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X-Men: the Animated Series Marquee Primer: Part 4 (Uncommon Colossals)
We may be living in an Avengers world now, but the 90s belonged to the X-Men! HeroClix turns back the dial to Saturday Morning on Fox, where mall rats and mutants collide with angry mobs and towering robots (who occasionally forget to unplug themselves from the charger). If that theme song isn't playing in your head already, we'll make sure you leave with it...
From the House of Heroes in downtown Oshkosh, saturnflight, JRuffing, and Alucardrules deep dive into 90s nostalgia for this Primer! JRuffing and saturnflight will share dueling reviews of the standard 300 Sealed format, while Alucardrules will continue to give you the Battle Royale perspective.
Detouring from the standard rarities, we're sliding over to that 5th slot in your HeroClix: X-Men the Animated Series booster. Let's look at those Uncommon Colossals.
Since you're guaranteed to pull a Colossal in every booster, we're going to hold off on the Super-Rares for the moment and spend a little time with the big threats of the set, starting with the Uncommons.
If you're a long-time HCRealms member, you've probably seen my Kind of a Big Deal series, where I advocated for more regular consideration of Colossal figures as legitimate members of teams. Their past reputation as 'scenario figures' has mostly been shed by years of mainstreaming. Currently, they're most well known for the Colossal Retaliation ability, a compromise between 'big = expensive" and "big =/= important". You won't find much of either in the X:tAS Colossal roster; these are, for the most part, just as balanced as any other figure in the set, and the few that do have Colossal Retaliation are either more tame or more expensive than many prior options.
Each rarity so far has had an identity, and this one is no exception. The Uncommon big figs give you POWER, but there's almost always a trade-off.
You won't find much in the way of support among this class, and what they do have is often incidentally helpful. They're largely concerned with their own affairs. The Carry ability is through the roof (11 of 11 figures have it), but it's because of their Great Size and/or Flight. Telekinesis looks prevalent, until you consider how it's distributed: Rachel Phoenix has it on her 25 point dial, Nimrod could choose it via pick-a-power, Onslaught has it as one of his 3 available free actions, and Exodus has it in a mix of abilities.
Running Shot is the mobile attack of choice, and you'll see in the next graph, it's paired with long range values to represent how the battlefield is simply smaller when you're so big. Charge still shows up plenty, however, and even Hypersonic Speed makes an appearance.
Invulnerability, Impervious, and Invincible are everywhere, which is to be expected. Only the O*N*E Squad Sentinel doesn't have it. Willpower is also on every single one of these dials. They have stamina and staying power, meaning when you face a Colossal, you should expect it to do something most turns. That's especially important if you go all in on any of the one-man armies available in this rarity.
Psychic Blast has strong representation here, and Pulse Wave comes in hot from out of nowhere! But Exploit Weakness is still a no-show, making it a perfectly viable option for your Colossal to go base their Colossal to avoid having your defenses bypassed.
There's not a lot to say beyond "as expected" regarding the stats at the start of the graph. Exceptional Attack, Defense, and Range values are kind of the bread and butter of higher cost figures. What it a little more interesting is how skimpy the keywords are for our favorite themes! Only 1 Acolyte (who is also one of the 2 Brotherhood members), 2 Brotherhood, and 1 X-Man appear in these figures. Of course, this is the Sentinels' time to shine, and they put in respectable numbers. 4 of 11 Colossals are basically breaking all hopes of a theme team as a cost for including them.
#G001a Sentinel Squad ONE
Real Name: Various
Team: No Affiliation
Range: 6
Points: 70
Keywords: Sentinel, Armor, Robot, Soldier
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Prime Directive: At the beginning of your turn, Sentinel Squad ONE may move 1 square. If an opposing character with the X-Men or Brotherhood of Mutants keyword is on the map, it may move 1 additional square. Sentinel Squad ONE Bonding: Autopilot. Willpower, but only if Sentinel Squad ONE has a pilot. Advanced Multi-Targeting System: Incapacitate. When Sentinel Squad ONE uses it and hits an opposing character and that character gets an action token, after resolutions it can use Incapacitate at no cost, but only to target a character Sentinel Squad ONE hasn't targeted with Incapacitate this turn. (It may repeat this.) JR (300 sealed): If not for the you could mistake any of Sentinel Squad ONE's dial for a standard size dial in the set. Dial length, cost, and stats wouldn't be outside the norm there. 3 options is nice, though the close combat one is a non-starter for me. Close Combat Reflexes is just an awful defense power when nothing on the map can give you cover from range. Range version is fine, though I'd rather reverse that checkerboard defense and have the ES/D with RCE so I'm not so easy to hit off his best click if I go to the trouble of pushing for it. Honestly door number three seems like the winner to me if you can find a suitable range character for him to carry into battle and boost. Either way I'd say he's nothing spectacular.
