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Unique The Wendigo
Real Name: Various
Team: No Affiliation
Range: 0
Points: 140
Keywords: Animal, Brute, Monster, Mystical
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Prowl The Canadian Wilderness: Movement: Ignores Hindering and Elevated Terrain.
The Cannibal of Canada: The Wendigo possesses Battle Fury, may use Steal Energy, and heals 2 clicks when it KOs an opposing character.
Feral Rush: The Wendigo may use Charge, Flurry, and Plasticity.
Animalistic Ambush: The Wendigo may use Charge. If it occupied printed Hindering Terrain or a higher elevation than the target before using Charge, it may use Exploit Weakness and modifies its Attack and Damage values by +1.
Immortal Myth: STOP. The Wendigo may use Toughness and Regeneration. If The Wendigo has two action tokens it may use Regeneration as a free action.
Ready To Pounce (Stealth)
Unparalleled Bloodlust (Flurry)
Nimble (Sidestep)
Cannibal Carnivore (Blades/Claws/Fangs)
Tough As The Hulk (Invincible)
But Not Near As Impregnable (Invulnerability)
Thick Fur (Toughness)
Anyone Who Consumes Human Flesh... (Shape Change)
Becomes The Wendigo! (Exploit Weakness)
Unique Colossus
Real Name: Piotr Rasputin
Team: X-Men
Range: 0
Points: 180
Keywords: Acolytes, Defenders, Excalibur, X-Men, Armor
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Coming Through!: Movement: Ignores Hindering and Blocking Terrain, Destroying Blocking Terrain he moves through.
Organic Metal Skin: Colossus' Defense Powers can't be ignored or countered and he may reduce penetrating damage.
Unstoppable!: Colossus may use Super Strength and Sidestep.
Get Behind Me!: Colossus may use Defend. When an adjacent friendly character he shares a non-generic keyword with is the target of the attack, you may switch Colossus' placement on the map with that character's and Colossus becomes the new target of the attack.
Steel Rush: Colossus may use Charge and does not half his movement when he does.
Unique Wonder Woman
Real Name: Diana of Themyscira
Team: Mystics
Range: 0
Points: 230
Keywords: Amazon, Justice League, Trinity, Deity, Warrior
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Divine Aura: Wonder Woman can't be targeted by opposing Outwit or Probability Control unless the targeting character is more points or has the Deity keyword.
Bracelets and Sword: Wonder Woman may use Super Senses and Blades/Claws/Fangs. When using Super Senses she succeeds on a 4-6 against ranged combat attacks and when using Blades/Claws/Fangs, she modifies the result of the 1D6 roll by -3 (Minimum of 1) and adds the result to her printed damage.
Amazon Warrior: Wonder Woman may use Combat Reflexes and Sidestep.
The First To The Fight: Wonder Woman may use Charge and Flurry.
Determination: STOP! Wonder Woman may use Toughness and Regeneration. If Wonder Woman hit with a close combat attack this turn, she may use Regeneration as a free action.
Unstoppable Assault (Flurry)
Do Not Run From Me (Charge)
The Strength Of An Olympian (Super Strength)
Trained To Know Where To Strike (Precision Strike)
Unwavering Will (Impervious)
Unrelenting Spirit (Invulnerability)
Unshakable Resolve (Toughness)
Battle Tactician (Outwit)
A Sword Able To Cut Anything (Exploit Weakness)
Refusal To Surrender (Battle Fury)
Last edited by TheQuestion; 11/24/2016 at 19:27..
Reason: SLIGHT balance change
Eagle's Flight: Movement: Ignores Hindering and Elevated Terrain.
The Hidden Blade: Altair may use Blades/Claws/Fangs and Exploit Weakness. Any close combat attack that misses Altair triggers the Assassins TA and the damage dealt by the Assassins TA is unavoidable.
Eagle's Dance (Sidestep)
Swordplay (Flurry)
No Time To Evade (Precision Strike)
Crossbow (Penetrating/Psychic Blast)
Entries I "wish" I thought of before hitting submit for the Dial It Up Design contest. The keyword for the couple is Brute.
Unique Absorbing Man
Real Name: Carl "Crusher" Creel
Team: Masters of Evil
Range: 0
Points: 150
Keywords: Lethal Legion, Masters of Evil, Wrecking Crew, Brute, Mystical
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Plow Through: Movement: Ignores Hindering Terrain and Characters.
