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Very Limited Hero Pool...looking to build a 100 pt team
I am new to MKD and so I do not have many Heros at all, in fact I only have 8. What do you think my best option is for a well rounded dungeon crawling party. Here is the list:
I was thinking that the 3 trolls; Kamune, Karg and Morg would be my best bet. All three seem tough as nails and fairly hard to take out of the game. However, I think they may be too slow and I may not have enough actions to keep up.
If I wish to use any of the trolls (and Kamune seems almost necessary as Alsyn is my only other option as a fighter, I will be forced to use only 3 pieces).
If I wanted a 4 man team it would seem that Arman, Alsyn, Hurgg and Vermin is what I would have to go with. It's faster, can open most chests easily and has some decent ranged capacity...but up close it falls apart.
Anyway, which do you think I should use? Thanks...
Since you've just started out, give priority to reliable figs. ;) Kamune is slow, but packs durability (Toughness) and power (very good Attack and decent Damage at Level 1) in one neat package. Arman is an excellent Thief; not a fighter, but he gives you a Range attack and gets a nice 6+ bonus for Slow Disarms. Morg is, without a doubt, one of the top 3 Healers of the game, combining the same durability and power you see in Kamune with Range and Magic Healing.
Welcome to Dungeons, Rufus! :) Good luck and happy gaming! :D
Fortunately, my Hero pool will be greatly increasing this week (hopefully) as I decided to use those Heroclix Judging points for Pyramids stuff. So I got a Pyramids starter of that and 9 boosters on the way :).
Thanks for the advice. I see your point about the +6 on Arman vs +4 that Locksmith gets for slowly disarming. My main concern with Gessep was his 7 attack, but I guess the thief shouldn't really be fighting too often in the first place. Also the stealth could come in handy for chest robbing without converting WMT to mage spawn. The 8 range doesn't hurt either :) .
If no one is seriously injured, who should I focus on leveling up first? Kamune? Also, what types of powers should I look for in my magespawn with this team?
If you're looking for Fighter/Thieves, allow me to give you some names. ;)
Pyramid: Hazna (Range, Venom) Lyra Fairhame (Very high Speed, Venom)
Dragon's Gate: Vija of Vladd (all-around versatility, decent Attack, high Damage, Venom) Cedora (Range, Pierce)
These guys may not have that Master Thief (6+) bonus, but what makes them worthwhile figs to have is their utility and versatility. Actually, 4+ is often good enough with most chests. That these guys are combat-capable should help you in case its gets too hot on the map.
For pure thievery, BTW, the best in Dungeons is Zenephret. You can also try Brethan Kyle from Dragon's Gate.
Thanks Messanger. Hopefully Lyra or Hazana will be in one of those boosters :) . I may see if I can pick up Zene, Cedora, Vija and Brethren as singles...maybe Hitash too, I've heard he is a very nasty fighter.
Originally posted by Rufus ...maybe Hitash too, I've heard he is a very nasty fighter.
You're wrong, Rufus. ;) Hitash Levat isn't just a very nasty fighter...
Rather, he's THENASTIEST Fighter in all of Dungeons! :D
He hits hard, fast and almost without fail, and can take Damage with a smile (and deal it back with ten times the ferocity!). He's the top melee fig in the game, with only Darq the Corrupt even coming close in terms of slaughtering ability. ;) Getting him would be a very wise move on your part, having just recently started Dungeons.
What I learned at DragonCon was that a three person team can be VERY effective in the game.
Locksmith Karg is one of my favorite Heros for the Dungeon, especially Lone Wolf. If he gets tagged at 1st level, his damage actually INCREASES and he becomes a decent fighter until he regains his cool and it is time to open chests and such.
The trolls have wonderful dials...toughness, battle fury, beserk and regen...the lower part of the dials light up like christmas trees..very nice in the dungeon. I tend to shy away from heros that have no color from 1st level down.
Thanks yet again guys :). I'll definitely be keeping an eye out for Hitash. I am probably ordering a bunch of single heros off of one of the many online stores after my boosters come to fill in some holes (unfortunately most are sold of Hitash from the looks of things so he'll have to be picked up on ebay or something). Anyway...was wondering on some advice for healers since my only 2 right now are barber hurgg and morg bloodspiller.
Morg does seem very nice but he's a bit slow and pricey and making 4 man teams with him seems hard so I was wonder who some other solid options are in the healing department. I know Ruric the Blessed and Astrus look to be very useful for their cost...any other healers worth picking up if I get the opportunity?
From what I've been gathering the general 4 man 100 pt team template seems to be:
-Big Bad Fighter
-Fast Master Thief
-Healer (preferably with range)
-and then either a back up Fighter/Thief or a Mage with Magic Blast
Are abilities like Shockwave, F/L, Magic Freeze, Magic Confusion and Necromancy even worth using on your Heroic team?
