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Jay's UNOFFICIAL Superman and Wonder Woman primer - Uncommons
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.
#017 Experienced Superman
Real Name: Clark Kent
Team: Justice League
Range: 4
Points: 150
Keywords: Justice League, Kryptonian, Metropolis, Reporter, Trinity
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18
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The Odds are Against Me At the end of your turn, if Superman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Superman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack. Standing Tall Give Superman a free action and remove 1 Outnumbered token from this card and he can use Willpower this turn.
This is a solid Superman indeed. Solid stats, good reducers and whatnot. And unlike the common Superman, he has the Wing symbol and Charge to go with his high movement. Leadership is always useful in sealed, especially to get another action in your action pool. Invincible is a good defensive power to start with in a set like this, with so much Super Strength. Invincible is a power that becomes better the more damage is being dealt to the character. Impervious is good, but in this set, a lot of attacks will be dealing 6-7 damage, so while the possibility of rolling Impervious to ignore damage is good, if that roll fails, Invincible is better. If dealt 6 damage, a failed Impervious roll results in taking 3 damage. Invincible being able to ignore penetrating damage is also a big factor, as there is a fair amount of Psychic Blast and even some Exploit on big threats in this set, such as Bruutal, First Born, and Superdoom. Additionally, I like that he gets Hypersonic Speed later in the dial to be able to surprise your opponent with it and to get out of an unpleasant situation. On the side of the negatives, the lack of Indomitable is not great to see, although he can possibly get Willpower from his traits. But as far as his traits go, his points are such that unless you're only using two pieces, I would doubt that he will be outnumbered. Of course, if your pieces are getting KO'd so that he is indeed outnumbered, getting Willpower or making a few extra attacks at that point of the game may be too little too late to turn it around, and you're probably already losing. But to end on a more positive note, I like that even on his last clicks he is still useful, seemingly a trend in this set, with Defend being maximised by his defense numbers picking back up to an 18 and him getting Empower. Overall he's a perfectly reasonable use of the points, but his (mostly) lack of Willpower makes him not my first choice as compared to some other primary attackers.
2/5 stars
#018 Experienced Wonder Woman
Real Name: Diana of Themyscira
Team: Justice League
Range: 0
Points: 125
Keywords: Amazon, Justice League, Trinity, Warrior
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The Odds are Against Me: At the end of your turn, if Wonder Woman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Wonder Woman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack. Standing Tall: Give Wonder Woman a free action and remove 1 Outnumbered token from this card and she can use Willpower this turn. Defllecting Bracelets: Wonder Woman can use Energy Shield/Deflection. When Wonder Woman is targeted by a ranged combat attack that misses her, after actions resolve give the attacker an action token. If you can't, deal the attacker 1 unavoidable damage.
In contrast to the Superman of the same rarity, I look at this Diana a bit more favourably. Her lack of Willpower seems a bit more reasonable for the points and I don't mind pushing her to that almost the exact same second click with the addition of Perplex. A bit later on in the dial, the combination of Sidestep and her special power giving her Energy Shield/Deflection means she can punch someone hard and then give herself some space to be able to use her bracelets to protect herself and deal some unavoidable damage if she's being missed at from range. If anything, her Outnumbered traits almost feel like a bonus, as she's, like Superman, unlikely to be Outnumbered from the beginning of the game with all the low point stuff in this set. This version of Diana is a cheap and effective bruiser that is very respectable and probably deserves a place on your team.
3/5 stars
#019a Experienced Superman II
Real Name: Val-Zod
Team: Superman Ally
Range: 6
Points: 150
Keywords: Kryptonian,Wonders of the World
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Wait, That's Not Superman...: If Superman II is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Superman II. If you do, Superman II begins the game with an action token. Pacifist Ideals: Superman II can use Incapacitate. When he uses it as a close combat action and hits, after actions resolve he can use it again as a free action targeting the same character. Characters hit by his Incapacitate can't ignore pushing damage this turn.