Absorbs Anything: When Absorbing Man is hit by an object or takes a power action while adjacent to an object, put the object on his character card. Modify his combat values based on the object type as follows; Ultra Light: -2 Defense, Light: +1 Attack and Damage, Heavy: +2 Attack and Damage, Ultra Heavy: +3 Attack and Damage.
Strongest Couple There Is!: When Absorbing Man is adjacent to a friendly character named Titania, they both may use Defend, but only on each other.
Become Any Material: When Absorbing Man has an object on his character card, he may use a Defense Power based on it's type. Ultra Light: Willpower, Light: Toughness, Heavy: Invulnerability, Ultra-Heavy: Impervious.
Ball And Chain: Absorbing Man has Giant Reach: 3 and Close Combat Expert.
Head First (Charge)
Tangle In The Chain (Plasticity)
Getting Desperate (Flurry)
Hammer Down With The Ball And Chain (Quake)
Absorb To Heal (Steal Energy)
Absorb The Ground (Invulnerability)
Reform (Regeneration)
This Ball And Chain Is A Wrecking Ball Now! (Close Combat Expert)
Unique Titania
Real Name: Mary MacPherran
Team: Masters of Evil
Range: 0
Points: 150
Keywords: Femizons, Frightful Four, Masters of Evil, Brute
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Strong Like She-Hulk, Stronger: Movement: Ignores Hindering Terrain and Characters.
Strongest Couple There Is!: When Titania is adjacent to a friendly Absorbing Man, they both may use the Sinister Syndicate Team Ability, but only on each other.
Prove Myself The Strongest!: Titania may use Super Strength and modifies her Attack Value by +2 when attacking characters that can use Super Strength.
Two Fists To Your Face: Titania may use Charge and Flurry.
Even The Bad Guys Can Love: Titania may use Close Combat Expert. When she is adjacent to a friendly Absorbing Man, both may use Willpower and Support, but only target each other for Support.
Lunge At You (Charge)
Getting Angry (Flurry)
Ground Pound (Quake)
She-Hulk's Strong... (Invulnerability)
But I'm Stronger! (Toughness)
Body In Motion: Movement: Ignores Hindering and Elevated Terrain.
Kinetic Charge: When Gambit makes a range attack with an object, increase damage by +2.
Sneak-Thief of the Big Easy: Gambit may use Running Shot, Stealth, and Sidestep.
Try The Whole Deck!: Gambit may use Penetrating/Psychic Blast and Energy Explosion. When he targets only one character with a range attack and he does not use an object, modify his damage by +2.
Cajun Charms: Gambit may use Shape Change and Perplex, but may only modify opposing characters' values.
Here's another non-comic dial, Handsome Jack of the Borderlands series during his boss fight.
Veteran Handsome Jack
Real Name: "John"
Team: No Affiliation
Range: 6
Points: 110
Keywords: Hyperion, Politician
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Eyes Through Angel: Targeting: Ignores Hindering and Elevated Terrain, Ignores Characters.
Body Doubles and Holograms: The first copy of Handsome Jack on your team costs 110 points and starts on Click 1. Each additional copy costs 30 points and starts on click 7. When a friendly Handsome Jack is adjacent to another friendly Handsome Jack, it may use Shape Change.
Spawn More Holograms: (110) Double Power Action: Place 1 Handsome Jack on it's 30 point starting line adjacent to this one. If this Handsome Jack is the only friendly one on the board, this is a Free Action instead.
I'm Such A Rock Star: Outwit, Perplex, Probability Control, may only target opposing characters with Perplex and Probability Control.
The Coward Would Never Face You In Person (Stealth)
I'm Gonna Avenge My Daughter (Running Shot)
This Can't Be The End! (Sidestep)
Unique The Flash
Real Name: Barry Allen
Team: Justice League
Range: 0
Points: 125
Keywords: Central City, Justice League, Police, Scientist, Speedster
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Overrun Any Obstacle: Movement: Hindering, Elevated Terrain and Characters.
Speed Force: When The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on this card after actions resolve. Increase The Flash's speed value by the number of Speed tokens on this card. When The Flash uses the Justice League Team Ability, he is not given an action token for the action.
Building Up Speed: When The Flash has at least 1 Speed token he may use Sidestep and Super Senses, when he has at least 2 he may use Energy Shield/Deflection and Shape Change, when he has at least 3 he may use Combat Reflexes and Probability Control.
