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I'm really looking for people between 300-450 point figures that can go up against a team and hold its own, and figures that can dish out massive damage
Tiamat at 255 can beat a lot of other 1 man armies. Hyperion Prime is pricey money wise but at 275 he's a beast. Those 2 can beat a lot of 1 man armies in the 300 - 400 point slot.
2013 Golden Age World Champion, Dragon Con 3rd
2014 Wondercon Champ, Team Worlds 2nd, Modern 9th, Nationals 11th, Dragon Con 4th
Season 4 HCO Champion
"Luck is what happens when preparation meets opportunity" - Seneca
(Speed) Fury Embodied: Hulk can use Charge. He can use it normally, or he can be given a double power action to use Charge but does not halve his speed value if he doesn't use the Carry ability or pick up or hold an object.
(Speed) Fury Embodied: Hulk can use Charge. He can use it normally, or he can be given a double power action to use Charge but does not halve his speed value if he doesn't use the Carry ability or pick up or hold an object.
The GOTG Movie Starter Set RONAN is a fantastic one-man-army at 300.
I came here to post the exact same thing. Dude's a tank. Might be the best 300 point OMA in the game right now.
DOFP Nimrod, SLOSH Darkseid, AVM 202 Hulk, GG SR Thanos, FI Odin, Marvel 10th Dark Phoenix, and DC10th uncommon Brainiac are some other crazy good ones that come to mind.
...man, you might say, is nature dreaming... -Jeffers Floronic Man reigns supreme!
Clixathon SuperCap 12/3/11
Teambases are also a good option (if they count) since you're looking at higher point games. Also bumping Zombie G up to his 400 point dial makes him that much more brutal. I played him and Zombie Elektro against King Hyperion, Bullseye, and Speed Demon. Elektro died on like turn three and never hit an attack. Hyperion alpha-smacked Galactus with an Ultra heavy for SEVEN damage. Yeah... Never saw the back half of my dial, and destroyed his team, turning Bullseye into a power-cosmic wielding Zombie in the process. Close Combat Expert + Steal Energy + Multiattack + Colossal Stamina meant a really really bad day for my brother-in-law's T-Bolts.
wkM-G02e U Zombie Galactus
Team: Power Cosmic
Range: 10
Points: 400
Keywords: Cosmic, Deity, Monster
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(Special) A Taste of the Power Cosmic: Zombie Galactus can use the Multiattack ability. When Zombie Galactus takes 3 or more damage from a close combat attack, the attacking character can use the Power Cosmic team ability until it next takes damage.
(Special) Infected With My Power: When Zombie Galactus damages an opposing character, give that character a Virus token if it has the less than 5 Virus tokens. Once per game, when an opposing character would be KO'd by Zombie Galactus, instead add it to your force, turn it to its first KO click and then remove all its Virus tokens and heal it that many clicks. It can use the Power Cosmic team ability this game.
(Defense) Devouring the Planet: Zombie Galactus can use Energy Shield/Deflection and Toughness. If Zombie Galactus occupies one or more squares of an opposing player's starting area at the beginning your turn, you may heal Zombie Galactus of 1 damage.
dofp024 V Nimrod
Team: No Affiliation
Range: 8
Points: 350
Keywords: Days of Future Past, Future, Purifiers, Robot, Sentinel
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(Special) Assault from the Future: Nimrod can use the Multiattack ability. Once per game, give Nimrod a double power action, place him in any square, and he may make a close or ranged combat attack as a free action.
(Speed) Photon Propulsion: Nimrod can use Phasing/Teleport and Running Shot.
(Defense) Rapid Reformation: Nimrod can use Invulnerability and Regeneration. If Nimrod has 2 action tokens, he can use Regeneration as a free action.
(Damage) Future Knowledge of the Mutant Menace: Nimrod's powers and abilities can't be countered. Nimrod can use Outwit. He can use it twice on your turn targeting 2 different opposing characters that each have the Brotherhood of Mutants or X-Men team ability or keyword.
avxG001r U Dark Phoenix Cyclops
Team: Power Cosmic|X-Men
Range: 9
Points: 300
Keywords: Cosmic, Phoenix Force, X-Men
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(Improved) Nowhere to Hide: Improved Targeting: Ignores Blocking Terrain. When a ranged combat attack resolves, any blocking terrain along its line of fire to the target is destroyed.
(Special) Driven to Change the World: When Dark Phoenix Cyclops KO's another character with an attack, remove an action token from him after actions resolve.
(Attack) Waves of Destruction: Dark Phoenix Cyclops can use Energy Explosion and Pulse Wave. When he uses Pulse Wave and there is more than one character within the area of effect, his damage value becomes 7 minus his click number, minimum 2.
(Damage) Last Vestige of Power: When this click is revealed, stop turning the dial. Dark Phoenix Cyclops can't use the Multiattack ability and if he has already taken damage this turn, can't be dealt damage again.
fi104 U Odin
Team: Power Cosmic
Range: 9
Points: 350
Keywords: Asgardian, Cosmic, Deity, Ruler, Warrior
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(Speed) Sleipnir, My Eight-Legged Steed: Odin can use Hypersonic Speed, but does not halve his range value when doing so.
(Attack) The All-Father: At the beginning of your turn, choose a standard attack power. Odin and friendly characters 150 points or less can use that power this turn.
(Damage) Empower Your Mortal Weapons: If Odin has one or more action tokens, modify the attack value of other friendly characters that are 150 points or less by +1. If Odin has two action tokens, modify the damage value of other friendly characters within 8 squares by +1.
cw057 U Sentry and Void
Team: Power Cosmic
Range: 11
Points: 300
Keywords: Avengers, Brute, Cosmic
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(Special) Emergent Evil: Sentry and Void can use Multiattack ability. Give Sentry and Void a power action if it has no tokens and replace it with CW #035 Sentry or CW #045 Void on the same click number. When the replacement character would be KO'd, you may instead return this character to the map on click #10.
