I started writing this Top Ten before Dragon*Con (through Labor Day weekend) with no idea of what it’d be on.

I flirted with the idea of griping about the Top Ten un-F.U.N. pieces in the game, which seem to be cropping up with a bit too much regularity in the past few rotations. But that was a bit more negative than I wanted to be on the verge of the nerd prom. I’m definitely not ready for another couple of articles I’m planning to do on the top tie-up or taxi characters.

Most of all, I wanted a topic that wouldn’t take a lot of work…one that I could either write ahead of the convention or easily write afterward.

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#10

Sentry & Void 300
Scarlet Witch (Fast Forces) 50
Mockingbird (Fast Forces) 25 x 2
= 400 points. This one was memorable because of how it managed to fit the most fearsome piece in the game now — Sentroid — and still be a named themed team per this qualifier tournament’s rules. It also threatened to cruise to an easy victory amongst the other teams in the event. But it would be sorely challenged in the finals…

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#9

All-Star Superman (Superman 001) 150 + full Gauntlet 40
AIM Agent (Incredible Hulk) 38
AIM Renegade (Incredible Hulk) 34 x 2
=296 points. This one was memorable first for being the eventual championship team; second, for being, surprisingly, an almost-comic-accurate one, in a roundabout way (Superman standing in for AIM creation Doomsday Man). But mostly, I was impressed that even the repeat champ Cramcompany could take such a fragile team to a 5-0 victory.

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#8

Scarlet Witch and Wonder Man 225 + full Gauntlet 40
Scarlet Witch (Fast Forces) 50
Sharon Carter (Chaos War) 45
Victoria Hand 40
=400 points.
I was gratified to see one of Heroclixin’s Top Ten Duos on the field. I was even more pleasantly surprised to see it in the finals against the Sentroid team mentioned earlier.

At first, I thought Sentroid’s far superior mobility and power would overwhelm the Witch-Wonder duo and support. But on second glance, I realized that the teams were a lot more evenly matched than it first appeared. And in the final result, this team proved it with a victory.

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#7

Commander El 135
Kryptonian Soldier 87 x 3
=396 points. Of all the teams played at its event — 400 point named keyword — it appeared to be the only fully comic-accurate one. It didn’t do too well, ending up near the bottom.

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#5

Black Bolt (Incredible Hulk 10) 133 + full Gauntlet 40
Super-Skrull (Galactic Guardians 20) 100
Xavin 75
Replica 47
= 395 points. I also appreciated any team in this event that wasn’t Avengers-themed (said keyword has become the dominant one in the game at the moment).

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#5

Captain Marvel (Galactic Guardians) 141
Captain America (Captain America 001) 89
Black Widow (Captain America 006) 85
Falcon (Captain America) 79
=394 points. This one got props from me for running Falcon, a piece that I like (good powers, AV) and hate (low DV, 15-20 points too much) at the same time.

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#4

Mr. Sinister (Chaos War) 225
Wolverine (Incredible Hulk) 70
Tarot 47
Roulette 35
=377 points? I can’t recall if there was a Gauntlet on this team. Anyway, I loved that the fun Mr. Sinister was the anchor of the force. That it was played by a young man who used to frequent my venue in years past as a boy was just icing.

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#3

Master Mold 200 + full Gauntlet 40
Scarlet Witch (Fast Forces) 50
=290 points. The colossal robot’s only weakness is his vulnerability to Outwit. Handled, with the Gauntlet. I watched this pair sweep a Sentroid one-man-army twice. As my favorite of the GG colossals, that was pretty gratifying.

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#2

Stranger 213 + Gauntlet w/Time Gem 15
AIM Agent (Incredible Hulk) 38
AIM Renegade (Incredible Hulk) 34
=300 points. Despite lacking a full Gauntlet and being set on its heels by a Morgan Le Fay/Loki duo for the entire game, this team still battled long and was only a couple of clutch hits from getting an unlikely win.

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#1

Clark Kent (The Brave and the Bold 102) 23
Clark Kent (The Brave and the Bold 002) 48
Young Superman 100
Superman Beyond 145
Superman (Superman 057) 160
Superman (Justice League 001)
Kal-L  (The Brave and the Bold ) 254
= nothing, as this event had no build total. Instead, only one piece from seven point brackets occupied the battlefield and swapped in upon taking damage or healing. This team was my favorite of the whole weekend because it was very well-themed.

