You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Click "full story" below to find out how the Rares rate!
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
* These figures are compared only within [their respective] set, only for sealed play at 300 points.
* There are only a few 1 or 5 [Shield] ratings, based on their sealed play strength.
So even though your favorite character didn’t get five [shields] like you think it should, the ratings are only my recommendation. If you really like a fig, by all means play it.
* Everything written here is intended to be very broad in order to give a general idea of what may or may not work - These are not specific suggestions “you must play this!”
These are just my recommendations, and the combination of figures on a team can drastically affect a specific fig’s overall effectiveness.
*!!* Lastly, this review is just my opinion, and these are a lot of work to write - so I ask you very kindly, please don’t get angry at me for my ratings. I give reasonable explanations for each choice.
If you disagree (and you are welcome to do so), please try to do the same.
Please note: Most of the dials coded below are pulled from the units section. My ratings use this information, though I realize it may not be 100% accurate.
I'll be using shields to rate the figures, rather than smilies.
Unplayable
Think twice before using this piece.
There might be a better option for you.
Not bad, but not the best.
Strongly consider playing this figure.
A team winning figure.
The dials for this review are based on the Brave and the Bold dial thread. Please let me know of any discrepancies and I will correct them.
The Brave and the Bold RARES
===================================================
Damage – Shrink Ray – Brainiac can use Incapacitate. If his attack using Incapacitate succeeds, the targeted characters also modifies their speed and damage vales by -2 and their defense values by +2 until the beginning of your next turn.
Brainiac returns to clix with 2 rare versions (regular fleshbag flavor, or extra crunchy robot shell), both of which are power houses. Fleshbag here, starts out with an amazing 4 damage/Perplex/Super Srength combo to bring the pain to 7 clicks of damage. He’s got an 8 range, and ES/D, so while you’ll be tempted to move up close for the added damage of the object, hang back and snipe for 4+ damage with a 10+ attack while getting a 21 Defense at range. Make the enemy base you, and then hit them with the object.
His usefulness tapers off mid dial and his 2 damage may lean you towards using TK to fling Heavy Objects rather than shoot outright. His sp Incap will lead to some interesting decisions – if you use it to make someone push, it won’t matter that their speed and damage are reduced. Whatever the case plan your attacks to incap last, as you won’t want to give a +2DV boost to an opponent and force your next attack to miss. I definitely wouldn’t run him as a two figure team but I think given the right support, Brainiac could be a contender despite his extremely soft jaw.
===================================================
bb032 R KRYPTONITE MAN
Team: Superman Enemy
Range: 0
Points: 121
Keywords: Scientist
7
10
17
3
7
9
17
3
7
9
17
2
7
9
16
3
6
9
16
2
6
9
15
3
6
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Superman's Bane: (non-optional)Characters within 8 squares of Kryptonite Man that possess the Superman Ally team ability or are named "Superman" have Earthbound/Neutralized and damage dealt to them may not be reduced below 1. When these characters are given a non-free action, modify their speed values by -3 for that action.
Kryptonite Man makes his long overdue debut in Heroclix, with a fantastic set of powers that lends itself better to theme play and constructed events. With 0 range, 0 move and attack, KM needs to be carried into combat to be effective. His Poison will surely draw a lot of fire, making him a big target. A deep dial of damage reducers is welcome and like most AVs in the set, his are steady, but not high enough to warrant a must play. In short, he’s going to get outranged, Outwit, and shot up before he can likely earn his points back for your team.
Attack - Kryptonite Core : Metallo can use Poison and Super Strength Damage - Malleability:Metallo can use Blades/Claws/Fangs, Plasticity, and Shape Change.
Another sculpt that didn’t look too bad when I had it in hand, Metallo brings some R-E-S-P-E-C-T back to the SE’s (Superman Enemies). He can Charge 5 squares for 5+ damage, and do it again the next turn without pushing damage . He can Poison every round, heal himself with Steal Energy and has a lovely overlapping of Invulnerability and Shape Change. High defense, lots of damage reducers, high attack values – Metallo should be able to one shot a lot of figures in this set. His biggest drawback is his cost – at 182 points there’s no guarantee you’ll be able to fit a Taxi with him, or enough low cost tie up pieces to let him steamroll the opposition. In a 400 point sealed, I’d say this guy is a must play.
