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Though the Vision is technically one of the least human members of the Avengers, he has rebelled against his original programming to become, at times, the heart of the team.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
ORIGIN: The robot villain Ultron created the Vision - a type of android he dubs a synthezoid - to use against Ultron's own creator, Dr. Hank Pym and the Avengers. The Avengers believe that the Vision's body was created from that of the original Human Torch, the android Jim Hammond, while the patterns of his synthetic brain were based on those of the then-deceased Wonder Man. The Avengers would later learn that the time lord Immortus harnessed the power of the Forever Crystal to split the original Human Torch into two separate entities; one body remained the original Torch, while Ultron used the other to create the Vision. Almost immediately, the Vision rebelled against Ultron and his ideals of a robotic overthrow of mankind and joined the Avengers...becoming a distinguished member of the Earth's mightiest heroes.
DDT: VISION was requested by a good friend: GreenMan
ic139 U Vision
Team: Avengers
Range: 10
Points: 112
Keywords: Avengers, Robot, West Coast Avengers
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PROS: Consistency...He has it. In fact, he still might be the character who has the most consistent stats for the longest duration along a dial to this day. If you want a character on your team whose stats you could always rely on and whom, if properly supported could hold his own even in a modern era game, then you've found it with the original Vision. Even 10 years later he could be scary. There are not many pieces that have held up so well from those early days, but Vision is one of them. His attack never drops below a nine. His damage never drops below a two (Save for that last click). To top it off, his lifespan is almost double that of some modern era clicks. He's hard to pin down due to his dial-long phasing/teleport. He has damage reducers for almost as many clicks. Not to be overlooked is the massive 10 range and the half of a dial of super strength on the front half of his dial.
CONS: The biggest drawbacks to the dial are inherent to the design of the times. I'm willing to bet that had this Vision been made with all the powers that would later become available, I think his dial design might have been more interesting. I don't think some players today realize this, but in the first HeroClix set powers there were 12 basic powers that weren't even created yet. The brown, dark blue, and light green powers weren't even a thing yet. However, they could have given him some more invulnerability...even if it wasn't until further down towards the middle or end of his dial. It also would have been nice if he could have busted invulnerability without picking up an object to do so. Even a single click if not two or three of a three damage would have been truly welcome. He can still be a cannon in any era, but as I said already, he needs to be properly supported to do so.
THEME: I would probably put this Vision into a team to either represent when he was still obeying Ultron or possibly on a team to represent the vision drones from the descendants storyline in Secret Avengers (If I were to pick a theme off the list of non-approved keywords). In general, the robot keyword is probably what you're going to be building around in either case. Just make sure that you get some robots with enhancement or perplex if at all possible. Vision will appreciate the help.
PROS: This is about what the Infinity Challenge Vision would have looked like had powers existed when he was made. They cut back the length of his dial and the range that his predecessor had, but they kept a lot of the same feel. Luckily, this Vision, despite the cutbacks, has a lot of good things going for him. Towards the middle of his dial he ups his density and can no longer fly, but he becomes a durable close combat monster. Now that an object can be used in conjunction with close combat expert so long as the rule of three is observed. Given the moderate amount of drawbacks when compared to the IC Vision, this one is quite good for a little less than half the points.
CONS: His six range is never really a factor in his dial. No matter where he is at in his dial, he really isn't likely to get use out of it. Thankfully he is not paying the cost of having a larger range, but he is paying a cost for something he's not likely to use. Even if he does, it's either going to be a hail-mary play or something that you're going to do just 'cause. It's not as if the IC Vision had stellar defensive numbers, but this Vision didn't exactly do anything to improve upont the design either.
THEME: At only 65 points you should have no problem fitting him into just about any theme team. I think he works well on an Avengers team. He's a low point taxi who can also dish out some pain by himself. He's takes up less than 1/4 of a 300 point build, so you're left with a lot of room to work with. Talking once again about the Descendents theme team, if ever you were looking for a good Vision drone, this would be it. He's low cost, effective, and shouldn't be hard to get several of to use in swarms.
sv062 E Vision
Team: Avengers
Range: 8
Points: 108
Keywords: Avengers, Robot, West Coast Avengers
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PROS: This is a Vision that can hold his own as a primary attacker. He's not going to be your greatest choice to build your team around, but he's not the worst either. Maybe he can be the co-captain of a team. With his point cost he can share the role and still leave room for a supporting cast. This Vision is a little more ranged combat focused as evidenced by his penetrating/psychic blast, running shot, and his eight range. The perplex is a new introduction to any Clix version of Vision, but it really helps him be self sufficient as well as give him an expanded role in a team environment. Perplex is one of those powers that nobody is ever upset to see.
