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He really needed 1 or 2 of those flurry clicks near the end to be Charge. He could also greatly benefit from being a Giant.
He's ok for 500 point games and if you really want a character who just won't die...but the lack of mobility past that first 3 clicks or so is a serious problem, as is the fact that no Willpower is just giving up too many actions.
He should've had an ability that was similar to the FEATS Movethrough and Unstoppable, that some good movement powers , and Willpower is the only way a 261 is going to hang in there.
Aquaman - 7 (Pretty goog, but not great)
Joker - 10 (Words cannot describe how much I want this)
King Shark - 6 (Meh)
Superman - 6 (Jury is still out. i'll have to see how he plays)
Doomsday - 9 (Awesome, although not "Joker awesome")
I don't have any strong opinions on any of these besides Doomsday. And I think he's a total flop.
There are so many contradictions on his dial it looks like he was almost sabotaged.
Starts with his highest damage, but lowest AV.
At the point his AV is highest, he has his lowest damage dealing potential.
(Not the lowest damage value, that’s 2 on click #8).
8 of his 11 clicks have a damage of 3 (or less!) At no time should a 261 point Doomsday have only a 2 damage value.
Clicks 4 and 5 with Flurry and high AV have just 3 damage without even Super Strength or EW. And Quake with Flurry? Wha-huh? That’s worse than clicks 9 & 10 with Flurry and CCE. At least there he can use Super Strength (and has higher damage value.)
The whole dial looks great, in concept. The powers are cool, (most of) the stats are cool. But when it comes down to it, Doomsday just can’t deal damage. All those 3’s? Against Superman or any other Inv/Imp fig he’s going to be plinking them to death.
Just a total and utter disappointment.
Rated 2.
Agreed! And he's a giant which, as far as I am concerned, is a death sentence. 261 points for no TA and no range seems and these stats seems extreme. Granted, the special ability is good, esp if you are on his last IMP click but come on! 3 or less damage on Doomsday is horrible. This click will be 75% of your build total and will be out actioned and unable to deal with big hitters in his point bracket. Total loss
Supes will suffer without a damage reducer late in his dial. If you can get him down to his special power he is one good hit from going right past that click of 20 def and completly off the board. Beyond the Starro event sealed play tou'll NEVER see this Supes on the board.
NM
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Agreed! And he's a giant which, as far as I am concerned, is a death sentence. 261 points for no TA and no range seems and these stats seems extreme. Granted, the special ability is good, esp if you are on his last IMP click but come on! 3 or less damage on Doomsday is horrible. This click will be 75% of your build total and will be out actioned and unable to deal with big hitters in his point bracket. Total loss
Supes will suffer without a damage reducer late in his dial. If you can get him down to his special power he is one good hit from going right past that click of 20 def and completly off the board. Beyond the Starro event sealed play tou'll NEVER see this Supes on the board.
NM
Doomsday isn't a giant.
Gulyadkin Victims List: Spider-Man (ASM 001b), Green Goblin (M10A 004).
Black Panther R (IC) Mjolnir Attempts: 2 for 2! HE IS WORTHY!
I had the dial up on another screen for reference as I wrote.
9 AV against most of the 17/18 defenses he should be facing? You just end up wasting your object, then getting pasted onto his Unstoppable click.
Anyone playing a big 'one man army' type piece without Fortitude is asking to get nuked by Outwit anyway. (Unless it's a power cosmic fig.) And many people forget that Fortitude also ignores EW.
A high AV is in no way a justification for low damage.
I have no fear whatsoever of Doomsday on clicks 4 or 5. Against Superman, Doomsday rolls his attack for a chance to hit for one, twice. So at most he can do 2 damage in a turn to an Inv/Imp fig. And that's not accounting for the chance to get an impervious roll. In fact, I'd intentionally hit him onto clicks 4 or 5 and then completely ignore him. I'd run away from him and focus on taking out the rest of his team. With Battle Fury he can't be carried and will have to lumber around the board to get to me. Stopping when he gets into contact with an opposing character, which I'll use to tie him up and waste actions.
