While the Equipment and Colossi have been all the rage out of The Mighty Thor, it seems a very power super rare is ready to make his debut into the competitive scene. I’m going to take a shot at the first Uni-Mind build, just two weeks after the set has released.



Uni-Mind is a really incredible piece in that he sort of has a pick-a-power, but not really. Unlike the competitive James Dean that is Jakeem Thunder (I’m not sure how many of you know who James Dean is), Uni-Mind has a very different way of picking his singular power that also has a very neat effect that plays out through the game.

It’s not like Uni-Mind hasn’t been talked about; believe me he has. I just haven’t actually seen any team builds for him yet, so I figured I would try my hand at being first with a rather competitive build. One thing you need to understand about me is that for competitive stuff from scratch, this certainly isn’t going to be something you play once and run it at your next ROC or WKO. I’m still somewhat of a newbie on the competitive scene so my track record isn’t phenomenal. This is meant to help you think about the piece in a different way and for those that are looking to play Uni-Mind in competitive, perhaps giving you a starting point. Of course, I would love pointers from anyone with a track record!

Anyway, UM has 3 different point values, just like our last Team Build focus, but only two of those are playable in competitive. He comes in at 370, 275, and 150, however, his trait adds to his point cost. Of those three values, only 150 is truly competitive. While his 275 line could have some potential as a legitimate one-man army, it’s just so unlikely to see a singular piece have a shot without support. Based on that, I’m only covering his 150 point line today.

5 Clicks is an awfully short dial for 150 points, but UM’s stats are pretty great for that span. There’s a ton going on here, so let’s break him down one piece at a time.

The first thing we notice (or perhaps you didn’t notice thanks to the wall of text) is his improved targeting. UM is a Stealth Buster and can always make ranged attacks which is good news since his range is 10 with two bolts. That makes him a very effective sniper.

Now, about that wall of text:

FORGED IN BLUE FLAME: During force construction, you may include a number of different characters in your sideline with the Eternal keyword, adding 5 points to Uni-Mind’s point cost for each. If it starts at 150 points, you may include up to 3. If it starts at 275 points, you may include up to 5. If it starts at 370 points, you may include any number. The included characters must be used at their highest point value and be turned to their starting click. At the beginning of each turn and whenever Uni-Mind takes damage, you may choose one standard power a chosen character can use. Uni-Mind can use that power until it chooses again. When Uni-Mind would be KO’d, instead replace it with all the chosen characters on their last non-KO clicks, placing them within 4 squares of it. Those characters can’t be healed this game. Protected: Pulse Wave.

That’s a big trait. There are two parts to this beast, so let’s start with the initial piece. Basically, at 150 points, UM can tack on 3 Eternals (which the only Modern Eternals are from The Mighty Thor) and every turn, or when his dial is turned, he can pick a standard power one of them can use and he can use that power until he picks again.

The second portion of this trait says that if UM would be KO’d, he instead is replaced with the Eternals you sidelined on their last click up to 4 squares away from where he was last, and they can’t be healed for the game. This means that no matter what happens, UM CANNOT be KO’d in a single hit. There’s no way to score his 150 (or 155, 160, or 165) points from a single engagement as you have to KO the Eternals he spawns in order to actually claim victory points.

The last portion of this trait that matters are the three words at the very end: Protected: Pulse Wave. WizKids came forward with a ruling that because the power he picks is part of this trait which has protection from Pulse Wave, the power is included as part of that protection. That means if he picks something like Probability Control or Invincible, he can use that power during Pulse Wave, making him a much stronger contender than he seems, even with that 5-click dial.

Okay, let’s move on to his second trait (You mean all that was just for the first trait? Geez…)

CHANNEL VAST RESERVES OF COSMIC ENEMY: FREE: Until your next turn, Uni-Mind can’t use the Power Cosmic team ability, but can use Perplex and Willpower. When it uses Perplex, it may modify a combat value by +2 or -2 instead. This turn, it may use Perplex an additional time for every two characters with the Eternal keyword in your Sideline that it can choose powers from.

We’ve see a version of this trait on all the Eternals in this set, but UM kicks it up a notch. He gets to use his special version of Perplex that grants a buff/debuff of 2 an additional time for every two Eternals you have sidelined. At 150, he can only Sideline three Eternals, which means he can use his special Perplex twice a turn. So now we’re looking at a piece that can really crank up his stats. With this trait alone, UM can do the following:

-Up his attack and damage to 13 and 6 for a huge alpha strike.

-Up his defense and range to 20 and 12 for a borderline impossible-to-hit sniper.

-Up his movement and attack, picking Hypersonic speed for an almost guaranteed hit anywhere on the map.

