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WizKids Open Primer: Guardians of the Galaxy part 5
Guardians of the Galaxy took the HeroClix community by surprise with its unpreviewed dials, but the WizKids Open circuit means many more Sealed games lie ahead for this set! If you pulled a chase, you're already taking home a piece far more valuable than any LE you could win. But will they add anything to your team?
Before we start the reviews, let's cover a few universally true elements of these figures. I'll copy and paste from our review of their first appearance in Marvel HeroClix: Deadpool.
The Marvel Zombie Villains all share a pair of traits, which act as the 'Zombie backbone' upon which the characters' personalities and unique abilities are built. One bolsters their longevity, while the other corrupts the opposition. While these have the potential to be extremely effective when used in a group of 3 or more characters, you're unlikely to see more than 1 in Sealed, severely cramping their style.
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Zombie Hunger: When (______) damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When (______) would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, & heal it that many clicks.
Zombie Hunger accumulates Food tokens through aggressive playing, rewarding characters who can hit often before they're KO'd. Hastening death to gain Food tokens is a strategy that only works for some of these guys, so this Trait will carry more weight with some characters than others.
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Zombie Infection: When (_____) damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks.
The second Trait allows you to take over opponents via beating on them (and subsequently finishing them) with your Zombie. Note that in many circumstances, getting 1 token on an opponent via a killing blow is just as beneficial as getting 2 or 3 hits- as in, either way the stolen character will be one hit away from KO. Unless you can get 4 or 5 tokens on a character, don't go out of your way to get multiple tokens on. It's likely you'll have 1 character doling out Virus tokens; it's better to spread them around, or more importantly, focus on not getting KO'd before you can KO them!
All in all, Zombies are better for Constructed, where you can compensate for slower speeds, add extra protection, and do all the weird tricks you can think of to maximize tokens.
(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Skrull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Skrull would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Skrull damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) Pointed Towards the Food: Each time an opposing character takes damage during your turn, after actions resolve you may move Skrull 1 square and he deals penetrating damage this turn.
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(As the Improved Movement, Zombie Hunger, and Zombie Infection are all the same on these chases, I've greyed them out and shrunk them.)
This set is chock full of generics who clock in at or below Skrull's point cost. So what does the Skrull bring that you don't find among the commons? Mostly, he's another method of putting Virus tokens on the board. Clearly intended as thematic filler for Zombie teams, the Skrull will find his place in constructed. In sealed, you may find use out of his own Food-based resurrections, which can draw out his dial a bit... but in most cases, you'll have someone more useful to spend 65 points on.
gotg062 U Super Skrull
Team: Skrulls
Range: 6
Points: 170
Keywords: Monster, Skrulls, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Super Skrull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Super Skrull would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Super Skrull damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) It's Hard to Emulate Four Powers With Half My Limbs: Give Super Skrull a free action and choose up to one each of standard speed, attack, defense, and damage powers. Super Skrull can use the chosen powers until your next turn. For each power chosen this way, place a Power token on his card. At the end of your turn, roll a d6 that can't be rerolled, and subtract 1 for each Power token on his card and remove all Power tokens from his card. On a result of 1 or less, deal Super Skrull 1 unavoidable damage.
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Super Skrull is the ultimate solution to anything you may face. Able to choose up to 4 standard powers each turn can turn this already impressive dial into an offensive powerhouse or defensive terror. Arm him with Hypersonic Speed and Precision Strike, Running Shot and Psychic Blast, or Flurry and Steal Energy; on the defensive, bunker down with Stealth and Invincible, Impervious and Shape Change, or Mastermind and Probability Control. And those are just 2-power combinations! Of course, these powers come at a price, and even limiting yourself to 2 powers at a time runs a 50% risk of damaging yourself. Still, if you avoid even 1 damage in a round you've broken even. With 8 clicks and access to Regeneration, Steal Energy, Prob to ensure the rolls, and the Food tokens all zombies get, K'lrt can afford the risk of hurting himself.
gotg063 U Mole Man
Team: No Affiliation
Range: 4
Points: 80
Keywords: Infinity Watch, Monster, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Hindering Terrain, Ignores Characters (Special) Zombie Hunger: When Mole Man damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Mole Man would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Mole Man damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Speed) Tunneling: Mole Man can use Phasing/Teleport, Stealth, and the Carry ability. When he uses Phasing/Teleport, after actions resolve you may place a hindering terrain marker in his square. (Attack) Monsters, Dig Your Way Under!: Give Mole Man a power action. Each friendly character with the Monster keyword can use Sidestep this turn and may ignore walls when doing so.
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Like the last wave of zombies' Kingpin, Moley is designed for constructed. For 80 points, he doesn't bring anything amazing to tge table. Granting tunneling Sidestep to Monsters won't do much in this set, as the keyword is scarce outside of the chase slot. You'll need yo get through two clicks before he even gains Outwit. Shun this outcast.
gotg064 U Morbius
Team: No Affiliation
Range: 0
Points: 160
Keywords: Legion of Monsters, Monster, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Morbius damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Venom would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Morbius damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) Some Kind of Crazy Vampire-Zombie Hybrid Thing: Morbius begins the game on click #5. Morbius can use Steal Energy and may use it to heal beyond his starting line, up to click #1.
