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001 Robin - 8.5
002 Kid Flash - 9.5
003 Wonder Girl - 8
004 Aqualad - 6
005 Speedy - 8 (11)
006 Shimmer - 6
007 Jericho - 6
008 Mercury - 8
009 Gold - 8.5
010 Liberty Belle - 9
011 Klarion - 8
012 Supernova - 6.5
013 Robin - 9
014 Batgirl - 9
015 Iron - 7.5
016 Ace - 6.5
017 Red Hood - 7.5
018 Red Arrow - 8.5
019 Batwoman - 4
020 Dr. Sivana - 6
021 Rip Hunter - 8
022 Dawnstar - 8
023 Green Lantern - 8.5
024 Karate Kid - 8.5
025 Jack and Ten - 4
026 Green Arrow - 8
027 Trickster and Pied Piper - 3
028 Deathstroke - 7
029 Nightwing - 8.5
030 Blue Beetle - 8
031 Mammoth - 4
032 Hawk & Dove - 7.5
033 Psimon - 6
034 Lead and Tin - 6.5
035 Uncle Sam - 8
036 The Chief - 8.5
037 Kyle Rayner - 8
038 Wonder Girl - 8
039 Harbinger - 6
040 Forerunner - 5
041 Mary Marvel - 6
042 Mordru - 7
043 Monarch - 4
044 Accomplished Perfect Physician - 9
045 Trigon - 8.5
046 Star Sapphire - 5
047 Tempest - 6.5
048 Darkseid - 8.5
049 Will Magnus & Platinum - 8
050 Capt. Marvel Jr. - 9
51 King & Queen - 8
052 Psycho-Pirate - 8
053 Black Adam - 8
054 Alex Luthor - 9
055 Sinestro - 7.5
056 Supergirl - 7
057 The Flash - 10
058 Nightwing & Starfire - 8
059 The Spectre - 8
060 Monitor - 3
061 World's Finest - 7
100 Superman (Earth 2) - 9.5
105 Superman (KC) - 10
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001 Robin: Ok, so he's not omg absolutely amazing like a couple of his teammates. That said, for his points, this has every potential to be a scary little figure. Leadership for the cost is nice utility, especially with so many low cost Titans who have so many options. Hard to pin down, and those figures who can see through stealth still won't be able to hit him - also nice. Watch out for charge and TK. Even then though, if you're going to charge, DO NOT get your damage reduction outwitted, because for his 35 points, he has every potential to lay a serious retaliatory beatdown on anyone without damage reducers. He's worth his cost just as bait that can bite back, if you have a good outwitter in place to set him up.
002 Kid Flash: First, wow - his attack is the only thing holding the figure back from being broken for his cost. Hypersonic with phasing, especially on most indoor maps just makes him untouchable. Add the special power mid-dial that keeps him very solid all the way down, in case someone does work a hit in, and constant mobility, and this figure is just amazing. He'd be a good to great figure at 20 more points.
003 Wonder Girl: bonus point for a fun ability that makes a world of sense, and could really put some opponents in a bad spot. Not only incap, which, with a single target is just swapping action tokens, but also moving an opposing figure where you want them? But now they have an action token so they're stuck there? When so many Titans rely on range, line of sight or HSS, that has the potential to be gold. She also gives the somewhat fragile boys a little bit of close combat punch, which helps the team as a whole. Right about 60 points, with potential to be worth more when her special power works just right.
004 Aqualad: Aqualad's worth is heavily dependent on the map. He is, at worst, a good fig to see included. He's not a bad Titans TA heal-up if he's not on a water map, but in the water, he'll usually be worth more than his cost, even just as a board controller as your opponent avoids the water squares.
005 Speedy: Speedy is a weird one. Without his barrier/terrain killer, he's not a bad figure. He'll get his points worth in most fights, and his ranged attack bonus helps a lot. Very vulnerable to being based.
His special power is where he gets a shot in the arm in the ratings, because he's one of those rare things that will change the game, and, IMHO, for the better. Barrier-heavy turtling teams will become much rarer now, simply out of people knowing that sooner or later, they'll see teams with this guy. The strategy is simply no longer as viable. When building, you don't necessarily need to have him on your team - you get a boost from someone else bringing him to the table, thus reducing chances people will put all their eggs in the one really annoying basket.
On his own, if you're not relying on barrier/turtling to win, he's not going to devastate the scene. But when a figure can be useful to you without you needing to use him, and alters the game in a strategic sense for the better, he escapes the 1-10 scale and gets my first 11, with qualifier. On his own, against non-barrier heavy teams, he's a solid 8.
For purposes of the average, I'm giving him the 8 he should have all on his own. 11 is his value to the game. When we get to playing with these figs in floor stuff, I'm going to not even bother to prepare for barrier/turtle teams - I'm willing to bet that the threat of this fig being on other people's teams, plus the chance they'll run into a Titans or anti-barrier team first will be worth the risk, and give me more freedom to focus elsewhere.
