In addition to new rules, there’s a new format. So here’s an assessment of Atlantis figs that we covered in earlier F.U.N. Focuses (in 2019twice!) that will be legal in Silver Age:

 

^^^^^ Below 50 points: shrimps and chum ^^^^^

GigantoNamor

Giganto & Namor [Avengers Infinity G017] 15 points: Only for Retaliation, though they might have some small use as a low Speed taxi thanks to Great Size Willpower.

———

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King Aquaman [Elseworlds 045] 20 points: Water generation is more vital than ever and he’s very cheap.

———

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Atlantean Warrior [Avengers Defenders War 016] 25 points: Dial-long CCE and No More Pushing makes this generic even better than before.

———

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Dolphin [DC Rebirth 036] 30 points: Her Incap loses a step but NMP more than balances that out.

———

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Aquaman [Batman The Animated Series 065] 30 points: His Mind Control has 6 range, but his water generation is still just 4 range so he will likely not be able to land that attack. Also note that smaller characters can’t knock back bigger ones, so don’t trust his Average Fish to Force Blast very often.

 

^^^^^^ 50-75 points: barracudas ^^^^^^

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Aqualad [DC Rebirth 012] 50 points: One of his old strengths was pushing to his better-in-close second click after a Charge. Now he shifts to a TK focus until he’s hit. A bit of a wash.

———

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Aquaman [DC Rebirth Fast Forces 001] 50 points: His FREE attack combos with BCF and he’s not wasting Perplex on damage anymore. Field with a taxi to take advantage of that ability.

———

GigantoNamor
Giganto & Namor [Avengers Infinity G017] 50 points: A better taxi than before and his post-move hindering terrain generation no longer bothers the rest of the team.

———

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Aquaman [Batman The Animated Series 065] 50 points: No More Pushing™ makes him a better fighter but otherwise no different.

———

NamorRegen

Namor [X-Men Regenesis 010] 70 points: A Swim character who’s also a flyer, he’s a rare taxi. New Carry rules means he can full-Speed Charge with a passenger.

———

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Namor [Avengers Black Panther Illuminati 044] 75 points: Already very expensive for four clicks, he’s now worse because he lacks the Swim keyphrase, so he’s easily shot. Also needs the Power Gem at an additional 5 points to be worth any of his points. BUT … with that gem, he now sports a staggering 13 AV for 5 damage — 6 when either holding an object or attacking a foe with 5+ range and penetrating in that latter case. So he STILL might be worth ALL his points in that case.

———

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Tempest [DC Rebirth 028] 75 points: The best non-chase water generator in Silver Age now for Atlantis. Just plan on using him.

———

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The Drowned [DC Rebirth 064] 75 points: Her Stealth in water can make her a shield for others even when the enemy draws close.

 

^^^^^^ 76-100 points: sharks ^^^^^^

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Aquaman [DC Rebirth 045] 80 points: He’s still only OK even though his FREE 4-move in water maybe works a bit better now. His Super Strength is worse, though, and Indom is no longer an asset.

———

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Namor [Earth X 033] 80 points: Lacks Swim so he doesn’t get the range immunity and his Poison doesn’t work in water. But he’s a taxi so that can work for you.

———

NamorRegen

Namor [X-Men Regenesis 010] 100 points: A Swim character who’s also a flyer, he’s a rare taxi. New Carry rules means he can full-Speed Charge with a passenger. Late Close Combat Expert keeps him in the fight.

———

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Aquaman [DC Rebirth Fast Forces 001] 100 points: Opening CCE gives him a hard strike in melee. With a taxi, he can get a 12 AV 4 damage attack for FREE thanks to his trait. A little pricey but possibly worth building around.

———

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Giganto [Avengers Infinity G007] 100 points: If you can get enough water for him, the new Swim ability can keep him from being long-range-shot to death. But eventually he’s gotta close in and I don’t know if he’s quite enough. Bonus: Mid-dial he can combo his no-cost Quake with Exploit Weakness.

———

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Namor [Secret Wars: Battleworld 062] 100 points: With no more Carry penalty, his mega taxi and heal skills make this chase one to look at.

———

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Mera [Harley Quinn and the Gotham Girls 035] 100 points: The end of pushing means she is stuck on her opening TK and may not ever see her Quake clicks — not that they’re great with only 9 AV. On the upside, without pushing she has more attack opportunities to get Bombshells to boost her armor.

———

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Giganto & Namor [Avengers Infinity G017] 100 points: Twice the life for twice the points as the 50 pointer. Otherwise no more special than before.

 

^^^^^ 101-125 points: maneaters ^^^^^

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King Aquaman [Elseworlds 045] 110 points: Unchanged except for the “loss” of Indomitable.

———

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Namor [Avengers Black Panther Illuminati 044] 110 points: The Power Gem is better than ever for just 5 points more, granting him a blanket +2 to AV and damage. Empower is newly important as well.

 

^^^^ Above 125 points: apex predators ^^^^

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Namor [Earth X 033] 130 points: Not a swimmer, so he’s not improved at all.

———

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The Drowned [DC Rebirth 064] 150 points: As a Dark Knight, Bryce Wayne here gains a lot of DV bonuses even outside water, but beware: Her Stealth-in-water is newly vulnerable to Outwit and other LOF-based powers from adjacent foes. Not that they’re going to be anxious to base her Poisonous, penetrating-damage-dealing bod.

———

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Giganto [Avengers Infinity G007] 200 points: At full cost, he just doubles his life. You almost WANT him to get hit before he starts Quake/Exploit attacks. Thanks to Great Size Willpower, he might get more opportunities to do just that.

———

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Giganto & Namor [Avengers Infinity G017] 200 points: Double life but not really double value.

———

^^^^^MAPS FOR ATLANTIS^^^^^

The best maps for the theme are all Golden Age: ATLANTIS from Trinity War, PACIFIC OCEAN from Fear Itself and ARUNA TEMPLE from Hellboy And the BPRD.

But this is Silver Age — only from Superior Foes of Spider-Man and forward. So consider:

WEIRDWORLD (Secret Wars: Battleworld): A good 30 percent of the map is water, and with a lot of blocking terrain to grant extra cover from landlocked shooters who have to get close. Beware snipers on elevated terrain who stay far away from the water, forcing you to come to them.

NY HARBOR (Earth X): Like Weirdworld, there’s a lot of water here (even more) and strategically placed blocking terrain. This is also a map with a Location bonus that spawns extra objects, good for a Super Strength-laden keyword like Atlantis. Caution: Also like Weirdworld, there’s elevated terrain easy for snipers to shoot from and hard for swimmers to reach — but in turn, the snipers won’t be able to attack the swimmers in the water.

MUIR ISLAND (X-Men: Xavier’s School): Water on three sides of the map plus a lot of walls and blocking make this an OK field for Atlantis. The downside is that much of the fighting will likely be on dry land no matter what, so the sea is only really good for early defensive positioning.

RUNAWAYS BASE (What If): A long strip of water on one side of the map can keep Atlantis good and safe, forcing foes completely out into the open to engage. The downside is that the enemy can hunker down on elevated terrain to do the same.

WAKANDA X (Earth X): With bits of water and blocking all around,  swimmers might be able to advance semi-safely.

JEAN GREY SCHOOL FOR HIGHER LEARNING GROUNDS (X-Men Regenesis): Decent-sized bodies of water are positioned well away from the elevated portions giving Atlantis both a staging area and retreat zone — though none of it is great for the swimmers.

