#3 is the daringly swashbuckling and dearly departed

Nightcrawler (Web of Spider-Man, #047)

When he was first revealed, people honestly thought this fan-conceived version* of the popular X-Man would break the game. But, in truth, he’s only good enough to rate third.
That’s still pretty good. Why so high?

  • Unparalleled mobility. His “Extra-Dimensional Teleportation” trait sends him through walls and characters…nothing stops him. More to the point, he’s one of fewer than 5 characters in the whole game that can attack from behind walls and blocking terrain;
  • Stealth keeps him from being an easy target from range and, more importantly, protects his powers from being easily countered.
  • Shape Change can keep him from being attacked even when a foe IS able to punch or shoot him.
  • 19 DV makes that attack a difficult proposition even without…
  • Super Senses, courtesy of the “BAMF!” SP, which additionally allows him to move half-speed away from the attack if the roll works. This makes Duo Attack and Flurry cry.
  • Oh yeah, he can carry, too.
  • All this is fine, but it’s not what lands him on this list. It’s his ability to hit a target with a HSS attack and then drop the target next to him after he finishes moving so the rest of his team can pile on the target that makes him a game-changing piece. Suddenly, all the usual positioning tactics have to be thrown out of the window.

For all his game-changing strengths, he’s weak on dealing damage and practically undone after taking only two clicks of damage. But he’s inexpensive enough to fit on plenty of teammates with longevity and damage ability to spare.

Next up is one of those potential teammates.

 

* This figure was designed by Ben Cheung, the 2008 HeroClix World Champ.

#4 is now, and forever, the original…

Green Lantern (DC 75th Anniversary #049)

This oldie-but-goodie brings a lot to his team:

  • anti-Stealth from his Speed SP. Batmen cannot hide from him;
  • anti-Stealth for the rest of his team. If he hits his target, they can’t use Stealth the rest of the turn;
  • Running Shot and 8 range and Indomitable helps him get that first shot off;
  • Penetrating/Psychic Blast from his Attack SP “The Green Flame” to make the hit hurt (along with Incapacitate if you’re targeting a Mystic);
  • Impervious defense to hold up under enemy fire after taking the shot;
  • But suppose there’s tons of Penetrating/Psychic Blast you don’t want to expose him to. You can hold him back in a support role, using Telekinesis (again via “The Green Flame”) to move the team;
  • He’s a Perplexer, too, mid-dial, and Pulse Wave shows up late, too;
  • The Justice Society TA might help himself or others, as can his good assortment of strong keywords;
  • Regeneration for that second wind.

He’s a little range-dependent and his AV is a little weak for his cost, but that cost still leaves plenty of room for friends to address those minor shortcomings.
Next one has plenty of tail.

 

#5 is a Marvelous occasional duo:

Shazam! and Black Adam (The Brave and the Bold, #055)

You knew this piece, which appeared in the 2010 HeroClix World Champion’s team, was going to show up on this list. And it’s not hard to see why:

  • Hypersonic Speed, on both “ends.” The Shazam end is particularly beast, thanks to…
  • Probability Control, to make sure those rolls have the best odds of going your way;
  • Big damage that never drops below 3 (this is key for their Duo Attack ability) — much of it penetrating damage.
  • The ability to halve their cost to 140 and fit either persona onto a smaller team. Again, Shazam’s the best for it due to his dual utility as beastick and support piece.
  • But don’t overlook Black Adam’s ability to mix his HSS with Close Combat Expert or Exploit Weakness;
  • Justice Society team ability offers a way to boost defenses (as do the Defend clicks of the Shazam half);
  • their Mystical keyword makes for some powerful themed teams.

The duo has some serious soft points in their defense (Defend on Shazam, low DV on B. Adam, short life on both 140 pt. versions) in addition to the usual drawbacks of doublebased characters (the inability to be moved with Telekinesis chief among them) and duos (no Fortitude allowed for them in Golden Age) that keep them from being higher up. But the only 12-click character in the game is definitely Top 5 material.

