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.
ORIGIN: As a young child Oliver Queen idolized his hero Robin Hood and was said to be a natural archer, frequently practicing with his bow and arrows. He was mildly traumatized the first time he accidentally killed an animal, but when his mother and father were mauled by lions in a tragic safari accident his hesitation to shoot cost them their lives. Afterwards he was raised by his uncle and eventually inherited the family fortune and business. Queen grew into a rich, thrill-seeking, and drunken playboy with no real sense of responsibility or direction in his life. Everything changed when he fell off his boat in the middle of the ocean and washed ashore on the remote isolated Starfish Island, clutching a bow – a memento from a Robin Hood movie – which he had used to keep himself afloat, where he was completely stranded. During this time spent without food or shelter Queen developed his skills as a hunter to survive and gained mastery over his bow. Having previously taken everything in his life for granted, this experience taught him self-reliance and made him into a man. His second test of new character was the discovery of drug smugglers on the island run by the ruthless international crime lord China White. Using his new skills, he attacked and destroyed their heroin operation, then delivered them to the authorities before returning home. Realizing that he had found his destiny, he chose to use his abilities and resources as a crime-fighter. With a nickname coined by the press, he made it his mission to protect Star City.
cj037 R Green Arrow
Team: No Affiliation
Range: 6
Points: 29
Keywords: Justice League of America, Star City
7
9
15
1
6
8
14
1
6
7
13
1
5
6
13
1
4
6
12
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
PROS: The opening version of Green Arrow is all about the trick arrows. He has
very few tricks in his quiver, but the ones he has are great and a heck of a value for only 29 points. Those tricks are helped out greatly with his six range and two targets. Six is on the high end of average where range is concerned these days so once upon a time he was considered to have a mediocre range; now he has a good chance of really earning his keep. Incapacitate gives way to energy explosion so he is going to be slowing down enemies and both of those powers become that much better when multiple targets are added. When he uses Energy Explosion, he'll actually be doing MORE damage as splash damage than he will to the target! Heck, even if you just use him as tie-up with a potential of possibly getting an attack or two in, he's worth his points.
CONS: There's not much to complain about given the cost, but it's worth mentioning that he has NOTHING going on throughout his dial except for those 2-3 attack powers. When opponents decide that they want cheap points or they've destroyed the rest of your team they can take him out nearly effortlessly whenever they decide to since he's so squishy. Given his low damage yielding potential, they'll likely be able to just ignore him until they feel like dealing with him.
THEME: I would put him on a Justice League of America team. At this point value, you can pretty easily squeeze him on a team of heavier hitters and still get to play with Ollie. If some of you are anything like me, you just WANT certain characters on certain theme teams, and this is a cheap and economical way to get your Green Arrow (Especially when there are 150-200+ point monsters all over that team to begin with).
cj038 E Green Arrow
Team: Justice League
Range: 8
Points: 42
Keywords: Justice League of America, Star City
8
10
15
2
7
9
15
2
6
8
14
1
6
7
13
1
5
6
13
2
4
6
12
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
PROS: As is usually the case with the old REV system, this is just an improvement on the rookie dial. It's a pretty good improvement for only 13 points, though. He now boasts opening stealth that helps him get to a safe place where he can set up shop to start shooting away. He can get there without costing your team actions from their action total thanks to his newly acquired Justice league team ability as well. Stats have been increased across the board, and with that he has an improved 8 range and kept the ability to have two targets. The damage hasn't increased much, but it could be the difference between being able to take nickel and dime some of the weaker opponents. All around this is a really good improvement over the rookie.
CONS: They still didn't do much to help him out in the defense department. Back in the day he had what were considered average defense stats, but power creep being what it is, a bystander from a more modern set could give him problems.