006 Shimmer: Huh... well, I guess she's ok. She's less reliant on Mammoth to be an ok figure than he is on her. The fact that he's overcosted and needs her to be okish for his cost reflects badly on wanting to use them together. Reasonable utility barrier figure who can occasionally help out.
007 Jericho: I like possession. It has a lot of potential. Having willpower assists a little in getting into place. Having perplex makes Jericho useful while he's trying to figure out how to get to a target. That said, he's still only ok at best, but gets an 'ok', because he's useful without having to use his one trick, even if that use is far from worth his cost, but it helps when compared to the other possessor.
008 Mercury: I'm hoping that he's not the only Metal Man we get. That said, he's ridiculous for the cost as a tie up figure.
009 Gold: The Metal Men really needed someone who could take advantage of a plethora of tie up figures, and here they got it. Charge, some eventual range, 3 damage to get past the damage reducers, and most importantly for the team, a figure with the potential for an 11 attack within the theme team. In sets full of 17 and 18 defenses, and some now higher with ESD, an 11 and charge is huge, so long as Gold starts in sight of Will Magnus & Platinum. The team still lacks TK, and is filled with duos, so movement is going to be rough, but now they have some punch to go with all the support and tie up specialization, so provided you can get them into the fight before they're shot to pieces, they should be a lot of fun, which gets some extra points right there.
010 Liberty Belle: Really solid figure who's values and team ability really make her useful with other JSA'ers. Not a bad figure on her own, though I like her slightly more in 400+ point games where I don't feel as bad about holding her back a little and making her an incredible mop up figure that will be almost untouchable for her cost in dealing with injured figs, instead of trying to force her into being my team's main gun, where she loses some of her value since the TA is harder to take good advantage of.
011 Klarion: Stealthy support figure who can be okish in combat once he's hurt, and a mystic with regen at that? Awesome. A little more regen would make him truly scary, but he's not bad, and there's nowhere on his dial that isn't at least a little dangerous or useful in some way, so he'll get good utility out of his team ability.
012 Supernova: Great mobility. 2 arrow incap with running shot - this I love. The special power might occasionally come in handy for moving figs to a more vulnerable position. Perplex up front where it could really help him. Start of a nice figure.
And then he has the gamble on super senses defense on a 122 point fig. 17 defense is ok, but not great, and its only for the 1 click, and then another in the middle. Only 1 click of 10 attack, and it trails off fast? No TA AND no keywords? I think his cost got bumped up by the end of dial perplex where he's not good for much else.
He ends up being fairly average. Lot of potential that doesn't really end up fulfilled.
013 Robin: The Titans continue to basically own this set, with some help from the GLs. Robin is just a little machine. Great support options, fantastic mobility thanks to l/c+Batman TA, reasonably affordable, useful keywords, and hard to hit while you get into position, and with a push, you pick back up everything we lost from old Nightwing to the new one - dual arrow incap plus support options.
014 Batgirl: Wow, really nice set up. For only 70 points, she doesn't have to do everything, so not being able to do much past damage reduction is ok. Her rating would fall a bunch of she cost much more. But with the trend towards higher defenses as a central part of defense, and all the 9 attacks we're seeing, a natural 11 attack is huge, especially with flurry. Leap Climb/Stealth is always good, of course, so she'll be a tough one to pin. Pushing loses that 11 attack, but moves her onto shapechange and super senses at the same time. Sure the defense is lower, but she's going to be rough to hit with any consistency. And thanks to later stealth+combat reflexes, she really doesn't get much easier to hit as long as you've wounded your opponents some too by the time she gets there. Great consistency, great options, only one really glaring weakness, and even then, most bricks hitting her will put her right on exploit weakness. And if they miss, she can just leap/climb away like a good little Bat ally. For her cost, she's solid.
015 Iron: The Metal Men officially have the two best tie up pieces in the set, at least so far. And its hard to imagine it getting much better than this for the cost. Invulnerability and Shape Change has the potential to just be cruel, and he can actually hit back. Once again, great benefit from will Magnus & Platinum, as the attack is one of the two real drags on the figure, the other being the lack of mobility. But at least he's not a duo, so taxiing is possible. If you can find them a tk'er somewhere, Iron and Mercury could really let you slow the whole game down while chipping away to let Tin & Lead and Gold make their limited mobility and punch count for a lot more. They're still really hurting when it comes to potential to be outranged badly and early, and shapechange only works so often, but with a good map and a little luck, they actuall have some synergy as a team, and you can fit lots of figures in there.
016 Ace: Here's another figure who looks like you more or less get precisely what you're paying for in points. Reasonable mobility up front, super strength and a little durability. Eminently hittable, but should be really. If he draws too much attention, he'll go down fast, but then your opponent has given a lot of attention to 66 points.