Next: One from the Greatest Generation.

Not the Dark Avenger you probably expecting:

#6

Noh-Varr (Web of Spider-Man, #038)

This one almost slipped under my radar. But he’s loaded with elements making him a lock for the list:

  • Running Shot with Penetrating/Psychic Blast and Pulse Wave (SP “Transforming Gauntlet Gun”) with great stats;
  • Invulnerability, helping the chances of even a strong hit landing him on…
  • Hypersonic Speed and Super Strength. Good combo, that;
  • late Perplex. That’s good, as his stats start to slip;
  • two clicks of Regeneration that can land him on good clicks no matter what;
  • EIGHT keywords, making him a good fit for a lot of themed teams;
  • “Traitor To All,” his trait giving him an AV boost if he ignores his keywords, making him an even better fit on non-themed teams.

Weaknesses? Maybe a slight lack of early close-combat effectiveness and/or Flight. Yeah, who cares? Great light tentpole who leaves plenty of room for support or other solid fighters.

Next week: The Top 5! Will your favorite make the list? Watch and see. ‘Til then, happy playing!

#7 is naked power.

Dr. Manhattan (Watchmen, #005)

Also known as “Zenhattan” for his floating lotus position pose, he’s on the list because:

  • His powers can’t be countered;
  • PERIOD!! :)
  • His first SP grants 12 AV Psychic Blast (and Barrier, and Telekinesis…but the PB is the one that everyone really cares about);
  • Impervious, which segues into “That Didn’t Kill Osterman,” which, in addition to nullifying damage, sends him back to his starting area and probably out of harm’s way;
  • “Simultaneous Perception” which grants Super Senses and Probability Control on top of it all, making him very difficult to even hit;
  • His Watchmen TA makes him immune to enemy attempts to mess with his stats.

At 276 points, he suffers from not being able to push, and being totally range-oriented (making him a bit vulnerable to tie-up), especially on the back end of his dial. Played correctly, though, he never sees that end.

Next: A dark avenger.

#8 is…

Too much "hunch punch."

Atrocitus (DC75th Anniversary, #042)

A 202-point no-range Charging brick would seem a poor candidate if not for his:

  • Indomitable symbol;
  • his “Burn Through Defenses” trait which downgrades Impervious to Invulnerability and Invulnerability to Toughness, making him an answer to those powers;
  • great stats throughout;
  • A later SP “Ever Growing Hate” and Poison to help him deal with swarms.

He’d place higher if he didn’t waste points on Blades/Claws/Fangs with such high natural damage. He also needs Telekinesis to help him not get shot to pieces from range. In Modern Age games, he’s a great fit for the Red Lantern Special Object and the Kinetic Accelerator; in Golden Age, it’s probably Fortitude or nothing.

Next one is less angry and less red. (Which could be anyone.)

In total contrast to the high-flying, fast-racing superpowered heroic duo Flash and Green Lantern, the next piece on the list is a non-powered villain operating so deeply in the shadows that no one is fully certain who he really is.

#9

The Holiday Killer (The Brave and the Bold, #021)

What, this little 43-pointer makes the list? YES. For such a low cost, he brings:

  • Stealthed Outwit. That’s always a solid combo;
  • High sharable AV (via his Batman Enemy TA). Even though he’s less vital now that wild cards can lend stats, it’s still welcome on him;
  • 8 range. He’s not JUST a hidden support figure but a viable 2nd or 2rd attacker.

Sure, his dial is short, but hey…he’s only 43 points! He requires no extra feats to function well in Golden Age games.

Next piece is maddening.

As I wrote last time, 2010 was a good year for the game. Starting today, I’m counting down the top ten HeroClix released last year. Let’s jump right in!

#10:

But who's brave and who's bold?

