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Jay's UNOFFICIAL Superman and Wonder Woman primer - Commons
I cannot emphasize enough that this is not the official HCRealms primer for this set, although I did help with the Trinity War primer. This is just something I'm doing for fun and to maybe help out some people who are playing standard sealed in their prereleases. If people find this helpful I'll continue with the rest of the set.
I would also like to thank Hatut Zeraze and Steelmage2000 for maintaining the Evidence and Dial thread for this set and thus giving me the info to make this primer.
This primer is intended to analyze and rate the Superman and Wonder Woman set in a 300 point sealed environment, basing figures around the other figures in the set. I will not be including the colossal figures in my analyses. I should also note that these ratings may not work for the prerelease's recommended format of draft then 1 v 1's. These ratings are partially based on points, which doesn't apply to that format. Of course, if I say a high point figure is bad for its points, that could make it a figure you want to use in a prerelease of the nonstandard sealed format.
I will be rating the figures on a 5 point scale.
0/5 – This figure is unplayable in a 300 point environment (This doesn't apply in this set, but it's good to note what all possible scores mean.)
1/5 – This figure is not very good in this format. I do not recommend playing this figure unless you have an amazing combination with another figure you pulled, or if it just works for you for some reason. You should have better figures in your booster that should be played first.
2/5 – This figure is okay. Not the first thing I would reach for but not something to dismiss immediately.
3/5 – This figure is perfectly reasonable for its points and deserves consideration. Not the strongest figure but nothing you shouldn't consider. This figure does what it does reasonably and is a decent investment for the points.
4/5 – This figure is quite good. A strong investment for the points and something to be considered strongly.
5/5 – This figure could not be more recommended by me. This rating is as close to a must play as is possible, but of course you could have a better team with what you have in your boosters. Use your own discretion, of course.
#001 Rookie Superman
Real Name: Clark Kent
Team: Justice Society
Range: 0
Points: 100
Keywords: Justice Society, Kryptonian, Metropolis, Reporter
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18
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This golden age Superman starts the set off strong. He's got a very solid dial length and good stats, including a very good speed stat to make him get where he wants to go quickly. Faster than a speeding bullet indeed. He has very good damage output with his long stretch of Super Strength that even combos with Close Combat Expert later in the dial. His solid damage reduction for the points makes his already long dial last even more. The main issue with him is his lack of top dial move and attack, but Leap to go wherever he wants and his high speed value makes up for that somewhat, and the fact that a push gives him 6 movement Charge. Not bad. The only other gripe that I have with this dial is that the JSA team ability is only found on this Superman and the common Wonder Woman. If you pull the two together he can share his 18 with her, but other than that the TA is wasted points in this environment. Not that he's overcosted or anything. Overall his lack of top dial move and attack isn't ideal, but he's still a very solid investment for the points. 3/5 stars
#002 Rookie Wonder Woman
Real Name: Diana of Themyscira
Team: Justice Society
Range: 0
Points: 100
Keywords: Amazon, Justice Society, Warrior
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17
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18
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I wish I liked this Diana more. She has a very respectable top dial with an interesting choice of whether to push or not. The 18 Defense and Perplex on click 2 is useful for an effective 19 defense tie up, but trading Charge for Sidestep may or may not be a worthwhile tradeoff. Like Superman, she has a respectable dial length and reducers for her points, but she simply doesn't have enough Charge on the dial to close the gap against ranged characters while attacking as well. Her speed values are solid, especially taking Sidestep into account, but she fundamentally doesn't work if one damage from a push or even a 3 damage attack leaves her Sidestepping as her only form of move and attack, while being exclusively close combat (aside from throwing objects). As is, all the Sidestep on her dial seems to just add to her points, but not to her working fundamentally well. She's not awful but she wouldn't be my first choice. 2/5 stars
#003 Rookie Batman
Real Name: Thomas Wayne
Team: Batman Ally
Range: 5
Points: 60
Keywords: Gotham City, Wonders of the World
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Miraclo Pill: Once per game, give Batman a free action and place 3 Miraclo pills on this card. As long as a Miraclo token is on this card, he can use Perplex, Super Strength, and Willpower, but he can only use Perplex on himself. At the beginning of your turn, remove a Miraclo token from this card.
