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Doctor Octopus LE w/ Eclipso & Envy 109
Nighthawk Prime 65
Vanisher w/Brainiac & Lust 69
Ultron Phalanx 30
Pandora's Box 12 (Path of the Ravager)
Level 7 ID (Nick Fury) 5
Green Arrow ID (GF) 5
Atom ID (Colossal) 5
Not sure you have all of this, but here are my suggestions.
WF060R World's Finest 75
SMWW041AE Superman Blue 50
WF001 Superman 90
SFSMS101 Symbiote – for Superman Blue or Shifting Focus
SMWW063P Brainiac, Eclipso, or Batman Superman Robot w/ATA 25
JLTWR101 Pandora's Box with all Sins 40
WFWFID-007 Black Canary 5
WFWFID-020 Nightwing 5
ATA080 Justice League x3/4
Sideboard:
WF002 Superman
WF017A Superman
WF033 Superman
FFWF004/r Nightwing R if you use the Robot
WKD-021 Black Canary
You will want to your team together where you can. Superman Blue give adjacent characters immunity to Pulse Wave, which appears to be your opponents biggest weapon. You wait until at least one of his pieces has an action token and you use Nightwing to outsiders the pluses and then hit him with WF a disgusting piece that can easily do 7 or 8 damage in a turn. The weak link will be the chase Sunfire. If you take that you have the point lead and the advantage. You just want to make sure you keep your Superman Blue protected, by either getting the symbiote on him or using the robot to shield him. Black Canary gives you some pulse wave of your own to use against him. You can always just camp and keep popping out sins until you get to the end of the dial.
Superman 001 - Sloth, Wrath, (greed) WP and the healing will make up almost unkillable. Can deal alot of damage and is hard to plan against. Plus gives plus on def to adjacent characters. I would give him the symbiote or the entity
At any given point you have a 20 to 22 defense for him to contest with. Plus the theme team PC. If you will map roll I would pick a map like the TMNT map. Lost of blocking and it will slow him down getting to you. You can then always switch to the destroys blocking Superman and combo attack with him and WF to try and kill a piece.
Team 2
WF041 Mary Marvel 150
WF040 Element Man 100
AVASS100 Pym Particles 2
WF064R Green Lantern 30
ATA067 Justice League Dark x 3 total 6
NFAOSNFID-007 S.H.I.E.L.D. Level 7 5
WFWFID-020 Nightwing 5
Sideboard:
NFAOS056 Nick Fury
WKD15-008 Nightwing
Your first big move will be to get the pym particles on Mary Marvel and become a Giant. You then ignore the plasticity of the one Sunfire. Use outsiders on Element man to cancel the ESD/Protues/CR on a pieces Have green lantern perplex up the attack on Mary Marvel, then Hypersonic speed attack with an Ultra Heavy Object and kill the Chase. Justice League dark reduces all enemies range by -2 as long as any two teamates are adjacent. That reduces both of their pulse wave ranges to 2. You can always use the ID cards to bring more pain or another perplex and a medic with the bystander from Nightwing. Don't forget you can always call TK with element man to give Mary Marvel more range. Best part is neither Sunfire can outwit or use PC against Mary Marvel.
Hopefully that helps with your build ideas.
Rocket Raccoon: So what, "It's better than eleven percent!" What the @#$% does that have to do with anything?
A less popular solution would be to use a Mind Controller and Living Lightning. I'd go with Maxima or FF Jean Grey + CW Doc Samson; MC the Prime to RS+PW adjacent to the chase, setting then both up for an EE+P/PB attack by LL.
Round out the team with Superman Blue @ 50, FF Nightwing @ 25 (to prevent ES/D bonuses) and ID Cards.
Krang+Eclipso
Juston
Baxter
Pandoras Box, wrath, Sloth, Greed
Batman ID
Atom ID
multiple ways to beat the other team. Stay in stealth all game(never increase size on krang just keep picking powers). rush sunfire chase asap ohko then slowly heal krang back with sloth+baxter. get all 3 relics on your team and go ravager path, 50/50 that you'll have flurry, go balls deep on stats for krang (colossal +2 stats and baxter +1 av and speed) and just kill his team in 1 turn basically. Atom ID is self explanatory, Batman ID is to either put up a barrier, or bring in the bomb batman and have some fun with the bomb, or bring in a cheap bruce wayne for either perplex or outwit.
If it's Golden age, you could use my favorite alpha strike team, the Iron Man yo-yo. Use M10th Iron Man at full 225 points, along with 65 point Rescue, and the Bat signal.
You double perplex up IM's attack value, have Rescue t/k him out, then you running shot/pulse wave your Sunfire of choice for four damage. He's debilitated. Then you can leave him out there to do it again next turn, or you can immediately call him back home with the Bat signal. Then do it again to the other Sunfire. Then that team is pretty much done for, and you can finish them off at will.
In that case, I like Sundance_kid's team of Mary Marvel and Element Man. Or a modern version of the team I suggested is basically the Juston Krang team that's been used very effectively in recent competitions.
Your opponent's team is under built by 15 points, did you miss remember something, maybe?
My solutions:
Team one:
Build
80 WKM16-001 Doctor Octopus
3 ATA090 Original Sinister Six
80 WKM16-001 Doctor Octopus
3 ATA090 Original Sinister Six
35 SFSM029 Overdrive
3 ATA090 Original Sinister Six
10 SFSM005 Thug
3 ATA090 Original Sinister Six
50 SFSM013 Stilt-Man
5 SFSM013T Leg Extension
5 SFSM013T Leg Extension
5 SFSM013T Leg Extension
5 SFSM013T Leg Extension
5 SFSM013T Leg Extension
5 SFSM013T Leg Extension
3 ATA090 Original Sinister Six
300
Team Two:
Build
100 WKD15-003 Koriand'r
6 ATA082 Red Hood and the Outlaws
25 SMWW063P Brainiac
100 WKD15-003 Koriand'r
6 ATA082 Red Hood and the Outlaws
25 SMWW055P Eclipso
12 JLTWR101 Pandora's Box
4 JLTWR101G Gluttony
4 JLTWR101F Wrath
4 JLTWR101E Lust
4 JLTWR101D Greed
4 JLTWR101B Sloth
4 JLTWR101A Envy
298
For team two, I suggest Path if the Hunter. Prob or Running Shot can help out much more than the other powers that you may receive. Team one, I believe, is stronger simple because the Doc Oct team can normally reach their target on the turn two and eat said target. Just my opinion, though.