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.
I'm working on a new build. I have 53 points remaining in my build. So far I only have one attacker in this build and no Resource (I know right!).
I'm wondering what my best option(s) would be at this point as I feel I need a secondary attacker.
I've narrowed my options down to:
Alpha Primitive - 10 Attack, 3 Damage PLUS Super Strength and Charge! Leaves room for a resource. Is easily One Shot KO'd.
Abin Sur (Prime) - In credible numbers. Running Shot. LONG DIAL for the points. Can only chip away at damage reducers. Does not leave any room for a resource.
Raptor - Has Sidestep + Stealth + Exploit. Has decent numbers. Can easily be one shot ko'd. only leaves 12 points for a resource.
Puck (GF version) - Is only 40 points. Has Charge + Exploit + Indom. Leaves 17 points for a resource. Lower combat values. No Range. Very slow.
Those were the best 4 that I could come up with. Granted Puck is probably included b/c I'm a fan boy... But he's actually rather strong for his point value all things being equal.
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by jonidschultz
Dragon is correct. Dragon is always correct. Never argue with a Dragon.
I'm working on a new build. I have 53 points remaining in my build. So far I only have one attacker in this build and no Resource (I know right!).
I'm wondering what my best option(s) would be at this point as I feel I need a secondary attacker.
I've narrowed my options down to:
Alpha Primitive - 10 Attack, 3 Damage PLUS Super Strength and Charge! Leaves room for a resource. Is easily One Shot KO'd.
Abin Sur (Prime) - In credible numbers. Running Shot. LONG DIAL for the points. Can only chip away at damage reducers. Does not leave any room for a resource.
Raptor - Has Sidestep + Stealth + Exploit. Has decent numbers. Can easily be one shot ko'd. only leaves 12 points for a resource.
Puck (GF version) - Is only 40 points. Has Charge + Exploit + Indom. Leaves 17 points for a resource. Lower combat values. No Range. Very slow.
Those were the best 4 that I could come up with. Granted Puck is probably included b/c I'm a fan boy... But he's actually rather strong for his point value all things being equal.
dp206 E Snakeroot Clan Ninja
Team: Hydra
Range: 3
Points: 50
Keywords: HYDRA, Martial Artist, The Hand
6
10
17
3
6
10
16
2
6
10
15
2
6
9
15
2
5
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
(Special) Disappear Into Smoke: During the end of your turn, when Snakeroot Clan Ninja occupies hindering terrain, give him a free action and place him in any square of hindering terrain within 3 squares and line of fire.
(Special) Your Memories Are My Power: Once per game, when Snakeroot Clan Ninja KO's an opposing character of a higher point value, you may choose any standard power that character possesses anywhere on its dial. Snakeroot Clan Ninja can use that power for the rest of the game.
Quote
wxm047b Jubilee
Team: No Affiliation
Range: 0
Points: 33
Keywords: Monster, New Warriors, X-Men
11
11
18
5
10
11
17
4
10
10
17
3
9
10
17
2
8
9
17
1
7
9
16
1
7
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
(Special) Vampiric Hunger: Jubilee begins the game on click #5. Jubilee can use Steal Energy and when she does, she may heal past her starting line, up to click #1.
Not so much an attacker but has the potential to be one with a resource
Quote
fi101r R Loki
Team: No Affiliation
Range: 0
Points: 30
Keywords: Animal, Asgardian, Deity, Mystical
11
10
16
2
10
9
15
2
9
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
KO
KO
KO
KO
KO
KO
KO
KO
(Special) The Speed of the Hel-Wolf: Loki's attack value is not modified by the Move and Attack ability.
Quote
asm003 E Dagger
Team: No Affiliation
Range: 6
Points: 45
Keywords: Dark X-Men, Marvel Knights, New Warriors, Runaways, X-Men
8
10
17
3
7
10
17
2
7
10
16
2
7
10
16
2
6
10
16
1
6
9
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
(Attack) Light Daggers: When Dagger hits a single target with a ranged combat attack, instead of dealing normal damage she may choose to deal 1 penetrating damage and heal herself or an adjacent friendly character of 1 damage.
(Damage) Light of Healing: Dagger can use Support. When she does, after actions resolve heal an adjacent friendly character named Cloak of 1 damage.
Quote
fflod003 E Cheetah
Team: Injustice League
Range: 0
Points: 50
Keywords: Animal, Injustice Gang, Injustice League, Legion of Doom
7
10
16
2
7
10
16
2
7
9
16
2
6
9
17
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
KO
KO
KO
KO
(Defense) Catlike Reflexes: Cheetah can use Super Senses. When she evades an attack, you may place her adjacent to the attacker.