This is an interesting dial. What you see is what you get for the most part on this dial, with the trait coming into play whenever it is needed. For his top dial, I anticipate him being used as a mobile Outwit or perhaps even a healer via the Wonders ATA, but not your primary attacker. I would also like to note that the Superman Ally TA and improved targeting hindering are not as common as one would think in this set, so his Stealth will keep him relatively safe. I would use his trait in the middle of the game when your opponent is concentrating their efforts elsewhere, so he can become a threat of a level that is much higher than his points would suggest, being able to Leap, grab an object, up his defense to an 18, then hopefully being able to Outwit a defense the next turn and hit for 12 and 4 damage. This potential is something that an opponent will be aware about and could choose to ignore him and focus on other threats, making him free to take full advantage of his trait, or if they do focus their efforts on KOing him quickly, that's all that effort being put into a 60 point character and not the rest of your force. Batman does require some forethought, as his Hour of Power is of course limited, but with the right use of it, he can deal out damage way above his point investment. 4/5 stars
#004 Experienced Parademon
Real Name: Various
Team: No Affiliation
Range: 3
Points: 45
Keywords: Apokolips, Monster
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Apokolips Rising: Adjacent friendly characters with the Apokolips keyword and a higher point value can use Mastermind, but only to deal damage to friendly characters whose name includes Parademon.
How good this generic is really depends on what the rest of your pulls are. In this set, the other characters with Apokolips are Bruutal and Steppenwolf, both of whom give Apokolips figures benefits, while the Parademon helps protect them by being Masterminded to, and being a decent attacker with even better stats with Bruutal, or being able to attack every turn with Steppenwolf (both effects requiring being closer to the opposing starting area than one's own, so run up there quick!) Outside of being played with a prime or specific SR, this Parademon is a taxi with decent stats with either 3 damage or Blades/Claws/Fangs, and decent dial length with 4 clicks and some Toughness. He can be avoid being one-shotted, but I doubt your opponent will care to focus fire on him until major threats are gone. I'd highly recommend the Parademon if you pull an Apokolips buddy, otherwise not so much. 2/5 stars without Steppenwolf or Bruutal, 4 stars with
#005 Rookie Amazon
Real Name: Various
Team: No Affiliation
Range: 0
Points: 45
Keywords: Amazon, Warrior
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Amazons of Themyscira: When Amazon is adjacent to one or more friendly characters with the Amazon keyword, modify her attack value by +1.
Unfortunately, there's not a huge amount of Amazons in this set, but there are enough that you should hopefully get another to play with this Amazon. She would be especially potent played with Red Son Wonder Woman, as her trait would make the Amazon generic even harder to hurt or KO. But even without a fellow Amazon to up her stats, this warrior is a good investment for her points. Her top dial is good, and Flurry and Blades, even with a 9 means that she should hopefully hit once with the two attacks, and potentially hit big with a Blades/Claws/Fangs attack. And even on her worst clicks, she has a decent 15 defense with Combat Reflexes, as well as Empower to help a friendly hit harder, along with Leap/Climb to position herself however she needs to. Don't discount this sister. 3/5 stars
#006 Experienced Investigative Reporter
Real Name: Various
Team: No Affiliation
Range: 0
Points: 20
Keywords: Metropolis, Reporter
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The World Needs to Know: Your Failures: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, modify the chosen character's defense value by -1.
I like what this little guy has to offer. He has two keywords that are fairly common in this set, so at the very least, on a theme team he can add to your map roll and function as a theme team probber (on a Metropolis team, not Reporter). His special power is a small extra thing that is unlikely to come into play but it will be gravy when it does. I'm surprised to see a 9 or Incapacitate on his dial, so if he can get any attack off, that would be really good for what he costs you. At the very least, he's a meat shield that's especially effective when he gets Stealth, as there is very little Sharpshooter or Improved Targeting: Characters in this set, so he'll be an annoying little nuisance to protect your really important pieces. Or just send him up to the opponent's characters and let him be one-shotted. Giving away a few points to make your opponent waste time on him is very much worth it. Of course, you don't necessarily want to use him if you don't have the points. But he is very effective filler if you want it. With Metropolis theme, he's a very solid 4 stars. Without, 3 if you can squeeze him in.