UTOPIA (X-Men Regenesis): Actually, scratch that map above. Use this one. It has the same problems but there’s just so much more water and blocking that it’s just better for a swim team.

Avoid these seemingly watery maps:

GJALLERBRU (The Mighty Thor): All the water is on Level 1 and there are few stairs to get to Level 2, making the water more like a shooting barrel except for fliers.

GOTHAM CITY WATERFRONT (Batman The Animated Series): Has all the drawbacks of NY Harbor and Weirdworld with much, much less of the blocking terrain to keep from being shot and a lot more land. Pass.

ARTHUR’S CASTLE -or- OTHERWORLD (What If/House of X): Though there’s a fair amount of water, ALL of it is next to elevated terrain, giving zero protection from shooters. Do NOT.

ICEBERG LOUNGE (Batman The Animated Series): There’s the moat of water in the central part of the map, but the blocking on top of the iceberg means there’s virtually no advantage to said moat. Pass.

WAKAKNDA (Avengers Defenders War): Not only is it misspelled, but the special hindering terrain could prove a nightmare for Atlantis’ few shooters. But at least the thick brush will no longer trip up most of its swimmers from reaching foes deep in the brush, and the main water zone is not as easily shootable as before.

 

It’s high-tide-time for a new Atlantis Attacks F.U.N. Focus — and it’s Heroclixin’ board member Chadd’s birthday and he specifically requested this.

The Fish(men) Fight Back!!!

First things first: Every Atlantis piece gets a massive upgrade with the 2021 rules overhaul. The Swim keyphrase bars enemies from drawing lines of fire to dolphin speed characters from beyond 4 squares if the swimmer’s in water.

That’s the good news. The bad: Water no longer hinders movement, so it won’t be hard for foes to get in a swim team’s face — which is not so bad, since most of Atlantis is melee-focused.

Let’s look at what characters are new in Modern Age since the most recent update in December 2019. Then, in part two, we’ll revisit older figs that are legal for the Silver Age play format.

^^^^^ Below 50 points: shrimps and chum ^^^^^

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Vil (Future Foundation 012) 10 points

Now the cheapest piece in all Atlantis, Vil is great as point filler even without a proper Captain to give her Sidekick abilities. With Toughness and Close Combat Expert all dial long, she can serve as a shield or tie-up they can’t ignore. TEAM HER UP with Telekinesis for best results. Or a taxi…

 

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Wu (Future Foundation 027) 15 points

…such as brother Wu, who can carry fellow Sidekicks (and ONLY such) and grants his sister Vil the same ability. Wu has Flurry instead of CCE and his damage is only 2. TEAM HIM UP with an Empower fig … or perhaps the next entry at his 35-point level …

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Atlantean General (WizKids D19-011) 25 points / 35 points

This resculpt of the old Trinity War Atlantean boasts 3 clicks of Sidestep, Combat Reflexes and Leadership — the last which could be of some use on a big invasion squad. But his full cost at 35 points adds the SP “Water Tactics” that brings Leadership with +1 damage for adjacent dolphin symbol allies. He also has Charge, Precision Strike and Toughness.

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Mera (WizKids D19-010) 45 points

In the same OP kit came this latest version of the sea queen. Like earlier renditions, she’s a TK piece for Atlantis. She also gives allies in water the Mystics TA if they’re attacked from outside the water, which runs a bit counter to the new Swim ability. She might be using the new Force Blast to keep knocking foes back. Energy Shield/Deflection and Shape Change are her only protections. Improved Targeting: Elevated with 6 range make a welcome surprise.

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Namor (Captain America and the Avengers 069e) 50 points

Invulnerability, Charge, 11AV and Leadership for this cost would be good by itself, but this chase figure also brings the sea with him:

AVENGING SON OF ATLANTIS: Namor starts the game with the Flood marker in his square. // The Flood marker is water terrain. // Smoke Cloud as FREE, but to generate water terrain markers instead of hindering terrain markers. // FREE: Place the Flood marker in Namor’s square.

Your swimmers need never be on dry land again. He also grants a bonus to AV:

MASTER OF THE SEVEN SEAS: (Dolphin symbol). // Friendly characters with (Dolphin symbol) or who share a keyword (with Namor) modify attack +1 if making a close attack while occupying water terrain.

He rounds out his marine might with first Close Combat Expert and then Flurry down-dial along with a defense SP that grants Toughness and, when in water, Regeneration.

 

^^^^^^ 50-75 points: barracudas ^^^^^^

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Aquaman (Justice League Unlimited 029) 60 points

Seven clicks for 60 points isn’t bad. His SP Charge can knock back all adjacent enemies for the price of hitting just one. Mid-dial CCE and late Flurry could yield dividends. His 17 Reflexes (with Defend traited) isn’t impressive but it ramps to 18 Toughness and he also has Regeneration as a trait, too.

Main reason to consider him as your Aquaman for Atlantis over others is if you’re playing a legal team for his Team Up Card:

THEMED TEAM UP: ATLANTIS: If Aquaman is part of the listed themed team, he can use Leadership. When he does and removes an action token from a character with the listed keyword, heal that character 1 click. (After revealing forces, you may replace a game element’s default card with an alternate card. You can’t choose a Team Up card if any characters on your starting force share a name).

It’s a kind of weak effect — especially for not being able to lead a horde of generics — but if you get the card, it’s worth trying out sometime.

 

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Susan, Queen of Atlantis (Future Foundation 051) 70 points

A rare Atlantis figure without the Swim keyphrase, this version of Susan Richards of the Fantastic Four is both a Title Character — the first of the keyword — and an alternate win condition piece. The short version: She can win the game by earning Mission Points for generating water terrain on the opponent’s side of the board. But it takes a long time to get anywhere near the amount needed, requiring other allies to hit while occupying water. She’s better as a Sidestepping taxi, TK and Leadership for Atlantis, or for Barrier (which can be placed on water now), Empower, Outwit and Defend if she’s hit past her opening Invulnerability.

 

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Namor (Captain America and the Avengers 069) 75 points

Everything he did at 50 points he does at full points, only with a printed 12 AV, Invincible to start (then TWO Invulnerability clicks instead just one) and 4 damage.

 

^^^^^ 101-125 points: maneaters ^^^^^

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Namor (X-Men Deep Cuts 014) 125 points

Like Susan above, he lacks Swim. A Super-Strong, Impervious Charge piece is what he is. If hit to mid-dial, he gets a SP that keeps him from being targeted by enemies who start the turn beyond 3 squares from him. A bit overcosted but hey, you can paint him.

 

^^^^^ Over 125 points: apex predators ^^^^^

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King Trench (WizKids D19-012) 200 points

Also overcosted but potentially effective is this Monster-keyworded monarch. He has traited Leadership and Mastermind — and the Leadership trait can generate his own MM fodder in the form of The Trench bystanders. But even if he flubs LS rolls, he can POWER generate a couple of pogs at a time. Then, later in his dial, he can eat one or more to boost his SP Regen roll.

He starts with 10 AV, Sidestep and Super Senses, so he’s not the best at offense despite a dial full of either Blades/Claws/Fangs or Steal Energy. And in this No More Pushing (NMP) era of the game, he can’t get to his click 2 SP granting Charge (or HSS in water) — which both combo with Exploit Weakness and BCF. So he’s a rather point-inefficient Outwitter for all practical purposes, sending waves of Trench bystanders Charging at enemies. But still pretty F.U.N.

