This is part 2 of my 2019 US Nationals Prep Article! If you have not read part one yet, please click the link below!

https://roc.ionsuite.com/news/?journal_blog_post_id=57

EX 054 Daredevil – This guy is just cool to look at, cool to play, and cool period. Daredevil starts with three 6 tokens and removes one every time he is attacked, and the roll shows at least 1d6 in the result. He removes two 6 tokens if it is a critical hit. This is the only way to KO him, so he could either die immediately, or stay alive forever if your rolls do not cooperate. Poison, shredders, and Tri-Sentinel damage are all completely ineffective against him unless you want him to venture toward a different dial. Best to just base him and attack like crazy till he falls.

GOTHAM CITY

 

EW 049 Green Arrow – One armed Ollie is bound to make appearances this year as well. His 12 attack, 3 damage, Ranged Combat Expert that when he hits, the target cannot use defense powers till your next turn, makes him an enormous threat for tent poles and swarms alike. Uni-Mind trembles in his boots every time he has to site across the table from him. Green Arrow has IT: Hindering, Characters, and Elevated so hiding usually is not an option. If you manage to pair him with the Storm Breaker or Exospex objects, he gains some utility which can cause quite a stir for your opponent. If Green Arrow occupies clear terrain and has less than two action tokens, opposing characters cannot draw line of fire unless they are within 3 squares of him. Expect to see Ollie trick shooting at Nationals and other events for the next year.

 

BTAS 052 Batgirl: Shadow of the Bat – A crazy good Title Character which blends very with everything Gotham and Batman Ally. Batgirl has some crazy good utility, a solid point value, and some awesome survivability. Her Title Abilities give her access to Perplex, free move, Charge, and Outwit. She of course has access to the Batman Ally team ability so stealth is going to be a thing. Her point value allows for some solid ID card options, and you never know where she will wind up on the map. Oh, and she has Probability Control top dial so that is a thing.

 

JW 050 Penguin – A bystander generator that spawns some waddly bois. The penguin can create three different types of bystanders and mixed with some friends, can send them all the way across the map to deal damage with really 0 penalty. If you sit across from the penguin, he can hit your starting area, be ready for it.

 

JWFF 004 Penguin – The second Penguin on this list serves purpose for powering up friendlies and sending them on their merry way. He has lost some functionality with Wizkids nerfing the interaction with Title Characters, but his loyalty token is still some utility to be feared.

 

X-MEN

 

XXS 053 Wolverine - Known to run in packs with many of the same set number, Wolverine at 50 points grants a ton of utility with traited Perplex(1), Sidestep, and Leadership. If they are on your opponent's side of the map, they gain flurry and have potential to clear out an opposing force in just a couple turns. Be ready to face the hoard.

 

XXS 052 Cyclops - A long rang incarnation of the Wolverine. Also has access to the traited Perplex(1), Sidestep, and Leadership. Commonly known to pilot the Blackbird due to his interactions with it.

 

XXS 007a Moira MacTaggart - What if we took the utility of Wolverine and Cyclops and halved it? Enter in Moira MacTaggart. For 25 points she has what? You guessed it! Top dial Sidestep with traited Perplex(1) and Leadership. She also pushed onto Outwit so get ready for the utility to overflow.

 

WKMP17 014 Longshot - This guy may not seem like much on the surface, but Longshot has potential to clear out an entire team in one attack. His special attack power (Paired with on dial Probability Control) allows him to roll a d6 when attacking and instead of normal damage, replace the damage dealt with the d6 result. This means that paired with the Exospex, even when using Energy Explosion or Pulsewave, Longshot can potentially ramp up the damage to 5 or 6 instead of the standard 1 and 2. Do not underestimate this guy if he is across the table from you.

 

WKMP18 001 Blackbird - A fairly crazy vehicle that has access to one of the few remaining resources, the Blackbird is one of the centerpieces to X-Men theme teams. At its lowest point value of 55 (+5 if they run the resource) it still has 5 clicks of life and stealth available. When piloted by Cyclops it gains access to Perplex, 8 range, 11 attack, and 3 damage. The Blackbird also gains +1 defense if it moved since your last turn. Having the ability to carry up to 5 figures also seems to help. The resource is just icing on the cake as it grants enhanced options to call in ID card figures. While its greatest threat happens to be Hawkeye, I would not be surprised if we see these guys fly onto the scene in style.

