The Freedom Six!
Base Legacy [32 hp; Galvanize - Until the start of your next turn, increase the damage dealt by hero targets by 1.]
Greatest Legacy [30 hp; Gung-Ho - 1 Hero regains 1 HP and may use a power now.]
Young Legacy [30 hp; Atomic Glare - Legacy deals 1 target 3 energy damage.]
Almost everyone loves having Legacy in a party. Galvanize is an oft-pursued buff that any damage-dealing hero loves, with few exceptions (Nightmist, normally, is the only one to object). As such, giving up that buff is a tough call and many would look at default Legacy as being the most powerful. However, Galvanize isn’t the most “exciting” power, so if you’re looking for a more active play of Legacy’s deck, his variants offer great variety.
However, don’t overlook Greatest’s “Gung-Ho”. His innate healing can really help out low hit point heroes with survivability while allowing them to use a power for free. Argent Adept and Omnitron X can really use that hp boost while aiding the rest of the party in getting set up. Glass cannon heroes like Ra or Chrono-Ranger appreciate the extra chance to deal some damage as well as the hp. Gung-Ho also has great interaction with The Scholar, particularly when he’s in Energy Form! Further, used in conjunction with the deck’s tanking cards (Lead From the Front, Fortitude, etc.) and Motivational Charge, Greatest Legacy can serve as a better tank than his base set counterpart!
Young Legacy definitely changes how a player plays the Legacy Deck, as Atomic Glare is currently the highest-damage base power in the entire game. Surge of Strength becomes a much more optimal play, to say nothing of Legacy’s numerous damaging one-shot cards. With the Legacy Ring and Surge of Strength out, Young Legacy can really lay out the damage with Atomic Glare and Motivational Charge!
Recommendations? Play Greatest Legacy to facilitate quick set-up or to keep glass cannon heroes alive. Play default Legacy when there’s damage reduction to worry about or if your compatriots deal lots of 1 point damage pings. Play Young Legacy when you’re lacking a true damage dealer, but still need a tank in the party. All three are great options.
Tachyon [27 hp; Rapid Recon - Look at the top card of your Hero Deck. You may discard that card]
Team Leader Tachyon [28 hp; Team Leader - Each player draws 1 card.]
The Super-Scientific Tachyon [26 hp; Experiment - Reveal the bottom two cards of a deck. If they share a keyword, put them into play. If not, discard them.
Tachyon’s base power is great, even if it seems lackluster. Tossing burst cards into her trash really fuels cards like Sonic Vortex and Lightspeed Barrage. However, in reality? Tachyon has so many cards that allow her to play multiple cards (Fleet of Foot, Lightning Reflexes, HUD Goggles, Pushing the Limits) that her Team Leader variant can easily keep pace with her base version while providing her entire group with tons of hand options. All that, with a hit point increase? This is an easy choice.
The Super-Scientific variant, however, adds a new wrinkle. While at slightly lesser hit points, SST can really speed past base Tachyon in terms of putting burst cards into the trash or help a setup-heavy hero get cards into play. SST pairs phenomenally with The Sentinels, whose entire deck is almost totally one-shots! However, this can be a double-edged sword: sometimes, you may end up playing cards that you don't want in play--End of Days, anyone?! Used judiciously, SST adds a neat wrinkle to an awesome character.
Recommendations? Play Team Leader Tachyon. She’s superior in almost every facet of the game. If you're looking for something new or have heroes that need accellerated set-up, try SST.
Bunker [28 hp; Initialize - Draw a card.]
Bunker Engine of War [27 hp; Locomotion - Discard a Mode card. If you do, you may destroy an Ongoing card.]
GI Bunker [27 hp; Panzer-Buster - Select a target. Damage dealt to that target is irreducible until the start of your turn.]
Termi-Nation Bunker [26 hp; Modulize - Destroy one of your Ongoing or Equipment cards. If you do, Draw 1 card, Play 1 card, and use a power in any order.]
Bunker’s base power is useful to fuel his Gatling Gun or OmniCannon, but I find that I rarely end up using it after I have either a Grenade Launcher or Flak Cannon ready to go. This problem is exacerbated by a well-played Ammo Drop, which provides tons of cards with little effort.
Bunker EOW’s power covers a huge gap in Bunker’s deck, providing him 9 cards that can destroy ongoings. However, against villains that don’t have ongoings, this power’s useless. As such, playing EOW against The Chairman or The Ennead is a poor choice. But, against ongoing-heavy villains like Kismet, Miss Information, or Citizen Dawn? EOW Bunker can really become a powerhouse, doubly so when you consider that Locomotion can be used while in Turret Mode.
GI Bunker runs into the same issue as EOW, in that his base power is very situational. Against villains with damage reduction like Apostate, Spite, or Akash-Bhuta, he can provide great utility. Against villains with no DR, Panzer-Buster is useless.
Termi-Nation Bunker marks Bunker's 4th variant and really offers some distinct power. Despite the slight loss of hit points, the ability to get set up and to start churning out equipment--especially when your opening hand is full of Mode cards--really provides an interesting alternative.
Recommendations? Know your opponent. I generally default to Bunker EOW unless I know that the villain has no ongoings. If I'm in for a quick, no holds barred battle that can't waste time on set-up, I'll go for Termi-Nation Bunker. If I know I’m in for a high damage reduction villain, I’ll go for GI Bunker. Base Bunker is a reasonable generalist, but his base power is just too weak in comparison to his other deck options and the strength of his variant counterparts.