#007 Rookie Newsboy Legion
Real Name: Various
Team: No Affiliation
Range: 0
Points: 15
Keywords: Metropolis, Past, Reporter
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The World Has to Know: Your Distractions At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, modify the chosen character's speed and range values by -1.
A lot of what was said about the Investigative Reporter applies here, although he picks up some different tricks than his counterpart. He has Smoke Cloud to potentially help your figure's defenses from range, or lower an opposing character's attack value. Also, that Super Senses is really nice to see. There's not a huge amount of Super Senses in this set, so if your opponent is wary of the Newsboy's rollout, they will have to invest an Outwit in addition to the attack to KO him. Also, Guardian gets Willpower if this Newsboy is on the map, so give him extra consideration if you want to play Guardian. 3/5 without theme, 4/5 with theme and/or Guardian
#008 Rookie Soldier
Real Name: Various
Team: Police
Range: 5
Points: 40
Keywords: Soldier
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High-Level Containment Soldier can use Plasticity. Give Soldier a free action and choose an adjacent opposing character of 100 points or more. That character can't use the Improved Movement ability until your next turn.
I find myself liking a lot of the generics in this set. This soldier offers some things that none of the other generics in this set have so far, and that's his trait and the Police team ability. His trait allows him to tie up an opposing character that that Plasticity and not let go until they roll the 6 to break away, KO him, or weep in despair and surrender. His free action ignores all forms of breaking away normally, besides Hypersonic Speed or Leap/Climb adding 2 to the breakaway roll, making that roll a normal 50/50 shot after all modifications. He's a 4 click dial with Toughness to survive most hits aside from a Super Strength attack, but even if he does take one of those attacks to the face, that's a wasted object on top of an attack. He's also a capable combatant, with his opening Running Shot, which is an uncommon thing to see on a generic. And again, the Police team ability is extremely useful even when this guy isn't taking any real actions. I would absolutely consider him on my team for his usefulness up close or at range. It should also be noted that if he uses his free action on a character and they do manage to break away, they still can't use their improved movement, so a flier will sadly have to walk. So even once a character barely manages to break away, the Soldier has managed to do something useful. 4/5 stars
#009 Rookie Accountable
Real Name: James Olsen
Team: No Affiliation
Range: 0
Points: 33
Keywords: Wonders of the World
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Expose Your Secrets: Accountable can use Outwit. When he does, he can use Improve Targeting: Ignores Hindering and doesn't need line of fire if the target is occupying hindering terrain within 10 squares.
One thing to note about Accountable from the beginning is that his special power doesn't allow him to use Outwit within 10 squares. He has the normal minimum 6 range as per the standard power. ( http://www.wizkidseventsystem.com/bb...c7124d3034fc2c )
Whether or not you should use Accountable depends on the rest of your team. He should absolutely not be your sole source of Outwit unless he's all you have as an option, and if you do have another source of Outwit, I'd consider him slightly less, although that cheap of an Outwit is hard to not want to use. If you manage to get a Wonders theme team (as that's his only keyword) and fit the ATA in, he can be a good healer, especially since taking the damage doesn't affect him much. He's a solid point investment that will be somewhat of a target and draw the heat his way, so he'll make his points worth it to you. 3/5 without a Wonders team, 4/5 with
#010 Experienced Huntress
Real Name: Helena Wayne
Team: Batman Ally
Range: 5
Points: 60
Keywords: Detective,Gotham City,Martial Artist,Wonders of the World
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What? It's Just Rubble.: Improve Movement: Ignores Hindering World's Finest: You Can't Always Depend on Your Powers, Kara: Friendly characters named Power Girl modify their combat values by +1 if they have a power or ability countered.