The Flash and Green Lantern (The Brave and the Bold #048)

This double-based figure starts the Top Ten with a number of great elements:

  • double TK SP allows them to sling out two pals at once;
  • 8 range and 2 targets (thanks to a late errata in the Player’s Guide). That really works well with…
  • Duo Attack and 4 damage. They can really lay down some hurt.
  • Superb Defense, starting and ending with 19 and boasting Invulnerability in the middle where the numbers sag;
  • “Two-Man Justice League,” a SP allowing them to use a damage power missing from your team for a round. Need an AV boost? Pick Perplex. A damage boost? RCE or CCE. A defense boost? Shape Change…or maybe Outwit.
  • Late-dial Hypersonic Speed with revived stats;
  • 12 Speed all dial long.

This duo almost slipped off my list for their really underwhelming AV for their fairly mammoth 200-point cost. But their ability to use Perplex (potentially, anyhow) for most of their dial counters that weakness. Despite their price tag, they are not a tentpole piece; surround them with other solid fighters.

Be back tomorrow for number 9, a piece that’s pretty much the complete opposite of this high-cost, heroic duo.

No Friday Force-Building this week. We’ve all got brand-new clix to pull and try out! In that spirit, here’s a look at one of my favorite themes.

Several weeks ago, I posted a simply titanic article about the Atlantis keyword in HeroClix. Long a thoroughly uncompetitive keyword theme, it’s gotten some boosts in the past couple of years with the emergence of Namor in Secret Invasion, one of the most flat-out effective beasticks (not a typo; see the glossary) in the game and, more recently, Aquaman (Brightest Day) for his ability to make other Atlanteans quasi-Mystics and his own considerable offensive prowess.

Now there are three new Atlantis pieces in DC 75th Anniversary set. Let’s look at what they do for life under da sea:

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50-100 points
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Ocean Master (DC75): Aquaman’s villainous half-brother makes his HeroClix debut. He’s not very good, though, with only a pitiful 3 range, Force Blast and Mastermind available for his first two clicks. Mid-dial he gets a Special Power granting him Blades/Claws/Fangs at range, but at the risk of taking 1 unavoidable damage if he rolls a 1 or 2.

The only reason he should be considered for an Atlantis team is his trait giving him Probability Control while in water. Because of this, and his super-short range, he should be feated with Submerged whenever possible. He’s purely a weak support piece, so you may want to spend the 65 points on other Atlanteans instead.

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I don't yet own a Mera fig, but I got a shot of her at my venue. And, as you see, she can tote her token! (Barely. Squeeze it between her hair and shoulder.)

 

Mera (DC75): At last, the first super-spouse in comics gets her own figure in HeroClix. And like a good woman, she definitely improves the union by bringing several things to the marriage!
First, Telekinesis. A single click on top gives Atlantis first-strike capability at last, whether by throwing objects or, more likely, super-strong friends holding objects. She also gets the power back on her whole back-dial, too.
She also brings unparalleled mobility with Phasing/Teleport (for some reason) and Exploit Weakness with Super Strength to make her a close-combat threat (with Toughness for survival). Later, she shifts focus to Mind Control (again, it doesn’t fit her powerset), Barrier and Regeneration.
At 85 points, she’s not cheap, but that TK is indispensable.
 

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100+ points
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This one's standing on a BLUE tentacle.

Veteran Aquaman (DC75): Sharing a near-identical sculpt, near-identical cost and the dolphin-transporter symbol with Brightest Day Aquaman, this 106-point model has a very different dial. His Speed power is special “Sea Life Telepathy” Mind Control that’s +3 AV and zero feedback damage against the Atlantis keyword. Even better, his Attack SP “Rise From The Deep” allows him to warp in water terrain the way OOTS Batman does in hindering terrain.