017 The Red Hood: His main strength in his cost range is what he brings to the current Bat Enemies. A good attack, fairly useful down the dial, options in most spots on his dial, a reasonably useful TA to copy, some stealth, decent damage for his cost... on the other hand, when compared to a lot of the Bat Allies around his same cost, he loses out. Most of them simply have more mobility, more options, more ability synergy, etc. He's not a bad figure by any means, there's just better options for almost everything he does /except/ help Bat Enemy theme teams, where he makes for a pretty good option. He only suffers by comparison.
018 Red Arrow: Admittedly big problem with unprotected 16 defense, no stealth or anything, just has to depend on outranging figures. That gets a lot easier with the running shot and willpower though to let Red Arrow kind of pick shots. The EE turing to smoke cloud is also going to help with that just for crippling characters' ability to move to retaliate. Nice strategic option for the Titans. Picking up the additional attack later doesn't hurt. And tons of willpower to maintain the action efficiency is great.
019 Batwoman: The figure suffers some from comparison. This set has some amazingly high quality, low cost figures. Its not that she's a bad figure, its just that without being a critical element to any particular theme I care about, there's nothing to recommend her over all sorts of other choices. Very mediocre.
020 He may be gaining a point here for the sculpt, and finally seeing him included. That said, the Dr. is paying through the nose here both for the team ability, which is fo some value, but almost never its cost's worth, and for the ability to do a little of almost everything on offense. Problem is, he doesn't do any of it particularly well. The power that would have saved him for utility and giving him a chance when he gets within his range value isn't front loaded, and he'll hit much less often by the time he gets to it, if he ever does. He'll always have an option, and the healing boosts him significantly here - without it he'd rate much less. But he's still too short a dial to be very pushable, loses options and attacks as he goes, and is costing you a lot for a swiss army knife with a lot of blunt tools.
021 Rip Hunter: Wow, the new king of support. The options here are amazing. Were you not gambling 97 points on the ability to roll 5's and and 6's regularly, he'd be in the 9-10 range. As it is, he could easily be worth it if, and only if you either feel very lucky, or you have someone with strong Defend on your team to help him out, because to be at his best, he needs to be near his teammates, and his 16 defense will get hit. Since you're gambling anyway though, might as well push towards that 3rd click where he's just a beast of team-help options.
022 Dawnstar: I'd have expected higher defense and a bit higher cost, at the least. That said, her special power makes her really scary as yet another very affordable wildcard. No glaring weaknesses, well worth her cost. Just not quite what I'd have expected.
023 Green Lantern: First, let me say that I really wish we hadn't gotten the GL boxed set yet, and it came out after this, so that some of the others might have a shot at powers like Hal's defense. Its a beautiful thing, and represents the character perfectly. As long as you can stay at range, this is a great figure. Only one click of running shot is a bit unfortunate, but if you're careful, with the willpower, its all you should need to take advantage of a solid figure. Perplex is well placed here, since he doesn't desperately need it anywhere, but it can turn good numbers into great ones. Really, really be aware of opposing figures with charge though, and avoid their reach like the plague. Target opposing TK'ers early, pick off support, don't risk anyone flinging Donna Troy or the like at him.He has the range, mobility and willpower to be worth his cost, and good enough values down the dial to stay useful and retaliate, but the gold is definitely in that first click.
024 Karate Kid: The main disappointment here is his defense. CR isn't nearly as great on flying figures. The charge and CCE also doesn't help. However, he has a huge upside in the form of the Batman TA, and what he can hand to his teammates with Bat Enemy TA. Teamed with Dawnstar, 12-13 attack nicely negates all the 17-18 defenses people want to throw out. Even 19-20 is just an average roll. And with stealth, since there's a few Teen keyworded figs still with Bat TA, the flying problem with CR is not only solved, but he can't be targeted from range anyway. On his own, he's not great, but the wildcard /makes/ the figure. Get in close with perma-stealth, and hammer away for 4 damage every other turn while your opponent tries to hit a 19, or push, and almost never miss.
025 Jack and Ten: See Batwoman for more details. Seriously. Its not that they have no use. They could give some offense, they can taxi, etc., etc. But everything they can do, you can get just as well somewhere else. The defense, or rather, lack of, also really limits their utility, because whatever offense they might provide, you can't anticipate sticking around for long if it stands much chance of bothering your opponent. All they needed to graduate to 'good' was 1 click of running shot, or a bit of super senses and/or ESD - having neither, they end up disappointing.
026 Green Arrow: The attack from range option is going to win a lot of games, since so many figures now rely so much on high defense. The real danger is the defense, or lack of. Watch out for charge. Beyond that though, this figure is just plain fun, and almost always has some good options. A little risky for a third of your force to be so vulnerable early to basing, and to charging figs in general, but otherwise... wow.
