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Clix Beat: Zuvembie
The Le (02/28/2013)
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Related: Clix Beat: Quasar
Related: Clix Beat: Skrull Assassin
Related: Clix Beat: Green Arrow (CJ039)
Related: Quintessential Zombie Spider-Man
Goto Comments

HeroClix Zuvembie DialZOMBIEPOCALYPSE
Of course, the real reason everyone wants to own Zuvembie is for the "Zombie Plague". If you can use Zuvembie to KO someone, you can put another Zuvembie on the board. Pretty simple stuff... or is it?

This is a great Special Power but keep in mind that you actually need to KO someone with it to make it work. With such low damage, one or two Zuvembies won't be able to pull it off. Even three or four Zuvembies probably won't be enough to pull off a zombie apocalypse... so what you really need is a well rounded team to get that Zombie Plague working.

Seriously, with a movement of [5], a group of twelve Zuvembies in a 300 point game won't do much with just three-actions-per-turn. Any decent team with ranged attacks and/or mobility will tear your team to shreds; what you need is a plan.

Your best option is take a flier and carry the Zuvembies around. If you have a big tentpole character like Superman, Zuvembie is a great passenger because the tentpole is a bigger threat than the Zuvembie is (so opponents will likely focus on the tentpole).

Characters with Perplex would be nice on your team too -- a few of those and you can boost that damage up to [4] or [5]. Just remember that Zuvembie is a closer, not an opener; so if your opponent is on it's 5th or 6th click, there's a good chance you can finish him off with Zuvembie (and therefore create a new one)

If you're sticking with the undead theme, then consider using Morbius to carry the Zuvembie around.


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Your Comments:
I may be wrong but the Marvel use of the term "zuvembie" was that Comic Code Authority restrictions prevented the use of the word "zombie". Black and white magazines were out of CCA reach, so there could be a zombie Simon Garth, but color comic books were not, thus Doc Strange or Brother Voodoo had to fight "zuvembies".

Posted by: E. Martin on 3/7/2013 5:05:01 AM
LIKE

Posted by: tylerdrake on 3/4/2013 12:33:32 PM
--So inspired by the article that I bought a zumembie quartet
--and a Cruiser. Even zumembies deserve a nice ride
--(greater than)(on auto-pilot of course)

HA! It's times like this I wish I had a "like" system in place. Then again, I suppose I could create one (I'll toss it on the list of things to do)

Posted by: The Le on 3/4/2013 12:09:46 PM
So apparently the Cruiser can only hold 1 or 2, so I made this army with random guys I bought from the same ebay transaction: Hush, Dust and Nightmares.

Carrion TKs undead, Hush ferries them in his mad scientist cruiser, Nightmare sits back, since it is not themed anyways, maybe I will add a tank too. Just for fun:
asm #006 Zuvembie cost: 26 asm #006 Zuvembie cost: 26 asm #006 Zuvembie cost: 26 asm #038 Carrion cost: 130 bm #037a Hush cost: 107 bm #V-4b GCPD Cruiser (Piloted) cost: 68 asm #042a Nightmare cost: 217. Build Total: 600

Posted by: tylerdrake on 3/4/2013 11:56:58 AM
So inspired by the article that I bought a zumembie quartet and a Cruiser. Even zumembies deserve a nice ride (on auto-pilot of course)

Posted by: tylerdrake on 3/4/2013 11:14:51 AM
@darkclaw: Keep in mind that "this turn" means on your current turn (not your opponent's turn.) There are ways for your opponent to take pushing damage on your turn (Incapacitate, Themed Team PC) but they're not especially common.

@superfriend: Same outcome, but the reasoning is different. There no longer is such a thing as "optional" powers in Heroclix. All powers are on all the time. However, one way some powers have a little conditionality is by including the word "may." As you said, characters with Indomitable can use Willpower. And Willpower indicates that the character may ignore pushing damage. Since it "may" ignore pushing damage it also may not and take the pushing damage. It's the same result, but the reasoning has shifted slightly.

Posted by: Zack on 3/2/2013 4:44:32 PM
No, it triggers off of "when"...if it's been met, you get the +1.

If it had said "for each time" then yeah.

Posted by: lancelot on 3/1/2013 2:53:34 PM
According to the trait

"If an opposing character has taken damage this turn, modify Zuvembie's attack, speed, and damage values by +1."

Would this stack to the rule of 3 for every round an opposing figure takes damage? That would bump him to 8 movement, 12 attack, 5 damage piece for 25 points.

Posted by: dbmills1 on 3/1/2013 10:23:38 AM
Regarding this comment: "Don't be afraid to push, because Zuvembie has Indomitable. Of course, this means Zuvembie needs to take some damage to get into those prized Exploit Weakness clicks."

It is my understanding that: Indominable grants the piece Willpower. Willpower is optional and can be turned off. So you should be able to turn off the willpower and push to the second click.

Posted by: superfriend on 2/28/2013 12:01:14 PM
@darkclaw: I don't see why not. The Scent of Blood does not specify a type of damage -- so I would say that Push Damage would indeed activate it.

Posted by: The Le on 2/28/2013 9:55:59 AM
Is it true that the scent of blood kicks in if the opponent gives themselves pushing damage?

Posted by: darkclaw on 2/28/2013 9:48:17 AM