CONS: He has a crazy dial that is kind of all over the place. It's not the same kind of crazy as some of the Joker dials, but it does kind of feel like a swiss army knife of powers. If he heals or takes damage you can't really rely on the fact that you will have what you want, if anything, when you need it. Granted, this is somewhat the case for any figure, but you really feel it with him. Will you get the defensive power that is going to keep you safe? Are you tied up by a peon while sitting on a two damage with psychic blast? You just kind of have to roll with the punches and deal with whatever hand you're given.
THEME: He is my top choice for a Vision to go on a West Coast Avengers team. He is one of only two versions of the character to get the keyword, and is probably the most versatile of the two. Though his powers may be scattered, they will probably help you out more than the IC Vision's limited selection. This is a matter of play-style, though, and yours may be different than mine. I see a good 3-4 man team of him, CW Hawkeye, CW Scarlet Witch, and perhaps a Hank Pym or a cheap Wonder Man working rather well. It would be fun if anything.
sv063 V Vision
Team: Avengers
Range: 10
Points: 137
Keywords: Avengers, Robot, Young Avengers
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PROS: This Vision version is kind of like what the IC Vision version would have been had the Vision version from IC had access to more powers and better dial design (Sorry, I just like saying Vision version). The dial is nearly as long, nearly as consistent, yet quite a bit more effective than his predecessor. 2/3 of his dial has great support powers that will not only help his effectiveness but the overall effectiveness of his team. One of the biggest draws for me on this figure is not even the dial, though. I just love the sculpt. Maybe I just get distracted easily by pretty/sparkly things, but how can you not love this sculpt? WizKids has always been good about the use of clear plastics in their sculpts, but this one set a new bar that all other figures/sculpts would be measured by.
CONS: As I've said in other editions of Deep Dish Themes, it's unfortunate that in the old REV system that characters sometimes "Forget" abou their ability to perform certain functions. The running shot and penetrating/psychic blast combo that the experienced Vision had would have been a nice thing for the beefier Veteran to have. Even if it had only appeared for a click or two, it would have been a nice addition. I know I can't have my cake and eat it too after complaining about the random power combos that the experienced Vision had, but had they just given it to the veteran as well and made it more of a fluid power switch than the experienced Vision had, it could have made a lot of difference to how well this Vision was received by the general public.
THEME: This was the first Vision that sported the Young Avengers keyword, and for many years, that is pretty much the ONLY team that I used him for. He just seems like too many points for a regular Avengers team, but for the Young Avengers he fits the role that he had in the comic and rounds out the team quite nicely. I have yet to try the team out since they finally introduced Speed, but a speedster with a little perplex help has never been a problem.
sv209 LE Victor Shade
Team: Avengers
Range: 8
Points: 91
Keywords: Avengers, Robot
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PROS: The opening stealth is probably personally one of the biggest draws for me to this version of the LE version of Vision. He still has a very respectable range at an eight, and still has that opening perplex that is prevelant in the Supernova Visions. He also has a higher natural damage than most of the previous visions. It doesn't exactly fit the character, but speaking in terms of game play, this Vision makes an excellent sniper and a great "Support from the shadows" type of piece. Should he take some damage, toward the middle of his dial he becomes a good "Run 'n Gun" type of piece. All of this comes at a point cost less than that of all but the rookie Vision.
CONS: Victor here pays a somewhat steep cost for having the abilities and different strengths than that of his other Supernova bretheren. His defense tops out at a 16, and is what some would refer to as "Squishy."
Though my Wife and I both love super senses, I know there are plenty of players that fail to roll it the majority of times they try and therefore hate the power. A friend and former judge of mine has taken to calling it "Stupid Senses."
In conjunction with only two clicks of toughness, they are the best that he has to offer, though. It's no wonder that many HeroClix players shy away from this iteration of Vision.
