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It's new set time once again clixers.
Follow along our primer to dominate all nine realms of sealed play. Saturnflight and Jruffing return to wage a war of words once again. Which figures are worthy of your force? Who should be cast back into the booster to learn a lesson in humility? Do either of these writers know what they're doing? Does anyone actually read these things? Read more to find out!!!
#057 Black Widow
Real Name: Natasha Romanoff
Team: Avengers
Range: 5
Points: 75/50
Keywords: Asgardian, Avengers, Assassin, Spy
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Targeting: This character can make range attacks while adjacent to opposing characters. Use The Tuning Fork To Summon The Lurker:At the beginning of your turn, you may roll a d6 and give Black Widow a number of Summon tokens equal to the result. // FREE: Remove 6 Summon tokens to generate a The Lurker bystander (MAX: 1). Well, That's Convenient: Energy Explosion, Penetrating/Psychic Blast.
#057bt The Lurker
Team: Mystics
Range: 0
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Powered By Fear, Weakened By Bravery: If an opposing character has been KO'd since your last turn, modify attack +2. // If a friendly character has been KO'd since your last turn, modify attack -2. SF: With a dial design that's equally comfortable at range or close quarters, Black Widow is a safe bet. At worst, she's yet another threat to damage reducers. But her maximum potential includes generating a bystander with Flurry and Mystics, swinging for 4 with a 13 attack up close, and breaking clusters with penetrating Energy Explosion. Honestly, I could go either way with the starting lines; the 75 point dial looks better than any of the Unfocused Thors, but the 50 point can't possibly disappoint you. 75/50: JR: Well I'm definitely disappointed by that 50 point line. Black Widow's job is penetrating splash damage, but that 5 range means she's probably going to get to go for one of those big attacks that chip away at their whole team once before she gets tied up. I want to actually hit that one shot. the 12 attack and the 75 point line all day. 75: 50:
#058 Human Torch
Real Name: Johnny Storm
Team: Fantastic Four/Mystics
Range: 7
Points: 100/50
Keywords: Asgardian, Fantastic Four, Deity
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Movement: Destroys Blocking Targeting: Destroys Blocking The Eternal Flame of Destruction: Human Torch deals penetrating damage.// FREE: Choose a debris marker within range. Opposing characters occupying or adjacent to the marker are dealt 1 damage. Burning Up: Poison, but deals damage even if moved or placed this turn. SF: The Human Torch takes his name so seriously as he burns everything down. He just flat-out deals penetrating damage. And can Poison after he moves. And burns folks for being in debris. Which he creates when he moves. I's all gon' burn, is what I'm getting at. His 50 point line gives only a taste of Johnny's apocalyptic potential; don't settle for it. 100: 50: JR: *sigh* I want that sexy debris damage, but I know I can't guarantee it. Even if I get map choice, a good opponent should adapt to the fact that hiding behind blocking terrain or walls is no longer a viable strategy. I wish I could swap which starting line started with which attack power. Top dial poison special on the 100 point line is a trap, Johnny will deal so much more damage if you keep him at range and alive. He's still great either way. 100/50:
#059 Dr. Strange
Real Name: Dr. Steven Strange
Team: Defenders, Mystics
Range: 8
Points: 75
Keywords: Asgardian, Avengers, Defenders, Mystical
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The Warlock’s Eyes: Mind Control. When Dr. Strange uses it as a RANGE modify attack +2. Hmm… I See: Outwit, Probability Control. SF: With 2 targets and a 10-square reach, Dr. Strange is a Mind Controller supreme. Apparently he left his scruples back home with his scalpels. While we've been quite skeptical of damage reducers this Primer, we're feeling bullish on Stealth; Strange is incredibly safe between decent defense, Senses, and Probability Control on top of that black movement power.
JR: I'd like to ding Stephen for low damage or mobility, but I simply can't ignore the value he brings for the points. That attack track is fantastic and those supporting powers will really help the team. Were he more costly I might disparage the good doctor for relying on Mind Control. But at 75 he's hardly a tentpole, he's got Pen/Psy as an option, and between Prob and the boost to attack I can't really harp on MC's unreliability as much.
