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Great theme: Prof X (Dr. Scott), Cyclops (Brad ### HOLE!), Jean Grey (Janet SLUT!) and White Queen or Black Queen (Dr. Frankenfurter)
You can further enhance it with a much larger though still appropriately hideous Solomon Grundy as Riff Raff! And maybe even Doc Samson as Rocky (or The Thing, as a pun)
When you show your team, point to each and go "Janet, Doctor Scott, Janet, Brad, Rocky, Unh!" Do this several times
I feel that Adam Warlock, while not X-men themed, is far more appropriate for Dr. Frankenfurter than either of the "Queens".
The mind control is nice, but where he really shone was triple incap with 12 range and willpower. I hobbled my opponents to death. Keep him far far back to avoid being hit!
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HeroClix A to Z – DC Legacy figure review: Professor Xavier
Ultimate Professor X doesn’t vary very drastically from his classic counter part character-wise. They both started a school for mutants and both have the same powers. (However, Ult Prof X was shown to have very limited Telekinesis.)
Actually, the normal Professor X was shown to have limited TK in his early appearances as well.
odietamo - I'm unclear on the timing of this, so I'd double check with someone who can give an official ruling.
But that would require logging into Wizkids site, posting a thread asking Hair 10, waiting for the response, and then coming back here to post the answer... we don't have that kind of time! Some of us are busy pretending to work, sheesh!
I was under the impression that all of that damage is resolved at once at the end of the turn, but I could be mistaken.
I was also unaware about the ruling that feats add to your total point cost, good info to know!
And does anyone find it odd that if another Mind Controller MC's Prof. X, they take no feedback damage (he's under 100 points)? I would think he'd be quite resistant to that type of attack.
let me give you all an idea of a prof x team i use
i use starter E wasp as a prox X taxi, giving her the thunderbolts feat, and carrying 7 harvey bullock pogs with prof X,
not only will all teh police dept help prof x hit anyone even KC GL, but since they all have toughness, prof X can distribute the dmg a little to each therefor not killing any of them
I hvae yet to try it competevly but i will next weekend,
as a back up attacker i was thinking of LE polaris with nova blast,
you can mind control targets to go into her short range and pop
Good review one thing i think you forgot armor piercing as a good card to use on X in his perplex clicks do a auto 1 click to 3 people on the board with in a 12 range is pretty nice
Last edited by Unrealplayer; 07/13/2005 at 11:31..
I faced a pretty good team w/ Chuck, and the best thing he did was to use barrier with him. That, combined with the high av and willpower hurt a lot. I had trouble when he was completely immobilizing Sue, V Torch, and V Thing. Even with the high defense, the ult x-men ta helped him a lot.( good rolls didn't hurt either...)
Feluweld - You can't divvy up damage from Mastermind. It all goes to one other character, or none at all. So with your idea (a good one btw w/ wasp and Tbolts), you'd take out a harvey with each attack. With that in mind, its probably a better idea to use a bunch of 2 point pogs.
Unrealplayer - Armor Piercing sayd "Damage cannot be reduced below 1." Meaning he has to deal at least 1 in the first place.
It does NOT increase damage to 1.
So Armor Piercing on Prof X would be a huge waste.
I'm pretty sure the feedback damage will happen before the pushing damage. Pushing damage is always applied last, and seperately. Look at a case where a figure critically misses while pushing. You apply the crit miss click and then check for Willpower before applying the pushing click. It is a similar situation if you attack a Mystics/Crossgen figure. So Chuck should be able to MC 199 points of people pushing off of his first click and only take one damage (1 for feedback and then Willpower absorbs the potential pushing damage). And if he happens to crit miss on the roll he'll still end up on the Willpoer and not take the push. Kind of handy that.
This figure is all about ugly manipulation of your opponent's team. I love the triple incap at 12 (or 13!) range with the attack numbers to make it stick. I can see a horror show scenario where your opponent moves first and brings up some figures, you incap/push them with Chuck and arrange your team, they clear next turn, you push Chuck to either MC or incap again. Nastiness. Talk about ruining whatever someone has planned.