SF (300 sealed): While most of the Colossals you'll open up provide you with a tentpole option, a few of them (such as O*N*E squad here) are simply solid members of the team, no different than the Commons/Uncommons/Rares you pull. That may not be too exciting, but oftentimes the one-man army is a trap anyway; Sentinel Squad ONE may just be saving you from making a big mistake. The ability to add a pilot lets you tailor this Sentinel to your needs- basically, to take a character with attack/damage powers you like and supersize them, extending that starting click by another 6 clicks. Because of that variability, it's hard to tell you which starting line to use; one of those three movement powers will be the best fit for your pilot. You might consider running the ONE Squad on autopilot, but the Vehicle advantage is a completely unique option that this Sentinel provides, so I wouldn't pass on it.
AR (battle royale): I love the concept of this as a vehicle, I have been saying they should do this with the Iron Man armor, and maybe others. Not too much in the way of complicated traits or special powers, they're all pretty straightforward. This is not one of the stronger 2×2s on its own, but that's why you have someone pilot it. It's serviceable on autopilot, but if you can get someone like Bastion to pilot it, Sentinel Squad One will be a terror, since even once it's off top click you can keep taking your pilot's values. I actually think the Incapacitate special power line is quite good; in BR everyone is closer, so you might end up tokening all opponents. It's unlikely, but you'll still probably get to hit multiple in a turn, which along with the Willpower if piloted can keep things locked down pretty well. That said, unless you're just throwing your weakest character in as the pilot, to get better than printed values you're shrinking your force and saving your tentpole for later. I think this could be really good, but it's highly dependent on your other pulls, so this is likely something that will get passed to 2nd pick, but very unlikely past that. Solid, and versatile, but hard to be impressed by with so many of the others having usable options twice as high in point cost or more, and that only mattering if they are scored (which SSO probably will be); but hopefully it gets some damage in first and protects your tentpole.
#G001b Prime Stealth Sentinel
Real Name: Nathaniel Briggs
Team: No Affiliation
Range: 8
Points: 200/150/100
Keywords: Sentinel, Armor, Robot
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Prime Directive:At the beginning of your turn, Stealth Sentinel may move 1 square. If an opposing character with the X-Men or Brotherhood of Mutants keyword is on the map, it may move 1 additional square. Power Adaptation: Stealth Sentinel can't be healed except by this trait. FREE: Turn it to the same click number of a different color, then heal 1 click. (Stealth Sentinel can't be healed above its starting click number on either dial.) Stealth Capture Mode: Incapacitate, Poison. Smoke Cloud as FREE. Emergency Systems: STOP. Toughness. JR: Alpha Class Attack Sentinel! My old friend! How good to see you after all these years, have you lost weight (points)? The years have certainly been kinder to him than to me. He's looking lean, mean and ready to DESTROY ALL MUTANTS. His 200 point dial honestly looks like it could do OK on it's own, that we can still afford 100 points of back-up is fantastic. Significantly less of a fan of the close combat starting line, having to set him up close enough for a charge seems likely to mess with my tempo. I want to come in like a wrecking ball from downtown via running shot and then switch to the almost unassailable defense mode. Free smoke cloud combined with stealth and poison will put a lot of attackers in a bad spot. 200: 150: 100: SF: We've seen a Sentinel built like this before, in DoFP. Those attack values and defense values sure look great, but you can't access them both at the same time. It takes pre-planning and a good understanding of tempo to avoid leaving yourself vulnerable at the wrong moment. Because of that, I'd discourage the average player from investing heavily in the Stealth Sentinel. 100 points buys you a great opening strike with Psychic Blast, before flipping the switch to a hidden Colossal with Probability Control. However, the potential devastation delivered by the 200 point Stealth Sentinel doing the same thing is nothing to sneeze at. The middle option seems made for the Blue end of the dial, rather than the Red end; I wouldn't put much stock in that starting line. 200: 150: (downgrade before settling for this!) 100: AR: I'm telling you right now, this thing scares me. Not as much as if the 200 point line was an option, but this still gives me flashbacks to when JRuff played the Alpha Sentinel that had a similar dial switching mechanic. The offensive dial has great attack and damage values and powers, and the stealth mode is going to be a pain to hit. Plus even on attack mode, while defenses are low, the defense POWERS are solid reducers. The healing from switching dials will be ever so frustrating to play against, especially to get past those 2 STOP clicks on attack mode. If you could play the 200 line I might call this the best 2×2 to pull, as is it still might be.