===================================================
bb034 U RA'S AL GHUL
Team: Batman enemy
Range: 0
Points: 102
Keywords: League of assassins, ruler
8
9
16
3
8
9
16
3
7
8
16
3
7
10
17
2
6
10
17
2
6
9
17
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
Lazarus Pit: When Ra's al Ghul is KO'd, remove him from the map and place him on his character card. At the beginning of your turn, you may heal Ra's al Ghul of 1 damage. After his starting click is revealed, you may place him in any starting area as a free action during your turn, Opponents receive victory points each time Ra's al Ghul is KO'd.
Ra’s brings a Bizarro dial to represent him fresh out of the Lazarus Pit. The problem with this figure is the opening BATTLE FURY – which means it’s going to take him a while to get into the game. It’s probably worth pushing him to Charge in and attack, moving him off that naked 16 defense. He turns into a Cuisinart on click 4, but really becomes a pain click 5, with Outwit, Blades/Claws Fangs and Mastermind to keep him in the game.
Speaking of staying in the game, he has a Trait, which – let’s face it, gives an opponent limitless points for KO’ng him. It may be worthwhile to bring him back from the dead, again and again (imagine him teamed up with the Clown Prince of Crime!) though most timed tournaments will see the clock run down before it can be used/abused. Unfortunately I can easily see the Demon’s Head getting knocked onto his last clicks with one attack before he can do anything. With no Range and at a third of the team build, he’s going to have to work hard to make up for his cost. A player might get lucky and pull a Holiday Killer or other Bat-Enemy to work with Ra’s, but on his own he’s kind of lackluster.
===================================================
bb035 V POWER GIRL
Team: JSA
Range: 0
Points: 199
Keywords: Justice League Europe, Justice Society
10
10
17
4
10
10
17
4
10
9
18
4
9
9
18
4
9
9
18
3
8
8
17
3
8
8
17
3
8
8
16
3
8
7
16
3
8
7
16
3
KO
KO
KO
KO
KO
KO
KO
KO
Trait: Power Girl can use Super Strength
Damage - Eyes Up Here, Soldier!:Power Girl can use exploit weakness, but cannot use it on a character that can use Willpower or Indomitable, or a character that possesses the robot keyword.
Anyone who doesn’t have Outwit, or penetrating damage is going to regret fighting PG in sealed. 7 clicks of Invulnerability+ class damage reducers and an outstanding defense kind of makes up for her average (compared to the rest of the set) attack values. She’s capable of bringing the pain – though her character card doesn’t say it this figure has errata giving it a trait Power Girl can use Super Strength which means she can deal 6 penetrating damage on a Charge with a Heavy Object. Hypersonic Speed makes for a nice getaway when her dial falters. She’s pricey, can’t fit much support, and outclassed by others in her point range, but could pull out a few wins. A ranged attack would push her from 3 to 4 in my book.
===================================================
bb036 E MARTIAN MANHUNTER
Team: JLA
Range: 8
Points: 202
Keywords: Justice League International
10
10
17
4
9
10
17
3
9
10
17
4
9
9
17
3
9
9
16
4
9
9
16
5
8
9
16
3
8
10
15
3
10
10
14
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Trait - Martian Manhunter can use Shape Change and Phasing/Teleport Damage - Telepathic Invisibility:Once at the beginning of your turn, you may choose close combat attack or ranged combat attack. Martian Manhunter modifies his defense by +3 against the chosen type of attack until the beginning of your next turn.
I thought the Cookie Monster was blue? I’d be remiss if I didn’t thank Wizkids for finally getting this right. J’onn J’onzz finally, after 2 attempts (Cosmic Justice and Origin) gets respect with a figure worthy of Ms. Skrull-vell. A Trait gives him permanent, Un-Outwit-able Shape Change – his whole dial (not to mention Phasing) – which averages out to about one out of 3 attacks against him failing outright. 5 clicks of 10 Av, 4 of 9 AV, and respectable damage values (is that a 5 in the middle?) make up for no Super Strength.
TELEPATHIC INVISIBILITY is the cream between the cookies – a 20 Defense at range or up close will make battling him frustrating, as opponents will likely have to Outwit the SP to hit him, at which point he can soak damage (if he doesn’t roll Shape Change!). I’m usually leery of figures that cost this much, especially in 300 point games, but Martian Cookiehunter is worth every last crumb. Did I mention 8 range with Psychic Blast? The end dial Battle Fury is a little disappointing, but he picks up Charge which more than makes up for no range.