027 Trickster and Pied Piper: So... for 133 points, I get my choice of either having naked 17 defense and perplex, or push to super senses to lose the perplex? To stand up to much, I need to find plenty of support for my wildcard, while they eat up half my team? Low damage and lowish attack for the point value. duo-attack or psychic blast, with both only being ok, once you use the perplex on damage? Sure, they have a bunch of perplex, but one square hit is going to knock them right past it, unless you're pushing your 133 point figure onto other only ok spots on their dial, when its not that long in the first place. At almost 20 points per click, and desperately needing TA help, they're just not worth it. Sure, there's times poison and super senses will work fine for whittling down an opponent, while getting the occasional attack in - but do you want to gamble that much on it?
028 Deathstroke: Really looks like exactly what he should be. Useful, actually gets better when surrounded, hard to pin down, very versatile, and has no useless clicks. That said, for his cost, his lack of damage reduction and the need to rely on decent regen rolls makes him a bit of a #### shoot too. Some games he'll win for you single handed. Some games, he'll be the easiest 156 points your opponent could ask for if you don't finesse it just right. Adding feats to him just makes it more of a gamble. AutoRegen would make him a lot less of a total gamble.
029 Nightwing: If this was the first Nightwing I'd seen, he'd be amazing. He is a great figure, especially for the mix of team abilities, great range of support, excellent mobility and frustrating defense. I love all of this. Losing front-dial outwit from the original, and losing a second arrow off of incap (not heartbroken over the loss of range, the second arrow is HUGE though with an incapper) makes me feel like I'm losing something significant, and that would turn him from a very good support figure with some offense to a first-tier utility figure, even for 5-10 more points.
030 Blue Beetle: Bonus point for doing a fun Blue Beetle, and more for including a synergy power with Booster Gold. Really inexpensive figure to get both perplex and potential outwit, which makes him worth a lot right there. Really hard to target, and ranged knockback has potential for some entertaining board control options. Gets a lot more vulnerable past that first click, not very pushable. But then he's not very expensive either.
031 Mammoth: I first read the special power, and went 'Awesome, this is exactly the kind of special power I like to see!' He gains a point just for that. Then I looked at his stats - lack of synergy in powers, and needs his special power to have the stats that would make him almost worth his cost, maybe. At least now I know where the extra 15-20 points that should have been on Kid Flash's cost went.
032 Hawk & Dove: More charge with CCE and 2 damage... huh. The duo attack is nice to keep them doing potential 4 damage mid-dial, otherwise I'd usually prefer to rely on CCE. Attack value doesn't help. Really nice defensive power - Super Senses, Toughness and 18 defense could be annoying. It has to be though, because that's not a ton of clicks for the cost.
033 Psimon: If he wasn't a wildcard, he'd lose a couple points right there. That, by itself, gives him some versatility to get some good use out of his powers. Outside that, anything he can do, you can find someone else who does it more cost effectively and often better. His attack is good-ish, best when he has the least offensive ability. His defense is uninspiring and relies heavily on luck - and when he has a defensive power in the shapechange, it'll often be tempting to just push past a click of it to get to where he'll give you more offense after he's thrown your team into the field, and he just doesn't seem like he'll usually give you enough to be worth 1/3 of your team when compared to a lot of the psychics we've seen lately. That said, he's not terrible. He just isn't good.
034 Lead & Tin: This is one of the few figures I look at in the set and go 'yeah, that's about the right cost for that. Most others are really kind of under or overcosted for their value. This one has just enough options without making you think you're spending way too much to make hard decisions. The 18 defense and shape change covers fine for protection on a 100+ point figure. The running shot is critical, because otherwise, this figure just isn't going to move much without a lot of help. The short range isn't great, but it doesn't kill them. The attack could be better, but you're getting two shots a fair amount of the time. The damage isn't wonderful, but outwit can help, and it'll add up against non-invulnerable foes. Basically, there's a ton of 'well, this is not so goods', but for every one, there's also a 'but then there's this', which in the end comes down to an ok figure who is neither a steal nor pure shelf decoration.
035 Uncle Sam: I love this figure. The special powers are great, he's got some fantastic utility, he'll help a team while still being solidly useful himself, and he's very steady all the way down. He has nothing that makes him a must have or a game breaker that would get him a 10 or anything, but he's still well done.
036 The Chief: Wow, now just how many support powers can we pack into one figure? Given the right bodyguard, he could be great, but he most definitely needs a bodyguard, and that figure will take some damage, because there's really nothing preventing people from beating up the figure if you plan to get him close enough to the action to use his abilities. Worst case, he's a medic with decent attack for under 100 points, which is becoming increasingly rare.
