F.U.N. Focus on Guardians of the Galaxy [part 6]
What’s the latest Rocket in the game bring to the HeroClix table? First, he’s an aid to any Groot thanks to his trait boosting both their AVs +1 — not that RR’s natural 11 really needs the help. Second, he has great Improved Targeting enabling him to ignore elevated and adjacent characters for shooting. Third, and probably most key, he is like a super-Prob Controller with his SP allowing him to force a reroll of ANY roll for a character he can see. This includes certain rolls that usually can’t be PC’d, such as Super Senses or Impervious.Once again, he’s Tiny Size and thus easily carted about by allies, and double-arrow Energy Explosion is welcome. HEROCLIXIN’S TAKE: Another great Rocket.
F.U.N. Focus: Guardians of the Galaxy [part 5]
Mantis [Guardians of the Galaxy 003] 56
At last, this 2008-team member is a HeroClix, and she’s a game changer for the keyword. First, she’s another of those crazy pieces with friendly Mind Control, one of the most effective special abilities in the modern game. It only works on adjacent Guardians, but it’s still beyond excellent — especially because it doubles as normal MC as well. Second, she’s another great tie-up fig for the team with Combat Reflexes and CCE. Her DV is only 16, but there are ways to improve that. Third, at 56 points she’s the cheapest source of Probability Control for the keyword. Fourth and maybe most importantly, her late dial bears both 17 DV Regeneration and decent AV Support, making her a self-healing “pit crew” piece we haven’t seen the likes of in a long time, if ever. HEROCLIXIN’S TAKE: Indispensible for GotG teams and likely many others as well.
F.U.N. Focus: Guardians of the Galaxy [part 4: Movie clix]
Until now, this FUN Focus has looked at the pieces in ascending order of point cost. But to keep things a bit simpler for us, what with multiple characters getting multiple point costs, we’re reordering things according to set number.
Gamora [Guardians of the Galaxy Movie 002] 73
She’s got problems. 1) No range and no Charge makes it a little difficult to get her attack in. 2) 3 damage with Blades/Claws/Fangs isn’t really what you want to see. 3) Flurry + Precision + 2 damage isn’t so great. Just think how good it’d be if some of those power combos were swapped instead of appearing on alternating clicks. 4) Her defense is nothing special despite a +2 DV bonus in hindering against shooters. She needs help with that DV to be worth using over, well, almost any other version of Gamora. HEROCLIXIN’G TAKE: The last Guardians-keyworded Gamora we’d pick to fill the character’s slot.
Star-Lord [Guardians of the Galaxy Movie 017] 150
Decent stats with unusual-for-the-character Invulnerability and Willpower are welcome. But the Invuln’s gone so fast. And his “All-Out” SP is not so hot when one considers taking self-damage MIGHT NOT be a good move on the back end of the dial. Even with his “KO me, take 2 damage” trait in play, you may not want to sacrifice such a costly part of your team. HEROCLIXIN’S TAKE: Neat but too top-heavy.
Rocket Raccoon [Guardians of the Galaxy Movie 018] 100
- There’s another Outwit piece for a team that kinda needed some.
- Tiny Size = portable Enhancement for all other non-raccoon-sized allies. He offers +1 AV for adjacent GotG pals, so there’s another boon to his size.
- Good range (7) and Improved Movement Elevated and Hindering work well with his Running Shot.
- And he starts with a base 19 DV Super Senses.
Drax The Destroyer [Guardians of the Galaxy Movie 104] 125
This Drax is a lot more durable than ALL the ones that have come before: Impervious, Invincible, and Invulnerability each make a run on his otherwise rather short dial. He also hits harder with Charge, Exploit Weakness and Super Strength leading the way. Don’t overlook his 6 range and the same Hadron trait as Star-Lord, giving him one-time-use Pulse Wave. HEROCLIXIN’S TAKE: Though he’s not our favorite — Drax 013 above is — he’s well worth the extra points for the easier-to-use dial.
