POLTERGEISTNow there's the guy you wanted for your collection but ...stood only in your collection. It's time to HAUNT the battlefield with this Monster.
We are not going to talk about how he's not a Cabal member or doesn't have Possession.
First of for the high cost of 110 points you get 1 extra Plot Twist which is always handy.
On to the stats we have one of the highest Movement Speed
10 if not the highest in HorrorClix adding
GHOST to the equation means a lot of unexpected horror.
You HAVE TO take advantage with
CHAIN WHIP (AREA) to successfully haunt the battlefield and you do that, just like the Gremlin, go in and out.
You know that when ever you are fighting someone not all Monsters have Stamina or lose it at some point in the battle thats when POLTERGEIST shines, I wish I could say more but sadly he remains with a
1 Damage on all his clicks upgrading to
2 Damage with the Range Attack
OBJECT TOSS (RANDOMFIRE) but you have to modify POLTERGEIST's attack -2 and that's after you take at least 2 Damage for the Power to appear.
So with no much Attack Power to go on,
CHAIN WHIP (AREA) is your best and most solid Power. HorrorClix is not only about technique and if the Dice Gods weather they Favor your or not. It's also about Mind Games, like when you make your Chosen Victim one close to your opponent forcing him to use and deplete his Plot Twists, POLTERGEIST also causes disturbances and can really annoy your opponent.
DO NOT make him Blooded you could be risking getting some points of Damage with Plot Twists and you want to keep POLTERGEIST fresh in your Green Starting line and you can kill some Monsters without taking any damage. Go for the Monsters that will suffer
CHAIN WHIP (AREA) but ONLY when they are Vulnerable and even more so a RECENTLY Vulnerable Monster so he can't attack you on the next turn, DO NOT RISK taking ANY damage. Move in next to your opposing Monster making sure that no one will Frenzy in on you,
GHOST takes care of that since you can place POLTERGEIST in the most convenient place with that
10; at the beginning of your turn deal that
CHAIN WHIP (AREA) choose your Victim and disappear far away in a safe place on your Hunting Phase. Alternate that with a
Attack with that decent
4 of Range and disappear again, do that only if your opponent is catching up to your technique but it will be unavoidable for your opponent get himself Vulnerable in the heat of the battle, be an opportunist and annoyingly haunt your way to victory.
IN HIDING (INVISIBLE) will help a lot on keeping that Green starting line, don't get too hungry with him or it'll be your demise.