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One of the most common superhero abilities is Super Strength. Sometimes it's the feature ability of a character (Hulk strongest there is!). Sometimes, it seems like it's kind of an afterthought (Spider-Man has... the proportionate strength of a spider!). Obviously, that means we're gonna see a lot of it in this game. For some, it's the primary tool (what else are you gonna do with Mr. Hyde?), and for others it's just a toss-in (Winter Soldier can carry an object with him while he hides in another?).
In this week's article, we'll look at a few of each, and try to narrow down a huge field by highlighting a couple of folks using theirs to the fullest.
Super Strength is a very generic ability in the world of comic books, and a lot of people use it in very different ways. In Heroclix, Super Strength really plays one way: the figure grabs an object and attempts to use it in close combat for a damage boost.
Now that's not to say there aren't other ways of using it. In fact, this week we're going to do the list a little differently. I'm going to try to highlight as many different Super Strength uses as possible, and point out who's the best at that particular use.
Let's get this on the record, Super Strength is defined as follows:
Quote : Originally Posted by Fantastic Four Powers and Abilities Chart
When this character moves as part of a move action,power action, or free action, it can pick up an object as a free action and carry it. The object must be either in a square the character occupies or in an adjacent square. This character can use an object it picks up as a weapon. If this power is lost or countered while this character is holding an object, immediately put the object in the square this character occupies. This power can’t be canceled while this character is carrying an object. When this character makes a close combat attack targeting blocking terrain, a wall, or an object, modify its damage value by +2 for the attack; if the character is carrying an object when it makes the attack, remove the object from the game after the attack is resolved.
And this needs extra definition, as it refers to 'using an object as a weapon', an entry section in the rulebook:
Quote : Originally Posted by Fantastic Four Rulebook
A character holding an object and making a close combat attack must use the object in the attack, as shown to the right, unless the character is using a power that will deal 0 or no damage or a power that will affect multiple opposing characters. If a character is using a light object in a close combat attack, modify the character’s damage value by +1 for the attack. If a character is using a heavy object in a close combat attack, modify the character’s damage value by +2 for the attack.
A character with Super Strength can throw an object at a single
opposing character, as shown to the right. To throw an object, give the character a ranged combat action, even if its range value is 0.
Regardless of the attacker’s range, light objects can be thrown 8
squares and heavy objects can be thrown 6 squares. Regardless of the attacker’s damage value, a successful ranged combat attack
with a light object deals 2 damage and a successful ranged combat
attack with a heavy object deals 3 damage. A character holding an object does not have to attack with the object when given a ranged combat action.
So, from just the PAC and Rulebook, we can identify the following applications of Super Strength:
Straightforward. Get an object. Smack someone with it. End of story.
Reload. Having some kind of movement ability that allows you to regularly grab an object after having used yours in an attack.
Pitcher. A character ideally designed for throwing objects rather than using them in close combat.
UPS. A figure who gets around the 'this power can’t be canceled while this character is carrying an object' clause, allowing for object rearranging.
Wallbuster. Someone who effectively uses the terrain-destroying element of Super Strength.
In addition to these categories, we're going to examine Feats that give Super Strength characters additional roles.
Unstoppable. The character treats hindering terrain features as clear terrain for movement purposes. Once when given a move action, if the character is adjacent to a blocking terrain feature, it may make a close combat attack as a free action targeting that feature. The character may move both before and after making this attack. The ideal Unstoppable candidate is grounded, does not have Charge/Running Shot/Hypersonic Speed, and will be doing a lot of moving.
Rip It Up. Before a target character begins a move as part of a move, power, or free action, give it a light object from outside of the game. An ideal Rip It Up character either moves a lot before attacking (Charge, Running Shot, or Hypersonic Speed), or has some method of dropping the objects it picks up so others can use them.
Hold the Line. (Not in text: reduce damage value by 1 prior to using this feat.) Give the character a power action to make a close combat attack against an opposing character. If the attack succeeds, you may modify the character's attack value by -2 and make a close combat attack against a different opposing character as a free action. To use this effectively, you want a character with a high attack value and the kind of mobility and defense to get to and survive against two targets.