 

^^^^^ Additional swimmers ^^^^^

As usual, there are a few figs 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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Triton (Fantastic Four 032) 40 points

He has this trait:

ALLY TO THE SEAS: When establishing themed teams, choose a friendly character with [Dolphin symbol]. Triton gains that character’s keywords.

So he can fit on most any Atlantis team as long as at least one ally has the dolphin symbol. He brings Probability Control to the team, a very rare support power for the theme.

 

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Black Manta (Justice League Unlimited 068) 40 points / 10 points

When he hits, he can generate water in the target’s square. He also has a 3-6 roll to either token enemies in water or deal them 1 penetrating. That, along with his cheap cost, works well with…

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Hydro-Man (Fantastic Four 043) 75 points

He makes water Smoke Cloud like a few other figs do. But unlike Crystal (ABPI 012) or Molecule Man (FFFF 036), he has the dolphin symbol, which is important to combo with Atlantis via:

 

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Blackbeard (Future Foundation 052) 90 points

This alternate universe Thing makes dolphin speed characters into Pirate keyword figs. So you could fold non-Atlantis swimmers into a themed team if you like. But for the purposes of this series, we’re only considering how he works folded into an Atlantis team.

First, he allows any number of non-Atlantis swimmers to join (but be careful; EVERY member will need to be a dolphin speed fig during force construction; an Atlantis fig such as some of the Namors that are fliers instead of swimmers will end up breaking the theme).

Second, he gives Pirates in water +1 AV. So that’s a good boon to an Atlantis force-turned-pirate.

Third, he gets mega-Quake when in water.

Finally, he brings the Invincible-granting Stones of Merlin equipment to the team. However, he risks the enemy picking it up instead of you! So don’t plan your game around this unless you intend to force him to drop the Stones by having him equip another object instead.

———

Next installment: A look again at what’s available in Atlantis in Silver Age.

 

Almost as soon as we updated our review of all Atlantis pieces, not one but TWO dropped into the game. Let’s take a look:

 

^^^^^^ 50-75 points: barracudas ^^^^^^

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Namor [X-Men Regenesis 010] 70 points

Starting with the great Charge+Flurry combo with the possibility of full 8 Speed in a direct path is nice-looking. His 10 AV is just OK for the price, though, as is his 17 DV, and the lack of Super Strength or Indom is a problem. Still, he’s the absolute cheapest Namor in the game, and traited Regeneration in water can come in handy.

 

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Namor [Avengers Black Panther Illuminati 044] 75 points

Four short clicks of life seem, well, short for this cost. Indomitable 17 DV Invincible isn’t bad, but one Outwit can ruin his day. He sports a nifty trait that drops an action token from him if an enemy rolls 1-2 on Leadership, but that’s nothing to count on. And just ignore his damage SP; it’s unusable in this point range.

But don’t give up on him completely…

^^^^^^ 76-100 points: sharks ^^^^^^

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Namor [Avengers Black Panther Illuminati 044] 75 points*

… especially considering his actual price tag is 80 points to pay for the either of the Infinity Gems the figure is designed to use via this 5-point optional trait:

Namor starts the game with either the [ABPaI] Power Gem or [ABPaI] Time Gem equipped.

The Time Gem is tempting to use because it grants Probability Control, a very rare power on Atlantis teams. But the Power Gem is the way to go: It gives him Ranged Combat Expert (useless) and Close Combat Expert (highly useful) as well as a basic +1 damage modifier (and 1 extra penetrating damage on a 10 roll or higher). Charging and hitting for 4 even without an object is way better than the 75-pointer’s printed 3.

Moreover, a Power Gem’d Namor can use his damage SP:

MY FURY IS AS THE TEMPEST UNLEASHED: Battle Fury. When Namor attacks with the [ABPaI] Power Gem equipped and targets only characters with printed range values of 5 or more, modify his damage +1 and the damage dealt is penetrating.

Because his life is so short, he’s best on bigger teams that can fit Telekinesis on to get him in striking range of the long range shooters he likes to beat down or simply have bigger threats to draw fire.

 

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Namor [X-Men Regenesis 010] 100 points

At full points, this Namor gains a bit of speed and a click of 11AV. But the same Strength-less 3 damage and lack of Willpower plague him. The good news is that his full-dial Regen-in-water could keep him alive even longer with 7 clicks. DO NOT PLAY HIM WITHOUT WATER.

 

^^^^^ 101-125 points: maneaters ^^^^^

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Namor [Avengers Black Panther Illuminati 044] 110 points*

Top dial, he starts with mostly the same numbers and powers as his 75-point level: 10 Charge, 11 Super Strength, 17 Invincible. 3 damage. This Namor is also a team player with Empower. Those are the basics. But like the cheaper version, you’re paying the extra 5 for one of the gems.

Time not only grants Prob Control, but gives him Flurry on his Charge SP. If he had his 4 damage on click 1 instead of click 2, this would be the ideal choice. But maybe the Power Gem is better because like most Charge figures, he’s going to get hit, and will likely get more use from the constant CCE and +1 damage the gem gives.

———

And we’re all caught up, finally! Going to be much better about this ongoing series from now on.

 

It’s been a literal TWO many years since our most recent Atlantis Attacks F.U.N. Focus: a whole Modern Age rotation (figures denoted by italics) has come and went without us reviewing them. Here’s an attempt at a mea culpa.

First things first: Nearly every Atlantis piece got an upgrade with the 2017 rules overhaul: The Dolphin speed symbol grants the Swim keyphrase, which now not only allows unhindered movement through water, but also adds +1 defense against range attacks.

That stacks on top of the identical Atlantis ATA effect:

Nice +2 DV for Golden Age games!

Second: The frequency of water on maps has increased a LOT in recent sets. We’ll look at your best choices at the end of the article. Now, let’s get into the figures, in order of points and newest pieces first. We’ll note when a fig should TEAM UP with certain allies and when a Golden Age piece has CARDS TO CONSIDER.


 

^^^^^ Below 50 points: shrimps and chum ^^^^^

 

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Giganto & Namor [Avengers Infinity G017] 15 points

The whale is a walking paradox, being a colossal yet the least expensive Atlantis piece one can field. With just 4 Speed, he’s only there to fill points and for Colossal Retaliation.

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King Aquaman [Elseworlds 045] 20 points

He’s Immobile, but useful to give a beached Atlantis team water terrain anyway. He can add a square of water each turn and use it to nudge an enemy out of it. And if a crit hit strikes an ally, he transforms into a formidable fighter. Caution: his anti Outwit/modification trait doesn’t work at this level.

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Atlantean Warrior [Avengers Defenders War 016] 25 points

Great filler for Atlantis, especially TEAMED UP with a leader that also has the Ruler keyword to give him +1 AV.

 

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Dolphin [DC Rebirth 036] 30 points

Though only 3 clicks long, Dol has some skills with Sidestep 4 range 10 AV Incap with 2 arrows. And with her 2 damage, you’ll maybe lean on that power. Or at least you WOULD if she didn’t have the FREE ability to flip to a second dial with 10 Charge — full Speed in water! — and 11 BCF with Battle Fury. Push her and flip back to her first dial to help pals with Empower. Really solid; just make sure to TEAM UP with water-making allies.

