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(Speed) Modular Thrusters: Iron Man can use Running Shot. Give Iron Man a double power action and he can use Hypersonic Speed as a free action, modifying his speed and range values by +2.
(Attack) Last Strike: Iron Man can use Energy Explosion, and Regeneration.
When turning the dial and this click appears, stop turning the dial.
This power cannot be ignored.
(Defense) Force Field: Iron Man can use Energy Shield/Deflection and Toughness.
(Damage) P.E.P.P.E.R. Override: Iron Man can use Outwit. If Iron Man began his turn with two action tokens, he can make a ranged combat attack as a free action.
Alberta ROC Provincial Champion
7th 2015 Canadian Clix Nationals. Winner of world's 1st PDC event
2016 WKO Regional Prairie Dicemaster Champion
The Black Order are all SO good and Corvus and Proxima are the two best in my opinion, definitely 4 stars. I think Tyrant could be bumped a star, depending on your play group, just for intimidation factor. Sometimes a power and stats like his can demoralize newer players. I remember in our sealed that o wasn't wanting to face him even though Thanos was probably more of a threat to my team.
"I meant to say trash panda."
2016 Wisconsin State ROC Champion
2017 Wisconsin State ROC Runner up
According to a few people Tyrant at fullis a B to
Get off
His first click. His def. Power with 19
AND prob. Vicious.
225 is only slightly worse with 18 prob and half ignore half invincible
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Annihilus. So sadly Annihilus is offering at about half capacity without being able to gain access to his Cosmic control Rod but despite this he’s still a force to be reckoned with. Running Shot Pulse wave into P/pB isn’t bad. Having Steal Energy is GREAT but… realistically if he’s doing his job he should be potshotting people…LUCKILY though he still has RCE on those clicks. End Dial regen with Force blast is nice. His real asset is his ability to nix power Cosmic and to utilize their lack of it with outwit. Given the prevalence of P/PB I’d advise pushing off of that top click (Preferably with an attack…as 19 with perplex isn’t shabby) onto Invincible. Offensively you lose very little (you go from 6 movement to 5 movement for running shot) you lose perplex but you gain the aforementioned Nixing power.
Honestly if I Pull Annihilus I’d strongly consider playing him based on what else I pull. While he isn’t a tourney winner on his own he can pull his own weight in a set where some of the most powerful pieces have Power Cosmic. Imagine robbing a Thanos of his Invinciible then shooting him from 7. Or better Pulsewaving him then pushing to nix his Leadership power…or whatever he may land on. He can even be a pain in the side of Sphinx who I think will be a huge contender in this set.
Tyrant- From reports of him in Sealed or BR play I’ve heard nothing but glowing reviews.
Let’s get some generals out of the way: All three open with his defense power which gives you a half a chance of using Invincible and half a chance of just ignoring ALL THE DAMAGE. All Dial Levels have Power Cosmic 8 range and 3 targets. Tyrant also has a trait that grants bonuses when he’s next to someone with a relic or Resoruce assigned to them. As this set has no built in Relics this is useless trait.
Ok:
295-The Big Bad Tyrant. Now while I’m not one for running OMA teams…from the reports I heard…his 19 def. with his power and Probability control is an almost impossible nut to crack. If you want to ‘outlast’ park him in hindering and let them ome to you. However this isn’t exactlyt he soundest strategy to win..So I’d CONSIDER playing Tyrant at 295 but I’d have to be struggling to find another team to choose this route
225-Honestly I dig this one most. You have room for more people ANDE you still have 18 defense the 50/50 defense power AND probability control. AS well you open with P/PB instead of Energy explosion which is great for punishing bricks
150-This one seems more of a novelty. I mean It’s not bad as he opens with this defense power and has three clicks of regeneration after. SO he’s hard to kill without a double tap. I’d maybe play him but I’d have to pull something else to compliment him.
Iron man-Wow this piece is awful. I’m not even doing a Split Review because this piece is just not that great at either point level. He gets passable if you pull a Mantis but the only way I’d even strongly consider running this piece is if I also got recorder 451 to boost his stats by +1 and then possibly later by +2.
Sleepwalker-Glad to see him getmade and actually his dial has a lot of tricks. His trait can be both an asset and a weakness. Like the in comics just as Sleepwalker is in the middle of moralizing Rick ‘wakes up’ and he gets pulled back into his mind. So healing is great so sometimes you’ll be begging for that 1. His five range is somewhat limiting but with P/PB or Precision strike when he does strike he strikes well and through hindering terrain Defensively he can choose to ‘ground’ him self and lose flight so he can become Invulnerable. SO he becomes an Invulnerable stealthier. His Warp Beams could come in handy. I’ll never turn down Smoke Cloud and barrier… and as free actions. While your opponent CAN avoid it on maps where it’s hard to avoid it can get really silly really fast. Barriering in an opponent while they’re in hindering, while a nice a idea, isn’t realistic given that most hindering isn’t just a single splotch of a square. It can be…but a lot of times isn’t. Remember you can’t place Blocking on printed hindering. Sorry kids.
But hey I’m not turning down free actions to literally change the battle field. Finally Sleepwalker has Spiderman which could prove…wait what TAs are even in this set aside from power cosmic?...I Guess the ones from the Zombies? Weeeeeeeeeee. So his TA won’t come in…like almost at all.
Beyonder-The Big B. Well Elvis does have an array of powers and tricks up his sleeve and even at 100 or 200 with -1 stats he can still wreak a lot of havoc provided he steals the right powers (if He lands on barrier…don’t ham it up. Play it smart take your opponent’s Impervious…you’ll thank me later). Honestly I’d find myself hardpressed to play him at 300. Unlike Bizarro it’s not nearly as hard to spin through his dial and kill him.
