Top Ten: LEADERSHIP

Posted on November 5, 2012

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I had another Top Ten idea I was preparing for this week, but it occurred to me that with America voting in the next leaders of the free world tomorrow, Heroclixin’ ought to list the Top Ten best Leadership pieces in the game.

What qualifies one to be a great leader?

  • The right point cost. It can’t be too low, because you want to be able to remove tokens from cheaper teammates upon successful rolls. But a leader too costly could crowd out the build total, leaving you with no other characters to use the extra actions granted by Leadership.
  • The ability to stay adjacent to allies with minimal effort. Your leader needs to always be in position to remove tokens from less-costly allies with the 5-6 roll. That means being a taxi or being taxiable.
  • Using that adjacency for something other than Leadership. It only works a third of the time, so the Leader really ought to have something else to benefit — or benefit from — adjacent allies.
  • Starting Leadership. Pushing to get to the power is useless. But…
  • No more attractive power on click #2. Nightwing (Crisis 029) is a prime negative example: though he begins with Leadership, unless a player is either using one of the feats associated with it (Inspiring Command, Contingency Plan) or married to leveraging his top-dial Incapacitate, Nightwing’s nearly always going to get pushed to click #2 for his Perplex. A better leader will not require feats and will get some actual mileage from the power.
  • Finally, the leader should have followers to benefit from the Leadership. Does she have any teammates that are a natural fit for her style (via team abilities, keywords or whatever)? This is taken into account.

 

 

 

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OK. Those are the ground rules. Starting tomorrow, see what Heroclixin’ voted as the 10th, 9th and maybe 8th best Leadership figures in the game!

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