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Dude, you have like the best weapon against Glock already-Bwuahahaha. Negates Cover Fire and Lanterns in Love. Maybe add in a couple Total Anarchy if you're really scared.
Of course, our builds are probably different. I cap out at 5 and use Kooey to search out my answers. Dunno about you. I never had trouble against Glock and that's one of the more heavily tested decks we try out.
________ Acura Tsx
________ Asian Cheerleader
Yeah, I'm starting to lean towards Finishing Move, because I can BWA HA HA HA a lanterns in love. Finishing Move is also useful off-initiative, as well as being useful against any deck.
Anyhow, Total Anarchy would do good. You have Plasma Blast to help you out avoiding stunns, Nth to give you superior stats (and Booster to boost def to avoid stunbacks) or maybe L-ron to ditch it after it's been used to Ko a few. Finishing move i'm 50/50 because of their LiL. If you don't have the Bwa to cancel it... it becomes risky. I have more experience with JLI4 then good guys though, but Silver Sorceress on the Mitt is sweet. Betrayal is good also, so is resource control.
yeah, I have taken the following precautions in my good guys build to deal with GLOCK
4 BWA HA HA HA!
2 Kaboom
1 Foiled
1 Silver Sorceress
1 Green Arrow, HTH(Works well against AGL)
1 Total Anarchy (see Green arrow))
3 Teleport Tube (For defensive pump negation mostly)
The deck has enough raw power to deal with some of the stat boosting, especially if I can get rid of dr.light early. He really is one of the pivotal characters for the deck.....maybe I should pack finishing move......
well, I think most of these elements do well across the board for decks that use low drops or are dependent on face up locations and ongoing PT's. Good Guys does well enough on its own against curve.
If I think this is who I think it is im so sorry your scared to face me so bad cause I swept you under the rug with Glock the last time I faced you with it. But I guess I can be constructive and give some help.
Aquaman with Nth metal can remove some Dr.light bait maybe?
what about attacking into glee?
neglecting any specific tech, what are attack orders and how much def should i account for?
I usually attack assuming a cover fire, which ends up meaning I have to do huge team attack. Is that a right play? I kinda hate having to team 20atk to stun a 10 def just in case...
Kind of a damned if you do, damned if you don't situation. Teaming means you do alot less damage, which helps them, but not teaming means they can use their huge pumps.
Is it better to gamble single attacks so you can get more damage? or go for the guaranteed stuns?
Also how should I attack? Attack down or attack across?