Originally posted by Rufus Anyway...was wondering on some advice for healers since my only 2 right now are barber hurgg and morg bloodspiller.
... I know Ruric the Blessed and Astrus look to be very useful for their cost...any other healers worth picking up if I get the opportunity?
From what I've been gathering the general 4 man 100 pt team template seems to be:
-Big Bad Fighter
-Fast Master Thief
-Healer (preferably with range)
-and then either a back up Fighter/Thief or a Mage with Magic Blast
Are abilities like Shockwave, F/L, Magic Freeze, Magic Confusion and Necromancy even worth using on your Heroic team?
1. Add Lady Arowyne of Dragon's Gate to the list. ;)
2. Yes, that formula is correct. The 4th Member/"Extra" can actually be anything, it depends on you. Fighter/Thieves and Mages are recommended because they allow you to focus on offense and on the objective of the game. You can also try getting an extra Healer or hybrid Healer (Lady Skeri comes to mind), if you feel that the Dungeon might get too hot. Just pick out a fig you like and whom you think will work well.
3. All of them can be very useful (especially Necromancy), though Magic Freeze is really more of a novelty/fun ability than a useful one, due to its random nature.
I'm going to my first MKD tourney in a couple weeks and I'm looking for some advice for my team. The event is heroic teams "Conquer Dragon's Gate!" I think it's 100pts (least that is what I am assuming". Anyway I was thinking about running the following team:
Astrus
Vija of Vladd
Lyra Fairholme
Zenephret
99pts
Basic idea is to have lot's of speed to better utilize my actions. Vija will get the first level or 2 after that they go to Astrus and Lyra. I'll obviously be using tiles with hindering terrain as I have 3 stealthers. Vija takes care of MS and opponents, while Zene goes for chest or tries to position herself for a sneak attack. Astrus stays back and blasts stuff until some needs to be healed, then he flies and saves the day. Lyra fills in where need be, either helping Vija take on baddies, going after a different chest or simply using her high speed to leave the dungeon with treasure. Late game Astrus pull in Necromacy keeping my team on the board and letting me be a bit more wreckless, in addition Vija gains quickness allowing me to utilize an extra MS on turns when Vija is not engaging in combat.
I was also considering Hazna instead of Zene, and using Lyra for opening chests while Hazna supports vija from range. This would be a very fast team with Vija's 9 speed being the lowest. Also more venom never hurts...
Phreggs was another consideration, while he lacks stealth and his move is only 8, nimble sort of gives him the equivilent of 10 move, and I find he is much easier to pull off sneak attacks with.
I also thought about adding Mageking for some MB but he was too slow to keep up with the rest of the team.
Rufus, I agree with your points and believe that you're all set for that tourney. :) The figs you've picked for your team are among the best, hands down, so they should do well. By including 1 pure thief and 2 fighter/thieves, you've also got a lot of flexibility.
A note about Necromancy, though: be careful about its use, since you may end up feeding your opponent extra points with which to level up. Since the ability also damages the fig being raised, it also makes them easy prey for most any nearby opposing heroes. Use it only when you're sure the said Hero will survive his reanimation and will be healed at least by next turn.
Nothing else to add to your team at this point; 5 Stars, good job. :D But you now may want to consider your MS Pool strategy as well as your map/tile strategy. After that, you can't go wrong with some playtesting and practice. ;)
As you can see I'm mainly going for dangerous MS that are very frontloaded and I'll be relying on my venom to neutralize them quickly. I've also included a few pieces that are tough for ranged teams to deal with (magma and magestone guardians). In addition a couple high defense annoyances have been thrown in...again I'm counting on venom and astrus' high attack values to get me through these spawn.
The 2 varieties of skeletons are both very nasty on that starting click, but after that they are just a pile of battered bones. As long as I can strike first I shouldn't have a problem with these guys...but that doesn't always happen so caution will still need to be used.
The tormented souls are perfect a perfect fit in this MS pool as a miss with venom will still kill them (and give me 30 points :) ), but teams without venom will really have to struggle to hit that 18, and while are they missing the 4 damage could make short work of their team. When going against other teams with venom I can opt to bring in an animated mud instead, which is a deep enough dial it should keep them occupied for quick some time.
The Scaleworm Specter is on the team because I needed something tougher than a 17 pt magma guardian incase a 25 pt WMT came up. He's rather tough, but venom should get rid of the weapons master quickly...even so I got 3 damage to deal with, I should be able to handle him though.
Imp is just filler so I can bring out the Mud, Tormented Souls and Magestone Guardian more often.
Looks like you're set. :) I don't know what more to add or say. Playtesting and practice seems the only way to go from here in preparation of your tournament.