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for his points Dr. Fate has horrible starts. Only his starting click is worth anything(and that is a stretch). Other than that to large of an investment.
Who is the more foolish? The fool, or the fool who follows him?
[SIGPIC][/SIGPIC]
Quote : Originally Posted by Insight
Stupidity needs no fuel. It is a replenishing natural resource.
Worst brick fig for me would be Anthony Stark. Never owned him, never had the desire to.
LOL...well, I don't hate Phantom Stranger...I just don't actively 'love' him. That whole 'one damage thus I must use Armor Piercing which I hate' thing.
Dr. Fate is 'accurate' in that everybody from the golden age had a 9 attack...but 3 damage lol.
Ummm....
The fig looks cool. Worth 6 bucks just to have and that's all that really matters. If u dotn want to spend 6 bucks then you dont neeed to if you dont liek it. Everybody wins.
That said. This figure might turn out to be great.
His trait specificly. Untill you decide to start having him attack, he should not have to take an action token. How tierd is everyone of having to move spiderman into melee range and then PUSH to attack?
Well i say to you NO MORE!
And he's a wild card!
And the web mechanic!
And a transporter!
Useful powers on every click!
How glad will we be to see spiderman with move and attack?
Has there EVER been a spiderman with charge?
He may not be retarded over powerd, but I think if a person made it their intention to make him usefull..there are many uses to be found...
Web sling next to someone then attack/web them. Then push to web them again or someone else?
sv218 LE Doom
Team: Power Cosmic
Range: 10
Points: 241
Keywords: Cosmic, Scientist
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or212 LE Dr. Fate
Team: Justice Society
Range: 6
Points: 134
Keywords: Justice Society, Mystical
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av061 U Mandarin
Team: No Affiliation
Range: 12
Points: 156
Keywords: Scientist
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(Speed) Left Hand of the Mandarin: The Mandarin can use Energy Explosion, Incapacitate, and Mind Control
(Attack) Right Hand of the Mandarin: The Mandarin can use Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis
jl061 U Phantom Stranger
Team: Quintessence
Range: 8
Points: 171
Keywords: Justice League of America, Mystical, Quintessence
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mu061 V Dark Beast
Team: The Brotherhood
Range: 0
Points: 69
Keywords: Brotherhood of Mutants, Morlocks, Mutant, Scientist
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(Attack) Sadistic: Dark Beast can use Exploit Weakness
(Damage) Cruel Experiment: Give Dark Beast a power action and roll a d6. On a result of 3-6, give an action token to an adjacent opposing character with zero or one action token. On a 5 or 6, deal 2 unavoidable damage to an adjacent opposing character. On a 6, deal 1 damage to each adjacent opposing character. Apply all applicable results, which may be split among different characters.
cr061 U World's Finest
Team: Batman Ally and Superman Ally
Range: 8
Points: 500
Keywords: Detective, Gotham City, Metropolis, Reporter
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(Special) : World's Finest must begin with their base completely in their player's starting area. Their base occupies 4 squares on the map. The can be adjacent to a maximum of 12 squares, and can attack and be attacked through any of them. World's Finest can make ranged combat attacks against non-adjacent characters when they are adjacent to two or fewer opposing characters.
(Special) : World's Finest do not take pushing damage.
(Speed) Teamwork: World's Finest can use Charge and Force Blast. Immediately after the World's Finest uses Force Blast to successfully knock back a target, they can use Charge as a free action to attack the target if Charge would allow them to do so.
(Attack) Wallbuster: World's Finest can use Super Strength. When given a move action, during the move World's Finest can automatically destroy up to 2 squares of blocking terrain or the wall adjoining two squares; they can continue their move, if any, after destroying the wall.
si061 U Super Skrull: Illuminati
Team: Skrulls
Range: 6
Points: 250
Keywords: Skrulls, Spy
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(Special) Infiltrator: Super-Skrull: Illuminati is a wild card on your turns; on opponents' turns, he can use only the Skrulls team ability.
(Speed) Avenging Fury: Super-Skrull: Illuminati can use Charge, Flurry, and Plasticity. Once per turn before making a close combat attack roll for Super-Skrull: Illuminati, you can declare that damage from the attack will be penetrating damage.
(Attack) Elastic Entanglements and Black Bolts: Super-Skrull: Illuminati can use Quake. When Super-Skrull: Illuminati succeeds at an attack, roll a d6. On a result of 4 or 5, if a target of the attack has no action tokens, give the target an action token after the attack is resolved. On a result of 6, damage from the attack is penetrating damage.
(Defense) Iron Defense: Damage dealt to Super-Skrull: Illuminati is reduced to 1.
(Damage) Strange Magicks: Super-Skrull: Illuminati can use Perplex. He can use it normally, or he can modify any one of his own combat values by +2 or -2 until the beginning of your next turn.
aa061 U Clown Prince of Crime
Team: Batman Enemy
Range: 6
Points: 150
Keywords: Gotham City
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(Special) The Joker's Wild!: Before the Clown Prince of Crime is placed in your starting area, roll a d6 and turn his dial to the starting line indicated by the result; 1 or 2 - Crazy (red starting line), 3 or 4 - Lunatic (blue starting line), or 5 or 6 - Maniacal (yellow starting line).
(Special) He's Escaped Again!: The Clown Prince of Crime begins the game with four Arkham Asylum tokens. When the Clown Prince of Crime's dial is turned so that {AA} symbols appear, he is removed from the map and an Arkham Asylum token is given to the player who caused the dial to be turned. If the Clown Prince of Crime's player caused {AA} symbols to appear via pushing damage, the last player to damage him gets the Arkham Asylum token. If you still have at least one Arkham Asylum token at beginning of your next turn, put the Clown Prince of Crime in you starting area (rolling to determine which starting line will be used). When the last Arkham Asylum token is given away, remove the Clown Prince of Crime from the game.
