A few weeks ago, I nearly wrapped up the photo record of how Chaos War figures could hold their object tokens, but lacked the convention exclusive Giant-Man from the set to test and shoot.

Well, thanks to friends who went to GenCon, I’ve managed to get the shot.

Big Pym holds old-school tokens with ease: between the middle and ring finger of his right hand and the index and middle digit of his left. The newer, thicker tokens fit even better in his left hand.

And with that, the Token Totin’ Chaos War edition’s a wrap!!!

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Speaking of conventions, yours truly is headed to Dragon*Con starting Thursday through Monday. Updates may be slim to nonexistent, as I will not have internet access for much of that time. But I’m hoping to have a little F.U.N. Friday piece in the meantime, and to do a most unusual Top Ten starting Wednesday, Sept. 5.

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.) Today, Card Arts moves on to the next DC set: Origin.

I actually forgot about this battlefield condition until I started writing this post. I’d never made an art version of it. So I started thinking, “What piece of DC art published prior to early 2007 would best illustrate a humongous amount of damage dealt all at once?”

Didn’t take long at all to recall the controversial scene where Wonder Woman does the only thing she thinks can to stop Maxwell Lord from making Superman a killer.

Art’s by Rags Morales.

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Next time, Card Arts continues with more BFCs of Origin.

…beeeeyotttch!!!!

So Hank Pym (Chaos War 014) has this Nifty trait:

“MORPH: HANK PYM: Give Wasp a move or close combat action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.”

And he shares it with four other pieces in the set:

Ant-Man (Chaos War 015)
Wasp (Chaos War 016)
Ant-Man (Chaos War 173)
Giant-Man (Chaos War 200)

It’s a heftily Useful upgrade over the similarly named trait of Beast Boy (DC 75th Anniversary 014, 015, 016 and 055) in that it works via either a move action OR a close combat action. But with the recent rule that replacement characters have to stay on a KO click while on the sidelines, it’s harder to know which Pym to bring into the fight.

Let’s take an overview at the ever-changing mad scientist of the Avengers:

Hank Pym (Chaos War 014): With odd clicks of Outwit alternating with Perplex on even, and a SP granting a free Attack power when on an object, plainclothes Pym is the ultimate support piece sporting some surprise fight (though with minimal damage potential). Note that the Perplex clicks are paired with Willpower.

Ant-Man (Chaos War 015): Hank’s first super-ID flops between odd-numbered Stealthy Poison, Combat Reflexes and Exploit Weakness versus even-numbered Leap/Climbing Outwit with Super Senses — except that the first and last click lack the CR and EW. Problematic with his basement-low damage value and barely average DV. His best role might be shrinking a friend at the right time via his other trait.

Wasp (Chaos War 016) : Homage-to-Janet Van Dyne Henry here is the most traditional of the base set Pyms with top-loaded Running Shot and 3 damage with Leadership. Later clicks get the penetrating Incap treatment and some team support by granting pals EW.

These are the common Hanks. Then there are the two ultra-rare convention exclusives:

Ant-Man (Chaos War 173): Puck Pym is all about his high, high 20 DV. A full run of Incap gives him a little bit of offense, too, but only a little bit.


Giant-Man (Chaos War 200): Conversely, giant Pym is chiefly about fighting, with double-digit AV and 3+ damage most of his dial. He’s also loaded with armor powers.

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A lot depends on which Hank Pym one starts the game with. For example, a Wasp 016 player is likely to be relying on Running Shot and won’t be able to readily Morph as that Speed power is neither a move nor close combat action. Conversely, Giant-Man might benefit from Morphing to Wasp’s less-visible but still-17 Toughness click number 1 after smashing a foe with a heavy.

Therefore, the following list of “best” clicks to switch to is hardly exhaustive. (To do that, we’d have to go though each click of each Pym and detail the best choice for each likely situation. Which would make this F.U.N. article too long. Not doing it.) Instead, it’s just a rough guide on how to best size-change after taking the Morph-activating action, as the character will always have one or two tokens afterward.