037 Kyle Rayner: First things first, fittingly enough, that first click is amazing for a modern figure. Nice range, great mobility, fantastic attack value, good enough numbers that he doesn't /need/ to perplex anything, but can, enough range to limit retaliation, and he'll just keep going and going. But fight hard to keep him there, because as soon as he's off of it, while the uber barrier is great, suddenly you have to decide whether he's using that, or his mobility as the attack piece he needs to be for his points - and if the latter, he's a very, very vulnerable one. Really, for his cost, if he gets knocked off the front of his dial, push like crazy to get to a healer if you have one and use the tie up barrier to keep people off of him til you can patch him up. He's not a total one-click wonder, he does have some options after that, but he's a lot easier to deal with, and loses a lot of the wonder factor and amazing synergy of numbers and mobility after click #1.
038 Wonder Girl: Wow, this figure is just brutal for her points, especially fitting neatly into a Titans team that needs just this kind of punch. Good, solid numbers that become pretty solid heavy hitter numbers with minimal support. The enhance really benefits a team full of pretty good ranged attackers, and she can really benefit from the TA, since she has a lot of teammates for affordable costs, can make her untouchable mid to late game. Not game breaking, but solidly playable and gets a point for really helping the theme teams she belongs to.
039 Harbinger: She gets a point from being great mobility in sealed. Outside of that, she does nothing predictably enough and useful enough to recommend her. She's once again not a bad figure on her own merits, but also really not good either.
040 Forerunner: Loses points for being underpowered compared to what I'd expect based on what I've seen and heard of her, and also from just not keeping her usefulness that long. Some mobility would have made her a ton more useful. But she really needs a taxi or a tk'er to get her cost's use out of her, and needs to hope for some luck early, because she declines quickly as a secondary attacker after that first click.
041 Mary Marvel: How can they put Mary out in the same set as CM Jr., and have him turn out so well, and her fall so short? Especially when she's been solid before, and this is a reasonably familiar formula by now.
First, the first click is the one you know you'll always see. So of course she gets the joy of hypersonic... but slower than CM Jr., and yes, 2 spaces can make a lot of difference, and then not one, but two powers it doesn't work with, and that don't work with each other. So if you push past that, the second click is better, but you've just pushed past one of her only clicks of invulnerable, and her defense isn't wonderful down the dial. And then, of course, F*ing self-perplex. I have begun to hate it so. Where he's got charge and ignore damage reduction, she has an overcosted power that helps her and all, but at that point she needs help. They're only 8 points apart, and yet in head to head comparison, which I think is a fair one, she doesn't stack up, which I find kind of sad. She's not horrible - no one with potential to do 5 damage, and with front loaded hypersonic, 10 attack and over 2 damage will ever be totally useless, but there's others I'd take much sooner.
042 Mordru: Huh... well, this looks like Mordru at his best. Tons of versatility, an option for every situation, the brutal Emp. Joker outwit, and a regenerating mystic on top of it all. Ok, all this is great. Less great - he's not very mobile on his own, doesn't have the ability to attack round after round that makes some other high cost phasing figures solid, and just doesn't do the truly devastating damage in any single attack that he would need to make his every-other-turn attack worth his cost in most cases. Add fortitude, get some lucky regen rolls, etc., and he could rule the day. But don't count on it happening often.
He might be fun in really high cost games though where he can get a bit of support, and cover while he heals up.
043 Monarch: Ok, so for 156 points, the good part is I get a lot of mobility. I also get a first click that, while not great, doesn't hurt. 4 Natural damage for the set is great. Tons of running shot.
But I also get only a single click of 10 attack? Defense tops out at 17 invulnerable - no impervious, no 18+. The 4 damage also lasts only 1 turn. Prob. control, but will need it for his own attack rolls. 10 range would have made a big difference, but with 8, plenty of people outrange him. I think I'll leave him on the shelf.
045 Trigon: Oh man, bonus points for this guy being plain old fun. The special powers are properly obnoxious, and force people to come to him, or suffer for it. Not very mobile, and the lack of willpower isn't helpful, but the fact that his dopplegangers stick around makes up for the action inefficiency a little. Wonderful board control. I'm not positive that he's going to win that many games unless you work in your limited options for opposing figures very well, but at the same time, if you nickel and dime a few opposing figures a little bit with dopplegangers and mystics TA, plus the occasional actual attack, they may be hard pressed to actually retaliate effiiciently too.
046 Star Sapphire: What a startlingly okish figure. Her numbers are ok to good, and stay consistent. Especially with the front loaded perplex. Its not a bad base to build on. The TA is entirely unhelpful here, but certainly adds to the cost. And then we get to her powers. She gets her most attack utility second click - but then she also drops to a very hittable 16 defense, and loses some mobility. this also means pushing a 119 point figure who is only 7 clicks to begin with. And then there's the annoyance of that first click - Running shot! Goodish damage with perplex - attack figure, right? TK - taxi? Barrier.... uhm... so for the fairly significant investment of points, you're handing me a tough choice to make? And if you push to get utility out of those options, you now have a couple turns of usefulness, and a 6 click, 119 point figure. I'll pass, thanks.