 

WKMP17 015 Lila Cheney - If the Blackbird is not your preferred taxi, then perhaps a 25 point option may be more enticing. Lila has Phasing/Teleport and can carry up to 4 characters if they have the X-Men keyword. This means that for 225 points, you can have 4 Wolverines and a Lila and just run at your opponent in a Flurry Frenzy. Lila is a must play taxi for X-Men theme teams if the Blackbird is not being utilized.

 

  1. The X-Men perplex can only be used to target figures with the X-Men Keyword.  

 

TAXIS

 

SFSM 029 Overdrive - One of the GOATs in the taxi world. Overdrive can turn standard objects into a vehicle that supports up to 4 passengers. For 35 points, you gain 13 squares of movement (11 plus a Sidestep) that has access to the Empower on dial from Overdrive. Expect to see a very wide variety of teams running this guy at Nationals.

 

TMNT2 029 Renet Tilley - Comparable to the Lila option for X-Men teams, at 55 points, Renet Tilley has access to Phasing/Teleport and 4 passengers which allows her to move though whatever she wants. She is a bit more expensive but also rocks access to Sidestep and Probability Control. Renet also pushes very well onto a special damage power which turns that prob into a global effect! It is highly effective to taxi up your team turn 1, and then retreat with just her turn two in order to “Watch the Skies” while your team fights their battle.

 

HQGG 044 Kite Man - HELL YEA! 15 points for Passengers: 2. Kitman knows what he does and does it to the best of his ability. If you need an uber cheap taxi, this is your dude.

 

CMM 018 Phil Coulson - Phil is one of the newest additions to the taxi game, and just in time for Nationals and Rotation! Agent Coulson makes a triumphant return into click with a speed power that grants the Wing Symbol and allows him to carry up to 4 figures without taking a negative modification from using the carry ability. He also sports leadership and traited Energy Shield/Deflection and has a trait that allows him to utilize tokens he starts the game with to use any damage power he choses AND (can you believe it there is more) has a stop click that removes his remaining traidcraft tokens and heals the result! Wow does he do a lot. He is a little spendy at 75 points but when you get your taxi and utility in one, it seems justifiable.

 

ALPHA STRIKE

 

EX 019b Vulture - Everyone was wondering when this was going to come up. Vulture is currently the piece to utilize if you plan to run an alpha strike build. Paired with the Octopus Arms, the feathery boi can achieve full map reach with the assistance of some cheap Perplex, his enhanced Sidestep, and super TK. Once he starts going, he doesn’t seem to want to slow down as each time he KOs a figure, he gets to Charge again at no cost! This does mean, that he if KOs 2 figures with one Flurry from the arms, he can Charge and additional two more times and make 4 more attacks! It is painfully easy to see how this can quickly get out of control. I recently won a WKO with this guy, and can honestly say it was one of the easiest event wins I have ever had. All but two of my opponents were effectively KO'd by turn two in all games but two. The new Mister Oz can potentially hurt him, but also subsequently helps him greatly. Have a plan of attack vs Michael Keaton, else he might “Flurry Internally.”

 

ADW 069 Captain America - We all knew this wouldn’t be a nationals prep article with out best girl. Sam Cap is a 70 point alpha strike mainstay that gives any taxi +3 speed, has the use of Perplex on dial, and happens to violate one of the oldest rules in Heroclix. She can take a costed action after being carried if she has no action tokens. This of course means she can be carried by Overdrive’s Charged Up bystander 16 squares, call in Wolverine, and Charge/Flurry the back row on turn 1 if she has access to leadership on the team. Commonly paired with a Shredder Elite, or other alpha strike figure, be ready to face a LOT of Sam Cap.

 

STATOS 049 Captain Kirk - A figure that loves to dish out massive damage after carry, like a lot on this list, Kirk can use Close Combat Expert if he has not moved this turn. Meaning if he is carried (And in turn getting placed) he can get carried by Overdrive across the map and and smack someone for free. Pair him with a Venom Harness from BTAS and he becomes a fairly hard hitter. What is worse, if he doesn’t get dealt with on the following turn, Kirk has potential to dish out event more damage as he can CCE as a costed action followed by another CCE as FREE!

 

EX 052 Captain America: Resilient -  Cap emulates Kirk heavily as one of his +1 Title Abilities allows him to move up to 1 square and make a close attack. Just like Kirk, if you pair him with a Venom Harness and bump up his stats, he has potential to be ferried across the pond and land some huge damage immediately following. He also rocks a huge 12 attack value top dial and has Perplex! Be ready for Cap to show you who has America’s Ass.

