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No question. Fastball Special is awful. You have to design your whole team around using this feat. It doesn't give much of a benefit, and you get to use it once. Yay!
The only real question is will there be a feat card in Legacy worse than Fastball Special. The three previewed feats are quality, so that only leaves five...
Matter-EaterLad Snack List: Time Gem, Remaker
Etrigan Prime Transformation List: Blackhawk Pilot, Per Degaton
1. Trick shot - superman ally+ on the ranged figure of your choice.
2. Rip it up - back when he first got a case I had a friend play the Moonknight army which this card makes even more playable. Not only does this card give you infinite objects, but you can give your opponents figures light object tokens before they pick up good objects like the dumpster (if anyone can find any reason you're not allowed to give opposing figures object tokens I want to know where in the rules you found it)
3. Automatic regeneration - This would be ranked higher if there were more figures who could use it effectively as few clix have regeneration for more than 2 clix which can be skipped by the average damage value of 3. Has the capability of making a 1-on-1 battle with the figure it's on extremely one-sided.
4. Haymaker - there are many figures who's given damage is too low for the points they cost. I recommend Ultron, most versions of the Hulk, figures with (semi)activation clix but high attack values (ex. Absorbing man or vet logan). I also have to recommend ranged figures including Kang as the extra 2 damage could make basing them less attractive. This is ranked above pounce since anyone is able to use it.
5. Pounce - gives a small boost to leap/climb figures with low damage values. Unfortunately, they FAQed leap/climb so that it only helps during a move action . . . which means that figures don't jump when they pounce . . .[[sigh]]. They also can't use any nifty tricks like blades or perplexing their damage values into the realm of coolness. When you add in the automatic damage taken by the figure to the guarantee that this figure isn't doing spectacular damage you regulate this feat to friendly play.
6. Passenger - allows selective carrying ability for characters who tend to do so, but many of the characters who carry passengers do so all the time w/o strain & if you are only thinking in game terms how many of you as a basic rule don't push to move your figures unless something has gone horribly wrong? This is only above taunt because this is pretty cheap as feat cards go.
7. Taunt - range requirement (why do you need to be able to attack at range to tick someone off ???), action requirement, has to compete with incapacitate and simply using your action to base the target, will have to compete with stunning blow soon.
8. Fastball Special - same team requirement, power requirement x2, damage value requirement, one use only, 6 range, 2 actions for 1 attack, restricted powers allowed to be used in attack (excludes blades ... which was the entire point of the move . . .)
I agree with all of your ratings except maybe passenger. I like the fact that it only costs five points. It makes cheap tie up units like Silver Samurai to be able to carry troops, which is pretty useful.
For all out worse, it has to be fastball special. Only 6 range?!? For the amount of contingencies that need to be in place to execute the attack it should be greater than six.
yeah fastball special SUCKS! i was really pumped for it too when i first heard about it...and they really let me and the other X-fans down with that one. o well.
and is Saetanigera right??? could u really give a light obj to an opposing fig so they cant pickup a better weapon??
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Originally posted by Saetanigera
2. Rip it up - back when he first got a case I had a friend play the Moonknight army which this card makes even more playable. Not only does this card give you infinite objects, but you can give your opponents figures light object tokens before they pick up good objects like the dumpster (if anyone can find any reason you're not allowed to give opposing figures object tokens I want to know where in the rules you found it)
In the Super Strength power card rules it says "It may pick up an object in an adjacent square", so it would be up to the player that controls the character to make the choice to pick up the object or not.
Originally posted by Saetanigera (if anyone can find any reason you're not allowed to give opposing figures object tokens I want to know where in the rules you found it)
From the rules insert for feats:
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Feats part of a player's force may target only characters friendly to that player.
Of the 10 known feats (counting Fortitude and Stunning Blow) I would rate them thus:
10(last place)--Fastball Special. just hard to use and TK is much more effective. Pretty lame card for the classic wolvie/collusus move (back when the X-Men rocked)
9--Taunt. The confusion over this card is gonna hurt it's uses I think.
8--Passenger. Using Vanisher to carry Hulk back to a medic is just gonna cheese off your opponent so much. Heh heh.
7--Rip It Up. A nice power but designed for specific teams.
6--Stunning Blow. Adding damage to Incap is gonna make some medium level characters much more effective. I always thought we needed a more effective Batman.
5--Auto Regen. Regen as a Free Action will make Wolverine, Deadpool, Sabretooth and The General much more effective on any team.
4--Pounce. Venom and Spiderman running you down with a heavy object is just plain scarey. Makes the Leap/Climbers wicked even if they loose the Leaping.
3--Haymaker. 10 points is a nice price for 2 extra damage on one of your prime hitters.
2--Trick Shot. this card currently rules the roost and will continue to be used pretty heavily until MM is retired
1--Fortitude. this card will see tons of use after Legacy is released. Finally the powerhouses will be what they should be: powerhouses!