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01/26/05
Update given the info on DC Legacy. Players worried about Fortitude may find this useful.
1. Incapacitate (perhaps the most common power in the game, Stunning Blow feat makes it even better)
2. Ranged Combat Expert (figure with damage value 1 or more)
3. Close Combat Expert (figure with damage value 1 or more)
4. Super Strength (DV 2 with light object, DV 1 with heavy object)
5. Pulse Wave (ignores all powers and TAs)
6. Exploit Weakness (is ignored by the Fortitude feat)
7. Psychic Blast
8. Perplex
9. Enhancement
10. SHIELD Team Ability
11. Hypersonic Speed
12. Blades/Claws/Fangs (roll 3 or more)
13. Overlapped Energy Explosion
14. Mind Control opposing figures with above powers
15. Mind Control opposing figure with IMP and turn off IMP
16. Capture with a Sentinel/Sinestro
17. Mystics/CrossGen TA (delivers unavoidable damage in retaliation)
18. Haymaker feat (with printed damage value greater than 0)
19. Pounce feat (with printed damage value 2 or 1 with Super Strength and Light Object)
20. Rip It Up feat (with printed damage value 2)
21. In Contact With Oracle feat (with damage value greater than 1)
22. Armor Piercing feat
23. Damage value greater than 2 (with no powers)
06/19/05
Update given the info on Marvel Fantastic Forces.
1. Incapacitate (perhaps the most common power in the game, Stunning Blow feat makes it even better)
2. Ranged Combat Expert (figure with damage value 1 or more)
3. Close Combat Expert (figure with damage value 1 or more)
4. Super Strength (DV 2 with light object, DV 1 with heavy object)
5. Pulse Wave (ignores all powers and TAs)
6. Exploit Weakness (is ignored by the Fortitude feat)
7. Psychic Blast
8. Perplex
9. Enhancement
10. SHIELD Team Ability
11. Hypersonic Speed
12. Blades/Claws/Fangs (roll 3 or more)
13. Overlapped Energy Explosion
14. Mind Control opposing figures with above powers
15. Mind Control opposing figure with IMP and turn off IMP
16. Capture with a Sentinel/Sinestro
17. Mystics/CrossGen TA (delivers unavoidable damage in retaliation)
18. Haymaker feat (with printed damage value greater than 0)
19. Pounce feat (with printed damage value 2 or 1 with Super Strength and Light Object)
20. Rip It Up feat (with printed damage value 2)
21. In Contact With Oracle feat (with damage value greater than 1)
22. Armor Piercing feat
23. Nova Blast feat (full damage to multiple characters with IMP/INV)
24. Damage value greater than 2 (with no powers)
The only good guarantee against defensive powers is psychic blast. Pulse wave can be hard to use do to possible friendly fire, as well as hitting more than 1 target dropping you to 1 damage. Outwit and EW can be countered with fortitude. Capture pieces tend to be big targets. Incap is like papercutting to death.
Enter Nova Blast. Ultimates Phoenix is now my favorite piece. : )
Who are good pb pieces?
Phoenix and Despero are the most cost effective powerhouse pb characters.
Some other handy ones though are r/e white queen, Dagger, Jinx, Morgan Le Faye, and I can't think of more at the moment.
Anyone care to add to the list? Who are some cheap unknown pb pieces?
My favorite pb fig is the U Black Queen. She's got pb with 3 damage and running shot. She also has decent defense against ranged, which is where she should stay. Give her a bit of a push and she becomes a nice tk piece too. The AV is a little low at 9, but we all know how to fix that. The best part is that she comes in at a nice 70 pts.
The U Shadow King is also very nice, with 3 damage pb, and triple mc. His main weakness is a shorter dial, with a weak back end. at 106 pts, he's better for bigger teams.
If you rely soley on Psychic Blast as your Outwit alternative for dealing with IMP/INV, you severely limit your options for force construction, particularly thematic force construction. Also, what happens when your one good PB character gets jumped to eliminate it as a threat to the opponent's IMP/INV character(s)?
Hmm... i have a interesting question (that might make Karma a permanent figure on my tournament teams)...
Since IMP is "Optional" you can turn it off when mind control someone.
Under both the MM and Legacy rules inserts, it says "All feats are optional".
Does that mean you can mind control someone to turn off Fortitude until end of turn and procede to outwit them?
And a harder question: at the end of the turn, when fortitude comes back from being cancelled, do the outwitted powers come back too?
I believe you can use Poison as well, though it can be dangerous and doesn't work against Imp of Inv (I forget which one)
Poison by itself doesn't wrok through either Impervious or Invulnerability (or Toughness for that matter). Poison + Armor Piercing goes through all damage reducers.
Regarding dealing with it without Outwit - just doing straight damage will wear these figures out. There are plenty of figures (too many I'd argue) that can easily deal between 3 and 5 damage unassisted. Sure sometimes a figure might make that Impervious roll (last week my opponent's V Captain America Imperv'd out of 10 clicks of damage - 4 from Spider-Man and 6 from Doc Samson) but I've knocked several Amazo's right off HSS by just doing 4 damage and him not rolling that 5 or 6.
And its already been said, but Incap really is the end all be all of attack powers. One incapper can make Thor lose his Impervious and then you can count on how much damage you're doing to goldi-locks on every remaining attack...
Visible Dials and Pushing Damage need to be optional. This is the way.
Hmm... i have a interesting question (that might make Karma a permanent figure on my tournament teams)...
Since IMP is "Optional" you can turn it off when mind control someone.
Under both the MM and Legacy rules inserts, it says "All feats are optional".
Does that mean you can mind control someone to turn off Fortitude until end of turn and procede to outwit them?
It sounds like it, yes.
Quote
And a harder question: at the end of the turn, when fortitude comes back from being cancelled, do the outwitted powers come back too?
And a harder question: at the end of the turn, when fortitude comes back from being cancelled, do the outwitted powers come back too?
No. Once the power has been Outwitted, it is no longer there. So the return of Fortitude would not 'create' any powers for that figure.
Now if the Outwitting figure lost Outwit resulting in the return of the power, obviously the return of Fortitude would prevent any power from being re-outwitted. But once a power is Outwitted the only way for it to return is for the power to expire ("Outwitted until the beginning of your next turn") or until the Outwitter has lost Outwit.
Visible Dials and Pushing Damage need to be optional. This is the way.
ok now that Repulor shield is out... many of those options have been cut down....
what now?!?!?!?!
Incap still good( thought it can be countered with the "shellhead" feat)
Mystic still good
Capture still good
mind control still good
Just wondering, how exactly does Mind Controlling someone to turn of a power like Impervious work? Doesn't the player gain control of the figure right after making an action, and can then turn the power back on? Can you do free actions through Mind Control? What other powers does this trick work against other than IMP/INV?
My only hope is that the Big Lebowski kills me before the Germans can cut my d### off.
Just wondering, how exactly does Mind Controlling someone to turn of a power like Impervious work? Doesn't the player gain control of the figure right after making an action, and can then turn the power back on? Can you do free actions through Mind Control? What other powers does this trick work against other than IMP/INV?
Cancelled powers remain cancelled until the end of the current turn. Since Impervious isn't optional anymore, this particular method won't work.
Other optional powers that provide a defense boost, such as Stealth, are subject to the Mind Control trick.