamrock’s “Probability Lite” is a huge asset for most teams. The only other front-loaded PC in the common or uncommon slot is on 200 point Beta Ray Bill, so getting it for a mere 45 points is a steal. She also brings Mystics to the table, and while her damage is poor she can sometimes get lucky and fire off a big Quake against other supporting pieces (she’s unlikely to get harassed moving into position with her 19 defense from range and Mystics). I can’t justify 4 shields on a piece that is purely here for support, but she’s still a huge deal.
022: Shamrock (70): - Call me crazy, but I feel like the extra 25 points is a bit of fool’s gold in Sealed. I know there are many who disagree, but I am not certain 25 points is worth three shots of PC that has all the other normal “Themed Team” restrictions. Sure, Molly here is great at taking those tokens and she can stack them with her trait for uber-dice control, but the cost of a 70 point figure that does nothing offensively feels too high. I would include her if there was truly nothing better I could do with my 25 points, but I don’t think this is an auto-include decision and I’d usually stick with the 45 and squeeze on another piece or a higher starting line on someone else if I could.
024: Talisman: - I’d give her five shields if I could; she’s that good. Either value is insane and it will be a matter of what else you pull. The 85 point line is the ultimate support piece, with TK (with a special Quake surprise), Perplex, Flight, and Sidestep protected by Super Senses. She is not a slouch offensively either; in addition to her quake she has a big 8 range and a 10/3 attack line backed by Alpha Flight and Perplex to adjust as needed. All that and the Mystics TA to dissuade opponents from smearing your support piece. At 40 she’s a budget piece, but again Alpha Flight patches her 9 attack and 3 damage with Outwit to make it stick is the real deal (and she has dual-target Incap if her Outwit is needed elsewhere). Her trait is a powerful taxi trick, especially alongside her Sidestep (at 85) or Phasing (at 40). Don’t overlook that barrier at 40 (or middial 85), as it’s one of the few barriers in the set at lower rarities and can be a nice board control effect in a short-range brawler set. She’s a near must-play no matter what, and definitely a must-play if you pull two or more other pieces that can take advantage of her trait.
025: Razorback (100): - I’m hog wild about this dial. A durable super-taxi with a nasty 12-square swing range makes him quite impressive. Don’t sleep on the fact that since he has the Vehicle keyword on his opening clicks, he can Perplex himself for more damage or better attack. Knocked off his top dial he remains a durable nuisance and can power up the crew he flew in with Empower. He is a little bit meh once he’s shot off the top dial, and he is very outwit-vulnerable, but his striking range is so long that I’m confident he’ll earn his upkeep.
025b: Razorback (60): I’m much less impressed with this dial, which doesn’t get to go vroom at the start. Poisonous tie-up is a dime a dozen in this set, and I don’t feel like he offers enough to stand out. Bump him up if you also have Ghost Rider, however, as he can both take advantage of the Mystics TA as a Wildcard AND can power up the bike.
026: Darkstar (90): - The 90 pointer is a fine piece, with a nice long striking range and stealth that also grants ES/D if she’s exposed and that can be given to her teammates. 10/3 numbers are bog standard for the set, but with her 7 range and Perplex make her a reasonable threat. I think the only reason I’d run this line though is if I pulled no other good ranged pieces or if I pulled Vanguard and could use both their optional traits (since then she can carry him, boasting a 11/4 attack with Perplex that is cosmic-level threat for 95 points). I’d be higher on this piece if not for her other starting lines…
026: Darkstar (60): - For 60 points, Darkstar is the best taxi ever, with 11 square phasing and the ability to carry 3 people and assign her action token for the jump to someone else. As if that wasn’t enough, she’s got TK and is protected by toughness which is surprisingly effective in this set. She still has it offensively, and her Empower makes her a great taxi for fellow melee ‘champs like Ghost Rider, Black Widow, and Hercules. As good as she is though…
026 Darkstar (30): - Wow is this a great 30 points. She carries, she blocks with her Stealth, she spits out hindering with her trait and dial-long Smoke Cloud, AND most importantly she shares an 18 defense with her passenger. There are a lot of opening 17s and even some 16s in this set (see 60 point ‘rider), and this goes a long way towards patching them. Darkstar at 30 is a defining piece in the set, and I don’t envy players for figuring out which of her starting lines is worth starting on.
027: Vanguard: - Vanguard has a lot of great powers placed in frustrating places, namely his attack SP which can be deadly but has to be pushed to (or be knocked on to). His Defense SP encourages you to push aggressively, but it’s a risky ploy since if you blow his Super Senses he misses out on his best offensive clicks. I personally wouldn’t take the bait – he can shoot farther than he can charge, and Enhancement makes him a great fire support. Overall I think he’s pretty average and a bit too risky unless his sister is around to power him up.