ON CLICK 1:

First choiceAnt-Man (Chaos War 173). Stealthed 20 DV is best for weathering attacks.
Next bestWasp (Chaos War 016) or  Giant-Man (Chaos War 200) for 17 Toughness.
AvoidAnt-Man (Chaos War 015). Though the Stealth and Poison are tempting, his bare 17 DV may be a problem.

ON CLICK 2:

First choiceWasp (Chaos War 016) is the best-balanced pick regardless of whether he’s based (likely after the close combat action) or remote (likely after the move action option). But this click is possibly the most situational of the five, depending on whether you most need more support for your team (Hank’s Perplex, Wasp’s EW-lending, Ant-Man 015’s Outwit), personal survivability (either of the Ant-Men for Stealth) or offensive threat (Giant-Man).
Next best: n/a
Avoid: n/a

ON CLICK 3:

First choice: Either of the Ant-Men. The common gains Stealth and 18DV in melee, 17 at range with Poison and Exploit Weakness while the Unique is a Stealthy 18 (19 from range).
Next best: Giant-Man, with Charge, Quake and Invulnerability to be the toughest of the Pyms. Note that Charge works with Morph, so he can move to a more advantageous spot and push to the best choice for Click 4! (I’m thinking that Morph wouldn’t prevent the push since it’s part of the Charge action).
Avoid: Both Hank and Wasp are defensively soft. On the other hand, both offer passive powers that might benefit the team, so if you can protect them, they might be an OK choice.

ON CLICK 4:

First choice: Wasp. Again, he’s got the best blend of offense, defense and passive utility.
Next best: Giant-Man. Still Invulnerable, still Quake-ready. The more common Ant-Man gains 16-17 DV Super Senses and Outwit.
Avoid: Puck Ant-Man, whose DV finally slips to a decidedly average 17 and his AV to a mediocre 8. It’s all downhill from here, too.

ON CLICK 5:

First choice: Ant-Man 015. Though his base DV is just 15, it’s bolstered by Combat Reflexes, Stealth and Tiny Size. Offensively, he’s again Poisonous and Exploits Weaknesses.
Next best: Wasp. Though 16 DV Super Senses and 2 damage aren’t great, he’s got 9 AV and Perplex. Giant-Man’s poor 15 DV is balanced by not-so-poor 10 AV, 3 damage with Exploit Weakness and Charge. (Note that Exploit Weakness and Morph are not compatible — you have to pick one or the other!)
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 6:

First choice: Ant-Man 015. His 15 Super Senses looks bad, but Tiny Size and hindering terrain bump it to a possible 17 from range. He’s also got Outwit back and 9 AV if fighting is needed.
Next best: Hank Pym, because while his 15 Willpower is the worst defense of the lot (barring the puck), he’s got Flurry and Perplex to shift matters in your potential favor.
Avoid: Ant-Man 173, unless Stealth is absolutely needed to survive.

ON CLICK 7:

First choice: Giant-Man or Wasp. Both sport 15 DV Willpower for a possible last-gasp attack next turn with 9 AV Quake or 8 AV Incap-plus, respectively.
Next best: Hank’s Outwit should be useful at this stage of matters, though it puts a Giant-Man-sized bull’s eye on his labcoated back. Ant-Man 015 can hide in the bushes (Stealth) and maybe Poison.
Avoid: Ant-Man 173 at all costs.

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That’s it for this quick guide to Morphin’ the Mighty Avenger Henry Pym. Have F.U.N. Pympin like I might with this team in a week:

Yellowjacket (Secret Invasion 006a) 100
Hank Pym (Chaos War 014) 75
Ant-Man and Wasp (Chaos War 053) 168
Wasp (Avengers 059) 37
Wasp (Chaos War 030)
Ant-Man (Infinity Challenge 173) 43
+ replacements Wasp 016, Ant-Man 015
= 500 points

or, if my friend managed to pick a Con Exclusive for me:

Hank Pym (Chaos War 014) 75
Wasp (Chaos War 030) 77
Ant-Man (Infinity Challenge 173) 43
Giant-Man (Chaos War 200) 300
+ replacements Wasp 016, Ant-Man 015, Ant-Man and Wasp (Chaos War 053), Ant-Man (Chaos War 173)
=495 points. Could be Big Pympin’ time at Dragon*Con!

