Top Ten F.U.N. Feats of HeroClix

There were SO many other feats that were great but couldn’t quite make it to the top 10. Here are some of Heroclixin’s other favorites:

10. Camouflage (Sinister and Secret Invasion):  This 8-pointer was nicely balanced by preventing range attacks but not all line of fire while next to blocking terrain, giving Outwitters a shot at nixing the Shape Change prerequisite. It’s at the bottom of my list because it often restricted mobility on many maps.

9. Loner [Secret Invasion]: 5 points to boost DV on a non-themed character? Sure! The prevalence of themed teams and keywords made this a tough play most of the time, though.

[tie] Rip It Up [Fantastic Forces]: 20 points is a LOT to pay not to ever be able to use heavy objects. But it also ensures a Super Strength team never runs OUT of objects, so it sort of balances out in the end.

8. Opportunist [Crisis]: This might be Heroclixin’s favorite feat for just filling out points. But for the sacrifice of a few early-game actions, this 10-point card can really pay off later by turning near-misses into solid hits. I like that it modifies the die roll, not the attack value, circumventing the Rule of Three.

7. Alias [Secret Invasion]: 3 little points, small enough to fit on any force, that can get your big guy out of an attack of opportunity. It’s a bit too one-size-fits-all for Heroclixin’s taste, but it’s just right for its disposable nature.

 

6. Inside Information [Mutations + Monsters]: Spend 4 points, get a +2 AV boost against your own keywords. Great little feat that’s almost always worth running.

5. Unstoppable [Fantastic Forces and Justice League]: A nice inexpensive feat that helps ground-pounding bricks a lot — but not TOO much, like the similar but overpowered Swingline did. Ignoring  hindering terrain is fine, and it’s finely balanced by the wall-busting ability only working during move actions.

4. Outsmart [Mutations + Monsters]: It’s not as Outwit-proof as Fortitude, but Heroclixin’ prefers less point-and-click strategies anyway. This 10-point feat has the dual benefit of being way cheaper and helping allies not get countered, too. Don’t get to use this as often as I’d like.

 

3. Not So Special [Brave and the Bold]: The last great feat in Heroclixin’s opinion, this 3-point card is a no-brainer for standard-powered pieces. It’s lost a few steps because there practically ARE no standard-powered pieces any more.

2. Submerged [Icons]: Swimmers have needed all the help they can get. This 5 points to stay unseen in water is among the best help the marine set could pay.

1. Takedown [Mutations + Monsters]: This fan-made feat might be the best feat card ever made, working perfectly in flavor with its prerequisite powers Incapacitate and Plasticity. Priced perfectly at 6 points. It’s perfect!

 

 

 

 

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