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Vampires are all about first strike. If you can guarantee the opening hit, you'll have 8 clicks, 1 Food token, and a pretty impressive Stealthed threat. Control the tempo and you should be able to land a second hit before they respond. However, that requires a team with TK, Prob, and maybe even Perplex. That places Morbius squarely in the 2 shields "depends on what you pulled" category.
gotg065 U Gladiator
Team: Power Cosmic
Range: 7
Points: 250
Keywords: Imperial Guard, Monster, Shi'ar, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Gladiator damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Gladiatorl would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Gladiator damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) I'm Confident That I'm Hungry: When Gladiator misses with an attack, put a Falling Apart token on this card, maximum 4. When Gladiator hits with an attack, remove all Falling Apart tokens from this card. Whenever a Falling Apart token is placed on this card, modify a combat value by -1 that is not already reduced by this effect.
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That same mobile Pulse Wave we've seen throughout this set makes another showing with Gladiator, this time with a 5 damage any lonely sucker caught wandering off. Gladiator needs to keep the momentum going, as misses undermine his confidence- and his stats! Even if his ego takes a hit, there's plenty to this Power Cosmic powerhouse to keep the team together. Gladiator will be hurting for support; if you pass on him, it'll likely be for lack of a solid teammate in 300.
gotg066 U Red Skull
Team: Hydra
Range: 0
Points: 120
Keywords: Hydra, Monster, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Red Skull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Red Skull would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Red Skull damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) Colonel America's Brains Were So Delicious...: When Red Skull uses Zombie Infection to add an opposing character to your force, Red Skull can use any standard powers that character possesses while it is on the map. (Attack) The Uber-Scheusal Race: Red Skull can use Leadership as if he were 300 points. If he removes a token from a friendly character with the Hydra or Z-Virus keyword, modify that character's combat values by +1 until your next turn.
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Red Skull has another power meant for constructed, but in this case it doesn't define his role. Red is a close combat piece who cuts to the bone via Exploit Weakness. This set has established that a 7-click dial for under 150 is a deal, but in this case Red will be taking damage straight up. His full dial of Combat Reflexes helps in close combat, but it is unlikely to help against more than one attacker at a time. It's pretty likely that he will score a KO at some point, and the powers he may gain from that dial could change his usefulness dramatically. All in all, he is a good addition to 18, but cannot be considered the lynchpin.
gotg067 U Magneto
Team: No Affiliation
Range: 8
Points: 130
Keywords: Brotherhood of Mutants, Monster, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Magneto damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Venom would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Magneto damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Attack) Attraction to Meat: Give Magneto a power action. Magneto can use Telekinesis twice as free actions. When he uses it to place an opposing character, deal it 1 penetrating damage. (Defense) Magnetic Field Propping Me Up: Magneto can use Energy Shield/Deflection and Toughness. When a character targets Magneto with a ranged attack, modify its damage value by -1.
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Magneto may be the most solid choice for a telekinetic teammate, even at 130 points. In addition to the mobilization granted by two uses of TK, he also specializes in using it aggressively. Defensively, Magneto brings an 18 topped with Energy Shield, boosting his defenses against the attacks he's most likely to face. On top of the reduction from Toughness, he also drop their damaged by 1 just for firing at him, making for a kind of reduction that will work even against penetrating damage. Add in the longevity all zombies gain from successful attacks and you have a figure who's all but guaranteed to earn his keep!
gotg068 U Dr. Doom
Team: Minions of Doom
Range: 7
Points: 175
Keywords: Armor, Monster, Ruler, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Dr. Doom damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Dr. Doom would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Dr. Doom damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) Barricaded in my Castle of Traps: Dr. Doom can use Barrier. When blocking terrain is destroyed by an opposing character, after actions resolve deal that character 1 penetrating damage for each destroyed square or wall.
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I have such a hard time rating this piece. I look at that Trait and dream up fantastic constructed teams with never-ending Barriers that hurt when they go up and hurt when you tear them down. But in sealed I just have to ignore the trait. Tune it out...
Dr. Doom, once again, has Running Shot / Pulse Wave, because nothing says Guardians of the Galaxy like that combo. On a zombie, this is actually a pretty fun move, as you can spread those virus tokens around quickly. His defenses are strong, until you take into consideration all the Psychic Blast he is likely to see. Then the 7 clicks start to look a little shallow. While his damage output stays very strong, I have reservations about the rest of his stats. Play him if your team supports him well, but he definitely needs help.
Last edited by saturnflight; 09/20/2014 at 12:18..
Writing the review of him has really driven my interest in acquiring one through the roof. Ugh! And I was trying to avoid the entire Zombie wave!