With Superman II, we see the first of the characters with the “Wait, that's not Superman...” traits. With 4 pieces named Superman in this set, those being Common, Uncommon, Super Rare, and Chase Supermans, there is a decent likelihood that you will pull a Superman who can be replaced by the lookalike/clone/Doomsday virus/Communism virus infected version you also pulled. From a rules standpoint it should be noted here that the character to be replaced has to be named “Superman”. No more, no less. As far as Superman II goes, I think he was an interesting experiment. An experiment that didn't work out too well, unfortunately. In his favour, having Outwit with Superman Ally is pretty good, especially since having that team ability with Outwit makes it possible to outwit Superdoom. However, as is, for the point investment of half your team, I can only advise against using Superman II. Having 2 damage and Incapacitate is simply not what a figure of that number of points needs to do in a 300 point format. And on top of all that, the complete lack of Willpower is not good enough for this many points and him not having anything to make up for it. None of this is to say that he doesn't have the potential to deal a reasonable amount of damage. Later in the dial he does get a Super Strength with Charge/Hypersonic Speed power set. But the problem is that waiting until he's damaged to to that point allows your opponent to control the flow of the game, and with his only click of Impervious being on his top dial and his defense numbers being below average, your opponent should be able to damage him to the point where he will get one attack off that deals real damage at the most. There's no reason not to put Superman II on your sideline if you have another Superman, but I really can't think of a situation where you'd want to switch Superman out for this guy.
1/5 stars
#019b Prime Brutaal
Real Name: Kal-El (Clone)
Team: No Affiliation
Range: 8
Points: 175/100
Keywords: Apokolips, Brute, Monster, Warrior
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Wait, That's Not Superman...: If Brutaal is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Brutaal. If you do, Brutaal begins the game with an action token. Conquering Hero of Apokolips: When Brutaal is closer to an opponent's starting area than his own, he can use Willpower. When a friendly character with the Apokolips keyword is closer to an opponent's starting area than its own, modify that character's attack value by +1 Spawn of Apokolips: Brutaal can use Super Strength. Opposing characters can't target him with Outwit unless it is granted by the Superman Enemy team ability.
175 points: Thankfully, the only thing that this prime shares with Superman II is the sculpt. This guy is spectacular. Like with Superman II, I don't recommend using this guy for his “Wait...” trait, but that's because I think you should be playing him. His Outwit immunity trait protects him from most Outwit in this set, as as opposed to what you might think, the Superman Enemy team ability is actually pretty sparse in this set, However, the character that makes it most likely, General Lane, is the least rare, being an uncommon, and he gives it to all friendly characters. Scary, but the General is a mere 4 clicks long with the stats of a normal human, meaning that Bruutal is well equipped to take him out. So for the most part Bruutal is unoutwittable, has his (situational but easy to get) Willpower as a can use trait so it isn't even Outwittable, and taking his first trait into account, has an attack average value of 11.875, and he also increases the attack stats of other Apokolips characters, which unfortunately doesn't include Steppenwolf, as they are too many points together. If you have a Parademon or two, upping their attack stat is gravy. That's pretty crazy, and all that is just his traits. As far as the dial goes, he starts off strong with Running Shot and Psychic Blast offensively to cut right through those reducers on other tentpoles. Defensively, 18 Defense with Invincible and Shape Change is just about the best possible defense that a character can get. And although Battle Fury ignores it, Bruutal's ranged focus means that he can keep his distance from a character that can only attack in close combat. After taking 1/2 damage, which is the likelihood with Invincible, Bruutal gets the seemingly incompatible powers of Hypersonic Speed and Exploit Weakness. I actually quite like this combination, as he can use Hypersonic Speed to make a ranged combat attack, base a character, and then use Exploit with an object, potentially attacking with a 13 attack for 7 penetrating damage. Yikes. Then after taking a bit more damage he starts to lose a bit of steam, getting Quake and losing his ranged abilities with Battle Fury, but he's still got 3/4 damage with his stellar attack stats and should hopefully be able to pick up another object. Even at the end of his dial when he's down to Toughness, he still maintains his stats, never getting below a 3, and his Plasticity ensures that he'll be grabbing an opposing character for dear life to follow it up with a Close Combat Expert to pound them silly. To sum up my feelings about Bruutal, PLAY HIM.
