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A quick notes about the chases overall
First, If you pull one, congrats, you already won whether you win or not!
Second, the Secret Six all have low point dials with Outwit. I’m assuming you are only pulling one of them; I’m not contrasting them with each other so much as the rest of the set. So they’re all pretty much by default for having such a useful power in sealed (exceptions noted).
#063 King Shazam
Real Name: Billy Batson
Team: Injustice League, Mystics
Range: 0
Points: 150/50
Keywords: Dark Knights, Secret Six, Deity, Monster, Mystical, Ruler
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12
19
5
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5
12
14
0
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Secret Six: Outwit. // King Shazam modifies attack +1 when attacking 1+ characters with a shared keyword. // If there are 6+ friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected: Outwit or SAFEGUARD: Outwit.
Holey Moley, Superman! I Didn't Mean It! When King Shazam is not on click #11 and would be damaged by an opponent's attack, you may instead note your current and turn him to click #11.
SHAZAM! The first time this click is revealed, King Shazam has Immune until your next turn. // POWER: Make a close attack targeting all adjacent opposing characters. Hit characters are dealt 3 penetrating damage instead of normal damage. After resolutions, turn King Shazam back to his last noted click.
150:
50:
At 150 points, King Shazam’s biggest issue, believe it or not, is Incapacitate. His ability to shed damage is fantastic, but he cannot safely do it when he has two tokens. At half your build, he will be acting a lot, and unless he hits the IL TA roll, he will need to push. On the other hand, the 50 point version is cheap enough that you can use that ability to forestall death, and the Outwit more than makes the figure worth inclusion on the team. Despite a pretty solid offense on the first click, I’d hold him back to wreak havoc after others have softened up the enemy. Use him as Outwit first, then cleanup.
Secret Six: Outwit. // Scarab modifies attack +1 when attacking 1+ characters with a shared keyword. // If there are 6+ friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected: Outwit or SAFEGUARD: Outwit. I Thought We Could All Throw A Party At My New Place: FREE: Choose an adjacent character. Until your next turn, Scarab can use the EFFECT of all equipment equipped to that character. The Training Wheels Are Off: Scarab can count squares for range and line of fire from unheld objects and opposing equipped characters. When Scarab attacks this way, he deals a maximum of 1 damage.
75:
50:
Holy cow, Scarab’s special Damage power is fantastic. Place your objects strategically around the map and you’ll be able to Outwit or snipe over a lot of territory. Bonus if your opponent is playing equipment. He’s more generally useful at 50 points, with the Sidestep/Telekinesis combo, and the Super Senses for evading, but he’s no slouch at 75. He’ll only be able to use the Damage special to ping for one damage, but it's penetrating and hits almost anywhere. Scarab is a little soft, so play him cautiously and make use of his remote controlled destruction as much as you can.
#065 Sky Tyrant
Real Name: Unknown
Team: Injustice League
Range: 0
Points: 100
Keywords: Brute, Dark Knights, Injustice Society, Monster, Past, Secret Six, Warrior
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Role Tag: Secret Six:: Outwit// Sky Tyrant modifies attack +1 when attacking +1 characters with a shared keyword.//If there are +6 friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected:Outwit or SAFEGUARD:Outwit. I'll Rack Up So Much Blood We Will Reincarnate For: When Sky Tyrant KO's an opposing character, give him a reincarnation token. When Sky Tyrant would be KO'd, you may instead remove a Reincarnation Token and turn him to Click #7. Sky Tyrant Flies Again! : Flurry.Charge, but do not half speed.//When Sky Tyrant hits he may move up to half his speed using improved movement:character.
100:
50 (click 4):
Here’s a fun one. Charge/Flurry/Blades/Exploit that all work together. Or Charge/Flurry/Quake/Exploit. Sky Tyrant is absolutely going to get KOed, but with the above combos, the ability to move after each hit, and full-speed on his Charge, he’s going to wreck stuff first (and Outwit immediately after).