(Special) Collect Your Reward: At the end of the game, players receive 75 victory points for each Arkham Asylum token they were given. (Victory points are not awareded based on the Clown Prince of Crime's point value.)
(Speed) Last Laugh: The Clown Prince of Crime can use Charge. Once per turn when the Clown Prince of Crime moves via a power action or move action, he can make a close combat attack against a target opposing character. After the attack resolves, he can continue his move, if any (he breaks away automatically), but he can't attack that target again that turn.
(Attack) Jokerfish: Once per turn as a free action, the Clown Prince of Crime can put a Jokerfish token (a SPECIAL token) in an unoccupied adjacent square if there are fewer than four Jokerfish tokens on the map. At the beginning of your turn, if an opposing character is in the same square as, or adjacent to, a Jokerfish token, you can deal 1 damage to each opposing character in the same square as, or adjacent to, that Jokerfish token and then remove that token from the game. Remove all Jokerfish tokens from the map if the Clown Prince of Crime is removed from the map via the He's Escaped Again! trait.
(Damage) Killing Joke: The Clown Prince of Crime can use Outwit and Incapacitate. He can use Incapacitate normally (but only as part of a close combat action), or he can target all adjacent opposing characters; if he does, modify the defense value of the targets by +1 for each opposing character (beyond the first) adjacent to him.
ha061 LE Thor's Mighty Chariot
Team: No Affiliation
Range: 8
Points: 500
Keywords: Asgardian, Deity, Vehicle
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(Special) : Thor's Mighty Chariot must begin with its base completely in its player's starting area. Its base occupies 4 squares on the map. It can be adjacent to a maximum of 12 squares and can attack and be attacked through any of them. Thor's Mighty Chariot may make ranged combat attacks against any opposing characters that it has a clear line of fire to. Thor's Mighty Chariot can carry up to two friendly characters when using the Carry ability.
(Special) : At the beginning of your turn, as a free action Thor's Mighty Chariot may destroy any walls or blocking terrain adjacent to it.
(Speed) Butting Heads: Thor's Mighty Chariot can use Force Blast. When it does, the target is dealt knockback damage equal to the number of squares it is knocked back in addition to any other knockback damage.
(Attack) Hooves and Horns: Thor's Mighty Chariot can use Blades/Claws/Fangs. When it does, it can choose whether to replace its damage value with the result of that roll.
(Defense) Battle-Forged: Thor's Mighty Chariot can use Defend and Impervious.
(Damage) Drag: Thor's Mighty Chariot automatically breaks away. When it is given a move action, you may choose an adjacent opposing character and roll a d6. On a result of 5 or 6, after moving Thor's Mighty Chariot place the chosen character adjacent to it and deal that character 2 damage.
ha201 V Ragnarok Surtur
Team: Power Cosmic
Range: 4
Points: 233
Keywords: Asgardian, Deity, Monster, Warrior
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(Attack) Inferno: Ragnarok Surtur can use Poison. Damage dealt this way is penetrating damage
(Damage) Eternal Flame: Give Ragnarok Surtur a power action when he occupies an opponent's starting area. Any other character Ragnarok Surtur can draw a line of fire to is dealt 1 unavoidable damage. If this places a second action token on Ragnarok Surtur, deal him 1 unavoidable damage.
bb100 R Batman and Catwoman
Team: Batman Ally
Range: 3
Points: 142
Keywords: Detective, Gotham City
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(Special) I Already Stole the Real One: Once at the beginning of the game, after objects are placed, you may remove an object placed by an opponent from the map and place a standard light object in the same square.
(Speed) Double Pounce : Batman and Catwoman can use Leap/Climb. When Batman and Catwoman are given a move action, after the movement is complete Batman and Catwoman may use the Duo Attack ability as a free action.
(Attack) Summon the Bat or Set the Trap : Give Batman and Catwoman a power action and choose target character within 6 squares who possesses the Batman Ally or the Batman Enemy Team ability (line of fire is not required). Place the target character in an unoccupied square adjacent to Batman and Catwoman. If the target is friendly, it can't be given an action until your next turn.
(Defense) Romantic Tension : Batman and Catwoman can use Combat Reflexes and Willpower.
Who is the more foolish? The fool, or the fool who follows him?
[SIGPIC][/SIGPIC]
Quote : Originally Posted by Insight
Stupidity needs no fuel. It is a replenishing natural resource.
He can hypersonic speed and nail people to the ground in addition to hitting them for 4 damage(with an object).
This is even usefull at 6 range to tag a guy with impervious.
No damage... but he may not be able to move, and you can have ranged guys just peg him down while he tries to move, like a little girly man.
The more I think about it the more usefull this character becomes.
He can hypersonic speed and nail people to the ground in addition to hitting them for 4 damage(with an object).
This is even usefull at 6 range to tag a guy with impervious.
No damage... but he may not be able to move, and you can have ranged guys just peg him down while he tries to move, like a little girly man.
The more I think about it the more usefull this character becomes.
My hate for World's Finest has very little to do with the dial and VERY MUCH to do with how they were distributed.
Longest-Reigning Drunken HeroClix Champion - anyone got a liver?
My hate for World's Finest has very little to do with the dial and VERY MUCH to do with how they were distributed.
I was talking about spiderman... HE can hypersonic speed, dealing 4 damage and nail the target to the gorund so other characters can whittle them away while they struggle to move.
He has a 13 range for that web of his. AND if you web somebody they have to roll break away to be TKd.
So when Namor is sitting next to the TK. you can just web him down and be like..."lol, maybe?"