"And does anyone find it odd that if another Mind Controller MC's Prof. X, they take
no feedback damage (he's under 100 points)? I would think he'd be quite
resistant to that type of attack."
...beat me to it.
I like the gambler's quality to the design of the new prof X...high returns...high
risk. When I first saw the point cost (99) and the defensive value what came to
mind was what a tool this guy could be if the other team fielded a solid 'MC'.
Mind Controlling X:
#1 benefit - no damage to your mind controller...you could TK a V-Puppet Master
within 4 spaces of Chuck and he's got good odds to hit and control.
#2- A 12 range on your new tool means he's got good odds to reach a good
number of his former teamates, make them beat on each other and take all that
+100 damage for his trouble.
#3 - you've only invested a Puppetmaster (or another cheap 'MC' piece) in this
endeavor and have all your other pieces ready and waiting to clean up.
"Relax Coulson, I've got this..." -Roz Solomon
EDEN FESI, MELVIN POTTER, EXECUTIONER, STICK, MESMERO, AGENT ROZ SOLOMON, QUEEN FREYJA, GAROKK, HILDEGARD, MOSES MAGNUM, ORSON RANDALL, and THE IMMORTAL WEAPONS PLEASE WiZZies!!
Overconfidence and Disbanded will also put the hurt on Brilliant Tactician.
Prior to FF's release, some were arguing that BT would work in spite of Overconfidence. The idea being that the BT'er could target himself and the resulting "Perplexes" were not actual Perplexes, or something like that. Don't know if the gavel came down on that one yet...
I like the gambler's quality to the design of the new prof X...high returns...high
risk. When I first saw the point cost (99) and the defensive value what came to
mind was what a tool this guy could be if the other team fielded a solid 'MC'.
Mind Controlling X:
#1 benefit - no damage to your mind controller...you could TK a V-Puppet Master
within 4 spaces of Chuck and he's got good odds to hit and control.
#2- A 12 range on your new tool means he's got good odds to reach a good
number of his former teamates, make them beat on each other and take all that
+100 damage for his trouble.
#3 - you've only invested a Puppetmaster (or another cheap 'MC' piece) in this
endeavor and have all your other pieces ready and waiting to clean up.
That should have been included in your review azs. I dont think I have ever seen a figure that can be that much of a liability to his own team. He is almost sure to bring his own team down if the other team has anyone that can mind control. That doesnt always happen but if I know an opponent likes to field Prof. X then I will be sure to throw a cheap MCer on my own team.
Have no worries. There will be no HeroClix 2.0 while I'm working on the game. - Seth Johnson
One other thing that could be mentioned: his damage powers are Leadership, Perplex, and Outwit. He’s in a wheelchair. He’s known for remotely providing knowledge to his team in the field.
Theme players, say hello to your proxy fig for “In Contact with Xavier.” Pay the normal Oracle cost, but plop Chucky down on the card instead of Babs.
As for his vulnerability to Mind-Control...
1) Feats. There’s no reason for him not to have them. Fortitude is a great choice, since Mastermind is so essential for his survival and he’s so easy to take out if it gets Outwitted. And if you do that, then you’ve automatically guarenteed that they’ll take feedback damage.
2) Defend. With all the good, effective Defend characters in the game, there’s no reason why Chuck’s defense should be a problem. LE Invisible Woman, Warlock, etc, are all good for boosting the defense of both Chuck and his mastermind fodder.
3) Keep him based with two characters, minimum. Chuck’s grounded. If you have two characters next to him, then your opponent won’t be able to have Chuck MC them both and send them away, leaving him without his MM fodder. A pair of Lockjaws would be great for this. 16 clicks of damage-sponging Transporter goodness for only 76 points, and they can carry a grounded Defend fig for him, too.