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Asylum Spirit


The Lab    No Cabal    Rookie

Asylum Spirit R

Asylum Spirit R Side A

Asylum Spirit R Side B

Range: 0 Targets: 0
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boot
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skull
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Fist
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Hourglass
Hourglass
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skull
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Shield
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Hourglass
Hourglass
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skull
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Starburst
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Asylum Spirit
Spirit, Fury
Rank: Rookie
Cabal: No Cabal
Points: 25
Plot Twists: +0
Collectors #: Lab-007
Rarity: 1
Type: Monster
Status: Active
Sculptor: Jeff Grace
Painter: Chris Hart
SIDE A

Green Ghost - Move Action This monster automatically breaks away and ignores the effects of hindering terrain, monsters, portals, victims, and walls for movement purposes.
Yellow
Possession - Close Combat Action If the attack succeeds, deal no damage. The monster is possessed.

SIDE B
“Crazy talk! Crazy talk! ” sang the lunatic, arms bound in a straitjacket but legs kicking wildly as he danced across the tables. “Time for some crazy talk and there ain’t no goin’ back! Cured? Crazy can’t be cured ! That’s like sayin’ you’re gonna unkill all them folks. Ain’t gonna happen ! Swizzle my brains all you want, but I’m gonna be here forever and I’m always gonna be crazy, crazy, crazy ! ”
Errata: None
FAQ: None

Review by AddictedtoKB

*Robin…I don’t think we’re in Arkham anymore…*

In this review I’ll be babbling about an R-E-V set of figures that once again show that a piece doesn’t need a large point cost to be effective…

Asylum Spirit (R-E-V) [The Lab; #007-009]

Sculpt:
Since this is my first review I’ll let you in on a little secret: I’m a sucker for figs made of ‘clear’ plastic!
     This fig (Sculpted by Jeff Grace; Painted by Chris Hart) has a wonderful presence: Full of motion and haunting eerieness.  The spirit is moving down the hall of an abandoned asylum on a cloud of ghostly gas…or appearing through a wall/floor to surprise a trespasser…
     The Rookie and Experienced versions have similar paint application: A straight jacket with droopy sleeves and dangling restraining belts…while the Vet version is 100% ‘clear’ plastic goodness…Mmmmm!!! >

Stats:
     Rookie [25 pts.; Spirit, Fury] – 5 clicks (2 of which are hour-glass); 2 clicks with the ‘Possession’ ability; during hour-glass clicks gains ‘Ghost’ ability and movement increases from 5 to 7
     Experienced [35 pts.; Spirit, Fury] – 7 clicks (2 of which are hour-glass); 4 clicks of ‘Possession’ ability; during hour-glass clicks gains ‘Ghost’ ability and movement increases from 5 to 7
     Veteran [45 pts.; Spirit, Fury] – 5 clicks (1 of which is hour-glass); 4 clicks of ‘Possession’ ability; during hour-glass clicks gains ‘Ghost’ ability and movement increases from 5 to 7; Member of Fury Cabal*
     *Note: If your team includes The Headless Horseman, you get an extra action each turn that can only be used on a member of the Fury Cabal.

Strategies:
     If you have not taken advantage of the new ‘Possession’ ability you should be locked up!
How does Possession work and what does it do?  If your attack succeeds against an opponent’s monster, instead of dealing damage, you may opt to possess the monster.  While the monster is possessed, you may assign it a normal action as if it were your own fig (Please keep in mind that this DOES count towards your per-turn action allotment).   Whether you choose to use the possessed monster or not, at the end of your turn it is dealt 1 click of unpreventable damage and assigned 2 action tokens…nasty you say? Heck yeah!
-Unless you are using a Horseman/Fury team, I ’d opt away from the V-version.  The option to have/use the extra action on this fig is nice but you lose 2 clicks over the E-version.
-Both the R and E-versions have great defense values for their point cost.   Still, I recommend holding this fig back while a larger fig (The Fiend in example) does some damage and (hopefully) lowers defense values of the opposition.  This will also allow you time to grab a victim [Just be cautious of some ‘in-store’ Plot Twists].  Near the end game, bring out this fig and always opt to possess.  3 actions and only 2 monsters left?  Use the extra action on that monster you just possessed…
-No slashers on your team? Try possessing one …
-If by chance your fig takes some damage, use the Ghost/Hour-Glass clicks to run away and recover.
-Big monster with invulnerability giving you a headache?   Try to possess them…attack someone…they take damage that ignores invulnerability and they are stopped for another turn (given 2 action tokens)

Summary:
     Over all, the stats of the R-E-V Asylum Spirit remain high with the possession ability being a huge plus.  Combine this with a lower point cost and you have a fig that, I predict, will be showing up on many a team.
Just watch out for the Guardian Cabal!!!

Happy Hunting!!!


 

 

   
   
 
 
         


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