Now we really start bottom-feeding.

 #4

RACHEL DAWES (Dark Knight Rises 205)

I mentioned her last summer in my rant about the overpoweredness of The Dark Knight Rises set, but my complaint was centered solely on the character inaccuracy of this dial. It’s really not very good.

(Kinda like Katie Holmes as an actress.)

(Kinda like Katie Holmes as an actress.)

  • She’s not getting much use out of Leadership at her 40-point price.
  • Incap’s not too useful at 0 range.
  • She loses Stealth to be a medic…a subpar one with 8 AV.

Sure, she makes adjacent pals immune to Poison and Incap. But only one of those powers is scary. Meanwhile, she’s got to push and push (ignoring her Willpower) to get to a decent AV to use Support. So just do yourself a favor and pretend this Rachel is the one that gets blown up in the 2nd movie.

Along the lines of civilians-in-a-superhero-game…

_____

#3

LUCIUS FOX (Batman 033)

This was almost a double feature starring BOTH versions of Lucius Fox: this one and the Dark Knight Rises version. But the latter is properly costed well under 40 points for his civilian bystander weakness and can be useful for his special Leadership (which works way better than stupid Katie Holmes’) and Perplex and then Outwit.

The non-Morgan Freeman’d Fox also brings Perplex and Outwit to the table. But he’s paying 42 points for it and his power to not get shot at first thing in a turn. So opponents will move an inconsequential piece first and THEN blast him.

I suppose one could use him to tie up a dangerous opponent. But with his crap stats, you’ll just be surrendering his support powers and his 42 points and make him an obituary.

LuciusMissing

_____

 #2 

MADAME XANADU (New 52 Justice League 018)

She’s a Mystic with Perplex, and one of the cheapest. This makes her better than a lot of previous years’ Worst lists. Yet she here tops 2012’s crap heap. Why?

  • No defense other than Mystics.
  • In fact, she’s completely soft and vulnerable to attack.
  • A largely wasted 10 AV. Being so soft and having 0 range work at cross purposes. In order to fight, she must be in close. No savvy opponent will let her in close, and she won’t live long in melee.
  • And then there’s her SP, which only removes tokens off adjacent characters who MISS an attack.
  • I repeat for emphasis — it only works when you’re failing attacks.
  • Oh, and she’s got to make a power action first. So you’re basically burning an action as a weak contingency if the ally misses. Otherwise, you just totally wasted an action and her ability to use themed team Probability Control (because you’re only going to play her on a Justice League or Mystical keyword team, if ever) to reroll a friend’s attack.

The only reason she isn’t #1 is that the ever-useful Perplex is followed by an impressive run of Regen paired with Prob Control, which can combine to keep her around longer than she should and force the opponent to take more Mystics damage trying to KO her.

But you shouldn’t be paying 62 points for the ability to maybe come back from damage she ought not be taking. The booby prize of the New 52 Rares.

(Literally)

I'm looking at your stat slot window, Madame.

I’m looking at your stat slot window, Madame.

One more left: the cruddiest figure of 2012. Tomorrow.

Here’s three more of the year’s worst.

_____

 #7
Maul

MAUL (Batman 024)

The WildCATs’ big man is a big failure. He starts as a modest-stat Perplexer, then “hulks up” into a more Invulnerable type. The problem is that his AV doesn’t quite hulk up with him, and he loses the ‘Plex when he could really use it. Then he becomes a giant target, still without the AV he needs to contribute more than being the game’s biggest tie-up/meat shield.

At half the price, maybe he’d be better at the role. But no — 113 points he is, and it’s 113 points you might want to split between a real fighter and a real tie-up pawn.

He might get dumber and dumber as he grows, but maybe he’s still smarter than players who use him as the brick he looks like.

_____

 #6

Mindwarp_001

MINDWARP (New 52 Justice League 015)

He’s a two-trick pony, and only the first trick is any good:

  1. Phasing Prob Control. OK, that’s not bad.
  2. IF he has no action tokens and IF he can see an attacker and IF he can see the target, the target can use Super Senses. That’s a lotta IFs, and we’re still not done with ’em: IF the target actually dodges the attack with Super Senses, Mindwarp has to base the attacker. But PCers are best used at a distance, not up close. So it kinda ends up being a wash — or worse — even if it works.