#G002 Sentinel
Real Name: Various
Team: No Affiliation
Range: 6
Points: 33/25
Keywords: Sentinel, Robot
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Night of The Sentinels: If you paid 33 points for Sentinel, at the beginning of the game choose a starting line. If you paid 25 points for Sentinel -or- it was brought into the game by another effect, roll a d6 to determine it's starting click:
……1 = Click #1
……2 = Click #4
……3 = Click #7
……4 = Click #10
……5 = Click #13
……6 = Click #16
If brought into the game by another effect, their point value is 25. Prime Directive:At the beginning of your turn, Sentinel may move 1 square. If an opposing character with the X-Men of Brotherhood of Mutants keyword is on the map, it may move 1 additional square. Capture Coils: Plasticity, but affects all opposing characters within 3 squares and line of fire. Knockout Gas: Incapacitate. When Sentinel uses it as CLOSE, it may instead target all opposing characters within 3 squares and line of fire, regardless of adjacency. JR: Goods news: you pulled what will probably be the most desirable generic of the set (send it to me!). Bad news: If you were looking for one of the tentpoles that makes teambuilding a snap and whose coattails you could ride to victory, this isn't that. Still, for the low cost you're paying I wouldn't really call this a dud. I'm actually a fan of 4 of the 6 options (Clicks: 7, 10, 13, and 16) and click 1 isn't really even that bad, just less than ideal. I'm comfortable with taking a chance on those odds, though I think picking your poison is a better use of 10 points than a playing a FoH bystander. Prime Directive makes all of them at least a little more mobile than they first appear.
SF: There are decidedly better and worse starting lines for this Sentinel, but 33 points doesn't fit nicely into the new pricing scheme of 'multiples of 5'. That puts you in an awkward situation: do you hope that opening roll gives you a desirable dial, or do you cramp your team building to ensure you get Click 7? I'm unhappy with either option, though the low cost at least makes a compelling argument for including it anyway.
AR: I'm sorry if this is the 2×2 in your booster. While not useless, each line has advantages and those are solid stats and powers for 2 clicks...but that's just it, 2 clicks. This is going down hard and fast, the only saving grace might be the low point value deterring your opponent from attacking this first. This is most likely getting passed, possibly more than once or even twice. I doubt it will ever be your final pick, and you'll pretty much always prefer this over Senator Robert Kelly. Basically you're sad if this is your 1st pick, 2nd isn't great, after that you're happy.
#G003 Nimrod
Real Name: Nimrod
Team: No Affiliation
Range: 8
Points: 375/275/175
Keywords: Sentinel, Future, Robot
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Reconfiguring Weapon System for Maximum Effect: At the beginning of your turn, choose a standard attack power. Nimrod can use that power this turn. Running Comparative Evaluation of Reference Data: When Nimrod is attacked and would be hit, you may roll 2d6. If your roll is equal or higher than the attacker's attack roll, Nimrod evades that attack and after resolutions deal the attacker damage equal to their printed damage value. Repair Protocols Activated: Each time Nimrod takes 2 or more damage from an opponent's attack, give him a Structural Damage token. // FREE: Remove a Structural Damage token to heal 1 click. JR: Come children and let me tell you a tale, in the distant year of 2018 and ye olde set of Avengers Infinity there was a Thanos. That Thanos has an optional trait that reads:
Quote
Once per turn when Thanos is attacked, you may choose to roll a 2d6. If your roll plus your attack value is higher than the attack total, that attack automatically misses, and after resolutions deal the attacker damage equal to their printed damage value.
That trait cost 50 points, and both SF and I agreed that trait was the best part of Thanos' dial. The potential to not just evade, but return an attack is just excellent. Nimrod's version of that trait works on every attack and does not cost any extra. Nimrod has better combat values than Thanos did. He has a trait that heals him to minimize damage. Oh, and he has pick-a-power. Run Nimrod. 275/175: SF: Thanks for the ballad, JRuff-a-Dale. Indeed, Thanos has been succeeded and surpassed here (though the dial is missing a few of Thanos' tricks that still give him a place in the game). Nimrod is a terror, and one of the figures that has had us all cautioning you to plan for a battle with a Colossal. The biggest shortcoming here is Nimrod's lack of move-and-attack; you should know where he's going to attack before it happens. There are definitely ways he'd prefer to engage, leaving windows open to exploit. Also of note, Nimrod MUST be hit to redirect that attack- and if you hit THOSE defense values, you probably had a formidable attack roll which at least makes Nimrod work for that counter. I'm always leery of going all-in on a solo act, but Nimrod might be one who can get it done. 275: 175: AR: Oh boy. The mighty hunter here has a starting line at exactly 175, his lowest, but you're still getting one of the strongest pieces you could get. Great values, wonderful defense powers, traits that help with healing and evasion (plus counterstrike that is like AI Thanos but better in almost all ways), and a trait that lets him PAP an attack power every turn. He doesn't have Outwit protection, but there isn't much Outwit in the set, and he can probably hit whoever has it off it. Even at his worst, with 9 attack, 3 damage, he has Exploit Weakness and 19s for defense values. Unless your other pulls are crap and your opponent has an equally strong 2×2 or a super synergistic team, I don't see Nimrod going down easily.