(Speed) Asgard Must Fall: Once per game, give Sentry and Void a double power action. For the rest of the game even if this power is lost elevated terrain is considered grounded hindering terrain. Deal Sentry and Void and each character occupying elevated terrain 1 unavoidable damage.
slosh039 U Bizarro
Team: Superman Enemy
Range: 6
Points: 300
Keywords: Brute, Legion of Doom, Metropolis, Monster
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(Special) Me Am Not Bizarro!: Bizarro costs 25 points for each Orrazib token you place on his card, up to 12 tokens. When Bizarro takes damage, remove one Orrazib token from his card. When Bizarro is healed, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro. At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can't be ignored.
slosh044 V Darkseid
Team: No Affiliation
Range: 10
Points: 350
Keywords: Apokolips, Ruler, Warrior
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(Improved) Omega Effect: Improved Targeting: Ignores Hindering Terrain, Ignores Outside Blocking Terrain, Ignores Characters, May make a ranged combat attack while adjacent to an opposing character.
(Special) For Darkseid!: Friendly characters with the Apokolips keyword and not named Darkseid modify their attack and damage values by +1 when they have one action token.
(Special) Lord of Apokolips: When Darkseid is dealt penetrating damage, it can be reduced. If Darkseid didn't use Outwit during your last turn, his powers can't be countered.
(Speed) Boom Tube Technology: If Darkseid has no action tokens, he can use Running Shot and Improved Movement: Ignores Characters. If he has one action token, he can use Phasing/Teleport, and when he does, he may be given a ranged combat attack as a free action after actions resolve.
(Damage) Bow Before Darkseid: Darkseid can use Outwit and Leadership. When he uses Leadership, he may remove 2 action tokens from an adjacent friendly character instead of 1 and if he does, that character is dealt 1 unavoidable damage at the end of the turn.
dp057 V Tiamat
Team: Power Cosmic
Range: 4
Points: 255
Keywords: Armor, Assassin, Cosmic, Monster, Warrior
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(Special) Champion and Steed: Once per turn, when an opposing character has taken damage from his attack, give Tiamat any action as a free action. When you do, after action resolve, remove an action token from Tiamat.
(Damage) Super Hearing and X-Ray Vision: Hyperion can use Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Blocking Terrain (When a ranged combat attack resolves, any blocking terrain along its line of fire to the target is destroyed), Ignores Characters if he targets a character with an action token.
wxm061 U Magik
Team: Mystics|Power Cosmic
Range: 9
Points: 295
Keywords: Cosmic, Mystical, New Mutants, Phoenix Force
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(Special) Siege Courageous: Once per game, give Magik a double power action. Place her and any other friendly characters with the Phoenix Force keyword anywhere on the map, then end your turn.
(Special) Phoenix Five: Other friendly characters with the Phoenix Force keyword can use the Mystics team ability. When this character is KO'd, choose a combat value not yet chosen this game for this trait. Modify that value by +1 on all friendly characters with the Phoenix Force keyword.
(Defense) Limbo On Earth: Magik can use Barrier and Invulnerability. She can use Barrier as a free action but when she does, she may only place 2 squares of blocking terrain.
(Damage) The Hell Worms Will Eat Well Tonight: Magik can use Probability Control. When Magik attacks an oppsoing character the area of effect includes all untargeted opposing characters within range and adjacent to a square of blocking terrain. Deal 1 penetrating damage to hit untargeted characters.
Those are the ones that jump to mind as far as OMA's go. I excluded Team Bases and Duos.
aqhoffman- greatest post possibly ever
jtallday- Jon I wouldn't challenge you if I wasn't sure you are wrong cuz I don't have that kind of energy.
ALERT for the OP!!!!!! Something to consider....even the toughest of tanks can be relatively easily brought down by the right combination of smaller point figs.
However allow me to toss another name in the hat...IH Black Bolt along with a FI hammer that gives running shot & the plus 2 on attack, add a TK, you've got yourself a one-man pulse waving wrecking crew!
ih042 V Black Bolt
Team: No Affiliation
Range: 9
Points: 193
Keywords: Illuminati, Inhumans, Kree, Ruler
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(Attack) Silent Scream: Black Bolt can use Pulse Wave. He can use it normally, or you can give him a double power action to use it as a free action and the damage dealt becomes his printed damage value instead of 1.
(Damage) She Speaks for Me: Black Bolt can use Leadership. He can use it normally, or if he's adjacent to a friendly character named Medusa and succeeds at his Leadership roll, he may instead remove an action token from each adjacent character that shares a keyword with him and add that many actions to your action total this turn.
A couple others to mention that weren't listed yet. The common #001 Superman at 300 points from the just retired Superman set, and the 400 point Darkseid from the JL Strategy game.
Superman starts with Indom, HSS, Super Strength and Impervious, outwit and the Superman TA. He has HSS at different spots on his dial and regen on his last clix. Players may have figured out how to beat him, just like S/V. But he is still dangerous to use.
The new Darkseid is very nasty, since he can spawn a para-demon for every 100 points of the game total. Then if you do succeed in hitting him, he will just mastermind it off to the para-demons. Besides with his powers and stats I think he is the best version of this classic DC villain.
His one weakness is that the game is very slow against him. The double power action that he has to use to create the demons means you need to hit his 19 defense at least 5 times in a 400 point game before he starts taking any damage before he can clear. A 20 if he is in hindering terrain. A higher point game is ever harder since he can spawn up to 9 demons to surround him.