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Broken. Cheesy. Underpriced. These are words used to describe characters or other elements that disrupt game balance. The latest offender to follow suit comes in the form of the dimension hopping, six armed guardian of the Mojoverse, Spiral.
OK, let’s see what all the fuss is about:
Standard Powers: Phasing/Teleport, Pulse Wave, Energy Shield/Deflection, Probability Control, Combat Reflexes, Shape Change, Charge
At Just 106 points, Spiral offers a superb blend of support and attack capabilities. Thank goodness WIZKids/NECA had the civility to make her a unique figure. Could you imagine the horror of playing in larger formats with multiple Spirals? Yuck!
Alright, let’s get to the gist of this matter; namely her special power Dimensional Portal.
DIMENSIONAL PORTAL: Give Spiral a double power action, remove all Gateway markers from the map and place 2 Gateway markers on the map. Place one in an adjacent square and the other may be placed in any square on the map. Friendly characters may treat squares with Gateway markers as adjacent to each other for movement purposes.
Um… yeah, that’s quite a neat trick lady. It’s no great secret that in heroclix (and other games) the alpha strike can have a major bearing on the outcome of a match. That’s the issue here; Spiral lays waste to game fundamentals such as positioning, tempo, map choice and overall strategy. Spiral practically guarantees the alpha strike for her team. Sure, there is always the potential for that attack to miss, but don’t forget, this nasty little vixen comes equipped with Probability Control. So with a little preparation, Spiral can grant her teammates two chances at landing that big hit.
Editor's Note: Alpha Strike refers to making a big/powerful opening attack, typically on your first turn. Such attacks are often so devastating that the opponent cannot recover.
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