===================================================
bb037 V EXTANT
Team: Quintessence
Range: 10
Points: 169
Keywords: Future, Past
10
10
18
3
10
10
17
3
12
9
17
3
12
9
17
3
10
8
16
3
10
7
16
3
9
8
16
3
9
9
16
2
9
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Aged or De-Aged: Extant can use Incapacitate, but his damage value becomes 1 instead of 0 until the action is resolved. Defense - Time and Space: Extant can use Super Senses and Energy Shield/ Deflection Damage - Multi-Dimension Attack:When a character takes damage from Extant's attack, all other characters on the map with the exact same name take an equal amount of damage
I kind of pity someone who pulls Extant in a Battle Royale – I imagine the other players may not feel comfortable fighting a figure that can damage every figure on the map (it looks like it affects friendly figures as well, so beware there). Quintessence is a nice surprise, and it gives him an effective Willpower, 20+ defense (with Super Senses) at range. Intimidating to be sure. The rest of the dial doesn’t quite live up to that first click – he bottoms out mid dial, and his defense really drops off. Probability Control, Outwit or even Mastermind would make this figure a contender but his dial is too soft to justify 55+ % of a team’s cost. Pull enough low cost support (some Enhancement, Outwit, Perplex or PC) and he may do okay, though really – you can say that just about anyone.
Damage - Slow Down:Opposing characters that are given a non-free action within 6 squares of Inertia replace their speed values with half their unmodified speed value for that action.
Inertia + Kryptonite Man = Superman Lockdown. As far as low cost HSS harassment figures go in B&tB it doesn’t get better than this. Unlike Max, Inertia can push off his top click and still keep that 2 damage. I actually believe SLOW DOWN is better than Kid Zoom’s STOP! – as Inertia affects all movement – Charge, Transporters, Running Shot… you name it, and it doesn’t even require line of fire. He’s over 20 points less than Kid Zoom, and remains an effective tie-up piece until the end, with a steady 16 CR closing out the dial.
Last edited by anonym0use; 04/18/2010 at 16:07..
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Attack - And Hellfire Burn:Etrigan can use Energy Explosion. When Etrigan use Energy Explosion, damage dealt is penetrating damage. Defense - Of Rhyme or Reason:Etrigan can use Perplex and Probability Control.
Leap/Climb
most of the time,
helps the Demon get around
(yes I’m writing in rhyme!)
No move and attack
(for the green power he doth lack)
is a bit of a setback,
Though he helps hold the fort
with two powers of support,
(too bad his range is so short).
Penetrating EE,
will make enemies bleed
and Perplex and PC
are welcome indeed,
Mystics feedback is allright
but does he have the might
to withstand a fight?
For his uneven defense gives me some pause
and his damage is low (be sure to use Claws!)
Failed, Failed the Battle Plan,
KO’d again poor Etrigan.
===================================================
bb040 E LEX LUTHOR AND BRAINIAC
Team: Superman Enemy
Range: 10
Points: 200
Keywords: Armor, Legion of Doom, Robot
8
10
18
4
8
10
17
3
8
9
17
4
8
9
16
3
8
8
16
3
8
9
16
2
8
10
15
2
8
10
15
2
8
10
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Summon the Skullship:Lex Luthor and Braniac has the and can carry up to 12 adjacent friendly characters Damage - The Smartest Guys in the Room:Lex Luthor and Braniac can use Outwit. Lex Luthor and Braniac's Superman Enemy team ability ignores this Outwit power
BFF’s Brainiac and Luthor want to get the party started! Their Uber-taxi may not see much play in a sealed event, but making a Transporter attack with a full 10 range gives them a whopping 18 swing, earns respect. Duo ability with 4 damage and 10 range should make the Brain and the Bald feared on the map, especially if they can add some Enhancement or Perplex to boost the damage. The fearsome twosome start with a crunchy robot shell, but quickly fade to soft flesh, and those bare 15’s don’t inspire much late dial confidence.
The Smartest Guys in the Room: gives Lexy and the Brain two uses of Outwit, though they need a Superman Enemy nearby to capitalize on it, and there’s not one cheap enough (aside from Gizmo’s Wild Card) in the set available for a 300 point battle. There may be times when Duo attack takes a back seat to some of their other powers – Psychic Blast, RCE, and Mind Control give them some options, and the Peanut based Pulse Wave will be fun to use. With enough support, I might give them a try, but I wouldn’t run them as a two figure team, as they’re just one Outwit away from losing the .There’s better options in their point class (see Martian Manhunter, Superman & Flash) and while they really border on the edge of the 4 range I have to give them…
===================================================
bb041 V TALIA AL GHUL
Team: No Affiliation
Range: 8
Points: 67
Keywords: League of Assassins, ruler
7
9
17
2
6
9
17
1
5
9
16
1
5
9
16
2
6
9
15
1
7
9
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Seductress:Talia al Ghul can use Mind Control. When targeting an opposing character possessing the Batman Team ability or named Batman, she modifies her attack value by +2 and heals 1 damage instead of taking any damage from Mind Control. Damage - You Can't Hurt the Thing You Love:Talia al Ghul can use Shape Change and Perplex. When using Perplex she can only target herself and opposing characters.
