My team building experience for Worlds 2015 (warning, long post, 8000+ words)

Okay everyone, here is the write-up on the all the teams I practiced with. I made them all face each other. There will be no particular reason for the order listed. I will put top order, that way you don’t have to go through the entire giant post to find who did well, etc. Most matches I played once, but there are some that were played more. Especially if the winning team lost due to a rare roll, I’d feel that the score sheet would be inaccurate to tell which team is, in general, a better team.

I will alternate colors, to help with reading and keeping everything together. Also I apologize for any grammar/spelling/syntax errors. I am not going to proof read this, because is a billion words long.

Format will go as follows:

[Rank#, W/L, Team#

Team Name, BuildTotal, ThemeTeam# (if)

Picture (if any)

Character1 cost

+Attachment cost

Resource cost

Descipription]

Before we start, let me share with you how I do it. I make a team, and I play test it (usually facing myself, but sometimes against friends or my dad who also play). I make them face every team I have already made (unless they were canceled out of the rotation, like if a variant is bad enough). Whenever I come up with a new idea for a team, I’ll write it down, and eventually I’ll add it into the rotation. It takes a long time to do. Usually the first crit hit and crit miss is actually an 11 or 3 respectively, because I feel that it might skew what actually is better and what actually is luck. I chart down who wins. I have it totaled at the bottom and I calculate their win% and their win ration. It’s also on my phone. Here is what it looks like:

http://postimg.org/image/f2xzjpt4t/full/

Below I have the rankings again, and the teams, and their variants. I usually rank how well the variants are doing. Because going 3-0 on two variants like look like they are the same as good, but one team might have just BARELY one (1), or just stomped the

Other team (3). I also rank how hard they lost. Here is a picture for that:

http://postimg.org/image/lhucjbxud/

Okay, let’s begin:

Rank 1, 39/3, Team 23

Skrull greed Squared, 299

Super Skrull 170

+Proselyte 25

+Ophidian 25

Despodara 55

Orange Battery/Ring/Decoy/wall 16

So this is my number 1 team. I made this team probably in November of last year, and it still did great. It was only slightly affected by the “Entity theme team” nerf, but I was okay with that. The Concept of the team should be of no surprise to anyone. Superskrull zombie and Orange Battery combo is just a solid combo. Add Ophidian for stat boost, and Proselyte for yet ANOTHER power to pick. That Way I can pick both PC AND Exploit Weakness. Despodara is almost always in Defend mode, and has the Wall to keep itself from being picked off. I ended up not using this in the World Tournament because I was afraid of all the green batteries. It would make my matches last a long time since I would have to play slower.

Variant version:

Not Ophidian and Orange Battery, but Predator and Violet battery. Not Decoy, but the Bulldozer (had to make it weaker to fit cost). Did almost as well, but it’s biggest weakness (besides Green battery) was Pulsewave, and the Orange battery got rid of that weakness. I liked having Mystics, and a Mystic Despotellis is hilarious, but Orange was better.



Rank 2, 39/5, Team 30

http://postimg.org/image/7qo4mjpb3/

Alpha Class Sentinel (A/D) 250

Spiderbot Mark 2 10

Robot ATAx2 8

Phoenix Force Complete 30

This is the team I went to Worlds with. Qualified 4-0, then went into Worlds, and got to the last match, 5-1. This was actually a variant of one of last year’s world’s team that did very well. The Concept is very simple. I hit hard and fast. I have many options that are hard to predict (free action incap, multiattack, or recoil damage). The kicker for this team is that amazing recoil damage thing I get on a 5-6 on my attack progam dial. If you deal damage to me through an attack, you are dealt half that same amount in Penetrating. Add mystics to that and you are golden. The strategy is to KO the Easiest character first. Just to it. Because if you do, you get Invincible and +2att for the rest of the game. From there you can attack whoever, but if there are still easy KOs out there, then 1 more KO will land you a +2 to all stats for the rest of the game, and 2 more Kos after that, then +3 to stats, PW, PC, Imperv for rest of the game. Can you imagine a 15att, Psychic Blast, Pulswave, 8 damage, triple target, mltiattack? Or how about Defense Mode: 23defense, regen, impervious, PC. Most games he ends near his last click, but doesn’t actually die because his stats just get so powerful.

Variant1:

No Phoenix force, but Power Plant. Permenant stealth. Never have to Clear Tokens so I always have the Rings and always hit hard. Yes please. No Armor though, so if hit, I could go down quickly.

Variant2:

Juston Seifer and 10pt Utility Belt or 9pt BookofSkull+Kurth. Really freakin strong. In fact, if I had done this is the Final Match in Worlds, I’d have a better chance of winning. Being able to full move, then attack, then attack again, then possibly Multiattack (one of these things being Transport to move back if need be). The problem is that once again no armor, so if I do not win in a few turns the match will be over. Also each iterative attack is -1DMG. Also no Robot ATA perplex or Cyclops Frag for attack/damage boosts.

Variant3:

Turtle and 10pt Utility Belt or 9pt BookofSkull+Kurth. Now you might be thinking “Huh? Why Turtle? He Hurts you too…”. The answer is: Exactly. Imagine this: Start in Defense. Have no action tokens, so Free action go to Offense, move at least 5 spaces and attack (easy to do with transporter/charge/RS). End turn with 2 action tokens instead of 1. Free Action defense mode. Next turn rest, then next turn do it again. I’d always be hitting with Attack mode, and ending with super high defense abilities. Problem is my armor is unpredictable, and having to Rest every other turn sucks. Also no more themed team.