 

Now we’ve come down to the #1 duo in HeroClix:

Thor and Loki (Hammer of Thor 057)

Despite weighing in at an unmatched 362 points for a single-based figure, they’re clearly the choice.

  • They start with Running Shot and 10 range to get the carnage started. They bear Invulnerability through a trait so it can’t get countered and Shape Change to avoid attacks altogether.
  • They’re Mystic, so opponents won’t want to target them much, anyway.
  • They’re Indomitable, so they can push immediately next turn.
  • They’ve got Perplex to make their ensuing Duo Attack deal out a crippling 11 clicks, potentially.
  • They’re single-base fliers, so TK can yank ’em back or send ’em forth, depending, and they won’t have much problem maneuvering themselves.
  • Their AV never dips below 10. Their DV, 16. Damage is usually 4 or better.

Their only drawback is the DV SP, which saddles them with the range-killing Battle Fury. It also gives Exploit Weakness, so we’re over it.

Being a superb fig and one that certainly makes great use of the Duo symbol makes these oft-feuding half-brothers the single best Duo in HeroClix.

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“That’s all good and well, Heroclixin,'” someone is saying. “YOU can actually GET these Super Rare chase collector Buy-It-By-The-Brick-eight-sets-ago figures. How about the rest of us who want to use just regular duos that didn’t make the list?”

Glad you asked. Here are some tips on how to play all duos to the maximum degree.

Boost their damage. Just as powers like Energy Explosion or Incapacitate grow exponentially better with multiple arrows, so does Duo Attack benefit from higher damage. (You’ll note how many of the  characters on the list had great damage numbers as a plus.) So field some Perplex or Enhancement to easily increase Duo Attack’s output.

Telekinesis. If they can be moved with the mind, then do it. Most duos made prior to Brave & Bold were single-based.

Find ways to push duos safely. Most of the time, they’re going to have to get into position first. Therefore, the sooner the duo can start attacking in earnest, the better. There are some ways to grant Willpower or something like it to duos lacking it: Edward Nigma, Harvey Dent (Dark Knight Rises 017), Warbound or the new Asgardians ATA, to name a few. And, of course, just know the duo’s dial and be willing to push onto a new click.

Probability Control. The strength of Duo Attack is that it means more attack rolls. Might as well make ’em count. Similarly…

Outwit. It’ll take some dial memorization, but try to time your Duo Attack when you can hit a countered target both times with the defense power still countered (at least until WizKids actually fixes Outwit the way I’d like).

Blue Beetle and Booster Gold. The number 8 duo makes other duos better, remember? And as Super Rare figures go, this piece is easy to acquire.

And then there are duo-specific feats to consider:

Sidestep. The first duo feat, this 10-pointer grants 4 squares of movement in between Duo Attacks. The lack of free breakaway keeps it from being a must-use. But it can be really handy.

Show Off. When the first shot KOs a target, you can pass on making the 2nd attack and not give the duo an action token. Obviously, this one is pretty circumstantial, especially for lower-damage duos. Not worthless, but not really worth the 6 points if you have other options.

Power Barrage. Another 6-point feat, this one grants a free (but weaker) attack after one of a number of Attack powers are used. Another one that’s not remotely a slam dunk of a feat.

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That’s all, folks. Heroclixin’s taking a short vacation. On Wednesday, expect a new battle report, probably highlighting some more newly played pieces. We’ll pick up on the look at The Dark Knight Rises set in a week.   Until then, have F.U.N. Heroclixin’!

Man, good duo figures are hard to come by. Numbers 10-8 were either Super Rares or part of a $100 collectors’ set. The next three? All chase figures. And it gets no easier from here:

#4 is actually the Big Three:

Avengers Prime (Chaos War 060)

At a staggering 400 points, this duo trio figure is by far the priciest on the list. That buys you a LOT of damage potential, much of it through Duo Attack. After an opening salvo with Running Shot thanks to the Iron Man-themed Speed SP, one best uses the same power to Perplex the trio’s damage  +1 to then deal out a possible 11 CLICKS in the followup Duo Attack.

Duo Attack is almost always a better play than using any of AVP’s regular powers if targets are available on the opening clicks of the 400-point dial. For the 300-pointer, it’s less of a slam dunk. For example on click 2 (or 5 on the full dial), do you opt for a single shot for 4 penetrating damage, or roll the duo dice to land a possible 7 that might get reduced? Do you Flurry for 8 or Duo for 4, hopefully KOing the target to follow up with a weaker ranged shot?

