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Okay... I feel like I am about to break the meta here but I need help sooo...
KC flash: 195 Points
Parallax Possession: 25 points
Yellow lantern Battery: 2 points
Yellow Lantern Ring: 4 points
Scissors construct: 8 points
Stop Sign Construct: 8 points
Nurse/Decoy/Sniper Rife Construct: 8 points to mess with
Turtle: 50 points (in some cases Star Labs Tech may be better.)
All that for a grand total of 292-300 points.
Kc flash when possessed is 220 points. Add a 8 point construct to him and he is now 228 points.
Copy Paralax's "Cosmic Fear" and his damage value giving KC Flash the Quintessence team ability, Sinestro Corps keyword, and a + 1 on his damage.
The Power battery allows him to use the effects of the Yellow Lantern Ring due to keyword an increases all stats by +1 except damage.
The Yellow power batter causes lower point opposing characters that attack flash to reduce their attack by 2.
Turtles Ability to give out tokens for moving more than 5 is canceled by him being carried.
Scissors allow you to do 4 penetrating damage.
Stop Sign gets rid off Plasticity if by some miracle they actually get close to you.
SO at the end of the day you have a character that cant be outwitted, has 16 movement while carrying Turtle, 12 attack, 20 defense, and 4 penetrating damage.
My question is how the hell do you beat this guy??? In a 300 point game seeing a single figure that costs more than 228 is not very common so his defense is almost practically 22! He has so much potential and with his Probability control and negative perplex hes all but certain to land hits...
How can you beat this! I want to know because I came up with this team and played it against my wife and now shes hell bent on trying to beat it. It sucks because shes lost almost 15 times even with me taking it easyish on her. Shes a great player and hates it when I take it easy on her. I just wanna know a team that could beat this even 1 out of 10 times. Plz guys save me from the evil glare D:
Not sure on what characters to use, maybe a team of TK and Pulsewave, even precision strike would work against him. He wouldn't be able to use his abilities against that. I might go after the battery first and pray I survive long enough to take it out before concentrating on KC Flash.
Just a few suggestions while I try to figure out a team. (Doubt I will)
1. If you have two turtles let your wife use one also. That would at least slow you down playing against one since you would get the tokens.
2. Facing a team of Mystics could be rough.
3. Have her use the 65 point Magneto, protect him and have her get him to you starting area. His damage SWP works anywhere on the map and he just has to roll 1 D6 and if he rolls a 4-6 you take 3 damage period.
Ummm first Scissors doesn't all penetrating damage. It grants Exploit Weakness which cannot be used with Hypersonic Speed.
Second his cost is 195 points. Adding other elements to him does not increase his cost. Those elements have their own cost. So any figure with a cost of 200 plus ignore the -2 attack from the battery. Also a single Pulse Wave kind of ruins your day.
Turtle hasn't really seen any play for a reason. He's easily one shot.
JLTW Superman + Parallax + Sinestro Corps Battery beats this rather easily.
Supreme Intelligence plus 50 points of fun also beats this target easily.
Zombie Team Base destroys this.
Doop/Gluttony or Gluttony Resurrection Man or Doop Resurrection Man or Deadman + Grasshopper + Star Sapphire Battery etc... all beat this. Hell Man-Thing plus filler beats this.
Wanna beat it on the cheap? JLTW Lex Luthor at 200 points plus 100 point Lex Luthor. No resource, no Entity and it totally dominates your build. Flash can never attack unless he starts adjacent to Lex. Use that opportunity to Single Target Pulse Wave Flash past his good clix. If you really want just add Entity or Adara for Prob and 25 points of a resource.
Last edited by Dragon; 05/02/2015 at 21:51..
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.
Flash has to come in and hit. The moment he gets near vibe and the science police he is taking two actions s nd then two damage from the police. Sloth takes flight away. Then if he does hit you can support with indigo ring. It gets better with two pd you take down defense some
73 WXM010 Shatterstar
79 SLOSH057 Lydea Mallor
60 DP043 Black Talon
30 WOL099 Despotellis
25 WOL067P Adara
20 FI301 Splitlip
6 FIR100 The Book of the Skull
3 FIR106 Nul's Hammer
3 FIR101 Kuurth's Hammer
299
Lydea neuters sinestro battery. By second turn mind control shatterstar to port. Drop a hammer. Kill turtle with shatterstar and placece Despotellis adjacent to flash. You will slow kill flash, but he will die
Flash has to come in and hit. The moment he gets near vibe and the science police he is taking two actions s nd then two damage from the police. Sloth takes flight away. Then if he does hit you can support with indigo ring. It gets better with two pd you take down defense some
This is incorrect. Vibe only kicks in if the action was given within his area of effect. If you simply move into it during the action Vibe does nothing.
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.
Huntress starts on click 7, so Parallax must start on click 7. Use 'Grip of Fear' EVERY TIME! Why? "Opposing characters can't ignore pushing damage" that's why. Take that power and increase range from 7 to 8. To deal with the Sinestro Corps. emotional spectrum ability, use Huntress' own Perplex to increase her attack value from 10 to 11, and then use the Crossbow to increase her attack value by +2 to make it 13. Even with -2 from the Sinestro Corps. emotional spectrum ability, hitting The Flash's 20 with an 11 is still very doable.
With "Grip of Fear", The Flash will not be able to avoid pushing damage and with Turtle on your team, that's going to make work a little bit harder to get to you. You know how Turtle works. Moving 5 or more squares effectively mean a double-power action (1 action for the move, then the second action token from Turtle after actions resolve) for any other character and taking pushing damage through "Grip of Fear".
The Spider-Bot acts as Huntress' personal Net/hindering terrain provider which will make Huntress very safe from The Flash's inability to bust Stealth. That may also force The Flash to come into adjacency. No problem: Huntress gains Plasticity (and Barrier) by becoming an Orange Corps. member and the Spider-Bot MkII already has Plasticity and Plasticity stops Hypersonic Speed melee attacks dead in their tracks; the attack can't be pulled off.
Why Jay Carrick? He opens with Hypersonic Speed and you've got that delightful Orange Corps. emotional spectrum ability:
"... 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."
This is not a "counter" (yes, The Flash's speed powers can't be countered); it means that if you choose Hypersonic Speed (Jay can use it), any opposing character that could use Hypersonic Speed now can't use it until your next turn, effectively making The Flash a sitting duck.
Jay has the Sniper Rifle mainly for extra reach when using Ophidian's Outwit special power:
"Ophidian can use Outwit. When it does it can use the countered power or ability for as long as it's countered."
Outwit KC Flash's Super Senses or Probability Control. Probability Control will be preferred since you'll need those probs to re-roll attack rolls against KC Flash, i.e. Sinestro Corps. emotional spectrum ability.
Giving Jay Sidestep from Ophidian means that he could shuffle across the map for free, two squares at a time without penalty. You could "cancel" Hypersonic Speed through the Orange PB until Jay can get within range through Ophidian's Sidestep, and then have at it. Unless KC Flash wants to push himself to death, he's only going to be moving four squares at a time.
KC Flash's team ability won't be an issue since you'll only be concerned with attacking him from range anyway.
Shaman breaks the cord of turtle and flash. If Flash gets too close to the science police he is taking two over top. If he hits Bizarro he is taking mystics. If he moves more than 5 he is getting an action token