#066 Deathbringer
Real Name: Donna Troy
Team: Injustice League,Titans
Range: 0
Points: 125
Keywords: Amazon,Dark Knights, Monster, Secret Six, Teen Titans, Warrior
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Role Tag: Secret Six:: Outwit// Deathbringer modifies attack +1 when attacking +1 characters with a shared keyword.//If there are +6 friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected:Outwit or SAFEGUARD:Outwit. This is Revenge of the Titans!: Incapacitate, Giant Reach:3.// Once per turn, when Deathbringer hits, after resolutions roll a d6. (4-6) place a hit character adjacent to her and make a close attack but only to attack that character. Help is Here: If 1+ cfriendly characters with the Secret Six keyword were hit since your last turn choose 1 then place Deathbringer adjacent to that character. If instead +1 friendly characters with Secret Six keyword was ko'd since your last turn and no other friendly character have been placed this turn. Place Deathbringer adjacent to an opposing character and make an attack.
125:
50 (click 4):
Deathbringer’s Incapacitate-then-grab-and-hit power is pretty nifty, and like the other Secret Six she has the invaluable Outwit. On the other hand, she doesn’t have the point economy at 125 to really justify those points-- her effective damage potential just isn’t there. At 50, she goes up in rating for the sheer utility of Outwit, but she’s not especially durable (like King Shazam) or deadly (like Sky Tyrant) for those points. Handle with care; she’ll be a target. On the plus side, of all the Secret Six, she’s probably going to be getting that AV bonus more than the others.
#067 Unique The Commissioner
Team: Police,Underworld
Range: 6
Points: 50/25
Keywords: Dark Knights, Gotham City, Secret Six, Detective, Monster, Police
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Targeting: Hindering SECRET SIX: Outwit. // The Commissioner modifies attack +1 when attacking 1+ characters with a shared keyword. // If there are 6+ friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected: Outwit or SAFEGUARD: Outwit. ROOKIE! LIGHT HIM UP!: POWER: Once per game, generate a Rookie bystander that gains the Police keyword. THIS IT IT, OLD FRIEND. DO-OR-DIE TIME.: POWER: Choose an adjacent friendly character that shares a keyword with The Commissioner. The chosen character can make an attack using its printed combat values. After resolutions, if they missed all targets give them an action token.
#067bt Rookie
Range: 7
Keywords: Police
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3
REMOTE CONTROLLED BACKUP: Batman Team Symbol, Police Team Symbol. Probability Control, but only if The Commissioner is within range and line of fire. Protected: Outwit.
50:
25:
This piece is just amazing for the points. The ability to drop an attacker as good (if fragile) as Rookie, and the ability to make Rookie (or other characters) make an attack is fantastic. Add to that the ability to Outwit through Stealth, while being protected by Stealth and Mastermind. Oh, and Rookie has Probability Control as long as they stick together. The Police TA adds a little bonus, as since they both have it, that could be a -2 to your target. The 25 Point version does everything the 50 point one does, more or less, but you might spend the extra points to make him live a touch longer.
#068 Supergirl
Real Name: Kara Zor-El
Team: Injustice League,Superman Ally
Range: 8
Points: 175/75
Keywords: Monster, Dark Knights, Kryptonian, Metropolis, Secret Six
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Role Tag: Secret Six: Outwit. // Supergirl modifies attack +1 when attacking 1+ characters with a shared keyword. // If there are 6+ friendly characters with the Secret Six keyword on your force, opposing characters can't use Protected: Outwit or SAFEGUARD: Outwit. I'm Here To Give You A Choice: When Supergirl would damage a character without an Infection token, give them an Infection token. // Characters with an Infection token gain the Monster keyword. Choose My Way This Time And Next Time Will Be Even: Poison. When Supergirl uses it, characters within range and with Infection Tokens are considered adjacent and damage dealt to them is penetrating.
175:
75:
Supergirl is the riskiest play of any of the Secret Six, and maybe the only one who isn’t an automatic choice if pulled. She can Outwit through Stealth which is great, but she’s 75 points with a huge target painted on her, and not the best defenses. At 175, I think she’s an even bigger liability, being based by a Wonder Woman ally with printed Super Senses is going to really ruin her day. The Infected tokens are great, but thet’d really synergize best with other Secret Six members on the team-- and if you somehow pulled two chases, are you really worried about winning?
Last edited by Ignatz_Mouse; 04/23/2021 at 14:35..
CONSTRUCT: FREE: If no Construct generated by Sinestro was on your force this turn, generate an Indigo Construct. BROKERING PEACE FROM FORGIVENESS: Close Combat Expert. // FREE: Choose one: Heal an adjacent character 1 click -or- knock back a character within range and line of fire 1 square in a direction of your choice.