Variant4:

http://postimg.org/image/er3psdljl/

Rock of eternity. Imagine always having a 21-23 defense, and Sidestep, and some other random mostly defensive powers. Sounds good? Well it should have been, but the Rock of eternity Sucks for competitive play. It takes too long to get all of the Sins, you can’t even use all the sins you have unless your opponent spams actions for no reason. There are no bonus to stats either, which is again lame. Plus, worse of all, it makes the Sentinel Less aggressive.



Rank 3, 36/6, Team 25

http://postimg.org/image/jxev3f0b5/

Orange Paladin 300

Iron Paladin 110

+Ophidian 90

Engineer 25

+Ion 25

Blind Al 13

Orange Battery/Ring/Sci/Cat/Dec/Bdozer 36

Some of you might have witness this first hand. Stronger than it seems. Ion on Engineer makes her twice as good. 17 toughness is now a 18-20imperv. She also gives Paladin willpower, which he lacked. Paladin ignores all his targets Defense Powers, so Gluttony/Kyle/Headpool/Flash, anyone with awesome defense no longer has such. +1 to his stats because orange battery and Ophidian. Sidestep and charge helps his reach. And when KO’d there’s a 56% chance he becomes Iron Viking/Pharaoh. Engineer has any power she wants, and Orange Battery takes such away. Defense powers granted from other sources are nullified by the Scissors, and Pushing Engineer gives her Invincible to remove, in-case you were using the Phoenix for or Parallax (or any other outside source of Invincible). Once Paladin has been TKed out and starts fighting, Engineer can work her way over there and help out. This just makes for a brutal combo.



Rank 4, 36/7, Team 19

Supreme Rings 298

Supreme Intelligence 250

Spiderbot Mark 2 10

Robot ATAx2 8

PowerPlant Full 30

Hurray for this team. I Didn’t use this team in worlds because I didn’t know we could get him the day of the Qualifier. SO I didn’t bring my power plant. If I had, I might have used him. I feel like he would destroy most other Felix Faust. Stay in starting area, I don’t care. Anywho, the strategy is simple. He gets to shoot you across the map, and with Psychic blast, energy explosion (triple target), and if he does, he gets free action mind control to move you back, and possibly attack your own. While he is doing that, the spiderbot is using matter rearranger to block them in, making it harder to get to him. He doesn’t have too high of defense though, and locked 3 damage isn’t enough to be that amazing. He also only has like 8 clicks, for 250 pts.

Variant:

Phoenix Force instead of Power plant. It worked great. ONE KO and you have invincible. KO some one’s Blind Al or Split lip or whatever. Something easy to get that. The reason why the PP was better was simply: Energy Explsion. Being able to Psyblast Energy explosion and dea l3 damage in a 3 by 3 square anywhere on the map at all times is pretty nasty. This made me want to start the PF on the 2nd to last section, so I start with EE and Defend. But one kill doesn’t get me +2att, I have to get 3 Kills before I get the +2 to all stats. Just not worth it, and not as good as the Sentinel (even though it did beat the sentinel in the parings).



Rank 5, 35/7, Team 22

http://postimg.org/image/7mywk197j/

MINE! 300, Monster 3

Super Skrull 170

+Black Hand 25

Lydea Mallor 79

Orange Battery/Ring/Decoy/Wall 24

+ATA Black Lantern Corps x2 2

This is the team I won the ROC with. It was a variant of the Rank 1 team, but I guess it needs its own ranking now that it won an ROC. Strategy is the same as Rank 1. Pick Powers, remove powers. Have all the options while limiting your opponent. Lydea Mallor helps with Green Batteries. And that’s all there is to it.



Rank 6, 39/8 , Team 7

Cosmic Life and Death! 293

Zombie Galactus 200

Headpool 38

+Entity 25

Phoenix Force 30

God I loved this team. Multi Attack is just so good. Even though this guy only has 9 clicks, Headpool heals him every round. This also kind of negates that pesky Colosal Stamina damage, allowing Galactus to go twice EVERY TURN and not die from it. If Galactus is in enemy starting area he heals 1 more yet again. Also Galactus has INCREDIBLE stats at end of his dial. Havign phasing too makes him be able to move whole map if need be with Multi-Attack. He has triple target EE and RCE from Cyclops, multi attack. Just, so, good. All that, and add Phoenix force upgrades every time he Kos something. Gaining all that bonuses. He can die quickly if the opponent has fast attacking and hard hitting characters, like Shatterstar and Tiamat, pumped up KC flash, etc. He is Severely weakened by Green Battery, and that is the main reason not to use him.

Variant 1and2

Blue Battery and White Battery. White battery allows Headpool to spend actions healing him up even more. He also gets RCE from crossbow, and a live click, and if allowed a +3 to stats from Battery. The Blue battery allowed for 2 more perplexs, making his attack/damage capacity too good. And having Decoy with a re-roll helped him survive longer. The Battery just wasn’t enough though.

Variant 3

Power Plant. Perma stealth, never have to clear to remove tokens. I think you are starting to see a theme here. Colossal and Power Plant. But his attack is just a plain ol 10. RCE usually helped with this, but now I have to consume a ring just for an 11. Didn’t work out so well.



Rank 7,

Dr Light Wins, 297

Dr Light 135

+Parallax 25

Deadman 107

Pandora’s Box Full 30

This is the best “Can’t Die” Team I can come up with. Dr. Light With Sloth. You hit him onto his Stop Click, and he can’t be damage fro the rest of the turn. Next turn he does nothing to heal back 1, so you have to do it again, rinse and repeat. He has invincible from Parallax, so poison doesn’t work on him. So you can’t kill him, and you can’t kill Deadman. You never get any points. Maleketh/IronPaladin/Jenny Sparks kills him by not letting him use his Stop Click. Gluttony and Lydea Mallor kill him by eating his Sloth Relic. And then of course there are ways to capture him. Other than that he is literally un-beatable.