Got To Keep Running: Hypersonic Speed and Flurry, may use Flurry instead of CLOSE attack during Hypersonic Speed.
To Stop The Anti-Moniter: STOP! Precision Strike.
The Fastest Man Alive (Hypersonic Speed)
No Time To Dodge (Precision Strike)
Saving People In A Heartbeat (Defend)
Fast Healing (Regeneration)
Push Myself Harder Than Ever (Willpower)
Flash Facts (Outwit)
Outrun The Odds (Perplex)
Last edited by TheQuestion; 04/21/2017 at 16:58..
Reason: Color coding
Body In Motion: Movement: Ignores Hindering and Elevated Terrain.
Kinetic Charge: When Gambit makes a range attack with an object, increase damage by +2.
Sneak-Thief of the Big Easy: Gambit may use Running Shot, Stealth, and Sidestep.
Try The Whole Deck!: Gambit may use Penetrating/Psychic Blast and Energy Explosion. When he targets only one character with a range attack and he does not use an object, modify his damage by +2.
Cajun Charms: Gambit may use Shape Change and Perplex, but may only modify opposing characters' values.
This is my favorite character, but I think his star ability Kinetic charge should be whenever he makes an object attack, not just Range. He's had fight in the comics with Captain America and I believe his name was executioner where he charged up their suits (or in executioner's case, the gum Gambit was chewing) and blew them up in close proximity
Great Take on the character though. I wish we had gotten this or something close to this in UXM. I like that the perplex only works on opposing chracters. very flavorful.
Unique Green Lantern
Real Name: Hal Jordan
Team: Justice League
Range: 8
Points: 150
Keywords: Coast City, Green Lantern Corps, Justice League
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Green Lantern's Light: Targeting: Ignores Hindering Terrain.
Limited By Imagination: FREE: Choose a standard Attack or Damage Power Green Lantern does not currently possess. He may use that power until your next turn.
Transport The League: When Green Lantern uses the Justice League Team Ability, he may carry up to 8 friendly characters regardless of combat symbols, and one of them of a lower point value than Green Lantern may take a non-free action after being carried.
Green Force Field: Toughness, Barrier, Energy Shield/Deflection.
Acts of Vengeance: Mind Control, but only on friendly characters and does not take unavoidable damage for doing so. Loki may use Mind Control regardless of range or line of fire, but if he does, only has one .
The Trickster God: Outwit, Perplex, Probability Control, may only use Perplex and Probability Control on opposing characters but may do so regardless of range or line of fire.
Unique The Flash
Real Name: Barry Allen
Team: Justice League
Range: 0
Points: 125
Keywords: Central City, Justice League, Police, Scientist, Speedster
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Overrun Any Obstacle: Movement: Hindering, Elevated Terrain and Characters.
Speed Force: When The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on this card after actions resolve. Increase The Flash's speed value by the number of Speed tokens on this card. When The Flash uses the Justice League Team Ability, he is not given an action token for the action.
Building Up Speed: When The Flash has at least 1 Speed token he may use Sidestep and Super Senses, when he has at least 2 he may use Energy Shield/Deflection and Shape Change, when he has at least 3 he may use Combat Reflexes and Probability Control.
Got To Keep Running: Hypersonic Speed and Flurry, may use Flurry instead of CLOSE attack during Hypersonic Speed.
To Stop The Anti-Moniter: STOP! Precision Strike.
The Fastest Man Alive (Hypersonic Speed)
No Time To Dodge (Precision Strike)
Saving People In A Heartbeat (Defend)
Fast Healing (Regeneration)
Push Myself Harder Than Ever (Willpower)
Flash Facts (Outwit)
Outrun The Odds (Perplex)
The power name Saving People in a Heartbeat...made me think what if when the character using his defense value is missed with an attack you may place that character adjacent to Flash as if he pulled them out of the way flavor...that way they might not even be able to be the target of another attack that turn. Or maybe he can use defend on non-adjacent characters since he's so fast he can be everywhere at once. Just some cool thoughts on Defend to make it more useful than vanilla Defend and more Flash themed.
Nice dial for Flash and use of Speed tokens...I liked that FL set U one, but the Defense powers were too random...traited Super Senses and Sidestep with a token is a nice touch...run in, hit, get token, sidestep after HSS finishes...very nice way to keep him mobile like he should be.
Add PD TA too, since he can zip back to make it useful and with sidestep he can buff multiple friendlies in one turn with it.
Wanna trade? Check out my H/W list -------------------------V