030 Siege (150): - Heeeeerre’s Johnny! John Kelly is a terminator in a set of squishy puny humans, with massive damage potential and the rare and powerful RS/PB combo combined with a long range and a longer dial loaded to bear with reducers, stop clicks, and Indomitable. That would warrant a high rating alone, but his specials are the real icing. First, his stop click gives you an option to self-destruct and deny your opponent 150 points which is pretty unprecedented and powerful. More powerful is his improved targeting – all those stealthy Widows and Wolverines and Dark Stars are in for a world of pain, as there is no hiding from Siege. He also uses tie-ups better than most and cares not for your blockers, as he ignores all characters when firing. In this set it isn’t hard to still field 3 or 4 other characters with John here, letting you play a very traditional, very strong strategy. Siege is (so far at least) the piece to beat in the set.
030 Siege (90): - Siege Lite is fine, with stable values and the same “screw you” Stop click and improved targeting that made his other line such a monster. His powers don’t flow as smoothly together, but that just makes him versatile instead of a one-trick pony. The issue is that if you have access to this, you ALSO have access to the 150 line and it’s hard to imagine any 60 point piece in the set being worth the difference – those top two clicks are that lethal. I can imagine the situation coming up, especially for the lucky scrub who pulls two Sieges and wants to still have a Taxi or two on their squad, but generally speaking I’d pay the price for the big gun every time.
031: Peregrine: - Peregrine is a rollercoaster of emotions in ‘clix form for me. First, there is the excitement that he offers the same 9-square 4-damage charge of Kangaroo for just a few more points, with better attack to boot. Then there’s the Sadness that lining up a direct charge can be tough, especially since he can’t break away for free like Kangaroo. (Yes, seriously, we are comparing folks to Kangaroo here), and that he isn’t nearly as good a tie-up with naked Willpower up front. Then I get excited again remembering that while Peregrine doesn’t have a TA to loan out, he is a Stealthy Taxi. Then I get the most excited when I remember that while lining up a direct line charge is hard, lining up a direct line Grenade is not. Don’t miss that his power lets him move 9 and chuck a grenade, because it is his #1 selling point. Peregrine is a fine piece that’s going to catch a lot of folks off guard. His mid-dial Outwit is solid as well, and I wouldn’t be too afraid to push off his Willpower to get to it. I’d bump him up a shield if you also get Oddball to double your grenade fun.
032: Gibbon: - I love the Legion and Gibbon especially, but the Monkey isn’t doing it for me here. He doesn’t have the resilience of Grizz or the ability to pump up his attack on his own power of Kangaroo, and those are both major losses in his ability to be a good tie-up and tertiary threat. His back-dial PC is appreciated but can be hard to get too. I would probably pass on poor Marty here unless your luck in opening packs was as bad as his.
033: Grizzly (80): - On the one hand, that top dial EW/Charge/Super Strength combo is surprisingly rare in this set, and if the Grizz can get into position to unload it he can wreck a lot of pieces. On the other hand, a single shot and he falls apart. I’d bump him up with any other Legion of Losers pieces or wildcards, but remember in this set that 30 points can buy lots of “rookie” dials of key pieces, and I’d consider the budget Grizz + that 30 point line of someone else almost every time.
033b: Grizzly (50): - The budget Grizz knows his role is to be Mastermind fodder and a tie-up that can get lucky and wreck people on a high roll, and he plays his part well. The combination of Toughness, “Sort of Super Senses”, and self-healing plus his trait make him a nuisance that just keeps coming back for the Bear Hug of Doom.
Thanks again, dude. These primers are awesome. I've been fortunate enough to get good feedback from many of my designs but it's another thing to get them rated like this. I'm quite surprised that Siege rates so highly, but I can see how, especially from a sealed perspective. And I can't help but feel that Gibbon's lackluster rating is very meta
Quote : Originally Posted by Hawk1113
That's a clever design for Danny and works pretty well. I would love to see some support on there for some "Healing Chi", but I don't know if that's accurate to the era you are drawing from. Danny has so many uber-elite dials in the 70-100 point range that it's hard to do something new, but I like this budget versatile version
Thanks, I was going for a Kung fu flick action dial. Clearly taking inspiration from taskmaster, I wanted the traditional 5 styles of Kung fu to be represented along with his signature move to give Danny the martial arsenal he needs to handle any situation. The sole click of wp was to incentivize his incap option and to give him without having to give him wp the whole dial
For the points, I love the values he has. The trait (especially the name) is a great idea for Iron Fist. Most of the clicks are well synergized and would see use. Click #4 is my issue. I don't think the incap will see much use with so many other options available, but that's not my issue. My problem is the willpower. It is exceptionally limited in use. You don't need it on your turn, because the trait is a de facto willpower. The only uses I can see is if you are on that click when it's not your turn and you get hit with Incap - or - if you began the turn on that click and decided not to use his trait and pushed.
