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I usually build outwards from a starting point. I'll commit myself to a couple characters either because I just want to play the figures or because they fit my theme.
Then I look at whats special about the characters I've chosen: what are their key powers, which of their stats are above average, which are below, what team abilities do they have.
Then I figure out what other powers/stats match up well. Super senses or bcf suggests probability control. hypersonic speed, flurry, or below average attack or defense stats suggests perplex. Poor range suggests ading either ranged characters and/or taxis. battle fury suggests barrier. Low stats suggest PC or perplex. Etc. its more of a general feeling than a set formula.
I just stick with those first few characters and build around them until I'm happy with it. Start with two or three characters that don't seem complementary figures and try to weave them together by adding the proper characters. They're not necessarily my key attackers, some times its not a bad idea to start from the ground up, start with taxis and match them up with attackers that make sense.
Thats just how I go about it. I'm sure lots of other people do it differently.
Building a team starts with what figures you have at hand. Your team is only as good as your choices. The more choices you have, the more likely you are to have a strong team.
If figures aren't a problem ( I have almost every fig), then you are basically trying to come up with an army based on play style, any special rules you may be playing, characters you like, theme...etc.
I tend to try to cover all the bases. I like to have a couple of fighters (at least one ranged and one close), and as many support figures as possible (guys who are ok in combat, but have other abilities to cover the main fighters - like outwitter or perplexers). I try to pick a couple of guys who can fill more than one role. A medic is essential in tournament play, but at home I frequently leave them out. I try to include a free move figure (U Wasp is the most used Avenger in my non-Avengers teams), and/or a Wildcard (Rookie Taskmaster and LE Doctor Doom are favorites). Sometimes I'll use Dr. Doom (R or E) as the centerpiece with guys to support him. If I use a wildcard, I ALWAYS get a free move figures...if you are into good guys and bad guys, the bad guys have a BUNCH of cheaper free moves with the Brotherhood. I generally throw R Avalanche in on villain teams.
(1) Pick a heavy hitter. Ultron, Doc Samson, etc. Whatever you think you can afford for your team. You might choose a second heavy hitter as well (maybe a third if you have tons of points to build your team with).
(2) You need taxis. Get some flyers in there to move your attacking figures around. Don't rely on your heavy hitters to be taxis; don't spend over 100 points on Ultron if all you'll use him for is a taxi service. You might choose taxis that have other abilities, but realize that taxi-ing might be all they do, and be prepared for that eventuality.
(3) Choose figures that round out the team. Black Cat for probablity control, or Destiny if you can't spare enough points. Medics can be a must (but don't forget to taxi your injured characters back to them). You might also want other figures to help out with team abilities.
(4) Calculate point totals, and adjust as necessary.
We need to better understand your play style to answer this well.
Why do you think the teams you create are bad? Personally, I follow Tychescoin's method. Not the best for winning all the time, but it is the most fun for me.
You can't shake the devil's hand and say you're only kidding.
What type of teams do you usually make? Do you mix Marvel & DC? How many points do you build teams for? Do you like ranges attacks, or close combat? Are you playing a scenario, or just for fun? Any restrictions placed on the teams? Do you have most of the figures, or are you limited in your collection? Then we can be of more help. But everything said above is true. It depends on your style.
Vulture: I'll drop you from the sky and watch you drop like a rag doll! Spider-Man: And this'll be when? After Ock rips me limb from limb? Or after Venom eats my brains? Oh, I almost forgot; he also has dibs on my spleen...
Well, I usually try to build teams that give free movement.
One team I thought worked pretty well was:
U Spiral
R Dr.Doom
R Taskmaster
R Doombot
R Hawkeye
E Doombot
=-=-=-=-=-=-=-=-=
=+=+=+305 Points+=+=+
The people I play with allow up to 9 points over.
Basically, i keep Hawkeye at home, giving my whole team free movement. I try to leave taskmaster nearby to lend support to hawkeye in case of trouble, while Spiral heads out with the E Doombot, while Dr.Doom and R Doombot head out in a close, but spacious gap between Spiral/doombot team, incase of any problems. This is a technique I use called a vice grip. I first send in Dr.Doom squad in to lay off pestering shots, then send in spiral for some hurt, but try to force the main threat in between Spiral squad and Doom squad. I then close the triangle (unless unable to), and slowly bring them "home" to hawk squad. I borrowed this move from chess (sort of). Anyways, by this point I figure the enemy will want to destroy hawkeye, which stops my whole plan. Originally, my strategy was to leave hawkeye by him-self, but he was wiped out easily. this strategy, however, worked in 5 out of 6 matches.