#G004 Proteus
Real Name: Kevin MacTaggert
Team: Power Cosmic
Range: 5
Points: 400/225/150/20
Keywords: Brute, Monster
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Movement: █ Warping Reality: Barrier, Shape Change, Smoke Cloud. Once per turn, Proteus can use Barrier as FREE or Smoke Cloud as FREE, but only to generate 2 markers. // Other characters within 3 squares can't use Improved abilities. Possess Someone to Hide: Mind Control as FREE. When Proteus uses it and hits, you may choose that hit characters can't make attacks. If you do, after resolutions place Proteus adjacent to a hit character and he can't be the target of range attacks until your next turn. Colossal Retaliation: A Paralyzing Fear: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Proteus or damaged a friendly character since your last turn. Place Proteus such that he can make a close attack targeting the chosen character then do so. A hit character gets 2 Fear tokens. Even if this power is lost, characters with Fear tokens must roll a d6 when making an attack, and negatively modify their attack value by half the result, then remove one Fear token. Colossal Indifference: I Don't Know Better: STOP. If Proteus starts on the 20-point starting line, he can't attack smaller characters except via Colossal Retaliation. JR: Well firstly, just right off the bat, Colossal Retaliation is almost always gonna be a phenomenal value. And I think Proteus' is actually one of the better ones to have in your back pocket against a tentpole or OMA. If they only have one attacker than crippling their attack value for 2 turns is huge, and 20 points is practically nothing. As for spending more on Proteus, I'm less convinced of the value. For all his neat tricks I'm not convinced he'll actually get to be the master of his own destiny. Less than stellar attack values are gonna make me feel like I have to use that perplex on attack. Battle fury and Colossal retaliation could throw your game plan out of whack if you were counting on pulsewave. Low speed and short range force you to rely on that free mind control to get him in decent position rather than it really feeling like a bonus. Proteus feels like he's relying more on my opponent playing a bad game than letting me play a good one. 225: 150: 20: SF: Free Barrier! Hold me back! No, literally, I need someone to keep me from overselling this guy. Because the 400 point dial isn't an option for this format, we're left talking about a 9 click dial that, granted, does a LOT of things in a turn, but is still a giant target. You'd think that much Pulse Wave would make for a solid sales pitch, but paired with 5 range and no move-and-attack at all, you're really depending on his free Barrier and his Possession trick as substitution. It's a slow strategy, and one I'd rather not put all my hopes into. The 150 point line is probably the most playable one- though of course, the 20 point dial CAN'T be a bad investment. And somehow JRuffing and I matched precisely... 225: 150: 20: AR: Traited Shape Change, traited Barrier and Smoke Cloud that can be free for smaller effects, opening FREE Mind Control+, Pulse Wave, 18 Impervious, and Perplex with Power Cosmic really draws my attention. That all said, he has no move and attack, not even Sidestep (the placement for the FREE Mind Control COULD functionally do it for you), only 5 range, and less impressive stats/powers if he's hit off top click. Also, as great as Pulse Wave is, it's a little worse on 2×2s, since most of the time you want a single target to kill or cripple them, not piss off multiple enemies. The paralyzing fear retaliation isn't only on the 20 point line, but he doesn't start with it otherwise, and while fun, I don't think it will do as much as you want it to. Still, he's probably going to be difficult to deal with, I'm just less scared of his offense than the Stealth Sentinel or Nimrod
#G005 Unique Exodus
Real Name: Bennet Du Paris
Team: Brotherhood of Mutants
Range: 7
Points: 500/350/175/75
Keywords: Acolytes, Brotherhood of Mutants, Marauders, Herald
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Genoshan Force Field: At the beginning of the game, choose 2, 4, 6, or 8 to be X. // When a character more than X squares away would move within X squares of Exodus and wasn't given a MOVE action, that character stops moving. When a character more than X squares away attacks one or more characters within X squares of Exodus, modify their attack -1. Magneto's Greatest Disciple: Energy Explosion, Pulse Wave, Telekinesis. Precision Strike, but it can be used with more than one target. Named By Magnus Himself to Lead Mutants Forward: Leadership. When Exodus uses it and succeeds, instead of the normal effect, you may remove an action token from up to 3 adjacent friendly characters that each share a keyword (with him). If you do, until your next turn modify Exodus's combat values +1 for each token removed. JR: Exodus is relying on that force field to hide a relative glass jaw for a Colossal tentpole. One solid hit and he's not gonna be the big dog on the playground anymore. If the focus is just on protecting Exodus himself then I think 4 is gonna be the right choice most of the time. Just big enough to keep the giant reach figures from punching around it. Maybe bump it up to 6 if you want him to be protecting the team. Bringing back the EE and PS combo will help him against more well rounded teams quite a bit, but I'm not sure Exodus is gonna be able to go the distance against heavier hitters. If you're gonna try and play around his weaknesses might as well save 100 and give yourself more to work with.