Rank 8/9, 35/7, Team 21

‘Merica!, 300, Armor3

Cap Sentinel 200

Splitlip 20

Iron Legion 50

Book of the Skull full 30

This is the team my father used to try and qualify. I don’t know if anyone ever tried out that Cap Sentinel, but my god, is it brutal. I mean, never let him regen. Never. Because once he regens 4 times, every time after that he regens for a minimum of 3, max 8 (full health from last click). And if KOed he becomes 100 more points of uber death. Anyone unprepared for the arms/legs are in for a rude awakening. With hammers one guy hypersonics around for 13 att and 6 dmg, while another running shots for 13 attack and PW, and you wtill have 2 more out there causing damage. Its downfall is Mystics. Those POGs get one shot in there before they die from it. Also Green Batteries suck. Killing the Cap sentinel with a Z-Virus or PW is rough too.



Rank 8/9, 35/7, Team 18

Zombie Teambase 300

Slot1=Moleman

Slot2=Doc Oc

Slot5=Sabretoothe

others = skrull/skrull/superskrull

Everyone knows what the Zombie Teambase does by now. How I wanted to use it is have Moleman on slot 1 (duh), and quickly pop off two Skrulls and Super Skull. Now I have triple perplex that I can use for SS and the Teambase. The Skrulls just chill in the back with SS and Skrull TA. Teambase can now hit real hard twice with 2-3 perplexes. That’s it really. It’s the Zombie teambase.

Variant

Instead of Teambase, use Skrull/Sabretooth/Electro, then have violet battery/constructs. I am only including as a variant and not a full team because it did just so poorly.



Rank 10, 33/9, Team 34

You Are Mine 297

Bat-Mite 65

Leash 96

+Ophidian 25

Black Talon 60

Blind Al 13

Orange Battery/Ring/Net/Cat/Dec/Sni 38

Especially with the new rules for “off the map no characters”, this team becomes awesome. Give Sniper to Leash, he now has an 11 range capture if need be. Talon MCs him to run 11 spaces, sidestep, the he captures, and Bat-mite brings him back. Next turn score a KO and 50 more pts. Rinse repeat. It lost mostly to all my teams that consist of Colossals/Giants. That includes teams with Book of Skulls because anyone becomes Giant. The only team it lost to that didn’t meet that criteria was the Yellow Doom Trap team (scroll down eventually to find). I mean, Leash starts with 10att, then +1 from being Orange, then +1 fro picking it from Ophidian, and then chosen enemy gets -2 def. 4 way swing: “I used to need an 8, now I need a 4”.



Rank 11, 32/10, Team 33

Angry Collector, 300, Red Lantern Corps 2, Team 33

Collector 235

+Butcher 25

Parademon 10

Red Battery/Ring/Cat/Dec/Mal 30

This is probably my favorite team here. Collector’s gimmick of just hitting you and taking you off the map are great. Every round you get a token on your card for being on his card. Then we compare a dice roll per character and you subtract your tokens, and if you tie or get greater you come back on the map. If you fail you are on my card again, with yet another token, decreasing your chance to escape. If the game ends with a character on his card, I score the points. I actually spent the time and did the math to figure out what is the % that you’ll be collected for that turn, if he hits 3 above your Defense:

1 Token = 55.6%

2 Tokens = 66.9%

3 Tokens = 76.1%

4 Tokens = 83.3%

5 Tokens = 90.0%

6 Tokens = 94.6%

7 Tokens = 99.5%

8 Tokens = 99.8%

9 Tokens = 99.92%

10 Tokens = 100%

So pretty much if you are collected for 3 turns, youll probably be there for the rest of the game. So here how I tried to Optimize this. Butcher gives him +1att, and another +1att for being red lantern. Butcher also gives him Charge. Parademon flies him 6 spcaes forward, and next turn TKs Collector 8, Collector then charges as far as he can, and can now reach the edge of the map. He has mallet and Giant reach, so he quakes, Maybe the Battery had Perplex, so his att is a 14, if not then 13. All he needs to do is just Hit you with that quake, not even damage you, and you go off the map. If your last character is off the map, the game ends and he scores you. This only works if you are less than 235 points. Which he loses to if you are not. His other weakness is he has FOOT symbol, so a good map can fudge things up.



Rank 12, 31/11

All the Things 298, Team 14

Super Skrull 170

Engineer 90

Splitlip 20

+Book Ska/Ang/Nul/Kur 18

Another Super Skrull team. This time with Engineer. He gets Nul so now he has Willpower and RS. So incase of facing Green Batteries, he can still move and attack. This team destroys things WAY faster than any other team (besides Sentinel and Galactus). But it has too little of defense to stop enemies from crushing them first. SSkrull just does better with that Orange Battery. Other than that, there isn’t much to be said. Engineer TKs him out, he gets a hammer, and makes life harder for the enemy, quickly turning them into Zombs.



Rank 13, 26/17, Team 20

Doom Rings 300

Dr Doom 175

Despotellis

+Entity

Sentinel x3 42

Power Plant +9 (not iceblast) 28

So Zombie Dr Doom has that awesome trait where if you destroy blocking, you take 1 pen. Give him or Despotellis Matter R to make tons of blocking everywhere, while a triple stack of the Sentinel Pogs has free barrier every turn. Doom then gets buffs from the other Mandarin Rings and destroys characters with ease. The Sentinel stack can carry both Despo and Doom, so that’s good. Despo can heal up doom as well.

