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Wait, That's not Superman...: If Superdoom is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Superdoom. If you do, Superdoom begins the game with an action token. The Odds are Against Me: At the end of your turn, if Superdoom was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Superdoom a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack. Created With No Equal: When Superdoom is dealt penetrating damage, it can be reduced. Superdoom can't be targeted by Outwit unless the targeting character possesses the Kryptonian keyword, Superman Ally team symbol, or is a higher point value. Relentless Aggression: Superdoom can use Battle Fury, Exploit Weakness, and the Colossal Stamina ability.
CAAV058 Immortal Hulk is here. There is no stopping him. For he will rise again and crush your bones. Be afraid. Be very afraid.
I still don't get the "Wait, it's not superman" power.
Why is it so important or why would you even need it?
Imagine you plan to use this guy:
And your opponent shows up with a lot of penetrating damage and low cost outwit. You can sub or that superman for superdoom to get around that. He just has to start with a token.
SuperDoom looked boss when first revealed and a monster in sealed for sure but he's quite tame in constructed. Maybe you can oma him and fly him around picking figures apart with his outnumbered tokens. Kinda finess for a big body.
I witnessed Superdoom singlehandedly take out a min/max team of ranged attackers and HSS bricks. No one could hit his starting 20 DV.
Quote : Originally Posted by vamroc
He's gonna be a bastard in constructed with two Mole Men
I'm takin' it back to the Mole School
'Cause I'm a Mole's fool who's so cool
If you want Mind Control of your monster today
"Clix, there it is!"
Let me hear you say...
Superdoom's effectiveness is gonna be one that ramps up over time as he collects tokens. Smart play at 300 would be to teleport him around the map and out of sight collecting tokens safely while he can, then unloading into an enemy team. That effective 19 range top dial gotta be good for something
As with all tentpoles, he's totally cursed. Pulled him in sealed, and crit missed all over the map. If it wasn't a crit miss, it was rarely over a four or five, and once he takes a few hits he's just a 10 attack.
As with all tentpoles, he's totally cursed. Pulled him in sealed, and crit missed all over the map. If it wasn't a crit miss, it was rarely over a four or five, and once he takes a few hits he's just a 10 attack.
Great potential... if your dice can keep up.
I pulled him and he shined. My opponents struggled hitting that 20 defense. The tokens helped a lot as I pretty much sacked my whole team to build them up.
He pretty much won me the tournament.
1/6th of the Brothers Prob. '19-'20 Season: 15-13(8 events) 2 wins, 2nd XDPS PR 9-7, 7th SOC
Superdoom's effectiveness is gonna be one that ramps up over time as he collects tokens. Smart play at 300 would be to teleport him around the map and out of sight collecting tokens safely while he can, then unloading into an enemy team. That effective 19 range top dial gotta be good for something
Yep, I figured this trick out in my third of three sealed games with him. If used in this way on the right map his power might be limited only by your own level of dignity/apprehensions about being a schmuck.
As someone above said, the absence of top-dial move and attack makes him a little more of a finesse piece than, let's say the 300 point AAOU Hulk, but he's a pretty powerful beat-stick. I plan on running him with a Composite Superman with support options when I get a chance for a 400-600 point Monster team.