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75 SF: How do you solve for X? It's hard to make that call. Do you go wide and halt opponents while they're still far away? Do you constrict to a Charge-proof personal bubble? Definitely look across the table to make that decision. You'll want to impair the best attacker on their team. Exodus has a really solid opening click, and some... ok clicks after that. Which is usually a deal breaker in Sealed, except that Exodus is an Acolyte... and odds are you've pulled 1 or 2 of those... who would gladly take a bullet to keep Exodus in full fighting form. I think either dial merits consideration, but given the lack of Outwit and the potent combination of powers Exodus can access, I'd be inclined to run him at 175, provided I had another Acolyte or, ideally, two. 175: 75: AR: Our first 2×2 that isn't a colossal, giant, or vehicle. Exodus has the dial length and powers to match his cost. The force field trait will help keep him from being overwhelmed too badly, since he does get squishy off his top dial. Energy Explosion is a little better here than elsewhere, but at the same time many of the other tentpoles have at least Invulnerability, top dial anyway. The Pulse Wave will be nice, though I doubt I will use his Telekinesis much, since he's my tentpole and it isn't special in some way(see 2×2 Magneto), though the multi-target Precision Strike with good range and 2 targets is appreciated. There was a time after Precision Strike came out that it was given out too freely and was stronger; in this set it is quite scarce, and his can be used on both his targets, which could help. If you can pull enough Acolytes and BoM, his Leadership special could give him the oomph to fight other 2×2s and win before he gets whittled away- but frankly I think if playing against him, just rush him and overwhelm him, his defenses get very soft in close, though the force field trait can mitigate that some. A solid piece, but not super inspiring, and depends on synergistic pulls to truly shine, and even then I bet I will pull him and roll his leadership only when he has 2 action tokens, lol. Still probably stronger than a single base figure, but in this format, he isn't really special.
Targeting: Hindering, Characters Behind the Scenes: Onslaught can't be targeted by opposing characters more than 5 squares away. Psychic Juggernaut: Onslaught has PROTECTED: Mind Control, Outwit, and Penetrating/Psychic Blast. // Once per turn, Onslaught can use Incapacitate as FREE -or- Mind Control as FREE -or- Telekinesis as FREE. "Kill You, Cain Marko? What a Splendid Idea!": Onslaught can knock back characters that can use Charge or Combat Reflexes. // When Onslaught hits with a close attack, a hit character unequips all equipment and drops any held objects and after resolutions, Onslaught knocks back a hit character 9 squares. Reshaping Reality: Probability Control, Shape Change. When Onslaught uses Probability Control to reroll an opposing character's attack roll and the final result is a miss, after resolutions you may place that opposing character up to 3 squares away from their current square. JR: Onslaught wants to try and keep the battle under his control. FREE Incap or Mind Control may let you do that (at least when you couple it with and good range, take notes Proteus!). Maybe you can keep everything going according to plan with all that. But with no move and attack that is always going to be Onslaught's opening move, he'll have to save more direct attacks for the next turn. So he'll plant his feet and dare his opponent to take their best shot at cracking him open. Everyone has a plan until they get punched in the face, and regardless of what his attack power has to say on the matter I don't know that Onslaught has a good plan B for when Juggernaut socks him in his.
SF: Look. I realize that a 6 click dial primarily defended by d6 rolls is a tough sell at 125. But Onslaught has all the right abilities to make the most of those clicks. If you can't see the absurd value in 3 powers available as FREE, then I can't help you. Onslaught sets up his own alley-oops. He'll grab you from range, pull you in close, the knock you back further than you started. This isn't the kind of figure I'm just hoping to pull- he takes brains to maximize- but he's the sort I can't help but play if I happen to pull him.
AR: You may be forced to play him at his lowest point value, at which he only has 6 clicks, but he still has a lot going on. That top dial won't be easy to knock him off of, since he can't be targeted by opponents more than 5 squares away, and even once you've gotten that close, he has "Protected: Mind Control, Outwit, and PPB", the latter 2 being very important, AND he has a damage special power with Shape Change and Probability Control which can also move an opposing character that missed an attack on him away. His special attack power won't be relevant in the sense of dropping equipment, but knocking someone back 9 squares, even if they have Charge or Combat Reflexes, when he hits on a close attack can be devastating. Ironically though, with the power mentioning Cain Marko (see G007), he can't knock back the Juggernaut in this set, or any 2×2 for that matter. It would have been great if that stipulation had been added, but oh well. It only triggers on close attacks, and while that's fine because that how the opponent has to come to him, you're still likely to be using range attacks with him, what with the massive 9 range and 3 bolts. He also gets to once per turn FREE Mind Control OR TK OR Incapacitate, and he ignores hindering and characters, two of the only things that could have otherwise hid opposing characters from him. That big list of pros out of the way, he does only have 6 clicks, and if knocked off that top click, he gets really squishy. Nearly a 4 star, but I think there are enough close combat pieces that ignore Shape Change that him getting knocked off top is going to happen due to law of averages over multiple sample games, though he has a decent chance at just not being touched.
