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Quintessential Hulk
Eric Schaen & The Le (07/30/2014)
Related: Quintessential Arrow
Related: The Quintessential Alien
Related: Quintessential Sunfire
Related: The Quintessential Deadpool
Goto Comments

Quintessential Hulk HeroClix DialThe Hulk is all the rage... or is he? Today we present the Quintessential Hulk HeroClix dial, created by master designer Eric Schaen! Right away you'll notice that the Quintessential Hulk has a full dial of Super Strength. Let's take a look at what else this monster has going for him!

The Quintessential series discusses just one character and presents the "ideal" HeroClix dial for that character.

The Standard powers is nothing particular out of the ordinary -- Leap/Climb, Charge, Invulnerability, Impervious, and Battle Fury. But take a look below and he has special powers and traits to make anyone fear (even at 160 points)!

Dial by Eric Schaen... (continued below)



Quintessential Hulk HeroClix Dial

We kick things off with his Trait, which represents the Quintessential Hulk when he gets really mad. The rule of 3 still applies, but once you get the max tokens you're looking at 11 speed, 12 attack, 19 defense, and a whopping 6 damage! Dang, Gina!

There's just a touch of Regeneration in there, to keep things balanced -- we don't need a full dial of free regen because that would bring him up to 400+ points. Finally, we have a Thunder Clap Quake, which acts like a mini Pulse Wave.

Those looking for a high point Hulk figure may be disappointed, but the Quintessential series is about getting the dial right, not appealing to power gamers.

Related: Take the poll and choose our next Quintessential article!

What do you think?


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Your Comments:
This is the perfect Hulk dial. End of discussion.

Posted by: THX 1139 on 1/3/2015 1:08:22 PM
wow I can't believe how many people don't get the combination of the matter Hulk get trait and the healing trait. Truly devastating.

Posted by: Uncle Nicholas on 12/9/2014 6:31:42 PM
With defenses the way they are now a 9 attack is pointless I would atleast move him up to a 10 second hulk in the comics doesn't take damage easily I would move that up to an 18 with all the perplex and outwits combat experts now adays

Posted by: Patrick Evans on 12/7/2014 12:45:39 AM
I forgot to mention that Super Strength oddly enough ends up being a waste on most of this dial. Once he takes 3 hits, objects won't help him anymore. Maybe some of the back half of the dial could have made use of Exploit Weakness instead, or possibly Precision Strike to help damage stick.

Posted by: Adamantium on 10/5/2014 10:01:40 AM
I like this Hulk. Needs something other than L/C to start with though, maybe Sidestep? I agree L/C should be a trait. Alternate Sidestep and Charge for the movement powers instead. Also would have liked to see the two Invincible clicks in the middle be 1 point higher in each combat value. I feel that should represent when he is the angriest.

@Nightwing-fan
It seems like you still haven't read that trait. It can't be ignored, so Pulse Wave does not ignore it. With +3 to his stats anyone with PW has to hit a 19.

Posted by: Adamantium on 10/5/2014 9:58:56 AM
@ Kragnorak

Yes it is a lot of words I wrote and I did read his SWP's but even with the possibility of a +3 to his stats late in his dial. He is still not that good. A person with a 10 or higher attack and pulse wave will eat his 16 defense up and do lots of damage to him. No modifiers will help him at all against that.

Posted by: Nightwing-fan on 8/20/2014 7:28:37 PM
@Nightwing-Fan,

That sure is a LOT of words for someone that failed to read the "MADDER HULK GETS, STRONGER HULK GETS" trait!

Posted by: Kragnorak on 8/12/2014 9:47:59 AM
If this is suppose to be the quintessential Hulk. I am sorry but I feel he underpowered on most of his stats. If this Hulk was in a set, I would be not even bothering to collect him. He reminds me to much of the old IC Hulk's

Over half of his movement, he has no move/attack powers. I feel the leap/climb should be a trait and his move should be Charge or even a full move charge where he ignores characters and terrain for movement.

His attack at start should be no less then an 11 with a high of 13. Having him start with a 9 and a 10 will not cut it in todays games. You did get it right where he has super strength on all clixs.

