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Modern Age combos: what works well together/what could work well together?
Let's call this "public brainstorming". No egos or secrets here; what have you used or thought up that works well together or - in theory - could work well together? Is it a resource-character combination? A construct-character combination? A particular team build? A special power that works well with another character? Etc.
In the second half of the year last year it was all about JLSG Superman and the Sinestro Corps. Power Battery with all attachments yellow. Bear in mind that this prior to the Watch List changes to entities:
Assign the Scissors construct to Superman; Decoy on Despotellis. Superman gets +1 to all stats (except damage) by gaining the Sinestro Corps. keyword from Parallax.
Superman borrows Stealth from Parallax (if he is not already in position to do a full-movement Charge) and moves from place to place until he can line up a full-movement Charge or is close enough for a regular Charge. The Scissors are there for Charge + Exploit Weakness against tougher opposing characters.
Despotellis borrows Adara's Defend which gives Superman a defense of 20. This works well with the Yellow Power Battery's Emotional Spectrum power:
"FEAR: If the Power Battery, attached Power Ring, and Constructs are all the same color, opposing characters modify their attack values by -2 when targeting a friendly Corps Member of a higher point value."
At 200 points Superman would be more expensive than most opposing character he'd come across. If the average attack value in a competitive game (from a main attacker) is 12, then when attacking Superman it means having to roll a 10 to land a hit on him. Having three theme probs up your sleeve (i.e. 300 point game) and Despotellis free for most of the game meant that any good roll was re-rolled and more often than not resulting in a miss.
Could the same team work well now post-Watch List changes? Yes, but not having those theme probs makes it risky. PC could be borrow by Despotellis from Adara, but that would mean losing Defend. Perhaps at a time where Superman's defense of 19 would not be, by the averages, easy to hit, PC could be used by Despotellis instead of Defend.
What's worked well for you? What do you think could work well for you?
A green battery with a green ring and Emerald Empress at 115 points with an Ion on top to give her Impervious and 18-21 Dv depending on how many action tokens she has, I prefer to give her the wall and bring in DC 10th Nightwing, who can get willpower from Emerald Empress' use of Ion and choosing the GLC keyword gains a nice stat bump if you give him a pair scissors for close combat, for the remaining points I've had success using 30 point Loki and giving him the sniper rifle to become an HSS'ing shooter
2 WOLR100 Power Battery (Green Lantern Corps)
8 WOLR300 Green Lantern Ring
115 SLOSH040R Emerald Empress
25 WOL062P Ion
10 WOLR200.04 Wall (Green)
94 D10A007 Nightwing
8 WOLR200.08 Scissors (Green)
30 FI101R Loki
6 WOLR200.14 Sniper Rifle (Green)
298
Last edited by Kloen; 02/11/2015 at 03:22..
Reason: add build
They're not my team, but if you want to understand football and feelings, watch this: http://youtu.be/xx0Ru_1zPVk
On Shriek's 2nd click she gives all non-Maximum Carnage figures within range battle fury.
Weapon X Scientist can outwit any character with Battle Fury anywhere on the map. Throw a sniper rifle on Shriek and it's pretty easy to outwit anyone on the opposing team.
I hate Fantomex, but I was thinking of this combo with him the other day and I thought it sounded kind of silly:
142 Fantomex + parallax
90 Engineer + ion
18 Orange Power battery
I've been playing with the Orange Power Battery a lot lately. The ability to rob your opponent of a power, combat ability or team ability (that you can use) is too good to pass up.
I've been playing with the Orange Power Battery a lot lately. The ability to rob your opponent of a power, combat ability or team ability (that you can use) is too good to pass up.
Yeah, with this setup you can take any Speed, Attack, or Damage power. Super Senses, Imperv, Willpower, or Toughness as far as defense goes. Also Parallax allows you to get rid of Quintessence TA.
Starting Ion on click 4 is where it gets really good though. Fantomex and EVA are beastly with Willpower.
These are odd combos but I've found them to be very effective:
Melter + Crimson Cowl. I was surprised by this duo. Both are "Masters of Evil", so you have a theme team. Keep them together, and they're hard to tie up, and with both their MoE team ability, and Cowl's leadership, and the fact that they are still effective after repeated pushing, you get lots and lots of hit and run penetrating damage. When Cowl gets toward the last part of her dial, she just keeps healing Melter.
Bruce Wayne prime + Rescue (iim002). These two are very effective at providing secondary attack/tie-down, but also as excellent supporters. Bruce outwits and consistently deals damage, plus he always has perma-stealth, or he can be a wildcard. And he's about the best healer in the game. Rescue has tons of support options, and can double-incap very effectively. They're both effective throughout their entire dials. These two surprised me one time as they helped me pull out a win during a battle royale, at how effective they are as a team.
Bruce Wayne (bm202a) + Wonder woman (aa023)*. I used these two one time to wreck all comers in a 300 point couple-only duo tournament. Bruce has perplex and t/k, plus he's hard to tie down and can survive up close. When he backs up WW with the perplex + t/k, she just wrecks like the Hulk. (*OK, she's no longer Modern, but they are an effective combo)
Big Barda + Oracle (ffbm001). These guys won me a brick of Teen Titans during No Man's Land, during another 300 point duo-oriented tournament, as Oracle moved Barda around, and as Barda smashed, psy-blasted, and flurried her way to victory. Her "boom tube" special, when timed appropriately, plus a free move action or two, can prove to be too much to recover from for most other duo teams. It works and feels kinda like an extended alpha strike, when it works as planned.
Red Hood (tt023) + Red she-hulk. With his stealth, outwit, leadership, ranged attack, and Outsiders TA, he can keep pulling tokens of her and outwitting opponents, plus nullifying any combat modifiers they may have. Plus she can give herself a free heal every other turn. If you get lucky on his leadership, the two of them just march a scorched earth path from one end of the map to the other.
TT208 Rose Wilson + WKD-020 Cheshire + N.O.W.H.E.R.E. ATA (Martial Artist theme): With N.O.W.H.E.R.E., Rose and Cheshire ignore hindering and blocking terrain when given move actions. It's a great way to place them within Charge distance on a subsequent turn.
Any character with the Mystics TA + Orange Power Battery 'Emotional Spectrum'.
"... give the Power Battery a power action and choose a power, combat ability or team ability that a friendly Corps member can use. Opposing characters can't use that power or ability until your next turn."
Particularly useful against Star Sapphire teams where the Mystics TA is default (or granted when assigned a construct when a Star Sapphires ring is attached to the resource).
Any character with the Mystics TA + Orange Power Battery 'Emotional Spectrum'.
"... give the Power Battery a power action and choose a power, combat ability or team ability that a friendly Corps member can use. Opposing characters can't use that power or ability until your next turn."
Particularly useful against Star Sapphire teams where the Mystics TA is default (or granted when assigned a construct when a Star Sapphires ring is attached to the resource).