I pulled him in last month in war of light. Mopped up 3-0 collected my saint walker, then promptly traded him for Abin Sur prime and a generic. I hate the zombies, but I'm not above exploiting their dirtiness in sealed. Hah
I pulled him in last month in war of light. Mopped up 3-0 collected my saint walker, then promptly traded him for Abin Sur prime and a generic. I hate the zombies, but I'm not above exploiting their dirtiness in sealed. Hah
For me, it's all about plausibility. Morbius is in no way different because of the zombie theme. Super Skrull looks almost normal, and his conversion trait could be 'revealing Skrulls'. Sabretooth, if he didn't convert enemies, would be within his character. Venom, with a corrupting symbiote? Past those I stop being able to reconcile their zombie forms.
I would say you may undersell the unkillability of the Skrull, with a first click of skrulls, shape change, and super senses even if you autohit an attack you have a less than 40% chance of it landing. Not saying he needs an extra shield but he is the best tie-up piece we have in this set and there are a lot of figures in this set that can take advantage of that.
skrull needs an extra shield!! i just feel this figure is a monster(no pun). being almost unhittable on his first click means he'll be around waaay longer than a figure in his point value. i also feel that he can't be ignored. with the other stuff in the set helping him, he's bound to help turn the tide in a big way. imagine that guy backed by aleta, or dire wraiths.
@antonio.clark.art is my instagram.take a look and tell me what you think....be blessed!!!
Nice write-up SV, as always. For me, my wants are Gladiator & Doc Doom...because they are Gladiator & Doc Doom...don't really care much for the zombie traits.
That Super Skrull is gonna be fun to play.
Glad I pulled one.
gotg062 U Super Skrull
Team: Skrulls
Range: 6
Points: 170
Keywords: Monster, Skrulls, Z-Virus
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(Improved) Stench of Decay: Improved Movement: Ignores Characters (Special) Zombie Hunger: When Super Skrull damages an opposing character, place a Food token on this card if there are less than 5 Food tokens. When Super Skrull would be KO'd by an opponent's attack, turn to its first KO click, remove all Food tokens from this card, and heal it that many clicks. (Special) Zombie Infection: When Super Skrull damages an opposing character, give that character a Virus token if it has less than 5 Virus tokens. When an opposing character is KO'd by this character, you may add it to your force, turn to its first KO click, remove all of its Virus tokens and heal it that many clicks. (Special) It's Hard to Emulate Four Powers With Half My Limbs: Give Super Skrull a free action and choose up to one each of standard speed, attack, defense, and damage powers. Super Skrull can use the chosen powers until your next turn. For each power chosen this way, place a Power token on his card. At the end of your turn, roll a d6 that can't be rerolled, and subtract 1 for each Power token on his card and remove all Power tokens from his card. On a result of 1 or less, deal Super Skrull 1 unavoidable damage.
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Super Skrull is the ultimate solution to anything you may face. Able to choose up to 4 standard powers each turn can turn this already impressive dial into an offensive powerhouse or defensive terror. Arm him with Hypersonic Speed and Precision Strike, Running Shot and Psychic Blast, or Flurry and Steal Energy; on the defensive, bunker down with Stealth and Invincible, Impervious and Shape Change, or Mastermind and Probability Control. And those are just 2-power combinations! Of course, these powers come at a price, and even limiting yourself to 2 powers at a time runs a 50% risk of damaging yourself. Still, if you avoid even 1 damage in a round you've broken even. With 8 clicks and access to Regeneration, Steal Energy, Prob to ensure the rolls, and the Food tokens all zombies get, K'lrt can afford the risk of hurting himself.
Alberta ROC Provincial Champion
7th 2015 Canadian Clix Nationals. Winner of world's 1st PDC event
2016 WKO Regional Prairie Dicemaster Champion
Absolutely spot on with this review, I know I like to come on here and critique some, but I find nothing that I don't agree with you on. Funny story, I opened my case at my venue as I like to pay full price for it from my Brick and Mortar and show them why it is beneficial for them to carry Clix. Well anyways, a fellow clixer tells me he pulled Skrull and that he is a generic Chase. My first thought of course was, "Generic Chase???"(Saves that rant for later). So I start digging into my Case and with my luck of course I am on my last pack and haven't pulled a Chase. The store manager/owner is actually walking by and I say to him, "I'm going to need a refund, there is no Chase in my Case, it's been tampered with..." in a joking manner that attempts to hide my panic. Well I open the the last booster and there is my Chase, a Skrull. I am immediately and completely dejected, having not pulled a single zombie to date, I pulled the Skrull. Then the guy that actually pulled sKrull walks over and gives me the thumbs up and says, "Nice, you pulled Super SKrull". I look down and I'm like, oh snap, there are two Skrull Chases and I pulled the non-generic one. I have been contemplating buying the Magneto just see how bad-butt it can be to run them together. Sorry, felt I should share the story, great review, nailed it.