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While Cosmic Clash marked the official return of the Fantastic Four after 8 years, Marvel HeroClix: Fantastic Four reintroduces their entire mythos and adds true team-building options to the keyword. The world they came back to may be in an exceptionally strange place, but even without official organized play to support a Sealed Marquee Event, we've still got a Primer for you!
Fantastic Four points a laser focus on Marvel's First Family, the allies they've counted as teammates, and their Latverian and Frightful foes. And when I say a laser focus, I mean it: there's not a figure in this set who doesn't have a keyword directly from the Fan. 4 Universe (Mole Man and the various Heralds of Galactus are the only possible exception, simply because of a lack of named keywords).
Because of that, the possibility of a theme bonus in Sealed is pretty good. That's going to be a tempting proposition, but I caution you against leaping to it. Narrowing your options from a random pool of figures can limit the potential of your team. The strongest benefit to be gained from the proliferation of Fantastic and Frightful Four members comes in the form of keyword synergy effects.
The set designers also had a concept in mind that ended up really shaping the set: the Fantastic Four and Frightful Four members all sport fairly redundant point values for quick, modular team building. 40, 50, 60, and 75 point figures are extremely common. The 40 and 50 point dials are built in the new school tradition of high efficiency/low durability, while the dials above those point limits are more 'balanced'. This often leads to more impressive looking figures at lower costs. I caution you from going all in on those, or your team will be susceptible to one-hit KOs and rapid point bleed.
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You'll notice some major format changes in this Primer. We're trying a few new things this time around, based on feedback from HCRealms and the more casual play environment the player base is currently forced to adapt to.
First, we're adding the 5th :d-indomintable: back to the ratings. This has been frequently requested, and we held out for a long time based on the belief that it blurred the precision of the ratings in an unnecessary way. What finally moved our position on the matter was that we'd become a bit too precise, removing personality from our ratings and leaving little room to dispute. If you're trying to understand how to interpret our ratings, you can consider that 5th as a bonus point for personal taste. (Ironically, we're choosing to move *away* from a 4 with the release of a Fantastic 4 set...)
Second, reviews are going to be a little more editorial. Over the years, we've gotten used to analysis preceding the writers' ratings. But it's not really necessary for us to recap what you can already see on the dial, and when you add in the length of these Primers, it can make the read a bit long and a bit dull. While the new style of review is less factual and doesn't always serve to explain the rating accompanying it, they should generate more discussion and let our personalities and opinions shine through a little more.
On the subject of length, we're trimming down to 2 reviewers. We're expecting you to pick up where the 3rd reviewer typically would. Also, we're sticking to 300 Sealed for our Format. This will take away the need to re-calibrate for each reviewer. As a final measure to keep length in check, I'm not producing graphs or doing statistical analysis of each rarity level. These may return in the future (I do really enjoy them), but especially as the opportunities for Sealed Fantastic Four seem pretty scarce, it seemed like details we didn't need this time around.
Finally (and Fourthly, because I can follow forced thematic use of Fours every once in a while), we're adding an exciting new component to our set review: Awards! Check 'em out!
#001 Mr. Fantastic
Real Name: Reed Richards
Team: Fantastic Four
Range: 4
Points: 40
Keywords: Fantastic Four, Celebrity, Scientist
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In The Beginning: Mr. Fantastic increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Super Senses. STOP, but only if there is another friendly character with the Fantastic Four keyword within 4 squares. SF: While Leadership does little to inspire me, the introductory version of Mr. Fantastic is likely to be my most used version. Reed is always the character I save points on so I can dump more into Ben Grimm; and if I'm looking at this as support for the Fantastic Four keyword, I can find value in what he offers: a cheap way to keep your main pieces going.
JR: This set has two things in abundance, low point costs and keyword based synergy. Which is to say that Leadership and the Fantastic keyword are good boxes to check on the cheap. Reed bores me, but I can totally see myself settling for him. So, this is what it's like to be the Invisible Woman...
002 Invisible Woman
Real Name: Susan Storm
Team: Fantastic Four
Range: 4
Points: 40
Keywords: Fantastic Four, Lady Liberators, Celebrity
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In The Beginning: Invisible Woman increases her attack total +1 for each four in her (finalized) attack roll. Form The New Fantastic Four: At the beginning of the game, you may replace up to 4 friendly characters with the same number of characters from your sideline on their starting clicks. All replacement and replaced characters must have the Fantastic Four keyword and different names. the total points of the replacement characters can't exceed the total points of the replaced characters. Together We Stand: Defend. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares. The New Cheese SF: Don't let this girl disappear! The benefits of sticking close to Sue are numerous, but it's her ability to reform your team on the fly that will make her a tournament staple. Even in Sealed, she relieves the pressure of making a bad decision by letting you sideboard alternates from the most prevalent keyword in the set. The award could have gone to any of the Sues in this set, but the rookie does it for less.
