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All the 'odd' numbered units are spoiled, so I would guess the second wave. She is currently 1 of only 3 even numbered rares and Indigo Sinestro (at 56) is the only even SR (probably because Indigo tribe has the least members in he set and/or the most obscure rarity "primes").
It appears that Red, Indigo, & Violet (&... Black?) will make up Wave two. The Black Lanterns (if any) have not been Newsarama previewed (or re-posted at least) and 008 is missing from the low # pieces. That said White/Orange/Yellow/Blue are the Chase Entities in Wave one, so one wonders if Nekron counts as the Black Entity and we'll just have more Green Lanterns to go w/ RIV (and maybe just a couple Prime Black Lantern versions of them).
But that is all conjecture & its been a couple years since I've read a lot of DC. If you consider Johns' GL wrap to be pre-nu52 as well as Morrisons Batman incorporated, then I've only read Snyder's Batman post the reboot.... given lead time I'd say anything we havn't seen would continue to come from Johns' run and only Johns' run (with the exception of what a power here or there might be called on the Red Lanterns; who had their own book recently... which is why I do not expect a RL Supergirl).
Bleez took down two full point Sodom Yats at a sealed event yesterday for me. Penetrating poison is no joke! She didn't even land a single attack. Just parked her and a Red Recruit adjacent and poisoned away. The dice clearly worked in my favor for defense. My opponents were rolling cold; rolled 1 for breakaway on a Hypersonic once, and they missed several attacks. Their fatal mistake was double tokening Sodom Yat vs. a team of Red Lanterns. If only there were a construct that gave plasticity....
Luckily for you, Dr. Z, there is a construct that gives Plasticity: Stop Sign.
In addition it gives you also Outwit that can be used to negate Speed Powers only.
3 Stars for me, if that. Only 4 Range. Low Defense Values in the first few clicks. The key is take her down early with range, or base her, and hit hard. But of course that requires you to take your sights off the bigger guns, and therefore it is a decent figure to distract your opponent it seems.
Not sure that I can adequately cover all the things about this dial that I love. That traited Mind Control makes her an absolute monster on a Red Lantern team where your team wants to be in the thick of combat already. Being able to Mind Control your target to walk into the middle of your Red Lantern team is just so useful. Her values are all solid, and her damage power's increase to defense will help you get in against your targets.
Penetrating Poison requires that you know at least a little bit about your opponents' dials so that you don't accidentally put them somewhere where you can no longer hurt them, but the same is true of all Red Lanterns. I plan to play her every chance that I get.