By the time he pushes onto something better, he's pushing off his Impervious clicks.
If he gets to click #6, I'll ping him again to get past the EW, and then go back to ignorning him.
Yes he is.
You right on your points. But..some of what you said can apply to Superman. Superman is a flier, so he can't be carried either. If I put fortitude and nanoarmor on Doomsday that will make it him hard to knock out. With Swingline, it helps increase Doomsday slowiness and if he hits and hurts Superman, Supes cannot fly at least for that turn. Doomsday has a lot of L/C so he get away from your tie-up pieces. With the right team and feats he will be a monster.
Salu Digby as LeVIathan in clix!
“I used to be a heroclix player like you, then I took an arrow in the knee.”
You right on your points. But..some of what you said can apply to Superman. Superman is a flier, so he can't be carried either. If I put fortitude and nanoarmor on Doomsday that will make it him hard to knock out. With Swingline, it helps increase Doomsday slowiness and if he hits and hurts Superman, Supes cannot fly at least for that turn. Doomsday has a lot of L/C so he get away from your tie-up pieces. With the right team and feats he will be a monster.
That's true, but Superman can just use hypersonic to hit Doomsday and then go back into soaring (on exterior maps).
I still think Doomsday is cool - mainly from all that damage reduction which is unheard of in a standard figure to date. Plus all that color makes him fun when he works. He probably won't be very effective in tournament play, but in sealed he could be a real menace if you get the right pulls to go with him.
Gulyadkin Victims List: Spider-Man (ASM 001b), Green Goblin (M10A 004).
Black Panther R (IC) Mjolnir Attempts: 2 for 2! HE IS WORTHY!
Emperor Joker - 9 Only because I don't like to gamble on possible damage back to my character.
If it makes you feel any better, if you don't count Critical Misses, his power only has a 1-35 chance of hitting him (which you can temper by choosing "6" so even if it backfires, you're still getting a Critical Hit on the opposing figure, plus the power triggers even if it does damage to Joker).
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
Well, Superman Robot is more mobile - technically they both have 4 clicks of a Move/Attack power but being Superman Robot has one of those as HSS and another at RS and flight, I'll give that to him - plus range. He also gets the one click of 10 AV and stays 9-8 AV throughout his dial giving him a slightly better AV.
King Shark, on the other hand, has one more click of life (and a regenerative TA to help with that) and stays pretty consistent in his AV's as well (technically they have an equivalent amount of 9 and 8 AV's). He switches the AV loss with DV gain - he starts higher than Superman Robot and stays higher throughout his dial - and also has more DR (8 clicks as opposed to 6 clicks). King Shark actually has the higher damage dealing capability of the two; he has two clicks of natural 3 and six clicks of natural two - Superman Robot has two clicks of natural 3, four clicks of natural 2 and one click of natural 1 - and has damage dealing powers (B/C/F and CCE) while Superman Robot -can- get in a damaging hit with Super-Strength (just as King Shark -can- get in a 6 hit with B/C/F) but after you use the object, unless you go snag another, he's without a damage dealing power except for his final click of Psychic Blast with 2 damage.
Does that mean King Shark is as tournament viable as Superman Robot? Probably not as we know mobility/range is key in this game. Does that mean I can easily see how they end up the same cost and have their trade-offs? Absolutely.
Aquaman and King Shark each get the 7s just for their selection. I enjoyed the first several issues of Sword of Atlantis, so it's nice to see them paired up for the set. Dialwise, they seem fine for what they do.
The rest of the bunch just look like strategic fun. Whatever shortcomings Doomsday's dial has, I wouldn't want him to cost any more, as I'm looking at Fortitude+Protected+Lucky Break FTW!
EDIT for new figs:
Chronos - 6
Phantom Stranger - 6
Zatanna - 7
And Captain Boomerang gets my first 10. He's everything I was expecting the figure to be.
Last edited by Glen Quagmire; 08/12/2007 at 11:29..
