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CPUX
02/16/2003, 14:12
Here I post a list of the 22 teams in Heroclix that have any members in them at all. I have rated them on three basic principles:

1. The team ability itself
2. Amount of team members
3. Usefulness of team members

And Here is the list:
(please note this is just my opinion, I could be wrong. If you're gonna flame, be gentle)

22. Justice Society. There is a simple explanation for why this one is at the bottom: The ability (Sharing Defense Value) requires that you have two or more of the team members on the field, and there is only one member of the JSA in clix: V Hawkman. I understand that the JSA is perhaps the most obscure of the DC teams, but WizKids could have done better. For example, U Flash, being the first Flash, was the leader of the Justice Society way back when, and he's teamless.

21. Defenders. Like the Justice Society, the Defenders sounded like a good idea on paper but just never could get anywhere. The ability can actually be used now, however, since it has two, count 'em, two members (E's Hulk & Dr. Strange). But a lack of more team members just could not get this team any play.

20. Skrulls. These little shapeshifting green men have terrorized Kree, Earth, and more namely, the Fantastic Four. This team however is comprised mainly of generics that provide no support. With the exception of the very playable Super Skrull, the only thing this team is good for is to act as mobile terrain.

19. Injustice League. I do like a lot of the DC villains; they are both crafty and powerful. However, their heroclix interpretation does not do them justice (no pun intended). The ability requires that the two characters have to be adjacent to an opposing figure, but many of the characters are really meant to be used at range, Grundy perhaps being the major exception.

18. Titans. Once again, a lack of decent team members hurts a team in general, despite a useful team ability of relocating damage. Their only member who stays on the whole time, Changeling, is very tricky to play for his point cost. R Nightwing provides Leadership, but this overshadows his other abilities which come along in his E and V form.

17. Superman Ally. There is only one good use for this team ability: fishing out those stealthy little buggers hiding behind trees. However, there are two problems with the Superman ability. The only two members of the team (R Steel and various Superman incarnations) all fly, so there is no need to undo the effects of hindering terrain on movement. Also, it's ruled that on combat, the ability is a double-edged sword, allowing them to get hit from behind a tree just as easily as their enemy.

16. Police. The boys in blue have a nice support ability, +1 to an adjacent character's attack. Since they're mostly generics, you can dump several on a force. However, like many DC generics, they're decent but just a bit costly. Also, a lack of medics can be devastating for a supporting team.

15. Masters of Evil. These evil bums together can be quite a force, sharing an attack action. Unlike the Injustice League, there are a lot of cheap characters on this team that can be utilized for close combat. There are a few outcasts that don't seem to work well with this team *cough*Kang*cough* but they overall work great if played right. They even have a cheap taxi in Yellowjacket. In anywhere from 300-700 point games, a force of some Masters have the potential to dessamate.

14. Hydra. This force of evil likes to help their allies with extra attack power. Unlike the cops though, these guys are cheaper and the team contains medics. Little more to say about it.

13. Fantastic Four. Now I'm probably going to get yelled at for putting the F4 anywhere above 15, but hear me out. Despite the confusion surrounding Mr. Fantastic, the team is truly quite useful. For the rookies, they have a taxi (Human Torch), a supporter (Invisible Girl), a beefcake (Thing), and a wild card (Fanny). At the vet versions, Invisible Woman becomes a useful taxi and Torch is a good ranged combateer. Put in the ability of avenging their fallen comrades, and they can be quite a crew you shouldn't mess with.

12. Batman Ally. The boys down at WizKids looked at Batman and said "Hmm, this guy really deserves both Stealth and Leap/Climb" and so they gave Bruce Wayne & all his buddies Stealth as a team ability. Besides Batman being one of the most useful characters in the game, there are a lot of Bat-friends who have a lot to work with. Robin is good for a very cheap cost, and V Nightwing is considered one of the best characters in Clix.

11. Sinister Syndicate. Sharing attack value can come in handy for both ranged and close combat guys, of which the Syndicate has both, as well as a cheap taxi (E Vulture). V Bullseye is SO very good, and he has 11 attack to share. There are certainly a lot of guys out to get Spidey for one reason or another. It's only setback: noone stays on long enough.

10. S.H.I.E.L.D. In Clix, the Enhancement ability comes too little and too expensive. However, there is one way to get good, cheap Enhancement, and everyone who plays Clix is sure to use them at least once. Cheap S.H.I.E.L.D. members provide Enhancement at the cost of an action. Also, S.H.I.E.L.D. members have a slew of varieties: Troopers with Energy Explosion, Snipers with Ranged Combat Expert, Mandroid Armors providing cheap Telekinesis, and the ever so popular Medics, all at a very low point cost. With Nick Fury, the S.H.I.E.L.D. boys have a leader. This support team could almost even be playable by themselves.