 

I had a lot of unplayed pieces to run as usual and built this Robot-themed team:

Cyborg (52 Justice League 006) 100
Vision  (Chaos War 013) 27 + Secret Avengers ATA 5
Ultron (Chaos War 208e) 90
Masque (Chaos War 206) 50 + Secret Avengers ATA 5
Masque Duplicate (Chaos War 007 ) 27
Masque Duplicate (Chaos War 20 ) 27

= 399 points, plus replacement/sideline Iron Man Drone (Chaos War 002r) x3 and Ultron Drone (Chaos War 003r).

And boy, do those Drones make a difference.

FIRST I faced a duo of Thanos (Galactic Guardians 045) and Nova (Galactic Guardians 201). Here, I got a bit lucky when my opponent forgot Thanos’ stat boost upon KOing a foe, allowing me to barely land a clutch attack. But beyond that, I only needed a single break away roll to keep the mad Titan locked down for the KO and win.

In the SECOND round, I picked the lower decks of the Helicarrier to stymie the Hypersonic threat of Supergirl (Fast Forces) and Lucy Lane while blocking lines of fire for Batman (52 Justice League) and Zatanna (52 JL). Using the free action movement of the Drones to gain positioning superiority, I got enough first shots to wipe the board.

FINALLY, I faced Odin (Avengers Movie) and Larfleeze (Fast Forces) on the open Helicarrier map. It was tough to overcome the range disadvantage. But I benefited from a few key Turning Points:

  • Cyborg landed a light Pulse Wave to get them off top-click.
  • Odin missed a much-needed Running Shot, leaving him in range of my slowly encroaching force.
  • Cyborg GOT the heavy single-target Pulse Wave I was looking for.

From there, Anthony Hopkins couldn’t do enough damage to stop the full robotic army from winning.

Piece-by-piece:

  • Cyborg (52 Justice League 006): What an offensive threat this piece is! Running Shot and 6-range Pulse Wave, making it easy to get those single-target shots off. His dial never gets poor. I will play this piece often.
  • Vision (Chaos War 013): The team’s needed natural taxi. Being able to Indomitably break away and Charge targets came in big in the second game. This is my go-to Vision now.
  • Ultron (Chaos War 208e): The key to the team with her ability to pull in extra points and solid stats and powers. I want to try her 160-point dial more, though.
  • Masque (Chaos War 206): a surprising clutch backup fighter with 9 AV Psychic Blast, including Willpower on the 2nd click. Never got to use her sacrifice click.
  • Masque Duplicate (Chaos War 007 ): These actually made better tie-up and meat-shields than the Drone, freeing the latter for their more essential taxi duties. End-dial Support came into play, too. Never got to use their sacrifice clicks, either.

But as stated before, it was the Iron Man Drone swarm that made the team really work. With their ability to freely move 4 squares while in range of Ultron, they could:

  • move 4 for free, then move normally for 6 to gain a full 10-square shift or, if carrying, move 3 then 4 for 7 total;
  • or vice versa, spend the action to move 6 then free-action move a few more to, say, evacuate a pal from trouble;
  • Move up to 4 freely then use the normal action to make an attack.

 

Superb utility, yet not at all overbearing (for the Drones’ stats range from mediocre to dirt-poor at this point range). I was pretty surprised how well they helped my team adapt to anything.

 

 

 

Continuing this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.)

Here’s the last of the Collateral Damage set’s feats:

I sure took a lot of art from JSA. This artist was Stephen Sadowski, I think, (Peter Snejbjerg, actually) and the issue guest-starred Batman. This image of Batman, whose main shtick is Stealth, running through the shadows was fitting, I think.