#G007 Juggernaut
Real Name: Cain Marko
Team: Brotherhood of Mutants
Range: 0
Points: 300/200/100
Keywords: Brotherhood of Mutants, Brute, Mystical
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Movement: This character can move through Blocking terrain. Immediately after movement resolves, destroy all Blocking terrain moved through. This character can move through squares adjacent to or occupied by opposing characters without stopping, and automatically breaks away, even if adjacent to a character than can use Plasticity. My Mutant Brothers and Sisters: Once per turn when an effect other than clearing removes an action token from Juggernaut, after resolutions heal him 1 click. Mass Destruction: Super Strength. When Juggernaut is given a MOVE action, after resolutions destroy all adjacent pieces of blocking terrain, then he can use Quake at no cost. City-Wide Rampage: If Juggernaut destroyed 3 or more pieces of blocking terrain during one of his actions, after resolutions remove an action token from him. Shielded by My Helmet: Colossal Stamina, Invincible. Juggernaut has PROTECTED: Incapacitate, Mind Control, Outwit, Pulse Wave. JR: Juggernaut frightens me. Besides just being an amazing figure capable of insane damage, the amount of powers/figures/strategies he completely invalidates is staggering. Being immune to Incapacitate, Mind Control, Pulse Wave, Outwit and penetrating damage for the majority of his dial leaves the majority of the set looking overpriced when fighting him. He cannot be tied down. at all. Never mind all the figures he can easily one-shot. While 300 is definitely my choice for playing him, I cannot even really say anything bad about the 200 or 100 point options for the cost. At 300 there's teams that stand a chance and teams that don't, but I don't know that I can imagine any team that actually feels like they have the advantage against Juggy.
SF: In STARK contrast to the mental complexity of playing Onslaught, Juggernaut is basically mindless. You rush toward the closest target and hit it till it's dead. Again and again and again. And like JRuffing, I expect Cain will largely be successful. You really can't make a wrong decision here; spend as much or as little as you like on Juggernaut.
AR: We have waited a long time for a proper Juggernaut in clix. Kuurth in Fear Itself was good, but not "Juggernaut", and folded maybe just a little too quick. The ones we got in UXM (and the Prof. X What If LE version) were certainly an improvement, but still fell a little flat. This one finally captures the size he is usually represented as, and the "unstoppable" nature of him, AND finally great offenses (finally Super Strength traited). You're only going to get to use him at 100 in this format sadly, but he's still formidable there, and resilient. He has the best string of reducers in the set, starting with a special defense power that not only gives Invincible, so he doesn't have to worry about penetrating damage on his top 2 clicks, but he gets "Protected: Incapacitate, Mind Control, Outwit, and Pulse Wave". This is even better overall than Onslaught's list of protection (though tied to a special power and not traited like Onslaught). Remember the 3 things Onslaught could do as a FREE once per turn? Juggernaut ignores 2 of them top dial. But what if he gets knocked off top dial? This is where the My Mutant Brothers and Sisters trait is the best, because you're counting on every click since he's your tentpole, he has great reducers so those heals mean more. He also has 2 ways to take a token off himself: the BoM TA which is dependent on rolling a 10+ attack, and another trait that takes a token off him when he destroys 3 or more blocking in an action, which as long as there is enough is easy with his IM:destroys blocking, AND his super strength trait that lets him destroy all adjacent blocking and quake as FREE after a MOVE, which allows him to move wherever he wants and still be getting a big attack in. PLUS, on that top dial, he has colossal stamina, which if you order operations correctly, will allow you to push off that top dial by attacking again, then remove the token somehow and heal back to top. If you do it right, he will never stop. Despite having to play him at only 100 here, I still think he could be one of the strongest things you can pull here. If you can get someone with leadership and a shared keyword, you're golden.
#g008 Sasquatch
Real Name: Walter Langkowski
Team: No Affiliation
Range: 0
Points: 175/125/50
Keywords: Alpha Flight, Animal, Scientist
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Leaping Smash: Charge. POWER: Place Sasquatch within 5 squares and line of fire. He may then use Quake at no cost. JR: Crikey, now that is a beaut. Very endangered, it really is quite a treat to see a specimen in this good of health. Last couple we spotted weren't looking so good, but you can tell these have a good go of it. Gorgeous coat, and would you look at those starting printed 4 damages the adults have, goes smashingly well with that perplex. And looky here, a little baby one. Doesn't quite have the muscle of mummy and daddy Sasquatch, doesn't stop em from being viscious little buggers with that Outwit. Not the most agile of creatures for all that power. Mostly they rely on that thick beautiful coat and a tough hide to try and absorb the damage, get through that, and it's goodnight Irene. Really can't go wrong with any of these watching your back. Now if you'll excuse me, I'm gonna wrestle it.