 

He’s not as thick-skinned as BD Aquaman, with Toughness sandwiching some Invulnerability in the middle, nor does he have Super Strength to boost his naturally-high 4 damage. But he’s got an extra click of life and some more keywords to make him fit on most JLA-themed teams.
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and…
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Bucket of Water: One of the 3D LE objects in DC75, this 0-point light object is water terrain instead of hindering terrain, providing yet another way to activate the Atlantis keyword members’ various water-based powers. It benefits:
  • any Submerged character;
  • Aqualad and Garth, who can use it to hide via their SPs, then Charge off it (for no penalty to Speed);
  • Starro Aquaman and JL Arthur Curry, who can use it to gain their water-based Invulnerability and, respectively, extra Charge Speed and late-dial Regen and Close Combat Expert;
  • SI Namor, who can use his Regen-only-in-water late clicks on it;
  • BD Aquaman, who gains 8 range when on it;
  • DC75 Aquaman, who could use it for his RFTD attacks;
  • Namora and Attuma, who, because they both gain water-activated SPs after their Super Strength clicks, stand to benefit somewhat even after taking massive damage;
  • Ocean Master, who offers Probability Control on it;
  • Atlantean Warriors, who can use it in conjunction with other hindering terrain to activate their Stealth;
  • and DC75 Mera, who could TK the object to best effect for any of the previously mentioned characters (by, for example, moving the bucket into a square of hindering terrain, thereby allowing the aforementioned Atlantean Warrior to use Stealth even more efficiently), not to mention the ones I forgot and non-Atlantis pieces like Triton and Frog of Thunder.
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In conclusion, the addition of both TK and PC leaves Atlantis missing only Outwit among the classic HeroClix support powers. In just a short time, the fish have grown considerably more competitive! So go for a swim and swamp some enemy forces!

The Fish(men) Fight Back!!!

The only non-generic keyword to span both the DC and Marvel universes, Atlantis makes for some fun teams for players looking for a bit of a challenge, as the characters available lack many of the tools found in the most min/max team builds.