There was one more feat in the set that came with the Man of Steel mailaway figure called “Look! Up In The Sky!” It’s not included because, like Divebomb, it’s at least partly based on the obselete Soaring mechanic. It was also a poor use of points in any case. 9 points for +2 speed…but only on move actions.

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Next time, Card Arts moves on to the next DC set: Origin.

A few weeks ago, Heroclixin’ began analyzing how a street-level set like Dark Knight Rises is at least a little overpowered. Sometimes grossly so. We saw how the Common, Uncommon and Rare bits threaten to break the game with their Power Leap Factors of 1 through 5. Now let’s conclude with looks at the Power Leap Factor of the Marquee and DKR starter pieces (#s 100-106) and the mass market figures (#s 201-210).

Batman 100: As first glance, this version of Bats looks soft and underpowered and overcosted with only six clicks of life and a bit of Toughness. He doesn’t even start with Outwit. Then you note his trait that gives him hefty bonuses when played with the Gordon figures in the set (and we’ve already noted how great a Power Leap Factor one those guys has). And THEN you note his other trait giving him penetrating damage AND an effective 12 AV against his target as long as he’s attacking from Stealth or elevated (which, being Batman, is gonna be almost always). That’s ridiculously good, even for Bats. Power Leap Factor 4.

Batman 101: Meanwhile, the starter Batman is considerably less powerful for only 5 less points: one fewer target and range, worse defenses, a barely usable SP and no traits. He does start and finish with several clicks of Outwit and Perplex, respectively, across a long 8-click dial. But as Batman figures go, the Power Leap Factor here is just 0.

Catwoman 102: Her trait means she’ll almost never be attacked by any character lacking a moving attack or anti-Stealth ability, and Leap/Climb is always good on sneaky Outwitters like her. Power Leap Factor 4, easily.

Bane 103: Only two clicks of damage reduction is wholly outweighed by his A) effective +1 AV vs. teams/keywords for himself AND his team, B) Flurry + Super Strength-on-the-2nd-attack SP and C) Regen to Willpower combo. Power Leap Factor 3.

The Joker 104: Shape Change seems a bit odd, but Ledger Joker does tend to use disguises pretty often. Power Leap Factor 0

Harvey Two-Face 105: Prob Control? Penetrating Blast? Exploit Weakness? STEAL ENERGY? None of these powers make any sense on this character, really, except to make him playable. That rates Power Leap Factor 5.

Sgt. Gordon 106: Kinda silly that he just gets powers out of the blue from teammates. Power Leap Factor 3.

Batman 201: Unparalleled moving attack ability, Exploit Weakness and a sky-high 12 AV (cheapest fig to start the game with such in years) is balanced to Power Leap Factor 3 by his inability to be stat-boosted by allies.

Bruce Wayne 202: Leap/Climb, again, is thoroughly misplaced. Why’s he get range? SMH. Only his overall high cost holds his Power Leap Factor to a modest 2.

Catwoman 203: Another Selina boasting a high Power Leap Factor (3) due to her ability to steal objects, Flurry, Perplex, and push freely with Indomitable. The 3 range is what pushes her over the top.

Bane 204: Not too bad, actually. Perma-Toughness/Mastermind, RCE and Perplex are all held back by poor speed and mediocre AV. Power Leap Factor 0.

Rachel Dawes 205: Why does an assistant district attorney get Stealth? Or Mind Control? Answer: Power Leap Factor 1, just for the sake of a little playability. At least the anti-Poison/Incap trait is actually story-based.

John Blake 206: He’s definitely an exceptional cop in the film (hence the Indom.), but neither the Underworld TA nor the Sharpshooter is really backed up by the film. He’s also got that trait of Outwitting team abilities. Why? Power Leap Factor: 3

The Joker’s Henchman #3: Power Leap Factor 1, ’cause there’s little out of place with this piece other than the 17 Defend from a nameless mook. And that appears mid-dial, so it’s hardly a concern.

The Joker’s Henchman #4: Power Leap Factor 1 for his penetrating damage Energy Explosion. Why’s he rate that SP?