This dial has a lot of mostly wasted points on myriad abilities that can’t be used in combination, sometimes not even through the “Trio Attack” trait. And with such high cost, they’re gonna get swarmed heavily, especially since they have many of the usual peanut duo mobility issues (at least they fly, though). Nevertheless, their sheer power is enough to make them one of the best duo figs in Heroclixin’s estimation.

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#3 are the stars of New Avengers: The Reunion:

Hawkeye and Mockingbird (Chaos War 054)

Another star-crossed couple — literally, this time, as Mockingbird was once kidnapped for years by Skrulls — ranks high on the list of great duo figures. Why, especially with them having the same no-TK-no-taxi boot speed peanut base issues as so many others?

Transporter Move and Attack. This ability gives them a bit more flexibility than most for moving past enemies on the way to their real destination. The sky-high 12 AV also helps their cause in attacking.

Sharpshooter. Similarly, this gives them cleaner lines of fire for potential Duo Attacks.

Most of all, though, they’ve got a Duo-ready SP that allows ’em to replace ranged Duo Attacks with Smoke Cloud, Incapacitate or Energy Explosion. So Hawkeye can take a leading shot with Mockingbird following with Smoke Cloud to hide them from counterfire. Or they can opt to Incap a Mystic target and then Energy Explode a cluster elsewhere for much more cumulative damage than the usual -1 damage 2nd duo attack would net.

These birds’ weakness is that they have zero armor, so they will take any and all damage that gets past Super Senses. And although they start with Stealth, the peanut base prevents them from ever getting fully hidden into hindering terrain with a single move (since the “back” end of said figures must travel through the square the front end moved through — and hitting hindering terrain immediately stops movement). But with their offensive prowess and excellent Duo ability, they take the #3 spot among the top Duos of Heroclixin’.

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#2 are the stars of The Dark Knight Rises:

Batman and Catwoman (The Brave and the Bold 100)

Their AV is weaker than most others’ on the list. They’re peanut based and thus impossible to taxi or TK. They’ve got no armor, little range and a fairly hefty price point for all that weakness. Why are they the #2 Duo of Heroclixin’?

It’s all about the SP “Double Pounce.”

  1. It’s Leap/Climb. That circumvents any problems getting the big peanut base fully hidden to use their Batman Ally TA.
  2. It’s a free Duo Attack after using Leap/Climb. It’s better than Charge or Running Shot.

With Outwit to soften the target up and Willpower + Combat Reflexes to help press the attack or survive counterattacks, BatCat makes up for its weaknesses in a big way. And this is without even mentioning the ability at the start of the game to steal one of the enemy’s special objects. Batman and Catwoman earn this near-top spot of the list handily.

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Tomorrow: The number one duo figure in Heroclixin’s Top Ten and a bonus duo-related list.

Man, good duo figures are hard to come by. Numbers 10-8 were either Super Rares or part of a $100 collectors’ set. The next three? All chase figures.

#7 is this emo couple:

Scarlet Witch and Wonder Man (Chaos War 059)

Weighing in at a hefty 225 points, this star-crossed pair makes the list almost purely because of Wanda’s contribution: her Chaos Magic SP:

With it, they can render even normally uncounterable opponents powerless in any given area. Sure, it’s a little too random to depend entirely upon it, but it’s a free action.

After they get into position with Running Shot, Scarlet Wonder will rely on Duo Attack to deal most of their damage. With Probability Control to better ensure either shot lands, and a hefty 4 damage to lead to potential 7 clicks, there’s ample reason to do so on the opening four clicks of life.

Late in their dial, they get a SP that causes them to deal penetrating damage to high-cost figures. Combined with Duo Attack, they can utterly decimate tentpoles.

They’ve got all the drawbacks of double-based duos: unCarryable, unTKable and, with only a modest 8 starting boot speed, they may find it tough to move around. They also don’t push well — it’s tough to leave that first Chaos War click in favor of Super Strength, even if they upgrade to 11AV and Impervious (and you’d rather force opponents to take Mystics damage digging through all that armor anyway).

Nevertheless, Scarlet Witch and Wonder Man are a solid enough figure on their own that’s only made better by having Duo Attack at their disposal. They rate #7.