STOP AND THINK IT OVER: Opposing characters within 2 squares can't use Improved Movement.
It’s hard to rate Sinestro, because that special knockback-or-heal power could be a game changer in the right circumstances. Consider all the times I’ve mentioned characters being tied up to their detriment-- suddenly not an issue. Consider all the STOP clicks Sinestro could heal people up from. And he comes with a Construct that can Barrier and stop characters from flying overhead. On the downside, these are somewhat finesse moves and not always what you need. Sinestro does pack a nice Penetrating/Psychic Blast and Sidestep combo, and his dial is pretty long. If you can imagine all the ways he could be useful, feel free to consider him .
#070 The Flash
Real Name: Barry Allen
Team: No Affiliation
Range: 0
Points: 50
Keywords: Blue Lantern Corps. Herald, Scientist, Speedster
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Construct: FREE: If no Construct generated by The Flash was on your force this turn, generate a Blue Construct. Hope From The Speed Force: Phasing/Teleport. When The Flash uses it and moves 6 squares or less, after resolutions he may use Flurry as FREE.
#s008 Fire Hydrant (Blue) (Construct)
Range: 6
6
10
17
2
I'm Not Sure How This Thing Works: FREE: Remove up two blocking or hindering markers within 6 squares and line of fire.
The Flash’s Phasing/Flurry power is essentially a better Charge/Flurry. His so-so AV and DV might put a dent in him if that were all he did, but be also a) has Probabilty Control to help himself and others, b) a Construct which not only can get rid of Barrier tokens, but can Autonomously attack as well. And Flash’s high DV and Super Senses make sure than when he does commit to being an attacker, he might not get taken out in retaliation right away. Should he get hit to his back half, he gets the ever-valuable Enhancement-- but I wouldn’t count on getting to use it.
#071 Guy Gardner
Real Name: Guy Gardner
Team: No Affiliation
Range: 3
Points: 50
Keywords: Red Lantern Corps, Herald, Warrior
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Role Tag: Construct: FREE: If no Construct generated by Guy Gardner was on your force this turn, generate a Red Construct. Six Against One?...Bring It On!: Quake. When Guy Gardner uses it and targets 2+ characters, instead of dealing 2 damage he deals damage equal to the number of adjacent opposing characters +1.
#S009 Chainsaw (Red)
Team: No Affiliation
Range: 0
6
11
16
1
If you can keep Guy alive long enough to get to the fight, he is going to bring the pain. While a savvy opponent can keep his figures apart to avoid the Mega-Quake with penetrating damage thanks to Exploit Weakness, Guy can still hurt ‘em, then drop a Flurry/Blades attacker right alongside. If he survives another turn, he can do it all over again.
#072 Hal Jordan
Real Name: Hal Jordan
Team: No Affiliation
Range: 6
Points: 50
Keywords: Sinestro Corps, Herald, Soldier
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Role Tag: Construct: FREE: If no Construct generated by Hal Jordan was on your force this turn, generate a Yellow Construct. Instilling Fear: UNIQUE MODIFIER - When Hal Jordan hits, hit characters modify attack and damage -1 until your next turn.
#S010 Cowboy Boot (Yellow)
Team: No Affiliation
Range: 0
6
10
16
2
Role Tag: This Boot Ain't Made For Walking: FREE: Knock back an adjacent opposing character 6 squares if it has , 4 squares if it has , or 2 squares if it has .
For the sake of this guide, I’m going to assume a good-faith ruling that the Constructs' inability to modify their stats doesn’t apply for powers on their own dials. Otherwise, that Cowboy Boot’s Close Combat Expert doesn’t do anything at all. With that in mind, Hal’s native dial itself is pretty lackluster. It’s not bad, but average stats and range, and Energy Explosion as a power don’t inspire. On the other hand, that Boot kicks serious butt. Beyond the attack, it can knock back anyone in the set. [Remember, Charge no longer prevents Knockback.] The big question, is what is Hal doing that close to enemies given his power set?
#073 Jessica Cruz
Team: Green Lantern Corps
Range: 6
Points: 50
Keywords: Green Lantern Corps, Herald, Justice League
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(Special) Construct: FREE: If no Construct generated by Jessica Cruz was on your force this turn, generate a Green Construct.