047 Tempest: Huh... well... not quite sure what to say here. This isn't a bad figure, per se, but I'm hard pressed to think he'll usually be worth his points either. A little support, some ok attack options, an interesting special power that could make the exact right team better - including, I suppose, Aqualad who gets twice as good in water. Could kind of limit the mobility of opposing figures too. I'm just not sure he's over 100 points of helpful/obnoxious.
048 Darkseid: This guy is just a cannon. And a cannon with built in options, good defense, and able to counter a lot of the most common strategies/problems. He'll occasionally need teammates to follow up, but he leaves just enough points to make that possible. Can deal with stealth, deal with impervious on other big guns, move masterminders from their support, break up clusters... and he won't miss often. Quintessence TA would have been appropriate, and utterly made the figure - lacking it, he's not truly unstoppable or anything, but he's solid, and should be fun to watch in action.
049 Will Magnus & Platinum: Talk about bonus points for synergy. This figure doesn't so much recommend itself to be played with the Metal Men (or maybe a robot/scientist theme team) as it demands its place on the board among them. Its really not that great anywhwere else, just a slightly tough perplex piece for a highish price-tag for what it does with a nice end of dial defense ability. But given the middling numbers of the Metal Men we've seen so far, but with some good powers, this makes the team much, much stronger for a reasonably affordable price, since if you're careful about it, with their prices, you'll be able to affect a good number of figures. For his cost, Mercury in particular just went from annoying and a steal as a tie up piece to an amazing tie up piece that can hurt someone. Likewise, on that first click, Lead & Tin can use a boost in range to help that nice first click, or grab an object, and help the attack, etc. - this kind of figure is just what that group, as we've seen them so far, needed.
050 Capt. Marvel Jr.: He's getting points for a couple things here. One is being mercenary-able so he can pick up JSA, which would help him a lot, since his main real weakness compared to a lot of his point value peers is no impervious or super-high defense. A single 17, and then he dives into the pretty-hittable territory for his cost as a primary gun. Second, he's exactly what the Teens or Titans need - an HSS figure with consistent damage and ability to take a couple hits in fronting a team. There's lots of cheap options to stick around him to build theme teams, and he takes support very well. He's healable, doesn't beg for perplex anywhere, so you have options, has some different ways to do damage so that your outwitter doesn't always need to go for the defense power, and so on, and he's self-mobile enough not to need transportation help as well, so it leaves more options open. He'll be a real benefit to theme teams that are already getting a ton of help this set, and gains for that. There's a lot of 150-ish point figures who might be better, on their own, but he benefits from fitting neatly into easy theme teams that lack a lot of the options he brings. He'll benefit more if you can mercenary him onto JSA or Bat ally though to really help his Achilles heel.
051 King & Queen: How fast can you find someone to mind control to take a click of damage? Take good advantage of it, and get to those annoying illusions+super senses clicks, and watch opponents tear their hair out. Just don't keep pushing, because everything thereafter is giving up that much more frustration for your opponent. Get some good TAs to copy, maneuver around til you can MC the support, and make people decide if its really worth it. Not game breakers - they just don't have the offense or range, but fun, and worth about their cost unless your dice hate you.
052 Psycho Pirate: Ok, now this is just pure fun. Given his powers, a little range might have been nice here, but at least the mind control gets its default range. His special defensive power has a ton of potential - especially since he has a fairly high defense on the 2nd click, so all those 9's and 11's not helping makes it a lot more worth it there than when his defense starts dropping. The close combat incap gives him a chance of still being useful on higher point figures, and he can do a ton of support work. He's not game breaking, certainly, but he's going to be both fun, and cheap enough that its not a total loss on those times when his powers don't work out.
053 Black Adam: This might well be the best 210 point figure I've ever seen. Shame he costs 254. Nice that he can use that quake option due to charge... less so when he has charge instead of HSS. Pushing past impervious sucks, but he probably won't ever see that amazing second click any other way. 5 damage with 11 attack is huge in this set, but when there's a lot of super senses or shape change, or the thing Psycho Pirate does instead of flat out damage reducers, its not as consistently handy as it might have been in times past. The high defense staying consistent would have been crushing at one point, but now its more common. Needs Fortitude, which just pushes his cost higher. Have to push to act more than once per turn, unlike a lot of the figs in this point range that work. Flight doesn't give quite the same options, and with the battle fury and short range, he'll need to get a lot closer than the old Icons Supes did.