Lunge. When the character is given an action, but before it makes a close combat attack, it can break away automatically and move up to 2 squares. While the prerequisites for this feat are Leap/Climb or Close Combat Expert, the free breakaway and free movement prior to the attack allow a Super Strength character to get ahold of an object before their next attack. Obviously the ideal character will meet those prerequisites.
So, long exposition, let's get into the list already!
Straightforward.
ht054 V Aquaman
Team: Justice League
Range: 0
Points: 41
Archenemy: Black Manta (Orange)
Keywords: Atlantis, Justice League of America, Ruler
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11
15
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6
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14
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9
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1
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A classic from way back, Aquaman brings incredible attack values and the movement symbol, allowing him to wade in to combat where others can't. Start your objects in water to give him an advantage. And be ready to push; his defense has no chance of holding.
mm027 V Puck
Team: Avengers
Range: 0
Points: 57
Keywords: Alpha Flight, Martial Artist
8
11
16
2
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Adding minor mobility to the Aquaman formula, Puck's veteran sports that same impressive attack value. You'll have to choose your targets carefully due to Puck's comparatively low 2, but overall, this little guy can make a big difference!
Popular and rare, Superman Robot is incredible at reloading for his low cost. 100 points will buy you a click of Hypersonic Speed, followed by two clicks of Charge to get him back in the fray if he gets hit while he's away. Don't forget to use his range once in a while; ignoring terrain thanks to the Superman Ally team ability makes him a formidable option for tossing things too!
My Sentry pic is after he got off the streets, but the angry hobo that is Armor Wars Sentry is a beast at the reloading game. Falling into Hypersonic just when you need it, Sentry will hopefully never be far from his precious Dumpster or Generator (there's no reason not to play that object with a reload specialist). Just keep him away from your greek gods.
Pitcher
cm026 E Moon Knight
Team: Avengers
Range: 4
Points: 27
Keywords: Mystical, West Coast Avengers
10
9
15
2
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8
14
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Moon Knight can scoop up objects, then take cover to throw them. With only a 4 range and 2 damage, objects can increase either stat drastically. For 27 points, Moon Knight will hit as well and as hard as most any other object chucker.
A black sheep choice for sure, but Beetle not only does more damage tossing objects, he increases his range! The Syndicate team ability can stabilize his attack value. And the opening Running Shot will let him grab an object and toss it the same turn. That the rest of the dial is useful is just a bonus.
UPS
If you only have to move once, Misty can do it by pushing to death. 12 points to get rid of a poorly-placed object can be useful.
Otherwise sink 3 more points into it and get Congorilla, who's able to change back to his weak human form at will to drop an object. With Congorilla in the game, there's no reason to spend more than 15 points for moving services.
Wallbuster
sn019 R Jewel
Team: Avengers
Range: 4
Points: 39
Keywords:
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Jewel has a low attack value and low damage. So what makes her great? Charge and the movement type. Jewel isn't wasting any attack potential when you send her after terrain or problematic special objects. And she can get to it, regardless of terrain and characters. Note that this also goes nicely with the 'yoink!' tactic: pulling objects out from underneath stealthed opponents.
si058 R Power Man and Iron Fist
Team: Spider-Man
Range: 0
Points: 136
Keywords: Avengers, Celebrity, Heroes for Hire, Martial Artist, Marvel Knights
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10
18
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(Attack) Wallbuster: Power Man and Iron Fist can use Super Strength. When given a move action, during the move they can automatically destroy up to 2 squares of blocking terrain or the wall adjoining two squares; they can continue their move, if any, after destroying the blocking terrain or the wall.
Well of course the guys with the namesake ability are in this category. At over 100 points, you don't want to waste any actions on breaking things. Thankfully, this duo does it free. Oh, and twice per move. If that doesn't say 'Oh Yeah!', then I don't know what does!
Unstoppable
mu102 R Incredible Hulk
Team: Avengers
Range: 0
Points: 113
Keywords: Avengers, Brute
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17
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(Speed) Speed of Charging Dreadnaught: Incredible Hulk can use the move and attack ability.