JR: Defensively dangerous. I'd be scared to hit Sue onto that last click without a plan to deal with her immediately. One 19 is bad enough, sharing it with friends who have defenses of their own though is intolerable.
#003 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four, Spider-Man
Range: 6
Points: 40
Keywords: Fantastic Four, Spider-Man Family, Celebrity
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In The Beginning: Human Torch increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Energy Shield/Deflection. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares. SF: They continue to design Human Torch as a ranged fighter, and I just don't see him that way, personally. However, today's dial trends take the edge off this seemingly impressive dial. The Stop click certainly helps keep him off the table, but I can't help but feel he needs to make use of the Spider-Friends team ability to truly shine.
JR: He's fine. Not on fire or anything too hot to handle. Try to keep him away from all the budget bricks the set offers or it's the matchstick that'll get burned.
#004 The Thing
Real Name: Ben Grimm
Team: Fantastic Four
Range: 0
Points: 40
Keywords: Fantastic Four, Celebrity, Monster, Soldier
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In The Beginning: The Thing increases his attack total +1 for each 4 in his (finalized) attack roll. Together We Stand: Impervious. STOP, but only if there is another friendly character with the Fantastic Four keyword within four squares. SF: The Thing is a minor threat with major staying power. While he's not going to carry the team, he's more than capable of backing up your alpha threat. Among 40 point figures, Ben is king.
JR: Solid and cheap, like a rock. Also slow and dull, also also like a rock.
#005 Doombot
Real Name: N/A
Team: Minions of Doom
Range: 5
Points: 15
Keywords: Latveria, Armor, Robot
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The Real Doom, Or. . .: For all characters with this power, when a friendly character with the Latveria and Ruler keywords would be targeted by an opponent’s attack or use of Outwit or Perplex, you may roll a d6. 4-6: That opponent chooses an untargeted FF#005 Doombot to become the target instead. (The new target must be legal and you don’t choose a power for Outwit until after a new target is chosen.) Money Minion SF: I have to consider this figure as though you haven't pulled Doom, because if you HAVE pulled Doom, you're definitely using it. It's kind of a moot point, however; why wouldn't you run a 15 point figure whose abilities rival figures three times their cost?
JR: I'm somewhat less impressed by Doom's hardware *Ominous Thunder*. If you've got a Doom to protect then by all means run them all day. But otherwise they're just cheap filler.
#006 Nova
Real Name: Frankie Raye
Team: Fantastic Four
Range: 6
Points: 50
Keywords: Fantastic Four, Politician
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Too Hot To Touch: Poison. Boring but Practical SF: Basically, this is what Human Torch should be doing. Range is definitely her game, but she doesn't exactly get worse from being in close combat. I'd have much rather seen that middle click cut for a 40 point dial design, but overall, Nova is eminently usable.
JR: Human Torch > Nova. Fight me.
#007 Skrull Infiltrator
Real Name: Various
Team: Skrulls
Range: 4
Points: 20
Keywords: Skrulls, Spy
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Movement: Hindering Assume Your Form: FREE: If this character hasn't been moved or placed this turn, choose a standard opposing character within 4 squares and line of fire that has not been chosen by this effect this turn. Both players roll a d6. If your result is higher, place Skrull Infiltrator and the chosen characters in each other's squares. SF: Can I pick two money minions? No? What if the Skrull Infiltrator assumes the form of a Doombot? The one thing holding this awesomely thematic dial back is that you need to find a use for him once he's in battle. Aside from being hard to hit and hard to target, you're really banking on making something of that Precision Strike- or using Assume Your Form to killbox an enemy. Don't know how often that's gonna come up... but I'll get back to you after extensive playtime...
Money Minion JR: Aw, look at that indecision. You were so close to getting the right money minion. The Skrull is hard to KO and useful offensively thanks to Precision Strike. That's a money minion!
#008 Moloid
Real Name: Various
Team: Underworld
Range: 0
Points: 10
Keywords: Monster
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Movement: Hindering Destroy the Surface Dweller's Cities: Plasticity, Sidestep, Stealth. // POWER: If Moloid and another friendly character named Moloid are adjacent to the same piece of blocking terrain, destroy it, then remove an action token from both of them. SF: I sure hope Mole Man make a mountain out of these mole hills, because on their own, they're not impressing me. En masse, you may be able to do more with them- that's how they're designed, after all- but in Sealed play you're really just using them for Empower.