SF: Mr. Squatch's introductory package is enticing enough as a 50 point figure with Outwit- that combination is often enough to sell a figure in Sealed, especially in this set, where Outwit is basically absent. Then come the upsells. Sasquatch's 125 dial makes for a more durable, more threatening figure, and Perplex is probably more useful in the first few rounds anyway. Then if you're willing to spend 125, what's another 50 points to unleash the beast? And then BAM, you're at the table with Sasquatch and two Sabretooths wondering where you went wrong. Don't get upsold! 175: 125: 50: AR (battle royale): Sassy here is pretty simple, the most clicks you're getting in this format, and a straightforward brawler. I don't love regular BCF on my tentpole, but it's in the middle of the dial when you may want to take a hail Mary. The leaping smash special power gives you 2 options for moving and attacking. The values and powers start to shrink after a few hits, but you're relying on a solid top several clicks that will hopefully do enough of the work that he can outlast the opponent. He does have the rare outwit, but not on any starting line(except 50, but WHY would you start him there instead of at 175? Outwit? Not worth 8 clicks and most of your offensive potential) though the Perplex is nice. Very solid, but not impressive.
#G009 Green Dragon Puff
Real Name: Puff
Team: No Affiliation
Range: 6
Points: 225/150/75
Keywords: Animal, Monster
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Winds That Can Upend Tanks: Force Blast. When Green Dragon Puff moves one or more times during an action, after resolutions she can use Force Blast at no cost. Building A Nest Out of A Skyscraper: Sidestep. FREE: Destroy an adjacent piece of blocking terrain. If you do, generate and hold a light object, then make a Range Object attack. Green Dragon Puff may activate this twice per turn. Revert to Original Size: Green Dragon Puff has (instead of Colossal) and can't use her trait. JR: Now listen kids, I know Puff the Magic Dragon may try anything to convince you. But just say no. She may try and use peer pressure "All the other kids are playing colossal tentpoles, look I have Hypersonic Speed!" But Puff Daddy isn't too cool for school, she's only got it for 2 clicks and it's coupled with a sickly 6 range. Her blocking destroying temper tantrums won't hurt opposing colossals, only the ones she loves. The symptoms really start to show on the 75 point dial, red eyes and way too many 9 attacks. This could be you. Winners don't do dragons.
225/150/75 SF: I have a conceptual hangup with this character. I just... don't much care for her. I might not use her on prejudice alone. But I'm aware that I have no good reason, and the dial isn't all that bad, and might even be sorta good. The 225 point version might even be great? if Superman's storied history in HeroClix is any indication. So, I suppose, maybe give her a shot if you have nothing against her. 225: 150: 75: AR: Everything else aside I am excited for a true dragon in HeroClix with the appropriate size and powers. I love the traited Force Blast to knock back enemies that Puff hits, AND the at no cost Force Blast after one or moves in an action, which I believe will still trigger with sidestep, which Puff has as part of a special power. The free blocking destroying, object throwing part could come up enough to make Puff still a threat even when resting, it only uses a light object, but much of the set doesn't have Invulnerability or better, and not for EVERY click (Obi Wan voice: "ignore Juggernaut..."). The flight on top of colossal size means Puff carries whoever. While the reversion to tiny at the end can even be a help, making Puff harder to find to finish off, and has BCF to stay possibly dangerous. I would like to rate Puff higher, but despite all my praise, there is a lack of penetrating damage aside from 3 clicks of PPB in the front half, and the attack values are only fine, and while wonderfully mobile, doesn't have super high or thick defenses. That said, this is still one Puff I'm not likely to pass.