Groot [Guardians of the Galaxy Movie 105] 100/75
At last, a Groot with a decent Speed value! It’s too bad he lacks the opening Charge to truly leverage it. Instead, he’ll need to rely on his two SPs: A Speed one that negates the benefits of hindering terrain for foes within 6 squares and a DV one that not only bears Invulnerability and Defend but grants Toughness to adjacent allies. Never push him off this click if you can help it — and with Indomitable, you shouldn’t have to. If you’d prefer a more actively fighting Groot, cut him to his 75-point dial, which trades away the starting special stuff but retains the Giant Reach + Super Strength + CCE powers to deal big hurt along with that starting Charge we lamented earlier. HEROCLIXIN’S TAKE: While we prefer our Groots to be high-cost monsters, there’s no downside to this, the cheapest Groot of the game.
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OK. One more part coming up next week. Watch for the F.U.N. Focus on the Guardians of the Galaxy full-sized set, which gave us even more Guardians than I expected!
FUN Focus: Guardians of the Galaxy [part 3: Galactic Guardians]
Phew. Between DragonCon and the Realms Open Championship and battling the dreaded “con crud” illness, I’ve been a bit too preoccupied to continue this F.U.N. Focus series… until now!
Cosmo [Galactic Guardians 039] 52
Hollywood [Galactic Guardians 013] 138
The far-future Wonder Man is on the team for his defense SP, “Almost Immortal,” which ignores all but 1 damage dealt to him and can’t be countered. He’s a good combo of meat shield for softer teammates and a decent Super Strength bruiser. He falters, though, in that he loses Charge frequently, which might strand him at a time when he needs to take the fight to the enemy. He also lacks the Defenders TA that most of the Guardians of these sets bear, so he’s a tougher fit for teams. Still, he’s got a very long and well-armored dial. You could do worse. Best fits the 1990s team but has worked with the 2008 series team for an issue or two. HEROCLIXIN’S TAKE: Leave him off unless you can make him a team player somehow
FUN Focus: Guardians of the Galaxy [part 2: NECA era]
Wow, a little time has passed since the last update that was SUPPOSED to come early last week, not early THIS week. We promise there’s a reason for it (more than standard laziness, anyhow) that’ll be apparent in the near future. Anyway, we continue the FUN Focus on the Guardians of the Galaxy, this time looking at the early NECA-era pieces. (NOTE: much of this text is edited from the original reviews from 2009 and 2010.)
Phyla-Vell [Hammer of Thor 042] 138
- He’s got great defense. He can chain his 18 DV with weaker members possessing the Defenders ATA. Being the first able to do so is key.
- He’s another taxi. Being a giant affords that. But…
- He’s terribly slow. Without TK (he’s a giant) or the speed boost of, say, the Kinetic Accelerator special object, it takes him a looooong time to get in the fight.
- He’s tough to put down. Protected by Shape Change and Invulnerability and a self-healing SP when in hindering or water, Groot can stick around. And with him loaning that DV, he’s liable to draw fire away from lesser members of the team.
OK. Next up is the look at Galactic Guardians. We PROMISE it’ll be out this week. (EDIT: It wasn’t. Sorry!)
coming soon: Heroclixin’ 2.0!!!!!!11!!!!!
Don’t you kinda hate when anything puts the “2.0” rider on to indicate it’s new and improved? We sure do, especially HeroClix players who remember the game’s immediate ancestor, Mage Knight, which put out a 2.0 version that immediately rendered the entire “1.0” game unplayable.
Hence Heroclixin’s rather ironic use of “2.0” in the title.
What’s actually changing:
- It’s heroclixin.wordpress.com with a new “www.heroclixin.com” domain
- It’s getting a new look.
- It’s getting back to a more regular schedule.
We’ve got some other ideas in the works, too, but the core raison d’être is still the focus: Heroclixin’ is all about F.U.N.
F.U.N. Focus: Guardians of the Galaxy [part 1: pre-NECA]

Major Victory [Supernova 060] 84

V Starhawk (Supernova) 144: Though he boasts an extreme 12 range and Running Shot to start, his opening AV is markedly inferior for the cost. But he gains Hypersonic Speed mid-dial, and his attack numbers ramp up nicely. He’s probably a stronger piece feated with either Elite Sniper or Trick Shot, but those feats each bump his price well over 150 points and he might not be worth it. Save him for 400 and up. HEROCLIXIN’S TAKE: Top cost, second rate
He’s cheap Running Shot + 3 damage and Energy Explosion. Though he fits with either old- or new-school GotG, he’s still one of the last I tend to pick, frankly. HEROCLIXIN’S TAKE: For archery themes only
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Next time (early next week), we peek at the next batch of Guardians put out in Heroclix.
