ANALYSIS:
As one might expect from a character called the
"Master of Kung-fu," Shang-Chi is a close combat
expert, even though he only has one click of the
power (which you may not even use if you use him to
Pounce initially). Put him in close and go to work,
trusting his Super Senses to avoid damage. Pushing
once costs a point of Attack Value (from 11 to 10)
but gains him 3-damage Flurry. Mid-dial, he's got
Blades/Claws/Fangs with which he could REALLY lay an
enemy down, especially paired with constant
Willpower to keep going. His back-dial's AV bottoms
out at 9 and he can always L/C away.
All this would be great for only 58 points, but he's
also a wildcard, which opens up all sorts of
possibilities. Finally, don't forget his 4 range,
which might prove handy from time to time.
FEATS?
He's made to POUNCE, so use it. INDOMITABLE is a
cheap way to help keep him from being Incapped or
Mind Controlled.
IN SUM:
Inexpensive, flexible and capable of toppling figs 3
times his cost. Who could ask for more?
Attack: Crazy for not only this set but the points,
BCF never helped me but dice hate me
Defense: kinda low, but consistent, I would have
preferred some upfront willpower
Damage: Not great, but pounce and nanobot candidate,
along with 3 damage flurry
The Good: High attack
Great for pounce
Never really has a bad
click
Wildcard
Works good for just
about any team
The Bad:
Low defense wont keep him around long
4 range is low
Feats: Pounce is probably all I would use, nanobots
works, but why drive up the cost?
Overall: Alright, against your opponents big defense
guys…this is the perfect killer of that. You tk him out, he
runs up with pounce, hits with his 12 attack, and leaves the
rest of your team with something to work with. I like him,
one of those few prefect secondary attackers. The 4 range
is pretty short, but I guess not a bad option. I would have
like him to save a few points and lose the 4 range I will
probably never use. Overall, very solid pieces, and a must
for drafts.
Constructed/Unrestricted: 4.5 / 5
Sealed/Draft: 5 / 5
Overall: 4.5 / 5
“Heroclix….they’re cool, addictive, and available….the things
practically sell themselves.”
Need help? Send any emails to batmandx@aol.com.
-DrStrange86
~ Romanco ~
Today's Click of the Day is...
Shang-Chi
Points: 58
Range: ~ 4 squares
Team: Spider-Man
Movement:
Grounded
#
1
2
3
4
5
6
7
8
9
10
11
12
8
8
7
7
6
6
KO
KO
KO
KO
KO
KO
11
10
10
9
9
9
KO
KO
KO
KO
KO
KO
16
16
16
15
15
14
KO
KO
KO
KO
KO
KO
2
3
2
2
2
2
KO
KO
KO
KO
KO
KO
Speed-- Pounce candidate. Looks
like he's set up to Pounce then land on the sweet Flurry
click. Numbers could bebetter though.
Attack -- Double digits are always
great. I wonder why Blades/Claws/Fangs is smack in the
middle..
Defense -- I would appreciate
Willpower front loaded. Supes Senses is still nice since
you're going to need with those values. This is a problem
here. The values range from 16-14. Shang Chi is nearly
always hittable but hard to heal.
Damage -- Nothing worth
mentioning. So I won't.
Sculpt -- And this guy fights
crime?
Feat Candidates
~ Pounce makes him worth playing.
~ Nanobots can fix the healing problem I said above.
~ Is it just me or are there too many figures these days
that must use Pounce to be good? Sure 58 points isn't
pricey. Add 15 from Pounce and you get a categorized 2nd
string attacker; Shang Chi lives up to that position? Nope.
For a wildcard team, amazing attack, Willpower and plain
okay damage (with Blades and Flurry), I would use him in
500+ games. Shang-Chi just isn't worth 73 points with six KO
clicks and miserable defense.
Shang Chi receives a 3/5.
I don't know when this review will be posted but
have a good weekend! Seth R.
Dario
Let's get it out the way now -- I like
Shang-Chi. For the cost of 58 points, you get a great tie-up
figure that can hold his own quite well in the thick of
battle. What you get is a close combat guru with a minimum
attack value of [9] and a minimum damage value of [2].
1st + 2nd clicks - We start off with a very good
stats, with leap/climb an attack value of [11]. Leap/Climb
lets you get into position early and if you can fly him up
or TK him, he will be very useful with [2] damage and Close
Combat Expert (CCE). His defense of [16] is good, but it’s
simply fantastic with Super Senses (SS)!
Best of all, he is in a great position to be pushed, because
he keeps is [16] defense with (SS) and his damage increases
to [3]... even though he loses (CCE). Leap/Climb is gone and
his attack drops to [10], but Flurry more than makes up for
it, allowing you to deal a potential of [3]+[3] damage!
The rest of the dial - Whether you push into your
final 3rd-4th-5th-6th clicks, or take damage into it,
Shang-Chi is still a force to be reckoned with. His Damage
stays at a consistent [2] for the rest of the dial and his
Attack is an excellent [10][9][9][9]... it's pretty rare to
find a figure that keeps a decent attack value throughout
the dial (especially a figure this cheap!). His movement
takes a dip ([7][7][6][6]), but they all have Leap/Climb for
free breakaway if need be; and honestly he is pretty much
built for staying in the thick of the action, not running
away.
Let's not forget the two clicks of Blades/Claws/Fangs (BCF)
on the 3rd and 4th clicks. If you are in a close fight
(which you should be with Shang-Chi), you certainly want to
use (BCF) if you can -- probability is on your side, so make
that roll!
As if that weren't enough, Shang-Chi sports 4 clicks of
Willpower in the end. His defense does dip quite a bit
([16][15][15][14]), but what can you expect from kung fu
master who refuses to wear a shirt? However, for 58 points
I'll take the Willpower any day. This allows him to continue
the fight, ignore opponent’s incapacitate, or break away for
free (thanks to Leap/Climb) to go heal somewhere... or more
likely go tie up another figure a few squares away… all
without taking push damage.
The Last Words: Shang-Chi is an excellent tie-up
figure. His lack of damage reducing powers makes him a
little less useful against the likes of Silver Surfer, but
those two clicks of Super Senses goes a long way. He may not
be a front line figure, but he is an excellent secondary
attacker / tie up piece (and can keep the Hulk tied up
too!). But even against a herald, those blades/claws/fangs
have a good chance of piercing all that invulnerability that
is floating around.
Lastly, we cannot forget his Spiderman-Ally Team Ability.
Being a wildcard gives him immense flexibility. KC, Skrulls,
Spiderman-Enemy, X-men... there are just so many
possibilities here, which makes him incredibly versatile.
Conclusion A great figure that works as a secondary
attacker, tie-up piece, or wildcard. Consistent combat
values keep him in the game, and even the drop in defense is
offset by four clicks of Willpower... all for a paltry 58
points.