The Joker 209: What’s with the penetrating damage SP? It’s conditional enough to only call for a low Power Leap Factor rating by itself, but the lonnnnng run of Probability Control after click 1 is excessive enough to bump it to 2.

Arkham Asylum Escapee 210: Power Leap Factor 0…nothing overpowered here.

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For a street-level set, Dark Knight Rises sure brings the cheese in terms of scale.

Time to resume this series talking about DC feats and BFC cards that I went back and customized with artwork for fun. (Here’s a link back to the original concept.)

Continuing with the Collateral Damage set’s feats. Next up is Movethrough:

 

The artist is the great Alan Davis, from a 2000 JSA cover. The feat was basically designed to help boot speed characters, especially giants like the above Atom Smasher, get to the targets they wanted. Back then, giants didn’t ignore smaller characters during movement and had a two-square adjacency zone instead of just being able to punch from two away. So while it made giants superb tie-up figures, it was also an incredible weakness because most giants are priced as fighters, not cheap tie-up. Now that giants move more like fliers, this feat is largely obselete on them. It still has some use for standard-sized walkers, though.

Here’s another feat that’s not seen that much anymore:

The attack bonus granted by Ambush usually isn’t worth exposing the attacker from its Stealth. It’s still a neat feat, though. This Val Semeiks art from “JLA: Foreign Bodies” of Batman apparently delivering a surprise blow to the arch-villain Kobra fit the card perfectly.

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Next time, Card Arts continues with the final feat from Collateral Damage.

Now we’ve come down to the #1 duo in HeroClix:

Thor and Loki (Hammer of Thor 057)

Despite weighing in at an unmatched 362 points for a single-based figure, they’re clearly the choice.

  • They start with Running Shot and 10 range to get the carnage started. They bear Invulnerability through a trait so it can’t get countered and Shape Change to avoid attacks altogether.
  • They’re Mystic, so opponents won’t want to target them much, anyway.
  • They’re Indomitable, so they can push immediately next turn.
  • They’ve got Perplex to make their ensuing Duo Attack deal out a crippling 11 clicks, potentially.
  • They’re single-base fliers, so TK can yank ’em back or send ’em forth, depending, and they won’t have much problem maneuvering themselves.
  • Their AV never dips below 10. Their DV, 16. Damage is usually 4 or better.

Their only drawback is the DV SP, which saddles them with the range-killing Battle Fury. It also gives Exploit Weakness, so we’re over it.

Being a superb fig and one that certainly makes great use of the Duo symbol makes these oft-feuding half-brothers the single best Duo in HeroClix.

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“That’s all good and well, Heroclixin,'” someone is saying. “YOU can actually GET these Super Rare chase collector Buy-It-By-The-Brick-eight-sets-ago figures. How about the rest of us who want to use just regular duos that didn’t make the list?”

Glad you asked. Here are some tips on how to play all duos to the maximum degree.

Boost their damage. Just as powers like Energy Explosion or Incapacitate grow exponentially better with multiple arrows, so does Duo Attack benefit from higher damage. (You’ll note how many of the  characters on the list had great damage numbers as a plus.) So field some Perplex or Enhancement to easily increase Duo Attack’s output.

Telekinesis. If they can be moved with the mind, then do it. Most duos made prior to Brave & Bold were single-based.

Find ways to push duos safely. Most of the time, they’re going to have to get into position first. Therefore, the sooner the duo can start attacking in earnest, the better. There are some ways to grant Willpower or something like it to duos lacking it: Edward Nigma, Harvey Dent (Dark Knight Rises 017), Warbound or the new Asgardians ATA, to name a few. And, of course, just know the duo’s dial and be willing to push onto a new click.

Probability Control. The strength of Duo Attack is that it means more attack rolls. Might as well make ’em count. Similarly…

Outwit. It’ll take some dial memorization, but try to time your Duo Attack when you can hit a countered target both times with the defense power still countered (at least until WizKids actually fixes Outwit the way I’d like).

