Greetings HeroClix Fans!
Today we continue to explore the upcoming DC HeroClix: Teen Titans set by taking a look at a sibling duo from the Fearsome Five, a villainous group whose most consistent members are all represented in the set. First up, the muscle of the group, Mammoth!
Mammoth has a trait representing the protective bond he shares with his sister Shimmer, appropriately called To Protect My Sister, which allows him to use Willpower, and ignore penetrating damage dealt to him, when he is adjacent to a friendly Shimmer. Mammoth begins play with the always useful combination of move and attack with extra damage granted to him with Charge and Super Strength. This combo will occupy the front half of his dial. Also on his first couple of clicks, Mammoth has the advantages of being untargetable by either Mind Control or Incapacitate, as well as ignoring opposing characters Shape Change, and the disadvantages of not being able to be carried or make range attacks, all due to having Battle Fury.
Around the mid-point of his dial, Mammoth begins to change his tactics a bit. Battle Fury gives way to Exploit Weakness, overlapping with his last clicks of Charge and Super Strength. Plasticity will cover the back half of his dial, allowing him a better chance to break away, or, pummel away at his foes as he gets Close Combat Expert on his last couple of clicks. Mammoth’s defensive powers and numbers take an interesting approach to protecting him. He has all the powers one would expect from a bruiser, going from Impervious to Invulnerability to Toughness, and then progressing back again. And while his numbers may be low by normal game standards, having Shimmer adjacent to him to utilize his trait means he will get to use the damage reducers he has.
Mammoth can be played on theme teams using the Brute, Fearsome Five, or Society keywords. At 121 points, Mammoth brings an aggressive power set with lots of damage dealing ability. And having his sister to protect will only make him better. So what does Shimmer bring to the table?
First off, Shimmer has a trait called Magic Gone Haywire. This trait states “When a friendly character takes damage from the Mystics team ability, the character using the Mystics team ability is also dealt 1 unavoidable damage. This is not an attack and a character would only take damage from this effect if it has not already done so for this attack.”
Shimmer gets to where she will be the most use to her force, and hopefully her brother, with ease using her opening click of Phasing/Teleport. Once in position, she can use her one and only click of Perplex to modify a combat value to her or her forces best advantage. A good run of Barrier will also allow her to offer some protection for your force or to contain an opposing figure to remove them from the fight for a turn.
Once off her opening click, Shimmer begins to gain powers, some as others fall away. Penetrating/Psychic Blast will let her do damage to most anyone within her 7 range. Another click into her dial and she gains a run of Probability Control, allowing her to manipulate dice rolls to her force’s advantage. The back half of her dial turns to self preservation, as Shimmer again has Phasing/Teleport to beat a hasty retreat. As she should be further away from opposing figures at this point, Energy Shield Deflection will make her harder to hit with range attacks for the rest of her dial.
Shimmer can be played on two of the same theme teams as her brother Mammoth, Fearsome Five and Society, as well as a Mystical team with her array of keywords. At 70 points, Shimmer is a great companion for her brother, as well as a unique way to deal with the threat of figures using the Mystics team ability.
That’s all for today. Be sure to come back next week as we preview more figures from the upcoming DC HeroClix: Teen Titans set.