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#6 is the smallest duo:

Ant-Man and Wasp (Chaos War 053)

These wee folk have a few tricks up their pint-sized sleeves. Most notable is their trait which, like a mirror version of the Mystics TA, deals unavoidable damage against adjacent foes for misses against them (either by those adjacent enemies or others shooting at the insect-size couple). This probably accounts for the bulk of their weighty 168-point cost.

They also have Poison and Exploit Weakness to further trouble folks in melee.

With that latter power, twinned with first Charge to get in close and then Plasticity to stay nearby, there doesn’t seem to be much call to use the Duo Attack ability.

But there is, because Ant-Man and Wasp can be TKed or effortlessly carried by almost ANY ally, thanks to their single base and Tiny Size ability. When a duo doesn’t have to burn actions getting into position to use the Duo Attack, the ability gets that much better. Against soft targets, it’s the preferred move.

With this better mobility than nearly any duo in the game along with their ability to deal lots of free and/or penetrating damage, Ant-Man and Wasp are the #6 duo in Heroclix.

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#5 :

Thor and Hercules (Chaos War 059)

This demigodly duo is all about massive damage, period. Once they complete their opening Charge + Exploit Weakness, this Indomitable, Impervious fig can deal out 7-8 clicks via Duo Attack.

And you’ll want to use the ability as often as possible, since missing the first attack means +1 to all their stats for the 2nd shot.

Once Impervious is lost, they get Invulnerability that can’t be countered and boosts DV each time they’re targeted in a turn. Decent defense against Outwitters and swarm attacks.

Boot speed and a big peanut base are the usual liabilities, and with only average 6 range and a sky-high 300-point price, Thorcules can still be overwhelmed and thus “only” rates #5 on the top duos list.

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Tomorrow, it’s 4, 3 and 2.

#10 is the hardcore jailhouse duo of:

Larry and Mike (Watchmen 020)

The y make the Most Wanted Top Ten Duo list because they…

  • Are the cheapest duo fig in the game at 33 points. Of course, that means their stats are largely lacking. But they have a few things that help them, such as…
  • Probability Control when they use Duo Attack, which means the ability is key on them. They also…
  • Get a damage boost with higher-point Underworld figs on the board. And fortunately, there’s been an influx of those into the game lately. Speaking of the Underworld TA…
  • They’re an extra taxi for the team. The Brute keyword has few enough of those.
  • 6 range means that when all this is put together, they can potentially blast a target for 4 damage from relative safety (with a reroll in there). Not bad for 33 points.

So while they’re not going to carry a whole game for you, they’re a piece that actually benefits from being a duo more than it’s a drag. These inmates could be dangerous enough to rate #10 among the top duos.

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Iron Man / War Machine (Web of Spider-Man 059)

Compared to some of the high-cost duos we’ll see further into the list, these movie stars haven’t aged well in the era of power creep. They’re highly vulnerable to swarms, Outwit and just plain getting based by tie-up.

Ironically, those reasons are largely why they make the list.

  • After their initial Running Shot attack, IM/WM rely heavily on their Duo Attack to lay down heavy fire. Basing them usually doesn’t work for long because few tie-up pieces can take the 7 clicks of damage.
  • And with Indomitable ability, IM/WM will be shelling out the attacks.
  • If hit past their Pulse Wave clicks (the only ones you probably won’t use Duo Attack much on), they get a Special Power, “Adaptive Response Armor,” that replaces one or both ranged duo attacks with Incap, RCE or Psychic Blast. So again, they’re using Duo Attack.
  • So dangerous are they with Duo Attack, that it’s the power/ability that’s most scary on them and the one most frequently countered as a defensive maneuver (assuming, of course, that their Outwit has been accounted for already).
  • There are even some very decent Split opportunities in a Golden Age game, as all the War Machines so far are well under 150 points.

Being a duo makes this somewhat overcosted piece one that still very much commands respect. It’s  #9.

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#8 features the first tie of the list, in more ways than one! First we have those Super Buddies:

Blue Beetle and Booster Gold (The Brave and the Bold 052)

This duo, being both double-based and a flier, can’t be TKed or carried. Worse, their trait keeps them from using Carry themselves (guess Booster, the flying half of the pair, has his hands full with Beetle). And worst yet, you’ve got to push them to get to their best click. So how do they even make the duo list, much less over #s 10 and 9?

  • That trait also nixes the -1 penalty on the 2nd Duo Attack. This makes it a go-to ability over their Charge, even, and, combined with later clicks of Outwit or Perplex, enables them to lay down a lot of damage from 8 range.
  • If they do have to close in, the aforementioned Charge can make it happen, and they’ve got Toughness at least to help them survive.
  • They offer a +1 AV to adjacent fellows with their (limited) keywords and, more importantly, OTHER DUOS. Here, the double base helps them help others.

For just 82 points, this free-moving pair rates the #8 spot among the game’s top duos. They tie with the other 82-point duo in the game:

Nite Owl and Rorschach (Watchmen 024)

Nite Owl is actually based on Blue Beetle, too. But that’s not why the Watchmen are here. It’s all about their Attack special.

  • When using Duo Attack, they get a +1 to their AV for each adjacent foe. That’s incentive to use their Leap/Climb to get in close to a swarm, taking full advantage of their double base and Combat Reflexes (don’t forget they can take voluntary knockback if hit and you need to get out of adjacency).
  • Even better, the second, weaker attack is penetrating damage. So they can possibly tackle the big boys as well.
  • The Watchmen TA makes them immune to enemy modifiers. Mid-dial and on, they get their own modifier, Perplex, which is the best aid to Duo Attack that there is.

Unfortunately, they’re unable to Split into any figures. But if you can get them to survive long enough, this duo could get more use out of Duo Attack than many. Being Golden Age, fit them with Lunge for best results, and see why they handily share the #8 slot among the Top Ten Duos of Heroclixin’.

Duo figures have been a curiosity and a controversy since their introduction in 2007’s Avengers set. It’s not hard to see why. It’s true that some characters are so close as to be inseparable and the duo status fits perfectly. But critics say that’s not the case for any but a select few characters. They also complain that it’s a cheap way of filling out character “selection” without actually making real individual dials of them.

But let’s look objectively at duo status.

Being a duo is doubly good because:

  • Duo Attack is like Flurry, only with the potential for range. Unlike the red Speed power, which sometimes fails due to the target no longer being eligible for the 2nd hit, either of the duo attacks can be ranged. It also usually can’t be lost in the 2nd attack.
  • The new Split ability can radically shift games, depending on circumstances. It’s also a sneaky way to get some characters onto a theme team that they wouldn’t qualify for initially.

Being a Duo is twice-bad because:

  • The 2nd attack is always weaker, with a -1 damage (minimum 1). Low damage on duos is practically worthless.
  • It doesn’t work with most powers. Like Hypersonic Speed, its interactions are limited to Steal Energy and Super Strength.
  • Duos can’t be carried. The duo symbol prevents it in most cases. Many can’t even be TKed, either, due to being multibased figures.
  • The Split maneuver requires some serious dial memorization ability and planning for not a whole of bang for the buck, generally speaking.

So you see that Duo Attack, the chief ability the duo symbol grants, is definitely not among the upper echelon of powers in HeroClix. Many of the the top ten in this list, you’ll find, specifically have abilities, powers and traits that help them overcome the liabilities of the duo class.

  1. In fact, one of the criteria to make Heroclixin’s Top Ten Duos? Whether it’s ever better for the piece to use Duo Attack over some other power or ability in a fight.
  2. A second consideration is: How well does the piece overcome duos’ liabilities?
  3. Thirdly, the piece needs a role outside of its status as a duo piece. But that role should not overshadow its ability as a duo. Specifically, being a duo should enhance its role.
  4. Does the Split Ability offer any benefit? It’s OK if it doesn’t but better if it does.
  5. Finally, one more criterion to make the list (and this is a hard-and-fast one): NO PART-TIME DUOS. They have to be a duo figure all dial long. That rules out a lot of contenders like:
  • Cable / Deadpool
  • Dr. Doom & Kang
  • Gambit / Rogue
  • Goodness & Mercy
  • Superman & The Flash
  • Superman & Superman

Be here tomorrow for numbers 10, 9 and 8 of Heroclixin’s Top Ten Duos.

A few weeks ago, I shared Heroclixin’s Top Ten Needed Remakes. But similar how the list of 2011’s Worst inadvertently left out the truly #1 worst figure of last year, there’s one that should’ve made the list of remakes. And since we’ve now learned that a new Scarlet Witch is due to appear in today’s power leap era of clix, I think we can squeeze this guy on:

Hobgoblin (Infinity Challenge /  Universe)

Even by the standards of this earliest HeroClix set, the loaded-down-with-the-too-expensive-Incapacitate-power Hobby we saw in these sets was a worthless pile of garbage that didn’t come close to representing one of Spider-Man’s greatest foes.