45 points is just too much to pay for this. Lose him in warp space or something.

 _____

 #5

ORACLE (DC 10th Anniversary 017)

Oracle pieces have never been much for the battlefield proper — after all, she’s a paraplegic. But at least they’ve been great backfield support and, most of all, cheap.

This one? Not really.

She’s got a nifty trait that, like 2011’s #7 Top piece Professor X, allows her to draw lines of fire from fellow keyworded pals. But she’s more handicapped than her Marvel chair-bound counterpart:

  • 0 Range.
  • Using her complement of support powers (Outwit, Perplex, Prob Control) requires a dedicated power action…
  • …to pick ONE.
  • And all the oppo needs to do to shut that whole thing down is base her. She really can’t survive a hand-to-hand fight for long.

At 73 points, she needs to be a lot more potent than that.

I would make a crack here about her being crippled and having to crawl, but...oh, look....I...just did.

I would make a crack here about her being crippled and having to crawl, but…oh, look….I…just did.

Tomorrow we really start bottom-feeding.

Compiling a list of 10 truly terrible pieces of crap this past year was harder than ever. Some of Heroclixin’s choices would’ve simply been completely average dials in years past. That’s the case with the first of the worst:

_____

#10

 Egghead_Marvel

EGGHEAD (Chaos War 004)

A rare cheap Master of Evil with Outwit and the Special Power to penetrate armor of Tiny Size and Great Size characters, Egghead could overachieve enough to not make this list. But he’s hobbled enough by his short 4 range and middling AV to ensure he can’t really take advantage of the SP — he’ll miss the Tinys and the giants will squish him if he ever gets near enough to fight. Even the MOE TA only serves to speed him toward death. Egghead will probably stay in most players’ box bottoms, lest he get cracked.

_____

 #9 slot is filled by two, sort of:

BLOOD BROTHER (Galactic Guardians 007)

61 points for Blood Brother’s distinct mediocrity as a solo brick almost earns him a spot on the list. But then, he’s not designed to be solo; he’s supposed to pair up with his bro!

So the good news is that his AV leaps from 9 to 10 with another Bro on the force, and all stats are +1 when they’re adjacent. On top of that, they can stave off death for the other when adjacent, too.

But that leads to the other problem: Keeping them adjacent means burning double the actions (via a taxi, TKer or their own move actions) to make this 122 points of your team just…OK. And you can’t hedge your bets by running more than two, either, because the bonuses only work when there are just two.

You could build around these weaknesses, but there are literally a thousand better choices than these bloody losers.

BloodBrosFall

_____

 #8 is the first tie:

BAD SAMARITAN (Batman 033)

Wild card status and Sharpshooter ability are wasted on poor AV and damage. Worse, you have to push to his best powers (super-Outwit and Penetrating/Psychic Blast, namely). With Stealth and Mastermind, he’s not completely useless, but at 83 points, he’s at least 25 points too high to make him worth using. Unlike the Good Samaritan, who helped a wounded traveler on the road, you should leave this guy lying there.

This fig is more proof that smoking is bad for you.

This fig is just more proof that smoking is bad for you.

At least he’s not as costly as this chick:

It's actually a toilet.

It’s actually a toilet.

MISTRESS DEATH (Galactic Guardians 044) is a great cannon with a staggering 13 range that’s anti-Stealth and shoots past friendlies with a full dial of Penetrating/Psychic Blast. But she’s the most immobile character in the game (4 Speed and can’t be TKed or taxied), and on the right map, she’s helpless and dies like the rest!

Tomorrow, three more of the worst.

Compiling a list of 10 truly terrible pieces of crap this past year was harder than ever. Some of Heroclixin’s choices would’ve simply been completely average dials in years past.

But we’re in the era of power leap, now. Completely average might as well equal total crap in some folks’ eyes.

We’ll start with a (dis)Honorable Mention that flirted with being the best of the worst:

The Sharpshooting Avenger (Avengers Movie Starter 005)

At first, this version of Clint Barton looks just fine: Running Shot with 10 AV, 3 damage and Willpower isn’t exactly chopped liver. He’s also got a nice trait giving him 3 targets to use his Incapacitate with.