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PROBLEMS WITH ATLANTIS:
It’s focused on the dolphin speed symbol, which is only marginally useful yet costs extra points anyway. Note, for example, how nearly every character with the symbol made since the debut of Special Powers also bears one granting other special abilities related to water terrain.
No STOPP/TOPPS “pit crew.” Absolutely devoid of Telekinesis and Outwit, it has only one Perplexer, only two Support healers, and Probability Control is only available through themed team bonus.
Almost no range at all and even less long range makes things hard in a range-focused game.
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THINGS THAT HELP ATLANTIS:
Watery maps. Make sure you have some. At a minimum, they gain you a bit of mobility advantage; more importantly, some of these characters’ powers depend upon water.
First, try to get the mostly water terrain Aruna Temple map from the BPRD Action Pack. Next wettest map is the Dockyard from the Starro Attacks event. Web of Spider-Man’s The Bridge is surrounded by water. The Dawn of Time from Crisis has a large river  running through it (and if you play its Time Zones, the Kooey Kooey Kooey and Camelot zones offer a lot and a little water, respectively). Finally, the Castle Ruins (HorrorClix), Castle Doom Gardens (Fantastic Four) and Asgard (Hammer of Thor) all sport a fair amount of water.
Other maps also offer some water, but the trouble with many of these maps is that the water is either so minimal (see the Graveyard [The Brave and the Bold]) or remotely placed (as in The Lab (Armor Wars) or both (re: the Axis Chemical Plant [Icons]), the Training Complex and Institute Grounds [both Danger Room]) as to be tactically useless, or it’s so central that the water becomes a barrel shoot for snipers and Hypersonic hit-and-runners (Centennial Park Zoo [Icons]).
And, of course, many maps have no water at all, which is why you should always run…
Atlantis Rising. Once in a while in a Golden Age game, you’ll get stuck on a non-water map. Save this Battlefield Condition for that eventuality and hope your opponent doesn’t have his themed-team ignore function to spend. But even if you’re not able to use this card, all is not lost.
The Opened Hydrant special object. It gives you water on any map. Place it carefully! Indoor maps are best, as the water effect isn’t blocked by walls. Note that it only works on clear grounded terrain.
The Submerged feat. Moving through water is OK. Hiding in water is pretty awesome. On a Golden Age team this 5-point feat should be present on multiple characters.
Rip It Up. Although it’s a double-edged sword that keeps you from picking up heavy items, it’s still a way to make certain this Super Strength-laden keyword always has extra damage and/or range attack!
OK. Now for the characters.
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Below 50 points
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Rookie Aquaman (Hypertime): At 27 points, he’s by far the cheapest Atlantean in the game, and the only character in the whole game at that price point who can do 5 damage unaided by other characters. But his defense is a sad 15 or less with zero protection and he has no move and attack. Atlantis has no Telekinesis, so R Aquaman’s effectiveness is really blunted. Only use him if you A) don’t have the points for the next cheapest pieces in the Atlantis roster or B) just choose the better offense.
As he’s a Golden Age piece, you’ll want to use the Submerged feat, if anything, to help him survive long enough to maybe make that first strike. He’s also good as a dedicated Contingency Plan piece.
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Atlantean Warrior (Secret Invasion): Cons are low numbers and a difficult to use SP that offers him +2 Speed, Charge and Stealth in water (trouble is, Stealth still needs hindering terrain, and water terrain doesn’t count as such). But the newest “replace, then modify” rules give a healthy boost to his Charge power, and Toughness makes him a decent shield and tie-up piece against enemy shooters. Finally, whether playing Golden or Modern Age, these 35-point blue guys make good filler and themed-PC fodder (and work very well with certain other pieces in the Atlantis family…keep reading :) ). Feats probably aren’t wise, but Lunge can make him more dangerous once he gets Close Combat Expert on click 2.
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Experienced Aquaman (Hypertime): Same story as the 27-point rookie, only you’re paying 9 more points — a full THIRD of the Rookie’s cost — to add JLA TA and a click of life, essentially. I totally wouldn’t bother.
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Rookie Aquaman (Icons): 39 points buys a lot more Toughness for a more survivable Atlantean. You’re trading away the good AV of the Hypertime Aquamen, though. He’s a decent tie-up piece, nothing more. Feats defeat his one strength of cheap survivability; don’t use them.
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Aqualad (Crisis): 40 points gives us another soft-shelled, short-lived swimmer. But his built-in super-Stealth in water makes him absolutely invaluable for the Atlantean cause. He blocks LOF to more important pieces while his Willpower makes him ever-ready to Charge with Super Strength at any targets forced to approach. It’s a rare event that you wouldn’t have at least one on an Atlantean team. No feats necessary in Golden Age; you don’t want to bloat his cheap cost. But if you simply must fill 8 points, Protected is good on Willpower characters.
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Veteran Aquaman (Hypertime): The first Aquaman to top 10 AV and perhaps worth running just for that in spite of the same playability issues as the other Hypertime Sea Kings. At 41 points, though, he’s beginning to eat up some real points, compared to them — especially if you feat him out with Submerged or Contingency Plan to max out his effectiveness.
 