Helena is a decent piece indeed. Her 3 damage and Precision Strike are pretty good for her points, although just Super Senses defensively isn't so great, although she gets really scary after taking some damage she picks up some Flurry/Blades or 17 Reflexes and Outwit, so she either gets some really good damage output or surprise Outwit in the middle of the dial, which combined with her Stealth and Combat Reflexes means that she'll suddenly become a priority target that's quite hard to hit. Also, she and Power Girl have complimentary traits, Helena's making Power Girl better if her powers are countered, which helps her not so great stats, and Power Girl gives Huntress Toughness, giving her better longevity. Huntress should be able to get her points worth back for you, if not more. However, if Power Girl is your best option, you may be in trouble. 3/5 stars
#011 Veteran Power Girl
Real Name: Kara Zor-El
Team: Superman Ally
Range: 7
Points: 140
Keywords: Kryptonian,Scientist,Wonders of the World
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World's Finest: I've Got Your Back, Helena: Friendly characters named Huntress can use Toughness.
Power Girl is the first character in this set that's a traditional bruiser and she's decent at it. She has acceptable stats with some damage reduction and such, although it really isn't enough for her points., especially with Invincible top dial, so pretty much any character can damage her. I'd rather she had Impervious first, and not so much toughness. For almost half your build her stats don't really cut it, although she has the option to stay at range with her 7 and Superman Ally TA. With Huntress with her, if her powers are countered she becomes acceptable, but that's not much help if a power has to be countered, so she'll have less options to go along with her slightly better stats. 2/5 stars without Huntress, 3/5 with
#012 Experience Steel
Real Name: John Henry Irons
Team: Superman Ally
Range: 5
Points: 140
Keywords: Armor, Metropolis, Scientist
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Metal-O Virus: Modify the combat values of adjacent opposing characters with the Armor, Robot, or Vehicle keywords by -1. Iron Will: Steel can use Invincible and Willpower.
First, neither the Robot nor Armor keywords are very common in this set, so while his trait can have some impact, it is unlikely that it'll happen. As far as the actual dial goes, Steel could stand to have better combat values for the points. And no Indomitable hurts on top of that. Stealthbusting Outwit is good to see, but his 10 attack isn't that good when he's half your force. Invincible should help make sure he hands on one of his CCE clicks, so that should help him hit. But a character shouldn't rely on being hit to be able to hit. Thankfully he has plenty of Charge to make sure he's getting in the fight. He's only a common so he will not be your only option. I'd probably leave him in the booster. 2/5 stars
#013a Experienced Guardian
Real Name: Jim Harper
Team: Police
Range: 0
Points: 55
Keywords: All Star Squadron, Justice League, Metropolis, Past, Police
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Newsboy Guardian: When a friendly character named Newsboy Legion is on the map, Guardian can use Willpower Shield Bash: Guardian can use Quake. When he does, hit characters are given action token.
I really like Guardian's Quake that gives out action tokens. This guy is a really good team player with his Police TA and ability to give out so many tokens. His stats are pretty good for the points, especially with his CCE. It is also nice that although his dial is short, he can potentially use Regeneration to heal all the way up to his top dial and stay in the fight. He's pretty simple but effective. Not a priotity to play but he deserves your attention. And if you see him across the map, KO him before he really messes with your team with that special power. 3/5 stars, extra consideration if you pull a Newsboy Legion
#013b Prime Captain Atom
Real Name: Nathaniel Adam
Team: No Affiliation
Range: 7
Points: 130/75
Keywords: Justice League, Justice League International, Soldier, Super Buddies
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Containment Suit Rupture: Captain Atom can use Toughness. Captain Atom can use Regeneration as a free acition and d6 can't be rerolled. When he does and the roll is a 1, deal 2 penetrating damage to each character within 3 squares of him, then KO Captain Atom. Superhuman Strategist: Captain Atom can use Enhancement and Leadership.