The Wraith [26 hp; Stealth - Reduce the next damage that would be dealt to The Wraith by 2.]
Rook City Wraith [27 hp; Sleuth - Reveal the top card of the Environment Deck. Discard it or play it.]
Wraith, The Price of Freedom [25 hp; Last Stand - The Wraith deals up to 2 targets 1 melee damage each.]
Base Wraith’s power suffers the same fate as Bunker’s in that it quickly becomes outpaced by her other deck options, particularly Infrared Eyepiece, Throwing Knives, and Razor Ordinance. However, in conjunction with Utility Belt, Stealth really helps Wraith’s biggest weakness: her survivability.
I can’t imagine ever using Rook City Wraith. There are so few beneficial Environment cards in comparison to the number of harmful or double-edged ones that playing additional Environment cards is rarely a good idea. I can see good combinations when facing down Akash-Bhuta or when another character scrys the Environment deck, but overall there’s just no comparison.
The same goes for Price of Freedom Wraith. While her ability to deal damage from the very start is a help, the loss of hit points on a low hit point character makes PoF Wraith a target from the start, and Throwing Knives are more effective than Last Stand under almost every circumstance, especially when linked to a MicroTargeting Computer.
Recommendations? Base Wraith is likely the strongest, with Rook City Wraith being useful when facing Akash-Bhuta. Price of Freedom Wraith is a weak sister.
Absolute Zero [29 hp; Thermodynamics - Absolute Zero deals himself 1 fire damage or 1 cold damage.]
Absolute Zero, Elemental Wrath [27 hp; Elemental Wrath - Absolute Zero deals 1 non-Hero target 2 cold damage.]
Termi-Nation Absolute Zero [25 hp; Violent Shivers - Until the end of your next turn, increase all damage dealt by and to Absolute Zero by 2.]
The biggest difference between these two variants comes down to play style. Base Absolute Zero can heal himself with a single card play (Null-Point Calibration Unit). Elemental Wrath cannot. Elemental Wrath can significant damage from the very start of the game, while his base compatriot requires set-up time or assistance from support heroes.
Likely, if you’re playing as Elemental Wrath AZ, your play order will change significantly. Focused Apertures become a higher priority play, as it’s a straight damage increase for your base power. Module cards become luxuries, as opposed to mandatory equipment. Further, AZ’s numerous ongoings (Impale, Cold Snap, SubZero Atmosphere) become much more desirable, as you’re not as worried about your constant yo-yoing hit points.
Termi-Nation Absolute Zero exacerbates base AZ's yo-yo hit point status to incredible statuses. While it can make him a damage-dealing powerhouse with his one shots, it also can also make him particularly vulnerable to cheap hit that might take him out. It also pushes a much higher emphasis on his one-shots, rather than using Thermal Shockwave or even Coolant Blast. Just know what you're getting into with this one!
Recommendations? I find that I prefer Elemental Wrath Absolute Zero, particularly in short or medium length games. His ability to deal damage right out of the gate makes him a much more potent force on the battlefield and much less reliant on aid from others in terms of set-up. However, in a longer game (against a high-hit point villain like Akash-Bhuta or a villain with significant damage mitigation or DR), base Absolute Zero’s healing and survivability become much more vital. Also, in a game with multiple support heroes like Omnitron-X and Argent Adept, base AZ becomes more appealing. Save Termi-Nation AZ for when you have some games with AZ under your belt and really want to push his damage-dealing potential.
Unity [26 hp; Bot Hack - Destroy 1 Equipment Card. If you do, put a mechanical Golem from your hand into play.
Golem Unity [25 hp; Golem-Spawn - Unity deals herself 4 Energy damage. Put a mechanical golem from your hand into play.]
Termi-Nation Unity [27 hp; Reconfigure - Shuffle a Mechanical Golem from play into your deck. Move a Mechanical Golem from your Trash into play. You may draw a card.]
Unity has a tendency to be very polarizing in my play experience. With a good flop, she’s able to unleash a horde of golems, utterly swarming her foes and dominating the battlefield. With a poor draw, she struggles to draw cards and often ends up with a hand full of bots that can’t be played or equipment which has little effect on its own. Luckily, Unity’s card draw is generally pretty high and she can usually at least contribute while she tries to mine the deck for golems.
Enter Golem Unity. No longer reliant on equipment to play golems, her ability to throw down golems becomes a game of Russian roulette, as you gamble with hit points. However, with a proper team around her—Tempest, Argent Adept, or a Motivational Charge-ing Legacy come to mind immediately—this weakness is mitigated, providing a way to throw down golems much faster than her base counterpart. Golem Unity also has the added benefit of being able to reap the benefit of certain equipment longer than her base counterpart: Volatile Parts becomes a useful damage-dealing contingency, Supply Crate can be left in play for the additional card draw, and Scrap Metal can reclaim damaged bots.
Termi-Nation Unity provides an interesting conundrum. Need a Bee Bot? Destroy a Cryo Bot to pull one out of your Trash. Need some damage immediately? Destroy Champion Bot to pull out a Raptor or Platform Bot. Plus, Termi-Nation Unity's added card draw aids her in getting out golems and equipment faster, which she always needs.
Recommendations? I tend to stick to default Unity, though with a heavy-healing party, Termi-Nation or Golem Unity’s quicker set-up can both her to dominance more quickly. Just be sure that you have the others on board!