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50-100 points
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Arthur Curry (Hypertime): The last of the Hypertime set, he spends 10 more points to add Willpower to his top-dial and Toughness/CCE to his back half. The former makes him a tiny bit more likely to maybe get that first strike off. The latter makes him a tougher KO than he ought to be. Sadly, though, his CCE is wasted on a terrible AV and his similarly weak DV means he will take fire before he can attack. Do you feat him with Protected to increase his chance to use that excellent top-dial 11 AV? Or just Submerged?
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Experienced Aquaman (Icons): Leadership, 10 AV, JLA TA and 4 range make this 56-point figure a huge upgrade over the Icons Rookie. Keep him Submerged so he can potentially snipe — or make a Contingency Plan — from watery cover.
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LE Garth (Crisis): For a massive 25-point increase over Aqualad, you get two more clicks of life with Toughness, the same Stealth-plus SP, and,  2nd click in, a SP granting him an extra supply of light objects for 65 points. Unfortunately, there’s a good chance all standard light objects will be carried — if there are any at all in this Modern Age of special objects — and he won’t get to use this. Tough to recommend him over the ‘Lad. Don’t bloat his cost further with feats in Golden Age.
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Aquaman (Justice League #101): Finally, an Aquaman that can first-strike! Solid DV SP gives the roster its cheapest (at 70 points) Invulnerability. The downside: an immediate downgrade to Toughness out of water. But when he can Charge from 6 out (thanks to the Surge SP), it’s not so bad. Use him as a 1-2 punch with other pieces. Submerged keeps him safe until he makes that Surge in Golden Age games.
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Arthur Curry (Justice League #105): Similar to his sculpt-mate above (though with only normal Charge), A.C. offers more Toughness after his Invulnerability-in-water SP runs out and, via his other SP, a shot at Regen or Close Combat Expert (but only in water) in lieu of the JLA TA. I never use him if I can use the same-cost Starro Aquaman, but he’s not bad. In Golden Age games, try Automatic Regeneration and Submerged to maximize his survivability end-dial.
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Veteran Aquaman (Icons): the first real Invulnerability piece on the roster, he still lacks that vital ability to move and attack. Unique in offering both Regen and Support end-dial, he does so with such low AV and DV numbers that neither is very usable. Once the cream of the Aqua-crop, he’s now just so much mediocre flotsam. Players determined to use him should consider (in addition to Submerged)  Automatic Regeneration to help him gain a possible 2nd wind. He’s also a good (if expensive at 71 points) Contingency Planner.
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Namora (Hammer of Thor): Another lite Charging brick among the Atlanteans, she’s also the first flier and thus a valuable addition who can offer unprecedented mobility. She’s a little bit soft with only Toughness but sports the best average AV so far in the list BY far. In Golden Age, she needs no feats but Submerged works as well on her as any.
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Attuma (Secret Invasion): Despite his lone bit of extra Leadership and weird, highly situational SP Quake, Attuma is really the most traditional sort of brick, starting with the usual Charge+Super Strength+Invuln. combo and staying Tough down the line (with Combat Reflexes in water). I’d only bother with him in larger builds were he can be a 2nd attacker rather than a main one — his 4 Charge speed is a little sub-par for his 90-point price compared to the 5- and 6-range Charges Namora and Starro Aquaman are capable of for 14 and 20 points less, respectively.
 

