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Well pulse wave really helps because I read something wrong and thought gluttonys power would be ignored lol.
I really like that idea, did you go to the Canadian Nationals? I heard someone in the twitch chat talking about that team.
I did. I had been waiting forever to unveil my team. Unfortunately awful matchups, some really bad strategy decisions by me, and some cool dice spoiled it all. I still had a lot of fun and learned a lot. And I would run the same team again in a heartbeat.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Turn 1 you Solo Adventure the 180pt LE Wonder Woman.
Turn 2 you Solo Adventure the 100pt JLSG Superman.
Then you immediately merge them. Merge says you start off the same number of clicks from the starting line (0 as the yellow numbered click is called their Actual Starting Line) and must be equal or less points. So you merge in 250pt Superman Wonder Woman duo on it's 1st click (click 4 looking at the 350pt dial). From here you actually have two attacks thanks to Duo Attack that can do Charge/Exploit for 8 and follow up with a non-exploit attack for 7 if the opponent got too close or aggressive.
Turn 3 you can split if you want to, my "groups" to split into were
-175pt Superboy (Enhancement and copies Batman TA) and 75pt TabApp Wonder Woman
-100pt TW Wonder Woman (gives Superman Support to heal the TB if needed) and 150pt TabApp Superman
-100pt TW Wonder Woman and 131pt Superman (starting 12 attack for easier supporting/attacking)
-250pt TW Superman for obvious reasons (Split says UP to 2 figures, you can split into just one).
My thought was that a lot of teams have trouble with 250pt Superman. Add in the brute Force and support of 300pt JLTB and...well, you have an uphill battle for most teams. In my testing it handled Gloop fairly well, usually able to KO Doop pretty quick and badly outmaneuver Gluttony. It also handled the Zombies TB really well and almost any Orange, Indigo or Yellow Battery team with ease too. My bad matchup was Green Power Battery, and of coursed I faced that in my first two games. The first game I just chose an awful strategy, that was the biggest thing. He won map roll and had scorching dice all of which compounded the problems. Second game I played against almost the same team, lost map roll again, but put up a much better fight that I believe I would've won had I been able to hit his Recruit early on with the 5's I needed.
My opponents outplayed me, and the match-ups were bad for me. I don't put that on the team though. It had what it takes, it just needed a better Pilot.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
Gluttony really bums me out, and I find Leash to be a particularly worthy adversary.
Yup, honestly any of the Capture teams should be a bad match-up for Gloop. On paper at least. I honestly think it's less the team than the Pilot (Kennie). He really gets more mileage out of the team than most others can. I think he could've won the championships with several different teams.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
OK, I'm missing something here. Are you talking about a team of gluttony and doop and nothing else? If that is their team then someone with HSS to slap doop and an incapper to take down gluttony should work just fine. If you've got points left then by all means go with a figure that has EE. Just looking at the dials TK should also work well against them. A nice heavy dose of poison should also work well against them because they only have that reduce to 1 damage instead of anything else that can soak it.
Always try to leave an internet argument at lvl 1!
Agent 13
Shatterstar
Black Talon
Blind Al
Splitlip
Book of skulls minus 1 hammer
Entity
Ion.
Basically you are blind aling Agent 13 to click 2. Black Talon shatterstar across the map, using the entity to up the damage and blind al to up the damage, now his flurry for 8 damage while ignoring gluttony defense kills him quick. If you wait till turn two to do it, you can free hammer drop and quake to get doop for 1 also.
I'd try Forge plus multiple Weasels myself. Turns Gluttony into a smoking crater with ease. Hit Doop with Forge's Neutralizer Gun and he loses Power Cosmic for the turn. Outwitting Precision Strike can buy you more Doop killing time.
Scientist theme and room for more characters easily.
Someone mentioned blue devil, as far as i see Blue Devil would kill gluttony and Doop in a single hit right?
Also greed with ophidian and omega drive would make Doop and Gluttony easy pickings.
Both Doop and Gluttony ignore damage dealt. Blue Devil requires a power to be revealed that "that stops that dial from turning", so I don't think he can then deal his 2 unavoidable to them.