  • Then you notice that trait drops his AV to 9.
  • And there’s only a short 5 clicks of life on his soft dial.
  • He’s also saddled with two team abilities: Avengers and SHIELD, neither of which really serve him very well.
  • The worst thing is that all this inefficiency cost 75 points.

Jeremy Renner isn’t truly a bad piece, though. It’s just that there are close to 100 other figures in that price range — including a number named “Hawkeye” — that are better fielded than this one.

Yep...you're goin' DOWN. That little rope arrow ain't savin' ya.

Yep…you’re goin’ DOWN. That little rope arrow ain’t savin’ ya.

Enough intro. Join us next week for the descent into mediocrity.

This sight is often terrifying to see in the rearview mirror.

police-blue-lights_0

This one can be terrifying to see on the HeroClix map.

COPcar

“What?” someone’s asking. “In a game that has the nigh-indestructible Bug (Batman V007) in it, you list the COP CAR as number one?”

Yeah, I do.

First, it’s got all the ridiculous advantages that all the new Vehicles do: auto-breakaway, taxi ability, range attacks out of adjacency and long, long dials full of long power runs at a heavy discount.

It’s also a great support piece, with Enhancement and Perplex for adjacent allies (who it’s likely taxiing anyway).

But it’s the Pilot Abilities that make the GCPD Cruiser (V004) leap to the top.

Cuffed To The Bumper, activated by any “GCPD” or “Gordon” piece, gives the car Plasticity coupled with a complete nerfing of the automatic breakaway abilities that usually render Plasticity useless. More than that: those characters can’t fly, giant-step or even TELEPORT past it! With a 2×4 base, this ability gives the Cruiser an unprecedented degree of board control!

Clear The Streets is even worse: by simply moving through an opponent’s square, the Cop Car can deal 1 penetrating damage (WHAT Impervious roll? Hello, Mystics?) and completely reposition it 3 squares away.

Just by MOVING. No attack roll needed. And with Willpower, do it twice.

The GCPD Cruiser is a silver bullet to so many tactics in HeroClix.

  • Stealth. Knock Batman in the open.
  • Mystics. “Clear The Streets” isn’t an attack.
  • Charge/multibase/Great Size’s ability to ignore knockback. “CTS” doesn’t care.
  • JSA/BatEnemy/Syndicate/Defenders chains. Busted.
  • Hypersonic/LeapClimb. Cuffed by bonds made of Kryptonite-irradiated adamantium alloy with multi-phase dampeners and mystical wards on ’em, apparently.
  • Damage reducers.
  • Attack avoiders (Shape Change, Super Senses, Combat Reflexes).

And probably more I forgot to name. There are some crazier combos out there, but none are encapsulated in one piece like this, and the Cop Car probably goes a ways toward shutting many of those combos down anyway.

At just under 100 points to activate all this, the GCPD Cruiser is the most torrid tactic of 2012.

____

OK, that end this “Top Ten” that replaced the usual “best of” list. But while this one showed the worst stuff players had to face, it in no way represents the actual worst pieces of 2012. That’s coming next week, as the retrospective continues! Stay tuned.

Down to the #2 most torrid things in 2012 HeroClix: Ziran the Tester and Thanos Issue #1

I griped about Ziran back in October. Quoting (with some hindsighted copyediting):

“There are a lot of characters and game elements that can punish opponents with by using solid power combos, huge damage numbers, ease of attacking and staunch defenses. There aren’t many that punish opponents equally for building such into their team or largely leaving same OFF.”

The colossal’s stupid Testing trait harshly punishes any team built to effectively fight Ziran and any team that passes the test can’t effectively fight Ziran. As if fighting colossals weren’t hard enough already.

Thanos (Infinity Gauntlet 008, Issue #1) doesn’t even need a test. Just pick half the enemy force and click ’em like they’re taking Mystics.

Before the fight even starts.

Torrid. And yet not the most torrid tactic of 2012. That’s next time. Brace yourselves!

THANOS.

Based on the classic 1991 miniseries.

There was a lot of bellyaching about Nightcrawler (Web of Spider-Man) and his ability to kidnap a target to a prearranged killbox far away from its backup. That misbegotten mechanic suddenly made soft, immobile characters and tactics like Metron and the Shield Disruptor top-level stuff. But there were ways to slow the elf down: super turtling in the start zone or rushdown so the killbox can get overwhelmed immediately after its done its worst to Nighty’s victim.