Blue Beetle and Booster Gold. The number 8 duo makes other duos better, remember? And as Super Rare figures go, this piece is easy to acquire.

And then there are duo-specific feats to consider:

Sidestep. The first duo feat, this 10-pointer grants 4 squares of movement in between Duo Attacks. The lack of free breakaway keeps it from being a must-use. But it can be really handy.

Show Off. When the first shot KOs a target, you can pass on making the 2nd attack and not give the duo an action token. Obviously, this one is pretty circumstantial, especially for lower-damage duos. Not worthless, but not really worth the 6 points if you have other options.

Power Barrage. Another 6-point feat, this one grants a free (but weaker) attack after one of a number of Attack powers are used. Another one that’s not remotely a slam dunk of a feat.

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That’s all, folks. Heroclixin’s taking a short vacation. On Wednesday, expect a new battle report, probably highlighting some more newly played pieces. We’ll pick up on the look at The Dark Knight Rises set in a week.   Until then, have F.U.N. Heroclixin’!

Man, good duo figures are hard to come by. Numbers 10-8 were either Super Rares or part of a $100 collectors’ set. The next three? All chase figures. And it gets no easier from here:

#4 is actually the Big Three:

Avengers Prime (Chaos War 060)

At a staggering 400 points, this duo trio figure is by far the priciest on the list. That buys you a LOT of damage potential, much of it through Duo Attack. After an opening salvo with Running Shot thanks to the Iron Man-themed Speed SP, one best uses the same power to Perplex the trio’s damage  +1 to then deal out a possible 11 CLICKS in the followup Duo Attack.

Duo Attack is almost always a better play than using any of AVP’s regular powers if targets are available on the opening clicks of the 400-point dial. For the 300-pointer, it’s less of a slam dunk. For example on click 2 (or 5 on the full dial), do you opt for a single shot for 4 penetrating damage, or roll the duo dice to land a possible 7 that might get reduced? Do you Flurry for 8 or Duo for 4, hopefully KOing the target to follow up with a weaker ranged shot?

This dial has a lot of mostly wasted points on myriad abilities that can’t be used in combination, sometimes not even through the “Trio Attack” trait. And with such high cost, they’re gonna get swarmed heavily, especially since they have many of the usual peanut duo mobility issues (at least they fly, though). Nevertheless, their sheer power is enough to make them one of the best duo figs in Heroclixin’s estimation.

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#3 are the stars of New Avengers: The Reunion:

Hawkeye and Mockingbird (Chaos War 054)

Another star-crossed couple — literally, this time, as Mockingbird was once kidnapped for years by Skrulls — ranks high on the list of great duo figures. Why, especially with them having the same no-TK-no-taxi boot speed peanut base issues as so many others?

Transporter Move and Attack. This ability gives them a bit more flexibility than most for moving past enemies on the way to their real destination. The sky-high 12 AV also helps their cause in attacking.

Sharpshooter. Similarly, this gives them cleaner lines of fire for potential Duo Attacks.

Most of all, though, they’ve got a Duo-ready SP that allows ’em to replace ranged Duo Attacks with Smoke Cloud, Incapacitate or Energy Explosion. So Hawkeye can take a leading shot with Mockingbird following with Smoke Cloud to hide them from counterfire. Or they can opt to Incap a Mystic target and then Energy Explode a cluster elsewhere for much more cumulative damage than the usual -1 damage 2nd duo attack would net.

These birds’ weakness is that they have zero armor, so they will take any and all damage that gets past Super Senses. And although they start with Stealth, the peanut base prevents them from ever getting fully hidden into hindering terrain with a single move (since the “back” end of said figures must travel through the square the front end moved through — and hitting hindering terrain immediately stops movement). But with their offensive prowess and excellent Duo ability, they take the #3 spot among the top Duos of Heroclixin’.

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#2 are the stars of The Dark Knight Rises:

Batman and Catwoman (The Brave and the Bold 100)

Their AV is weaker than most others’ on the list. They’re peanut based and thus impossible to taxi or TK. They’ve got no armor, little range and a fairly hefty price point for all that weakness. Why are they the #2 Duo of Heroclixin’?

