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1-100: Nico Minoru 101-200: Professor X (GSX) 201-300: Dr. Manhattan 301-400: Cosmic Spider-Man 401-500: Apocalypse (GSX) 501-600: R Galactus (CM)
Going on this, I think it is more of who is more potent for the points. Which, breaks it down this way:
1) Are they good by themsleves?
2) Do they fit in a point range where they can be devastating with support?
----in proper point games
3) How much destruction (damage) can they cause?
4) Can their dial absorb damage, as well as dish it?
Yep, Thanos is bad, Phoenix is too, but for 319 points Spidey Rules!!
Seriously, the " His line of fire is never blocked " is a huge advantage, a few enhancments or perplexs and he is unstoppable.
Thats funny, I've faced cosmic Spiderman several times last year or so in the finals (or other 2-0 player)and I've never lost. Most of my tournament wins (vs cosmic spidey)were with Supernova Thanos. so I find it humorous you think Thanos sucks. Different strokes for different folks I suppose.
seriously, Lockjaw, TK etc... there are tons of ways to bring the battle to spidey. All you have to do is deal a few clicks to him and he's a pincushion. Granted it is tough to deal that damage at times, it isnt impossible.
not too mention a lot of folks play Kid Zoom in big games which shuts spidey down.
I'll just list my top 10 or so based on raw power and effectiveness in golden age/unrestricted (no feats/bc's) since thats what most venues play.
1. Supernova Thanos
2. 2004 Galactus
3. & 4. Superman Chases (crisis)
5. Darkseid (crisis)
6. Cosmic Spiderman
7-10. Other good Colossals like Anti-Monitor, Spectre, Dr. Manhattan,
Other honorable mentions go to WL Flash, Metron, Bencrawler,rookie Hooker, Rookie Destiny, Dominic Petros LE, rookie Jean Grey, KC Green Lantern, Kid Zoom, Cheif, Oracle, Mary Jane pog, Paramedics, rookie Black Panther (27 pt one)... this list is long..
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Yo La Tengo- And then nothing turned itself inside out.
The Faint- Wet from birth
Yep, I agree with all of those picks. The 400+ point pieces should have more to choose from, Dark Phoenix, Thanos, Beyonder are a few that should be in this point range.
This format works best for this, I think. Here's mine
1-100: WoS Nightcrawler. As much as I hate to admit it.
101-200: Metron. I think the proof is his constant presence at the top of the heap.
201-300: This is really tough, but I think I have to go with Chase KC Supes.
301-400: Cosmic Spiderman, with ease.
401-500: Apocalypse. Not too many options here to be honest, though.
501+ OG Galactus.
I like your list, but I'd take Nemesis over Apocalypse any day. The healing Trait is sick. Assuming a one on one battle between the two, and all attack rolls hit and Impervious rolls are missed, I think Nemesis takes a one on one battle here:
gxG03 V Apocalypse
Team: No Affiliation
Range: 8
Points: 500
Keywords: Armor, Future, Horsemen of Apocalypse, Past, Ruler
10
11
18
5
10
12
18
4
10
11
19
4
11
11
18
5
11
11
19
5
12
10
17
5
12
10
18
4
12
10
17
4
11
10
18
4
11
9
17
4
10
10
17
3
10
10
18
3
10
9
17
3
10
9
17
3
10
10
16
3
9
9
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3
9
9
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3
9
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
(Special) The First Mutant: Apocalypse's powers and combat values can't be countered, and he can't be the target of Incapacitate. Apocalypse can use Plasticity and Shape Change.
(Speed) You Appear More Worthy: Once per game, give Apocalypse a power action and choose two characters: an adjacent opposing character not on its starting line and a friendly character on the map with a point value higher than the opposing character but lower than Apocalypse. The first character becomes friendly to Apocalypse and gains the Horsemen of Apocalypse keyword. The second character becomes friendly to the first character's force and is healed of 1 damage.
(Defense) Survival of the Fittest: Apocalypse can use Mastermind and Invulnerability.
(Damage) Centuries of Scheming: Apocalypse can use Outwit. Apocalypse deals penetrating damage to any characters who have a power countered.
gxG05 V Nemesis
Team: No Affiliation
Range: 8
Points: 400
Keywords: Armor, Exiles, Horsemen of Apocalypse, Ruler
10
11
18
4
10
11
18
4
10
11
18
4
10
11
18
4
10
10
17
3
10
10
17
3
8
11
17
3
8
10
17
3
8
10
16
3
8
10
18
2
7
9
18
2
7
9
18
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Life Energy Drain: Each time an opposing character takes damage from an attack by Nemesis or Nemesis's Poison, Nemesis may heal 1 damage.
(Attack) Cracked Containment Unit: Nemesis can use Pulse Wave. If he does, he doesn't halve his range value, and his damage value becomes his printed damage value and is locked.
(Damage) Bio Nuclear Blast: Give Nemesis a power action. Draw a straight horizontal or vertical line of fire to any single square within Nemesis's range and line of fire, ignoring other characters for line of fire purposes. Make an attack roll as though making a ranged combat attack, and compare the result to each character occupying a square along that line of fire, or a square adjacent to that line of fire but still within his range. Each character hit is dealt 3 damage.
The only thing that might stop him from winning, is if Apocalypse makes a few Shape Change rolls.
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