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Some quick observations after buying my first booster of this set:
1. Titlepool is awesome, but his ultimate move is a bit hit-or-miss, literally.
2. Hit-Monkey is easily one of the best recent <50 point figures. He paid for himself 3 times over tonight.
Not sure if it has been mentioned, but the card for 22a Solo does not have the Deadpool Corps keyword listed the dial spoilers at the beginning of this thread. I don't have the fig in front of me, but I suspect this the case for 038a Terror.
"He's Predator Smurf! Not Happy Smurf or Gleeful Smurf or even PMSing Smurfette! He's Predator Smurf! What kind of attitude do you think he's gonna have?" -Songwriterz-
Slapstick is a really good design. The Shape Change, Regeneration, movement power picking (Plasticity, Flurry, Sidestep, and HSS specifically) all feels very much like a cartoon. Also, being able to use Outwit on Phasing/Teleport works really well for a character who can pick Plasticity.
Agreed. Slapstick seems very valuable for his 50 point cost. 6 clicks is nothing to pass on either. Also being able to Outwit Pulse Wave is pretty great. I can see him being a silver bullet for my LGS.
So based on the new Outwit we're seeing from these guys, here's the list of what they should be able to counter:
Deadpool - Flurry, Blades, Super Senses, Ranged Combat Expert
Slapstick - Phasing, Pulse Wave, Defend, Support
Stingray - Leap/Climb, Energy Explosion, Toughness, Battle Fury
Foolkiller (PROBABLY light blue) - Mind Control, Incap, Barrier, Prob
Solo (PROBABLY regular green) - Charge, Super Strength, ESD, Enhancement
Madcap - Force Blast, Smoke Cloud, Willpower, Close Combat Expert
Terror - Sidestep, Precision Strike, Invincible, Empower
Seems pretty legit, and with everyone other than Terror being 50 points, you get a lot of options. If Foolkiller and Solo have those two color shades, I would say the rankings JUST BASED ON OUTWIT would be as follows:
1. Solo - All four of these powers are pretty prevalant, so unlikely to hit duds, and with Super Strength can nerf the most damage.
2. Deadpool - Again, all four powers are prevalant. Lots of damage nerfing, but more conditional than SS.
3. Terror - Although Empower isn't as big, the other three are huge. Very hard to place him at 3rd.
4. Slapstick - Pulse Wave and Support. That's enough right there.
5. Foolkiller - Pretty much just for the Prob counter.
6. Stingray - Toughness and Energy Explosion are decent to counter, but nothing great in your average game.
7. Madcap - Willpower and CCE seem to be the picks here. When the new rules drop, he should be able to counter out Indom so he'll rise a little bit.
Just my opinion solely on the Outwit powers. Thoughts?
#ff007 Deadpool
Real Name: Wade Wilson
Team: No Affiliation
Range: 6
Points: 80/50
Keywords: Deadpool Corps, Heroes for Hire
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Mercs For Money: Each time another friendly character with the Heroes for Hire keyword KO's an opposing character, heal Deadpool 1 click. Does Everyone On This Team Have A Healing Factor?: Deadpool can use Toughness and can use Regeneration with a minimum result 1. Color Coordinated: Deadpool can use Outwit, but only to counter ● powers.
#ff010 Slapstick
Real Name: Steve Harmon
Team: No Affiliation
Range: 3
Points: 50
Keywords: Heroes for Hire, Initiative, New Warriors
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Cartoon Physics: Give Slapstick a free action and choose a standard speed power. Slapstick can use that power until your next turn. Does Everyone On This Team Have A Healing Factor?: Slapstick can use Toughness and can use Regeneration with a minimum result 1. Color Coordinated: Slapstick can use Outwit, but only to counter ● powers.
#ff012 Stingray
Real Name: Walter Newell
Team: No Affiliation
Range: 5
Points: 50
Keywords: Heroes for Hire, Initiative, Armor, Scientist, Spy
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Please Remember To Leave The Window Open!!!: When Stingray uses the Carry ability, he can carry two characters, but can't change elevations if he does. Color Coordinated: Stingray can use Outwit, but only to counter ● powers.
Yeah, I'm definitely going to need to pick this up for the Slapstick, he's much better than the main-set version (feels more flavorful, too). Plus I'm a sucker for color-coordinated stuff. :-/
Personally I was expecting Foolkiller to take Dark Blue, but I supposed based on the Madcap/Terror distinction it could really go either way, couldn't it? I'll have to wait and see.
Having the Color-Coordinated power brought back to the front of my mind after reading the upcoming Outwit changes is interesting, since in theory the term "counter" won't exist in the game in a few months. Not sure how they could've phrased this to work under both the new and old rules, though, so ¯\_(ツ)_/¯. Hopefully they'll be erratta'd to say "can only choose (COLOR) powers," or simple common sense will reign... that would theoretically make them much better, wouldn't it, since they'd be able to hit appropriately-hued powers gained through traits or specials or whatever, as opposed to now, where it looks like the color would have to be showing on the dial.
Personally I was expecting Foolkiller to take Dark Blue, but I supposed based on the Madcap/Terror distinction it could really go either way, couldn't it? I'll have to wait and see.
I'm basing the light blue off of the rainbow: ROYGBIV
Dark Blue doesn't really fall into that spectrum, but I could see it going either way.