HeroClix Top 13 Abilities
When it comes to building
a tournament team
13) Blades /Claws /Fangs – The ability to deal 6 clicks of damage
should never be overlooked. Marvel and
DC both offer cheap figures with this ability.
Outwit can ruin this at times, but luckily enough for the figures who
have this – they also have stealth as well.
12) Mind Control – Controlling your opponents figure is never a
horrible option in any game! Before the rules changed regarding this ability,
it was incredible. Not only did you
control the figure, but they received an action token to boot! Well, they reworded this ability once again
and calmed it down. Either way you
choose to use it (new or old rules), it’s very strong!
11) Impervious – Not only does this ability reduce damage dealt by two
clicks, but you have the chance to avoid being hit altogether. The only setback of this ability is – they
usually place this on a low defensive number.
So, you’ll find yourself needing a 5 or 6 quite often to avoid taking
damage. Another soft spot of this
ability – outwit. Because it is found on
low numbers, outwit opens your character with impervious to just about any
figure on the board with decent attack values.
Stay away from outwit and this ability is a game winner (if you hit your
dice rolls).
10) Telekinesis – The ability to throw objects or figures around the
board within a 10 space area. You’ll
almost always see this ability on tournament teams. The combo of Jean Grey and Firelord is almost
broken, but we only have to worry about this for another month! TK allows you to move your heavy hitters
across the board and into action several turns earlier then a team without this
ability! And the ability to toss a medic
across the board for quick support is a nice addition too!
9) Psychic Blast – The ability to ignore all defensive abilities when
you deal damage with a ranged attack.
Most of the big hitters you’ll face today have fancy defensive abilities
such as toughness, impervious and invulnerability. With psychic blast, you deal your damage and
laugh. This is the best attack ability
heroclix offers in my opinion. Just
remember, this only ignores abilities that reduce damage, it does not work
against super senses, energy deflection and mastermind.
8) Perplex – Increase or decrease a combat value by 1. A valuable asset on just about any team you
ever play. Increase your range, attack
value, speed, damage, and defense (although increasing your defense would be
pointless). If your team has a 10 range
figure and you want to fight another 10 range figure, place your figure 11
spaces away. Next turn, you can perplex
your range to 11, attack your opponent and he can do nothing but take the
abuse! Perplex can be sneaky and very
valuable!
7) Willpower – This character does not take push damage. A little bit of purple on a
figures defensive number can create a lot of havoc for opponents. The reason Batman is so strong lies simply in
the fact that he has willpower. Move
into position the first turn then attack the next without pushing or attack /
move two turns in a row - it’s an incredible ability. You will see a lot of Green Lanterns from
Unleashed being played nowadays simply because of his high damage, decent
attack values and willpower!!
6) Support – In almost every close game you ever play, the medic can
decide who wins. Figures with low
defensive numbers and high damage / attack values work hand-in-hand with
medics. Take Firelord for instance, he
is an offensive beast when the game begins, but after 3 or 4 clicks of damage,
he is relatively weak and extremely vulnerable.
When joined with a medic, you are only required to make low rolls on
your attack in order to heal this figure.
A nice 4, 5 or 6 roll for the support puts Firelord right back into his
strongest clicks. Only one catch with
this ability – and I see a lot of people break this rule! You cannot perplex or change a medic’s attack
value (or the defensive value of the figure they are attempted to heal). You must use the stats that are printed on
the base of both figures involved in the support attempt.
5) Energy Deflection – Increase this figures defense by 2 against
ranged attacks. With so many figures
being produced who rely upon ranged combat tactics, this ability is GOLDEN! Figures such as Magneto, Deathbird and
Bullseye can rush into battle against any figure and rely on such a high
defensive number, they are practically impossible to hit. If you use this ability, consider placing
your figure in hindering terrain. This
will add another +1 modifier to the defensive value. In other words – Deathbird could be a 20
defense when standing in hindering terrain.
That’s extremely hard to hit for 80% of Marvels figures!
4) Hypersonic Speed – Run, shoot and then run away. That’s the whole plan behind using a figure
with HSS. Unleashed provided DC with a nice array of hypersonic figures and now
(hopefully) it’s going to be Marvels chance to do the same with
“Ultimates”. Hypersonic is a broken
ability. It gives your figure the chance to run into battle, do some damage and
then run away before anyone even realized what’s happened. Nightcrawler is Marvels only figure with this
ability thus far, that’s the main reason you see him selling for over 75
dollars. Amazo and Flash where DC’s
Hypersonic speed options, and before Unleashed was released, Amazo was possibly
the best heroclix figure produced. The
sheer speed of these figures puts them on a different level then everyone else
when it comes to battling.
3) Outwit – Counter a power on a target opposing figure. What is there to not like about this
ability? Impervious is a joke,
Hypersonic is a joke; every power is a joke when you have outwit
on your team. Every power other then
stealth that is… You see, if a figure
with stealth is standing in blocking terrain or your line of sight to them
passes through hindering terrain, you cannot outwit them. This why is I have the next # as….
2) Stealth – Possibly the best ability in the game. The only way for a person to see and/or shoot
a figure that is stealthed is to go base-to-base with them. Most figures who have stealth want you to get
base-to-base with them,, as you’ll see many of them
have Blades/Claws/Fangs. A figure with
Stealth cannot be outwitted (when line of sight to them passes through
hindering terrain). Some of the best
overall figures in the game have stealth and range or stealth and outwit –
these figures include (but are not limited to) Psylocke, Black Panther, Shi,
Deathstroke, Nightwing.
And the #1 ability you should
look for when building a tournament team….
1) Ranged Combat Expert – Make a ranged combat attack against a single
target, increase this figures damage value by 2. There are MANY figures in the DC and Marvel
universe who offer RCE, some of them combine this ability with high attack
values and some of them don’t. The best
figures in the game (as of today) have 8+ range, 10+ attack and RCE. A list of some of these figures – Firelord,
Bullseye, Deathbird, Deadshot, Magog, Superman, and on and on and on… All of these figures will see tournament play
and there is a HUGE reason for this.
They have RCE and are capable of dealing large amounts of damage. This wins game and can never be overlooked
when building a serious team!