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Take 'Em Down: Cosmic Spider-Man
Eric Schaen (07/07/2011)
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Goto Comments

Cosmic Spider-Man First Appearance(See Cosmic Spider-Man Dial)



So here are some tips for taking him down:


•Move and attack powers are indispensable! Knowing that Outwit is a non-option, (thanks to his power cosmic team ability) the first thing I recommend is choosing characters that have move and attack powers. If you can’t move and attack in the same turn, you are giving Spidey a big advantage. This means Characters with powers like Move and Attack, Charge, Running Shot or Hypersonic Speed. Telekinesis is another option that will help position your squad to attack position. You know the drill (The Kinetic Accelerator special object can be a real plus here).

Kinetic Accelerator (special object): When a character occupying the same square as this object is given a move or power action, roll a d6 and replace the character's speed value with its speed value plus the result; on a result of 5 or 6, remove this object from the game after the action resolves. This object is not considered hindering terrain for movement purposes.

•Make your hits count! Pick characters that can penetrate that impervious defense over heavy hitters. Seriously, what good is a hit for 7 clix of damage, if he laughs it off by making his Impervious roll?  Characters that deal 2 or more penetrating damage are a much better choices. Psychic Blast, Exploit Weakness and Pulse Wave are standard powers that can accomplish this. A hit for just 2 penetrating damage, will relieve Spidey off of his Hypersonic Speed clix. Keep in mind some “special powers” can also deal penetrating damage. (Hmmm, if Deadshot is Tk’ed into position and makes the shot, he can take Spidey past all of his Impervious clicks.)

Deadshot Special Power (DC 75th): TIME TO SET-UP THE SHOT: If he has no action tokens and occupies hindering terrain, Deadshot can use RCE and deals penetrating damage with that attack.


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Your Comments:
TDW #004 Malekith could be good at taking him down.

Posted by: You'll never know... on 7/22/2014 11:17:03 AM
Sad to say, now with the Infinity Gauntlet available at its very best, it becomes a burden to simply get this guy, especially considering, the Gauntlet starting out, makes him become a 16 HSS on Click 1, and with the right map, it just makes him laugh at everyone. I played this Piece, the Gauntlet, and a 40pt cop, on the gardener's map. With my ability to get 16 squares and shoot 5 with HSS, coupled with never being blocked, my opponent, had to rely on Shape Change, Super senses, and Impervious. The second game almost ended tragically due to my over confidence, but game 3 was played at the harbor, the one with the strip club and tavern, and all I did was Hide inside the strip club and began blasting away at her team.

Posted by: BLackrose on 8/29/2012 6:10:10 AM
Thank you! These are all great suggestions, one guy at a tourney circuit I go too keeps cheesing it up with this guy and Indigo Atom, gotta teach him a lesson in manners.

Posted by: GLantern ION on 12/19/2011 12:18:11 PM
SAY WHAT?????!!!??!!!! @bp29

Posted by: Spider-Man 071 on 11/11/2011 11:20:46 AM
i have 6 copys of this fig

Posted by: bp29 on 11/2/2011 5:25:01 AM
Darkstar, Deadshot, and (r) jean grey could put a serious dent in CS.

Posted by: Owlman166 on 8/20/2011 8:26:15 AM
What's the Next one; Apoc, The captain, or someone else?

Posted by: Shadius on 8/15/2011 3:30:11 PM
Alright this is a cheezy way of taking care of him. Field a Team of Mystics. He will most likelt die before he can kill you team. Especially of you use mystic and wildcard team. Or just have a team of people with Psi Blast, Penitrating damage or the Feat Card AP. Using The battlefield Armor Wars also can work. Of course you need to hit him. A multiple Dawnstar/Klarion with AP team could rip him apart With Dawnstar's quarry and Klarions Purplex there is a good chance of hitting him each time. Cosmic Spiderman would end up taking 2 clicks of mystic damage to kill each character. Simple math is the spiderman dies before your team does even if you miss every attack on Spiderman. Just conctrate on killing the support team.

Posted by: Sirchristopher on 7/17/2011 8:43:08 AM
Some good comments on what characters people like to use, keep em coming.