I guess that question was answered! Unstoppable with Hulk's Move and Attack ability lets him break a wall on the same action that he attacks a guy on the other side of it! You'll have to plan for offsetting the reduction in his attack value, but for the surprise element when you go all Kool-Aid Man on your opponent, it's totally worth the work.
(Speed) Wrestler: Hercules can use Charge, Flurry, and Plasticity. (Attack) Godlike Strength: Hercules can use Super Strength. He can carry two objects at the same time if they are both standard objects; he can use only one object per attack.
Hercules means reloading more reliably and less often. That's because when Hercules moves, he can pick up two objects! And Plasticity makes it easy for him to do just that, while Charging back into the fray. It's not often 2 objects will be near enough to reload with, so Rip It Up! comes in handy with Herc more than most.
Hold the Line!
ff202 LE Cain Marko
Team: No Affiliation
Range: 0
Points: 155
Archenemy: Juggernaut (Green)
Keywords: Brute, Exemplars, Soldier
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Going from value dials to the big guns, Cain Marko is everything your basic brick could hope to be: durable, consistent, and with a little mobility. With a full dial maintaining a 3 damageor higher, Cain's ideal for Hold the Line, as he can compensate for whatever penalty the card may drop on him. Juggernaut's perfectly capable of surviving any retaliation as well. "Don't you know who I am?" I'll let you finish it...
Lunge
xp217 LE Emil Blonsky
Team: No Affiliation
Range: 0
Points: 91
Keywords: Brute, Monster, Spy
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There are plenty of gamma-characters with Leap/Climb and Super Strength, but Abomination has a full dial of both, as well as a low cost and a high damage. Lunge goes a long way toward making those two abilities compatible, and makes this XPlosion LE worth a resurrection.
That does it for Super Strength! There are LOADS more characters with this ability, and without taking up your entire afternoon, I could never hope to cover everyone who's great at it. Hopefully these highlights acknowledged a few of your favorites and maybe gave attention to a few you haven't discovered yet. Either way, let me know who should have been here!
Next week we'll look at Incapacitate!
Last edited by saturnflight; 03/18/2010 at 12:11..
One other idea for Rip It Up is to use it to back up Box or someone with Nanobots to create an endless supply of healing. Congorilla is great for this, picking up and dropping a nice supply of items. Nico Minoru can also do that job well, choosing Super Strength one turn and having to lose it and drop the next. In a Runaways team you can also justify handing out the Nanobots with the children of mad scientists and time travellers on the team.
Cool idea with Nico! When we get Victor, I'll be doing that combo! I wasn't tackling Nanobots in this article, as that's a feat best used without Super Strength competing for the objects.
1st enjoyed the article. I am going to have to pick up an Emil. Sorry bout this but it's a no go on Rip it Up and Nano bots combo. Holding an object is not adjacent to it. Also you can't place object in water terrain. They get soggy and melt.
Rip It Up + Nanobots assumes a step in between where some method is used to drop the object; seldom is the same character even using both feats. And I'm pretty sure the 'no objects in water' has been lifted, mainly due to Atlantis Rising.
My favorite combo is Rip it up + High Gravity BFC. Heavy Objects for everyone!
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
@mattsolo
I think the idea was to Rip it Up to UPS the object to someone else.
I wish there were more/better ways to deliver objects to the people I want them for. "Moonknight, fetch!"
Then again, the idea of a super-strong hero picking things up just to bring them to other guys doesn't really fit the 'superheroic battle' image the game is shooting for. If Moon Knight can lift the dumpster, it follows that he'd use it himself.
Speaking of easy ways to deliver objects, I'd love to see a Spider-Man with the following special power:
"Spider-Man has Incapacitate and Telekinesis. WHen he uses Telekinesis, he must place the moved object or character in an adjacent square. When Spider-Man uses Telekinesis to move a character, give the character an action token at the resolution of the action."
LE Garth generates his own objects, just like Rampy Hulk.
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
Thunderbolt Jewel to green lantern and you have one hellascious piece. She is quick and if she has that object in hand watch out for the extra damage. Do not base her unless you think she will miss. Also make sure she is not carrying up to four con artists.