Any new Hobgoblin dial ought to resemble the latest Green Goblin we got (Web of Spider-Man 058) — heck, a sculpt mod and repaint would be welcome! — with a trait reflecting original Hobgoblin Roderick Kingsley’s penchant for dumping off ringers dressed in spare Hobgoblin suits to evade capture and preserve his secret identity. Something like this:

“HOBGOBLIN UNMASKED…? At the beginning of the game, secretly choose a character with a lower point value than Hobgoblin (but more than half his value) and write its name on a piece of paper. Once per game, when Hobgoblin would be KO’d, if the chosen character is within 6 squares of Hobgoblin, reveal it, KO it instead and place Hobgoblin on his last non-KO click in the square it occupied. Hobgoblin can immediately use Regeneration as a free action.”

It’s been 10 years, WizKids. Time to do justice to this worker of INjustice. It’s one of Heroclixin’s most-needed remakes — so readers, feel free to replace the choice you disagreed with most with this one.

 

Sorry, readers for the lack of updates last week.

I had planned to do my customary Top Ten list in the first week of the month like I do most months, this time on the new rules that kicked in July 1. But every time I sat down to write it up, I found myself either uninspired and bored with it or unable to write a decent countdown.

I don’t think I’m burning out. It’s just that unlike in last year’s rule overhaul, it was much harder to I.D. clear winners and losers, much less rank them.

So, here’s a super-condensed version for you:

WINNERS

  • Sharpshooters: With the 2012 rules, they can draw line of fire past opposing characters all the time, not just when attacking. This is huge for Probability Control, Perplex and Outwit.
  • Great Size: They got the ability to move right over even characters as big as themselves.
  • Duos: Got the new Split ability to swap in the component characters instead of the duo figure. Certain duos could really benefit.
  • Tiny Size: Finally, there’s a mechanic for the little guys in HeroClix to finally make them feel more like the characters they represent.
  • Expensive Super-Strength characters and Stealth: This is because of the new Ultra Heavy Object mechanic. Ultra heavies deal +3 damage, can only be lifted by 100-plus-cost characters, can’t be thrown or TK’d and require 4 damage to wreck (making them good hiding places for Stealth).
  • Earthbound/Neutralized: Wait, what? It’s true. Where before it killed off the character’s abilities, now it only changes the symbols, allowing the affected character to use abilities from an outside source.
  • Multi-base figures: Before they needed openings large enough to move their entire base through. Now they only need one square like normal characters.
  • Pulse Wave now ignores even hindering terrain!
  • Leap/Climb: now ignores characters for movement, allowing it to circumvent some special powers and team abilities.

LOSERS

  • Other duos: Some duos have no component characters to Split into (Gertrude Yorkes and Old Lace, for one), and some aren’t priced right to split (Merry and Pippin).
  • Cheap Super Strength: They’re locked out from using ultra heavy objects.
  • Multi-base characters: Can’t be carried or placed diagonally. (Exception: peanut bases can still end up diagonal.)
  • Telekinesis: Can’t handle the new ultra heavy objects.
  • Alter Egos and other figure-swap characters: now there’s a two-per-hundred-points limit on figures you can have on the “sideboard.” Could be a problem for Beast Boy or Hank Pym, who each have three or more figs they can switch to. But only rarely.

So you see, there really wasn’t a whole lot to write home about this year. S’okay. Now it’s on to the new Chaos War set releasing this Wednesday. Expect the latest Heroclixin’ pocket checklist and a Chaos War edition of Token Totin’ this week as well.

“We can rebuild him…we have the technology.”

Been a little while since I did a Top Ten. Really needed the break after spending the first four months of the year slowly completing a bunch of them.

But now we’re into the first full week of a new month, which is when I usually do these. I’m not ready to do a very in-depth Top Ten in the vein of the top Barrier pieces, or the 10 needed changes.

Rather, I’m looking to the future for Heroclixin’s Top Ten Needed Remakes. These are characters  that have at least one full dial (not counting bystanders) in the game but are somehow inadequate and need to be redone, STAT.