Oh, and have I mentioned that I really think they're overcosting that self-perplex? Its just not as good as they think it is, and pretty much every figure who has it ends up looking overcosted. I hate to say it - I do, because I was really hopeful here, but I think this is one of them. He's not bad by any stretch - a look at his numbers and sheer damage potential proves he's a scary guy, but I just don't think he'll consistently hold up to his point value.
054 Alex Luthor: Everything good about the frustrations your opponent will go through with King & Queen, except that Alex Luthor is able to consistently be worth trying to swing at. Psychic Blast, Outwit and Perplex? He can help his attack on his turn, support people the other turns, take advantage of outwit as only figures with psychic blast really can, since he isn't obliged to always outwit defenses, and otherwise, with a goodish defense, and two chances to create a miss, opponents will really have to work to get to him to get rid of the combo. Do not push if you can help it. He's going to be murder on Black Adam and other tent poles.
055 Sinestro: Ok, a lot of the posts I'm seeing talk about how much better Sinestro is than Hal - I don't agree. The willpower up front when he has all his best options available is what really makes the Hal piece. Sinestro doesn't get it til his attack has dropped, and he no longer has the perlex to help out, and the difference between their defenses is significant, as long as people are careful with Hal's placement.
Granted, the option of RCE or armor-piercing EE on 2 out of 3 rounds is amazing, but by that point, his odds of hitting with that beautiful set of options has decreased considerably, while Hal has less options once past that opening click, but he's more consistent - and the differences between 9 attack and 8 are rather significant. He's not bad, but he's not amazing for his points either, though his attack options are good for 2/3rds of his dial, and will help you out fairly often if you decide to use him. He's definitely a better tank buster than Hal is if you expect to see a lot of damage reduction, while Hal will help you more with swarms and the variety we're seeing with a lot of theme team options.
056 Supergirl: Ok, nice to see the 18 Impervious defense, which the Marvels in the set lack. That's an upside, but for her higher cost it should be. Bonus for giving the LOSH the TA on theme teams. Good to see super strength up front with the HSS. Annoying to see the CCE with HSS, but not lethal. She has the potential to do higher damage if she wants to stick around, even if, for her cost, natural 4 would have been much more useful. No move and attack options at all with her range? That's disappointing, especially with the points invested in her TA. Not a bad figure, but not the most competitive either. On the up side, she'll help the Legion, and they have tons of options for cheap figures to build theme teams with.
057 The Flash: Daaaamn. Everything good about Kid Flash, pumped up to the Nth degree and given the combat values to back up the powers. If you get him onto the 3rd and /especially/ the 4th click on an indoor map, or a fair number of outdoor maps, barring a crit miss or brilliance by your opponent, a lot of games will just be over, period. It might take a while, but he's cheap enough that giving him armor piercing is no big deal, and he'll have a decent amount of help.
058 Nightwing & Starfire: Well, the upside is that this is one of the most offensively effective duo figs for the cost yet. They don't take a huge dive in opptions or damage potential, the attack is ok. They're really reliant on being a duo to make up their point value worth though, which can occasionally be tricky to set up, and negates some of their other reasonably potent options. At least they don't start quickly then sort of disappear like, say, Barda & Miracle did. The mobility and ability to use the perplex on teammates will also help. Not amazing, but ok.
059 The Spectre: Some inspired ideas here, especially the Vengeance power. The second click will be great in bigger games with JSA'ers, and he's a lot harder to knock off of it than Jakeem. Quintessence is really helpful here, obviously. So many clicks with no damage reduction...ergh. At least his regen has the potential to put him back onto that golden 2nd click. He's not amazing. I'm not sure how often I'd play him in 300 points, but in a bigger game, he could be a lot of fun.
060 Monitor: Wow... how disappointing. No mobility. No impervious at all. Reliant on super senses luck for most of his dial, since his defense isn't even that great. Only 8 range. At one point having the option of perplex and outwit at the same time would have earned him some points, but we have some options for that now. He even gets a point just for how awesome his moving pawns power could potentially be - the chance to give an opponent a token round after round - and then he loses it for having only a 50/50 chance, and not having it with stealth - right when he really should thematically have the ability, and also being limited to opponents with no action tokens.
I think he needs to give KC Superman 75 of his points. Then they'll both be just fine.
061 World's Finest: I keep looking at the figure, and fail to see 500 points there. The only thing that makes it close at times is the combination of two of the best TA's in the game in combination that negate a lot of strategies and can make them hard to catch long enough to really hurt them. Still not really worth 500 points for one attack per round, or 2 if you can get the duo-attack off, with very good damage, but not nearly what you can usually accomplish in a 500 point game unless you do pull off the duo attack round after round. Not horrible, but not good either.