5/5 stars, although I would rate him above that if it was mathematically possible
100 points: I'm not sure why I'm even writing this, as you should be playing Bruutal at full points. But I can possibly see why this dial is a consideration if you also pull Steppenwolf and a Parademon to make a named theme team. Bruutal is decent for the points, but even in the case of that Apokolips team, I'd rather play Bruutal at his full points. There's nothing wrong with this dial itself but since it precludes playing the other dial, I would advise against it.
3/5 stars
#020 Experience Hawkgirl
Real Name: Kendra Munoz-Saunders
Team: No Affiliation
Range: 5
Points: 75
Keywords: Detective, Scientist, Warrior, Wonders of the World
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Treasure Hunter: At the beginning of your turn if Hawkgirl is occupying printed hindering terrain, you may roll a d6 that can't be rerolled. On a roll of 6, once per game you may choose an object that costs 8 points or less from outside the game and place it in her square. If it can be equipped, equip it.
She's a solid taxi, secondary attacker, and provides some support for your team with her Perplex and possibly the Wonders of the World ATA. Her trait will not factor into sealed, so disregard it. There's not really much to say but that if she works with your team, play her.
3/5 stars
#021 Experienced Red Tornado
Real Name: Lois Lane
Team: No Affiliation
Range: 5
Points: 95
Keywords: Reporter,Robot,Wonders of the World
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Ride the Cyclone: Red Tornado can use Force Blast normally or as a free action. When she activates Force Blast, after actions resolve, if the target is still adjacent to her, deal that character 1 penetrating damage.
This Lois Lane is pretty useful in multiple roles for sealed. TK is important, she can be a healer with the Wonders ATA, and Outwit is always good. One of her keywords, Reporter, is really common in this set with 11 figures all in CUR rarity, so it should be easy to make a decent theme team with her and a Superman, maybe with some reporter generics for filler. She has reasonable stats for attacking with 5 range, 3 damage all the way throughout the dial, and averageish attack values. In addition to that, she has the opportunity to deal out a bunch of damage without needing to roll. (Yes, you technically roll a D6 for Force Blast, but her damage doesn't require any specific result.) Because there's a lot of Charge in this set, there's a lot of characters in this set that Red Tornado can damage for free. Awesome. She can move 11 squares (including Sidestep), deal a character 1 free penetrating damage, Outwit something, and tie them up. Then the next turn deal them 2 penetrating damage again! It should be noted that from what my rules knowing sources tell me, “activating a power” involves an action, so Red Tornado will not be able to get the free damage from using Force Blast during an attack, as that is not taking an action to use Force Blast. As is, she can be a taxi or TK/deal out a lot of damage for her point investment, Outwit stuff, and even potentially be a healing battery. Overall, she's a very solid piece to play, and I'd be happy to see her in my sealed booster.
4/5 stars
#022 Rookie Mermaid
Real Name: Various
Team: No Affiliation
Range: 5
Points: 33
Keywords: Atlantis
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Charm the Weak-Willed: When she is targeted with an attack by an opposing character that can't use Willpower, Mermaid modifies her defense value by +2.
More really amazing tie up. Great. There's a whole lot of no Willpower in this set, so send her up to base a character that fits that description. An 18 defense in sealed is pretty good, especially for the points, and once a character has missed an attack on her, she can maybe use Incapacitate on them with her stellar 11 attack to push them or deal them 1 penetrating damage, if you have the actions for it. Her Support later in the dial is also useful, or she can just continue to tie up with her Plasticity. She can take a few moderate hits with her appropriate dial length and Toughness, so she can also serve as really good bait, ironically enough. She should help fill out a team nicely.