THEME: Unlike the veteran Vision, this one is a little more economical for an Avengers team and can fit a role in the team that is a little more unique than other incarnations of him. He would still leave you slightly over 2/3 of your build total left in which to fit other 2-3 characters in his weight class for a 300 point team. If I were to pick a non-approved keyword for him, he might fit well in a Galactic Guardians team as the futuristic version of the character...Mainframe. An interesting 400 point team would be LE Victor Shade, Hollywood, Martinex, and Firelord and would fit the theme perfectly.
av027 R Vision
Team: No Affiliation
Range: 6
Points: 98
Keywords: Herald, Robot
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Self-Programming: The Vision can use Perplex, but can target only itself.
PROS: The combination of flurry and the self-perplex special power is a fun combination. You can tailor your attacks on a case by case basis by boosting what needs boosting depending on the target. Opponent has no damage reducers but a high defense? Boost that attack and flurry away. Need to cut through some invulnerability? Boost up that damage. Vision is one of the lucky few characters from those early special powers days that escaped with a power that didn't necessarily have a negative aspect about it. It would have been more useful if you could have used it on allies or enemies, but at the cost of 98 points, it will help to make Vision self-sustaining.
CONS: This Vision was interesting to see in the Avengers set since she really hadn't had a whole lot of "Screen Time" in the comics at the time of release. This probably forced the game designers to guess a little bit when it came time to make a dial. It resulted in what might have been a little bit of an underwhelming dial...especially for 98 points. Being the early days of special powers, I don't think WizKids had a firm grip on how to accurately assign a cost to the powers. This is all speculation, of course, but this just doesn't seem like what you or I should be getting out of a 98 point dial. Everything on the dial is average at best and just seems to lack the synergy that other characters of half the point cost have.
THEME: In the Ultimate Marvel Universe, Vision was a robotic entity that warned the Earth of the coming of Gah Lak Tus. Though this was a weird departure from normal Marvel comics canon, it was an interesting way to do a Galactus story in the Ultimate Universe. It also earned the female Vision the Herald keyword and it, among a few other things, is what sets this Vision apart from her former versions. Since she is the only Vision to have the keyword, I would be remiss not to play her on a Herald team if I were to use her. When compared to larger point heralds like Silver Surfer, Terrax, and the Fallen One, She would make for a good little secondary attacker and/or tie-up.
cw013 R Vision
Team: No Affiliation
Range: 4
Points: 95
Keywords: Avengers, Robot, Young Avengers
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Through the Wall: Vision can use Charge and Stealth. He may use Charge normally, or be given a double power action to use Charge and ignore characters and terrain for movement purposes.
PROS: Thank goodness for special powers...especiall WELL DONE special powers! At first look this Vision may not seem like much, but I implore you to take a deeper look and to think about him strategically and with an open mind. With the right team, you could amp up Vision's damage and/or attack and send him charging for five squares through one or more walls or squares of blocking terrain with his THROUGH THE WALL special power as a silver bullet to anybody you might want to take out. Plus, with the indomitable, you can give him that double power action and not have to take a click of damage like some characters do. Here's something else to think about that not many players ever think about or use. If he has no actions and you need to get him out of a tight situation, there is absolutely nothing about charge that says that you HAVE to use it to make an attack. You can use it to essentially phase out and put some distance between you and would-be attackers.
CONS: Though he can be dangerous, he also has many shortcomings. It's depressing to think that at one time this character featured a 10 range and powers like super strength and penetrating/psychic blast. It's those facts that make the majority of the players that I know and play regularly with usually pass on him when making a team. Even a click or two of superstrength on his top dial would have made him immensely more useful, and I don't think that it would have added much to his cost. In fact, they could drop the end dial perplex or even reduce the impervious to invulnerability to provide a few more powers to increase his play value.
THEME: Once again I would select this Vision for a Young Avengers theme. He costs 42 points less than the Supernova veteran, though, so if you're looking for a more economical Young Avengers team, this might be your avenue for making that happen. You can even help to explain the stripped down (Power-wise) dial this way since Vision seemed to be a younger and more inexperienced version of himself when he was on the Young Avengers.
cw055 U Vision and Scarlet Witch
Team: No Affiliation
Range: 7
Points: 180
Keywords: Avengers, Mystical, Robot
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Keeping the Family Safe: Vision and Scarlet Witch can use Phasing/Teleport and Running Shot. When using Running Shot, they may ignore one character, one wall or one square of blocking terrain for movement purposes. They may use Phasing/Teleport as a free action if an opposing character caused them to take damage since your last turn.
