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Specifically the Infinity Tokens - I get a token every time Thanos KOs a character of 25 points or more, correct? Friendly or opposing?
Then this: ONE STONE AWAY FROM THE INFINITE: FREE: Modify X different combat values of Thanos +2 until your next turn, where X is the number of his Infinity tokens.
Each turn, I pick X different combat values and increase them +2 until my next turn. Do I ever lose the Infinity Tokens? Or do these build up and stay until he is KO'd?
I ask this because it is easy for him to KO 25pt or higher figures and become a truly unbeatable force. I used him last week and it felt like I was cheating. He was practically unstoppable with 4 Infinity Tokens. He single handedly wiped out the rest of the team. I didnt even need the tokens after a while. I had every value +2. Assuming the rule of 3 applies, perplex can only help so much beyond that.
Please help me understand if this is correct or if I was playing him wrong.
I like to include 2-3 25-pt Thanos Duplicates and always keep at least 1 w/ an Action token. Move + Sidestep typically allows the Dupe to get adjacent to an opposing figure while Pushing (and choosing NOT to use Willpower), then Thanos can trigger TIME TO STOP MY DUPLICATES AND REVEAL MYSELF to KO the Dupe. That gives your opponent 25-pts, but in return Thanos gets an Infinity token, most times a very fair trade!
(Speed) COLOSSAL RETALIATION: IMMOBILIZE: FREE: If no other Colossal Retaliation power has been activated this turn, choose an opposing character that attacked Jakar or damaged a friendly character since your last turn. Place Jakar such that he can make a close attack targeting the chosen character and all other opposing characters within 2 squares. Instead of normal damage, hit characters are each given 2 action tokens that don't deal pushing damage and may be placed in a square adjacent to their current square.
(Defense) COLOSSAL INDIFFERENCE: STOP. Toughness. If Jakar began the game on the 25-point starting line, he can't attack smaller characters except via Colossal Retaliation.
Retaliate, then KO for an additional gem. If the retaliation hit, the opposing characters might not be able to hit back next turn and get placed. Works crazy well.
Personally, I've not had much success with him, but I think he just got hit by high rolls a lot. He definitely can be made to work with retaliators, but I'd only do that if said retaliator's in a position to die next turn. I'm not quite as intrigued by his ability to fit on any generic theme team, but getting any Battleworld keyword (while also having Other) does allow him to be affected by plenty of barons in high-point games. My biggest issue is lack of flight, though. A stealthy figure likes to sit in green, but he'll have a hard time getting out of it. He needs some help by Telekinesis or equipment to help him get around. Just had my heart broken a bit when I realized a Battleworld: Other team I made involved two primes.