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I think shes an underrated tie-up piece. Her stealth cuts the piece you are tying up off from ranged help. Her 17/SS means she should be around for a while. Her attack, while not great gives you a decent chance of hitting most pieces on the board, and her BCF and EW really up her damage potential.
I like using her as a tie-up piece with Mockingbird, using Tigra to provide cover for Mockingbird, having them attack on alternating turns and giving the other player 2 fustrating targets to pick from. The Exp is the best value for her points, but I think overall and underrated click.
While new sets have set the spotlight away from this little beauty, she still maintains the greatness she had upon her initial release. Bring her in as clean-up, then push and charge at the next target. Sweet!
Many will berate her because of lack of up-front charge. Well, instead she gets stealth which can be used to block line of sight. Getting charge after a push or mystics damage makes her deadly.
A reasonably playable piece - and as part of the Fantastic Forces pinnacle of production quality it physically looks as nice today as it did then - but one of many that reminds me how purely PAC-driven dials are so unsatisfying. The up-front Stealth and next two clicks of Charge means that this kitty is unable to move over hindering terrain, much less climb a tree, until her fourth click. It's an annoying and substantial shortcoming in my view.
Outshined by more dangerous modern bladesters, Tigra's attack and defense values are pretty wobbly... but my eye is drawn to her speed (particularly with the TA). She can cover a lot of ground to get to her prey, but she'll almost certainly never see those Charge clicks, so she will just have to sit around cleaning her claws for a turn while hoping not to get hit. One nice perk of the (upcoming at this time) rules changes is that she can Flurry with EW at the end, which makes up a touch for the attack values. She *can* hurt an Invulnerable piece on every click, but only if she's rolling well.
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