PDA

View Full Version : Team Abilities: Best & Worst


CPUX
02/16/2003, 14:21
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.

CyberVenom
02/16/2003, 14:58
Quite a good read and review!

I agree with most all of what you said!

metzgarob
02/16/2003, 15:11
ontop of my previous statement while i do see MOE and IL as potentially powerful they are also not very useful... at least to me that is

farmer
02/16/2003, 15:44
very good list....i love playing team based games instead of just throwing a bunch of people together, and i hope this helps me out some.....

but i do think the x-men should have been higher...the fact that wolvie has regen is monsterous. throw in a nightcrawler, and all you need to do is throw nighcralwer around to knock out the support peices, and then come back to wolvie for a little protection. and you should in fact push wolvie to heal these other figs t6o get him on his regen clicks. throw in the fact that jean can throw whoever needs some healing over to wolvie and you have a powerful combination.

and that is just my humble opinion

CapSpalding
02/17/2003, 22:28
Great post, C. In me humble opinion...

22.) SKRULL. Let me get this straight--I have a one 1 in 6 shot of somebody else getting hit instead of my 11 pt weenie??? Woo hoo!

21.) INJUSTICE LEAGUE. If this ability worked with ranged combat attacks, it would rock.

20.) MASTERS OF EVIL. Clobberin' Time added some members who were actually close combat brawlers, so it nudges past IL. Still a VERY situational team ability, though.

19.) JUSTICE SOCIETY. A decent ability hampered by a sole member. Hawman must get lonely in the JSA headquarters...

18.) BROTHERHOOD. The most useless of the free move abilities due to dearth of taxies.

17.) SUPERMAN ENEMY. Great on paper, but, like MOE, very situational in practice.

16.) FANTASTIC FOUR. I actually like this one, just not as much as some others.

15.) DEFENDERS. MOD makes this workable, and the 2 Defenders currently in the game are 2 I like a lot.

14 and 13.) TITANSand X-MEN. Effective if played carefully.

12.) GREEN LANTERN. Certainly sounds great, but the point cost of the GL members will be the deciding factor.

11 and 10.) POLICE and HYDRA. Because 2 points can sometimes make all of the difference.

9.) SUPERMAN ALLY. To help clean out those Bats in the belfry.

8.) SPIDERMAN.Aside from E Black Cat, there aren't many good members here, but oh, Black Cat makes up for it all...

7. BATMAN ENEMY. Incredibly effective and unlike many team abilities, there is room for creativity.

6.) SINISTER SYNDICATE. Some great attack values and a good variety of characters.

5 and 4.) AVENGERS and JLA.

3.) SHIELD. It took me awhile to warm up to this one, but its amazingly flexible usage now makes it one of my favories.

2.) MINIONS OF DOOM. 'Nuff said.

1.) BATMAN. Permanent stealth is, I think, the single most powerful team ability in the game.

JayThor
02/18/2003, 09:26
CPUX- I liked the way you did this. I was prepared to just write my favorites and least favorites, but you gave more requirements for your opinions than your likes, making it more credible. Well Done, I wouldn't change a thing.

FanBoy13
02/18/2003, 11:08
I agree with CapSpalding, no way is Batman Ally 7th. Minions of Doom should perhaps be first (since it is everything on the list, is it not?), but Batman should be 2nd, no doubt.

Keleko
02/18/2003, 13:16
I pretty much agree with your list, too. However, I would like to point out that MoE, if you build your team to use it right, can be devastating. It allows you to do 10+ clicks on a single figure in a single action. That's pretty huge. However, I still agree with the placement on the list because you do have to build a team that can take advantage of using it. With other team abilities you don't have to plan your team around them nearly as much.

IL is not as useful right now because, as you pointed out, there are not enough close combat figures in DC that have it. MoE wasn't all that viable until we got Titania in CT. Titania combined with Whirlwind is a deadly duo indeed.

Joe Kerr
02/18/2003, 13:22
I really have to argue with you. How good would MOE or Spider-Man or even Legion of Superheroes be without Batman Ally, Superman Ally, or Superman enemy? Or even Avengers and JLA or Sinister Syndicate and Batman Enemy?

Wildcards are nice but Wasp with a big A on her dial is even better. Same goes for Robin and the bat logo.

Doombots and whoever can feed on those abilites all they want, but what happens when your opponent takes out all the real teams and leaves your Doombots? MOD just doesn't pack the punch without these abilities does it?

CapSpalding
02/18/2003, 19:08
Originally posted by Joe Kerr
I really have to argue with you. How good would MOE or Spider-Man or even Legion of Superheroes be without Batman Ally, Superman Ally, or Superman enemy? Or even Avengers and JLA or Sinister Syndicate and Batman Enemy?

Wildcards are nice but Wasp with a big A on her dial is even better. Same goes for Robin and the bat logo.

Doombots and whoever can feed on those abilites all they want, but what happens when your opponent takes out all the real teams and leaves your Doombots? MOD just doesn't pack the punch without these abilities does it?


That was my rationale for making Bats 1st and Doom 2nd. As good as Doom is, it isn't #1 simply because it requires other teams to mimic.

Joe Kerr
02/18/2003, 19:18
When I said MOE, I mean MOD, but I think most people figured that one out.

That's why when someone is playing an army of Doombots, you knock out Robin and the Intergang Agents they are using for outwit and all of a sudden the Doombots are just normal better than average commons.

Now I am a big Doom fan and love the Doombots, don't get me wrong.

So yes MOD is a power thing to have but it's not a sign to throw up a white flag. If the Doombots or whoever want to hide in a bush thanks to Robin, just take care of Robin. Also you will draw out the Doombots for others to hit.

Aron
02/18/2003, 21:12
Please note - Injustice League team ability Does work at range

CapSpalding
02/18/2003, 21:20
Originally posted by Aron
Please note - Injustice League team ability Does work at range

Your IL memebers have to be adjacent to the enemy figure.

Aron
02/19/2003, 22:00
Yes, however you don't have to limit it to only a close combat action. You can make ranged attacks against Soarers or hoverers.

CapSpalding
02/20/2003, 00:47
Originally posted by Aron
Yes, however you don't have to limit it to only a close combat action. You can make ranged attacks against Soarers or hoverers.

I believe it is against soaring characters, but even so it severely limits your options.

PantherPriest
02/20/2003, 01:12
ucap doesn't get outwit till the end, but rookie bp has it first thing

decent job though,

Billy Jack
02/20/2003, 01:40
Great capsule review CP, I agree with you all the way. IMO the MOD ability is the best team ability with, in terms of giving me coniptions is the bat ally team ability. Not that it's a bad ability mind you, it's just so tough to counter. Now that Gl ability has me worried a wee bit, but am not going stress untill I see it played a couple of times. Have a happy all BJ. :D