F.U.N. Focus: Guardians of the Galaxy [intro]
In the early days of Heroclixin’, battle reports starring the Guardians of the Galaxy were like a regular thing, practically. Now with a new movie on the scene, equally new HeroClix are emerging. This F.U.N. Focus is a new look at all the pieces available to the theme, set by set.
But first, a little bit of context.
The Guardians of the Galaxy isn’t just one team or series; it’s been about four or five.
The first was a quartet that fought as a resistance force against the galaxy-dominating Badoon in like 3000 AD, appearing in late Silver Age/early Bronze Age comics in the ’70s. Core members included Charlie-27, Martinex, Yondu and Vance Astro.
It was created by Arnold Drake and Gene Colan.
The second series was published in the early ’90s, expanding on the original concept and introducing a lot of new characters to the core team such as Aleta/Starhawk, Nikki, Hollywood and the Keeper.
Written and drawn by Jim Valentino, it lasted 62 issues.
The third team was a completely new one starring Star-Lord, Gamora, Rocket Raccoon, Drax, Adam Warlock and Groot, set in the present time instead of the future. But as early as issue 2, it frequently tied into the original Guardians characters as the new team careened through time.
This 2008 series by writer team Dan Abnett and Andy Lanning (DnA) is Heroclixin’s favorite by far.
The fourth team and series is the current Guardians of the Galaxy comic that’s mostly the previous lineup but with a few more present-day Earth characters on board. Heroclixin’ thinks this Brian Michael Bendis-helmed effort is a great letdown after the excellence of the DnA series.
(But it’s Bendis, so there might be a great payoff coming down the road.)
The fifth is the movie-based team, which is inspired by the third and fourth incarnations.
As of this writing, the Heroclixin’ staff has not yet seen the film.
We be looking at the figs thusly:
- Pre-NECA sets
- pre-“oreo-base” sets
- Galactic Guardians
- Movie set
- Current set
For each piece, we’ll highlight its role on a team and which incarnation it best fits. Stick with us these next couple of weeks.
F.U.N. Focus: ATLANTIS again [part 6: Non-Atlantis pieces]
To wrap up this F.U.N. Focus, here are some pieces that lack the Atlantis keyword but could be useful on non-keyword-yet-thematic builds featuring dolphin speed characters. Starting from the cheapest:
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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. The real reason to play her, though, is to make use of New 52 Aquaman 005’s trait. Either use Mera as the ultimate tie-up/meat shield that the enemy doesn’t dare harm for fear of Aquaman’s revenge, or sacrifice her immediately. Both methods work.
TEAM UP: Don’t even play her without that Aquaman.
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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.
TEAM UP: Skrull TA is great for wildcards.
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Captain Mako (City of Villains): One of the best indy clix ever, this 52-point chomper offers wildcards the Arachnos TA and good damage potential with Charge, Exploit Weakness, BCF and Flurry (though not all at the same time).
OBJECT LESSONS: Can’t go wrong with either the Red or Yellow Lanterns.
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Unique Abbey Chase (Indy): There’s almost no other swimming source for Outwit than this gal, and none for anywhere as cheap as her 54 points. She’s Stealthy, too, with 6 range and dodgy with Danger Girls TA and Super Senses. She’s not worth busting the theme, but if it’s already broken, try living Dangerously.
TEAM UP: Danger Girl TA is great for wildcard Namors.
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Veteran Marrina (Armor Wars): 9 clicks for only 55 points makes for a heckuva tie-up blocker and Mastermind fodder for Ocean Master. Her starting values and persistent Battle Fury might make her too unwieldy on the wrong team, though — don’t field her without Flashpoint Aquaman to give her a free action Speed boost.
TEAM UP: Seriously. Aquaman [Superman 048]. Because Mera’s TK should be getting used for positioning actual attackers.
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Manphibian: He’s got a great SP that works when he starts in water, but by itself it’s not worth breaking the Atlantis theme. Only add this 60-point creature when your black lagoon of a team is already non-Atlantean.
HITCH A RIDE: Don’t forget he’s a Transporter.