Aquaman: 8 (playability), 10 (desirability). Very solid abilities and decent numbers on this one. The Rookie rank makes no sense, but I'll be very glad to have this piece. Telepathic Communication is a sweet ability which will see me using Badoons and Captain Mako more often.
The Joker: 8 (playability), 10 (desirability). I don't care what else is in the set. This is the best piece. Emperor Joker...what a beast! What a stud! What a fun piece to play!
King Shark: 6 (playability), 7 (desirability). I've already covered him in my own King Shark thread, but I'd just like to repeat - grass skirt!
Superman: 2 (playability), 0 (desirability). It's OWAW Superman all over again, with worse AV, one less click and no reducers on the second half of his dial. What a chump.
Doomsday: 3 (playability), 3 (desirability). He's got all the elements of scariness, without any actual scariness. Every single click has some wrong things combined with some right things to make the slayer of Superman a pretty poor choice indeed. Someone asked who's going to hit those 19 DVs? Any tournament-worthy team that's been built since Fantastic Forces came out, that's who.
Aquaman: 8 (playability), 10 (desirability). Very solid abilities and decent numbers on this one. The Rookie rank makes no sense,
Sure it does. It's OYL "young swords and sorcery" replacement Aquaman, not the "real" Aquaman. It's a young guy (from the surface world, no less) - also named Arthur Curry, so we'll differentiate by calling the "real" one Orin - who is just learning about Atlantis, Aquaman, etc. and has been asked to carry on the tradition. He's - sorry, can't resist - about as wet behind the ears as you can get so Rookie is definitely the appropriate rank.
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
Thanks for reprising this format, snatreaper! I'll try, again, to keep up with this, and am going to only stick to whatever Wizkids puts in their directory despite the set list and details having been revealed via both random seeding of boosters among Wizkids site posters and the pre-release event at Gen Con.
As an aside, is anyone else getting a real Grant Morrison vibe from the set list? Between creations such as this and Zauriel, the new Seven Soldiers and the choice of interpretation of Power Ring for the CSA?
002 Aquaman: Nice detail on the sculpt, but is there something a little wrong with the length of his arms? It looks as if they’ve each popped out of its socket at the shoulder. Reasonably nice rookie dial, though extremely hittable. He really needs to get in close and then stay there, depending on his teammates to keep ranged hitters from picking him off. The dial strikes me as very front-loaded. If one can eventually put together a force with enough good dolphin/dolphin transporter figures that built-in aquatic Brilliant Tactician will shine. However, in a game still dominated by range I suspect he will sink to the bottom of the sea as 68 fairly easy victory points for one’s opponent. No keywords to tie a theme to and no TA either. Aquaman sleeps with the fishes! Even the 6 I’ve given him may be optimistic. Still, he could turn out to be gold for some players if they can get him in close and he makes the attack rolls… though I could say the same about many pieces. There may turn out to be some wonderful combinations for him to work with.
009 The Joker: This will be a very cool one to try out, and – yet again – displays how wild the set selections can be now that it’s potentially opened to 60 characters per set. A fun piece, I don’t expect it to be something I’ll play all that often, but the game will be more interesting for him being in it. As a common we can expect that many will at least have the opportunity to play him during the five weeks of sealed. With wall to wall Outwit Plus he may turn out to be too tempting to pass up, especially if one can find the right support inside the 101 points one’ll be left to conjure with.
021 King Shark: Okay, he’s at least a little overpriced for a grounded (watered?) brick, but I like the character and welcome any useful addition to the Suicide Squad team. (I’m waiting for a worthy Deadshot remake.) I'm also thinking that as a 100 pt target and someone whose opening 18 Defense and the possibility of him doing damage, it may have people concentrating their attention on him right away, opening things up for the remainder of one's team. I may be rating it higher than it’ll end up warranting, and I sincerely doubt he'll be anywhere near my first tier of choices for sealed events, but for whatever mix of reasons I seem to be fairly happy to see him today.