It gets even better, too. Nowhere in his trait does it say that UM has to target himself with Perplex, meaning he can either buff friendly characters or completely negate an opposing character or two, bringing their attacks to single digits, their damage to virtually nothing, or defense into papier-mâché. While he does give up his Power Cosmic making him susceptible to Outwit, if you play your cards right, there won’t be anything left to threaten you.

Last up on his card is his Special Defense Power, which is just on his last click:

PERFECT MOLECULAR CONTROL: STOP. Impervious. Regeneration.

Not only do you get a 150 point piece that you literally can’t KO with a single hit and score his points, but you have to go through a STOP click, too… WITH IMPERVIOUS AND REGENERATION. Seriously, does this guy stop bringing the pain? This is incredible! I mean, at least that defense is low on his STOP click, right? Oh wait, it’s an 18, meaning it’s still above average. As long as you aren’t hit onto this click with two tokens, you’re pretty much guaranteed to edge out another turn before he separates.

Before jumping into the analysis of the figure, let’s talk about his short dial first. Up top, he’s not packing anything amazing as Psychic Blast and Close Combat Expert are a little conflicting, but it does give him options to deal big damage with any attack. The lack of Charge/Running Shot hurts, but we can get those from our Eternals. Mind Control is interesting as the power got a pretty substantial buff, and he has killer range to use it from. Moving into his second phase, we get two clicks of Running Shot with Pulse Wave and Outwit. This is money. With his insane Perplex, you can pretty much obliterate anything you want if you’re knocked to these clicks (or Regen up to them). His last click gives him Hypersonic, Steal Energy, Impervious, and Outwit, so he’s pretty much a huge threat on every one of his 5 clicks.

Normally, I would do a Positive vs. Negative analysis of a figure, but I’m going to skip that today because frankly, the only downside to Uni-Mind is that he only has 5 clicks, but even that is offset by his STOP + split trait. Instead, I want to jump right into the build because there is an awful lot going on here.

As for the build, this is competitive, which means 300 points, Modern, and everything that would normally be legal is fair game. This also means that cost isn’t really an issue and you’re going to see at least one item on this team that’s going to be expensive as of this writing. Let’s jump in!

300 Point Modern Competitive Uni-Mind Build

I think this is legitimately the biggest team I’ve ever made. There are seriously a stupid amount of things that are listed, but I guarantee you that there’s a reason behind each portion.

There’s no reason to not include three Eternals for the Forged in Blue Flame trait. For 5 points, you get the benefit of at least 4 powers to add to your ‘pool’. It was a really tough decision on which Eternals I picked, as you really can’t just pick who you want based on their top click; you really need to look at the top and the back of the dial to see what you get when Uni-Mind separates. Here’s my logic on each:

Thena: Grants Running Shot and Invincible. Absolutely the strongest picks for our dial. On the back end, she has Phasing to help her escape, gives action tokens on a hit, and has a respectable 10 attack and 3 damage.

Makkari: Grants Hypersonic, Precision Strike, Super Senses, and Probability Control. Nothing gives us as many GOOD options as Makkari. Unfortunately the back of his dial is pretty bad. He does have Phasing to escape and a 10 attack, but he also has a useless Support power.

Sersi: Stealth, TK, Barrier, and Shape Change. This is a much more safe pick to help us survive. On her last click, we get Phasing to escape, 10 attack with Precision Strike, 3 damage with Outwit (!), and most importantly, her free Barrier trait that lets her place two squares within 10 spaces that don’t need to be adjacent.

Ikiris almost edged out Makkari for his Charge, but realistically we don’t need the Charge, and Makkari grants us more for our dial. Keep in mind that each of these Eternals has their own version of Channel Cosmic Energy, so they can also Perplex by +/-2 making them legitimate threats.

Next up, we have Surtur, and there’s a very good reason he was picked over other retaliators. While Carnage would probably be a better option to get pogs out there to tie-up the opponents so UM can take pot shots all day, Surtur has his amazing retaliation power that basically auto-kills anything he touches. Remember that Surtur doesn’t deal a set amount of damage; he can be Perplexed up. And what does UM do better than almost anyone? Perplex. This big red guy ensures that if the opposing team does touch UM (which won’t KO him), or any of our support pieces, we can all but guarantee a retaliation for up to 6 damage. With UM’s 10 range, there’s nowhere Surtur will be that we can’t see him to get that Perplex.

Wiz Kid seemed like a great option because of the new boost to Outwit. In some matches, you’re really not going to want to lose your Power Cosmic and give up your gimmick. In those situations, Wiz Kid will be ideal as he’ll grant UM a 12 attack, 5 damage, and 11 range. Even against teams that don’t have Outwit, you’re now maxing your stats on attack and damage and pushing that range. He’s also a great body blocker for doorways and can trigger the retaliation on Surtur since he’ll be an easy target.