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Above 100 points
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Aquaman (Brightest Day): This brand-new 105-point version of the character changes the game for Atlantis. Not only is he another solid Charging, Super Strong and Invulnerable attacker, but he also brings more skills to the theme:
  1. Close Combat Expert on the first half of his dial so that he can still deal 5 damage even after he’s used his heavy object;
  2. HSS-lite via his first-for-the-keyword transporter symbol;
  3. Another taxi (and one who can tote his own meat shields);
  4. The longest range attack of the theme via his mid-dial SP “Tentacle Whip” (when in water);
  5. Perma-line-of-fire to targets in water using same SP;
  6. Mind Control, contiguous with the SP ;
  7. the 2nd healer of the theme — one with a usable AV this time;
  8. and the biggie: “The Undead Sea,” a Trait that deals 2 damage to all enemies who helped KO an Atlantis member that turn. Suddenly those fragile but long-dialed HT Aquaman pieces and the tougher but short-lived Atlantean Warriors are no longer such inviting targets: either they’ll be mostly ignored for fear of the retaliation, making their tie-up/shielding role last longer, or they’ll draw the fire of tougher Invulnerable and Impervious enemies unafraid of the damage, leaving your bigger pieces alone. (Of those lesser pieces, I think I prefer the Atlantean Warriors. They have A) better movement values from water to better tie up foes, B) Toughness to better absorb multiple attacks, C) better-lasting average Attack Values as they take attacks, and D) a dial just long enough to absorb more than one attack in a turn, likely ensuring the feedback against multiple assailants — not all of whom may be able to weather it equally.)
As a Transporter, he can’t use Submerged, so he needs meat shields to protect him from range attack. His trait encourages you to build some onto the team and his SP helps him stay effective when hiding behind them and his Transporter ability helps him position them. Use Lunge instead to give him a hefty 7 Charge swing or even further reach with Move and Attack.
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Tempest (Crisis): Expensive (116 points) and soft-shelled, the former Aqualad is here for one reason: portable water terrain. His SP duplicates the Opened Hydrant effect, making him a must-run for water-dependent teammates like Starro Aquaman, Atlantean Warriors, Aqualad, Attuma and any Submerged pieces (of whom he should be one to ensure the SP never gets countered). His Mystics TA, Barrier, double-target 6 range (with Incap and Energy Explosion) and Perplex are welcome icing to this cake.
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Rookie Sub-Mariner (Fantastic Forces): the first non-swimmer on the roster, R Subby offers basic brick and taxi skills. His best point is that he’s a wild card thanks to the Minions of Doom TA. Team him up with the also-116-point Tempest to copy Mystics or with one of the Atlantis characters with Defenders TA. No feats necessary.
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Namor (Fantastic Forces): Similarly, the 122-point LE of the Fantastic Forces REV offers a stronger and longer dial than the Rookie but no TA. No feats necessary, but Mercenary could be useful when teamed with Secret Invasion Namor.
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Experienced Sub-Mariner (Fantastic Forces): Identical to the LE, except sporting the Defenders TA, costing 8 more points and strangely missing the three mid-life clicks of Flurry appearing on every other version in this set. The Defenders TA is useless unless you use another, better Namor. Only use him on a team of all-Namors or something.
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Veteran Sub-Mariner (Fantastic Forces): The reigning king of the FF pieces, Vet Subby isn’t bad with a great Charge speed, AV and 16 Invulnerability. He also sports a whopping 11 clicks of life, all with damage reduction. His Avengers TA is quite useless for the Atlantis team, though in Golden Age he can use the Pym Particles feat to gain either a needed DV boost from ranged attack or (perferably) Giant status for when he finally makes his move from being Submerged. But for his 150-point cost even before those feats, you’re going to run the absolute king of Atlantis pieces instead…
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Namor (Secret Invasion): This is the piece that showed everyone that Charge and Flurry are compatible powers. (Yeah, two of the Justice League Flashes did it first, but nobody cared.) He’s also the one that showed us a Flight character could be carried (as his SP grants him the Flight ability only, not the Wing symbol). Offering excellent defenses on the first half of his dial and massive offensive potential throughout, he singlehandedly makes the Atlantis keyword competitive. In Golden Age, Submerged and/or Fortitude are useful, as might be Automatic Regeneration for his very soft late clicks.
 

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Bystanders
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In a Modern Age game, you may need to fill some points…and that’s what Bystanders are for. But you want to pick some that won’t be hampered by all the water you should be playing in, especially since these pogs will likely be used to shield bigger pieces from being targeted.
Mera (Crisis): She’s a got good movement value of 8, but her 15 DV and 7 AV make her the least of the swimming pogs. For the same price of 6 points, Dolphin (Crisis) is her superior in Speed (9) and Attack (9).  Seven points buys you Walter “Prof” Haley‘s 7 Speed, 8 Attack, 1 damage and 16 DV with Willpower. And because pogs don’t break your theme bonuses, you could fill a 6-point gap with the 10-square Phasing/Teleport Lila Cheney pog for even better effect. But she’s probably better for the next section.

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Non-Atlantis pieces of note (Modern Age)
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There are some pieces that lack the Atlantis keyword but could be useful on non-keyword-yet-thematic builds featuring dolphin speed characters:

Aquaman (Justice League common): Or “Aquanoob” as I like to call him. This 68-point Rookie lacks any keywords (being a recent and very uncomfortable newcomer to Atlantis) and so is no good for the bonuses. But his “Telepathic Communication” SP, which allows him to Perplex every other dolphin symbol character on his team (except himself), might be better than any number of theme team bonuses. With Charge (on both ends of his dial), Super Strength (and later, Blades/Claws/Fangs) and “Parry” (Super Senses against close combat), he’s OK in a fight, too. In Golden Age, keep him safe in the first part of the battle with Submerged if possible. Loner is a good investment, too.

