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King of Wakanda: Black Panther can use Leadership, when he does, he is considered the highest point value on the team.
If You Fight, Fight with Honor: Black Panther can use Stealth and Combat Reflexes. Black Panther cannot be targeted by opposing characters more than 3 squares away unless he made an attack the previous turn.
Tactical Genius: Black Panther may Precision Strike. Black Panther may use Exploit Weakness or ignore opposing character's Shape Change.
#054 Experienced Dora Milaje
Real Name: Nakia and Okoye
Team: No Affiliation
Range: 7
Points: 110
Keywords: Wakanda, Assassin, Warrior
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Improved Movement- Wakanda is Our Home:
Adored Ones: Dora Milaje can use Stealth and Close Combat Expert. Give Dora Milaje a power action. They may immediately use Flurry as a free action and activate Close Combat Expert while doing so.
He is Our Beloved: When within 4 squares of a friendly character named Black Panther Dora Milaje can use defend as if they were adjacent to him.
Move or You Will Be Moved: Dora Milaje can use the carry ability, but only to place up to two opposing characters.
Non-Lethal Rounds: When Dora Milaje hits with a Ranged Combat Attack you may give the hit character an action token.
I like the direction, but he's WAY too good for 120 points. The damage he can dish out is immense for that point cost, and to be honest, Panther shouldn't have invincible. Toughness is about the best he should get as he's more of an agile fighter than taking hits. 19 Invincible is pretty insane for 120 (stealth, so unless they can bust it, they have to deal with his combat reflexes). Lastly, he has indomitable, which is becoming a rarity these days and quite expensive.
I would drop the Invincible, up his defense by 1 so he has an 18 top dial, and make his attack power a little bit more tame. Take off Battle Fury. T'Challa doesn't really lose his cool, especially on top-dial. I would also take away either Exploit or Precision on that power. He has too many ways to pierce damage.
Just some tweaks and he should be good to go. Or just keep him how he is and up him to 150.
As for the Dora, they have even BETTER damage than Panther does for 10 less points. 4 attacks every two of three turns? And they can use close combat expert in those attacks? That's insane. I didn't even notice they have Duo Attack, which doesn't really matter since their trait is so powerful. I would MAYBE drop it down to one flurry instead of two, but that's still pushing it. I would also drop their damage to a 2. There's just too much damage potential sitting there. Lastly, their non-lethal rounds should be a choice of a regular attack with damage, or an attack that deals no damage and gives a token.
I like the direction, but he's WAY too good for 120 points. The damage he can dish out is immense for that point cost, and to be honest, Panther shouldn't have invincible. Toughness is about the best he should get as he's more of an agile fighter than taking hits. 19 Invincible is pretty insane for 120 (stealth, so unless they can bust it, they have to deal with his combat reflexes). Lastly, he has indomitable, which is becoming a rarity these days and quite expensive.
I would drop the Invincible, up his defense by 1 so he has an 18 top dial, and make his attack power a little bit more tame. Take off Battle Fury. T'Challa doesn't really lose his cool, especially on top-dial. I would also take away either Exploit or Precision on that power. He has too many ways to pierce damage.
Just some tweaks and he should be good to go. Or just keep him how he is and up him to 150.
Let's be honest. Nick Fury 056 is way too good for 120 points. BP needs more credit.
I thought most people would understand the Invincible. Vibranium. He deserves it until pierced.
Black Panther's entire persona is Indomitable there is no way he wouldn't have it.
The reason he has all those ways to pierce damage is because he uses tactics others would never think of in battle.
Battle Fury is purely for his ability's animalistic origins.
Let's be honest. Nick Fury 056 is way too good for 120 points. BP needs more credit.
Agreed, however there's a lot going on for that Point Cost. for both Movement and Targeting is really good, Leadership that has a conditional buff and the Tactical Genius has a combination of powers plus a conditional +1 Attack. I think it's all warranted, it just seems like a lot for 120. Balls of Fury IMO should be the exception to design, not the rule. Balls of Fury also only has 6 clicks of life and only 2 clicks of any Move & Attack capability, T'Challa has 7 clicks of life and 5 clicks of Move and Attack. Throw in Combat Reflexes, Stealth and the inability to target him unless you're within 3 squares (I would recommend changing this to when he has no action tokens or less than 2) and again, that's a lot. This is the "definitive" version and he deserves that, just for my personal opinion he's just a little under-costed.
Quote : Originally Posted by Sceritz
I thought most people would understand the Invincible. Vibranium. He deserves it until pierced.
1 Click as you have it is perfect for T'Challa, totally agree there. I always suggest Flavor Text for Custom Dials so that design intentions like this one are conveyed easier.
Quote : Originally Posted by Sceritz
Black Panther's entire persona is Indomitable there is no way he wouldn't have it.