Defensively a 16 on his dial. What were you thinking. Even a simple thug doing 3 can hit him. This is as bad as the Black Lanterns so far is WOL. They all suck with a 16 or 17 defense. Having a 18 or 19 to start with is more appropriate for Hulk. Maybe starting on click 3 or 4 have it where he has impervious that ignores any type of attack, even Pulse Wave or Exploit Weakness on a roll of 4-6 and continuing until hos next to last clix.

Damage??? Are you kidding with only a 3 damage? That is IC Hulk, not a modern age version. A 4 minimum up to a max of 6 on every clix is more like a true Hulk.

Before you decided to make this one, you should have looked at the Avengers Movie #202 and the World War Hulk in Marvel 10th set. Those Hulk's are much better versions of Hulk then yours and I do consider the Movie Hulk the best one that has every been made.

I like all the keywords you gave him and your trait where his stats go up every time he is hit is good, but as weak as he is. He'll be almost dead by the time he can do any real damage.

Overall I would say you need to go back to the drawing board for him. Parts of your idea is good, but most of what you gave him. Makes him very weak in todays game.

Posted by: Nightwing-fan on 8/11/2014 6:14:55 PM
@superfriend, is the no increasing a 0 value a general rule, or one tied to perplex, because I can think of two or three characters of the top of my head with 0 damage and either close or ranged combat expert, which increase a value.

As for this Hulk, I think it's just about perfect. Maybe tackle his cousin Jen next?

Posted by: N ordles on 8/6/2014 11:13:11 PM
Dont forget one of the blue lanterns does perplex up range. When you throw an object they do have a certain min range so the fact his is zero is moot.

Posted by: bliss on 8/5/2014 12:42:39 PM
@SF
Ah, you know now that you mention that, I thought that I had heard that before, but as often as rules get tweaked...

Thanks!

Posted by: Slade on 8/1/2014 8:05:55 AM
@ Superfriend
OOPS! I have perplexed up the odd 0 range in the past! I know I did it a few times back when the soaring mechanic was in play to swat down pesky fliers (perhaps it was allowed back then though). But I remember using it when a Hulk of mine was next to an elevated figure on the rim of el- terrain. Leaping punch to the face range 1! I suppose in a small gaming group we take a while to spot when we're getting it wrong as we have no judge. Thanks for the info!

Posted by: Mantis Warrior on 8/1/2014 7:26:42 AM
@Mantis
@Slade
The range is not an issue. There is a general rule that combat values of 0 cannot be increased.

If they could, players would be perplexing ranges of 0 up all the time. I know I would because it would surprise my opponents.

Posted by: superfriend on 8/1/2014 6:53:25 AM
@ Mantis - Great call! Forgot about the range, however he does gain battle fury. Maybe on those clix he could be throwing Debris?

Edit: Modify Hulk's combat values (except range) ...

;)

Posted by: Slade on 7/31/2014 12:24:11 PM
Love the trait for getting madder. I'd say it's about right for 220 points as is. As MadMatt has pointed out it's open to abuse as it is so any better and you're creating a broken fig. The funny thing is that once 'mad' he can shoot you from 3 squares away too as range is a combat value!

"Hulk sprout guns from fists to dakka puny humans!"

Posted by: Mantis Warrior on 7/31/2014 12:13:58 PM
@Le
Oh ok that makes a little more sense now thanks for clearning that up.

@Superfriend
Oh I wasn't aware of that I didn't buy anything from the spiderman set.

Posted by: Bliss on 7/31/2014 9:18:02 AM
Another good Quintessential piece. I like this dial as it seems to really paint a good overall representation of the Hulk while not becoming overly complicated. I hope to see you do Aquaman and Zatanna soon.

Posted by: HalJordan2814 on 7/30/2014 6:29:28 PM
@Bliss
Not sure how often this type of dial has been done for real pieces, but the SR Spiderman 2099 from Amazing Spider-Man is done like this.

Posted by: superfriend on 7/30/2014 2:47:01 PM
@Bliss: No, there are a couple different ways these types of dials are done -- and this is one of them. In the case of the Quintessential Hulk, you always start at the green line - then you choose if you want 160 points or 220 points. If you choose the smaller points you get KO'ed when you cross the red line; if you choose the higher points, you get more life.

Posted by: The Le on 7/30/2014 1:21:17 PM
I'm a little confused with the Savage Hulk trait. Since you're playing Hulk at 160 point so he would already be starting at that red line so wouldn't that mean he's dead??? A trait I would have preferred to see is some type of leaping trait that caused quake opposes to thunder clap hulk is known for jumping great distantes. Something that always annoys me is super strength should be a trait for HULK.