Either way, I think there's a better use of the slot. Hell, I like the idea of giving him Support. Maybe you can drop the willpower and add it instead.
Steel Serpent: At the beginning of your turn, give an action token to adjacent opposing characters with the Martial Artist keyword that have no action tokens.
Son of The Thunderer Exiled
Immortal Weapon
Serpent's Sting A Duel of Iron
Pride
Forbidden Martial Arts Anomaly Gem
Anger
Steel Phoenix Blow Absorbing Chi
For the points, I love the values he has. The trait (especially the name) is a great idea for Iron Fist. Most of the clicks are well synergized and would see use. Click #4 is my issue. I don't think the incap will see much use with so many other options available, but that's not my issue. My problem is the willpower. It is exceptionally limited in use. You don't need it on your turn, because the trait is a de facto willpower. The only uses I can see is if you are on that click when it's not your turn and you get hit with Incap - or - if you began the turn on that click and decided not to use his trait and pushed.
Either way, I think there's a better use of the slot. Hell, I like the idea of giving him Support. Maybe you can drop the willpower and add it instead.
Just food for thought.
Still love me some Iron Fist
and I just played taskmaster last week so I totally should've caught that wp application error. I remixed his crane and tiger styles. crane is now about mobility and was given the empower sensei ability. tiger went more offensive (as it should have been in the first place), replacing its donated empower for bf and giving danny more swiss-army knife solutions to any defensive problem
I've been waiting a long time for this guy. I like his appearance in (I believe) Marvel Team Up. You've really nailed this guy. Opening dial HSS is perfect. The Steal energy and other power selection is exquisitely done. The fact that you didn't have to liter it up with Special powers and walls of text is really a testament to superior craftsmanship. The trait adds so much flavor while not dominating the character. It shows where he fits in the cannon - he's a martial artist who fights other martial artist. Maybe it's the fanboy in me, but I think this is just a superb dial. Very, very well done.
Quote : Originally Posted by Baron Impossible
and I just played taskmaster last week so I totally should've caught that wp application error. I remixed his crane and tiger styles. crane is now about mobility and was given the empower sensei ability. tiger went more offensive (as it should have been in the first place), replacing its donated empower for bf and giving danny more swiss-army knife solutions to any defensive problem
I've been waiting a long time for this guy. I like his appearance in (I believe) Marvel Team Up. You've really nailed this guy. Opening dial HSS is perfect. The Steal energy and other power selection is exquisitely done. The fact that you didn't have to liter it up with Special powers and walls of text is really a testament to superior craftsmanship. The trait adds so much flavor while not dominating the character. It shows where he fits in the cannon - he's a martial artist who fights other martial artist. Maybe it's the fanboy in me, but I think this is just a superb dial. Very, very well done.
I like the changes.
Cool, I wanted to give him a mean top click but balance it out by not letting him heal all the way up to it. He'll shred a lot of people with the ps/bf combo, Danny included, making him a real threat to his versatile adversary as he owned him in his early appearances where he was all about draining Danny's chi, which became the inspiration for his and steal energy. The hss came form his early appearances always emphasizing how wicked fast he was
Glad you approve of the iron fist changes. Does this mean I won't have to cut off a pinkie?
#cc021 Veteran Storm
Real Name: Ororo Monroe
Team: X-Men
Range: 8
Points: 125/75
Keywords: Avengers, Death's Minions, Fantastic Four, Lady Liberators, Ruler, Wakanda, X-Force, X-Men
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Claustrophobia: When Storm is adjacent to blocking terrain she has Earthbound/Neutralized and modifies her defense value by -1 for each adjacent square of blocking terrain.
(125)Forecast: At the beginning of your turn, you may give Storm a free action and roll 1d6. On a result of 1-3, you can remove an action token from an adjacent friendly character with a lower point value. On a result of 4-6, click her to either click #9 or click #11 and at the end of your turn return her to the click she began the turn on.
Cold Front
Deluge Fog
Cyclone
Blizzard Nature's Fury: Storm can use Pulse Wave and Targeting: █, █(Outdoors).
Windscreen
Sleet
Mistress of The Elements
Challenged Cyclops
Eye of The Storm Lightning Strikes Twice: Storm can use Range Combat Expert. She can use it as a free action but only to target a character she has hit with an attack this turn.
Last edited by Baron Impossible; 08/11/2017 at 12:06..