JR: Someday I will have 25 of these guys and lead them across the map with a Mole Man and that glorious Underworld TA. Today is not that day
Movement: Elevated, Hindering, Characters A New Kind of Fantastic Teamwork: When Spider-Man hits with a close attack, until your next turn other friendly characters with the Fantastic Four keyword can use Improved Movement: Characters, Elevated, Hindering The New Fantastic Four: Passenger: 1, but only to carry characters with the Fantastic Four keyword. // Once per turn, when Spider-Man is carried and placed adjacent to 2+ opposing characters, after resolutions he may make a close attack. SF: Mobility enhancement is the whole schtick of the New Fantastic Four, but when you consider how mobile they already are, it's a bit less exciting to think of them as a comic-accurate theme. However, Spider-Man makes an excellent addition to a more conventional Fantastic Four. Peter does have some role confusion in general, as he swings from a range to a close combat focus. He's just irritating enough to be worth the work of playing him well.
JR: Parker's mobility is indeed impressive. It's his abilities in direct combat that concern me. Once he gets to the fight he still needs to be able to win, and I think he's shown up by a number of figures at his own cost or lower.
#010 Red Hulk
Real Name: Thaddeus Ross
Team: Team Player
Range: 0
Points: 75/50
Keywords: Avengers, Codex, Fantastic Four, Intelligencia, Soldier
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Circle of Four: If Red Hulk hasn't been moved or placed this turn, modify attack and damage +1. Angrier And Hotter: When Red Hulk takes damage from an opponent's attack, give him an Anger token (maximum 2). // When Red Hulk makes a close attack and has an Anger token, modify damage +1 and after resolutions, remove an Anger token, // If Red Hulk has 2 Anger tokens, he deals penetrating damage (including with Poison). SF: I'm so tired of seeing the Anger token mechanic for Red Hulk. An okay dial that's not good enough to be worth the bookkeeping work.
JR: Red Hulk may not look too impressive, but looks can be deceiving. He's actually pretty good. Between Circle of Four and his Anger tokens his retaliation will hit like a big red truck.
Movement: Hindering Four S.H.I.E.L.D. Beast Hunters: When Wolverine is given a MOVE action, after resolutions remove an action token from her and she can use Stealth until your next turn. SF: Somewhere, the designer of IndyClix is still making the occasional HeroClix dial on commission. Can't really blame WizKids for going back to the well on this one, however. Laura is a super solid, disposable killer. And with a host of named keywords, she's got a bright future ahead of her on Constructed teams looking to fill in some points.
JR: Capable, but not terribly exciting. She can be a bit of an action hog getting into position. Her trait discourages carrying her into position and wants her taking move actions any turn before she's gotten into the fight. You better have some Leadership and/or carry to make up for her.
#012 She-Thing
Real Name: Sharon Ventura
Team: Fantastic Four
Range: 0
Points: 40
Keywords: Fantastic Four, Monster
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Unlimited Class Wrestling: When She-Thing makes a close attack, after resolutions you may place a hit character in an adjacent square (adjacent to her). SF: We may collectively feel there's too much She-Thing in this set, but I do like her dial. It's simple and useful, and I might just use her once or twice.
#013a Black Panther
Real Name: T'Challa
Team: Fantastic Four
Range: 0
Points: 60
Keywords: Fantastic Four, Wakanda, Ruler, Warrior
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Movement: Hindering Panther In The Shadows: Stealth. If Black Panther occupies hindering terrain, modify attack +1. New Leader of The Fantastic Four: Leadership, Outwit. SF: I'm not tired of T'Challa yet. Every time they give me a new dial, doubtlessly featuring some new keyword or a slightly different way of showcasing his many abilities, the King of Wakanda just finds his way onto more of my teams. This time we're getting an extremely straightforward dial focused on his brains. The Fantastic Four keyword and Team Ability are welcome sights, and completely justify his appearance.
Power Common JR: Remember when I gave Reed 3 stars just for having Leadership and the Fantastic Four keyword in this set? That was crazy right. Namor may be out to steal Richard's girl, but T'challa is taking his thunder. Premier figure for the premier keyword of the set.
#013b Prime Black Leopard
Real Name: T'Challa
Team: No Affiliation
Range: 0
Points: 50
Keywords: Avengers, Fantastic Four, Wakanda, Ruler, Warrior
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Movement: Hindering To Fight For Equality In Rudaryda: The maximum attack, defense and damage values of opposing characters within 6 squares and line of fire are each equal to Black Leopard's printed value of that type. Reminders of How They View A King: Leadership, Perplex. When Black Leopard uses Perplex to target himself, modify the chosen value by +2 instead if an opposing character within 6 squares and line of fire has a higher printed value for the chosen value than Black Leopard's printed value. SF:Practically unrecognizable as the 'Black Leopard', T'Challa continues to show up as a Prime. Swap Outwit for Perplex, shrug off Stealth in favor of a stat-capping aura, and you have a variant of Black Panther worthy of the Prime designation. The aspect of this dial that's really going to skyrocket his table time into Constructed, however, is the Avengers keyword.