Variant 1

http://postimg.org/image/rlhxqzzv1/

Orange Battery. Doom has Predator for mystics and A few other defense buffs. No Despotellis, but instead Weasel. Weasel Buffs att/dmg, while also having the Wall for more barrier. It was just okay. Also there is an Orange Battery instead of Power Plant.

Variant 2

Same as Variant 1, but take out the stack of sentinels and add in 2 more entities. Ophidian for stat boosts, and proselyte on Weasel, so he can choose any power and have the Orange Battery Remove it.



Rank 14, 25/17, Team 29

Kyle Blocked 300

Kyle Raynor 180

+wall green 10

+parallax 25

Despodara 55

yelow battery/ring 6

wall/nurse/bdozer 24

Fits theme. Except Adara. But With 2 walls, and only 2 charactersm its hard to get to Kyle, Then on Ion mode, Kyle as 21 def and you get -2 from yellow battery. Every knows how good Kyle is, and I wanted to try and Optimize him. But with the ruling that PW ignore’s hyellows spectrum, it just didn’t pull through.



Rank 15, 25/19, Team 31

Christmas Lanterns, Green Lantern 4, 300

Triplicate Girl 87

+Ion 25

Abin Sur+Wall 60

Ron Vidar+Wall 90

RedBattery/Ring/Wall/Decoy/Bulldozer 30

Legion Lost ATAx2 8

Imagine a team of 5 characters, well each one has Mystics, each one places a wall, each one has sidestep and each one deals penetrating poison. Well this is close to that (Abin Sur doesn’t get mystics, but everything else is true). Trips and her POGs get Supersenses/Imperv. Ron has Shapechange, and Abin gain Decoy. So they all have a chance to dodge attacks. The amount of walls is absurd and super strong. You can block yourself into a nice bubble. Or surround an enemy. Usually this teams tries an Indoor map, outwits Flight/Phasing, and barriers people into a wall. Then poison people to death. I guess you can attack if you want, but this team doesn’t need to. Unfortunately there is too much Invincible, and pulswewave. Orange battery stops any one of these gimmicks, and green battery stops all but 1. Also it’s called Christmas, because they are all Green Lanterns with Red Lantern Rings.



Rank 16, 24/19, Team 13

Shatter Bombs 299

Shatterstar x2 146

+Ophidian/Proselyte 50

Blind Al 13

Black Hand 60

Power Plant Full 30

Oh man is this team aggressive. One shatter star with Ophidian, giving him Pulsewave. And Another one with Proselyte (taken 1 damage from Blind Al first turn), also has Pulsewave. Black Talon gets Electro Blast ring to dual mind control these guys to teleport right on your main guy, both each rings for single target PW and maybe one already has Impact Beam for yet another 2 pen damage. They both pick +1DMG from their entities, and Both blast for 4 DMG. Maybe one can Blast and the Proselyte one can get PC instead and he can Flurry blades or Flurring with 5 DMG if Blind AL perplexes him. Its just so overwhelming sometimes. But neither of them have armor, and can miss very easily, and if they do they are toast.



Rank 17/18, 23/19, Team 37

Dead Rabbit 299

Deadman 107

Resurrection Man 92

White Rabbit 70

Violet Ring/Battery/Wall/Bdoz/Sni 30

Concept is Deadman And Resurrection man can’t die until they both are dead AND White Rabbit is dead. They all have mystics, so the more you don’t kill them with your attacks the more you kill yourself. White rabbit doesn’t care about her POG much, but she teleports across the map and walls up. It makes it had to catch her, so the Undead guys end up chipping at you until you are KO. It’s not a very offensive team, and is a reason why it loses. Fast teams, such as KC Flash, Skrull, and whomever, is easy to kil this team. Also the Capture teams don’t care what deadman does, he is captured.



Rank 17/18, 23/19, Team 11

Macaroni Lanterns 299

Laefleeze 200

+Parallax 25

Senator Kelly 42

Yellow Battery/Ring/Axe/Sci/Bdoz/Bglov 32

It’s sad to see this team so far down in ranking (out of 48) because I love the orange lanterns and Larfleeze. Anywho, the team is nice because it never stops. It has all the Offensive melee Constructs to make the Orange Pogs keep going and keep hitting hard. They all have poison and sidestep and ignore characters and plasticity, so they have position control. They all gain Negative perplex from yellow battery. Think about it, Larfleeze make you have -1 to all stats (if you are using a Battery, which you are), then him, the 3 pogs, and Senator Kelly all have Perplex to make you even weaker. This team sometimes can just be so un fair. Perplex you into oblivion. Think about it, KC flash, cant run around, and packs a 0 damage and 8 attack every turn… Larfleeze has Willpower from Parallax (or Psychic blast if need be). This also stops his now 19 Defense from having its Invincible outwitted. The main problem with this team is TIME. Each time you KO a POG you get 25pt. And some people are slow players and time will most definitely run out with your loss. Also Phoenix Force teams are good against it, free easy Kos for that PF. And lastly PW is touch. Ignore my stat debuffs, and makes the team useless.

Variant

Not Senator Kelly, but Ranbow Raider. For yet another Full Stats debuff, but I liked Kellys plans are making you not be able to Push.



Rank 19, 23/20, Team 5

Fear the Doom Trap 297

Dr. Doom 175

+Parallax 25

Greed 67

+Matter Rearranger 8

Yellow Battery/Ring/Wall/Decoy 22

Greed gets matter Rearranger and Wall, so he constantly puts up Barrier. Dooms is now unoutwitable and has +1 to stats. You get -2 to hit Doom, maybe. Same as other Doom team, but needed its out Ranking.



