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Greetings players and welcome to my first top 5 article. I thought it would be fun to take a look at Traits that are not only useful on the battle map, but fun to play in general. Now be advised, this is not a character review. It is simply a review of traits that a character has. This review is focused on traits that are available to standard size characters from the new Giant sized X-Men set, that means colossal sized characters are not included in this article.
For those of you who may be new to the Heroclix, a trait is defined as: Abilities, powers, effects, or other aspects of a character that it possesses at all times, regardless of how its combat dial is turned during a game. Traits are indicated by the symbol in the circle next to the name and/or description of the trait on a character card. All traits are non-optional and can’t be countered.
All right, so let’s get to it!
#5 - MINION: TRUE PAWNS
If a friendly character of a higher point value with the Hellfire Club Keyword is within 8 squares, that character can use Mastermind, if they can't already, but only to deal damage to characters with the Hellfire Club keyword.
This Trait can make taking on a Hellfire theme team a real pain in the dupa! The ability to have the option to Mastermind damage can keep your more important characters in the game when they would normally be taking the damage themselves. Since the Hellfire guards also start with toughness this makes them good sacrificial pawns for your team. The only drawback is this trait will only function with other characters who have the Hellfire Club Keyword.
#4 – MASS INCREASE
Opposing characters within 4 squares of Harry Leland can't be given actions to use Charge, Running Shot, or Hypersonic Speed and halve their speed values when given a move action.
Harry Leland’s Trait makes it to number #4 on the list. Being able to shut down multiple opposing characters mobility (while still keeping your own), can give a team an enormous advantage in a game of heroclix. The downside of this trait is that it’s only effective within 4 spaces of Harry. Still with the right team you can position Harry in such a way that your opponent may never get to use Charge, Running Shot, or Hypersonic Speed, and that may be enough to win the game.
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