 

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Shark [WizKids DP16-007] 30 points

This companion piece to the con-exclusive surfboard Batman is absolutely no good out of the water, so make sure you field a way to make some. Good damage potential with Charge and Exploit (which it only has when in water). TEAM UP with water-makers such as the next entry,,,

 

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Aquaman [Batman The Animated Series 065] 30 points

Superfriends Aquaman is another who needs the water to be at all successful. Fortunately, he always brings it with him via his SP. At this point cost, he’s maybe better backing up pals with Empower. Do not give landlubber foes (who get +2 AV or DV against him if they’re out of water) easy shots at him.

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Mermaid [Superman/Wonder Woman 022] 33 points

11 AV Incap and +2 DV against non-Willpower’d foes is all she offers alone. It’s why she must TEAM UP…

…with Lori Lemaris [Superman/Wonder Woman 042] 45 points

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When she or Mermaid is KO’d, enemies nearby are dealt 2 penetrating. A little Willpower and Mind Control give her some use beyond that, but she’s maybe better dead than alive. TEAM UP with Aquaman [Brightest Day 005] to possibly deal even more payback damage.

 

^^^^^^ 50-75 points: barracudas ^^^^^^

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Aqualad [DC Rebirth 012] 50 points

He’s the latest source of Telekinesis for Atlantis, so he’s a good pick for this keyword full of other Charge pieces. He can make a good mid-game fighter once he pushes off that sole TK click into five straight of BCF+Reflexes (and landing on Flurry, too). Very efficient. Teen Titans TA might be wasted if you can’t TEAM UP with others with the symbol or wildcard status.

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Aquaman [DC Rebirth Fast Forces 001] 50 points

A piece starting with 9 Charge, 11 BCF and Perplex is pretty darn good for just 50. But the real reason to play this brand-new bearded version of the sea king is his “Lord of Atlantis Reborn” trait that not only grants Leadership but allows him to make a FREE close attack after being carried, if he’s dropped in water. So for best results, TEAM UP with a flier or a Great Size piece.

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Giganto & Namor [Avengers Infinity G017] 50 points

This was one of our Top 10 figs of 2018, and I’ll quote: “…when you have an Indomitable colossal figure that can full-move Quake while wrecking terrain on the way with 18 DV Invincible and a STOP click to protect from the inevitable fire coming at it, along with the ability to shoot with Energy Explosion+Incap SP or clobber with Super Strength AND Colossal Retaliation for just 50 points” it means this is a must play on every Atlantis build that allows Marvel figs. Just be careful not to block allies’ attacks with too much hindering terrain.

 

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Aquaman [Batman The Animated Series 065] 50 points

Like his guppy 30-point self, seahorse Aquaman needs water to work and he temporarily brings it to the field. But this sea king can actually fight with Charge, Exploit and 10 AV. Note that because his watery terrain SP only has 4 range and his targets get a big +2 DV bonus when not in water, his 5-square Charge speed is more like 3 actually. Use his POWER to make autonomous Average Fish bystanders to tie up those potential targets, maybe.

 

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Namorita [Civil War Storyline 033] 60 points

Stealthy and, if next to blocking, Shape Changing, Namorita is better than most Atlantis keywords when high and dry. Though it’s maybe hard to land without Charge and with only 10 AV, her Acidic Touch SP that degrades good armor to just Toughness for a turn has some potential. Trouble is, such a move is likely to put her in harm’s way and may not be worth it.

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Tempest [DC Rebirth 028] 75 points

A long-needed remake (not really seen since Crisis in 2008), grown-up Garth here is also another water generator for Atlantis, with FREE Smoke Cloud that makes water instead of hindering. He also has a great free damage move with the same trait that can act either as a no-attack-roll Incap or as a 6-ranged Poison. Starting Perplex is really useful, too, and he can fight with 6 range and Charge+SStrength. His weakness is only two clicks of Toughness and soft clicks from there on. TEAM UP: Wild cards and Aqualad to get the Titans TA heal.

TheDrowned

The Drowned [DC Rebirth 064] 75 points

This chase figure of an alternate universe female version of Batman that became a villainous Aquaman type (don’t ask) is defensively soft with only Super Senses or Reflexes, so she needs her Stealth to keep her safe. Fortunately, her first trait makes water into hindering terrain for line of fire, and shooting at her in clear terrain still gives her at least +1 DV thanks to a third trait.

Forcing most foes to get close is good for her full dial of Poison, and all her damage is penetrating when she’s in water. Offensively, her damage peaks at 3 and drops to 2, but she has her second trait to help:

 Reckless Disregard For Life: Once per turn, when The Drowned targets and hits a single opposing character with a close attack, after resolutions deal each other character that is adjacent to either The Drowned or the target 1 penetrating damage. (Includes friendly characters and usually the target.)

Not bad. She’s Indomitable so you probably want to run her as a berserker to do maximum damage before she drops.

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Aquaman [Batman V Superman: Dawn of Justice Fast Forces 004] 75 points

A rare source of Barrier for Atlantis. And it’s a FREE when in water. Charge Exploit is almost just gravy.  The downside: Only 4 clicks of life at this price.

 

^^^^^^ 76-100 points: sharks ^^^^^^

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Aquaman [DC Rebirth 045] 80 points

With Charge, 11 AV S.Strength, 17 Indomitable Invulnerability and Leadership, the latest version of Arthur Curry is kind of standard and even a bit weak with an unarmored middle dial (Reflexes). But there’s his “Leading the Charge” trait, which, combined with his FREE 4-square move in water, extends his swing greatly and grants Justice League pals Exploit Weakness. There’s also his FREE Mind Control of dolphin speed characters, which is only really good against same. He’s OK, not great.

 

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Namor [Earth X] 80 points

Though his starting stats (8/10/18/3) are … OK … his DV spikes +2 when in water (thanks to a trait; as a flier, he doesn’t get the Swim bonus against range), so that’s his sweet spot as a meat shield. Out of water, he gets Poison. AV rises to 11 down dial with Flurry and his Indom. to press the attack. Still, he’s pricey for 5 clicks of life.

 

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Aquaman [DC Rebirth Fast Forces 001] 100 points

Twice the price of the 50-pointer only buys two more clicks of life, though well armored with Invulnerability, and armed with Super Strength and CCE for much better damage dealt. But for that much more, one needs his 17 DV to start at 18 and his damage to be greater printed 3 — especially to get more use out of his traited FREE attack.

 

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Giganto [Avengers Infinity G007] 100 points

He starts with a Phasing SP that makes hindering in his destination squares to give him a little cover against shooters. But his real skill is to MOVE and smash blocking with no cost Quake afterward. On an Atlantis team, you have to be very careful not to block your fellow swimmers from moving through the huge amount of permanent hindering terrain he makes.

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Namor [Secret Wars: Battleworld 062] 100 points

Though priced with the stats of a fighter, this odd Indomitable piece is more of a Leadership taxi and medic with his SP to carry 4 and heal 1 if he can move far enough. Mid-dial he becomes an offensive force before shifting back to his taxi skill later with a shot at Regen. TEAM UP: The Trench, Atlantean Warrior

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Mera [Harley Quinn and the Gotham Girls 035] 100 points

A Modern Age source of TK for Atlantis, Bombshell Mera only has a single click of the power and you don’t really want to push off her starting numbers. OTOH, maybe you do want to push to her SP Quake that can rack up Bombshell tokens (that can grant her FREE attacks or serve as armor upgrade to her trait Toughness) in a hurry, though with a 9 AV that might not be happening. She’s a piece all over the place, gaining PPB late dial and with two scattered Regen clicks. Probably better for bigger games.