Rank 20/21, 21/21, Team 27

Fear the Confident 297, Sinestro Corps 2

Gladiator 250

+Parallax 25

Yellow Batter+Ring 6

Wall/Decoy 16

First One-Man-Army team to write up. Has a 19defense Invincible, and all opponents (under 250, which is most) gets that -2att. He stats with a printed 11att, but being yellow/yellow it’s a 12, and it being lower than Parallaxes 12, he makes it a 13. Also has running shot and a 5damage pulsewave. He is a beat to take down. When he loses Pulsewave, he gains it again through Parallax. Pulsewave + Z-Virus = unfair. Anything with Pulsewave wrecks him pretty hard. Tiamat beat him as well, because him being 255 made the yellow spectrum null.

Variant:

He has Phoenix Force and Ion. He doesn’t get the Stat Boosts for being Yellow/Yellow, and doesn’t get the Yellow Spectrum that forces his opponents to miss more often. That is his major Weakness; too easy to hit. The special power on ION helps, but usually not much. The Bonuses from the PForce really helps though, if he can get some KOs. He has Permenant Mystics (through the PForce), RCE, and invlun (which he never needs). So now is is a Z-Virus+Mystic combo. So once again, hard to KO, need PW or Poison, etc. But he managed to lose a bunch. Him having only an 11att really hurts him, since he always need 9s to hit all those Despodaras out there



Rank 20/21, 22/22, Team 16

X-23 Risen 299

Cosmic X-23 275

Blackbattery+Ring 8

Wall/Decoy 16

The last of the Positive Ranking, being 22/21. X23 heals a LOT. And has Hypersonic. She uses the Black Rings abilities to use Steal Energy to heal even more, and to heal from a KO. Her starting stats (12av and 5dmg PW, 18 invincible) is outstanding. It makes her tough to KO. Especially if you add in a Decoy. Or the Wall to keep herself safe as she tries to heal back up. She ignores walls! It just takes so long to KO her. She also is not effected by any one’s Yellow Spectrum. Her black Spectrum Power will never come into play, so I don’t actually need it.



Rank 22, 20/22, Team 2

Fearful Tiamat 296, Sinestro Corp 2

Tiamat 255

+Parallax 25

Yellow Battery+Ring 6

Wall 10

His defense starts out at a 19 invincible (with most opponents having -2att), and there aren’t many meta characters that range between 255 and 300 to ignore his Spectrum power. He has the one power to choose to allow him to negative perplex his opponent’s attacks to make it EVEN HARDER to hit him. He gets PW at 4/5, and that “you can’t ignore pushing” power at clix 6/7/8/9, to make it harder to out action him. (He goes, potentially, 12 times in 6 turns, while another tentpole can only go 6 times in 12 turns (unless you want to take pushing).

Variant

Indigo Entity and Battery instead of Yellow. Easy Tentpole Team. The idea was the put the emotional spectrum on this guy. First off, +1 to stats for being indigo/indigo. His range is 4, so you pretty much have to be within his range to attack him. You never want to be within his range, because once he hits you, he will go every twice single turn. On clix 2/3/4 he has the CHOOSE POWER from proselyte, usually to choose PC, SuperSenses, or mostly PusleWave, so he can Pulsewave twice mostly.



Rank 23/24/25, 19/23, Team 36

Maleketh, Do the Thing 299

Maleketh 225

Splitlip 20

Star Labs Tech 33

Book +5Hammers 21

Easy team to write up. Maleketh does his Malekith thing. Ignoring all your stuff like Iron Paladin, but even better, but double the price. Now give him hammers and make him do his thing ever betterer. But it just isn’t goodingerest enough.



Rank 23/24/25, 19/23, Team 6

7 Seven Deadly Flashes 299

The Flash 195

The Professor 34

Despotellis 30

Pandoras Box Full 40

Tied in ranking with all the other Flash Teams (Weird). He spends first turn picking up Sloth. Professor and Depso also take turns thereafter picking up a sin, unless you are CERTAIN Flash can spend that turn picking another one up, because literally, until all 7 are up, spen the entire game running away with him. You want that +1 to stats. Also, having him Sidestep 2 forward, drop off the Prof, who then Side steps to Drop off Despo, to then have Despo sidestep for super poison can sometimes, hilariously, surprise the opponent. But It just isn’t enough honestly.



Rank 23/24/25/26, 19/23, Team 4

Blue Flash 299

KC Flash 195

+Parallax/+Adara 50

Despotellis 30

Blue Battery/Ring/Decoy/Net/BullDozer 24

Yes, I know, it looks Like I made a mistake by saying Adara is under Flash and not Despotellis, but I assure you it’s there on purpose that way. Despo can’t have Adara if he plans on using Perplex to buff Flash, and If Flash has Adara, he gets +1 to his stats and gets that 20def ANYWAYS. He now chooses Imperv from Parallax, and he hits real hard and fast. But I guess Flash is just not as good as we’d all thought he was.

Variant

White Battery stuff. To Heal Flash. But it wasn’t as good, he needed the Blue Battery Buffs.



Rank 23/24/25/26, 19/23, Team 1

The Serpent Lives 300, Animal 2

The Serpent 200

Alyosha Kraven 70

White Battery/Sni/Dec/Mal/Bdoz 30

I LOVED this team. I love Kraven, and was glad to see him facing me in the semifinals. The gimmick of the team is to, first off, give Serpent Sniper because his range sucks. Kraven allows him to move forward when he does, so there’s that. Both Kraven and the Lion hide behind Serpent the whole games healing. Since the Lion can be given 1 non-free action for free every turn, he uses it to Heal Serpent and Kraven (when Kraven Pushes). Kraven and the Lion Usually spend their actions healing Serpent, so he is hard to KO. The problem with this team is PW of course. KOing the Lion quickly. Also Maps. Being 3 by 6 has never really been Optimal, and lastly the Serpent needs a Higher Att if he wants to be the best.