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Black Manta (Arkham Asylum): Also 68 points, this archenemy to Aquaman offers enough to the theme to possibly overlook his blood feud with the hero. The first dolphin Transporter, he has 6-range Psychic Blast (later, Super Strength) and “Pirate,” granting him Perplex of himself or other swimmers only. In Modern Age, try to fit on the Yellow Lantern, which, along with his self-Perplex, can negate his Move & Attack penalty completely.  In Golden Age, Loner fits perfectly.

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Mera (Blackest Night): 85 points buys another taxi for the team — one that can Charge in with 11 AV to deal 4 damage without so much as an object in sight. The Red Lantern is great for her Battle Fury. In Golden Age, she can use Submerged (she bears the dolphin symbol in a trait along with her dial’s wing symbol) and Loner.

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Triton: He’s good as a character who can hide in the water like Aqualad. Even better is his ability to deal a click of damage free to adjacent foes in the water with him at the end of his turn. At 72 points, he’s pretty costly for this, though. With only the Inhumans keyword, he qualifies for Loner.

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Thor, Frog of Thunder: Though not an actual swimmer, this chase figure has two Special Powers that work super in water. First is another Submerged-like power (though it also grants true Stealth as well). The other deals 1 damage to all enemies in or bordering water like a 6-square-ranged Poison. For this reason, Armor Piercing is probably the best choice of feat for him. But heck…if you’ve got the 3 points left over, why not use the brand-new Frog Legs feat to make him a true swimmer anyway?

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King Shark (Justice League): Though his 9 AV seems a bit weak for a 100-point figure, his above-par 18 DV makes up for it a bit. Better still is the Suicide Squad TA, which could grant a second wind when played with the fragile low-point pieces in this theme. Played with the Red Lantern will bump his Battle Fury-ous 3 damage to a whopping 4, leaving no need for his B/C/F. He’s also a comic-accurate theme player along with Aquanoob, if you care about that sort of thing.

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Two more:

 

Stingray (Avengers): A 29-point tie-up piece, he should only be used if you’ve broken theme already and can’t fit one of the other below-50-pointers on.

Namor (Avengers): Unless you just want to run an all-Namor team for some reason and don’t care about the theme bonuses (as this one lacks keywords), you should never field this 151 piece when there are two superior version of Namor.

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Non-Atlantis pieces of note (Golden Age)
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I don’t want to go into a lot of depth here, but just for completeness’ sake, don’t overlook these swimming characters:

Abe Sapien (BPRD): Stealthy wild card with some range and Leadership, he gets better on click two with identical stats and Perplex.

Veteran Badoon Commander (Supernova): Good for his range, Enhancement (for the few other shooters of Atlantis) and Smoke Cloud (to give Atlantean Warriors their Stealth). 37 points.

 

Captain Mako (City of Villains): One of the best indy clix ever, this 52-point chomper offers the Arachnos TA and good damage potential with Charge, Exploit Weakness, BCF and Flurry (though not at the same time).

Veteran Vixen (Collateral Damage): Plenty of damage potential here, too, but a Stealthy and free-moving JLA piece for 44 points.

Experienced OMAC (Collateral Damage): Brings wildcarded Outwit and Stealth to the fishies (though at a not-cheap 83 points).

Experienced Hydro-Man (Sinister): 17 DV with Defend on his first click is his drawing point. Only use him if you have a lot of 16 or below DV pieces worth spending the 57 points on this 1-click-wonder.

Veteran Marrina (Armor Wars): 9 clicks for only 55 points makes for a heckuva tie-up blocker. Too bad there’s no Mastermind in Atlantis yet. Her starting values and persistent Battle Fury might make her too unwieldy, though.

Diablo (Critical Mass): Definitely the oddball of the theme, and a WAY bit too costly at 110 points. But he’s got 8 range, three targets and Outwit. But if it’s swimming Outwit you want…

Unique Abbey Chase (Indy): …this is your gal, for 54 points. She’s Stealthy, too, with 6 range and dodgy with Danger Girls TA and Super Senses.

 

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Well, that’s about all I’ve got on this subject. 😉
Enjoy team-building and have a nice swim, ‘Clixers!
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