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I have recently bought a scarlet spider and want to use him on a team. For those that have played him, what did you use with him and how did he do?
He is 86 points and only has one keyword, "New Warriors." A theme team is possible but im not really looking to make one. I want to run him in a 300 point team with a Sinister spidy but im not limited to just that Spidy. He does suffer from fair attack values, so pairing him with someone with a sinister sydicate team ability and some one like shang chi is a possibility. What would you do?
Well, he's a wild card, so the usual wild card tricks apply (put a Bat Ally, Ultimates, Mystics, etc. on your team). A Sinister Syndicate/Bat Enemy and Shang Chi are good choices.
Vendetta and Point Blank Shot can also increase his attack. Scarlet Spider also works well with Nanobots.
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He qualifies for Trick Shot most of his dial. Try taxiing him with a cheap flyer who ties up a target while he shoots from behind.
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give him a push, he's on 3 damage outwit and 17 super senses, boost that to a 19 with sue storm and ff and build your self a wildcard team, he works well as a batman type outwit/second attacker. add to that an Alfred pog and he IS batman (minus the creepy michael jackson vibe).
i played him in a ff wildcard team about a year ago and he did major amounts of damage on his second click.plus there are tons of new wild card so build up a wildcard team and have fun.
in my opinion a great wildcard figure and who doesn't like wildcards(except the other guy)
I love Scarlet Spider as a character, and when he was announced, he was the must have of Sinister for me (incidentally, he was also the LAST fig I pulled, and made me go buy packs after my brick just to get him).
So I've been eyeing up his dial since he was announced. Here's what I have (and much of this will be in comparison to Spider-Man, since he's an easy figure to relate to and most people have used one in the past):
-Scarlet Spider has amazingly consistent attack values. Now, these AVs may not be THAT huge, but they're respectable, and they stay. This makes him a great fig to push, because he's not going to lose a ton of effectiveness. Incidentally, pushing him can give you whole new options at very strategic moments. A great example of this can be seen with click 1. Hop somewhere, push to shoot (for 4 damage) and then land on Outwit to cripple the guy you just shot for next turn.
-Scarlet Spider is the first Spider-fig (if I recall correctly) to have Plasticity as a dominant part of his play style. While Scarlet doesn't want to mix it up in close combat usually, there is a portion of his dial where he has the option (coupled with Super Strength). Usually, however, I view his Plasticity as useful for running rather than snaring an opponent. However, at the end dial, sometimes he needs to take one for the team and become the tie-up.
-Scarlet Spider, unlike Spider-Man, emphasizes the use of his short range. This is at least bolstered by a 6 (unlike the recurring 4s on old Spider-Man figs). Unfortunately, in order to use that range, he has to be within the charge range of most figures he'll want to be fighting (I think he's most useful against 0 figs, so I'll be talking as if he was fighting them exclusively). In order to address this issue, it's time to look at his TA...
-The best thing to do: couple his 17 Super Senses with KC or Skrull. To ensure that Scarlet gets to take on his opposing brick and not get shot by all the brick's allies, have a Bat Ally TA as well, and keep him hidden when your opponent is giving ranged actions. Finally, with all these defensive TAs, you need one to use when it's your turn. I highly recommend either Ultimates (no need for Trick Shot then, and helps on those Plasticity clicks) or Superman Enemy (Scarlet only has 1 click of Outwit, and this TA makes it ok to leave that click). I'd recommend the former, as Scarlet works better as a loner so your opponent can't afford to dedicate all his effort toward one side of the board. Make him split up, and Scarlet becomes a real pain to the one guy he singles out.
-Final note: Feat options...
Scarlet has a lot of Vault qualification (3/4 of his dial), but he's not supposed to be in close combat, so I don't really recommend it unless you have no better use for 3 points.
Scarlet can use Trick Shot for 5/8 of his dial, but again, I don't think it's particularly point effective on him. Go with Ultimates instead and just don't block his LOF.
Entangle, on the other hand, is a good card for him. 1/2 of his dial qualifies, and it only adds to his close combat cred when he gets to that point on his dial. This means he's not just 'doing his best while he's not at his best', it means he's doing a complete style switch and running equally well on both ends. No more, "Sad, he's not on RCE"; instead it's, "You done it now! Get ready for a Soda Machine to the chin, bud! Oh, too quick for you, guess you're trying to break away instead of hit me!"
If you end up using the Superman Enemies TA, he's not too horrible for Outwit-related feats. However, be cautious with this, as Scarlet is a loner by design.
You might run Point Black Shot with him. For 4 points, it'll up him to a 10 attack on a lot of his shots (4 range is only dropping your 6 by 2). Again, though, +1 is only worth your 4 points if you're not using it elsewhere, in my opinion.
Finally, you can use Nanobots. He has a LOT of mobility, and 2 damage or less for 3/4 of his dial. However, this might make him too retreatist. If he's a focus of your team, don't do it as he'll be too busy healing to do the damage he needs to. If he's a supporter to other emphases of your team, then throw it on. The rest of the team can cover his slack as he heals up.
Probably about 10 minutes. I just opened up Scarlet's dial as a refresher and spouted it out. I've run him a bit, so I know the feats offhand, but the rest was just analyzing what I already was aware of subliminally.
I've found him to be very effective so long as he has a TK buddy, and great if he has solid wildcard (ultimates or bats). A bit fragile for his points, he can still be a cannon that can actually survive the front line.
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Who do you recomend as TK/Support in a 300 point game?
300 points, and looking to gain a helpful TA... that's the goal... so I'd use...
In unrestricted Songbird R (T-bolt to one of the TAs listed above). In restricted, R Aleta. The Defenders route is another option for TAing, but kills his loner status, so in general I'm against it.
Really, though, he doesn't NEED TK, it's just helpful.
i see why you've made the choice in a 2-action per turn game, but in general i would put Contingency Plan rather than Inspiring Command on Night Thrasher.
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300pts even. I played this team a little bit ago and it did very well. Use the T-bolts to get to Ults team so you can full move pounce out of hindering, where you are hiding thanks to batman TA. Use the dual outits of Batman and Scarlett(after pouncing). Don't be afraid to push Ben in there, hit and then run away and nanobot back up.
R-Spider-Man is great, hes not as good since the change to super strength, but the pounce still works and the camo will keep him a little safer from range, just keep him next to walls and you should be fine.
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I've always had great success teaming up the spidy friends (scarlet included) w/ the black suit vet spidy from sinister (avengers TA) and T-bolting to bat ally. There are some really good spidy ally figs made lately and i find it quite thematic that they are hiding in shadows (one of those "marvel knights" i suppose)
Actually thats a pretty good idea, new spiderman ata "Marvel Knights" identical to bat ally, and why shouldn't it be zero cost?
I thought about throwing pounce on scarlet spider also. Would the E Spiderman (sin) work well for transportation? Since he is a transporter, you could throw double time on him and get him into the action faster.