Rank 27, 19/25, Team 24

Kyle Blocked 300

Kyle Raynor 180

+wall green 10

+parallax 25

Despodara 55

yelow battery/ring 6

wall/nurse/bdozer 24

Should Have been a Variant to Kyle Blocked, but needed its own Ranking. Most people know this team, sicne it was seen all through the ROCs. I tried to make my best version of Kyle/Headpool/Green Battery. It’s simple if you don’t know how it works. Headpool regens with Nurse, and he also heals Kyle with Entity, making hard to KO both of them. The team is actually very effective, but just doesn’t pull through when it needs to.



Rank 28, 18/24, Team 9

Possessed zombies 300

Rhino 140

+Butcher 25

Electro 90

+Parallax 25

violet ring battery 10

Bdozer/sniper 10

This was last year’s #1 team, only lost 3 matches…now look at it, rank 26. Electro gets Sniper, and Rhino gets Bdozer. Rhino has Pen Poison on all but 2 clix (thanks to Butcher). It’s extremely difficult to KO them because of the whole Mystics/Zvirus combo. You need Kockback/Poison/PW, or some other in direct way to damage them to keep them KOed. Electro dominates with is 11-13 range (thanks to sniper/violet combo). He doesn’t need line of fire if they have a virus token on them. Which is pretty easy with the Poison Rhino runs around with. Rhino is a brute that gets better through Butcher. The downfall: So. Much. PW. Because of Ophidian/Parallax/Proselyte, and natural PWers, it’s so easy to KO Electro, then spend the rest of the game running from Rhino if need be. He has battle fury his whole dial, so the Sniper never helps him.



Rank 29/30/31, 16/26, Team 35

Stop. BLIGHT! 299

Blight 272

Book of Skulls +7Hammers 27

When I made this team I thought it was going to be unbeatable. The trick is to have both Toughness AND Invuln, so when you take damage, you decide which one you want, to you NEVER land on that KO, and always heal up a bit. But of course someone who is smart know how to PW you directly, ignoring your armor. Most teams have 2 hitters, and also there are a lot of ways to make a one man army hit twice…Tiamat, Flash, SSkrull picking Flurry, Proselyte and picking Flurry, Duo, Multiattack…so it just didn’t turn out great.



Rank 29/30/31, 16/26, Team 10

http://postimg.org/image/lqvjqzb4x/

Yellow Centurion 299

Silver Centurion 161

+Parallax 25

Despotellus 30

+Adara 25

Sentinel Sentry x3 42

Yellow Battery+ring 6

Wall 10

As some of you may know, this is close to my last Worlds team that got me 2nd place. I traded off 2 constructs and Skadi Warbot for triple stack Sentinel Sentry. So here is the thought process. I was, before, rocking the 23def for range, and 21def for melee, having Despodara’s defend and Shield. But now I just have that 21def BUUUUT the yellow spectrum makes my opponents have -2att for all situations, close or range (unless if 161pts or better). All I have is the Wall, since the spectrum won’t help Despodara or the Sentinels. He is still immune to Poison/PW/PenPsy.

Okay, now SC gets the Wall, and the Sentinels (being that there is 3 of them) can also use “the wall” via their special power. Being a Giant, they can hide behind and see over SC to place his Walls, and SC can see over Despodara to place HIS walls. So every turn I have 4 free barriers to help protect me and keep you from hitting me. The Torpedo goes out and tries to get a kill. I don’t try and hit their Big Guy (unless absolutely necessary). I just sit back, KO a lame support piece, and make you come to me. Because that’s how you win Clix now a days. Downside: 1 attacker. I mean the Stack CAN attack, but it’s not well. Also, the Stack is even EASIER to snipe off than my previous team with Skadi Warbot (he has Super Senses AND Decoy). TO it ended up only winning 21 matches and placing as Rank 15. Also, he has no way to deal with mystics until he gets to click 4-5.

I feel this was even more Optimized that last year’s version, but it has fallen so far down in the ranking it makes me sad.



Rank 29/30/31, 16/26, Team 26

Too many Bagels 298

Gluttonly 107

Big Bertha 56

Doop 95

Pandoras box full 40

It was my Gloop team before the term Gloop was created. It also had Bertha on there because she also shares that same defense power, but better, as well as Shapechange. I feel that the only way to make that Pandora’s box worth it is to live long enough to get the 7 sins. Once you do you become so team cool guy #1. This team does make it up there usually. But it falls short because they are all incredibly slow and easy to run away from. Also Bertha is a liability before the 7th sin (when they get Quintessence) and that defense power is indeed outwitable.



Rank 32, 13/29, Team 42

7 Undeadly Sins 298

Deadman 107

Resurrection Man 98

The Processor 34

+Ion 25

Pandora’s Box Full 40

I again was trying to make use of the Pandora’s Box. And this team I felt was better than the Gloop version, but it wasn’t. It was still fun to play though. The only way to beat the team is to KO the 2 undead guys, THEN KO the Professor, all in the same turn, or else they come back and you get no points. But with all the PW and Poison out there, there are easier ways to KO the Prof.