 

WKMP16 001 Doctor Octopus - A figure that is bound to gain “Last Ride” status during nationals, this figure is so old, it still has the old chard layout. Doc Oc has some crazy powerful damage output by being able to attack up to 4 times in a turn. Mixed with some Outwit to get rid of some pesky roll outs or reducers, and he can be an enormous threat. It is very common for someone to run these guys in multiples, so make sure you can withstand all that damage!

 

TMNT4 014, 015, 019, 020 Foot Elite - Any of them - The Foot Elite soldiers from TMNT4 are cheap options to dish out tons of attacks after carry. Typically utilized in their boomerang rendition, if an adjacent friendly character is KO’d you give them an opportunity token. They can use this token to make a free close or range attack. Coming in at 30 points a pop, its fairly easy to run several of these guys all at once. You’ve been warned.

 

SUPPORT/UTILITY

There are literally too many figures to name here, so I am going to go with my favorites that haven’t already been named.

 

HQGG 004 Big Tony - Anyone who knows me knows this guy was going to be on this list. Large Anthony has some crazy mobility mixed with super cheap Perplex (only on adjacent friendlies) The Underworld TA allows them to carry each other for some crazy Sidestep Trains. It is very common to see several of these guys on a team.

 

DPXF 059b Wiz Kid - Commonly seen alongside Alpha Strike Builds, Wiz Kid grants +1 attack, damage, and range to any adjacent friendly character. For 25 points (and a prime slot) that tends to be worth it on almost every occasion.

 

DPXFFF 006 Domino - 25 points for Probability Control and is currently the cheapest in the game (sans the EX Stark Tower map bonus.) Domino goes great with nearly any team as long as theme isn’t a concern.

 

WKMP17 B004 Ape Batman - Ape Batman is 15 points for Outwit and a Sidestep/Super Strength that is great for turn 1 equips.

 

ADW 027 Karen Page - Karen has some solid utility for 20 points. If she is within 3 squares of an opposing figure, everyone on your build gets +1 attack.

 

CACWOP 105 Night Nurse - The only figure from the Civil War OP that makes this list. Night Nurse is a super cheap Defend/Support. If you are looking for a healer, consider this one.

 

RETALIATION

 

An element that should be expected to make an appearance on nearly every single team except for X-Men and JLA theme teams, retaliation is one of the strongest mechanics in Heroclix. Strategies for defeating retaliation is the same for nearly all of them. Poofing call-ins, using mind control, or simply dropping a tank on their faces are all solid strategies. Most have STOP: Toughness so a multi-target Pulse Wave will not work unless that glorious Critical Hit is scored. If you have to face the retal, be prepared. Here are the big contenders that I feel you will see regularly.

 

TMT G001 Surtur: 25 Points, Power Cosmic, 12 Attack, 3 Damage. Surtur packs an enormous punch with his damage power that prevents his prey from using defense powers if he only has one target. Monster, Ruler, and non-themed teams will almost always have him available.

 

TMT G004 Carnage: 10 Points, 11 Attack, 3 Damage, Sidestep, Plasticity. Carnage is only 10 points which makes him incredibly easy to fit on teams. His retaliation spawns Symbiote bystanders that have access to Blades/Claws/Fangs, Super Senses, and Plasticity with an 11 Attack! One of my all-time favorites and the most beautiful colossal sculpt we have gotten in a very long time.

 

TMT G006 Mangog: 30 Points, Power Cosmic, and has access to Sidestep. The GOOG is set apart from other retaliation with his special STOP that has Impervious instead of Toughness. His retaliation allows him to make two attacks. The first targets all opposing figures within 3 squares and deals 4 damage to each if he hits their defense values. The second targets all opposing figures within 2 squares and deals 3 damage to each. If he hits their defense values. Mangog has potential to defeat an entire enemy team with one free action. He also has a trait which allows him to promote to his 150 point starting line should he be given a power action if he completely occupies an opponent's starting area. This gives your team an instant boost with a great attacker that can call-in figures up to 150 points! Mangog can be deadly, tread with caution.

 

TMT G008 Flora Colossus: 10 Points, Cosmic Keyword: Flora, is a staple of increasing the theme count on Cosmic builds. At the end of every turn you roll a d6. If the result is 5-6, Flora heals 1 click. If she occupies water terrain, she heals 2 instead. This trait can be used to heal past the starting line. Flora can quickly sprout out of control if left unattended.