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Aquaman [WizKids DP16-006] 100 points

A strong Aquaman that guarantees some water terrain (adds 7 squares if you’re 2nd player and you get stuck on a dry map). he also gets Reflexes and Willpower when in water while gaining quasi-Stealth against foes trying to see him from land. TEAM UP: Superfriends Aquaman or King Aquaman at 20 points really increase his flexibility.

 

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Giganto & Namor [Avengers Infinity G017]100 points

Though superb at 50 points, doubling the price literally doubles this piece’s lifespan. Not a bad move if you can spare the points.

 

^^^^^ 101-125 points: maneaters ^^^^^

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Namor [Civil War Storyline 111] 110 points

Lounging Namor is a pog factory, spawning bystanders (equivalent to click 2 of the Atlantean Warrior) with the Atlantis keyword. But his real boon to teams is his +1 AV boost to the whole Atlantis force. An absolute must play for that reason alone.

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King Aquaman [Elseworlds 045] 110 points

Where his cheap 20-point level is a team player, this Exploit Weakness Charge piece is a lead attacker. Being immune to Outwit and enemy Perplex is nice, as is the Kingdom Come team ability to possibly dodge shots. At only 6 clicks, he might go down fast as foes prioritize his 12 AV threat. He needs friends to block and draw fire.

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Aquaman [Batman V Superman: Dawn of Justice 006] 110 points

Gaining Super Senses and Hypersonic in water make this one of the most dangerous Atlantis pieces — to yourself! That’s because with only 3 damage, he doesn’t hit very hard and could overextend. He needs to be part of a one-two punch for best results.

Aquaman [Batman V Superman: Dawn of Justice Fast Forces 004] 125 points

Meanwhile, his sculptmate gets a +1 DV for his action tokens but might be more involved with tossing up FREE Barrier every turn to gain the bonus. Starting Perplex makes him a boon to Atlantis as well.

 

^^^^ Above 125 points: apex predators ^^^^

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Namor [Earth X 033] 130 points

Gaining three Battle Fury-ous clicks of life compared to his 80-point level doesn’t seem like the best upgrade, even with a couple bearing Impervious over the Invulnerability and Toughness. No, you want this full-cost version for his SP Charge+Flurry with 4 damage. Add to that his Super Strength and Poison-when-dry ability, and you get a figure that can do a LOT of hurt across a couple of turns.

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Namor [Nick Fury Agent of SHIELD 054] 140 points

Compared to his newer version above, this Subby looks overcosted and less powerful. But one must take into account his SP:

MASTER OF UNDERSEA TRAVEL: If Namor occupies a square of water terrain and has 0 or 1 action tokens, give Namor a free action to place him in another square of water terrain within 6 squares.

On a properly waterlogged map, that can effectively more than double his Charge speed. And with 11 AV Super Strength 4 damage, coupled with a trait that busts through Smoke Cloud and Barrier, that’s good for an alpha strike. He also has a long 9-click dial. Caution: He has Flight instead of Swim.

 

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The Drowned [DC Rebirth 064] 150 points

At double the price of her lower dial, full value The Drowned adds three clicks of life well-armored with Invincible and Impervious, plus an opening 4 damage. It’s probably even more important that she have plenty of water terrain at this point level — the Stealth will aid in her not getting shot/Outwit and she absolutely needs to be able to land that big penetrating hit.

 

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Giganto [Avengers Infinity G007] 200 points

Like his rarer sculptmate, doubling his price also doubles his life. He also gets a long string of 11 AV. Lack of Willpower is a bigger problem here than with his 100-point level.

 

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Giganto & Namor [Avengers Infinity G017] 200 points

The top point cost only offers six extra clicks of life and no better stats other than a little extra speed. The only reason to play at this level is to fill points for really huge games.


^^^^^MAPS FOR ATLANTIS^^^^^

Water has also grown far more common on maps. While your competitive Golden Age choice should always be ATLANTIS from Trinity War, in Modern Age, consider:

  • WEIRDWORLD: A good 30 percent of the map is water, and with a lot of blocking terrain to grant extra cover from landlocked shooters, especially snipers on elevated terrain. Downside: those snipers are far away from the water, so you won’t be able to fight back.
  • NY HARBOR: Like Weirdworld, there’s a lot of water here (even more) and strategically placed blocking terrain. This is also a map with a Location bonus that spawns extra objects, good for a Super Strength-laden keyword like Atlantis. Caution: Also like Weirdworld, there’s elevated terrain easy for snipers to shoot from and hard for swimmers to reach.
  • MUIR ISLAND: Water on three sides of the map plus a lot of walls and blocking make this an OK field for Atlantis. The downside is that much of the fighting will likely be on dry land no matter what, so the sea is only really good for early defensive positioning.

Avoid these seemingly watery maps:

  • GOTHAM CITY WATERFRONT: All the drawbacks of NY Harbor and Weirdworld and much, much less of the blocking terrain to keep from being shot. Pass.
  • WAKAKNDA: Not only is it misspelled, but the special hindering terrain could prove a nightmare for Atlantis’ few shooters and trip up most of its swimmers from reaching foes deep in the brush. The main water zone is also easily shootable.
  • ICEBERG LOUNGE: Though there’s the moat of water in the central part of the map, the blocking on top of the iceberg means there’s virtually no advantage to said moat. Pass.

 

Last time we looked at the Atlantis newcomers costing under 100 points, as well as new water-heavy maps. 

^^^^^^^^^^^^^^^^^^^^^^^^ 101-125 points: maneaters ^^^^^^^^^^^^^^^^^^^^^^^^

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Ocean Master [Trinity War 029]: This latest version of Aquaman’s half-brother Orm brings the pain to the surface. At any time during the game, he can take a one-time double power action to permanently flood up to half the map. Now no Atlantis team need be left high and dry, ever. That’s not his only trick, though. He can also Penetrating/Psychic Blast an unlimited number of targets sitting in water within his 6 range — no LOF needed. With 11 Running Shot and 11 AV, he’s the shooter Atlantis has needed for a while. Sprinkled clicks of Prob round out this 115 point package.

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Aquaman [Trinity War 201] is an Indomitable beater with 4 damage, Charge, Super Strength and Invincible, though his other stats are barely OK for his 122 points. But he’s likely being run for A) his trait to encourage foes to pick maps with at least 12 squares of water and B) his own free action ability to call up water in his own and an adjacent square. With his SP Empower and Leadership, it’s a decent combo.  

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Above 125 points: alpha predators ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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Sea King [Trinity War 014], the evil Earth-3 version of Aquaman, gets a decent dial. First, he gets to put 6 squares of water on the map so he’ll never be completely beached. Second, he’s an Indom Transporter with Super Strength and a respectable 11 AV. Finally, he’s got CSA TA, allowing him to use Prob and toss a token on any ally, even himself. At 135 points, he’s a little bit pricey for what he does, but again, getting that free water terrain can be worth it all for an Atlantis team that lost map choice.

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Weighing in at a fairly massive 172 points, Aquaman [Trinity War 018] is not really based on any version of the character in comics. He’s closer to the guy featured in that one Justice League cartoon where he was shooting energy blasts at Lovecraftian monsters and making them run. (Or, maybe, he’s this guy, from Aquaman #41, released just last week. Did WizKids know something we didn’t when they designed this figure last year for this February’s Trinity War?) Anyhow, this Aquaman is a shooter instead of a melee brick, either using Leadership and Enhancement on allies one turn or picking Energy Explosion or PPB —both with Running Shot — on another. He also manages top dial to do the no-LOF Outwit/trick that his 60-point version must push for. Mid-dial, he gets some Sidestep and big damage potential via Close Combat Expert — no Super Strength needed — before shifting to the late Charge+BCF combo. He’s only 7 clicks, though, two LESS than the next most expensive Aquaman in the game, who’s 16 points cheaper. His fairly average DV can’t take much penetrating damage.