Empowered Hex Bolts: Vision and Scarlet Witch can use Energy Explosion. When they do, the attack value of each hit character of 200 points or less becomes 9 if it was higher than 9, then is locked until your next turn.
PROS: They definitely have some strategic and interesting powers that are going to make your opponent(s) think twice on whether or not they can be ignored or if they need to become public enemy number one. First and foremost is the probability control. Used correctly and with some luck, it can be the most devestating power in any character's arsenal. Now they also have to think about positioning as this figure can use running shot while passing through walls or blocking terrain. Just make sure that both parts of the base can make it through when counting squares! Their attack special power is the definition of board control. That 17 max defense doesn't seem as hittable when your opponent's attack values have been reduced to a nine, and since this figure has dual targeting capabilities, they can hit a maximum of 18 characters in one shot while using it. Finally, a bit of advice for people that don't use duo characters often. Don't forget to use the duo attack! On the top of their dial, this figure can do seven damage if both attacks hit the same character! Too many times I see people forget to use this ability.
CONS: One of many players' first impressions of this dial is that it's a little squishy for 180 points. It might be looked upon a little more favorably if it only started with impervious or invulnerability instead of the toughness. The stats for a 180 point piece are only slightly on the higher end of average as well. The attack numbers are consistent at least, but it would have been nice to see even one click of 11. Defense tops out at 17 and one of those is the opening click with only toughness to help defend it. It is also not helping this piece's case that 1/3 of their damage stats can't naturally bust larger defensive powers. For two characters with as much power as the Scarlet Witch and Vision, it's really kind of disappointing.
THEME: I didn't mention the split/merge ability at all in the pros or cons sections because I don't see it as being a necessarily good or bad thing for this duo. I do see a fun Avengers team that could be made with this piece possible being the centerpiece. I have also heard of people having a lot of fun with split/merge shennanigans using Scarlet Witch, Vision, and Wonder Man, though. It would be a fun little love triangle team that could split and merge in multiple ways, and it would still be a good Avengers theme team.
Control of the World's Computers: Vision can use Phasing/Teleport. Once per turn, if the number 6 comes up on a die for an attack roll when an opposing character attacks Vision, you may force an opponent to reroll that die. When an opposing character with the Armor or Robot keyword attacks Vision, modify Vision's defense value by +2.
Ultra-Vision: Vision can use Impervious. This power can't be countered.
PROS: Impervious that can't be outwitted? YES, PLEASE! That's almost worth the price of admission alone. Now add the fact that he has it for half of his dial, and it becomes something that I don't thing anyone can complain about. Now factor in the fact that he also has a limited form of probability control and he just keeps getting better. Want more convincing? Add in the indomitable. Stepping back and taking a look at the dial as a whole, he has a way to cut through damage reducers on ever click. He goes from outwit and as the dial progresses he gets pulse wave, exploit weakness, and finally penetrating/psychic blast.
CONS: Since this is a glimpse at a specific moment in Vision's life where his programming was a bit on the kooky side, it should more accurately display the control he had over the computers of the world. I just don't think the power they gave him really displays that all too well. I will admit that the only exposure that I had to this story was in a What if comic, but it seems that it should have translated into some offensive ability. The way it works now is purely defensive. That's not necessarily a bad thing, but a cool opportunity may have been missed. He really is quite powerful, but I can't help but feel like he isn't 185 points powerful. Not having actually played the figure, though, I will reserve any further comments. One should never make a full judgement of a figure unless they've given it a shot.
THEME: Robot or Ruler seem to best fit a Vision that was trying to take control of things throughout the world. I would lean more towards robots, though, as you could claim that he has taken control of all of and is now leading a robotic team to overthrow the world! Papa Ultron would be so proud.
cw205 V Vision
Team: No Affiliation
Range: 5
Points: 130
Keywords: Avengers, Detective, Robot, Young Avengers
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Adjustable Matter Scan: Vision can use Phasing/Teleport. Characters he targets with an attack can't use Shape Change or Super Senses for that attack.
Synthezoid Construct: Vision can use Super Senses and Toughness.