3/5 stars
#023 Veteran Apollo
Real Name: Phoebus Apollo
Team: No Affiliation
Range: 8
Points: 200
Keywords: Deity, Ruler
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Shining a Light: Improve Targeting: Ignores Hindering Terrain Divine Aura: Apollo can't be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword. The Mercy of Apollo: When Apollo hits an opposing character that opposing player must choose: this attack deals penetrating damage, or that character can't attack Apollo until your next turn.
Oh my. A Pulse Waver with their own Probability Control who is immune to most opposing uses of Probability Control and Outwit. Very nice. He has really good stats backed up by the ability to use his Probability Control defensively, so good luck to an opponent having to hit an 18 multiple times. His attack power is also amazing, allowing him to potentially deal penetrating RCE or not allowing the opposing character to retaliate. But even if they do pick the penetrating damage effect, the figure will have taken a bunch of damage and will be in even less of a situation to retaliate. His attack and damage stats never really drop, with his worst offensive click being 10 with his special and Ranged Combat Expert, so you may not even want to roll Regeneration, as he picks up Stealth for safety while being ranged focused. Overall, he's got a long dial and can maintain his range, especially with his ignoring hindering terrain for line of fire, but even if your opponent manages to close the gap, his Pulse Wave is a good backup. Apollo is a very solid primary attacker to build your team around.
4/5 stars
Animals Are My Domain: An Animal themed team may include Circe and is still a themed team. Master of Men: Circe can use Mind Control. When she does, she isn't dealt unavoidable damage from using Mind Control. Queen of a Bestial Army: Circe can use Leadership and Mastermind. When she uses Leadership and succeeds, she may choose an adjacent friendly character of 75 points or less and one of the following: Battle Fury, Blades/Claws/Fangs, or the Flight ability. That character can use the chosen power/ability this turn.
Circe seems to be built intended for sealed. Her top dial TK and Leadership are very effective in sealed, and her later picking up some Perplex or Probability Control is effective in the format. Mind Control can also be useful to use your opponent's big hitter against them, and not taking damage from it is gravy. She can make a smaller character even more effective with her special Leadership giving a friendly character powers if she succeeds on the roll, and then TK them into the thick of it to take advantage on your generic now having Blades to potentially deal 6. She also has the advantage of not appearing to be a threat initially, so your opponent will not try to damage her initially. Her Mystics will also contribute to this, as they will probably try and take her out last, so she can attack while your opponent is concentrated on other threats. It should also be noted that without pulling multiples of Krypto or Menagerie, her Animal theme trait will not be much of a factor. Overall, Circe is a solid investment who can do more than what would initially appear and help the rest of your team be better.
3/5 stars
#025 Veteran Artemis
Real Name: Artemis
Team: No Affiliation
Range: 4
Points: 125
Keywords: Amazon, Deity, Warrior
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Divine Aura: Artemis can't be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword. Amazonian Warfare: Artemis can use Charge and Stealth. I Love A Challenge: When Artemis attacks only the highest point opposing character, modify her attack and damage values by +1 for the attack, and the damage dealt is penetrating damage.
This Amazon is frightening. If she attacks the right target, she can be going for a 12 and 5 attack, dealing penetrating damage. This is outstanding for a figure of her cost. And on top of these amazing stats, her Divine Aura trait protects her from a lot of opposing Probability Control to make sure those attacks stick. Even after she loses her special attack power, her stats don't quit. Stealth will also help protect her powers from being Outwitted on top of her Aura trait, and there are very few figures in this set that ignore Stealth, have Outwit, and qualify to target her with Outwit because of Divine Aura. And on top of all that, Shape Change should help protect her from attacks. And Stealth with Shape Change can be especially effective, as you can position your Stealth figure to not be adjacent to other friendly characters. Therefore, an opposing character would be attempting to make a close combat attack with the only possible target being the Shape Change figure, and when you succeed on Shape Change, they are left without any other possible targets. Wasted action. As for the rest of her dial, her stats are phenomenal. Even if she misses her big first 12 and 5 attack, she remains a threat until she's KO'd. She will be a big target once your opponent realizes what she does, and even with an entire opposing team coming for her, she should still be able to do some big damage.
