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One key to that team, is Gordon using his ranged flurry.
Pair him next to GL, siphon that Running Shot and Jack up his attack and damage to desired levels. In all honesty, Gordon has the most damage potential of your entire team if played right. Goes particularly well with those Checkmate Knights (White) Enhancement.
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
I think next game, I'm going to ditch Green Flame. She's been dead weight for two games now, and it's annoying me to no end.
Checkmate XP - Before Game
1) Green Lantern - 10 xp
2) Mr. Terrific - 10 xp
3) Green Flame - 0 xp
4) Sgt. Gordon - 10 xp
5) Mademoiselle Marie - 20 xp
6) Deadshot - 0 xp
Team XP - 20 pts
RP: 38 pts
Game Stats
1) Green Lantern - 1 SA [5 xp]
2) Mr. Terrific - 0 XP
3) Green Flame - 0 XP (Injured)
4) Sgt. Gordon - 1 SA, [5 XP]
5) Mademoiselle Marie - 0 XP
6) Deadshot - 1 SA, 1 AST [10 xp]
Team XP - 20 xp
Checkmate XP - After Game
1) Green Lantern - 15 xp
2) Mr. Terrific - 10 xp
3) Green Flame - 0 xp (Recovered from Injury)
4) Sgt. Gordon - 15 xp
5) Mademoiselle Marie - 20 xp
6) Deadshot - 10 xp
Team XP - 40 points
RP Points: 38
Upgrades: Green Lantern will be upgraded to AN049 Green Lantern, using 40 xp from the Team XP pool and 12 XP from his personal XP.
Mademoiselle Marie purchases Trick Shot for 20 XP.
GL can't upgrade using 40 XP from the team pool because the team pool is either converted to RP or is distributed evenly among the squad you fielded. All upgrades are a minimum of 50 XP as well, so 40 wouldn't get you the GL upgrade and Trick Shot costs 50 XP to upgrade as well.
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