Talia Al Golddigger has a nice variety of powers, that would benefit any team: Perplex and Support, with a Special Twist on Mind Control. Stealth & Shape Change keep her safe, Willpower means she maximizes actions, acting out 2 out of every 3 turns. Her attack is modest, if not average, though her range is respectable. She won’t win on her own, but is a synergy piece and definitely tips the odds in the favor of the rest of your team.
===================================================
bb042 R ROBIN
Team: Batman Ally
Range: 0
Points: 43
Keywords: Gotham City, Kid, Martial Artist
8
10
16
2
9
9
16
2
9
9
16
2
9
10
16
1
9
9
16
2
8
11
17
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Leverage:Robin can use Leap/Climb. Whenever Robin makes a close combat attack against a single target with an unmodified damage value of 3 or more, after that attack is finished, put the target in any unoccupied space adjacent to Robin.
Damian Whine dons the birdsuit, but like daddy, leaves the Batarangs behind this set. Range would really make this figure outstanding, though I’ll happily settle for the “Maneuver” sp. Keep in mind the 3 damage aspect of the SP – he won’t move anyone of 2 damage or less. Solid attack and defense values make him a nice annoyance piece even if his damage output can’t be relied on. I’d say overall, this is a very efficient use of 43 points.
===================================================
bb043 U KID ZOOM
Team: No Affiliation
Range: 0
Points: 87
Keywords: Future
13
9
18
2
12
9
17
2
11
9
16
2
10
8
15
1
9
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Timeline PushKid Zoom can use Incapacitate. He can use it normally, or he can use its close combat attack as a free action instead of a close combat attack while using Hypersonic Speed. Stop! (non-optional) Other characters can't use Hypersonic Speed
Fear of Hypersonic beatsticks will steer people into playing this figure, and there’s plenty of HSS in the set to be afraid of. However, keep in mind; you’re paying nearly 90 points for a five click figure. If Zoomy the Kid’s defense values were as steady as Inertia’s it might be worth it, but once he’s pushed past that second click he falls on his face and is an easy target.
He keeps a 2 damage value longer than Max, and gets HSS+Incapacitate which will help him beat down non-indomitable bricks – something the other speedsters in the set can’t do. I can’t really recommend spending nearly a third of your team build points on a figure that won’t be dealing much damage. As fun as hit and run is, it won’t win a game by itself.
===================================================
bb044 E BLACK FLASH
Team: Quintessence
Range: 0
Points: 150
Keywords: Mystical
11
10
19
2
12
10
18
2
12
9
17
2
13
8
17
1
14
9
16
1
15
10
15
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
Attack - The Slow Lightning:Black Flash can use Phasing/Teleport. Black Flash modifies his attack value by +2 if the target of his attack has a speed value greater than or equal to Black Flash. Damage - Death Comes Swiftly: Black Flash can use Poison. When Poison is used, adjacent opposing characters that can use Hypersonic Speed are dealt 2 damage instead.
Black Flash is impressive, no doubt. He’ll tear apart Inertia, Kid Zoom, Max Mecury, and most of the nimble speedsters in Brave and the Bold… but what will he do if he faces Metallo? Or Power Girl? Or Martian Manunter? He’s going to have a hard time dealing with Invulnerability on his own. At the very least a single click of 3 damage would make all the difference here.
Plain and simple - Black Flash needs help if he wants to win a battle, help in the form of Perplex or Outwit. And there’s the problem. With half the team tied up in Black Flash, an opponent only needs to worry about the other half – Black Flashes’s “pit crew.” Amazing defense, awesome SP’s and all the combat values in the world can’t help you if you can’t hurt the opponent. Don’t get me wrong, this figure will have some fun in constructed, but is a major gamble in sealed events.
===================================================
bb045 R THE WIZARD SHAZAM
Team: Quintessence/ Mystic
Range: 12
Points: 183
Keywords: Fawcett City, Mystical
6
9
18
3
6
9
17
3
6
8
17
3
6
8
16
3
8
10
17
4
8
9
16
4
8
9
16
4
8
9
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Confined to the Rock : (non-optional) The Wizard Shazam! gains Earthbound/Neutralized and cannot be carried or the target of the Telekinesis power (options 1 or 2) Damage - View From Above:The Wizard Shazam! may use Enhancement and Probability Control. When he uses Probability Control he may target a character anywhere on the map.
