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Step inside to see what Takedown is all about in the world of Heroclix.
Welcome to another Feat Spotlight, where Feats are examined in depth to create the best possible strategies for using the cardboard in constructed play. This week we turn the spotlight on Takedown a new 6 point feat found in the Mutations and Monsters expansion.
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Welcome to another Feat Spotlight, where we try and thwart some of the misconceptions associated with the cardboard technology known as Feats, all while maximizing its effectiveness by selecting characters to use it with.
What is Takedown good for? Read the text:
Quote
Takedown 6 Points
Sets:Mutations and Monsters
Prerequisite: Incapacitate or Plasticity
Choose a character. If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.
So essentially, an opposing character that attempts an unsuccessful close combat attack attacks a figure equipped with this feat is going to take a push damage - unless they have Willpower (or a similar ability). One token for making the attack, one token for the Takedown.
What constitutes an unsuccessful close combat attack?
An attack roll that misses outright.
An attack that is evaded via Super Senses
An attack evaded via Heightened Reflexes
In other words the feat DOES NOT TRIGGER WHEN
A Takedown figure with Mastermind passes the damage off to a Thug
A Takedown figure with Impervious/Invulnerable reduces the damage to 0
A Takedown figure makes a Shape Change roll
A Takedown figure makes a successful Skrull TA roll
A Takedown figure who is equipped with Entangle makes the Entangle roll
In some instances above no attack roll was made so the feat doesn't trigger. Similarly an attack was successful but no damage was dealt to the Takedown character.
Here's what Realm's member Quebbster says is a good measure of whether or not Takedown is activated.
Quote : Originally Posted by Quebbster
Here's an attempt at a rule of thumb:
First of all, ask yourself "Do I make an attack roll?" If you do not, it is not an attack and Takedown will not trigger.
Secondly, ask yourself "If this was a Stunning Blow attack, would the target get a token?" If they would get a token, then the attack is successful (regardless of whether the target takes any damage) and Takedown will not trigger.
A quick note: there was initially some controversy over how this card worked in regards to Super Senses. An attack is evaded by a successful Super Senses run and thus considered to be unsuccesful thus triggering the Takedown token (as declared by the Rules Arbitor in this post)
Quote : Originally Posted by NBPERP
Takedown: If a character with Takedown successfully rolls Super Senses against a close combat attack, the attacker would receive a token for the unsuccessful attack.
So what does this mean?
In a nutshell, characters who are equipped with Takedown and have Super Senses get some added mileage from the feat.
Now that the use of the card is clear, it's time to examine what makes a good candidate for Takedown.
Aside from the prerequisites of Plasticity or Incapacitate a naturally high defense will go a long way in making the card useful. A 17 defense or better is a must, unless the figure in question has some other way to avoid attacks (Super Senses, Heightened Reflexes).
Several power combinations also work well with Takedown.
Stealth, Incapacitate & Combat Reflexes is a winner. Takedown requires a close combat attack to activate, and Stealth forces the opposition to get up close and personal. Combat Reflexes increases their defense value against close combat attacks, thus improving the chances Takedown will be successful.
Recommendations: V Psylocke (AW), E Question(OR) fit the bill. AW Spider-man doesn't have Stealth, but his Supersenses and 18 CR click make him hard to nail with any attack.
V Kraven (Sin), V Ant-Man (SN), LE Symbiote (Sin) & Phantom Lady V (Or) all have a 17 Defense with Stealth and Incapacitate, and the last three have Super Senses to help them Takedown the opposition.
Another good combination is Plasticity & Super Senses, especially if the feat Entangle is in play. This is a good way to tie up any opposing grounded figures who can't break away, and will suffer a Takedown push if they make an unsuccessful attack against their target.
Recomendations: E Mister Miracle (OR) & V Rita Farr(DC:G) make good tie up pieces, and have a number of other powers to make them capable of a Takedown including Super Senses and 17+ defenses.
Stealth and Combat Reflexes are helpful in avoiding ranged attacks, but characters with high defenses, Super Senses & Incapacitate are no slouches either, especially if they can Leap/Climb onto hinering for an 18 defense at range.
Recomendations: LE Ralph Dibney (CD), E, V Spider-Man (Sin), E Daredevil (Sin), U Scarlet Spider (Sin) are all capable Takedown candidates. Ralph is especially good as he gets pushed onto his Probability Control clicks... which brings us to:
Probability Control & Incapacitate could possibly be the most frustrating combo for an opponent to deal with, as they will likely have to make 2 rolls to land a blow.
Recommendations: Jakeem Thunder (OR) with his 18 defense and the ever so annoying Veteran Mister Miracle who at one point sports a 19 defense with Probability Control. Ouch. U Owlman has Probability Control via his TA and is eligible on his first click for takedown. He may not be the best at Takedown - but it is an option. Other fun could be had by equipping R Icicle (JL) with Takedown as he can use Copcicles the following round to dish out more tokens.
Stunning Blow on a Takedown figure could really freeze the opposition in their tracks and if combined with the Battlefield Condition Exhaustion could really lock down the opposition.
In closing, Takedown is a great way to spend 6 points - if equipped on the right figure. It's not a card that works well for every team in the way that Armor Piercing or Protected does, but if used properly could be built into a very effective strategy.
Thanks for reading ! Stay tuned for more Mutations and Monsters feat reviews in the near future.
Please list any characters you think are good with Takedown below, along with any successful takedown stories!
Last edited by anonym0use; 01/11/2008 at 08:38..
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Another great Feat feature, on one of my new favorite Feats. So glad to see that Super Senses does work with Takedown -- I recall the discussions. Makes it even sweeter!
Great Review. I will be giving this feat a new look.
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This just makes my feated up Super Skrull an even bigger pain in the skrull to deal with. Add Gypsy on her Defend clicks with Protected and see how fast you can transformation your gentlemen-like (or lady-like) opponent into a drunken bastich of a sailor.
I'm surprised out of all the characters you mention 'mouse, Super Skrull wasn't amongst them. That thrid click of his meets BOTH pre-reqs and has Super Senses to boot.
great article, it is so very true how this feat is awesome with V Psylocke.
In addition to the article you should have listed some characters with defend. Although they will be more supportive pieces they will help the lower defense value clix. Ch'p and Gypsy w/phone booth or malice
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This. This is me so hard.
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I can't wait to play it on Scarlet Spider - he can use it on nearly every click. I like to get the most out of my Feat points and that includes total clicks of use when it comes to prereqs.
Great review btw - I bet it is opening some eyes...
It seems like Takedown is a cheap way to give figures with no range and Incap a new viability. The Rookie versions of Metamorpho and Animal Man come to mind. You can get the effect of an Incap with a missed close combat attack and still attack on your turn with a 3 damage.
Vet Black Canary is a great choice here too.
I know you want a high defense to max out the card, but sometimes a card turns an unplayed character into one that makes it out of the box.