I knew I wanted TK on the team to help us even more with mobility, so I opted for Mercury; the cheapest in the game. TK will help us get into position (into the ring), move to our items (see the next paragraph), and help us to summon more threats. TK is a must for this build, and points are tight.

The new items are the wild west of competitive, and I wanted to go hog-wild here. You get two options for Uni in this build, based on what you’re facing off against. If you’re looking at a team with a Nick Fury or a Green Arrow, then the mirror is what you want. Granting UM Shape Change, but on a result of 3-6 is incredible, and will make it that much harder to take him down or actually even score a hit. If you want to be more aggressive, Mjolnir is your pick. This will give UM his 10 range to hit with his Close Combat Expert, meaning he doesn’t need to use his Perplex and give up Power Cosmic, and it also allows him to bypass ES/D. If the opponent manages to actually get next to you, the hammer of Thor will give you a +1 to attack and damage, and next to Wiz Kid, you’re already getting that Perplex without giving up Power Cosmic… again. Mercury will be your guy to make sure you get your item before your opponent can rush to it and equip it themselves.

The last portion of the build on the map is the Boxing Ring, and it seems like a brutal addition. With a 20 defense most of the time, UM sitting in this thing is insanely difficult to deal with, as attackers will suffer essentially a -4 to hit (-2 to attack for targeting in the boxing ring, and +2 to UM’s defense from his Perplex). You can also use the ring to ‘delete’ blocking terrain so you have clear lines of fire to everywhere. It also does a great job of protecting our support pieces, forcing the opposition to get in our faces to take them out, and makes the split Eternals that much stronger and harder to KO. As for the penalty to firing from the ring, Wiz Kid helps us a little bit, but the Perplex from UM will completely negate it. The cost to benefit is just huge.

Finally, let’s talk about the resource. I’m sure everyone knows what the teleporter does, so I’m not going to get into it here. If you don’t, simply click the link on it in the team build and read for yourself. Basically, the teleporter is a way for us to cheat even more powers or stats into UM, and makes him an even bigger god. Like the Eternals, we can’t just pick good ID summons for UM to bring into the game. Instead, we need to look at the inspirations as well as they’ll greatly benefit us and we don’t really want a dud spot.

Regarding the use of ID’s, not only did they get a huge buff in that you can summon them anytime during the turn and regardless if you have an action token, but the massive Perplexing that UM can do works wonders for the people he can summon. Screw Goblin King and Jakeem taking Enhancement; UM will do everything himself and buff everything into oblivion.

Spider-Man ID – Super Senses. This is very good for us as it gives us another way to dodge attacks. Cosmic Spider-Man and Superior Spider-Man are two of the best ID summons in the game. EDIT: I forgot that you’re limited to 3 pieces per character on your force, so we’d have to leave off one of the Spiders, and the change to Super Strength hurts Superior more than the nerf to breaking walls for Cosmic.

Level 7 ID – +1 attack for ranged attacks. This will help us mitigate firing out of the boxing ring, and will dodge around Outwit teams since we won’t need to lose Power Cosmic. I really don’t need to explain Nick Fury as he is 100% the best ID summon.

Batman ID – Barrier, Smoke Cloud, and Stealth. This will help us defensively and grants three different options that will make it even harder to deal with us. KC Batman is a huge power-pick now with his 13 attack Precision Strike and 4 damage Outwit, along with Running Shot.

Green Arrow ID – +2 attack for ranged attacks. Again, this will negate the ring or let us keep Power Cosmic. Green Arrow is right under Nick as a silver bullet and is a huge ID summon.

Firestorm ID – +1 to attack and damage for ranged attacks. More versatile than the others as you get two buffs rather than one. Firestorm is a great option as he can melt away any of the fantastic new pieces of equipment from Thor, or a possessor.

Nightwing ID – Honestly, the inspiration doesn’t help us, but it’s okay in this one case. Nightwing is 100% necessary as he brings Tony Zucco, the best healer in the game. Also provides Perplex and can deal potentially the most damage thanks to the double +2 Perplex from UM and Flurry.

This team certainly isn’t the best, and it’s probably not going to win you an ROC or WKO. I happen to think it’s pretty strong, but I’m sure it requires a lot of tuning to really make it shine. Are Wiz Kid and Surtur the best use of 50 points, or would Fitz work out better as a TK piece over Mercury + Wiz Kid? There’s so many options that you have available. Heck, maybe a 30 point Joker is better than Wiz Kid and the mirror to act as a tie-up piece. It’s up to you!

What are your thoughts on this team build? Do you think I made the right choices on my pieces or is there something else you would play over the support I included? Let me know in the comments section as I would love to see what you come up with.

If you’re interested in more articles, remember that I post every Tuesday on my own blog at ClixFix.wordpress.com! I’ll see you all next week and remember; the real fun begins when you’re Two Clicks From KO!