Building with Wildcards

As a longtime HeroClix player, I’ve already found a few favorite team abilities (see my post about Mystics here), but I also enjoy passing around such abilities to characters who wouldn’t necessarily have it. Thus, the Wildcard team abilities–any one of the six symbols below means that the piece can share many different team abilities.

Why Wildcards Are Awesome

Wildcards sharing abilities can become game-changing very quickly. For instance, 77-point Spider-Girl can borrow the Mystics team ability from Jason Blood and start damaging her attackers every time they hurt her, too. Borrowing an Avenger’s free move ability increases team mobility if you’ve got a lot of Wildcards to move around, and passing around better attack values courtesy of Bat-Enemy team can make even your second-string Wildcards good for something!

In essence, Wildcards can help round out your team–if you have a lot of ranged S.H.I.E.L.D. pieces, for instance, and you need a little close-combat to help them out, you can easily include a wildcard close-combat piece like Timber Wolf or Iron Fist to give you another person to help you kick up range or damage without being as squishy as your range pieces.

Some Caveats to Remember

  • When selecting team abilities, choose one aggressive or movement TA and one defensive–such as Bat-Enemy and Danger Girl, Avengers and Mystics, or Ultimates and Bat-Ally. That way, you can wildcard to the aggressive TA during your turn, and then wildcard to the defensive one when it’s your opponent’s turn.
  • Choose your team-ability-bearing pieces wisely–make sure they can defend themselves if your opponent tries to attack them first. POGs with TAs are notoriously fragile and shouldn’t be relied on as the sole source of a TA.

Some Aggressive Team Abilities

  • Ultimates, Superman-Ally, Avengers Initiative
  • Ultimate X-Men, 2000 AD
  • Batman-Enemy, Sinister Syndicate
  • S.H.I.E.L.D.
  • HYDRA, Police, Morlocks
  • Masters of Evil
  • Injustice League

Some Defensive Team Abilities

  • Mystics, Arachnos, CrossGen
  • Batman-Ally, Kabuki
  • Defenders, Justice Society of America, Alternate Team Ability Fantastic Four
  • Teen Titans, X-Men
  • Hypertime, Kingdom Come

Some Movement Team Abilities

  • Green Lantern Corps
  • Avengers, Justice League of America, Brotherhood of Mutants, Top Cow
  • Serpent Society

Team Abilities That Aren’t Worth It For Wildcards:

  • Crime Syndicate (easier just to use a Wildcard with Prob naturally on the dial)
  • Superman-Enemy (hard to set up, easy to destroy)
  • Crusades (very situational and doesn’t come up often enough.)
  • Guardians of the Globe (again, very situational.)
  • Suicide Squad (ideally, your Wildcards shouldn’t be dying…easier to use X-Team or Teen Titans for healing)
  • Regular Fantastic Four (doesn’t work when a wildcard dies)

Watch Out for Uncopyable Team Abilities!

TAs like Power Cosmic, Quintessence, and Outsiders can’t be copied by Wildcards–check the Player’s Guide list of Team Abilities before you build a wildcard team, just to make sure your selected team is actually legal!

Try Out Your Own Combos!

The Wildcard team building strategy is all about customization–trying all sorts of Wildcard characters and combos of TAs until you find what you like. Start off by adding a few different Wildcards to your favorite team, and see what happens!

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