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I have recently been inspired (thanks, CornsilkSW!). Though I had previously thought myself alone in the sentiment, it has come to my attention that there are a number of players out there who would love to have a monstrously powerful figure priced at 300 points. I will therefore be doing installments (though I can't promise any sort of regular schedule) based around 300 point dial designs.
Now, while it didn't bear my newly adopted title, some of you might be familiar with my first attempt at a well-balanced 300 point dial: Thanos, the Mad Titan. If not, feel free to satisfy this shameless plug!
And now, without further ado, I give you: THE HULK!
The Hulk
Unique
0 Range, 1 Target
12
11
17
4
12
12
17
4
10
13
18
5
10
13
19
6
10
13
18
5
8
12
17
5
8
11
17
4
8
10
16
4
8
10
16
3
10
10
16
3
12
12
17
4
KO
KO
KO
KO
300 points.
Notes: Wow. That was not an easy design. I began my design with a concept: this was going to be the bestial, savage Hulk. The furious mass of muscle that smashes and destroys whatever falls before his raging vision, be it friend or foe, hero or villain. Right off the top of my head, that meant no Avengers or Defenders TA (not that they'd have been terribly useful for a 300 point figure, anyway). I played around with the idea of giving him the Power Cosmic TA, but decided against it for two reasons: firstly, it obviously makes little thematic sense for the character; and secondly, I wanted to see if it would be possible to design a high-cost charater without it, and yet still retain a good level of balance.
Before even looking at his stats and powers, there are two main things to notice about my Hulk: he is both a Transporter and a Giant. This combination is very important for the figure. Firstly, it grants him a full dial's worth of un-Counterable move-and-attack ability. Secondly, it allows him to ignore Terrain that would normally handicap Boot Speed characters. Finally, it extends his reach, maximizing his potential close combat ability-- absolutely critical since his 0-range leaves him quite vulnerable.
Now that we've got that out of the way, let's look at his Speed Values. Notice that my Hulk is devoid of a typical Hulk staple: Leap Climb. Why? Because he's a Giant character. He already ignores Terrain for movement, and when he needs to Break Away he only fails on a 1 or 2. He also has no Charge, since his Transporter ability grants him a superior natural move-and-attack option. So I settled on a full dial's worth of Flurry for Speed Powers, almost guaranteeing that the Hulk wreaks the havoc for which he is best known, whenever possible. His values start high to represent the bounding and jumping Hulk is wont to do in order to get into the fray.
His attack values start good, rise to incredible, fall off a tad, and then rise again. These high numbers will keep your opponent afraid of that Transporter move-and-attack ability. Super Strength lets the Hulk crush his opponents with improvised weaponry, and some late dial Quake helps him fight off swarms of opponents.
His Defense values and powers represent a thrashing, violent Hulk. Besides his legendary durability-- represented by huge helpings of Impervious and Invulnerability-- his high Defense values show just how difficult it is to even get close enough to land a blow. End dial Regen allows that Gamma-irradiated form to retain some survivability and remain a threat throughout his entire dial.
Finally, his Damage values. Spiking up to the phenomenally high 6 Damage, mid-dial, and never dropping below a 3, the Hulks Damage Values are a reason to fear the Green Goliath. He begins with CCE, allowing him some nice options depending on the opponent's team: he can Flurry against swarms, or he can use CCE against a damage-reducing opponent for maximum effect. Three clicks of Exploit Weakness with huge damage follow that up. Some late dial Perplex represents the Hulk's wildly unpredictable nature, and his final click rises back up to 4 Damage with Exploit Weakness-- making him a threat to the very end.
While this figure would have trouble with some of the usual anti-tentpole teams (ie, LAMP and multi-Outwit squads), it would fare very well against other tentpoles, and it would have a reasonably good chance against many Swarm teams, as well.
2006 Oct 27
Initial playtesting scenarios suggest his Defense values were too high, so I've scaled them back significantly.
Thanks for reading, and keep an eye out for the next installment of Kyuzo's 300!
I thought it was for him being so god dang stong that he hurts anyone he hits but hey high damage does that for him.
Bingo. Taking a hit from the Hulk is one of the generic-comic-book measures of durability. Even Superman, classic Juggernaut, and other such ridiculously invulnerable characters can't shake off the brunt of a full-strength Hulk Smash.
I like the EW but the 6 damage is more than Thanos so EW with that high of a damage is just to much but I do like him with EW so I would just move it to a little later dial were is damage ant so high. Like in the 3 & 4's
PS:1000 post baby yeah!!!!!!
"ReZs Mini Christmas Dial Contest Winner"
"If I kill you, I am bound for hell. It is a price I shall gladly pay."
Bingo. Taking a hit from the Hulk is one of the generic-comic-book measures of durability. Even Superman, classic Juggernaut, and other such ridiculously invulnerable characters can't shake off the brunt of a full-strength Hulk Smash.
--Kyuzo
Yeah, but that same punch is gonna hurt Mr. Thug a LOT more. I think EW is inaccurate.
Yeah, but that same punch is gonna hurt Mr. Thug a LOT more. I think EW is inaccurate.
It's one of those unfortunate instances where there's really no perfect solution. Even Superman shouldn't be able to just ignore 33% of the full-strength-smashes that the Hulk unleashes upon him-- which would suggest EW. At the same time, a Thug should be dealt more damage by such an attack than Superman-- which suggests CCE.
Perhaps it's best to think of it this way: 6 clicks is much more than enough to KO a Thug, while it's less than 60% of Superman's total health. The Thug IS being hurt a lot more by the attack than Superman.
However, it might be good to note that in order to utilize that EW, in the first place, the Hulk would have to forego use of both his Transporter move-and-attack AND his ability to Flurry.
Even Superman shouldn't be able to just ignore 33% of the full-strength-smashes that the Hulk unleashes upon him
Why not? Maybe the damage is reduced to zero because Superman dodged. He is pretty fast . . . Plus once Hulk hits one of those chances that Superman doesn't glance off . . . no more Imp. I don't think EW should be given out because "his hits should never be reduced to 0." That's more an issue with how imperv works.