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I used this fig (along with Metallo) in a sealed and I dominated. The low defense is horrid, but this fig is designed to be pushed as the best clicks are at the end. 4 clicks of end dial Invuln is tough late in the game.
Score: 75% -- I have new respect for this piece, my opponent used it and managed to block my Wonder Woman, Amazon and Bana-Mighdall for half the game! Bad dice are only partly to blame why they couldn't do anything to Granny and Scooby.
Duo attack for 7 damage at the start, and then there's the amazing end-dial combo of Willpower, INV, Outwit and high damage. Great stuff. And a lot cheaper than most Apokolips or Superman Enemy pieces.
Quote : Originally Posted by BrunoHarm
"Man these ribs are good, Hey can I see that guys card?"
She's tough to use but potentially brutally powerful. And she finally gives us a reason to use the Omega Beams option that moves characters! She can top Darkseid's damage output (especially if he Perplexes her damage up) by a lot if she can manage to get into combat without getting sniped. She stays scary down her whole dial and even has the Superman Enemy team ability without seeming to inflate her cost by too much.
Quote : Originally Posted by Haven13
If I was the kinda guy who put things like this in his sig, I'd put these things in my sig.
I actually like this click. Not a lot, but some. The sculpt is terrible and she is a bit easy to tag, but for her points she has massive damage potential. If you can protect her just a little as you position her in battle she is an incredible second string attacker.
Waller KOs: AA Robin, Kid Devil, Joker, Question; AW E Cap; FCBD Iron Man; Miracle/Oberon; John Stewart x2, Iron Patriot; Shatterstar; IH Herc; CW Photon & Nitro; FF Nite Owl; 10An R Thor, E Iron Man, Weapon X; FF Kilowog; Hugo Strange; Calender Man; Legion Cosmic Boy & Lightning Lad, LE Pete Wisdom
This fig got me and my partner second place in a duo draft (in case you're wondering why second, the guys who took first had Lex/Brainiac and Black Adam/Shazam on their team.Tough to beat that). The big fig on the team we beat was Batman/Green Arrow, which was happily sitting in stealth, sniping us senseless. I had my partner rush him with one of the goodness figs, then next turn push the other one to charge/attack. The plan was just to get them adjacent to each other so I could outwit power girl and take a chunk out of her with black flash, but lo and behold, they actually hit. So he pushed the second one to duo, and between those three attacks, bats and arrow went down. After that, between bruce and the mutt patrol, it was cake destroying the rest of their team. So while this figure can be tough to get close, once you do, that puppy unleashes cosmic death rabies on anything it hits
If there is a duo I actually like, this is it. Goodness and Mercy actually work in tandem so its truly comic accurate to share a base. The character is really cheap considering you have a duo with the Superman Enemy keyword but you have to make use of the Team Ability. The powers outside of charge work better as pre-reqs for Feats although they can come in handy. They work much better on indoor maps as their defense is a bit lacking, but never be afraid to push. Great attack values and superior damage, the b****** serve Lord Darkseid well. :p Experienced and higher players will find more success as beginners tend to struggle with positioning and with a non-flier, double-base, no range piece the figure isn't a point and click piece. FYI - when No Place For Mercy comes up, the figure can be carried.
Visible Dials and Pushing Damage need to be optional. This is the way.
No, it can't, as it is still a multi-based figure, and multi-based figures can't be carried.
Wrong. Nothing in the rules says multi-based figures can't be carried. It's only the combat symbols that affect whether or not a figure can be carried.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
Wrong. Nothing in the rules says multi-based figures can't be carried. It's only the combat symbols that affect whether or not a figure can be carried.
Yeah, page 15 of the 2011 rulebook goes so far as to say that Multi-base characters can be carried if their combat symbols allow it. They cannot be placed by telekinesis or knocked back, however.
Which... how would that work on duos with combat reflexes? Combat Reflexes let you voluntarily get knocked back. :noid:
Well, nevermind. Upon further inspection, Darkseid ignores movement symbols, but not the attack symbol, which would be what prevents G&M from being carried. Back in the box she goes...
The Inhuman of Team Vegas,
Black Bolt of the Vegas Illuminati