It’s all about the SP “Double Pounce.”

  1. It’s Leap/Climb. That circumvents any problems getting the big peanut base fully hidden to use their Batman Ally TA.
  2. It’s a free Duo Attack after using Leap/Climb. It’s better than Charge or Running Shot.

With Outwit to soften the target up and Willpower + Combat Reflexes to help press the attack or survive counterattacks, BatCat makes up for its weaknesses in a big way. And this is without even mentioning the ability at the start of the game to steal one of the enemy’s special objects. Batman and Catwoman earn this near-top spot of the list handily.

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Tomorrow: The number one duo figure in Heroclixin’s Top Ten and a bonus duo-related list.

Man, good duo figures are hard to come by. Numbers 10-8 were either Super Rares or part of a $100 collectors’ set. The next three? All chase figures.

#7 is this emo couple:

Scarlet Witch and Wonder Man (Chaos War 059)

Weighing in at a hefty 225 points, this star-crossed pair makes the list almost purely because of Wanda’s contribution: her Chaos Magic SP:

With it, they can render even normally uncounterable opponents powerless in any given area. Sure, it’s a little too random to depend entirely upon it, but it’s a free action.

After they get into position with Running Shot, Scarlet Wonder will rely on Duo Attack to deal most of their damage. With Probability Control to better ensure either shot lands, and a hefty 4 damage to lead to potential 7 clicks, there’s ample reason to do so on the opening four clicks of life.

Late in their dial, they get a SP that causes them to deal penetrating damage to high-cost figures. Combined with Duo Attack, they can utterly decimate tentpoles.

They’ve got all the drawbacks of double-based duos: unCarryable, unTKable and, with only a modest 8 starting boot speed, they may find it tough to move around. They also don’t push well — it’s tough to leave that first Chaos War click in favor of Super Strength, even if they upgrade to 11AV and Impervious (and you’d rather force opponents to take Mystics damage digging through all that armor anyway).

Nevertheless, Scarlet Witch and Wonder Man are a solid enough figure on their own that’s only made better by having Duo Attack at their disposal. They rate #7.

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#6 is the smallest duo:

Ant-Man and Wasp (Chaos War 053)

These wee folk have a few tricks up their pint-sized sleeves. Most notable is their trait which, like a mirror version of the Mystics TA, deals unavoidable damage against adjacent foes for misses against them (either by those adjacent enemies or others shooting at the insect-size couple). This probably accounts for the bulk of their weighty 168-point cost.

They also have Poison and Exploit Weakness to further trouble folks in melee.

With that latter power, twinned with first Charge to get in close and then Plasticity to stay nearby, there doesn’t seem to be much call to use the Duo Attack ability.

But there is, because Ant-Man and Wasp can be TKed or effortlessly carried by almost ANY ally, thanks to their single base and Tiny Size ability. When a duo doesn’t have to burn actions getting into position to use the Duo Attack, the ability gets that much better. Against soft targets, it’s the preferred move.

With this better mobility than nearly any duo in the game along with their ability to deal lots of free and/or penetrating damage, Ant-Man and Wasp are the #6 duo in Heroclix.

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#5 :

Thor and Hercules (Chaos War 059)

This demigodly duo is all about massive damage, period. Once they complete their opening Charge + Exploit Weakness, this Indomitable, Impervious fig can deal out 7-8 clicks via Duo Attack.

And you’ll want to use the ability as often as possible, since missing the first attack means +1 to all their stats for the 2nd shot.

Once Impervious is lost, they get Invulnerability that can’t be countered and boosts DV each time they’re targeted in a turn. Decent defense against Outwitters and swarm attacks.

Boot speed and a big peanut base are the usual liabilities, and with only average 6 range and a sky-high 300-point price, Thorcules can still be overwhelmed and thus “only” rates #5 on the top duos list.

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Tomorrow, it’s 4, 3 and 2.