Posted by: Bliss on 7/30/2014 12:53:22 PM
This is an interesting take on Hulk.

1. I'd be very interested to know the designer chose which clicks to give leap climb vs charge and invincible vs invulnerability. I wonder if the order, number or where on the dial affects cost.

2. Madder is interesting in that once he gets 3, Super Strength is superfluous due to the rule of 3. But if he never takes damage, it allows him the ability to deal out 3 + SStr damage as long as he can get an object.

Which brings me to my pet peeve about Super Strength. Since my opponent is not obligated to put objects out, my team can be limited to a total of 3 attacks with objects. I'd like to see a modification to standard SStr which allows you to pick up a standard light object from any square of hindering caused by the destruction of a wall or blocking terrain.

This Hulk, and other characters with SStr and improved movement destroys blocking terrain could create an additional number of light objects.

We could even go so far as after the object (or a number of objects) is picked up from a given square, the square could become clear terrain to limit SStr from having an infinite amount of objects.

Posted by: superfriend on 7/30/2014 12:38:38 PM
If you want to max this hulk out, just put him on a team with someone who can use pulse wave. That is an attack that can hurt friendly figs of exactly 1 damage. That could build him up.

Posted by: MadMatt on 7/30/2014 12:38:05 PM
You know, I've been thinking -- the Hulk really doesn't get angry when he hits. He's already really strong and tries to beat stuff up in that form; his anger is already factored in. He only gets "angrier" and more powerful whenever he starts taking hits from his enemies. I'd say the trait's pretty accurate in it's form.

Posted by: The Le on 7/30/2014 12:20:16 PM
Are people missing the fact that he keeps his rage tokens as the game progresses? so at full rage +3 tokens his values look like this

Speed: 11
Attack: 12-13
Defense: 19
damage: 6

Sure he has to take a few hits to get there, but c'mon that is what the Hulk is all about. Plus he has some healing ability to keep him coming back for more.

This is the Hulk! Nice job!

Posted by: DK on 7/30/2014 8:25:43 AM
Rage token for each damaging click and Im totally on board

Posted by: Kvl on 7/30/2014 8:08:27 AM
@eimorx: I got your message about the Madder trait being copied from elsewhere, and that's not an issue. In HeroClix, all powers are essentially variants of other other powers. So while it's easy to say that it's a copy of something you've seen before, the fact is that the madder power is pretty darned obvious to any designer. You can ask 100 people to come up separately with a "madder" trait, and least half of them will have a wording almost the same as the above.

The key in the Quintessential series is to take all the possible HeroClix mechanics and put them together into a well working and balanced dial. So you will indeed see some special powers and traits that you've seen before in other places - but the placement of them and variations is what's really important.

If you see a trait in the future Quintessential series that says "This character can use Super Strength"... well, is that a copy of the original Power Girl trait, or is that just an appropriate trait to give to that character? To me it doesn't matter -- what really matters is whether our Quintessential dial as a whole was made right.

We've got a top notch and extremely creative designer on the Quintessential series, and I back him up 100%. So sit back and enjoy the ride!

Posted by: The Le on 7/30/2014 7:57:09 AM
This dial is definitely a cool creative take on a Hulk. But, I agree with Mike Hancock, "He should get a rage token for each click dealt, not each attack."

Posted by: David on 7/30/2014 7:27:38 AM
He should get a rage token for each click dealt, not each attack. otherwise, three good hits take him out and I just wasted 220 points. Try again, please.

Posted by: Mike Hancock on 7/30/2014 6:41:42 AM
@ serpentsociety11, you seeme to have missed the Madder Hulk gets... Trait.

I love it! Finally a Hulk you wont want to make mad.

Posted by: Shaft! on 7/30/2014 5:53:29 AM
low defense, low attack so doesn't really represent hulk. He should have higher values and less clicks. My puppet master with seven attack has a chance of mind controlling him.. . wait maybe that's a good thing and more realistic, oh well

Speaking of which, do puppet master!

Posted by: serpentsociety11 on 7/30/2014 4:56:43 AM
This Hulk dial is missing one thing & one thing only: Banner.

Posted by: Alan Wilkinson (Cassius335) on 7/30/2014 4:30:22 AM