At first I thought this dial was a joke. A sham Shazam. Barrier? Psychic Blast? 12 range? Until I read his card I didn’t realize the front half of the dial represents the Wizard, sitting high in the sky on the Rock of Eternity, watching over everything. While I’m not quite sure what the Barrier represents, the Psychic Blast is easily interpreted as thunderbolts raining down from the heavens.
Speaking of his view from above it appears as though it doesn’t require Line of Fire ti use PC (which makes thematic sense as an omnipotent being watching events unfold on Earth). But don’t take my word for it – listen to a rules deputy.
Quote : Originally Posted by Quebbster
I'd say it works like Doctor Doom's Lord of Latveria power.
In other words, no line of fire necessary.
Keep in mind when playing (or facing) this figure that he can’t be carried (or TK’d) on the first half of his dial. On the second half, he brings the thunder with HSS and that whopping 12 giving him an effective move and shoot range of 14. He can always choose to fight up close with an object modifying his damage, but with all the CR in the set, it’s nice to have options.
Perhaps the biggest selling point is the combination of TAs: two fan favorites that go great together – Mystics and Quintessence. Avoiding push damage and power countering while dishing out feedback damage improves this figure’s playability immensely. I’d feel more comfortable with the damage reducers front loaded, but the ES/D makes thematic sense. Unfortunately his dial opens with kind of a soft defense, and an early blitz could easily knock him through most of his dial. Buyer Beware.
Last edited by anonym0use; 04/16/2010 at 14:09..
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I'm actually surprised by the Martian Manunter. With the Shape Change trait he's never without defense. That Telepathic Invisibility however, is just off the hook crazy. Used properly, he's going to be a pain to deal with.
Likewise, with Metallo, I love making opponents choose where to use the Outwit. Do I counter Invulenarbility to make my damage stick and hope he fails the SC roll, or do I counter Shape Change, for the guaranteed hit (but know it will suck up damage).
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I'd say Kid Zoom is a must-play, yes 5 shields. There's just too much powerful HSS in this set *not* to. He's just shy of 25% of your build so you'll have lots of other figs you can fit. Of course if your best options include other HSS'ers, maybe not. But odds are you can find some Charge or running shot or transporters for the team.
I'd say Kid Zoom is a must-play, yes 5 shields. There's just too much powerful HSS in this set *not* to. He's just shy of 25% of your build so you'll have lots of other figs you can fit. Of course if your best options include other HSS'ers, maybe not. But odds are you can find some Charge or running shot or transporters for the team.
Excellent reviews. I'm hanging on every word
I agree. There is a ton of HSS in this set, and that makes Kid Zoom very playable in sealed, especially if you can pair him up with a RS figure and maybe a cheap support figure (e.g., Jason Blood, the Checkmate Knight with Enhancement and Outwit, etc.)
Also, the Etrigan rhyme was awesome.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
And this is where we get some of the best bricks of the set. I agree with the ratings for pieces like Metallo and J'onn, they're pretty nasty. I like Inertia's rating here too, as I think he gets overlooked too easily since Kid Zoom is one of the "silver bullets."
Have to say that I think your assessment seems pretty spot on here.
I do think that the Wizard might warrant a full five shields. The AVs in this set, as everyone knows, are pretty low, so his un-outwit-able PC and 18DV should help you avoid taking that first big hit for a while. And of course, that second power set paired up with the Q is just absurd. As anyone who played during the SI era knows, un-outwit-able HSS, SS and willpower is a nasty, nasty combination.
As a big CM fan, though, I will admit some bias...
Excellent write-up, Anony! All three articles are really right-on. I'll be sure to keep this in mind going into a sealed tourney tomorrow. Thanks, mate! :-)
Quote : Originally Posted by Thrumble Funk
"I sit corrected. You and Owlman BOTH win the thread."
When it comes to Superman and Batman, Grant Morrison is nothing but a 50's cover band in a 70's psychedelic funk style.
It's become pretty clear that you either don't actually play this game or someone has paid you to bad mouth anything dealing with the Flash. I would spit on you if I could but spit does not travel via internet. Tell your Flash hating friends that are paying you off that I hate them to.
I used the Wizard Shazam in a 400pt team with BLMM and White Knight. My opponent was using the stealth heavy League of Assassins, but even without getting as many shots off as I'd have liked the Wizard was worth his points for the PC anywhere alone!
As you mentioned, though, the beauty of this piece is that if your opponent wants to get rid of that huge ranged penetration, they have to harm themselves and even then the Wizard just gets better.