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That wraps our Atlantis update! Look for other F.U.N. Focus articles and updates in the future. Next up will be Legion of Super-Heroes.

The Fish(men) Fight Back!!!

So back in early 2014, we did a Focus on Atlantis: What figs were great for building the keyword, which weren’t, etc.  It’s 2015 and a few additions have come to stir up the water. First, let’s look at maps and objects and stuff:

MODERN AGE

  • Atlantis [Trinity War]: The second all-water map in the game, this one is better than the first because it A) Allows objects and terrain markers so swimmers with Super Strength and Barrier aren’t hosed, B) it has much better placement of blocking terrain so that snipers aren’t as much of a problem, and, for a while, C) poor rules wording allowed maximum freedom of movement to swimmers and virtually none for boot speed characters. But later errata would clear that up.
  • Thunderbolts Submarine [Deadpool Fast Forces]: This map offers great cover for the swim team, but even better are its goofy special rules that cause misses to break the outdoor walls and flood the map with water terrain. The trick is actually remembering this rule.
  • Central City/Keystone City [The Flash]: Stuck on one side of the map and buried at level one on a mostly elevated map, the water terrain on these sister maps look fairly useless. But each represents a hidey-hole that swimmers can retreat to if things get troublesome, or a spot from which flying Atlantis pieces might make an ambush. A few figures can make fantastic use of this one.
  • Odym [War of Light]: With tons of water on two elevations, this looks like a swimmer’s paradise, but don’t be fooled! With zero blocking terrain, firing lanes are quite open for long ranged snipers to shoot at most Atlantis figs before the fish men can ever close in.

GOLDEN AGE

Duelist Kingdom: Water [Yugioh]: This map, like Flooded Wakanda, is mostly water with islands of dry land all about. But there are no walls for the mostly unranged Atlantis team to use as cover, so pick this map with great care, swim teams!

Pacific Ocean [Fear Itself]: Wait. Wasn’t this featured LAST time? Yes, it was, but it had a caveat that because it was all water, objects couldn’t be placed at game’s start, ironically making it an impediment to the Super Strength-laden Atlantis team. Now it’s gotten an erratum to allow objects. Impediment removed. It’s also been retired.

OK, now for the new figures since last year:

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Below 50 points: shrimps and chum ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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The Trench [Trinity War 204]: At 25 points, these monsters are the new champs of cheapness for Atlantis. But they’re more than just filler: With Charge, 10 AV, 17 Reflexes with 2 damage Exploit Weakness and Poison, they’re the best tie-up/melee in the theme. Sure, they’re only 2 clicks long, but at this price, who cares?

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Atlantean [Trinity War 007]: The modest stats [9, 9, 16, 2] don’t look like much, even at 36 points. That is, until you note that ALL those stats go +1 when in water. 5 range, 10 AV Incap, 17 DV and 3 damage with Sidestep that pushes to 18 Reflexes make these guys a bargain as long as you keep ’em soaked.

Atlantean [Trinity War 203]: The Gravity Feed version is more of a support piece as he pushes to Empower and later Enhancement. He also boasts Charge to start and can deal knock back to all foes he hits if he’s on an Atlantis team. Five clicks of life aren’t bad, either, at 40 points, though the 3 range leaves much to be desired.

The Trench [Trinity War 008]: 45 points for this piece isn’t bad. Charge + BCF offers a lot of damage potential while the Hypersonic Speed he gets in water delivers light first strike capability. TEAM UP WITH: Other Trench, especially the 25-pointers, as this one heals when any adjacent dolphin speed ally is KO’d.

The Trench [Trinity War 204]: Full-power GF Trench costs 48 points and loses the moving attack ability the others start with. So why play this one? For the Speed special that grants both Sidestep and the ability to carry other Trench (well, any other character with both Atlantis and Monster…which so far only equals “other Trench”). Coupled with his Empower, this is a lethal team player well able to contribute to the fight himself with 10 BCF.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 51-75 points: barracudas ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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Aquaman [Trinity War 018] is the only addition in this bracket, and at 60 points, you really want more than 3 clicks of life. That said, He’s bringing 9 Charge, 11 BCF, 2x bolt 6 range with IT:Hindering, Indom and Transporter. If you can get his Super Senses DV to hold up or push to his “look Ma, no-LOF” Outwit/Perplex for dolphins, he can maybe pull his weight.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 76-100 points: sharks ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^  

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As usual, Mera [Trinity War 028] is the latest TK figure for the Atlantis crowd. With Leadership and Sidestep, she’s extra adept at the role. But for her 84 cost, you don’t needn’t settle for her being just a mobility piece, especially on the water-laden maps an Atlantis team should be swimming in — she’s a shooter. Her trait gives her range equal to the number of water squares she’s in or next to, plus one. Yep, that’s a possible 10 range before any modifications. She’s also got a mid-dial SP that nerfs nearby foes’ stats when they take tokenable actions within 3 squares of her. And with her shooting from 10 squares out, someone’s going to want to get close to shut her down.

Not to be outdone, gravity feed Mera [Trinity War 202] also brings the Sidestep TK action, this time for two straight clicks. In addition, she provides the rare-for-Atlantis Probability Control and, when in water, free 2-square Barrier — all with IT: Elevated. She’s also a Mystic. At 98 points with a shorter dial than her sculpt twin above, she’s not a slam dunk to pick. But she’s plenty solid. FIELD HER ON: Any water map with some elevated terrain in her range. Makes her a frightening sniper.

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Aqualad [WizKids D15-002] is, at 99 points, not exactly great with below-average 16 DV and so-so 7 speed and 10 AV — though both the latter get a traited +2 when he’s in water. Lack of Super Strength is another problem that effectively outweighs his potential with Transporter. So why play him? It’s due to his TWO end-dial stop clicks that give him both Perplex AND Prob that he can target any Atlantis, Mystical or Teen Titan on the map with. Could be useful.

TO BE CONTINUED…

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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What’s scarier than sharks in the open sea? Orcas. See the apex predators of Atlantis — 126 points and higher — in the post below.