100 Superman (Earth 2): A really good figure, even for the points. Deals nicely with the problem with action efficiency, chance to make a couple attacks, full movement charge for self-sufficiency, but only when he's not using objects to keep him from just destroying 2 figures a turn every turn - just beating them down. Also requires him to start adjacent, so he's risked retaliation. Superman TA is nice here. And instead of a ton of leadership on a 300+ point fig, he finds a different way to help and inspire his team instead of doing it all. I like this figure a lot more than KC Supes, who is undercosted by about 50-100 points. This one feels about right.
105 Superman (KC): There's no other ranking I can reasonably give him, but I wish there was. This guy is just ridiculous. Normally he wouldn't be so bad, because he'd need fortitude, and then you couldn't put a TK'er with him, but he needs even that less than a lot of similar figures because of the combination of special powers. With some help for mobility, since he starts with charge, he'll just demolish two figures per turn, or remove 1 figure from the board almost no matter who they are. He won't miss, and he can handle most likely retaliation. If its a mistake and he's 338, then he's fine, and a solid 8.5 fig, but at less points than Black Adam, he's ridiculous. Swarm teams with lots of options have some chance, but for the most part, if you can identify what makes your opponent's team work, or find the outwitters, they're done.
Average: 7.87
Last edited by c-jyd; 02/09/2008 at 15:15..
For more comic-accuracy, Batman will become so stealthy, he will not actually appear in sets.
Instead, there will be a new battlefield condition :
The Goddamn Batman : Both players put their figures away and go home. Batman is declared the winner.
Post #11 updated with Trickster & Pied Piper and Star Sapphire. It's almost as if they foiund out I'd broken down and placed my order early last week and have been tossing things out since then to get me to regret ordering as much as I did.
Yeah, I hear you on that one... last couple of previews have been pretty lackluster for me... both in character content and dial quality... happy for the Flash fans who are getting their Rogues and all, but I am not in love with either of these figures. I mean, they blow my mind in the first few with Kid Flash, Dawnstar, Liberty Belle, Uncle Sam, Dying Barry Flash... it's been downhill lately, though. 'Cept for Nightwing and Deathstroke.
Anyway, updated 10 with Star Sapphire and Trickster & Pied Piper.
Updated post 62 (put them at the bottom) for Trickster/Piper and Star Sapphire.
Neither are game breakers, but even without keywords I can see uses for Star Sapphire. TK, push to TK, rest, running shot to incap or hit someone for 4 (with her perplex). Trickster and Piper just seem like they might be fun.
"I meant to say trash panda."
2016 Wisconsin State ROC Champion
2017 Wisconsin State ROC Runner up
Updated post #87 with Sivana, Lead and Tin, Will Magnus and Platinum, Sinestro, Kyle Rayner, Hal Jordan, and Robin. Some of the ratings may change based on sculpt, but I've otherwise rated everyone I've seen the dial for.
For more comic-accuracy, Batman will become so stealthy, he will not actually appear in sets.
Instead, there will be a new battlefield condition :
The Goddamn Batman : Both players put their figures away and go home. Batman is declared the winner.
After seeing most of the dials, some surprises a few dissapointments and a little mix of both: (1low-5high)
Robin 5
Kid Flash 5
Wonder Girl 5
Aqua Lad 4
Speedy 3
Shimmer 3
Jericho 1 (was a two, but I really dont want to pull one)
Mercury 5
Gold 5
Liberty Belle 4
Klarion 5 (been a fan ever since I saw the episode of BM:TAS)
Supernova 3
Robin 5
Batgirl 3
Iron 5
Ace ?
Red Hood 5
Red Arrow 2 (no thanks, I already have GA from JL)
Batwoman 4
Dr. Sivana 4
Rip Hunter 5
Dawnstar 3
Green Lantern (Hal Jordan) 5 (dial a tad dissapointed but Hall is my fav.)
Karate Kid 5
Jack and Ten 2
Green Arrow 4
Trickster and Pied Piper 2
Deathstroke 5
Nightwing 5
Blue Beetle 3
Mammoth 2
Hawk and Dove 3
Psimon 1
Lead and Tin 5
Uncle Sam 5
Chief 2
Kyle Rayner 3
Donna Troy 4
Harbinger 2
Forerunner 1
Mary Marvel 2 (wow, I really dont care for her dial. I am a big fan of the marvel family, so I am really surprised)
Mordru 2
Monarch ?
Accomplished Perfect Physician 4
Trigon (!!!!!) 3
Star Sapphire 3
Tempest 3
Darkseid 5
Will Magnus and Platinum 4 (While it is accurate I dont like the unstable power)
Captain Marvel, Jr. 5
King and Queen 2
Psycho Pirate 4 (would be a 5, but I just dont care for the character)
Black Adam 5
Alex Luthor 4
Sinestro 4
Supergirl 2
The Flash 5
Nightwing and Starfire 2
Spectre 5
Monitor ?