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Ok - getting tired, dials are a pain to turn, and have a plane to catch back home in the morning. So here's one last treat (for the two people who asked about it);
#044 U AIR-WALKER
Team: Cosmic Power
Range: 10
Points: 201
Keywords: Cosmic, Herald, Nova Corps, Robot
10
11
17
3
10
10
17
3
10
10
16
4
9
10
16
4
9
9
16
4
9
9
16
3
8
8
15
3
8
8
15
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
My Haves and Wants are current as of 8/7/10 - All Haves are for trade.
Ok - getting tired, dials are a pain to turn, and have a plane to catch back home in the morning. So here's one last treat (for the two people who asked about it);
#044 U AIR-WALKER
Team: Cosmic Power
Range: 10
Points: 201
Keywords: Cosmic, Herald, Nova Corps, Robot
10
11
17
3
10
10
17
3
10
10
16
4
9
10
16
4
9
9
16
4
9
9
16
3
8
8
15
3
8
8
15
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Now there's some really interesting changes. Lots of mobility, but easier to hurt big time up front.
Thanks so much for your guesses, man, we all appreciate it!
"Come on Hulk! Where's the old boasting? The battle cries? Why aren't you bellowing about how you're 'the strongest one there is'? Could it be because... you know it's not true?"
"No. Because it's just too obvious."
-Juggernaut to Hulk
Ok - getting tired, dials are a pain to turn, and have a plane to catch back home in the morning. So here's one last treat (for the two people who asked about it);
#044 U AIR-WALKER
Team: Cosmic Power
Range: 10
Points: 201
Keywords: Cosmic, Herald, Nova Corps, Robot
#044 U AIR-WALKER
Team: Cosmic Power
Range: 10
Points: 201
Keywords: Cosmic, Herald, Nova Corps, Robot
10
11
17
3
10
10
17
3
10
10
16
4
9
10
16
4
9
9
16
4
9
9
16
3
8
8
15
3
8
8
15
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
I guess I'll be pushing to click 3 so I can use Shellhead w/ the PC TA. The first two clicks are too precarious for me and HSS doesn't work with EE and halving his range using HSS keeps him closer to the enemy.
At least on click 3, Shellhead gives him +2 to Defense when pushed and he can use his full 10 range to dual-target EE and you can be sure I'm going to be packing Armor Piercing!
#019 R CHASE STEIN
Team: No Affiliation
Range: 0
Points: 45
6
9
16
2
6
8
15
2
5
8
14
2
5
7
14
2
5
7
14
1
4
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Leapfrog: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein's speed value is not modified by the Carry ability. Attack - Flame: Chase Stein can use Energy Explosion as if he had a range of 4.
My Haves and Wants are current as of 8/7/10 - All Haves are for trade.
#019 R CHASE STEIN
Team: No Affiliation
Range: 0
Points: 45
6
9
16
2
6
8
15
2
5
8
14
2
5
7
14
2
5
7
14
1
4
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Leapfrog: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein's speed value is not modified by the Carry ability. Attack - Flame: Chase Stein can use Energy Explosion as if he had a range of 4.
Air-Walker's best trick most likely will be the HSS attack with a single token, running to safety, then Regen next turn.
I think HSS on his first click will mostly be used to get him in position for a follow up attack from hindering for 5.
Looking to see if I can find a themed character with Defend for him to pal around with cause those top clicks just feel very dangerous, defensively.
"Come on Hulk! Where's the old boasting? The battle cries? Why aren't you bellowing about how you're 'the strongest one there is'? Could it be because... you know it's not true?"
"No. Because it's just too obvious."
-Juggernaut to Hulk
#019 R CHASE STEIN
Team: No Affiliation
Range: 0
Points: 45
6
9
16
2
6
8
15
2
5
8
14
2
5
7
14
2
5
7
14
1
4
6
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Leapfrog: Chase Stein can use Leap/Climb. Chase Stein can use the Carry ability to carry up to eight friendly characters that must have the Kid, Runaways, or Teen keyword. Chase Stein can carry friendly characters with the Runaways keyword regardless of their attack and speed symbols. Chase Stein's speed value is not modified by the Carry ability. Attack - Flame: Chase Stein can use Energy Explosion as if he had a range of 4.
I dig it. His low movement and the special power only allowing the carrying of Runaways flyers and duos keep his Leapfrog power from being OP. Can't wait to check out all of the Runaway's dials. Most likely not an overpowered team, but hopefully better than most of the Young Avengers ended up being. These will be the only heroclix my wife will be glad to see!
"Come on Hulk! Where's the old boasting? The battle cries? Why aren't you bellowing about how you're 'the strongest one there is'? Could it be because... you know it's not true?"
"No. Because it's just too obvious."
-Juggernaut to Hulk