Agreed
Quote : Originally Posted by Sceritz
The reason he has all those ways to pierce damage is because he uses tactics others would never think of in battle.
Agreed
Quote : Originally Posted by Sceritz
Battle Fury is purely for his ability's animalistic origins.
Only problem I have with Battle Fury is that it renders his 4 Range useless as far as Range Attacks. His targeting will help his Outwit and Perplex but he can't throw any Vibranium Energy Daggers
Quote : Originally Posted by Batarang96
I really think Dark Knight is incapable of creating anything that does not involve 80's/90's pop culture in some way. It evokes both mirth and nostalgia in me.
Quote : Originally Posted by Sensualninja
Holy crap, I love all of this in every way a man could love something, is this thread single?
Certainly wasn't saying that he shouldn't have Indom. He's T'Challa, of course he should. Just pointing out that Indom is more expensive and rare these days, so you have to take that into account when designing.
I get the Vibranium armor, but I just don't really think that translates in Invincible. His suit is a Vibranium weave so it's much stronger than other fabrics, but it isn't armor. It's your call, but at the very least, I would drop it to Invulnerability.
I think Dark_Knight got a lot of what I was conveying across. Balls of Fury should absolutely be the exception. He should have been unique or cost slightly more, but it happens. That being said, he made some excellent points on what T'Challa gets that Fury doesn't, for the same low point cost in an age where we're seeing a large shift in what pieces have for their points. He also hit why I think Battle Fury doesn't work for him. No Vibranium Daggers to throw makes T'Challa a sad kitty. I've always seen Battle Fury as being so blinded with rage that you don't think, and that really doesn't fit who T'Challa is.
If he ignores hindering for LoF then you don't need to bother with specifically calling out smoke cloud in the special power
Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.
If he ignores hindering for LoF then you don't need to bother with specifically calling out smoke cloud in the special power
Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.
As for the Dora, they have even BETTER damage than Panther does for 10 less points. 4 attacks every two of three turns? And they can use close combat expert in those attacks? That's insane. I didn't even notice they have Duo Attack, which doesn't really matter since their trait is so powerful. I would MAYBE drop it down to one flurry instead of two, but that's still pushing it. I would also drop their damage to a 2. There's just too much damage potential sitting there. Lastly, their non-lethal rounds should be a choice of a regular attack with damage, or an attack that deals no damage and gives a token.
#010 Unique Black Panther
Real Name: T'Challa
Team: No Affiliation
Range: 4
Points: 130
Keywords: Avengers, Illuminati, Marvel Knights, Ruler, Scientist, Warrior
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Stalking my Prey: Black Panther possesses Improved Movement: Ignores hindering terrain, Elevated terrain, Characters. Black Panther possesses Improved Targeting: Ignores Hindering Terrain. Vibranium Suit: Black Panther begins the game with a Vibranium Suit token on this card. When this token is on this card, Black Panther can't be targeted by opposing Mind Control, Outwit, and modifies his defense by +2 when occupying hindering terrain. When the Vibranium token is attached and when Black Panther is hit by an attack, the attack deals no damage and Black Panther and the attacking character each roll a d6 adding their printed damage values to their respective rolls. If your result is lower, remove the Vibranium Suit token. King, Scientist, Black Panther: Black Panther can use Outwit, Stealth, and the Move and Attack ability. If Black Panther began the turn in Hindering Terrain do not modify his attack value when using the Move and Attack Ability, otherwise, it is modified -1. Panther Reflexes and Claws: Black Panther can use Plasticity and Precision Strike. Wakandan Technology: All damage dealt to Black Panther is reduced to 1. Black Panther can use Combat Reflexes. When Black Panther is targeted by a ranged attack within 4 squares, Black Panther may be placed adjacent to the attacker.
#010 Unique Black Panther
Real Name: T'Challa
Team: No Affiliation
Range: 4
Points: 130
Keywords: Avengers, Illuminati, Marvel Knights, Ruler, Scientist, Warrior
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Stalking my Prey: Black Panther possesses Improved Movement: Ignores hindering terrain, Elevated terrain, Characters. Black Panther possesses Improved Targeting: Ignores Hindering Terrain. Vibranium Suit: Black Panther begins the game with a Vibranium Suit token on this card. When this token is on this card, Black Panther can't be targeted by opposing Mind Control, Outwit, and modifies his defense by +2 when occupying hindering terrain. When the Vibranium token is attached and when Black Panther is hit by an attack, the attack deals no damage and Black Panther and the attacking character each roll a d6 adding their printed damage values to their respective rolls. If your result is lower, remove the Vibranium Suit token. King, Scientist, Black Panther: Black Panther can use Outwit, Stealth, and the Move and Attack ability. If Black Panther began the turn in Hindering Terrain do not modify his attack value when using the Move and Attack Ability, otherwise, it is modified -1. Panther Reflexes and Claws: Black Panther can use Plasticity and Precision Strike. Wakandan Technology: All damage dealt to Black Panther is reduced to 1. Black Panther can use Combat Reflexes. When Black Panther is targeted by a ranged attack within 4 squares, Black Panther may be placed adjacent to the attacker.