Cosmic Entity: Phoenix can't be the target of an attack with more than one target. Eternal Flame of Destruction and Rebirth: Energy Shield/Deflection, Poison. When Phoenix uses Poison and an opposing character took damage from it, after resolutions choose one: heal 1 click for each opposing character damaged this way -or- heal each adjacent friendly character 1 click. Colossal Indifference: STOP. If Phoenix starts on the 25-point line, she can't attack smaller characters except via Colossal Retaliation. Colossal Retaliation: Psionic Maelstrom: FREE: If no friendly character has been placed this turn, choose an opposing character that attacked Phoenix or damaged a friendly character since your last turn. Place Phoenix within 3 squares of the chosen character then make a range attack targeting that character and all other opposing characters within 3 squares, regardless of line of fire. Instead of normal damage, deal each hit character 1 penetrating damage for each action token they have. Hit targets that can use Incapacitate, Mind Control, Outwit, or Penetrating/Psychic Blast modify their combat values -1 until your next turn. JR: Rachel is hoping to end things quickly. She does have fantastic reach with running shot and that massive range and the right power in the attack slot to start. So maybe some games she will get a strong enough start to make up for the fact her dial at 175 is rather short and front-loaded. But I don't see her winning that bet every game. That ES/D helps a little and that healing poison is certainly neat, but it's just not enough. Meanwhile the 25 point line is just an obvious value. Colossal Retaliation alone can easily justify 25 points, toss in TK and keeping theme with one of the more common keywords of the set is just gravy at that point. 175: 25: SF: Look, I get it. We all wanna be nice to Rachel. She's been through a lot. But we are on a break. A strong opening without follow-through isn't gonna cut it at these point values. And while a low defense is easier to excuse in a set full of Colossals, I'm not interested in my own tentpole coming up short in that way. She *can* be properly supported to do well (what a difference an 18 would make, eh Hank?), but generally, she's too risky. Take that 25 point TK instead. 175: 25: AR: Rachel here is poised as the colossal killer among Colossals, with that top dial Running Shot, PPB, Perplex, 11/4 mix, with traited ES/D and top dial Impervious with Power Cosmic to hopefully keep her safe from a retaliatory strike (ironically close combat Colossal Retaliators will be the strongest against her). That said, her only way to heal is through a Poison trait, and I doubt your opponent will be sending their squishy close combat guys at her just to feed her fire. With Colossal Size she can probably get where she wants initially and maybe tie up some dudes, but the whole dial otherwise screams range. I know it's meant more as a close combat deterrent since you are likely staying at range, but it's one of those things you wish you could have happen more, but your opponent will most likely just avoid. And if she is knocked off those top 2 clicks she gets really squishy, really fast. The protection from multi-targeting is nice, but not nearly so as not being able to be targeted from more than 5 away or actual Protected lists. She still has strong offense with that RCE even on her squishy clicks, even in close thanks to being colossal. The STOP at the end and Colossal Retaliation are neat, just not sure she'll survive to retaliate because aside from ES/D she is sitting on a naked 16 on that STOP. The retaliation power itself is fine, but not super reliable, she at least has 11 attack there. Those top clicks are amazing, and she isn't straight up dead past them, but she is in trouble.
Well, I got Juggernaut right at least. Though bonus points for him not having any of his lower dial be any fewer shields. Unfortunately, several of the colossals are definitely built to be on a higher point value than sealed allows. Meanwhile Juggernaut I think has the record for most clicks of Invincible in a row in a set where everyone is ranged. Kind of a no brainer how good he is.
Also unsure how to feel that no one brought up Jack Link's Beefy Jerky when talking about Sasquatch.
Nimrod will be a monster. I think he could possibly win team sealed. Long range helps deal with no move and attack. Access to penetrating damage is a huge plus in any set, but even more so with lots of reducers floating around. The feedback damage trait is stupid good, and it will make people not want to target him. Invincible/Shape Change is always a good combo. And that healing trait..... I think his best value is 175 too; it's a lot of points for those three extra clicks, but I would not hesitate to play him higher if needed.
Does anyone think it's funny that Pheonix and Dark Pheonix aren't a prime pane lol?
Nimrod will be a monster. I think he could possibly win team sealed. Long range helps deal with no move and attack. Access to penetrating damage is a huge plus in any set, but even more so with lots of reducers floating around. The feedback damage trait is stupid good, and it will make people not want to target him. Invincible/Shape Change is always a good combo. And that healing trait..... I think his best value is 175 too; it's a lot of points for those three extra clicks, but I would not hesitate to play him higher if needed.
Does anyone think it's funny that Pheonix and Dark Pheonix aren't a prime pane lol?
They've done that already. I'm glad they're trying something different.
Question: What other figures would you need to pull in order to NOT him at 300? (other Brotherhood?)
Definitely with Mr Sinister just because he is awesome with anyone.
Puff.
Probably a 3 for me but one of my biggest wants. Just think the dragon will only do well against certain teams on certain maps. Not enough certainty. However, it's a great representation of what a dragon could do.
Question: What other figures would you need to pull in order to NOT him at 300? (other Brotherhood?)
Definitely with Mr Sinister just because he is awesome with anyone.
Of what we've reviewed so far: Stealth Sentinel or somehow pulling 2 Danger room primes
Of what we've reviewed so far: Stealth Sentinel or somehow pulling 2 Danger room primes
I dunno, Stealth Sentinel is great, but I'd rather have a figure that's great all the time over someone that's great in different areas at different times.
I dunno, Stealth Sentinel is great, but I'd rather have a figure that's great all the time over someone that's great in different areas at different times.
Also, I'd probably say Nimrod.
I have zero reservations about running a Sentinel with attack/defense dials
Pulling Nimrod and Juggernaut would be a real first world clixers dilemma. I feel like I'd rather play either one at full. If they manage to kill 100 pt Juggernaut before I score 100 points and decide to cut and run Nimrod is not at his best pursuing figures. It's not a huge weakness, even at 100 points Juggernaut ain't exactly easy to kill, but I'm paranoid like that.