That #$%#$ don’t work when the kidnap tactic works from the STARTING ZONES. On TURN TWO.

Thanos (Galactic Guardians 049) can do just that, isolating your top two figures some 20 squares away from anyone friendly, giving his killbox IN THE STARTING AREA (no need to actually, y’know, position) easy free shots on them.

And lest you think “Well, he just made it easy to counterattack him,” he can swap your guy’s usually high Attack Value with the usually lower Speed Value.

Meanwhile, the rest of your team is likely at LEAST two rounds from being able to effectively help out.

At least that’s a chase piece, and thus not all over the place. Unfortunately, the regular Super Rare Thanos (Galactic Guardians 046) is as torrid in his own way, thanks to this trait:

“AVATAR OF DEATH: Other characters can’t be healed.”

Steal Energy, X-Men/Titans TA, Regeneration, Support…all useless until he’s gone. And with his sky-high stats, self-healing and powers, that’s a tall order for a lot of teams.

Neither of these match up to Thanos the Colossal (Infinity Gauntlet 008), regardless of which “Issue” you’re “reading”:

  1. Multi-Attack and a choice from  THREE 150-point figs to add to your force AFTER seeing what the other side’s packing AND deal half the team free damage;
  2. Double-Incap a foe and dump ‘im in their start zone;
  3. Kill the other team’s keywords and, if in base, team abilities…and oh yeah, a free 100-point brick/Perplexer in Terraxia;
  4. Nerf a successful attacker’s stats -1;
  5. Penetrating damage is just regular damage.

I mean, sheesh. How torrid can you get?

As it turns out, even more so. Stay tuned.

The countdown continues.

JuliePOWAH

Resources were a new mechanic for 2012. Neither quite a feat, nor quite a special object, the Infinity Gauntlet combined the randomness of relics with the steady boost provided by the best feats.

Trouble was, it was better than ANY feat or relic — so much so that it became pointless to try winning a top-level tournament without paying the 40 points for the fully loaded version.

Here’s why:

  • Anti-Outwit. Who needs Fortitude? Ignore the black damage power.
  • Willpower. Any character that was hobbled by the fact that it couldn’t afford to push…well, it wasn’t hobbled anymore. Or balanced.
  • Random extra powers. With a full complement of Infinity Gems, a Gauntlet wearer could sport a short ton of powers (Steal Energy, TK, Mind Control, PC, Super Senses, Phasing, Carry, Incap, etc.). Not something to count on, but certainly not chopped liver.
  • Special Powers 1, 2 and 3. Within just a few rounds, suddenly that fig that you already had difficulty dealing with because your Outwit was useless and it kept acting 2 of 3 turns…well it just got more difficult to deal with. With SP #1, that random extra Gem power need not be so random anymore. Then SP #2 not only adds +1 to all stats — ALL! — but it also allows the player to pick any one power from the PAC.
  • Worse still, Both SPs do not require the dial to turn like the rest of the Gauntlet does, allowing the wearer to just. Sit. There!
  • Worst of all? SP #3 ups the ante to +2 to all combat values on top of the pick-a-power ability, and the wearer can use ANY of the attached Gems.
  • For the rest of the game.

A more balanced — and comic accurate — approach to these Special Powers would be for them to require the Gauntlet dial to turn with every action. Why? Because no one EVER holds the Gauntlet long. The less-than-cosmic can’t handle the power (see Nebula) and the powerful are either too wise to do so (Adam Warlock) or bore quickly of omnipotence (Thanos).

___

Barely any better is the Utility Belt. Much more random than the Gauntlet, it would seem to be a much more balanced piece.

It’s not.

It grants massive stat boosts about every other roll. Its attachable items grant some neat abilities for absolutely minimal cost (1 point).

And with just three of them, HEY! You get Willpower…for just 11 points.

Not done. You can get reloads of items, or take a double action to switch to your favorite click on the Belt (like the one with +2 stats and OUTWIT, maybe?) or add brand-NEW items, get free uses of existing ones or even drop one to make it a Relic.

One more thing: You can add a costume granting some MORE powers essentially for free (so far, we’ve got the Suit of Sorrows, which gives Super Strength and Battle Fury).

