No. 4

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Prodigy [Fear Itself 004]

The booby prize of many a Fear Itself booster. Though his “Flawed Leadership” could work at times, and his first click is OK, he’s practically done after just one click of damage [losing his Invuln.] and totally useless as anything other than a meat shield after two. Really not worth running for the 75 points; there are nearly a hundred better choices for the exact cost in Modern Age alone. I’m pretty sure the word “prodigy” means like the complete opposite of this piece.

BUT…that Leadership SP does work. Sometimes. On really huge-point teams

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A fellow player reminded me of the Kick-### 2 set and its generally underwhelming figures. As I looked at them, I repeatedly found myself agreeing with him but also saying to myself something like, “But…this character’s only like 35 or 40 or 50 points.”

Except in this case.

No.3

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Battle Guy [Kick-A## 2 009]

If he had normal Perplex to help his low stats (7/9/15/2), he’d still be mediocre but at least playable as a third-line fighter in addition to his pit crew role of boosting others’ stats with his nerfed version. Even being only 35 points doesn’t save him from the ignominy of being among the very worst that 2013 had to offer because he only bears a short four clicks of life in comparison with the five or higher possessed by his setmates (who aren’t exactly great themselves).

BUT…he’s going to be a backfield piece anyway, so he doesn’t need to be that great, statswise, and he’s just long-lived enough to become a half-decent tie-up piece unless the enemy devotes a really strong blow to him

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Finally: the deepest pile of manure

No. 6

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Layla Miller [Wolverine and the X-Men 026]
At first glance, she looks like a meta-worthy piece, loaded to the gills with pit crew powers including a SP bundle of Outwit and Prob Control (the latter with a rider allowing her to drop tokens from herself or adjacent X-Factor pals) and the power to revive a KO’d friend. But when one sees that

  • her range is just 4 and
  • her DV is just 16 and
  • her AV is just 9 and
  • her damage is just 1 and
  • her resurrection SP doesn’t show until mid-dial and
  • it only works on adjacent figs costing 150 or less and
  • the revival only last for a turn anyway and
  • she’s liable to be KO’d before she gets to use it during her 5-click life,

then even her wild-card Minions of Doom TA is unlikely to truly make her playable at her nearly 80-point cost. Her tagline is “I know stuff,” but you ought to know not to use her.

BUT…there are those pit crew powers and that TA. She could still work a little

No. 5

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Zach Hale Comstock [Bioshock Infinite 012]
Outwit and Leadership with a 15% chance at a bonus immunity to Outwit for pals within 4 squares seems OK. But…it’s just 4 squares. That doesn’t offer much flexibility at ALL. With 1 damage all dial long, his offense is nil and a total waste of his 10-11 AV. And his uncopyable Founders TA just kills his use with other teams that could otherwise synergize with him. He’s 70 points of geriatric junk.

BUT…don’t ever count Stealthed Mastermind out completely. Surround him with fodder and go to town

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Next: Excrement in clix form

The countdown — with the emphasis on DOWN — marches on.

No. 8

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Secret [Teen Titans 040]
Bearing Phasing/Teleport and Poison-plus that halves the Speed of foes whom it doesn’t outright damage, the 50-point Secret would seem like a great cheap tie-up figure and thus not worthy of a spot among the Worst. Her trouble is that even with Super Senses her 16 DV is a bit below average. Shape Change would balance that little weakness out a fair amount if you didn’t have to push to click #2 to see it. This is a secret that should be kept…off your teams!

 

BUT…both her AV and damage “hulk-up” down her dial. She could be a “Secret” weapon against the unsuspecting.

 

No. 7

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Fairchild [Teen Titans 003]

With Impervious and 6-only-but-traited Shape Change, this statuesque fig seems like an odd choice for the Worst list. Starting with Leap/Climb and 9 AV are what doom her. For 100 points, she either needs to move-attack or have a better shot at landing her blow with the heavy object she’s likely toting. It doesn’t help that her 2nd click has the 10 AV she could use, but that she’ll never see because you’re NOT GOING to push this Indomitable gal for just that modest upgrade. On top of it all, she’s MUCH more playable on her 75-point level, so C-Note Fairchild should be roundly ignored.

