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I agree with darkjacen. For me, Apocalypse seems to have the best time of things because of his immunity to Outwit and a number of other effects, while the others fall hard to the Question or any number of cheap Outwitters. Well, not THAT hard, but I hate it when a dinky figure can remove Impervious from a character almost twenty times its cost.
I'm surprised you say that considering your avatar is the God-dam Bat-god
True. Some of the colossals actually get better the more damage they take. Parang si Onslaught. Numbers wise he's pretty low at the start then halfway he becomes more of a threat.
I find it weird though that most of the new Colossals are prone to the of effects incap, mind control, quake and penetrating damage. That's the advantage of the older ones like Anti-Monitor, Starro, Foom and Galactus have over the new ones.
For me, the biggest advantage of the 6x3 ones is their humongous base. It's fairly easier to stay within range of opponents. Unlike Apoc who has to walk to get his opponent 9 squares away.
Well that's more for the "true Colossals". Yung iba tulad ni Starro at Anti-Monitor still have to do things the hard way. :P (But still follow their special rules insert nyahahha)
sa 6 Colossals ang pinaka malakas si Apocalypse dahil sa shape change/imperv combo. Second si Nemesis then onslaught. Pero pag tinapat sila sa mga lumang colossals (kahit kay dark phoenix lang) talo sila sa multi attack..
agreed, gamewise kasi he ain't that HOT anymore....pero since he is the most playable cap in heroclix barring any future releases that would overshadow him.
so far the current colossal figs I think uses the generic rules found on the rulebook plus the special powers that the cards have.
so far the current colossal figs I think uses the generic rules found on the rulebook plus the special powers that the cards have.
Yup. They have the basics that being a Colossal gives to figures:
Quote
Colossal Size(non-optional): Only characters with the symbol block line of fire to or from this character. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can't be knocked back and can make ranged combat attacks against non-adjacent opposing characters when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated. This ability can't be countered.
Funny though, I thought they could automatically break away. That must be special rules specific now.
PG: "Any game effect that grants the character a free action can never use that free action to initiate the action that granted the free action in the first place. (For example, the power action of Multiattack cannot be used to give the character a power action for another Multiattack)."
I'd say this pretty well stops the recurrsive PsyBlasting.
Harpua's ruling on Sugar and Spice.
I'm going to be crucified for saying this, but IMO the most playable of all the duos are Cyclops/Phoenix. True, the Fastballers and Sugar/Spice have a huge damage potential, but their attacks are really hard to set-up. Nightcrawler helps a bit, but just a bit haha. Cable/DP on the other hand can move and attack BUT there's a potential drawback (+1 DEF to opponents which is essentially -1 ATK for them), plus they go down easily for 247 pts.
I'm going to be crucified for saying this, but IMO the most playable of all the duos are Cyclops/Phoenix. True, the Fastballers and Sugar/Spice have a huge damage potential, but their attacks are really hard to set-up. Nightcrawler helps a bit, but just a bit haha. Cable/DP on the other hand can move and attack BUT there's a potential drawback (+1 DEF to opponents which is essentially -1 ATK for them), plus they go down easily for 247 pts.
hmmm, mukhang aalisin ko na sa bentables yung Cyclops/Phoenix ko. hehehe. btw, kainis lang ng konti bakit hindi cyclops/jean grey ang ipinangalan. mas appropriate.
I'm going to be crucified for saying this, but IMO the most playable of all the duos are Cyclops/Phoenix. True, the Fastballers and Sugar/Spice have a huge damage potential, but their attacks are really hard to set-up. Nightcrawler helps a bit, but just a bit haha. Cable/DP on the other hand can move and attack BUT there's a potential drawback (+1 DEF to opponents which is essentially -1 ATK for them), plus they go down easily for 247 pts.
Damn. There goes that plan.
Since we're talking about rogue, I also asked in the Rules thread about what powers she can copy. Apparently she can even copy a standard power that an adjacent opposing character can use through a special power/ability. For instance she could copy TK from CR Green Lantern, Flurry from Arkillo or even HSS (without the -2 modification) from a transporter. Kahit Willpower from indomitable.