Havok

At 170 points, this Mutant Adventurer is a reasonably priced leader who can do decent damage from range.

Abilities
A Little Help, Guys?: When taking a turn with Havok, you may also take a turn with 1 additional hero you control. Instead of taking a turn with Havok, you may roll the 20-sided die. On a roll of 6 or higher, you may instead take a turn with any 2 Mutants you control, but those Mutants may not activate additional figures.

Plasma Bolt (Cosmic attack, Range 6, Attack 4): After attacking with Plasma Bolt, you may attack 1 additional time with Plasma Bolt against the same figure or a different figure.

Meltdown (Cosmic attack, Range 1, Attack 6): All figures adjacent to Havok are affected by Meltdown. Roll 6 attack dice once for all affected figures. Each figure rolls defense separately. After using Meltdown, place 1 wound marker on this card.

Genetic Immunity: Havok never takes wounds from typed attacks by figures named Scott Summers or Alex Summers.

Strategy
Havok's cost, species and class all make him a easy fit in a lot of armies. That said, his average Life and Defense mean he's not particularly durable, so you take a risk by making him your main leader. A better strategy is to pick a more survivable No. 1 leader, with Havok in a secondary leadership role. That way, if you lose Havok early (or if you're not rolling well for A Little Help, Guys?), your turns won't be wasted.