 

AI G001 Giant-Girl: 10-250 Points, Avengers Keyword: Giant-Girl has a dynamic point value that allows you to pay 10 points for every click of health she starts with. She does not have a colossal indifference trait which means she cannot smaller characters at will. Her retaliation is a power action activated through a trait instead of a special power though, instead of free, so using it will mean giving up one of your precious actions in a turn. She does have a pretty rad trait that let’s her heal half a d6 roll every time you KO a figure with her though, which means like Flora, if you aren’t careful, she can get out of hand pretty quickly.

 

AIFF G001 Giant-Girl: 10 Points, Sidestep, Avengers Keyword. I feel like there was not a whole lot of thought put into this figure, what with the main set Giant-Girl already being in the set and having retaliation. The Fast Forces version is a very solid way to quickly increase the theme count on an Avengers Theme team just like her main set counterpart. A slight twist is brought in with the version though, as she has sidestep, and while also having a traited retaliation, get’s to use hers as FREE and in ADDITION to any other retal already used during the turn. This means, that with a couple figures that can use Empower and Perplex, you could potentially retaliate several times in a turn and deal some major damage in the process. Just last week I used 10 of these in a game and it was pretty great.

 

AI G025 Groot: 20 points, Leadership. Groot has become another colossal staple of Cosmic theme teams and any team that needs access to a cheap Leadership. Groot can start the game with some walking wood bystanders that have Sidestep, Flurry, Plasticity, Toughness and Shape Change with 11/3 values. The only downside is you provide your opponent a Leslie Evans bystander that has Stealth and Outwit and you cannot receive your wood if your opponent has filled their printed starting area. Groot also spawns another wood any time he hits with an attack which can make the bystanders get a little crazy if not managed. There is a MAX 5 but let’s be honest, if Groot has 5 wood on the field, the game isn’t going great for your opponent.

 

WKMP18 - G001 Tri-Sentinel: Oh, boy here we go! Sidestep, Plasticity, Flight, IM: Destroys Blocking Terrain, Traited ESD, Traited PROTECTED: Mind Control, 9 range, triple target. There is so much I could say about this silver clad boy. His retaliation uses Pulse Wave with a range value of 5 and he deals damage for free any time he destroys blocking terrain that is adjacent to an opposing character. I could write pages about why this guy is a must play. He just is, use him, be ready to face him.

 

ID CARD OPTIONS:

 

Keep in mind I will not be going over inspirations or mechanics of ID cards in this article. While the Inspirations and other mechanics like the Bounty IDs are very important, I am literally running out of steam here. Please read the backs of your ID cards to learn why they are so awesome and powerful.

 

Wolverine:

2 Options with the Faculty and Bounty ID cards 5 points each

 

XXS 053 Wolverine: A figure we have already seen once in this article. Charge/Flurry with traited Sidestep, Perplex and Leadership that pairs with a STOP on click 3 makes this guy incredibly potent for 50 points. Pair with the trait that allows for free attacks when an opponent damaged an X-Men keyworded  friendly with an attack, and he can crank out mad damage.

 

Cyclops:

2 Options with the Faculty at 5 points and the Student at 3 points

 

XXS 052 Cyclops: Another Figure we have already taken a look at. As a callin, he is a long ranged terror that has potential to one shot even the mightiest of Panther tent poles. Running Shot, Precision Strike, Pen Psy with Traited Sidestep, Perplex, and Leadership makes this dude pretty rude for 50 points. Pair with the trait that allows for free attacks when an opponent damaged an X-Men keyworded  friendly with an attack, and he can crank out mad damage.

 

XXS 063 Cyclops: A chase variant of everyone’s one eyed crazy. This version is heavily played on his 60 point starting line and has access  to Sidestep, RCE, and Precision Strike that includes KNOCKBACK. Chase Cyclops is a wonderful killer of Starfox. The Apocalypse NOW trait also means you opponent might be taking some feedback should they feel they need to KO this option.

 

XXS 019 Cyclops: At 60 points instead of 50, you will primarily see this version utilized for his ability for IT: Hindering Terrain.

 

Jean Grey:

2 Options with the Faculty at 5 points and the Student at 3 points. (Rachel Summers Bounty 5 points also can utilize Marvel Girl and Phoenix options.)

 

XXS 065 Jean Grey: A chase that has some crazy utility. Double TK (one at 6 squares for POWER and one at 3 squares for FREE) Pen Psy, Running Shot, and Outwit and flight. Jean is incredibly valuable on nearly every team as long as you have someone at least 60 or 90 points who can call her in. Pair with the trait that allows for free attacks when an opponent damaged an X-Men keyworded  friendly with an attack, and he can crank out mad damage.