Shining A Light: FREE: Improved Targeting: Ignores Hindering Terrain. Choose an opposing character within 6 squares and line of fire. The chosen character modifies range and attack -1 when making range attacks until your next turn.
Jessica Cruz has two of the most valuable powers in this set, right on top: Enhancement and Penetrating/Psychic Blast. She’s also got good stats and a decent dial length. That Energy Shield/Deflection and 18 DV means that she’s most vulnerable to a close attack, but the good news is a bit of damage will likely knock her onto her own close combat oriented clicks. On the other hand, she’s got the worst of the constructs, which only serves to slow down the ranged attackers in a set with a ton of brutal Charge figures. I can’t help but wish that it instead negated Stealth.
#074 Wonder Woman
Real Name: Diana
Team: No Affiliation
Range: 6
Points: 50
Keywords: Amazon, Star Sapphires, Herald
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Construct: FREE: If no Construct generated by Wonder Woman was on your force this turn, generate a Violet Construct. Zamarons, Attack!: UNIQUE MODIFIER - When friendly characters within 4 squares attack a single opposing character, they modify attack +1 for each action token on their target.
#s012 Lasso (Violet) (Construct)
Range: 4
6
10
17
1
(AUTONOMOUS): Rounding Them Up: Incapacitate. When Lasso (Violet) uses it, each opposing character adjacent to the original targets also become targets.
Yet another Charge figure, but one that’s efficient enough for a high rating. With 11 AVs down the dial, a trait that gives a bonus for each token on a target (even better in the post-pushing-damage universe), AND a Construct that does Incapacitate without eating into your actions, she’s very likely to hit. On top of that, she has penetrating damage of one sort or the other on her whole dial. If she were more points I’d rate her lower, but at a svelte 50 she’s likely going to dish enough damage before she goes down.
Last edited by Ignatz_Mouse; 04/23/2021 at 11:40..
I must admit: I am not sure what to think about the chases. Ignoring the power of (some of) the dials... There are many favorite characters, but not specifically of these variants. I was also initially excited to read about constructs coming back, but this was not at all what I would have wished for. It's never fun to have chase figures be a key theme... but to have two different themes with specific themes that are primarily only in the chases... bad show old sport, bad show.
I suppose Jessica Cruz is the most obvious 'non-variant' of the bunch, and so for me has the highest appeal. After that... Guy Gardner? Looking at just the names and the dials I can sort of imagine building a comic-inspired team to use them but I have no real love for the Dark Metal stories and the switching of colors/handing out of power rings was one of my least favorite parts of the various "Spectrum" comic events.
I know the constructs are going to make the Lanterns more desirable and expensive, but I honestly only wanted Guy. Of I happen to pull a Jessica Cruz, I might keep her since I'm fond of the character, but I'll sell or trade any of the others. I'd much rather have the Secret Six chases.
I'm very happy to have pulled Supergirl. I like her a lot, but I don't play sealed.
King Shazam remains my biggest wants of the chases, but I'd be happy pulling Scarab or The Commissioner. I love Sky Tyrant's sculpt, but he seems squishier to me than the others, even with the reincarnation token.
Is it just me would a Darkseid Commissioner team be really scary?
Not that scary. Darkseid has 0 range, so unless he's based, the Commissioner's ability to make him attack won't come into effect. Commisioner/Scarab scares me, though.
For me, Sky Tyrant is likely my biggest want. Gotta love Hawkman and it has been awhile - but a chase yet again.
Scarab is interesting as far as characters go. Not too sure about the rest as wants for my collection. My son is a Red Lantern fan so I have to give him Guy if I pulled him.
That being said, I'm sure I will get the least desirable chase in my brick - more than likely no chase at all - since that is how things tend to roll for me.
Visible Dials and Pushing Damage need to be optional. This is the way.
Not that scary. Darkseid has 0 range, so unless he's based, the Commissioner's ability to make him attack won't come into effect. Commisioner/Scarab scares me, though.
I'm thinking Occ Arms on Darkseid.
If any of the sentences would make more sense if the verb (or any other word) was a negative please treat it as such.
Is it just me would a Darkseid Commissioner team be really scary?
I think Darkseid does have a great partner in the set, but it's gotta be Grail. Her moving figures around will be crucial to maximize Darkseid's Omega beams and regular attacks