024 Chronos: Nice to see another old Atom foe come into clix. Fliers are always useful. A Probability Controller with Super Senses, too, good, good. A Transporter, too, which doesn't matter in one sense since as a flier he would already be able to carry someone. Still, it does afford him that move-attack-move option, though with the AV dropped to 7 or less by that mechanic even with the Probability Control... well, we'll see. All of this for 77 points I'd be reasonably happy with were it not for this being put on a double-sized base. Trying to make the best of hindering terrain for ranged defense will be more difficult, and Chronos present a big target. Much depends on how effective one finds the Probability Control/ Super Senses combination, either in actual use or in intimidation value; Chronos could become a wonderful, mobile, transporting shield. I initially gave it a 6, but decided during this writing to raise it to a probationary 7.
026 Captain Boomerang: I'm very pleased to find Digger finally making it into the mix, so pleased in fact that I may have ranked him a slot higher than I should have given the actual dial. I won't really complain about a single target, as that generally fits, even if it's seldom something I want to see with Energy Explosion. For 78 points we have someone with decent range, two clicks of Running Shot, fairly nice defense, especially from range, three clicks of Ranged Combat Expert, and while I may lament that he only has one click of 10 Attack he does have a steady 9 for four consecutive clicks and doesn't drop below an 8. He's a Wildcard, too, and has the keywords Rogues, Secret Society of Supervillains and Suicide Squad, so he's nicely covered. With a string of 2 Damage save for the final 1 I doubt that outside of sealed I'd ever play him sans Armor Piercing, so I'm going to think of him as an 88 pt character in most builds. His interesting special power - Boomerang - is quirky fun, though it should be noted that since it's only on the dial on clicks where he'll be firing from a standing start, and it overlaps with three clicks of RCE, that the two can't be used together, so deciding on whether to just deal 2 to the first target and hope for doubles or going for the 4 from RCE will depend upon how relaxed and or lucky someone is feeling. If I find myself with an extra 5 points I could see myself finally deciding to use Lucky Break. Still, that's a while down the line. As with everyone else in the set we'll mostly be considering him in sealed, and with no word so far on what Feats are in the set..?
027 The Flash: I love the Vibration power, the first flash to be able to move through objects at will by vibrating through them, simultaneously holding onto the option (though not in the same turn) to use HSS. Hypersonic Speed in one form or another from front to back, which is nice to see; I understand the rationale between the dials that shift to Charge and/or Flurry, but it's nice to see a Flash keep his defining power down his dial. I'm still having a little difficulty reconciling his 19 Defense and Super Senses with the Attack Values of most of his Rogues -- they do seem to tag him fairly often in the comics -- but to make him much easier to hit wouldn't really be fair either. The 2 Damage is fine -- the Flashes rarely ever inflict the kind of damage they really should be able to given their powers. I also appreciate Seth's loosening up on keywords, allowing him team affiliations with both two of the Justice League incarnations and the Teen Titans, along with his own regional Central City tag.
028 Zatanna: A nice utility piece who can potentially aid her team from the start of her dial through the finish. I would have been more generous with the ranking if she'd been a little more versatile to reflect her array of magical powers and/or if she had two targets instead of one. As with the Phantom Stranger I was surprised to find that she hadn't pulled at least one special power, not that she necessarily needed a unique ability but rather one to increase her utility by enabling her to choose between two or more powers that can't co-exist on a normal PAC-driven dial. (eg Outwit/Perplex/Probability Control) Still, I could see her overall utility (including her being a flier, and so a taxi, and having a "free" move ability) bring her up to an 8 once I see her in action.
030 Plastic Man: A fun sculpt and a useful piece, he's mostly a supporting piece be it as a Transporter, mobile blocker and/or tie-up element, yet he can also be seen as a threatening attacker -- though certainly not a primary one. Shape Change & Super Senses layered on at least a few of the same clicks would have made more sense, but realizing the economics of Heroclix the trade-off would have been either a shorter dial or a more expensive piece.