Posted by: Slade Wilson on 7/11/2011 8:41:55 PM
I may be old-fashioned, but perhaps U Karnak? Push him, then Tk him, (don't forget to keep a little Perplex handy) and unless CSM isn't Fortituded, there's a good chance he'll be taking 4-5 damage on the nose. Other suggestions: Bombastic Bagman, Lockjaw, a decent Incapacitator, hec, even Ult. Thor could pose a threat. Just remember to keep the STOPP rule in mind, and with a little planning, CSM can be a red splat on the sidewalk.

Posted by: Owlman166 on 7/11/2011 7:49:53 AM
@geminimerc: The "or be countered" part of Power Cosmic was part of the OLD PAC. That particular wording was removed in the recent PAC, and I didn't realize it. This has been fixed.

Posted by: The Le on 7/11/2011 5:20:13 AM
I recommend Domino. If she scores a Critical hit on her First Click, she deals out 6 Damage. After that, she has ES/D, and Probability Control to save her from total annihilation. Or Thor from HoT, whose damage is 5, and has leadership to strike him down. if Domino and Thor combine forces and attack each, they can potentially deal 11 damage, bringing spidey down to his knees. bring in Deadshot to score the kill, and he's toast.

Posted by: Shadius on 7/8/2011 10:24:31 AM
I have a question. I was looking at the rules for Power Cosmic team ability n it said cant be copied by wildcard or countered. So how would u b able to use dissent if that says counter the team ability? Just wondering.

Posted by: geminimerc on 7/7/2011 10:56:52 PM
I like using the supernova thanos. if you have enough tk then it works also a great tk'er is malkieth as he has mystics and can get some penetrating damage in. anyway spideys starting 19 isn't much to thanos's 13 that penetrates for 4 and leaves him off hypersonic.

Posted by: Chrisghast on 7/7/2011 2:55:03 PM
i beat him easily in a 500 golden age game a couple weeks ago. best clix to use

-2 lockjaw+ passenger
-leech
-harry leland
-bombastic bagman
- choose your heavy hitters lol...( i had use wolverine from giant size x-men and hawkeye from ff
-bring lot of enhancement, perplex, medic...

lockjaw carry bombastic bag man and the second lockjaw carry leech... so you can go anywhere on the map at your first turn, place bombastic adjecent to CSM and leech in safety at proximity of your opposent... and dont worry to push your lockjaw you will make your opposent 319pts fig unable to move the entire game... for sure you will bring him down

Posted by: marcrobert86 on 7/7/2011 2:22:18 PM
Glad someone else said it, but it bears repeating: Outwit is useful for killing CSM's Flight.

Problem with this article is that it only says how to build in preparation for facing CSM. What do you do when you're unexpectedly facing the single most un-fun fig in HeroClix not named Galactus or Starro?

Posted by: Rurouni KJS on 7/7/2011 1:38:14 PM
Still to this day, have only used CSM once and faced him once. Neither experience was too enjoyable.

Loving your idea, krusty!

Posted by: lancelot on 7/7/2011 12:46:51 PM
I have a couple extra suggestions for this one. It seemed like I had to face this thing every week when this set first came out and I hated it to the point that I don't even use the one I have now. My first suggestion is another version of Spiderman ie Bombastic Bag Man! At first glance he does not stand a chance but if you take a closer look at his trat he deals penitrating damage equal to what he was hit for. Better idea than mystics all day long. Another idea if your playing agains CSM in a golden age would be Super Nonva's Thanos!! He starts off with a 13 attack with Pychic Blast and posses Impervious as well as the power cosmic TA. My last suggestion is another one for golden age. I would say use the FF ATA card and the LE Sue Storm from Fantastic Forces so that everyone on your Fantastic Four team has a defense value of 19! I would say that evens up the odds a little.

Posted by: japete61 on 7/7/2011 7:52:12 AM
Nice article! You covered most of the big ones; Incap, high AV's, etc. The biggest oversight I found, and the one thing I've found to work wonders and suprise the guy playing CSM is that *Power Cosmic & Quintessence TA's only prevent powers from being Outwitted, not abilities.

What does this mean going up against CSM? Your Outwit isn't completely useless. CSM has 2 Abilities you might want to cancel: Flight and Carry.

Outwit and a well placed Smoke Cloud can be a great method to lock CSM down for a turn or two until you can 'set up the shot' so to speak. Place Smoke markers in the squares surrounding CSM and outwit Flight. Now when CSM moves 1 square, he'll need to stop. :)

Just another trick you can use to 'Take him down'. ;)

Posted by: Krusticlese on 7/6/2011 10:53:50 PM