PROS: The movement special power Adjustable Matter Scan is probably one of the biggest draws for thsi character. I am ver glad that they didn't specify ranged or close combat attacks for it, though. This gives him more options. Combine this power with his opening penetrating/psychic blast and there aren't many characters that can escape damage that he does. He's also perfectly costed to be able to use split/merge with CWFF Scarlet Witch (Which I don't think is any accident). It's also nice to have a defensive power that is a better gradual stepdown than going straight from invulnerability to toughness. If you can't flat out dodge incoming attacks, at least you can reduce the damage taken. With all the various tricks he can pull off it is also really nice to have indomitable. With his maneuverability and the willpower granted him through indomitable, you should be able to take out those pesky attack dodgers with relative ease.
CONS: I would have gladly paid a few more points if only to increase this Vision's range by a couple of squares. A five isn't exactly a huge letdown, but the playability of this figure could be so much more if only for this fact. I am a big advocate of the fact that not every character should have move and attack powers to start with or at all, but it also would be a great way to offset that range. He strikes me as a character that will hardly see use due to being just a shade under what a lot of players expect out of a character in his price range. The real unfortunate thing is that the Web of Spider-Man Bullseye has running shot plus a longer range and can do the same trick against characters with shape change and super senses for 13 points less. Sure, he doesn't have damage reducers, but his maneuverability will likely make this Vision a pale second choice.
THEME: With his anti shape change/super senses power and his available keywords, I would most likely put him on a detective theme team. Pair him up with Martian Manhunter for some cross universe shennanigans. They are very similar characters and are two of my favorites. Two characters that both aren't human, both are detectives in their civillian life, and both are trying to figure out what it means to be human. Both have been on the biggest super teams in their respective universes, and some of their powers are even similar. Unfortunately you would need a third character to make an OFFICIAL theme team out of it. Who would you choose?
Now that we have had a little glimpse into the aspects of all the different Vision figures, let's take a quick look at his/her keywords and I will tell you my number one picks to use for each keyword theme available.
Avengers: cw205 Vision Young Avengers: cw013 Vision West Coast Avengers: sv062 Vision
Robot: cw100 Vision
Mystical: cw055 Vision and Scarlet Witch
Ruler: cw100 Vision
Detective: cw205 Vision
Herald: av027 Vision
WHO NEEDS KEYWORDS?!
In this section, I'm going to list some possible theme teams that you could play Vision on that are definitely comic accurate but don't require keywords and provide links using Comic Vine and Wikipedia to tell you more about them. Unfortunately, using these teams means you are going to forego keyword bonuses, but every once in a while, Judges might let you slip by with one of these teams:
This wraps it up for Deep Dish Themes: VISION edition. Feel free to post what you think about the article and feel free to nominate a character for the next edition of Deep Dish Themes. Come back in two weeks after Deep Dish Themes has been accidentally doused in chemicals and will then be able to take the shape of: PLASTIC MAN! (As requested by roboman)
Last edited by SLVRSR4; 10/26/2012 at 16:06.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
One thing this series does is makes me realize what a waste the REV system was at times. I don't think I have ever used the E or V Supernova Visions. I played a lot of the Rookie and Victor Shade though.
I also haven't played much of the new ones. Just the reguar set one. However, the other ones are good too.
Love Vision and was excited he was getting the special power treatment in Chaos War. All four versions of him are cool in their own right, and I've played the two yellow/green ones quite a few times.
Hmmm, looking at cw013 with Morgan Le Fay and Scotty. Both can Double Perplex him. If only we could make him a Giant (No Avengers TA so no Pym Particles and over 75 point, so no Ant Man)
Another well-done article for a character who's actually had a nice run of honestly useful pieces, though I'm still looking for one that really captures his capabilities in a single dial.
I played SN Vet Vision one time and had him perplex up his own defence. My opponent asked for clarification: "Vision perplexes up his OWN defence?" "Yes" I replied "He's not programmed to give a #### about other people."
From then on he became "Not Programmed to Give a #### About Other People" Vision.
Quote : Originally Posted by Hesster56
I'm now officially a member of the Reformed Char-Vellian Gospel.
Absolutely love the cw100 Vision. The Control of the World's Computers SP has come in handy several times while opponents are trying to hit him (usually a 19 sitting in hindering). He is my go-to Vision when I'm running WCA themes from the Byrne era.
Love the white costume so much I tracked down duplicates of him and the Vision/Witch duo for a sculpt swap just so I could have Wanda with the white Vision costume in duo mode.
Love Vision, always look for ways to play him and the CW#100 is my current favorite. Since you asked, if I were to field a cross-company Detective themed team with CW #205 Vision, I think I would go: