From power rings to radioactive rocks, explosives to magical artifacts, every hero and villain has some equipment they just can't live without. And when you need to decide which of these weapons you need on your Heroclix team, it can be a pretty tough decision. I'm here to help.
Greetings, my fellow Clixers! With Amazing Spiderman out in stores, I thought I’d look at one of the objects from that set today. And since I’m more of a fan of the bad guys, we’re going to be looking at the Dr. Octopus Arms!
asmS102 Dr. Octopus Arms
A character with Dr. Octopus Arms on its character card has a minimum range value of 4, has 3 targets and can use Perplex twice during your turn, but only to target itself.
Availability: The Dr. Octopus Arms are available in the Amazing Spiderman prize kit.
I love that they picked this object for the prize kit, though I’m curious why there are no Web-Shooters; it seems like such an iconic piece of Spiderman history that it boggles the mind why they’re not there. Granted, it would have been the only thing referencing Web tokens, and it seems like WizKids is trying to bury that mechanic as firmly as possible. Oh well, at least we got this. The Arms don’t lend you the Flurry or Quake one might have expected from them, but they do grant a ranged attack (if the character wearing them doesn’t already have one), more targets than anyone should rightly have, and two uses of Perplex that can only target the wearer. And you get all that for only 8 points; now I’m a little curious why Spiderman beats Doc Ock on a regular basis, if he has all this stuff going on for him.
We’re going to start with the obvious: it’s a Relic, which means there’s the possibility that you won’t get to use all the fun stuff that goes along with the arms. That said, it does add some tempting options. You can either have someone with high damage potential but no range pick it up for some short-range attacks, or have someone with a higher range but fewer targets take advantage of the triple targets, particularly with Energy Explosion or (for specificity’s sake) bm025 Batgirl’s I Still Have A Few Tricks In My Belt to try and do some unignorable pushing damage to as many targets as possible. Oh yeah, and he/she/it whosoever possesses this object gains two uses of Perplex for themselves, making it an even more attractive option no matter who picks it up. About the only thing that can be said badly about this object is that the Doctor Octopus everyone seems to use the most (the Super Rare from Web of Spiderman) is a terrible matchup with this object.
Once you get over the inevitable “It’s a Relic? ARGH!” first reaction, the Dr. Octopus Arms make for a fun addition to your teams, providing much multi-armed mayhem for all involved. Just don’t attempt any unlicensed experiments while wearing them; you never know what can go wrong until it happens, and then you don’t want to know.
That’s all for this article; come back next time when Alternate Team Spirit takes a look at a group of popular characters who seem to get no ‘Clix love. Until then, happy Clixin’!
relics always make me sad because I will always use the IG or the UB over them every single time
I think relics can help fill up some remaining points when needed and where the UB or IG may be too expensive. Plus they provide some options that resources don't provide.
Sure you can get a lot of use out of the IG and UB and you don't have to roll to pick them up but I generally never use the IG and won't even get close to the UB. I don't like how they effect the overall game.
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Doc Ock arms
Morbius carries MM to the arms. Dinah carries other MM up. Next turn MM should be able to pick up the arms. Here you have a decision too make. Have MM 1 perplex down his defense twice. If youre feeling aggressive go ahead and have MM 2 mind control MM 1 (with ock arms). MM 1 triple target mind control Morbius, Dinah, and MM 2. Morbius carries MM. Dinah carries MM. MM 2 mind controls MM 1 who mind controls all 3 again. Rinse repeat. All the way across the map and attacking with Morbius when u reach targets.