As an example (and to keep them from burning up four of the 10 slots by themselves), I present Power Pack (with text cut-and-pasted from way back in Sept. ’09):

Gee: Originally, the oldest Power kid (age 12.5, not 15 like his card says) could only affect the gravity of people and objects he touched, making some version of Super Strength and the Carry ability a shoo-in. But the current revamp recasts him as more of a standard telekinetic, and that’s the clix we got. It’s OK, but not accurate.

Lightspeed: Also mis-aged on her character card, Julie only flew real fast at first. Much, MUCH later she learned to teleport, but that was never her main power. The current Lightspeed (in the kids’ books, not the teenaged runaway seen in recent years) has been treated as much as a speedster as anything, and even the original broke the sound barrier early in her career. Would it have been too much to give her at least ONE click of Hypersonic Speed, even with super-low attack and damage values?

Mass Master: the greatest disappointment of the four, thanks to his way-too-low defense numbers. Think of it; he’s an intangible cloud most of the time (and a 5-inch-high, 60-pound “Jack Hammer” the rest). He should have 17 DV at minimum with Defend or something, not to mention Phasing/Teleport for his ability to slip through any crack in his cloud form. Drop his damage to 0 with Close Combat Expert.

Energizer: the original Katie was considerably more destructive than the new incarnation that the ‘clix version seems based on. Always relied upon to either disintegrate or smash walls and such, the youngest deserves some 3 damage clicks.

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The actual top ten will have a little less griping than this example. But you get the idea.

Be here all next week to see Heroclixin’s choices and see how they line up with yours!

Concluding my look ahead to the Top 10 characters I want to see clixed in the future.

Five Marvel. Five DC. No remakes (…sort of). Here’s the final pair.

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DC: Sand

Both a founding member of the modern-era Justice Society of America and one of the survivors of the old DCU’s Golden Age of heroes from the WWII years, Sanderson Hawkins is a JSA mainstay who’s somehow never made it into clix form.

Back in the old days of the Rookie/Experienced/Veteran design scheme, he’d have been perfect for creative dials. The Rookie would reflect his time from the 1940s as the non-powered kid sidekick of the original Golden Age Sandman — think Robin with JSA TA rather than Batman. The Experienced would be an Invulnerable brick for his decades stuck in the form of a sand monster. The Vet would have his current powers of shifting into sand form (and thus phasing through the earth) and his precognitive dreams (Probability Control). Now, with special powers, he could be done even better.

But unfortunately, the JSA has gone from its height of being one of DC’s great titles and teams back when HeroClix was new, 10 years ago, to virtual nonexistence in the New 52 DCU. Worse still, Sand lost out to Big Barda in an unprecedented fan poll last year. So it’s possible that we may never see him made. It’s a shame.

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Marvel: Power Pack.

Yeah, this is the big one. I’d like to see all four kids made as one Indomitable peanut-based transporter duo piece. They’d be a wild card (to represent how they team up with older heroes constantly). And, for at least the first half of their otherwise short 100-point dial, they’d have nothing but Special Powers, each slot corresponding to a different member of the team:

In the Speed slot: LIGHTSPEED. Julie would have a nerfed form of Hypersonic Speed (close attacks only and locked damage) and Energy Shield/Deflection.

In Attack is GEE. Alex would have TK, Super Strength and grant the Carry ability to tote 2 characters instead of one. And maybe Incap (if it were upgraded to what it should be).

In Defense: MASS-MASTER. Jack’s ability to turn to a cloud equals Super Senses and Smoke Cloud (for free at 0 range) and Close Combat Expert for his power to compact his molecules for his “Jack Hammer” attack.

Finally, in Damage, ENERGIZER. Katie disintegrates matter and releases the absorbed energy as power balls. That equates to Poison — but with a power action option to remove adjacent walls, objects and blocking to add a POWER BALL token to Power Pack’s card and then use Ranged Combat Expert once for each token. But because she glows when she’s absorbed enough power to shoot, Power Pack don’t get any hindering bonus against range when she’s got said tokens.

Finally, a couple of traits: Power Pack would get Multi-Attack (there’s four of ’em, yo), and their Defense would be +1 against characters lacking the Kid keyword (’cause no one brings their “A” game against children…except other kids).

And that’d be my world champion figure.

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All right, that brings my wayyy extended series of Top Tens to a close. Look for a couple of new pocket checklists for the new sets coming out in the next week or so, along with a return to regular programming.