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This figure is a beast. L/C to get around. Super Strength and CCE, to deal with threats in close; and PB and 8 range to deal with figures at range. Mystics to strike back.
Another figure that loses super strength after one click and has no move and attack. With only a 16 defense he'll often have to drop his object before he can use it even with invulnerability. One damage psychic blast is a little weird, but it's better than nothing. I'm thinking I need to alter my play style a bit next time I play the Shadowpact to close in faster regardless of whether he gets hit in the process or not.
Nanobots might not be thematic, but it works great with him. Push to drop an object and then swallow it up. Get hit? Give Mystics feedback and eat an object. I might not blow 20pts on Rip It Up for this... but I also might.
"We're all in the gutter, but some of us are looking at the stars." -Wilde
I need a stand in as The Son of Satan (Damion Hellstrom) for aNew Avengers based team, and I'm thinking this version works the best. For 101 pts I get Mystics and a way to avoid Mysitcs (good ol' Shadowpact ATA)...
Vulture: I'll drop you from the sky and watch you drop like a rag doll! Spider-Man: And this'll be when? After Ock rips me limb from limb? Or after Venom eats my brains? Oh, I almost forgot; he also has dibs on my spleen...
WIN/LOSS: 2-1 The 8 range was a neat addition to Blue Devil. You relied heavily on the fear of that Mystical damage to keep him alive and ideally, with a heavy in hand, you base the biggest threat and dare them to eat 1 (hopefully 2 due to pushing) or risk getting hit for 5. Indom ruined this tactic and now he is relegated to memories. I dig his sculpt, though...
Visible Dials and Pushing Damage need to be optional. This is the way.