BUT…she’s got a nice butt? Seriously, just use the 75-point version unless you just gotta fill points

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Next: Poop on parade

After a brief break following the more-than-a-week-straight Top Ten countdown,  Heroclixin’s look back at 2013 continues. This time we look at the WORST clix the year had to offer!

An earlier draft of this countdown, pre-Watch List, was going to consist of two different categories: the usual “worst” pieces — those you wouldn’t be caught dead fielding in a game you hoped to, y’know, maybe win — and a second list containing the worst pieces to FACE. But after the Watch List results, most of the second type were relegated to the dust heap of HeroClix history, and the remaining stuff just isn’t that scary. So it’s on with the crap countdown!

Though “crap” may be a bit harsh. There are very few totally bad figures being made now. For each character, there might be a way for these turds to possibly — POSSIBLY — shine like, well, pewter maybe.

No. 10

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Hammer Industries Drone [Invincible Iron Man 005]
75 for 5 range, 9 AV and 2 damage unless you push to click #3 — for just ONE click of 3 damage? And the AV slips to 8 from there? And it requires carrying one of the just three cheaper Hammer Industries characters to get a DV boost from its SP? Even Improved Targeting: Hindering isn’t enough to save this from being a hunk of junk.

BUT…one of those Hammer Industries figs is the deadly-versus-armor Justin Hammer, who could use the DV bonus. And there’s also the 55-point Gravity Feed drone whose shorter dial has more utility and could also benefit. So maybe this trash could be someone’s treasure.

 No. 9

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Scarlet Witch [Wolverine and the X-Men 079]
Unlike all other Scarlet Witches, on click #1 she’s got to be in the fight to be of any use. But with 10AV and Force Blast and Ranged Combat Expert, she looks well-equipped to get some use out of her Hex Bolts trait to randomly nerf a hit foe’s Speed, Attack or Defense values for a turn.

That is, until you see she’s only got 5 range and no moving attack skills to leverage them.

With no Mystics TA to deter foes from simply Charging her onto her useless late clicks and no passive role to play from even a little further away, this Wanda ends up hexing herself.

BUT…give her a little help from a Telekinetic friend, she just might be able to get that one Hex Bolt shot off, maybe two if she pushes…and that puts her on Prob Control. She’s only 60 points…could work.

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Next: More turds

No. 1

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Ghost Rider [ASM 046]

Usually, a Heroclix figure has one or more weaknesses built into it. It’s just a fact of design; with limited materials, one can only get limited results.

For instance, there’s a position out there that humans’ difficulty in childbirth is an argument for evolution and against God’s creation because He would have made it easier while the messiness of evolution from being four-footed animals to bipeds accounts for the imperfect delivery method. But this position doesn’t consider that the bipedal woman’s delivery canal must, by necessity, fight against gravity for all nine months of the gestation period. Otherwise, accidental premature birth would be a danger every time a pregnant woman squatted to do, well, anything.

The point is that  even a perfect God has to design within the limits of matter.

And moreover, not everything is designed to DO everything. Character accuracy factors a lot in adding weaknesses to HeroClix dials. Hence, the lack of damage reduction for Question or Cerise or Brother Voodoo are appropriate. Some figs lack range, or moving attack ability. Some are just too much of a team and so lack the action advantage that swarms can leverage.

But sometimes, even within the limits of design, you still get that one nigh-perfect figure. And in 2013, Ghost Rider is that figure.

Unlike so much of the Top Ten, he is:

  • well-armored with Invulnerability and 18 DV
  • Well-priced as a tentpole at 145 points, leaving ample room for a secondary fighter or supporter or both
  • Armed with lots of mobile attack options with good AV
  • Able to get in attacks and damage every turn via a) Indomitable, b) his Living Hellfire Chain SP and/or Poison and c) the Heroes For Hire ATA, if so equipped
  • bearing the Mystics TA to deter a lot of attacks
  • Able to taxi his help as a Transporter.

This is a piece with no weakness. No blind spot. Nothing that requires a relic or resource to truly cover. And it’s deservedly the top piece of last year.

No. 2

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Question [WizKids D-008]

A recurring theme in Heroclixin’s 2013 Top Ten is flexibility: The best figs are those able to adjust to the needs of the matchup or the turn or the action. No figure this year does so better than Question. At the minor cost of some power showing on his dial that he’s not even using, he gets to use any OTHER power he has on his card, via his “Past Lives” trait. So most of the time, on click #1, he’s ditching Smoke Cloud for:

  • Stealth, for safety until he Charges later with ease thanks to Improved Movement: Hindering/Elevated, 0r
  • Plasticity, to keep an opponent locked down and dealing with his Combat Reflexes+Mystics TA deterrent, or
  • Incap, to deal with the enemy’s actions, or
  • Super Senses, to dodge attacks, or
  • Shape Change, to prevent attacks in the first place, or
  • Toughness, if damage is coming from, say Poison, or
  • Flurry, to combo with his opening Charge and 3+ damage [thanks, SP Perplex] or
  • Close Combat Expert, for maximum melee ability in base

On top of all that, his SP Perplex grants him double use of the power on different targets and forces enemies to burn a power action to use their OWN Perplex in turn. At just 100 points, he’s not taking up much of your team at all.

With his only weaknesses being a lack of range and armor, the Question has an answer for most any situation he faces, any time, and it’s why he’s almost Heroclixin’s top figure of the year.

Honorable Mention:

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Arwen [Fellowship of the Ring], with her lonnnng dial and 18 Defend and Plasticity+Carry SP and lots of Exploit Weakness and Reflexes, is a solid figure even without the defining Epic Action trait, “I Call On The Loudwater!” that allows her to freely and repeatedly damage whole teams sometimes from her own starting area. She’d be a Top Ten figure — perhaps THE top figure — if not for her falling outside multiple stipulations for making Heroclixin’s list.

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For the most part, none of these Honorable Mentions have been listed in any real sort of order; one called out on the No. 9 post is no better than the rest. Except for this one: Deadshot [Arkham Origins 016]. With a sky-high AV and excellent damage and Stealth and Sharpshooter and RCE and the ability to score bonus points and anti-Stealth and self-Prob and Indom and double target EE and even more, he almost feels like a steal at 150 points. But, of course, 150 is NOT a steal, especially for a wild card who’ll need some good TAs to draw on. Still…darn good fig that’s darn near Top Ten material.

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Finally, next time: The top banana.

No. 3

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Cerise [WATX 023b]

60 points buys you a figure that is:

  • A superb support for ranged allies thanks to Police TA and Enhancement. But she needn’t be only thus, because she’s…
  • An attacker with 11 AV and Running Shot and Penetrating/Psychic Blast and, sometimes, Energy Shield/Deflection, thanks to her trait giving her her choice between it, Empower and Blades/Claws/Fangs. With only 5 range, though, she’s not going be a main sniper and will get based soon. But fear not. She’s also…
  • A great tie-up character due to Combat Reflexes and, sometimes, Blades/Claws/Fangs (i.e., when she no longer has need of ES/D). And on those turns when she isn’t free to act due to pushing or tokens, she’s…
  • A good support for melee fighters thanks to, sometimes, her Empower.
  • She’s also a decent taxi amidst all these roles.

60 points is a pittance to pay for all this. More than almost any figure in the game, inclusion of Cerise on a team makes the rest of the team better AND she’s very capable on her own. No. 3 HeroClix of 2013.

Honorable Mention:

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Batman [Batman Classic TV 001] gets a nod because he starts with Outwit and Perplex, two of the key “pit crew” abilities, Precision Strike, a trait making most of his doubles rolls into critical hits, and, most especially, his defense power “A Batman Tool For Every Occasion” giving him use of a defense power based on the color of an attacker’s standard power. THAT’S NUTS. So if he’s targeted by, say, Mandarin [Avengers 061] on click #2, who has use of Energy Explosion, Incapacitate, Mind Control, Willpower, Outwit, Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis, Batman can get:

  • Toughness, to soften the blow
  • Barrier, to build walls on his next turn
  • Willpower, to push freely next turn
  • Regeneration, to heal next turn if he’s hurt
  • Combat Reflexes, for better melee defenses next turn
  • Invulnerability, to REALLY soften the Mandarin’s blow

Because this is a defense power and he’s a rare Batman without Stealth, it’s vulnerable to Outwit, keeping him well off the list. But like many an Honorable Mention, he’s just a relic or resource away from being strong.

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Deathstroke [AO 020] is the beefiest version of the character yet at 195 points. That high cost coupled with a fairly short range holds him down off the Top Ten and relegates him to also-ran status as he’s a tad outmatched in his own weight class — especially being a big wild card that needs a helpful team ability to leech from but only has about 100 points to get it. Despite all that, this is a monster of a figure that can win some games even as a tentpole with careful team construction and play.

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Next: The mysterious No. 2 revealed…!

No. 4

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Brother Voodoo [ASM 017b]

One of the earlier Prime figures, BV shows why they’re not allowed in multiples. The brother brings a lot to the table. First, there’s his free Mind Control as long as he has a single action token, allowing him to move his whole speed — with ease thanks to Phasing/Teleport — and use the power. He doesn’t take feedback damage and both he AND his target get +1 AV for the MC action. With him packing Probability Control top-dial as well, he’s not likely to miss his shot(s) at screwing with your team.

He lacks Willpower but doesn’t really need it, as he can use his free MC  next turn without gaining a 2nd token. Bro. V can literally use Mind Control every. Single. Turn.

Basing him seems like a decent counter, then; force him to only attack the single target. But that’s risky because he has a Special Power giving him use of Poison and Smoke Cloud, the latter for free when he’s based. And as mentioned before, he has Phasing/Teleport, so basing him is a temporary maneuver, anyhow.

Hitting him is a problem, too, what with his Super Senses+PC duo up top and a Stealth+Perplex+Combat Reflexes combo down his dial.

On top of everything else, he’s a candidate for ATAs for Howling Commandos, SHIELD and above all Heroes For Hire (which, post-Watch List, doesn’t really do all that much for him, admittedly — and that’s why he was left otherwise untouched after his inclusion on said list).

Mind Control is about all he does, though, so it’s hard to rank him higher on the Top Ten, even with his late-life Exploit Weakness. But there’s no question that he deserves this No. 4 slot in Heroclixin’s estimation.

Honorable Mention

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Spiral [WATX] might have topped this year’s candidates pre-Watch List for being able to deliver the queen of all alpha strike tactics on top of being a solid figure besides. But even before the announcement that her “Dimensional Portal” trait would receive errata consigning it into oblivion as anything other than a slow evac move, many a Spiral found herself stranded on the far end of the map away from all the action, basically unable to use the formidable non-trait portion of her dial. Or she would eventually get into the fight but already a click down and lacking any armor to withstand any hits. Now that the temptation to use her portals is gone, she’s only one of the better balanced figs in the game — starting with Phasing, Pulse Wave and Prob with a latter-half shift to Charge+Flurry+Reflexes+Shape Change.

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Hope Summers [WATX 040] is a total weenie, stats-wise, and utterly dependent on other figures to be strong, so she doesn’t rate true Top Ten status. But when one considers she’s not limited to friendly characters or standard powers to use with her Attack SP, it becomes apparent there’s no limit to what she can accomplish.

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Next: Another chick.

No. 5

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Silver Centurion [Invincible Iron Man 001b]

So there’s this trait called “Pulse Bolt Torpedo” that’s essentially the opposite of the pre-Watch List Spiral/teambase alpha strike rushdown. Where those teams could attack during round 1 or 2 and there was nothing the enemy could do about it, with this new ability Silver C. can get a nice big attack in the mid-game and there’s precious little the enemy can do about it.

  • The Torpedo can’t be detonated early.
  • It can’t be avoided forever, as it moves as a free action.
  • It ignores characters for movement.
  • Its stats can be modified by modifying Silver Centurion’s.

So the Torpedo is there to stay, dictating the pace of the game and ruining enemy positioning strats until S.C.’s gone. That’s when one runs into the other reason S.C. is the No. 5 HeroClix of 2013. For just over half your team build, he’s a good cracking piece with strong stats, strong armor and a trait of immunity to the “EZ-P” powers: Penetrating/Psychic Blast, Poison and Pulse Wave. With his Impervious, top-dial Shape Change (and Stealth just a single push away), dealing with S.C. before his Torpedo deals with you is no simple task.
Honorable Mention

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Kid Flash [Teen Titans 039] is soft and lacks the long-term stats to be considered a Top Ten figure. But he remains the one surefire character able to get the alpha strike every time due to his SP allowing him to get placed, attack, and then get re-placed within LOF of the target he just tried to sock.

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Gambit [WATX 031] didn’t make the Top Ten proper because he lacks the moving attack and/or Willpower a piece at his 118 cost ought to have to start. Add to that his conditional Stealth ability, and he deservedly slides off the list. But the sheer damage output he can deal with a light object can’t be overlooked or understated. In the hands of a skilled player who can get around his built-in weaknesses, Gumbo can steal a lot of points.

 

 

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Next: A Watch Lister who stayed a top piece any dang way.

Heroclixin’ usually takes a break for the weekend. But not this time. Straight on ’til morning!

No. 6

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Dracula [Amazing Spider-Man 016]
Dracula [Fear Itself 028]

These literal monster tentpoles are sort of a tie and sort of the same piece, just each with a slight difference in play style and focus.

The older Drac is a Stealthed Charging brick of the first order, one that, thanks to the “wild dial” mechanic, gets markedly better with traited Steal Energy from his starting click. But the lord of the vampires makes the list with his late dial SP granting him free action Regen AND a free choice of Combat Reflexes or ES/Deflection even if he heals off the power. A modest Regen roll puts him on solid Flurry+BCF clicks, which facilitates the possibility of him Stealing Energy all the way to his top click.

A trait to get Mind Control against foes he’s hit or Monsters and Animals is just gravy on this steak.

The newer Dracula adds 6 points of cost for an opening SP of Stealth+Charge+Flurry. So he’s a bit more vulnerable to Outwit (but not really, with Stealth) than his brother but far more aggressive with his Steal Energy trait to potentially reach his peak power in half the time.

The trade-off for his extreme aggro ability is that his late dial is FAR less survivable than the ASM Drac’s. But then, almost EVERY character’s late dial is less survivable than ASM Drac’s.

These vampire kings share the same throne: the No. 6 position on Heroclixin’s Top Ten of 2013.

Honorable Mentions:

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Absorbing Man [IIM 103] is about as unkillable a figure as exists in the game, what with his ability to shrug off damage 85% of the time. He’s really high-cost for not a lot of fighting prowess, so he fails to make the true Top Ten. But even a little luck should make him work for you.

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Scarlet Witch [AvX] No more…whatever. For the cost of a double power action, she’s got an 85% chance of totally getting rid of a team ability you don’t like facing. Beyond that game-changer, the latest Wanda is a solid attacker, Perplexer, Probber and healer — all with a DV power that FORCES an initial hit to be rerolled. She’s a little pricey and a little soft, even with Stealth and Mystics to deter initial hits. But she’s one to look at as a key piece this year.

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Next: It’s prime time again.