 

XXSFF 004 Jean Grey: Typically played at her 50 point starting line, this Jean is used for one purpose over the others, 50 point TK.

 

XXS 002 Marvel Girl: Typically played at her 50 point starting line, this Jean is used for one purpose over the others, 50 point TK. She also can be utilized with the Rachel Summers Bounty ID to utilize the inspiration of Running Shot

 

Iceman:

2 Options with the Faculty at 5 points and the Student at 3 points.

 

XXS 064 Iceman: A figure that you may see played at full 175 or half dial at 60  depending on the team composition. Iceman is typically used for his access to Pulse Wave. In addition, the faculty inspiration gives access to Barrier which is incredibly useful.

 

XXSFF 003 Iceman: A solid option if you need access to Running Shot. He does have Incapacitate available as well for that easy Lockjaw KO

 

Professor X:

1 option with the 5 point faculty ID

 

XXS 037b Professor X – Commonly utilized at his 50 point starting line, hit triple target Penetrating/Psychic blast is primarily purposed for erasing pesky retaliation from your opponent's force. He gets to generate Royal Hatchling bystanders for every opposing figure that is KO’d while he is present on the map as well. The only downside to playing him is that you simply can’t if your force already includes a prime.

 

XXS 037a Professor X – An alternative option to his prime counterpart. This version is heavily utilized for his Outwit and AOE Mind Control that does not need Line of Fire. While the targets of said Mind Control cannot attack each other, it is great for repositioning your opponent’s force.

 

Leech:

1 option with the 3 point student ID

 

XXS 024 Leech – A pesky 30 point call-in that specializes in a multi target outwit mixed in with some pick a power dampening. Leech can force your opponents pick a power pieces to not be able to select a certain power, leaving them exposed in their moment of need.

 

Jubilee:

1 option with the 3 point student ID

 

XXS 026 Jubilee – A cheaper alternative to the Professor X Prime option. Double target Energy Explosion allows Jubilee to take out multiple colossal figures at once, or simply bring the rain down upon an opponent’s huddled force.

 

All-New Wolverine:

1 option with the 3 point student ID

 

XXS 036 All-New Wolverine – A wonderful option if your build sports a 100 point or higher fig. All-New Wolverine packs a Charge/Blades combo that includes Perplex, and a FREE that can spawn a Jonathan bystander. Jonathan also has Charge/Blades but includes Battle Fury and a trait that requires him to be KO’d TWICE before being removed from the map!

 

Skids:

1 option with the 3 point student ID

 

XXS 015 Skids – A wonderful 40 point call-in option if your build really needs a barrier

 

Rusty:

1 option with the 3 point student ID

 

XXS 014Rusty – Main set rusty is another great option if your build really needs a barrier

 

XXSFF 005 Rusty – Fast forces rusty is one of my all-time favorite call-in options. At 25 points he combos great with a Surtur, Mangog, or Tri-Sentinel as you can call him in directly after retaliation to get another free damage with his on-dial poison.

 

Storm:

2 options with the 5 point faculty ID and 5 point bounty ID

 

WKMP17 011 Storm – At 150 points, this storm packs a pretty rad Running Shot / Pulse Wave combo that can be surprisingly difficult to KO on the following turn. Who doesn’t love 11/4 Pulse Wave?

 

XXS 034 Storm – A great option if your team needs a cheap TK option. Commonly used to grant multi-target to figures on the cheap through the faculty Storm’s inspiration as well.

 

Harley Quinn:

1 option with the 5 point villain ID

 

HQGG 049 Harley Quinn – at 60 points, this figure is an absolute beastly call-in option if your force does not already include a title character. Harley has two very solid options when brought on the board. You can activate her +1 plot point ability to gain a +2 Perplex for the turn, or you can activate her -2 plot point ability to gain the use of Energy Explosion that has +3 attack and gives all hit characters an action token! I have used this call-in to obliterate squishy X-men teams in the past.

 

JW 002 Harley Quinn – for when you really need a cheap perplex option.

 

The Joker:

1 option with the 5 point villain ID

 

WKMP18 009 The Joker – A wonderful team option when you need access to Outwit, Leadership, and a Poison ability that his all opposing figures within 3 squares ignoring hindering and characters. Joker also packs a STOP at the end of his dial, so getting him KO’d can prove difficult.

 

I am sure there are more ID options that other would employ, but in all truthfulness, I believe these are the options you should be considering the most.

Continued on Part 3! - https://roc.ionsuite.com/news/?journal_blog_post_id=59