Top Ten best (and 5 worst) relics [intro]

Posted on December 2, 2013


It’s the holiday season, when many are out trying to obtain stuff. So it’s a good time to look at a HeroClix mechanic revolving around trying to obtain stuff: RELICS.


Relics. They’re a weird thing in HeroClix. They cost extra points on the force but seem riddled with drawbacks:

  • Limited to just one per force.
  • No guarantee of use.
  • Mean one less object for the Super Strong and the Telekinetics.

But on the other hand, it’s not all bad news where relics are concerned:

  • Indestructible hindering terrain for the Stealthy.
  • Some neat game effects.

Is it worth losing one of the three objects? Naturally, this matters more for Super Strength teams than others. But it’s also an issue for other teams because running a relic means they MUST run one light and one heavy object. So is the relic worth the risk of a SStrong foe getting more weapons?

 Whether a Relic works with a Resource will NOT be considered. Many of them change drastically in how they are acquired and how they function and, in any case, are simply a subset of their Resources instead. [In fact, Heroclixin’ goes on record as decrying Resources for essentially making Relics completely pointless. Don’t know why WizKids even continues making Relics, really.]

This week, Heroclixin’ looks at the top ten relics in the game — the ones giving the best bang for the most figures for the best price and ease of use…and five of the very worst.

Here’s an HONORABLE MENTION to start it off:

Batman Cowl [No Man’s Land]
A 5-point, 50% shot at getting Batman Ally TA and extra-sneakfulness for existing Batman teamsters is best saved for Bat-teams, which can use it even on failed rolls as an extra patch of hindering terrain. Other figures, while they’d surely welcome the Stealth, won’t get as much bonus mileage from it, pass or fail.


Tune in tomorrow for the beginning of the list in earnest!