#060 Rocket Raccoon
Real Name: Rocket
Team: Guardians
Range: 7
Points: 50
Keywords: Asgardian, Guardian of the Galaxy, Animal, Cosmic
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Too cold for you fur-less wonders?: Plasticity. // Oposing characters within 4 squares and line of fire consider Rocket Raccoon adjacent for movement purposes. Winter's come early for you!: Energy Explosion. When Roccet Raccoon uses it, after resolutions give each hit character an action token. What? It's just a snowball: Outwit. Once per turn for all characters with this effect, when Rocket Raccoon uses Outwit after resolutions deal the targeted character 1 damage if he has one or more action tokens. SF: Oddly Specific
If you were wondering what I was saving my final award for, here it is. Rocket Raccoon carrying the Casket of Winters. Seriously, who looked at these two pieces of comic lore and said, "That's the obvious pairing!" Ultimately, does that offend me? Not in the least! Rocket brings an excellent power set to the GotG, doubling down on Groot's area control to give the rest of the squad the freedom to choose their engagements. What really seals the deal on Rocket is all the free bonuses he gets. Plasticity, "plus extra reach!"; Energy Explosion, "plus action tokens!"; Outwit, "plus free damage!" It's like a broken amp that's stuck on 11. I can't turn that down!
JR: If Strange was a good value for his points, then I don't even know what to say about Rocket! He does so much for only 50 points. If he weren't in a set with that Prime Destroyer this is where the Point Breaker award would rest.
#061 Venom
Real Name: Eddie Brock
Range: 0
Points: 75
Keywords: Asgardian, Codex, Sinister Syndicate, Armor, Brute, Monster, Reporter
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Movement: Elevated Symbiotic Fusion: Plasticity, Super Senses. // Venom can't be targeted by range attacks if he is within 4 squares and line of fire of an opposing character. Dreamstone Simulacrum: POWER: Generate a Dreamstone Simulacrum bystander [MAX 1]. // If Venom hit an opposing character this turn, this trait is activated as FREE instead.
Dreamstone Simulacrum
Range: 0
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SF: While Venom is in close quarters, he's completely safe from the ranged threats that have been undermining all our damage reducers. And when he hits that enemy, he duplicates himself- technically, he duplicates his opening click. It's this in-your-face threat that makes Venom so fearsome.
JR: If Venom can close the gap and get in the face of your opponent he's one of the most dangerous attackers in the set. That if isn't a given, we've reviewed tons of attackers that hope to achieve the same. He needs a little help to guarantee that result and reach his maximum potential, but the potential payoff is worth the effort.
#062 Spider-Man
Real Name: Peter Parker
Team: Spider-Man
Range: 6
Points: 75
Keywords: Asgardian, Avengers, Spider-Man Family, Future, Past, Scientist
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Movement: Elevated You Thought I Was Hard to Touch Before I Could Stop Time...: Super Senses. When Spider-Man uses it, increase the result by +1 for each time the attack was rerolled. Time Dilation: When making an attack roll Spider-Man may roll 3 dice instead of 2 and then, after any rerolls or die replacements, choose one die to ignore. // When Spider-Man is attacked, you may choose the opposing attacker rolls 3 dice instead of 2, then, after any rerolls or die replacements, choose one die to ignore. Time Diamonds: Probability Control. Spider-Man and adjacent friendly characters have SAFEGUARD: Opposing Probability Control. SF: Truly, we behold an amazing Spider-Man. But do all those incredible tricks conjure up a strong sealed pull? It's hard to look past all the glitz and glamour of this dial, but in the end, it must be said that Spider-Man is not an attacker. He just doesn't do a whole lot of damage! And while all his manipulation of dice may very well draw out the game long enough for him to chip away at the enemy, you may also find that luck doesn't want to do you that favor. He needs teammates that will bring the fight for him.
JR: Worthy
All the damage in the world don't mean a thing if you can't land the attack. A figure with a 12 attack has a 2% chance of hitting Parker top dial and up close (42% of rolling an 8 normally, 19% w/ time dilation, 4% because he'll make you roll it twice with Prob, which the now 50/50 Super Senses brings down to 2%.) What's better than Asgardian might or magic? Math! Prob and Safeguard Prob will help ensure the rest of his team is hitting their attacks as well. The team that hits more attacks is usually gonna win.