Quote
slosh017a R Cheetah
Team: No Affiliation
Range: 0
Points: 50
Keywords: Legion of Doom, Past, Villainy Inc
8
9
16
1
8
9
16
1
6
8
16
1
6
8
15
1
6
7
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
(Improved) Never Corner a Cat: Improved Movement: Ignores Hindering Terrain
(Special) Hatred For My Prey: Once per game, give Cheetah a free action and choose an opposing character. As long as that character is on the map, Cheetah modifies her combat values except range by +1. If that character is named Wonder Woman, Cheetah can use Exploit Weakness.
Quote
slosh039x U Bizarro
Team: Superman Enemy
Range: 6
Points: 25
Keywords: Brute, Legion of Doom, Metropolis, Monster
(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.
He easily gets added to the list. Warbot would also be a strong consideration.
I love Prime Jubliee, but I don't think her starting combat values warrant her inclusion. If you don't get that Steal Energy running quickly, she goes down way too fast. I've tried to play her a ton of times and she normally gets O'KO'd before I can do much of anything with her sadly. As soon as she heals once she has a giant target on her back.
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by jonidschultz
Dragon is correct. Dragon is always correct. Never argue with a Dragon.
Dragon: It might help if you revealed your team, so we can see that you need.
You don't get much of secondary attacker for 53 points.
Anyway, here are some picks. Some of them are more like good tie-up than attackers:
Bizarro with 2 tokens on
fl208 Rag Doll
wxm006 Toad
im3105 Extremis Mercenary
tt016 Grymm
fi101r Loki
fl046e Harley Quinn
If you are running book of skulls I love asgardian trolls, give one skadi's hammer and it has charge and exploit weaknes and with it having super strength you can deal 5 penetrating damage with a 25 pt figure. And unless they deal it 4 damage they have to spend at least 2 attacks to deal with him
asm014 R Werewolf
Team: No Affiliation
Range: 0
Points: 31
Keywords: Animal, Monster
7
9
16
1
6
9
16
1
6
9
15
1
8
11
15
1
9
10
17
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
(Special) Full Moon: At the beginning of your turn, roll a d6 once for all friendly characters with the Full Moon trait. On a result of 1-3, Werewolf can use Shape Change. On a result of 4-6, click Werewolf to click #11 and click him to click #2 at the end of the turn or before he takes any damage, whichever comes first.
(Special) The Scent of Blood: If an opposing character has taken damage this turn, modify Werewolf's attack, speed, and damage values by +1.
Dragon: It might help if you revealed your team, so we can see that you need.
You don't get much of secondary attacker for 53 points.
Anyway, here are some picks. Some of them are more like good tie-up than attackers:
Bizarro with 2 tokens on
fl208 Rag Doll
wxm006 Toad
im3105 Extremis Mercenary
tt016 Grymm
fi101r Loki
fl046e Harley Quinn
Too many people I play against are on Realms. It is a solid team, but if you know you will face it, it can be built around.
With that, I already know that the one weakness it has is that it only has one attacker. If he/she/it is taken down I'd have not back up plan PLUS I need someone who can "protect" my starting area/half of the map.
I don't like Loki as he doesn't deal enough damage. Anyone with a reducer laughs at him. That was why I was looking at figures that can get through reducers.
Similarly I don't like Werewolves. Playing a figure that is only effective 50% of the time at best is not a good thing IMO.
So far I'm thinking the best options are (in no particular order)
Skadi's Warbot,
Bizarro,
Rapture
Abin Sur (Prime)
Alpha Primitive
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by jonidschultz
Dragon is correct. Dragon is always correct. Never argue with a Dragon.
If you specifically just want offense (and not say, a taxi + dog shield like FF Lockjaw), then you've got plenty of good choices in this thread.
Dagger did well for me when I used her. She seems like the kind of figure where you'd be like "Well, that attack SP seems really nice, but will it really work?" The answer is yes, it works really well and easily!
I will also back Asg. Trolls. If your main attacker isn't relying on objects, give one to the Troll. I was throwing heavies all over the place in FI tournaments, he's definitely worth the points.
The only other suggestion not named yet is the Dark Elf Soldier (dial a) from TDW. Uber-Incap with a 10 AV. Sidestep + 6 range gives him a nice swing. Super Senses and a 17 defense is juuuust enough to make your opponent get annoyed, and there's a chance he can push without taking damage (and even if you do, Enhancement might come in handy).
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.