5/5 stars
#026 Veteran Clark Kent
Real Name: Clark Kent
Team: Superman Ally
Range: 0
Points: 55
Keywords: Kryptonian, Metropolis, Reporter
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The World Needs to Know: Your Plans: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can't be given power actions. Superman Was Here? Where?: Give Clark Kent a power action and place adjacent a Superman bystander token as described on this card. Immediately give that bystander token an action, then remove it from the game after that action resolves.
#026bt Superman
Team: No Affiliation
Range: 0
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3
This Clark Kent is a really neat piece. Low point Probability Control is very useful, as is his trait. Shutting down power actions is a huge thing, especially when a figure this low in points is doing it. Pushing to Stealth ignoring Outwit is also great, although in a sealed environment I would rather Probability Control. The Superman bystander making power is good, but unlikely to be used as when an opponent hits Clark to that power they will probably make KOing Clark a priority, which isn't necessarily a bad thing, as it distracts from your other characters. I'd use Clark primarily for his Probability Control, with his other stuff as a bonus. I would try avoid allowing him to be one shotted at all costs. What he can do for your team in a sealed environment is too good.
4/5 stars
#027 Veteran Jimmy Olsen
Real Name: James Olsen
Team: No Affiliation
Range: 0
Points: 60/25
Keywords: Legion of Super Heroes, Metropolis, Reporter
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Transform into Giant Turtle Boy!: Jimmy Olsen can be played at 25 points or 60 points. If Jimmy Olsen is 25 points, he is KO'd when he crosses the red KO line. Superman Signal Watch: Give Jimmy Olsen a power action if an opposing character is within 4 squares and line of fire and place a friendly character named Superman adjacent to Jimmy Olsen. The placed Superman can't be given a non-free action this turn. The World needs to Know: Your Evasions: At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can't use Shape Change or Super Senses. Giant Turtle Boy, the Super-Menace: Jimmy Olsen can use Battle Fury and has and .
25 points: This is an absolutely amazing dial for the points, format, and set in particular. 25 points for Perplex alone is great, and doubly so when he has so many common keywords to theme with. His reporter special power is also great, although it needing to be at the beginning of the turn is a bit of a necessary balancing factor. But if you can pull it off at least once to succession, it's given you your points worth. The Superman Signal Watch is unfortunately not as useful as it might initially appear as again, the character has to be named Superman exactly. Fit Jimmy on your team.
5/5 stars
60 points: This beefed up version of Jimmy starts with the stellar first few clicks and then turns into some more awesome. He has good stats and dial length for the extra 35 points. Not a must play, but still pretty good if you have the points after putting the 25 towards normal Jimmy.
4/5 stars
#028 Veteran General Lane
Team: Police
Range: 4
Points: 40
Keywords: Politician, Soldier
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Let's Do What Needs to be Done: General Lane and adjacent friendly characters can use the Superman Enemy team ability. Gruff Leadership: General Lane can use Enhancement and Leadership. When he uses Leadership and succeeds, he is considered a higher point value than any friendly character with the Soldier keyword.
An absolute must play. He does so much for a team before his trait. The Police team ability and Enhancement helps give some more Sting to your team, Leadership is very useful in this format, and the trait. My goodness, this trait. Giving almost your whole team Outwit is nutty, to say the least. When your opponent sees what this guy can do by just standing there, they'll be coming right for him. So you can either take advantage of that and use him as bait in the worst case scenario, or make your opponent really work to get at this guy and help him help your team in so many ways. One of the best figures in the set, even with Soldier being not so common to take full advantage of the ridiculous Leadership on top of the amazing dial.
5/5 stars
#029 Veteran Lana Lang
Real Name: Lana Lang
Team: No Affiliation
Range: 0
Points: 50/20
Keywords: Legion of Super Heroes, Metropolis, Reporter
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KO
KO
Transform Into the Insect Queen!: Lana Lang can be played at 20 points or at 50 points. If she is 20 points, she is KO'd when she crosses the red KO line. The World Needs to Know: All the Shocking Details... Full Coverage at 8: At the beginning of your turn you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character's combat values can't be increased or replaced with a value higher than its printed values. Insect Queen Wings!: Lana Lang can use Super Senses and Toughness, and has .
