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not sure if the numbers work out but this is what i have
198 Dr Doom
16 Ranged Ninja
18 Aim medic
18 Aim agent
43 Bullseye
42 Puppet master
66 Doc Ock
75 Taskmaster
129 Annilhus
53 Blizzard
103 Magneto
38 Doombot
798 or somethin
doombot and bullseye
magneto tks taskmaster/blizzard/puppet master----especially him right beside doom/taskmaster/annilhus/or bullseye for the higher attack. the ninja and the agent can soak damage for doom for a little while then use doombots or puppetmaster. i would use Doom as my second line of attackers so he isn't a huge target straight away.
too bad you couldn't throw a skull on there somewhere.
None of you have choosed the Controller. He can make a nice combo with Dr. Doom. Dr. Doom has mastermind and Controller has regeneration without fury (can be carried). Controller can receive the clicks and heal himselt, and also with the team properties can attack without action cost if he is near to Dr. Doom.
V Abomination 100 None
V AIM Medic 17 Hydra
V Bullseye 43 Sinister Syndicate
V Crimson Dynamo 134 None
V Doctor Octopus 66 None
V Doombot 38 Minions of Doom
V Doombot 38 Minions of Doom
V Dr. Doom 198 Minions of Doom
V Silver Samurai 40 None
V Taskmaster 75 Minions of Doom
V Thug 10 None
V Whirlwind 41 Masters of Evil
800
Abomination is simply a great hammer. 17 Defense/Invulnerability makes him hard to hurt, Leap/Climb makes him hard to pin down, Super Strength gives the limited ranged attack options, or increases his base damage to either 5 or 6 clicks. He also runs with 10 clicks of Health, with his powers running the entire length of the dial (Inv to Toughness after 4 clicks), and a starting Attack Value of 10.
Bullseye is a prominent “hired gun”. 11 Attack Value, 4 clicks of Ranged Combat Expert, and a Defense of 16 (18 w/Energy Shield). Also brings the Sinister Syndicate Team Ability to the table for Doom’s Minions to copy (great for the Doombots).
Crimson Dynamo…just plain tough! (If only he had Running Shot… sigh). Super Strength is almost wasted on him, but he has it for 5 clicks. Ranged Combat Expert for 6 clicks allows him to keep a great ranged offense going, and Bullseye seems like a backup weapon. 10 Attack Value, 16 Defense w/Invulnerability (Toughness after 3 clicks) down the whole 10-click dial, and he flies!
Doctor Octopus makes for a great secondary piece for most strategies. He has good numbers everywhere (11 Attack/17 Defense), a decent range of 6 w/2 attacks, and 3 clicks of Perplex to start out with. Leap/Climb helps with mobility, Energy Shield/Deflection helps keep him from being shot, Super Strength lets him and the Abomination play the “Yoink!” game with hindering terrain objects, and Willpower tops it all off to make a wonderful piece for any team (especially for only 66 points!)
Silver Samurai is a first strike piece. 11 Attack, Phasing and B/C/F makes for a strong opening shot, if timed properly, and the Toughness at the beginning mixed with Phasing near the end of the dial help get him back to the medic when he needs it. Not the greatest Defense (15, gains ES/D later in the dial to compensate for cruddy values) but good if used wisely.
Taskmaster. He’s a Minion of Doom – copy what you can to help out. 12 Attack Value is great to share with the Sinister Syndicate ability. Between 16 Defense (18 w/Energy Shield) and Stealth he’ll be hard to hit. Outwit and Perplex don’t really need explanation for how useful they can be, and he picks up Willpower later in the dial.
Whirlwind is a good tie-down piece. High move, 3 base damage, flurry, and Energy Shield allow him to move in without worring about getting shot easily, 16 Defense helps him from being hurt, and then strike for up to 6 damage. Probably better if you move in on someone who has tokens on them, though. Also has the Masters of Evil Team Ability, which probably won’t be used.
Thug. He’s a Thug. His best uses here are mobile terrain, and for Dr. Doom to Mastermind stuff to. He also makes the team a nice 800 points.
AIM Medic. ‘Nuff said.
Doombot and Dr. Doom himself are also pretty self explanatory.
Ok, I haven't read all the teams, cause ideas just popped into my head after i read the rules and Figures.
Dr. Doom V: Cause he's the man.
A.I.M. Agent: For the ever handy Hydra TA, which will be used quite nicely with a team like this.
Doc Ock V: He has will power and Perplex, to help with dial changing, he can get around on his own alright, and can even throw objects.
Bullseye V: The master of ranged pop shots. Combine his high attack value with more perplex, to share his high attack value with other wild cards, or Syndicate members, and you'll never miss.
Magneto V: An early chance at leadership, Tk to throw objects or people into the fray, which really helps f the new rules are being used, and free move to all wild cards.
Blizzard V: RS with pusle wave, for the new rules, make him fun, plus he and other wild cards can gang tackle a foe with a well time M.O.E. attack.
Doombot V: More leadership rolls never hurt, Energy Explosion to harass groups, Doom TA to take advantage of any situation, and toughness to boot.
Silver Samurai V: One of the most efficient body guards/ Medic killers, with toughness, BCF, Phasing and Incap.
Blasstar V: If Doom shrus off damage to Blastaar, he becomes much more of a threat, than he already is, and once again, if the new rules are being used, RS is always a plus.
Taskmaster V: More perplex fun, BCF, Stealth and Energy Deflection make sure he'll get in close and hit oh so good. Let's not forget his outwit near the end to harass others for hurting him. Plus he can move on his own thanks to Magneto.
Vulture V: Can anyone say taxi? And he can charge too.
Total: 793
There you go, every one here is on your list. And everyone has their reasons for being here, hope ya like it.
Any way if u still need it for the futur.
Try looking for a green goblin which is a great taxi with the old rules and can handle some guys on his own.
And he is a bad guy too.