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Glad to have him in the game as a sculpted fig as many seemed to think he'd just be a pog; the mad scientist army can now be complete!
He has so many powers he's really difficult to pin down; both for using him and for playing against him. Al those attack powers are great but somewhat hindered by his 6 range. Good brilliant tactician piece for the scientists. You need to pack a bit of prob control to help him out on mad inventor clicks as critical miss clicks are extra game ruining there.
Suspendium is awesome, but as it's late in his dial I have a nagging suspicion that it'll be just another of those great late dial things I never get to use like exp Blackhawk's sweet spot final click with willpower and 2 damage RCE.
This is a fun piece to be sure and there's some great nasty old man detail in his sculpt; but he's definately a hefty pricetag for a figure you can't really guarantee will buy you that much. Mastermind on all clicks buys him some security; but if that gets outwitted, he'll be a one hit kill. As expensive as he already is; dear lord, does he also need Fortitude or Rip Hunter??? Ugh.
Love playing him with experienced Mirror Master. Mirror master allows him to use the outwit granted by Superman enemy TA as well as acting as taxi and Mastermind Fodder (that can always be healed by Sivana). Slap on Protected, Contingency plan and outsmart and this guy is one of the most feared pieces on the battle field for most of my friends with an answer to any problem that is thrown at him.
A morbidly expensive swiss-army knife piece, who is as much of a threat to your own team as the enemy if they use him as a punching bag and he breaks out the Mastermind. Dr. S has an impressive host of powers, but is overcosted for any particular one. If you are using him to Barrier or Smoke Cloud, you are wasting points. On the plus side, his Psychic Blasts (and in some cases Pulse Waves) combine with his Energy Explosion and he can potentially surprise a crowd. Suspendium is also a neat trick but with a sagging attack value he'll need some luck (and a bunched up enemy). Sivana's Phasing is his only speed trick and he'll need it to get out of close-up jams if you aren't feeling the Quake odds. The other way to run Sivana is as a Support/Perplex machine that can heal the figures he uses as Mastermind fodder, keeping him around a long while. Too bad Precision Strike came along to ruin his day.
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