Greetings HeroClix Fans!
Today we turn the spotlight to one of the colossal figures found in the Marvel: Galactic Guardians set! Please welcome the ruler of the Dark Dimension and a bitter foe of Doctor Strange, the dreaded Dormammu!
The brother of Umar and uncle of Doctor Strange’s beloved Clea, Dormammu can be played at either 600 or 250 points. When used at the lower point value, Dormammu begins his dial on click 10. Dormammu possesses the Deity, Mystical, and Ruler keywords at his 250-point level. At 600 points, he also gains the Future keyword.
Dormammu hits the battle map with a trait, Lord of the Dark Dimension, which allows him to use Probability Control. To show that Dormammu has dominion over the Dark Dimension, the trait also allows friendly characters to ignore damage that is dealt by the Mystics team ability!
Drawing upon the Dark Dimension’s energies, Dormammu starts his dial with the potent combination of Running Shot and Penetrating/Psychic Blast to quickly engage his opponents and bypass any damage-reducing powers they may have. His 10 range ensures that he’ll reach most foes with ease! Defensively, Dormammu opens with Impervious, to show that he is a being of pure mystical energy, and a high defensive value of 19. He also has the Indomitable combat ability, which allows him to use Willpower. Once Dormammu is off his first click, he retains Running Shot and reveals his Faltine heritage when he chooses Pulse Wave over Penetrating/Psychic Blast as his method of attack. Defensively, Dormammu switches from Impervious to Invulnerability.
Starting with his second click, Dormammu picks up a special power in his damage slot, Empower a Minion! Once per game as a free action, Dormammu may choose another friendly character of 150 points or less. That character’s combat values are then modified by +1!
Beginning with his third click, Dormammu loses Running Shot in favor of a long run of Phasing/Teleport. He retains Invulnerability and the Empower a Minion special power but loses Pulse Wave. Instead, Dormammu gains a special power, Welcome to My Realm! With this power, Dormammu’s controller may roll a d6 after an opposing character within range is given a power action. If the die roll is a 5 or 6, the opposing character is dealt 1 unavoidable damage. In addition, Welcome to My Realm prevents Dormammu’s other powers from being countered!
Toward the middle of Dormammu’s dial, he switches back to Pulse Wave, then Penetrating/Psychic Blast, then Welcome to My Realm. Defensively, Dormammu drops Invulnerability in favor of Super Senses. He then gains two clicks of Regeneration. In his attack slot, he gains a short run of Outwit before picking up Exploit Weakness for two clicks.
With the exception of different combat values, the back half of Dormammu’s dial is identical to the front half.
Dormammu possesses the Mystics team ability and makes a formidable foe on his own at his 600-point incarnation. At his 250-point level, he leaves room for other friendly characters to join his force.
That’s all we have for today! Join us again later this week as we reveal more mysteries from upcoming HeroClix expansions!