#063 She-Hulk
Real Name: Jennifer Walters
Team: Avengers, Fantastic Four
Range: 0
Points: 100/50
Keywords: Asgardian, Avengers, Fantastic Four, Brute
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Movement: Destroy Blocking Meginjord, The Belt Of Strength: FREE: Choose one:[list][*] Telekinesis as FREE, but only to target an adjacent friendly character.[*] Generate a heavy object.[*] This turn when She-Hulk uses an Object Action, increase the damage dealt by 1.[*] Heal She-Hulk 2 clicks. SF: 3 clicks for 50 points? Or *9* clicks for 100?! There's no doubt which starting line you should use here. At 100, She-Hulk has a dense dial that only grows longer as the game drags out. And the whole time, She-Hulk is putting out massive damage. When you consider the 200 points she still leaves for allies, I'm not exaggerating when I say that She-Hulk may be the piece to fear in Sealed. 100: 50: JR: She-Hulk SMASH puny Asgardians. She-Hulk strongest there is! She-Hulk heal more than Wolverine, throw friend farther than Colossus, and bust wall better than Kool-Aid man! She-Hulk prefer not to talk about 50 point line. 100: 50:
#064 Iron Man
Real Name: Tony Stark
Team: No Affiliation
Range: 8
Points: 125/75
Keywords: Asgardian, Avenger, Stark Industries, Armor
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Targeting: Hindering Isn't it a bit too cold for Shakespeare in the park?: Iron Man and adjacent friendly characters can't be given action tokens by opposing effects. Swords and arrows?... That's adorable: Impervious. // Iron Man takes a maximum of 1 damage from range attacks and Blades/Claws/Fangs. Protected: Outwit. SF: Tony doesn't concern himself with ranged threats. Psychic Blast or not, they only deal 1 damage to him at a time. That means opponents have to somehow get adjacent to him. Are you gonna let that happen? With 175 points of allies and an 8 range? No. Iron Man's gonna enjoy a long, healthy career. Would I consider the 75 point dial? Look at what 1 damage (dealt by any ranged attack worth its stripes) does to him. Don't sacrifice quality. 125: 75: JR: Seems inconsistent that when we review Venom closing the gap is taken as a given, but for Iron Man we dismiss the possibility entirely. I foresee uneven performances in Tony's future. Against a ranged tent pole w/big damage and a single target he's practically immortal. Exploit, swarms, or even just multiple bolts to avoid wasting damage all chip away at that sense of invincibility. Tony is what he always seems to be: good, but not quite as incredible as he thinks he is. 125/75:
I pulled Spider-Man at one event. Once he bases somebody, they're pretty much done. If that fig is more points, even better. In 3 games I only gave up 10 points (a second Loki) largely because of him.
Venom (in another tournament) also did well for me, but I did have Daredevil to taxi him, Donald Blake, and Skurgw trough walls. With all the PB in the set, Venom's trait is really handy.
I want to thank the both of you for doing these primer articles. I find your insights into the dials useful, and well thought. I missed you guys for Empyre
I will confirm that facing She-Hulk in sealed is a very daunting proposition. She hits like a truck, is hard to hit or hurt herself, and can just heal 2 for free if actually hurt. The fact you still have 200 points left in a set with a ton of Avengers and/or Asgardian support makes her only real threats Iron All-Father and 056 Thor, both of whom take up either all or over half your build rather than 1/3. And Human Torch is pretty much the epitome of a glass cannon, one which deals penetrating damage and has lots of little ways of dealing incidental damage, but is glass nonetheless. He's very afraid of an opposing character that can reduce penetrating damage(admittedly niche in this set but not absent).
JR, that last line in the She-Hulk review had me laughing so hard.
i agree, all these chases are great for what they do. dr. strange is the one lacking the most, but when played correctly, he will do good work. i played against she-hulk and she got eaten alive by exploit. i think the most versatile one of the punch is rocket. the price point, combat values, and powerset work in any situation.
Thanks for the articles! I'll have more thoughts about the chases after I've opened my sealed product... in constructed play, most of the pieces with 50-point lines offer peculiar opportunities for play (e.g. Captain Thanos, Apocalypse prime) as well as all keyword shenanigans.
My personal interest in the figures (high to low) is:
Most interest, because the pieces are that good, and I feel like these versions would play very well on thematic teams without appearing to be "too weird" to include.
She-Hulk
Rocket Racoon
Middling interest, because I recognize the pieces as very good and fit with teams I play. I have plenty of other good versions at similar costs.
Human Torch
Spider-Man
Venom
Low interest. Not at all bad, but I feel them to be niche in terms of characters I wouldn't go out of my way to build a team with. In some cases I'd probably only use these (over other versions) for dial cost/efficiency reasons, otherwise I'd use another version.
Black Widow
Dr. Strange
Iron Man
I'm not passing judgement on the playability, or potential utility of any of the pieces, except that should I end up with that She-Hulk, I have a hard time imagining a team where I want to have the character and NOT find a way to use this chase.
I got lucky. in the kind-of-good way. My sealed case had two chases: my #2 (Rocket Racoon) and #3 (Human Torch) wants.
This version of Rocket Racoon will take the first slot on just about any GotG team, I like many of the other versions, but this one packs a LOT of shenanigans into a budget-friendly 50-points.
The Human Torch will have to earn his spot on F4 teams, as we've gotten so many versions of the character I haven't played yet! I don't mind the 100-point cost, as I've certainly played versions of the same character at that point value. I like the commitment the dial has to simply destroying. The sculpt surprised me... even while seeing it on the back of the booster... at first I thought I had pulled a MODOK! Let's just say this: terrain isn't the only thing this figure will be destroying.