035 Deadman: Quite a bit to take in, though I'm already becoming accustomed to it. There are just some details I'll need to have spelled out for me concerning all the options for canceling/ ending the Possession. (The mechanics are very similar to what I'd proposed for a Space Phantom figure among some friends a couple years back.) My rating is provisional, as I really have to see how well the piece handles. It's unfortunate they didn't give the sculpt assignment to a more capable artist; I would have loved to see someone with the skills to pull it off go revisit some of the classic interpretations of the character, including going way back to the beginning and attempting a Neal Adams visual.
039 Batzarro: A fun, retro-checkerboard, palindromic dial, and Seth had a great time with the Bizarro-speak on the card. Not a primary attacker, but an interesting addition to both the Detective keyword group and the Batman Enemies. It's unfortunate DC stepped in and amended the sculpt. Brian Dugas originally had a gun in the guy's left hand, but DC said they wanted it removed, hence the pose where he appears to be pointing with his fist.
045 Aztek: One of those '90s characters I'd all but forgotten. A tough call, as 127 points for another super-strong flying brick isn't something we've been crying for, and making this one a skilled healer only confuses the issue due to where those powers are placed. If the Support was later on his dial (with a decent upswing in Attack Values) he'd be snatched up and would have gotten a 9, but as it stands the aim will be to get him onto his second click and keep him there; an 18 Defense and Super Senses may make that possible, but at 127 points, able to potentially deal devastating damage in close combat and even having a 3 Damage at 8 range, along with being someone who could reverse the damage caused to an ally, I'm expecting he's going to have a large target drawn on him, and he's too expensive a part of one's team to keep him far away from the action... though with the right allies that might be a viable strategy. The Special Power granting him self-targeting Perplex for the majority of his clicks is a good one.
046 Superman: This one would have soared as high as a 9 if his special power granted him a default Invulnerability. Alas, it's not to be. A Superman for whom half his dial has no damage reducers? I'm at least wary of that. In an age of keywords being the determinant for theme teams I’m less inclined than before to be happy with seeing a JLA TA on Superman. I do appreciate that this forces him to do something other than run, heat vision blast and run away from Stealthed pieces. It’s not a deal-breaker for me, but at least until the JLA gets an ATA I’m likely to find the Superman TA to be the one I'm going to prefer on a team. I'll be very interested to sift through the options and see what 74 points will buy elsewhere in Justice League, but was disappointed to see this doesn't include a complementary 74 pt Batman. No, instead we've given one at 75 points, so there's no 300 pt World's Finest team-up in this set.
054 Doomsday: I’ve gone back and forth on this one. Initially I was caught up in the damage-stopping special power and the sheer intent behind the piece, but I eventually came back down to earth on it and landed in the middle. A grounded brick with very limited move and attack powers is going to be chewed up by the familiar combination of Outwit and ranged attacks. The opening click of Battle Fury is also an irritant as it helps prevent a friendly flier (to the extent that one’s likely to have that option in a 300 pt match) from delivering this beast to his target. This will be a fun one to try with the appropriate allies, but it won’t be in a 300 pt build. Unless Outwit is scarce in Justice League I don’t expect Doomsday to have much of an impact in the sealed Starro games… though thanks to the participation prizes helping ease people back from min/maxing for a few weeks maybe some will just kick back, have fun, and give him a whirl.
061 Phantom Stranger: Well, for 171 points in a competitive gaming environment, someone who can only do 1 Damage and is only 7 clicks deep isn't going to win many over, but I'm in this game because of the characters. We're looking at a mysterious figure who tends to not take a rough hand with anyone, but instead aids and guides, however cryptically. I like the piece, though I'm a little disappointed that there wasn't a special power or two in the mix -- some Probability Control option in the mix would have been nice and reasonably representative. All that said, I'm liking the piece. I might even move this up to a 9 if the sculpt comes out looking good -- always difficult to tell from this pics. The one shown makes him look a little... dissolute. A little time to think it over and I might back him off to a 7... but today I'm liking a reasonably mobile piece who can become a well-defended, Stealthed, dual-target Incapacitator with built-in Willpower and immunity from Outwit.