You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Zooming upon the scene in TB&TB is the completion of the Fearsome Five, which was mostly formed in the Crisis set. Despite an origin dating back to 1981, we finally get the true Fearsome Five with the arrival of the missing final member! Read on inside to see who that was and check out this bunch of losers in this go at COMIC ACCURATE: DC EDITION!
Are you a PbP'r (Play By Poster)? Come and check out www.creationmatrix.com; we've got EVERYTHING.
The first thing this team probably should have done was come up with a different monkier besides the Fearsome Five. I don't know how a team of misfits led by a guy with his brains exposed protected only by glass could possibly instill fear upon sight. Read more here to find out about their long and sorry history: The Fearsome Five.
My job here is to bring you the best team that the F5 can offer. Even then, a team full of wildcards with nothing to copy doesn't inspire fear, literally and figuratively. Still, let's see what the numbers bring us.
Starting with the man-with-a-brain-encased-in-glass:
(Damage) In Your Head: Psimon can use Outwit and Shape Change.
This brainy dude will definitely carry his load...until he misses Shape Change and is smacked like a fool. That VERY LOW 16 Defense isn't going to fool anybody. That said, utilize his 10 range and keep him out of the main fight. Psimon is also your best bet TK'ing up Mammoth for a massive Charge, so be sure to protect Psimon at all costs. His Outwit/Shape Change combo lasts only as long as his naked Defense stands, so park him in some hindering for a little boost. MC/PB are nice choices, especially when PB fills out the rest of his attack slot. The back 3 clicks sport Super Senses to keep him in the fight a bit longer. Definitely the glass jaw...er, head of the team.
Next is a lady whose exotic beauty is going to trick you into magical submission:
An oldie but goldie, this figure has starred on many wildcard teams of lore. Her uses are fairly straightforward; set her up where she can affect your team's attacks and the opposing team's attacks with PC. Phasing/Teleport allows her free reign of the board for optimal set up and Psychic Blast with a respectable 6 range keeps opponents wary of her. After being popped off PC, go ahead and use her as a meat shield since she gains ES/D against ranged attacks and sport Pulse Wave as a minor threat.
This shaggy man was actually clean cut when Crisis came out:
cr031 E Mammoth
Team: Calculator
Range: 0
Points: 118
Keywords: Brute, Fearsome Five
8
9
18
2
6
8
17
2
6
8
17
2
6
7
16
2
6
7
17
3
5
8
16
3
5
9
15
3
5
10
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Damage) Get Away from My Sister!: All targets of successful close combat attacks made by Mammoth are knocked back. (Attack) Inseparable: Mammoth can use Super Strength. Modify Mammoth's attack value by +2 if he has a clear line of fire to Shimmer.
Your standard grounded brick with a twist...ed love for his sister. Be sure to capitalize on this +2 AV boost by ensuring Shimmer stays within Mammoth's LoF. Apparently he's got issues with guys manhandling his sister. A dial nearly full with reducers, Mammoth starts out with a respectable 18DV up front and slowly drops, so go ahead and brawl away, especially with the Super Strength and Close Combat Expert powers: Charge in with a HO and push for 4 the next turn. Mammoth experiences a bell-swing and becomes enraged back dial, gaining "Force Blast" which is going to be good for pushing threats away from him. All in all, it doesn't take much to play him, just clunk over an opponent's head and continue to do so.
The other half of the brother-sister combo, leaving you to wonder about their issues:
cr006 E Shimmer
Team: Calculator
Range: 0
Points: 49
Keywords: Fearsome Five
8
9
16
3
7
8
16
2
7
7
15
2
7
9
15
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Defense) Inseparable: Modify Shimmer's defense value by +2 if she has a clear line of fire to Mammoth. (Damage) Transmute: Once per turn, if Shimmer is adjacent to an object (including an object carried by a character) at the beginning or end of any action she is given, she can remove that object from the game.
For the life of me, I'm not sure why we got a soulja-disco-dancing version of Shimmer, but then again the set was titled "Crisis." Almost a throw-away figure at 49 points, she brings you...0 range Barrier and Incapacitate. With Transmute. Ok, just push her off that click and onto the better one, with Poison and the +2 DV boost which shouldn't be a problem if you followed my advice above. Shape Change will go a long way keeping her alive and be sure to capitalize on BCF when she lands on them. To play her, just Phase/Teleport to a spot, tying down the opposition and pushing onto Poison while the rest of your team sets up for follow up attacks. If she goes down, all she cost you was 49 points.
Last, but not least, zooming on the scene from The Brave & The Bold is the pint-sized genius Gizmo:
#024 U Mikron O'Jeneus
Team: Calculator
Range: 6
Points: 79
Keywords: Fearsome Five
8
9
16
2
8
9
16
1
8
9
16
1
4
8
15
2
4
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Trait: Mikron O'Jeneus can't carry other characters. Attack - Unbelievable Weaponry: Once per game (but not during another action) when Mikron O'Jeneus is adjacent to a non-held object, as a free action remove that object from the game and choose a standard attack power. Mikron O'Jeneus and up to two friendly characters adjacent to Mikron O'Jeneus can use that power until the beginning of your next turn (even if they are no longer adjacent to Mikron O'Jeneus).