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Above 125 points: alpha predators
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Experienced Sub-Mariner (Fantastic Forces): Identical to the 122-point 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. HEROCLIXIN’S VERDICT: 1 of 5. Only use him on a team of all-Namors or something.
CARDS TO CONSIDER: Atlantis, Defenders, The Order

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Tiger Shark (Incredible Hulk): 134 points gets a Master of Evil who can move full speed and attack when starting or finishing the action in water. Nice! Combining it with B/C/F only helps — when, of course, the roll isn’t too low. TS also has a trait allowing him to mark a target he’s bitten and to track them.
His drawback is, ironically, tied to his strength — he pushes poorly. Each successive click drops a stat: First DV, then Speed, then AV…you get the idea. HEROCLIXIN’S VERDICT: 2.5 of 5 stars

CARDS TO CONSIDER: Atlantis, Submerged, Offenders

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Veteran Sub-Mariner (Fantastic Forces): The reigning king of the Fantastic Forces 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. But for his 150-point cost you’re going to run one of the best of Atlantis pieces instead. HEROCLIXIN’S VERDICT: 2.5 of 5 stars.
CARDS TO CONSIDER: Atlantis, Avengers Response Unit, Avengers Heroic Age, Mighty Avengers, Secret Avengers

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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 made the Atlantis keyword competitive in his heyday and remains a top-flight bruiser for just 150 points. HEROCLIXIN’S VERDICT: 5 of 5 stars.
CARDS TO CONSIDER: Atlantis, Submerged, Avengers Response Unit, Avengers Heroic Age, Mighty Avengers, Secret Avengers, Defenders, The Order

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Namor [Wolverine + The X-Men 058]: Another 150-pointer, this Phoenix-empowered version brings a rare dose of shooting ability to the theme [9 range]. He’s also the first with the damage-halving Invincible defense power and Power Cosmic. Second click drops Charge for Hypersonic Speed and Support with a usable 10 AV. Minions of Doom TA means he can play well with other members of the swim team. Even his Phoenix Five trait works for him. Superb as one would expect. HEROCLIXIN’S VERDICT: 4 of 5 stars
CARDS TO CONSIDER: Atlantis, Immortal Contempt

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Namor [AvX 011]: The latest 150-point Subby to emerge, the starter set prince of Atlantis lacks the sheer damage potential of the Secret Invasion piece or the shooting ability of the Phoenix’d version. Instead, he looks more like an upgraded meld of the Fantastic Forces vet and the Secret Invader, with Impervious instead of Invulnerability to start and an end-dial Regen-in-water power that also hides him. He’s also Indomitable, which aids his trait giving him penetrating damage-granting Rage tokens when he gets 2nd tokens or is hit with attacks. X-Men TA could work with certain other Namor/Sub-Mariner figs. At only 6 clicks of life, he’s a risk to run, though. HEROCLIXIN’S VERDICT: 3 of 5 stars.
CARDS TO CONSIDER: Atlantis, Defenders, The Order

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Aquaman [Superman]: It’s a bit hard to know how to run Emperor Aquaman because he brings several variant methods of teamwork to the table. Do you:

  • …Move him to leverage his “Invade the Surface” trait to move other swimmers in water 3 squares for free?
  • …use his excellent stats and powers for front-line duty?
  • …use his DPA SP to create water terrain and ruin enemy formations?
  • …push him mercilessly to permanently flood all grounded terrain — ALL OF IT — upon his KO?

That’s a lot of options, and sadly he can’t do them all to really get his 156 points’ worth. But it’s great that he’s all but guaranteed to fulfill most of them. HEROCLIXIN’S VERDICT: 3.5 of 5 stars.

CARDS TO CONSIDER: Atlantis, Flashpoint

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Nerkkod: The Worthy, hammer-gifted version of Attuma weighs in at a whopping 215 points but with only 4 range Running Shot and Invulnerability to offer. And Force Blast. And Pulse Wave. And — oh. OH. His trait:

“When Nerkkod occupies water terrain, modify his damage value by +1 and his range becomes 10.”

So. Like many in the theme, he’s particularly good in the drink. But even on dry land, his short-range PW skills could prove very key. HEROCLIXIN’S VERDICT: 3.5 of 5 stars.
CARDS TO CONSIDER: Atlantis, Asgardian, The Worthy, Immortal Contempt, Nova Blast

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Namor [AvX 011]: 225 points gains another Impervious Namor. It’s a lot like Secret Invasion Namor yet less potent despite the extra 75 points. But the points aren’t wasted. First, this Namor is Indomitable, which pays dividends down his dial. Impervious is still a fine upgrade from Invulnerability. His 2nd and 3rd and 5th clicks sport Flurry and Precision Strike, a great combo. He can fly and carry and possibly heal with X-Men TA or his end-dial, only-in-water Regen (which also grants him a Submerged-like effect, along with Toughness).

Is he worth the bank-busting 225 points? Possibly. Is he one of the most accurate Namors in the game? Absolutely. HEROCLIXIN’S VERDICT: 3.5 of 5 stars.

CARDS TO CONSIDER: Atlantis, Defenders, The Order

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Namor [Wolverine + The X-Men 058]: At 295 points, he’s by far the most expensive Atlantean of all. The points are NOT wasted at all. First, he’s a HSS beast with 12 AV and 5 damage and 9 range and Power Cosmic and 19 Impervious. He’s also a wildcard and his Phoenix Five trait nerfs damage/attack avoidance powers.

But here’s where he gets good for Atlantis: his opening SP floods all squares of his elevation or lower from his row back to his starting area. YES, ALL. And on his 2nd-4th clicks, he deals penetrating damage to non-fliers/swimmers standing in water terrain.

What else is there to say? He’s the apex predator of the deep blue sea. Don’t forget to field TAs for him to copy! HEROCLIXIN’S VERDICT: 4 of 5 stars.
CARDS TO CONSIDER: Atlantis, Immortal Contempt

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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. See what some of those are next time as this F.U.N. Focus concludes.

This  F.U.N. Focus (previous parts here) continues, being a needed update to a far-too-long article reviewing all characters with the Atlantis keyword in much better bite-sized installments.

These are the main hitters for this keyword: the killer sharks, the maneaters, the 101-125 bracket. It ain’t safe to go in the water!

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101-125 points: maneaters
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Aquaman (Brightest Day): This 105-point version of the character changed 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:

  • 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 — or shift his AV to a can’t -miss 11;
  • HSS-lite via his transporter symbol;
  • Another taxi (and one who can tote his own meat shields);
  • One of the longest range values of the theme, 8, via his mid-dial SP “Tentacle Whip” (when in water);
  • Perma-line-of-fire to targets in water using that same SP;
  • Mind Control, contiguous with the SP;
  • the 2nd healer of the theme — one with a usable AV this time;
  • 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 quite 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.

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.
This Golden Age piece is best run with the 10-point Armor Piercing feat on larger teams to get the most of his trait and with Lunge to make him a more potent fighter. HEROCLIXIN’S VERDICT: 4 of 5 stars. His weakness is that you won’t want to run his strong but short dial on the front line to preserve his damaging trait, but he’s got the combat ability of a lead attacker.
CARDS TO CONSIDER: Atlantis, Armor Piercing, Lunge, Automatic Regeneration

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Aquaman (DC 75th Anniversary) at 106 points feels like a downgrade from his sculptmate Brightest Day Aquaman with only 10 AV and only Move And Attack to grant mobility. But this Aquaman has Leadership, Mind Control (with a +3 AV against Atlantis keyword) and, most of all, his SP “Rise From the Deep” that allows him to warp in water terrain within his speed value and hit with natural 4 damage. It’s enough to give this version of the Sea King a look if you’re certain to have water terrain to use. HEROCLIXIN’S VERDICT: 2.5 of 5; add a star for mostly-water maps
CARDS TO CONSIDER: Atlantis, Lunge, Justice League (Silver Age), Justice League: Generation Lost, Justice League International

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Attuma (Fear Itself): Atlantis teams live and die by the presence or absence of water terrain. This 109-point piece is the cheapest guarantee in the game outside of map choice or, in Golden Age, the Opened Hydrant — and more flexible than both. He bears a trait allowing him to plant six separate water terrain squares 6+ squares away from foes once per game.

That.
Is.
EPIC for Atlantis!!!! Finally, teams aren’t at the total mercy of map design to get use of water-based abilities (even many of the previous “bring your own water” techniques only worked on clear GROUNDED terrain) as this can put water even on rooftops.