Rank 33, 12/20, Team 17

Miracle Poison 300

Mir Miracle 127

+Parralax (or ION) 25

Despotellis 30

+Adara 25

Shatterstar 73

Red Battery/Ring 10

Decoy/Bulldozer 10

This team was in top 8 of last worlds teams. This time Iion Replaced Parallax. He is better for him because of the being able to choose Will Power AND Impervious instead of either/or. It is pretty hard to KO him since he dodge with Decoy/Supersenses/Imperve/Trait. All the while him/shatterstar/despodara tries to PenPoison you to death. You’d think it’s be tough to KO…



Rank 34/35, 11/31, Team 41

Fear Sodam Yat 297, Sinestro Corps 2

Sodam Yat 250

+Parrallax 25

He could go well with almost any Battery, and almost any Entity. But I found Yellow to be perfect (Violet is close second). His Special Defense Power is so good that you are REQUIRED to hit him a minimum of 4 times to get any points and KO him. His top dial is okay (Parallax helping his AV go from 11 to 13, as he hits for 7 (4dmg +ultraheavy)). On his first stop click, he now has 20def with Imperve and Decoy, and Yellow Spectrum to help. Hypersonic with 13av and 5dmg. But the real reason I wanted Parallax is because of that special power he gets on click 6+. Enemies cannot ignore Pushing Damage. So it is hard enough to catch up to him, and bypass his defenses, you now have to wait every other turn unless you want to KO yourself via too much Pushing. But it turns out that the other teams KO him because there is no way to heal. Poison Ruins him. Outwitting his flight and keeping him barriered in, removing imperve from Orange Battery, etc.



Rank 34/35, 11/31, Team 15

GG TT, Gaurdians of The Galaxy 4 298

Yondu x2 152

Mantis x2 112

+ATA Avengers x2 4

Power Plant Full 30

2 Mantis, 2 Yondu. It’s a fun annoying little team. But all my characters are uselsess after 4 clicks, and they are all easy to damage. But if let alone, The Yondu Twins will destroy you, and with Mantis doing her freidnly MC thing, they do it more. It just wasn’t competitive enough.



Rank 36, 10/32, Team 32

Red Sun Superman Elite 298

Supsrman Tap App Elite175

+Butcher 25

Lockjaw 25

Agent 13 55

PowerPlant: Vort/Imp/FB/EB 18

The Idea was to have Agent 13 remove your defenses, while Superman Hits you for 8, then 2 more pen knockback. Hit hard, hit once, doesn’t matter who you are. Except Entities and Resources granting defenses ruin the gimmick, and though the superman hits hard, he goes down fast.



Rank 37, 10/32, Team 8

Greedy Falcon 300

Iron Pharaoh 110

+Ophidian 25

Pepper Potts 35

Weasel 27

Black Talon 60

Blind Al 13

Orange Battery+Ring 8

Wall/Sni/Decoy 22

Any who, y’no what Iron Pharaoh does. Sits back with Weasel and BA bumping him up. First turn goes like this: Battery gives IP Wall, BA hurts PP, and PP moves back into position. Second Turn: Battery gives Weasel Decoy, PP pushes onto 14defend, Weasel puts up Barrier. Third Turn, PP gets Sniper, Black Talon Mind controls (only needing a 5 because of 14defend from PP) to move the Falcon more, or to attack (Pulsewave usually) and IP does another PW. PP and Weasel alternate barrier. Now IronP is not effected too often by any Fear Emotion Spectrum, and here’s why:

He receives a +1att from being Orange/Orange. He picks +1att through ophidian. Blind Al perplexes him +1. Weasel Gives him +1, and Battery May have Perplex, and also anyone with shared keyword of IronP (now has entity) he also receives a +1att. So +5(6) is now -2 to +3. It’s one of the reason he did so well. Also he PW’s real hard too, +1 because of Weasel, and +1 because of shared keyword trait. And if he can spare another bonus from either the Battery/BA/Ophidian, he PWs for 6…twice through Black Talon. Icing on the cake: Orange Battery can remove powers if need be, situational. But with the Nerf to Iron Pharaoh, I had to re do his matches, and he just sucks now.

Variant

Had Turtle and 2 weasels. This was better than the main version before the Nerf, but made it way worse than the original after. Turtle was supposed to slow you down as you approach while the Falcon kills you.



Rank 38, 8/34, Team 3

Is it a Blue Spider? 300, Blue Lantern Corps 3

http://postimg.org/image/j02jzuv3r/

Super Spiderman 160

+Adara 25

Spiderbotmark1 x2 20

Sister Sercy 66

Blue Battery+Ring 6

Decoy/wall 16

+ATA Secret Avengers 5

Blue Lanterns ftw!!! Too bad they didn’t do as good as I’d hoped. Too much PW, PreStri, Poison. The Idea is to spend the first 2 turns putting on the Constructs and Spiderbots. He now has a Decoy roll and 2 chances to hit his Super Senses from 3-6. He also has PC from Adara, as does Sister Sercy, and the Battery (I try my best to put it there). Sister Sercy has perplex to make his 19def a 20 if need be. Now IFFFF they can get that 20def after 3 PCs, there’s only a 7.4% chance that it can bypass both his SC, and SS’s rolls. It would be a 4.9% if I instead gave him Impervious through Parallax instead, but I like the ATA so they don’t outwit his super amazing super senses, and I liked the Support from Sister Sercy. They also gets the +1 stats from being blue/blue, and has Crossbow to make her shoot even better. The team is pretty sold, DESPITE the loss record.