Probably the trickiest member to use on the squad, especially timing the one-time use of Unbelievable Weaponry. With range sported pretty heavily on this team, one'd be smart to go with: Pulse Wave, Energy Explosion, Psychic Blast or Incapacitate. Should you find Mammoth in need of a bump, don't count out Steal Energy to get a click back; or BCF to try and finish off an opponent with a flourish. Quite situational is the use of Poison; since this power can be used at any point, you can declare it during your beginning of turn phase, activate the power, declare Poison, and then deal damage to adjacent opposing figures. Imagine the carnage if you can also have your 2 buddies inflict heavy damage, as well. Quite the finesse piece...just like Gizmo's inventions, use with care!
Unfortunately, this squad has absolutely nothing to copy in way of Team Abilities. The opposition should have very little problem shutting down Psimon and picking the team apart with very little to protect them in way of having an extra ability found through TAs.
This rounds out the squad to 388 points, giving you 12 points of feat(s) room. You might want to slap Protected on Psimon to extend his longevity and find 4 points with whatever your heart desires.
The Five were once Four after Sivana had his way with Gizmo:
This made the way for the 2nd reincarnation of this demon:
(Speed) Demon's Rage: Sabbac can use Charge. When he does, he can also use Flurry, but he must target different characters with each attack. (Attack) Burning Strength: Sabbac can use Energy Explosion and Super Strength.
And suddenly, the tide turns on the opposition! Sabbac brings the Mystic Team Ability to the Fearsome Five. Now every time the opponent hits up ANY MEMBER on this squad, they're going to be FEELING IT. Thanks to Sabbac! His dial is nothing to scoff at, giving you a nice 1-2 punch with Mammoth going in and Sabbac cleaning up with his Charge/Flurry/EW combo (2 different targets, though, but still and remember you cannot Flurry/EW). His defensive fortitude is stellar, having damage reducers on all but the last 2 dials, in effect requiring far more than 9 clicks of damage to drop his infernal beast. Indomitable is only icing on the cake, so utilize this by attacking every 2 of 3 turns. Sabbac also brings a much-needed taxi to the team.
This version comes out at 454 points, making for plenty of room for feats to further the carnage this team can dish out when played right.
Hope you enjoyed this article; check back in two weeks when I finally tackle a team long overdue in COMIC ACCURATE: DC EDITION!
Are you a PbP'r (Play By Poster)? Come and check out www.creationmatrix.com; we've got EVERYTHING.
I played the Fearsome Five in a 400 point team-up tournament. As Sabbac and Gizmo were not yet made, I used the R Dr. Light from Collateral Damage as the fifth member. Thankfully, I was paired with a player who was running an Arachnos team.
On the first lineup with Gizmo and 12 points left over, I'd definitely want Camouflage for Psimon. Protected would work, but given anyone can hit him, that feat would be burned off pretty quick. And with 4 points left, that's either Hold the Line for Mammoth or an Alias for Jinx. The latter would be more useful.
Then there's the Sabbac lineup. That came out to 460 for me, but I think that's because I upgraded Jinx to the Vet. With 40 points left, that's a lot of flexibility. I know I'd go with Camouflage for Psimon, a Protected for Sabbac and Unstoppable for Mammoth. But after that, there's still 25 points left.
No biggie. It could also be pointed out that if you play that Gizmo lineup with Dr. Sivana (who they worked for in that Outsiders issue where Gizmo was originally killed), it comes out to 499. You're still at a ranged disadvantage, but you can gain a whole lot of Outwit from the Superman Enemy ATA.
And with Wild Cards being returned "to their former glory", you could even Wild Card the Monster Society ATA (provided the cost doesn't increase).
I play with the Fearsome Five vs The Fantastic Four
and Spiderman using:
Sabbac
Arthur Light LE
Jinx V
Dr. Sivana
Psimon
total 473
but that was then right now I will use this combination with no feats
Sabbac
Arthur Light LE
Dr. Sivana
Psimon
Micron'o Jenesus
Totalling 498
Ouwit, Mystic,Telekinesis,Perpelx,Support, Pulse Wave what more could you ask......I know probabilty control dont worry just add shimmer and jinx and replace sivana for mammoth that sum close to 600 without feat.
Whenever I play the Fearsome Five, I always stick Passenger on Shimmer. It lets her carry her brother Mammoth into battle and keep them adjacent to each other so that they don't lose their SP stat boosts. When you Phase them in, you can use Shimmer's object destroying power just before she takes the click of damage, and then is ready to poison the target the next turn.