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Aquaman (Justice League common): “Aquanoob,” as I like to call him, lacks any keywords (being an uncomfortable and brief resident of Atlantis) and so is no good for the bonuses of a themed team. But this 68-point Rookie’s “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 those 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.
AVOID: Teaming him with almost every version of Namor/Sub-Mariner…most lack the actual dolphin symbols!
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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-ever dolphin Transporter, he has 6-range Psychic Blast (later, Super Strength) and — and here’s the reason to run him if you’ve broken theme — “Pirate,” which grants him Perplex of himself or other swimmers only. He’s also way cheaper than his later versions appearing in Superman and the Legion of Super-Heroes/Legion of Doom sets.
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Thor, Frog of Thunder (Hammer of Thor): Though not an actual swimmer, this 72-point chase figure has two Special Powers that work superbly in water. First is another Submerged-like power (though it also grants true Stealth as well). The other, “Leader of the Frog and Alligator Army,” deals 1 damage to all enemies in or bordering water like a 6-square-ranged Poison. Could work well with water-generating characters like Tempest, Fear Itself Attuma or SR Aquaman.
SUIT UP: The 3-point Frog Legs makes him a swimmer, too. Armor Piercing ensures his “Alligator Army” SP has some real bite (sorry).
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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. In addition to flying, she’s got the dolphin symbol, too, so she could join the ranks of the Submerged if so feated.
OBJECT LESSON: The Red Lantern is great with her Battle Fury.
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Black Manta [Superman and the Legion of Super-Heroes]: At 97 points, this Manta is a lot more pricey than the Arkham version and lacks its Transporter Move and Attack ability. But he’s an Indomitable, Sidestepping taxi with much better attack values. The biggest reason to run him is his excellence on a water map: He one-ups the Submerged effect by being able to hide behind water terrain with actually being in it, serving as a more flexible “stealth shield” for more vulnerable swimmers than usual.
DON’T FORGET: He’s a wildcard, so back him with copyable TAs.
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Black Manta [Legion of Doom]: His price tag almost swept him off the list. But this Manta, with Transporter symbol, Running Shot and 7 range with auto-knockback brings a welcome shooting ability to a swim team. He also can be placed in water up to 8 squares away to serve as an advance sniper in the game’s start, getting both a Speed and DV +2 when in water. Add to all this Indom and, later, Pulse Wave and free Regen in water and his 125-point cost starts to look pretty reasonable. This is the Manta for offense, especially given his Injustice League TA for wildcards to capitalize on.
TEAM UP: Aquaman [Superman 048], Badoon Commander and Atlantean Warrior are all fellow Soldiers, so one could make a keyword team at 400 points to maybe get that watery map choice it likes.
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Aquaman [War of Light]: It’s unbelievable, but here’s another version of this character that lacks the Atlantis keyword! This 129-point Transporter’s combat values are just OK for the price compared with just about every carded Aquaman. You’re really running him for his two traits: “Death: A Watery Grave,” which, along with granting use of Steal Energy, heals him when enemies are KO’d and creates water terrain in clear squares surrounding the victim, and “Summon The Undead Sharks,” which brings in a once-per-game backup quartet of zombie shark bystanders with 10 AV BCF (though they self-KO if they end the turn out of the water) each next to a different foe in his 5 range and 2 extra actions that turn to boot.
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Killer Croc [No Man’s Land 005]: Though too pricey at 173 points, his SP granting Stealth-plus in water is pretty useful — but be careful, as he’s unseen by foe AND friend. His treated 2d6 version of B/C/F rocks, too.
TEAM UP: Two versions of Namor [Fantastic Forces 067 and Wolverine + The X-Men 058] are wildcards who’ll like his high AV and Batman Enemy TA.
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All Pacific Rim Kaiju: Ranging between 200 and 600 points, these beasties all have the dolphin symbol, making them work with a number of Atlantis pieces. Each also bears a trait that grants +1 AV and damage while in water. On a non-Atlantis-themed team, they nevertheless fit as any number of colossal sea monsters Aquaman or Namor have summoned from the deep. Could be fun.
TEAM UP: Aquaman [Justice League 002] can Perplex multiples at once. Aquaman [Superman] can give ’em free movement.
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OK, enough dipping the toe in. Get in the pool!
Enjoy team-building and have a nice swim, ‘Clixers!
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