Rank 39, 7/35, Team 28

Absorb your Life 300

Absorbing Man 153

+Proselyte 25

Resurrection Man 92

White Battery+Ring 8

Dec/Catap/Sniper 22

To be honest, I didn’t fully create this team. It was a team I saw across the table in last years worlds. I don’t remember who was playing this, so I apologize for not giving credit. Any who, the idea is simple. You can KO Resurrection Man until Absorbing Man is KOed, and “One does not simply KO Absorbing Man.”…unless you do, apparently. At first I had this with Blue Battery, but it turns out his power got an errata: “cannot be re-rolled”. SO White is next best thing. Usually when you KO him, it’s with one hit, because he only has 5, but I usually pouch to click 2 for Willpower from Proselyte (or Super Senses when I am not pushing nor facing an Incapper). He also gets Decoy. So Shapechange/Supersenses/Defensepower = 7.4% chance he’ll actually take that damage…then do it again because of Live Click (this time he can’t have Super Senses from Proselyte; click5. Downside: Resurrection man isn’t a reliable attacker/defender/anything. He’s so random. He also doesn’t benefit from White ring, and neither of them really benefit from the White Spectrum power at all. This team also could not deal with Mystics so well. Also Poison swarms eventually take him out.



Rank 40, 6/36, Team 12

Blur Fire Storms, Justice League 2, 300

Firestorm x2 280

blue Battery/Ring/Bdoz/Nur 20

This team is the revised Double 10th Aniiversary Iron Man. Always get that roll from 4 to 6 when you have blue battery. Now let’s add a second Fire Storm to increase your odds. Well IT turns out thay ONLY beat Hammer teams,. And two of the Power Plant Teams. Anything else was either too fast to catch, hits too fast frequent and eventually gets through, or just didn’t assign themselves a Resource and they were toast.



Rank 41, 5/37, Team 39

No Hope but Fear 300, Sinestro Corps 4

Superman 200

+Parallax 25

Despodara 55

+ATA Silver Age 4

Yellow/battery/wall 16

The strategy, to me, is genius. But first you must know how his Defensive Power works. When Despodara is targeted with a Ranged attack, the opponent must roll to hit him. All PCs must me used (if they want to use it), then the decision is made that HE HIT. Now, since he was hit, Superman pops in front, and the dice is now compared to his defense (at +2)…no re rolling or anything is Allowed. SO pretty much Supes doesn’t have to activate this if he knows the dice roll will hit him.

Now this is where it is genius (to me): Superman has 21def (20defend through Despodara, and +1 to stats because yellow/yellow) then gain +2def because of his defensive power, so maxed out at 23. To top it off, you will most likely be rolling at a -2att because of yellow spectrum power. This means, if you have a 13attack, and need a 7 to his Despodara, and do, Supes pops in there, and now your attack is an 11 vs his 23…a 12 is needed. Crazy. Having a 13 (which is outstanding) you need a 12 to hit. And let’s say, after all PCs, you do roll a 12, Supes can just decide to have Despodara die instead of popping in there. Anything less than that, he can pop in there and no damage is done. He also uses the Wall to block most line of sight to him, FORCING you to target Despodara. Or you must move in to close combat, but now you are in close combat with Despotellis, which is a huge gamble, and also Supes has a 4dmg CCE.

Now let’s talk about his offensive abilities. His base attack is 11. +1 because yellow/yellow, and +1 because it’s the only stat he can pick via Parallax. ALSO his ATA gives him that third +1 when attacking his main quarry. He now has an 8 movement when charging, or a 14 movement that busts all walls down if in a straight line. This means his CCE can be used all for DMG if need be. He also gets that Fear power to make his Invincible un outwitable, and a negative perplex to help his opponents’ att.def lower. He is swinging with a 14att and 6 damage when up close against his main squeeze.

His downside: too many close combats. Too much Pulsewave. And it is hard to block line of fire on most maps. Different elevation? Can’t use defense power. You’re a giant/colossal? Can’t use it. You have improve targeting Ignore Character? Can’t use it…etc.



Rank 42, 3/19, Team 38

Entipires 300

Black Lantern Corps

Morbius 160

+Black Hand/Predator 50

Jubilee 33

+Butcher 25

Black Lantern + ring 8

Catapult/glove/sci 26

Morbius now has +1 to stats for being black/black. Also, he has mystics his whole part of being weak (starts click 5). Jubilee once again having Butcher, makes her lame 9att 1dmg into a 10att 3-8dmg. The Catapult is slightly better than Black Hand’s MC. The black battery makes them heal twice again like before. It still suffers from the same problems as last variant, but the bonus to stats make up for it a bit. The reason why it didn’t do better is one MAJOR FLAW:

The mystics+z-virius combo wasn’t secure. On click 11, Predator has a KO click, so Morbius cannot choose Mystics. SOOOO anyone can just hit him a few times, have him resurrect because of Z-Virus tokens from Mystics, then finish him off in one hit, which will bring resurrect him back onto clix 11, which he now has no Z-Virus tokens. So now he can be KOed if he doesn’t get a hit in.



Rank 43, 2/40, Team 40

Fear the Greedy Vampire Batman 299

Greed 67

Batman (Vampire) 147

+Greed Sin 8

Despodara 55

Yellow Battery/Wall/Sci

My thought was to have him use CCR and ESD with that shared 20def, and have enemy have -2att, making it SUPER hard to hit that Vampre Bats. But he has major issues. No Reducers. So poison is bad for him. No Willpower, low attack value, only heals past starting click when he KOs an enemy, and has no steal energy.



And that’s it, if you want to check my write up on what my experience was like as WORLDs, click here.

It talks about me playing in Both Qualifiers, And in Team Worlds, as well as The World Tournament itself. Warning, it is indeed a large write-up.

http://www.hcrealms.com/forum/showthread.php?t=541959