Friday, April 19, 2013

Cosmo, Incap and other random things

Hey,

         New rules running through my brain. I've done a bunch of searches and realized that some power combos are seen way less then others. Good luck finding a lot of EE and Forceblast on the same click. Today we are going to look at incap. Incap changes means that running 2 incapers becomes an actual threat. Add in 2 or more targets you get into some crazy stuff.

So why look at Cosmo as our first template? Well mainly he gives us a lot of things we should start looking for. First off incap is strongest early to mid game but not at the start of the game. So having it on click 1 doesn't serve us until turn 3 or even 4. Cosmo starts with enhancement and tk. This means he can be of major use early game and can serve a purpose as an enhancer until he pushes off of tk. I'm not going to touch mind control or barrier right now. Those things are a bit more complex now. Having a 6 range and 18 defense is not bad. With the 6 range we see Cosmo hitting the current average interaction zone for heroclix.

 Now when we take this understanding to the next step we can point to some very interesting conclusions. First off incap of 6 or higher range has a lot more lock down potential then before. Next we see is that running shot and will power becomes mandatory for high level incap play.  The last element we can see due to the new rules making it so incapers can do 1 penetrating if an opposing figure has 2 tokens makes our average desired figure to be point costed no more then 80 points. I know the 1 penetrating is great but it is not a lot of damage that can be consistent. So that means we can't invest more then 80 points in an incapper. To be more clear we can only spend over a little over a quarter of our build total on incap. Incap and EE could be crazy good in the future but EE with everything range right now is crazy good.

For sure Wasp stands on top of the incap meta with Batgirl from the Batman set. Misty Knight, Hobogoblin prime, 100pt Ronin the Accuser, SOG Black Canary,piloted Robin Cycle, Mr Freeze, nml Poison Ivy, DC 10TH Batman, Maxwell Lord, Silver Banshee, and you can't forget....ZIRAN THE TESTER!

Needless to say that incap getting better has really threatened a lot of common safe fall back powers and team abilities. Willpower, power cosmic, quint, indom, and anything that allowed you to ignore pushing damage doesn't help you any more against incap. The only thing that got more powerful was Battle furry.

Hope this helps. Just a side note about EE it does damage equal to the number of targets it has. So if a person only has 1 target it will do 1 splash damage. Also if you read the power closely now the splash only effects the untargeted parties.

xx
abx

If you target a and b you would only do splash to x's. If you target only b all other figures would get splash. Since EE can now trigger off of psyblast the splash would be penetrating as well if you used it with psyblast.

That's it have a good weekend. I'll try to get you some more content soon. The next podcast will be about No Man's Land month 6.

Check you all later,
Edward Shelton aka darklogos


2 comments:

  1. Uatu at 50 points has to be a top 5 support figure with the rules changes. 12 range on perplex, prob, and outwit? Sweet.

    Batarangs on the Utility Belt are just crazier than ever ...

    ReplyDelete
  2. Range will change many things for sure, adding to the game....

    ReplyDelete