9. Green Lantern Corps. Although the only member of this team in Clix is the upcoming Hal Jordan Inquest sendaway (or so they would have us believe), this abiliy can be very, VERY useful. The ability to taxi eight guys at once is very coveted indeed. Although I (and everyone else without deep connections with WizKids) haven't played with one, I feel everyone can use them as the ultimate taxi.

8. Batman Enemy. Much like the Syndicate, these vile villains work together sharing attack values against a single foe: Batman. However, what Batman's enemies have that Spidey's enemies did not is outwit and cheap perplex instead of a ton of incapacitate. They could perhaps use more in the ranged column, but they are still very useful.

7. X-Men. Why is this so high and the Titans so low? They have the same ability. Well, the X-Men have a whole lot of good team players with them. They have one of the best mind controllers in the game (Prof X), a viable sponge for all that damage (Wolvie), a rare TKer, ranged combat guys, and close combat guys. They just need a good cheap taxi, and that's probably why we all want (Arch)Angel in the next set. And with Xplosion coming out soon, the X-Men are only gonna get better.

6. Superman Enemy. There are not enough members and one too many heavy hitters on this team to make it seem of any use at all, but if you think about it, there is one group in here that makes these boys all worthwhile: Intergang. Two R Intergang Agents come in at just 36 points, and together they have Outwit, The only cheaper outwitters are R Black Panther & U Cap, and they don't get it all the way down. Also, there are Intergang Medics too, which can come in handy.

5. The Brotherhood. I'll admit, I love free movement, and that's why I saved all of them for the top five. In a 100-200 point game, they can be your best friend. Even in high point games, many of the characters on these teams can be very useful. Take for example Sabertooth. Halfway cheap and very effective in the heat of battle. The flaws with this team? No real taxis to speak of, the only flyer being Magneto (don't try to pull a fast one and say that R Rogue flys).

4. Justice League. A great team of the DCU's greatest superheroes joining together to fight evil. This team has it all: heavy hitters, cheap guys, taxis, ranged and close combat experts, and all of them are granted free movement. The only downside? There is a bit too much expensive leadership. Batman and Superman are great characters, but they're used best in high point games and their leadership is best used in low point games. Aquaman on the other hand...

3. Avengers. This was a close call between the Avengers and the Justice League. In the end it came down to the fact that the Avengers have a better balance of cheap characters and beefcakes. I also liked that the leadership on the Avengers went to cheap characters who can hold their own in low point games (Captain America & U Wasp). AVENGERS ASSEMBLE!

2. Spider-Man. Hey Spidey, move over there without using an action while gaining a click of health back and exchanging it with that guy over there and give your teammate there extra attack power, all in one turn. With the Spidey team ability, it can be done. Heck, the Spider-Man teammates can make even V Hawkman aka Mr. Lone Justice Society Man halfway decent. Yes, it's a team revolving around Spider-Man and his Amazing Friends, and that is the real drawback to this team. There just is not enough in this team to make it work as a team. Your best bet is to just have them mingle with your other teams.

And the Number One Best Team in Heroclix is......








1. The Minions of Doom. Doom demands all teams evil, and perhaps a few good ones. Doom needs them to enhance his own already awesome power. Doom comes with a whole lot of backup, including some allies from the Secret Wars. However, none of these Minions of Doom, as powerful as they are, can compare to the awesomeness that is Doom. Throw in cheap guys from other teams and you have yourself a force of extremely useful Minions. Doom has even made his own leigon of generics, the Doombots, who work well as taxis, just overall support on their own, or with a team revolving around the almighty Doom.



Well there you have it. I did not post anything about the Mystics or the Legion of Superheroes, as they have noone in them yet in clix, and nothing confirmed for the future. Post your rebutals, but be gentle.

jolt
02/16/2003, 14:34
I would have ranked Batman Ally much higher. Permanent un-outwitable stealth is just too good. I certainly agree with 1 and 2 though. How could multiple team abilities on a single clix over a single turn not be the best? In fact, if you allow DC/Marvel combo teams then I think the ability becomes too good.

jolt

BudPalmer
02/16/2003, 15:02
Just to play devil's advocate I'm going to dissagree some of your list (the top six and the last two I agree with). Things I think you are overlooking:

1) Green Lantern ability- Yes they can taxi 8 pieces but how much will they cost with the many powers Wizkids say they will have (I'll bet over 100 points)? How likely will it be for you to have 8 pieces to move with him that aren't a bunch of scrubbs? In a 300 point game your passengers will serve as little more than human shields! But at the same time hauling 2 50 point hitters wouldn't be all that bad. I'd just like to see the cost of one before I rate this ability so high.

2) Superman Allies, Sinsiter Syndicate & Batman Enimies- I agree with your points regarding these abilities but a wildcard ability with any of these teams make them far better than your rating. Examples: Experienced Klaw with Rookie Steel gives Klaw the ability to ignore hindering terrain. Think of Experienced Ultron being taxied by experienced Vulture and all of a sudden people won't want to ignore Vulture anymore (now that he has an attack of 13). The same can be said for the Batman Enimies.