JR: Black "Leopard" will catch attention in constructed that's for sure. But he gets a lower return in sealed or casual games where stats tend to be more reasonable. Granted a lower return just means he's "only" really good.
#014 Thundra
Real Name: Thundra
Team: No Affiliation
Range: 0
Points: 75
Keywords: Femizons, Frightful Four, Lady Liberators, Future, Warrior
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Frightful Four: Individual Combat: UNIQUE MODIFIER: During opponents' turns, friendly characters with the Frightful Four keyword modify defense +1 for each attack that is resolved that turn (doesn't affect first attack). Combat Chain: Giant's Reach: 2. When Thundra makes a close attack, after resolutions you may place a hit character in an adjacent square (adjacent to her). SF: While Thundra's mediocre defense values paint a target on her back, the Individual Combat effect has real potential to muck up the enemy's sequencing. Whether they end up deciding to go after her first (dealing with her damage reducers) or to prioritize a softer target (he says in parentheses), someone will be getting a defense bump.
JR: Frightful Four's various synergies have real potential to give the FF a run for their money. But pulling a usable team of them isn't *quite* as much of a given as it is for the four. She's honestly a solid enough bruiser in a vacuum, but whether I'm playing her will come down to how much I can use the trait.
#015 Trapster
Real Name: Peter Petruski
Team: Minions of Doom
Range: 6
Points: 75
Keywords: Frightful Four, Intelligencia, Maggia, Sinister Syndicate, Scientist
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Frightful Four: Hasta La Pasta, Insect: UNIQUE MODIFIER: During your turn, opposing characters modify defense -1 for each attack made by a character with the Frightful Four keyword that's resolved that turn (Doesn't affect first attack). Nope, I've Always Been Trapster: Plasticity. Things Are About To Get Real Messy: Incapacitate. When Trapster uses it, you may generate a Paste marker in each hit target's square. // Characters occupying Paste markers must break away as if they were adjacent to Trapster. When no character occupies a Paste marker, remove it. Power Common SF: Yup. I said it.
Too Dangerous to Live JR: Yes Paste Pot Pete is good. Yes he can muck up the plans of your Things, Hulks, Wolverines and She-Things (so, like half the set). But after you glue down those three figures then what? When the rest come, and they will, they'll come for Pete. With no defenses at all he'll be lucky to last a single turn of that kind of attention. Once he's KO'd that glue becomes a non-issue. Use him recklessly and you're the one walking right into a Victor Von Trap.
#016 Medusa
Real Name: Medusalith Amaquelin
Team: Minions of Doom
Range: 0
Points: 75
Keywords: Frightful Four, Inhumans
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Movement: Elevated, Hindering Frightful Four: Impenetrable Disguises: Friendly characters with the Frightful Four keyword can use Shape Change. The Malevolent Mane of Madame Medusa: Plasticity, Giant Reach: 4. Opposing characters within 4 squares and line of fire consider Medusa adjacent for the purpose of breaking away. SF: Medusa has been straight fire these last few sets, and I couldn't be happier. It's getting to the point that I can run Medusa on every team! Unfortunately for my primary keyword interest, she's not a great choice for the Inhumans, where her synergies fall on ungrateful allies.
JR: Now here's a lockdown Frightful Four member you can trust to stick around for more than 1 turn. The secret to both hair style and defenses is layers, and Medusa has figured out both!
Ooooh, idea. Can we also do community awards for the set? Like we all vote on what the Power Common is and then we do a wrap up after we talk about the whole set?
Ooooh, idea. Can we also do community awards for the set? Like we all vote on what the Power Common is and then we do a wrap up after we talk about the whole set?
I actively encourage that sort of community commentary, but as far as actually implementing a poll or survey I am not intrested in the undertaking. I would certainly encourage anyone with the gumption to set it up themselves, however!
I'm not producing graphs or doing statistical analysis of each rarity level. These may return in the future (I do really enjoy them), but especially as the opportunities for Sealed Fantastic Four seem pretty scarce, it seemed like details we didn't need this time around.
I understand leaving them off this time, but I love that kind of analysis. Helps you think about not just what's in your hand, but what you might be facing.
And in case I forget to say it later, thanks you you both for the work!