20 points: Decent mobility, Empower, a really good Reporter power, common keywords in this set. Not much to say but play this if you can.
4/5 stars
50 points: Similarly to Jimmy, for a small extra price you can add a decent attacking portion to the dial of a solid support piece. Use the extra points if you have nowhere better to put them, sure.
4/5 stars
#030 Rookie Ulysses
Real Name: Neil Quinn
Team: No Affiliation
Range: 7
Points: 150
Keywords: Celebrity,Cosmic,Metropolis
10
11
17
4
9
11
17
4
9
10
17
3
9
10
17
3
8
10
17
3
8
9
16
3
8
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Wait, That's Not Superman...: If Ulysses is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Ulysses. If you do, Ulysses begins the game with an action token. Unstable Energy Transference: Ulysses ignores damage dealt by Pulse Wave and can't be targeted by Penetrating/Psychic Blast. This ability can't be ignored.
A pretty interesting dial. His immunity to Pulse Wave and Psychic Blast as a trait will help ensure his longevity, making up for his could be better defense values. Also, the “Wait...” trait is always a good option to have. I feel like he might be better suited sitting on the sideline for that reason, so you can pull him out depending on what your opponent is packing. But if that's not an option, Ulysses is a fine character to build your team around, although I would make sure you have another attacker or a TK yoyo, with his lack of Willpower.
4/5 stars
#031 Veteran Superboy
Real Name: Connor Kent
Team: Legion of Superheroes,Superman Ally,Titans
Range: 0
Points: 100
Keywords: Future, Kryptonian, Legion of Super Heroes, Metropolis, Teen Titans, Young Justice
10
10
18
3
9
11
17
3
8
10
17
3
8
10
17
3
9
9
16
3
8
8
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
He's a decent bruiser who always has a power to help out his friends, which is good. Flight and always having Charge and Sidestep keeps him mobile, and the 3 team abilities are good, although there's only one other wildcard in this set to take full advantage of the Teen Titans TA, unless you pull 2 Connors. One thing he has going for him that's pretty rare in this set is actually being named Superboy or Superman, so he's a good option to start with on your team to have options for the “Wait...” traits. Otherwise, he's basically more of the same that you see in the set, with Probability showing up once he's taken a good hit. And it will take at least 2 strong hits to take him out because of that wonderful Invincible. He wouldn't be my primary choice, but he makes a solid choice to add another attacker to your team who has some sort of support power.
3/5 stars
#032 Experienced Sister Superior
Real Name: Vera Lynn Black
Team: No Affiliation
Range: 6
Points: 80
Keywords: Justice League Elite, Robot, Spy
10
11
17
3
9
10
17
3
8
10
16
3
8
10
16
3
7
9
17
3
7
8
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
My Brother Was A Terrible Leader, But I'm Not Him: When you build your force, characters with the Justice League or Suicide Squad keywords possess the Justice League Elite keyword this game. Let's Do It Bloody Right This Time: Sister Superior can use Leadership and Shape Change. When she uses Leadership and succeeds, friendly characters that share a keyword with her modify their attack values by +1 this turn.
I really like this dial, but it's much better suited for constructed than sealed. The Leadership, Outwit, and TK are nice, but I'd probably only use her if I really needed the TK and didn't have another character to do it. Only having Toughness makes me afraid that she'll just get hit past her good stuff in the middle of the dial. None of her keywords are very common in this set, so you probably won't get full use out of the extra effect of her Leadership, although she does modify her own attack as well with the effect. Her stats are good if not above average, but her good combat powers are stuck in the middle there, and while the Psychic Blast is nice, in this set full of high point pieces, I wouldn't want to give up the 11 attack. She has some stuff going for her, but I'd imagine you have better stuff to play than her. Save her for constructed to play Harley Quinn themed with Batman.
2/5 stars