Friday, September 7, 2012

I Have No Weaknesses - Infinity Gauntlet

This is the start of a series I am calling: "I have no weaknesses!" It is attempt to see what pieces are popular or give people a hassle and figure out how to exploit their weaknesses. Every piece is vulnerable to pulse wave. Pulse wave ignores all powers being used by the target figure (with the exception of a few special powers) so damage will be dealt and the figure will be less of a threat. Instead of always saying Pulse Wave, we are going to exploit all the other weaknesses a given figure has.

You may be wondering why I won't use outwit as an option in many cases or even why I opt for Exploit Weakness over outwit. The reason being is with the prevalence of quintessence and power cosmic team abilities and the infinity gauntlet resource, outwit is not effective against these pieces. EW still deals the damage through their reducers without the need to outwit anything.

So the first piece that comes to mind in recent events is how to exploit the weaknesses of a figure using the Infinity Gauntlet. This can be tough, especially when the figure is able to spin the dial quickly and get to the +1 and +2 to all stats quickly. Here is how we can exploit the weaknesses of a gauntlet user.

The key to spinning the gauntlet is to take a non-free action every turn. This isn't possible most of the time due to having to clear action tokens every three turns.

--To help slow this down, use Incapacitate. Adding action tokens to the figure means they won't be able to take an action 2/3 turns. 
--Effective Figures: CW030 Wasp, SM010 Supergirl, CW101 Mr. Fantastic while teamed up with other Fantastic Four, AVS005 Sharpshooting Avenger, GSX027 Siryn, FFWOL005 Indigo-1 

Another way people Spin the gauntlet is by having the Masters of Evil team ability which allows them to take an action even when they have 2 tokens already. The catch is they take an unavoidable damage for doing it. However, this is alleviated by having the soul gem active on the gauntlet or choosing regeneration when they hit 2 or 3 on the gauntlet. (Colossal Stamina ability is another way of doing it)

--This can be fought in a couple ways but it is quite difficult. You can outwit the team ability if you have a figure that can do it. In modern age, we have GG032 Adam Warlock. In golden age, there is a feat that can do it and SI006b Yellowjacket. However, if they have the full gauntlet, this is not a viable strategy. Enter GG045 Thanos. They will be able to spin the gauntlet every turn but they won't be able to heal once they are up there on the gauntlet. Lastly, the only way to combat this is to swarm in and hit hard and fast. If you get lucky, you'll get the KO fast. If not, they will heal up quick using the soul gem if they have a chance. This is sadly the only reliable way to fight a figure using Colossal Stamina. 
--Effective figures: GG032 Adam Warlock, SI006b Yellowjacket, GG045 Thanos 

If they are able to get the gauntlet moving quickly and get the boost to their stats, it can be tough to compensate for the swing in advantage.

--Outsiders team ability allows you to target a figure and their combat values can't be modified (positively or negatively) until the beginning of your next turn. That means no gauntlet boost, no energy shield deflection, no combat reflexes, no perplex, no hindering terrain bonus, no duo attack decrease, no multi attack decrease, and no move and attack decrease (using the actual move and attack power). This will shut down those boosts and make it a fair fight for you. 
--Effective Figures: AN014 Beast Boy (only current modern age outsider), CR029 Nightwing, CR036 Chief, GI004 Rita Farr (giant so she can see over a figure trying to block line of fire to gauntlet wielder) 

Some teams focus on staying in the starting area and turtling or building a barrier to keep safe while spinning the gauntlet. This is called turtle and turn. There are two options for stopping this.

--The first is using the IH101s Gamma Bomb special object. Set it up 8 squares from their starting area and it will deal 3 damage to everything in an 8 square radius. This will take out the support figures or do enough damage so you can get to the gauntlet figure. The other is IHGF208 General Thunderbolt Ross. He can set up an airstrike on any square, no line of fire needed, and deal 3 damage to the square and 2 to all adjacent squares. This again gives the ability to take out support and damage the gauntlet figure. 

Lastly, there are just figures that say no to the gauntlet. These are the figures that it doesn't matter what the gauntlet figure does, you will still survive.

--Effective Figures: M10A009 Iron Man (ignores all damage dealt by a figure using the gauntlet), CA049 Maelstrom (gets stronger the more he is damaged. Not a solid counter but works), SM006 All-Star Bizarro (see Maelstrom), SM032 Project Superman (see Maelstrom), D10A015 Catwoman (within 6 squares of her, no relic or resource effect may be used)

That's about all I can think of for now. If you think of another way to stop or hinder the gauntlet user, post a comment. Also, if there is a strategy, team, or figure that you think should be featured, comment below!

Thanks for reading, see you soon!

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