HA I'll eventually catch up!
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
Mentor- My friend insists that Mentor is the counter meta that can win tournies. His abilty to remove TAs and Traits from characters with the Black Order Keyword. His dial is evenly bisected into two distinct roles. The front half being support but with his Super Perplex, Enhancement, Leadership and Outwit. The latter being his “Can’t draw LoF To me while I’m on my half of the map” as well as PW and RCE. Overall I think Mentor is a solid figure. Without move and attack I wouldn’t consider him an auto play but give him someone who can attack and carry him around and ten maybe we can talk. Hell even Capt. Marvel+Him would be decent as you could boost her attack by +2 hit hten set up for a shot with mentor… Doctor Spectrum.- The Standard spectrum is a solid piece. He’s a RS Pwer with decent range. Opening Shape change and 4 damage isn’t shabby. Next few clicks have 3 damage with perplex which of coruse is nice because it allows you to boost one of yoru stats. Doctor Spectrum can also poop out Rokk which is a great way to catch someone off guard. It lets you buy yourself a turn, tie up, or in general wreck someone’s face. Doctor Spectrum’s real asset though is his Power Prism Trait which boost his attack for the different colored standard powers on the SINGLE character he’s targeetting with an attack. This is incredibly useful as you will at least get a +1 or +2 stat boost when attacking most single characters. That means he’ll have consistently an 11 or 12 attack top dial. End dial he gains a Hal Jordan esque power that lets him choose an attack power. Most cases I’m always choosing Pulse Wave, However if you’re based or within Sidestep range Steal Energy may be a good way to catch your opponent off guard. If I pull Spectrum I’ll almost always play this one. Doctor Spectrum (Joe) Prime- Similar to his standard counterpart Joe here possess the Power Prism trait so he can boost his already substantial 11 attack to a 12-14. Similar to his Sinister counterpart he can choose an attack power. However he opens with it. That means you can pair P/PB or Precision Strike or Pulse wave with his Energy Explosion (and with his three targets that can be very vicious) at a 110 points I can’t see a drawback to this figure! Well his Pacifist Vow means he won’t be able to deal the killing blow to any figure with raw damage sadly. So if you pull him luckily have you have 190 left to add backup so you have someone else to deal a finish blow to his ‘saved’ opponents. However unlike Deathlok with a similar trait his Pacifism is only a special power that he only has on his first two clicks. Which means that if you take damage and can still pump out damage Feel Free to kill at will. Remember never forget to check your dial and remind yourself of the power you do and don’t have.
Despite his Pacifism I will almost always play Doctor Spectrum…if I’m lucky enough to pull this squadron member.
Thane-This piece is prolly one of my favorite from the set. He is beautiful in how brutal he is. He’s a RS+P/PB that boosts damage dealt for each token on the opponent…that is Hilariously good. End dial he transitions to Super incap that nixes their ability to use free actions. Defensively Thane is really sound opening with Invincible and ending in Invulnerability. Late dial he also gains some prob control coupled with Sidestep. Thane has traited Support which is a rare commodity in this set. He can choose to give it up if he activates a once per game Pulse wave to ‘discover’ his powers. Honestly I’d be hard pressed to ‘pop’ his Pulse wave soon as his ability to deal substantial penetrating damage to begin with is staggering. Honestly Thane’s aonly real drawback for me his that he’s grounded. So he won’t be the most mobile cannon but he has tricks. If I pull Thane I will almost always play him due to his brutal ability to shell out damage.
Caught up on SRs....Would appreciate any thoughts...
If you wish to make an apple pie from scratch, you must first invent the universe.-Carl Sagan
I've played against the Beyonder in one sealed game, and with the Beyonder in two more sealed games. My opponent played him at 100 points in a 300-point game, and I played him at 300 points in a 400-point game. In each circumstance the piece ended up dominating.
Obviously at 100 points it was much more of a support figure, but both time it was played the same: keep it away from alpha-strike, and then bring it in to cause a ruckus. In one of my games, he took 7 clicks of damage, but at no point does the dial significantly appear to be "weaker", so it really is a just question of not taking big hits. My most threatening opposing figures always seemed to bring something useful for the Beyonder to use: many had Invincible for defense, and usually some opposing figure was able to use Hypersonic Speed or Running Shot for offense: the starting click in each of my games was #1.
The default and tracks have me slightly non-plussed. I can guess what the design theory is (different attack options on the lower damage values, with an attempt to capitalize on the 10 range) but in practice I didn't see any synergy between the native movement and attack tracks. The choices feel to me like "dial bloat" to get the cost up to 25 points per click.
The Poison supports my "wade in" theory, but in practice many figures have damage reducers that just shrug it off. Precision Strike would have been a better option on each of those clicks.
The Mind Control is particularly bothersome: It works against the three targets (more opportunity to self-inflict damage) and both times it appears it is combined with Poison (see above) so there is this weird choice when faced with an adjacent character. I would have preferred either Sidestep (1st choice, more thematic) or Flurry (2nd choice, more aggressive) on those clicks.
Incapacitate only becomes useful with multi-target range, but two of the three times it appears is with Charge (and Close Combat Expert)! Again... I suppose this is all about options, but this is a figure that won't be able to eliminate opposing figures on its own, especially if it is suffering the -1 stats penalty.
Having now played the figure and having some familiarity with the Secret Wars II comics, I think the main thing missing thematically from the dial is a small set of (movement and targeting), as this figure is too easily swarmed. I'd suggest Ignore Characters for movement and a targeting ability to target adjacent characters with ranged attacks since he doesn't have Flurry, but does have the multi-targets.