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I disagree. Considering you can play all 4 turtles in a 200 point, 2 action game, leadership is still plenty valuable. He is also a charge/blades piece for 50 points an multiple clicks of 11 attack. Plus, his ability to move after he hits OR misses makes him very mobile.
Another win for TMNT. Animal kw-based characters with Leadership are rare, so he's a great addition. Also, there are a number or cheaper characters generated by Animals (Lobo, Teekl, The Pack) that can take advantage of Leadership to have tokens cleared and/or be given an action.
TMNT was around before the cartoons in the early 1990s. Originally all the Turtles wore red masks because they didn't need to be identified by colour; they were identifiable by the weapons they wielded (that was their trademark). The "colour coding" was introduced in the early 1990s cartoon so the younger audience could easier identify and distinguish the Turtles.
His leadership is useful for giving himself and his bros the extra action on a 200 point team. He also has a long string of 11 attacks, and B/C/F is ideal on this small point figure because it opens up high damage potential at a low cost. There's nothing bad about Leo here. To jump on the errata band wagon though, if Leadership is adjusted, this guy will go from "Good" to "HOLY COW(abunga)"!!! Taking tokens off his bros and allowing Raph and Mikey to flurry whirlwind turn after turn would define the old lyric "Leonardo Leads"
I like him a lot more if leadership is changed properly. As is, he's still pimpin. Great stats, powers and keywords for 50pts. BCF and CR are great here. I love the idea of ripping through foot hordes multiple turns in a row with multiple turtles.
Leo’s leadership is much needed by the four. His attack power is.. interesting. I’m not sure I feel about the most precise, disciplined turtle being the only one with blades, which relies on a random roll, although I may just be salty that I usually roll one or two. The sidestep if he misses is neat, and sorta thematic as he often uses the second katana to block or disengage.
As a group of four, the Mirage commons are strong and efficient, and all very similar. Only differentiated by minor stat differences, their weapon attack powers, and damage powers, which fits their original depiction quite well- for the first few issues. Their trait is quite useful, especially with the Renet in this set. I also like that while they have their differences up front, they all have the same “ninja” back dial.