No. 3
Felix Faust [WizKids D-027]
Back in summer, Heroclixin’ did a Top Ten list of figures too good for the character, and Felix here topped the list. After all, he’s like having 25 Rookie Black Panther Jewel [Age of Ultron] pieces able to swarm and Outwit a ton of powers each turn. Let’s look at how his d20 results break down opposing squads:
- Seek The Books of Magic: Only being able to do ranged actions effectively counters all movement and about 3/4 of the Powers and Abilities Card.
- Green Bell of Uthool: Only being able to do move actions effectively eliminates attack opportunities and counters about 3/4 of the Powers and Abilities Card.
- Wheel of Nyorlath: Only being able to do close combat actions effectively counters all movement and about 3/4 of the Powers and Abilities Card.
- Red Jar of Claythos: Not being able to remove action tokens effectively means losing a turn.
- Project Thaumaton: Only being able to do free actions effectively counters all movement and about 3/5 of the Powers and Abilities Card.
- Mystical Trap: Pity the foe with a Mystical character on her force. This freezes that character and one of its allies in place.
- Red: Warp all teams back to starting areas. RESET THE BOARD
- Orange: Energy Dampener tokens go on every enemy, preventing power actions. Combined with any of the named d20 powers above, this can be devastating.
- Yellow: As a ranged combat action, Felix can hit anyone on the board. SEVERAL anyones, in fact. No LOF needed.
- Lime: All allies can carry, and can take move actions after being carried. RESET THE BOARD….AGAIN
- Green: All allies can move freely through hindering. This is the only actual bad result.
- Cyan: Felix can use Barrier that forces breakaway for ranged tie-up.
- Blue: All characters are locked at 3 speed, effectively rendering movement impractical.
- Purple: All pals get Willpower.
- Pink: Hey! you get to reroll a die each turn.
- Brown: Enemy mods or replacements are banned except for halving. Bye-bye Defend, RCE, CCE, BCF and a number of TAs.
- Black: Felix gets Outwit and allies with Outwit can counter TAs.
- Grey: you can go over the action total this turn by stealing the enemy’s actions when you do.
Finally, while there’s only a 1 in 18 chance of any single result, there’s a “wild card” result allowing one to choose a power. And there’s a strong probability of landing on SOMEthing that will completely destroy the opponent’s tempo. Tempo is the key to this game.
Leaving aside all that, Felix is also a Psychic Blasting Mystic with Willpower and Perplex. Not bad with his 7 range and Improved Targeting: Characters, Hindering.
The only reason this character is only No. 3 on the list is that his dial is very short for his 80-point price and he lacks the moving attack skills or survivability to endure the attacks enemies will concentrate on him at earliest chance. This wasn’t an issue for him pre-errata, when he could affect the entire field from the back row of his starting area, but now his strongest effects only have a 7-square range. He needs his IT:Character ability to maintain some semblance of safety.