3) X-Men & Team Titans - I think this is one of the least-used abilities in the game (I think it costs a bit too much as well). Think of a Veteran Rogue or Cyclops that you don't have to pay for the team ability. I've never seen a game decided with a click trade and I rarely have an action I want to waste on doing so. I'm sure people will argue but hey that's what this site is for, no?

4) Hydra VS Police with a splash of S.H.I.E.L.D.- Yes hydra has medics but SCU's have toughness making them great Mastermind compliments. Hydra is still better but I don't understand how MoE can slip between them. As for S.H.I.E.L.D. I think the action hurts their usefulness. Again this is my opinion but I'd rather have a better chance of hitting some one than hoping I do hit them and adding an extra click of damage (I guess situations vary here). But if I'm looking for a supporting medic I'll take an AIM over a S.H.I.E.L.D. anyday.

Well that's my two cents. Please feel free to tell me I'm wrong and explain why. If I'm not using peeps to there fullest I'd like to know. Thanks for reading.

metzgarob
02/16/2003, 15:08
as i agree that minions and spidey are the best teams... i disagree in the defenders and JSA i dont see them as poor as you do because with spidey or MOD on the same team you would then have a second JSA or Defender on the board i would then move skrull to the bottom because although i even use it time 2 time how often does it pay off... really

Veggiehater
02/16/2003, 16:50
I don't understand some of the logic that you used in making these rankings.

You list the JSA as #22 because currently there is only 1 JSA member if you aren't playing dupes. Fair enough. However you go on to rank the Green Lantern Corps ability at 9. This is despite the fact of it having no current members. Also you kept the other memberless team, the mystics completely off the list! I don't get it.

Oh and IMHO the Skrull team ability is loads better than the MOE/ IJL ability. I'll give you 2 reasons: first it's cheap, second any figure that has it will always get to use it (albiet not always succesfully.)

This is still loads better than having an ability that piles up a lot of points on a character that will only see use once out of every 10 or so games.

Just my opinions,
VH

the itsy bit
02/16/2003, 18:28
CPUX you have not failed Doom by putting him and his minions in first place !
therefor your allowed too live and continue your service for Doom.

however FF ability I find is very annoying especially if your fighting 500 points games where there's more then 4 members (HA ! Mr.Fantastic is always cheating VS. Doom ^).
when played aggressively it really can be a pain when they all heal up.
also Sinister Syndicate/batman enemy: every fig stays at 11,10 attack however many clicks they take in battle, this far outways free move !
Heck any power that can even make Boomerang great for your army can't be bad !!
;)

the "hide" ability (batman team) is to cheap !
and they have loads of outwit and the final insult even Nightwing (=Robin) has more damage then Spiderman !? :(
I just don't like the power it mostly works for turtle play.

bizzaro
02/16/2003, 18:42
You're crazy to have the batman ally ability soo low ... stealth that can't be outwitted? I would have placed this higher than the brotherhood team (whose USEFUL members TEND to be expensive) and just about higher than anyone except the wildcad members. I've also found the fantastic four ability annoying to play against and useful to have - I would have bumped it up a few notches.

Also .... you probably shouldn't have included the GL corps in your rankings (even though we don't have a figure to judge yet). I personally can't wait to see the Mystics!

Interesting comparision though. I totally agree that wildcards dominate. Doom rules!

jolt
02/16/2003, 19:01
I think the GL ability will be pretty potent, when it comes out. Especially at the beginning of a game where the teams are usually all together. Depending on the size of your force, one action could easily carry your entire group. Have a GL carry around a couple of chargers and you've got a nasty little strike group.

jolt

Aron
02/16/2003, 22:50
My ordering of Team abilities... based on play experiences..

(Btw I was disappointed Unique flash wasn't JSA as well)

#1 Doom (same reasons)
#2 Spiderman (pretty good wildcards, reasonable usefulness of many - especially Sandman)
#3 Batman - Free unoutwittable stealth is great
#4 Sinister Syndicate
#5 Hydra - comes in Way too handy
#6 Avengers
#7 Defenders - Scary if played right - deadly with wildcards
#8 shield - Energy explosion, need i say more
#9 Intergang
#10 batman enemy (actually useful, especially if certain members have taken a beating)
#11 X men
#12 Superman (great in theory other strats prove more effective)
#13 JLA
#14 Brotherhood
#15 Skrulls
#16 Injustice League
#17 - who did i forget??? bah..
#18 Police Department (just not effective on their own or necessary in DC)
#19 Teen Titans
#20 Masters of Evil
#21 JSA - useless until we have more members
#22 GL corps - we don't even have a fig yet... Theoretically good.
#23 - any team Legion, Mystics, etc non habeus corpus.