All this for a dirt-stinkin’-cheap 14 points, max. Its capabilities aren’t even fully known yet and it’s already warping the game.

Resources are torrid. But you need ’em if you’re going to face the top 3, coming next week.

One thing you always used to be sure of: If you saw a themed team of a certain type, you knew the other player was likely just a little more limited in what she could bring to the table than if she’d built a truly maxed-out team.

Used to.

But in 2012, even that was no longer any guarantee, thanks to the #5 most torrid thing in HeroClix this past year:

Keyword “wild cards”

It started with Morgan Le Fay (Chaos War 049) and her trait that allowed her to team up with Avengers — already one the most-populated and potent of the named keywords — and add her considerable talents without breaking the theme. This unprecented bending of the theme rules was mitigated by the fact that she didn’t actually add to the themed team bonuses; she can’t add to the map roll or use the theme Probability Control. But her being a Mystic and bringing her own PC made up for that little balancing act.

Then came Nightwing (DC 10th Anniversary 007), who not only doesn’t break theme teams, but actually gains the needed keyword in addition. So if you need a keyword to activate an effect, just make sure to assign it to the former boy wonder and let fly with the game abuse.

WizKids really should have at least, in the interest of character accuracy, limited the effect to DC keywords only. It’s like they learned nothing from the original Thunderbolts feat.

They still weren’t done. Gandalf (The Hobbit 002) also has the same trait. While the trait makes a bit more sense on him (after all, a wizard comes and goes precisely when he means to!) it should have been limited to generic keywords. Gandalf brings more general utility to teams than Nightwing thanks to first-click TK and Perplex. Thankfully, he’s not Modern Age-legal.

The three chase Skrulls represented a last bit of keyword “wild card” action. While they neither get nor grant keywords, they instead grant team abilities to all their fellows with the Skrulls keyword in addition to their inborn Skrulls TA. To that end, chase Spider-Man (Marvel 10th Anniversary 024) is the last link of the wild card keywords. Joined by the two previous pieces, he can turn fellow Skrulls into actual wild cards so they can copy Batman and Mystic TAs.

Torrid. Just torrid.

Some were trends, as seen in #10. Some were specific characters, like the last few.

#7 is both.

Gordon & Gordon’s Moving Service

oracle&gordon

It started with Lt. Gordon (The Dark Knight Rises 021). Here’s what I wrote back in July:

“His stats and standard powers are modest; his SP is game-warping, giving multiple keywords a lot of extra movement for the cost of his single power action. To be both character-accurate and game-balanced, it should’ve been limited to less-expensive Police-keyworded characters.”

Of course, I was reacting to this SP:

“Give Lt. Gordon a power action; you can immediately give him and up to two adjacent friendly characters who possess a team ability or keyword possessed by Lt. Gordon a move action as a free action, replacing all characters’ speed values with Lt. Gordon’s unmodified speed value.”

The Gotham City keyword is too deep to be giving its characters free movement like this. Worse, even the balancing suggestion I had back then is obsolete in light of figures that have come out since.

As bad as Lt. Jim is, his daughter Barbara, as Oracle (Streets of Gotham Fast Forces 001), takes it even further: She can give a cleared pal sharing her Birds of Prey or Justice League keywords a totally free move for half their speed. And unlike her pa, they don’t need to need to be adjacent or even VISIBLE.

At least she’s a Unique, unlike her pa, which keeps the Torrid potential of Ms. Gordon at bay. She also lacks the Gotham keyword(s), which prevent her from teaming with Papa for really awful combinations. But still.

Last year, Aragorn of the Lord of the Rings set seemed nearly broken. Now he almost seems tame.

Speaking of free mobility:

RunningMan

#6 Improved Movement

So on the one hand, something like Improved Movement is well overdue for HeroClix. It’s long been a bit of a crime that The Flash couldn’t run over water in ‘Clix the way he so often does in comics.

On the other hand, it’s given us torrid figures who just can’t be tied down or hindered by hardly ANYTHING anymore. The only upside is that Improved Movement is an ability that can be countered — YAY OUTWIT!! — so it’s not so bad as most of them aren’t Batman Allies or Stealthers.

(oh…wait…)

Number of characters with Improved Movement: 25

Number of those with Stealth or Batman Ally team ability: 15 (60%)

Ooog.