130 point dial review: We've missed you, Captain Atom. Mr. Adam makes his way back into clix with a very strong showing. He is both a good ranged and close combat attacker, starting off as a really good ranged attacker then moving into close combat with his traditional Charge/Super Strength combo. It's also nice to see a primary attacker with team based support powers. Leadership to make sure everyone else is attacking and upping their damage with Enhancement is quite effective. I also like that he's a threat on every single click, even being amazing on his last clicks, being able to Poison, Exploit, and then roll Regeneration for free. And something has been done with his Regeneration that I haven't seen before that is amazing, that being a benefit for rolling badly. Potentially dealing 3 free damage in a turn without needing to roll well for it is something that makes him a threat even when he's near KO, making him a ridiculous threat the whole way down his dial, while taking a whole lot of damage and absorbing a lot more with his reducers. And he isn't even half of your build. If you pull him, play him. 5/5 stars
75 point dial review: If you need the 55 points elsewhere, Captain Atom can have his points bumped down to serve a different function. He can be your taxi and still be a big damage dealer with his Charge/Super Strength, and be a character that your opponent will know they have to KO in one turn, otherwise he could blow up in their face and cause some serious damage. If you have something else on your team that's so good that you need to bump Captain Atom down to this dial, he can definitely help you on your way to victory. 4/5 stars
#014 Veteran Coldcast
Real Name: Nathan Craig Jones
Team: No Affiliation
Range: 6
Points: 65
Keywords: Brute, Justice League Elite
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Electromagnetic Pulse: Coldcast can use Pulse Wave. When he does, after actions resolve, counter the defense poser on each hit opposing character until your next turn.
Coldcast is a decent dial. TK in sealed can be extremely useful, especially in this set full of Charge/Super Strength and Hypersonic Speed. Sidestep will make sure that he can move even when he's taking power actions to support your team. His stats are average for his points, although his Pulse Wave special is quite impressive, even with those stats. Overall, Coldcast will mostly be a support piece for your team while maybe taking a few potshots here or there. 3/5 stars
#015 Experience Hat
Real Name: Rampotatek
Team: No Affiliation
Range: 5
Points: 45
Keywords: Justice League Elite, Mystical
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Magical Hat: Once per turn, you can either: give Hat a free action and choose a standard attack power, or give Hat a power action and choose a standard damage power. Hat can use the chosen power until your next turn.
Wow. Quite the versatile piece for sealed. And just a common too. Very impressive. Like Coldcast, Hat can TK your big piece for the alpha strike, or do any number of things, like choose Pulse Wave, Blades, Steal Energy, or Poison. I would probably not give him the power action to pick a damage power unless I really needed Outwit or Probability Control, but the situation could come up. Hat is absolutely a support piece you should give strong consideration to. 5/5 stars
#016 Veteran Menagerie
Real Name: Pamela
Team: No Affiliation
Range: 3
Points: 80
Keywords: Animal, Justice League Elite
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Symbeasts: Menagerie can use Combat Reflexes and Super Senses.
Menagerie is basically a solid close combat attacker with good stats and the ability to dodge some attacks. Your opponent will be quite frustrated trying to hit a 19 defense in close combat with Reflexes and Super Senses. Menagerie can also function as a taxi for your team, while flight will make her able to get most anywhere she wants to get in the fight. A solid piece to fill out your team. 4/5 stars
I'd give Newsboy Legion a 4/5 minimum simply for being a 15-point Smoke Cloud/tie-up figure. Power Girl gets a 3/5-4/5 as well, considering her range, TA and indomitable for the point cost.
I'd rate Captain Atom at 3/5 under normal circumstances. Great opening stats at full cost, but considering his mid-dial drop to nada and average Charge range, he's at a slight disadvantage.
Steel, I'd bump up to a 3 for one solitary reason : he can actually be instrumental if you come up against Superdoom. Because of his Superman TA and Outwit, he gets through Superdoom's trait. Having Steel in the pre-release meant I was able to have a fighting chance against the 300pt monster (and live to tell the tale).
Groot : I am Groot! Rocket Raccoon : And he's Groot!