Oh, there’s more, too. Foes within 6 squares of him in water can’t take power actions while he’s got his SP, and he’s a solid if unremarkable brick.
Short of it being a DC-only event, no Atlantis team with characters bearing a water-activated ability should be without Fear Itself Attuma.

EVER!

HEROCLIXIN’S VERDICT: 4 of 5

CARDS TO CONSIDER: Atlantis, Submerged, Contingency Plan, Lunge

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Aquaman (Teen Titans 015) If one seeks an Aquaman in this point range, maybe this piece is the best choice. Just like its 80-point level, 110 buys an Invulnerable transporter with an opening SP that grants 7 range and penalty-free AV on Move and Attack ability when starting a turn in water. He’s even more pushable thanks to another click of his DV SP that heals him if he starts a turn with 2 tokens. And unlike the 106-pt. Aquaman, he starts with Super Strength to hit very hard with his 11 AV and natural 4 damage. He’s the only choice for Modern Age games, too. HEROCLIXIN’S VERDICT: 4 of 5
CARDS TO CONSIDER: Atlantis, Justice League (Silver Age), Justice League Dark, Justice League: New 52, Justice League. Lunge

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Aquaman (Justice League New 52) And then there’s one more Aquaman in this 105-111 range to consider. His 10 AV and 8 (+2 if he starts the turn in water) Speed don’t seem so hot, even backed by Invulnerable 18 DV and 4 damage. But his 8-click dial is longer than most and he really ought to be run with his lady Mera because if she’s KO’d, all his stats get a permanent +1. So running him in Golden Age with the 6-point Mera pog turns him into a starting 11 AV, 9 Speed, 19 DV and 5 damage PLUS Super Strength by as early as turn 2. This Aquaman is definitely worth considering. HEROCLIXIN’S VERDICT: 3.5 of 5. Add a star if Mera dies.
CARDS TO CONSIDER: Atlantis, Submerged, Justice League (Silver Age), Justice League Dark, Justice League: New 52, Justice League, Contingency Plan

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Hulkmariner (Incredible Hulk): One of the only Impervious figs in Atlantis, this Hulked-Out hero brings more than just a tough hide to the theme. First, his Sea Smash trait can Neutralize a target with a high enough attack roll, though that’s nothing to count on. Better is his ability to grab extra objects from water terrain much like Garth [Crisis] but without the limitations. Finally, there’s his chance to Revert to either of the GG Namors. 115 points isn’t too much to pay for this. HEROCLIXIN’S VERDICT: 3 of 5.
CARDS TO CONSIDER: Atlantis, Submerged, Hulked Out Heroes (though it’s mostly useless for him)

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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. His Mystics TA, Barrier, double-target 6 range (with Incap and Energy Explosion) and Perplex are welcome icing to this cake. He’s not as essential now, with other sources of water in the game. But he’ll help the Atlantean cause every time he’s fielded. HEROCLIXIN’S VERDICT: 3.5 of 5.
CARDS TO CONSIDER: Atlantis, Submerged, New Teen Titans

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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(s) or with a Justice Leaguer equipped with one of their many ATAs. HEROCLIXIN’S VERDICT: 2.5 of 5 stars. Add a half-star if teamed up with good TAs to copy.
CARDS TO CONSIDER: Atlantis

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Namor (Galactic Guardians 009): Though he starts with fearsome stats — 11 AV Super Strength, 18 DV Invulnerability, 4 damage — it’s all hobbled by only having Transporter Move and Attack to make a first strike, which drops his AV to a middling 9. If he wants to hit harder with his natural 11, he loses his hit-and-run ability. His trait granting adjacent Defenders the Swim ability is pointless to Atlantis. He’s not even a swimmer. Imperious Wet for 120 points. HEROCLIXIN’S VERDICT: 1.5 of 5 stars.
CARDS TO CONSIDER: Atlantis, Defenders, The Order

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Namor (Fantastic Forces): 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 costlier figs with team abilities. HEROCLIXIN’S VERDICT: 2 of 5 stars.
CARDS TO CONSIDER: Atlantis, Mercenary

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What’s scarier than sharks in the open sea? Orcas. See the apex predators — 126 points and higher — in Atlantis next time.

 

 

 

 

This new F.U.N. Focus (previous parts here) is a needed update to a far-too-long article reviewing all characters with the Atlantis keyword in much better bite-sized installments.

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76-100 points: sharks
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Namora (Hammer of Thor): At 76 points she’s not only another lite Charging brick from Atlantis, she’s also the first flier and thus a valuable addition who can offer the theme some mobility. She’s been lapped a bit by Transporters just a little more expensive and her armor is soft with only Toughness. But she sports the best average AV so far in the list. Still, forget her unless you’re running Marvel-only. HEROCLIXIN’S VERDICT: 2 of 5 stars
CARDS TO CONSIDER: Atlantis, Submerged

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Aquaman (Teen Titan 015): The latest version of Aquaman’s an Invulnerable transporter with an opening SP that grants 7 range and penalty-free AV on Move and Attack ability when starting a turn in water. He’s also somewhat pushable thanks to another SP that heals him if he starts a turn with 2 tokens. Pretty good for 80 points. HEROCLIXIN’S VERDICT: 3.5 of 5
CARDS TO CONSIDER: Atlantis, Justice League (Silver Age), Justice League Dark, Justice League: New 52, Justice League, Automatic Regeneration, Lunge

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Aqualad (Teen Titans 075): Another transporter, the latest version of the ‘Lad gets a traited version of Super Senses and +3 Speed, but all only when in water. That means this is 82 points you don’t want to spend unless you’ve made SURE there’s going to be water on the map, despite solid stats and powers down the dial — including a surprise pair of Prob Control clicks near the end. That said, he’s one of the few remaining Modern Age Atlantis pieces after this summer’s wave of retirements. HEROCLIXIN’S VERDICT: 3 of 5
CARDS TO CONSIDER: Atlantis, Lunge, New Teen Titans

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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 [DC 75th Anniversary]: Once the first-ever TK fig for Atlantis, this 85-pointer has been supplanted by her far-cheaper self in JL52. But she’s still great for the role, if less easily martyred for the Atlantis cause. Instead, she can be more active by uncharacteristically Phasing about and using Exploit Weakness to do actual fighting. Mind Control and Regen round out the other powers she ought not have but can get some mileage from anyhow. HEROCLIXIN’S VERDICT: 3 of 5
CARDS TO CONSIDER: Atlantis, Submerged, Automatic Regeneration

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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 keeping Toughness down the line (with Combat Reflexes in water). I’d only bother running him in larger builds where he can be a 2nd-line 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-square Charges that others are capable of for many points less. HEROCLIXIN’S VERDICT: 2 of 5. Save him for a villains-only Atlantis team, maybe.
CARDS TO CONSIDER: Atlantis, Submerged, Armor Piercing

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Namor (Galactic Guardians 203) The original prince of Atlantis finally makes an appearance at the top of this cost bracket. At 100 points, his 8 Speed and lack of opening Super Strength is disappointing. At least he flies and and gets a Speed and DV boost when in water. His SP also allows him to drag a hit nonswimmer into the water with him, but that’s really situational. He’s good with wildcards thanks to having the X-Men TA and access to the Defenders ATA. HEROCLIXIN’S VERDICT: 2.5 of 5
CARDS TO CONSIDER: Atlantis, Submerged, Defenders, The Order

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Next are the main hitters for this keyword: the killer sharks, the man-eaters, the 101-125 bracket. It ain’t safe to go in the water.