I have a feeling that a lot of people think that T'Challa is unbeatable and an absolute god in combat. This just simply isn't the case. There are aspects I like about this, but it's still incredibly powerful for the points.
1. The Vibranium suit should not protect him from Mind Control and Outwit. It's simply a stronger mesh than spandex or other fabrics. There's no reason he should have the exact same trait as Juggernaut, with the added benefit of + to defense.
2. Hit other trait giving him move and attack (aka Hypersonic) his entire dial with a very decent chance to never sacrifice attack is craziness, especially since he has Plasticity, so he'd virtually never fail breakaway (except if he rolled a 1), even against other plasticity figures. Not to mention that he ignores characters, so there's no way to lock him down. That's incredibly mobility for and offense for only 130 points.
3. I do like that you gave him incap. That's good. The double of precision and exploit is a bit much, but incap is a nice power to see as Panther isn't always about dealing damage, but calculating his moves.
4. That defense power is simply insane. This is something that someone like The Juggernaut should have - not Black Panther. This is probably the biggest issue with this dial. This power alone puts him in the 200+ range. Take into account that he has traited stealth and the odds of someone countering this is low. Once you finally get rid of his suit (is he naked now?), you have to deal with his defense power that only lets him take 1 damage? So you're gonna have to hit panther a good 3-4 times to actually get him to mid-dial, which then knocks him into invincible, or the same power again. WAY too strong.
5. 20 defense. He's always going to have a 20 defense. He's getting +5 to defense, which caps at +3 due to the rule of 3's. His trait is giving him +2 to defense, he has combat reflexes, and he naturally plays in hindering terrain. So even if you have a stealth buster, you have to hit a 20 defense.
So if you're playing against this Black Panther, here's how things will work. You get a piece with a high enough attack to actually POSSIBLY hit him. You roll off for his trait, and you get lucky, knocking the suit off of him. Great. DO IT AGAIN. Hit him again with his now 18 defense in range or 20 in melee, and you're still only dealing 1 damage to him. DO IT AGAIN. Now he's invincible. See where I'm going with this? You have to think about balance.
I have a feeling that a lot of people think that T'Challa is unbeatable and an absolute god in combat. This just simply isn't the case. There are aspects I like about this, but it's still incredibly powerful for the points.
1. The Vibranium suit should not protect him from Mind Control and Outwit. It's simply a stronger mesh than spandex or other fabrics. There's no reason he should have the exact same trait as Juggernaut, with the added benefit of + to defense.
2. Hit other trait giving him move and attack (aka Hypersonic) his entire dial with a very decent chance to never sacrifice attack is craziness, especially since he has Plasticity, so he'd virtually never fail breakaway (except if he rolled a 1), even against other plasticity figures. Not to mention that he ignores characters, so there's no way to lock him down. That's incredibly mobility for and offense for only 130 points.
3. I do like that you gave him incap. That's good. The double of precision and exploit is a bit much, but incap is a nice power to see as Panther isn't always about dealing damage, but calculating his moves.
4. That defense power is simply insane. This is something that someone like The Juggernaut should have - not Black Panther. This is probably the biggest issue with this dial. This power alone puts him in the 200+ range. Take into account that he has traited stealth and the odds of someone countering this is low. Once you finally get rid of his suit (is he naked now?), you have to deal with his defense power that only lets him take 1 damage? So you're gonna have to hit panther a good 3-4 times to actually get him to mid-dial, which then knocks him into invincible, or the same power again. WAY too strong.
5. 20 defense. He's always going to have a 20 defense. He's getting +5 to defense, which caps at +3 due to the rule of 3's. His trait is giving him +2 to defense, he has combat reflexes, and he naturally plays in hindering terrain. So even if you have a stealth buster, you have to hit a 20 defense.
So if you're playing against this Black Panther, here's how things will work. You get a piece with a high enough attack to actually POSSIBLY hit him. You roll off for his trait, and you get lucky, knocking the suit off of him. Great. DO IT AGAIN. Hit him again with his now 18 defense in range or 20 in melee, and you're still only dealing 1 damage to him. DO IT AGAIN. Now he's invincible. See where I'm going with this? You have to think about balance.
Duly noted. This dial was a mix of ALL of the ideas I had to reflect different aspect of Black Panther's abilities. I'll tweak.