The Exclusive Yu-Gi-Oh! Game/Card Wallet project video thumbnail
Replay with sound
Play with
sound
$31,985 pledged of $80,000 goal
backers
By WizKids/NECA
$31,985 pledged of $80,000 goal
backers

Yu-Gi-Oh! HeroClix part #3 - It's Feral Imp!

Another day, another in-depth look at the upcoming Yu-Gi-Oh! HeroClix Series 1 starter set! This time we're introducing the Feral Imp.

Gameplay Overview

The Feral Imp begins the game maneuvering into position to make a close combat attack thanks to Charge, which allows the Feral Imp to move up to half its speed value before attacking. Blades/Claws/Fangs gives the Feral Imp the potential to deal as much as 6 damage with its close combat attack, since it can replace its standard damage value with the result of a single die roll!

Moving the Feral Imp into the melee allows you to capitalize on its close combat strengths as well as take greatest advantage of its Combat Reflexes, which adds +2 to its defense value against retaliatory close combat attacks by opposing figures. That 16 defense? Thanks to Combat Reflexes it's now an 18 versus close combat attacks!

Some mid- to late-dial Leap/Climb enhances the Feral Imp's mobility, as it can move without concern for opposing figures or terrain. Leap/Climb also has the added benefit of allowing the Feral Imp to make close combat attacks against opposing figures regardless of elevation! That Blue-Eyes White Dragon hiding out on the edge of a cliff, seemingly out of your reach? No problem for the Feral Imp thanks to Leap/Climb!

We also see Close Combat Expert appear on the Feral Imp's dial at this point as well. Close Combat Expert gives you the choice to modify Feral Imp's attack and/or damage values (for a total of +2 between the two values), allowing the Feral Imp to adapt to the needs of the moment and further increasing its versatility in combat.

Late-dial the Feral Imp gains a very potent close combat combination of powers. We're familiar with the effects of Blades/Claws/Fangs, but the addition of Flurry means that the Feral Imp can make not one, but two close combat attacks – each time using Blades/Claws/Fangs to do as much as 6 damage to two separate targets, or even 12 damage to one target!

At only 50 points, the Feral Imp will be a very popular addition to many teams that need an inexpensive secondary or tertiary attack piece. The addition of the “Yugi Muto” and Dark keywords gives players some additional theme team options as well.

Tomorrow we'll have another Yu-Gi-Oh! HeroClix update for you, so stay tuned!

  • Image 328968 original

Comments

Only backers can post comments. Log In