THEME: Basically copy what I said about the rookie, but make it count for double for this version of Green Arrow. The only reason I would play the rookie over this version is if I ABSOLUTELY HAD TO cut 13 points from my force. This one is superior to that one in every way.
cj039 V Green Arrow
Team: No Affiliation
Range: 10
Points: 50
Keywords: Justice League Elite, Star City
8
11
16
1
7
10
15
1
6
9
15
1
6
8
14
1
5
7
13
2
5
6
13
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
PROS: For the longest time (And even sometimes still to this day) this was my favorite version of Green Arrow. Back before I was much more of a theme player, this guy showed up on nearly EVERY team that I would make. He was just one of the greatest sniper characters in the game. Capable of busting even the toughest damage reducers from up to a 10 range was amazing. Somebody gets up close? Incapacitate the snot out of them. With the improvement to incapacitate, he's even MORE of a threat. The opening attack values of this version are stellar as well. Even WITH power creep he can still hold up. Once again his range value sees another increase and he can STILL double target. Even to this day there are so many worse ways to spend 50 points.
CONS: I would have much preferred to see a natural increase to damage over the ranged combat expert. The reason they didn't is so his prowess with a bow would be his source of damage causing ability, but Green Arrow is a more than capable hand to hand fighter. He isn't even able to break toughness through normal attacks if someone were to base him. There is so much more that could have been done with his dial but design wasn't the most creative at the time.
THEME: He's a little to cheap to put into a Star City theme team since Ollie should be more of a centerpiece to that team (At least according to my playstyle) so I think the best home for him would be with Crisis Batgirl, Manchester Black, and Major Disaster in a Justice League Elite team. That four character combo is only 275 points and should be a fun little squad.
cj213 LE Oliver Queen
Team: No Affiliation
Range: 8
Points: 50
Keywords: Justice League of America, Martial Artist, Star City
8
10
16
2
7
9
15
1
6
8
14
1
6
7
13
1
5
6
13
1
4
6
12
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
PROS: This version of Green Arrow strips away some of the flashy powers and just leaves you with a 50 point cannon. In lieu of his incapacitate and/or energy explosion, his opening damage stat is now a two which allows him to decide where to put that +2 he gets from Ranged Combat Expert. With that 2 natural damage he can do the +1/+1 and still be able to crack the tougher damage reducers. His attack is high enough that for many shots he can do the full +2 to damage and cause some major hurt to opponents and he STILL hasn't broken that 50 point barrier. He now has three whole clicks of stealth so he can still take a small hit and remain in cover. Overall he is a much more streamlined and focused version of the character.
CONS: I love LE figures that differ a lot from their REV/CUR versions, and though this one differs a decent amount from the REV figure, I wish it would have included some powers not found on other versions. I still think that he should have had at least a click or two of toughness and should have been followed up by some willpower. Another bummer thing is that they've taken away some of the powers and two squares away from his range and yet he's still 50 points. Granted, they added some more clicks of RCE and Stealth to his dial, but it could have been a much more interesting dial...but, like I said, dial design wasn't exactly stellar at the time.
THEME: Since the Martial Artist theme doesn't usually come with many ranged combatants, Olliver Queen would be really appreciated for laying down some cover fire for his karate chopping friends. Given the change to the effective range of probability control, it would also be a boon to be able to prob your pieces on this team with a character that has an eight range as well.
jl014 E Green Arrow
Team: Justice League
Range: 10
Points: 70
Keywords: Justice League, Martial Artist, Star City
8
10
17
3
8
11
17
2
7
10
16
2
7
9
16
2
7
9
15
2
6
8
15
3
6
8
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Fusillade: Give Green Arrow a power action. He makes two separate ranged combat attacks as free actions (make two separate attack rolls against two different target opposing characters). Resolve the first attack before making the second; if he loses Fusillade before making the second attack, he can't make the second attack.
PROS: This is one apple that fell far from the trees that preceded him. Connor Hawke took up the mantle of Green Arrow when Ollie was dead/thought to be dead. This is the only iteration of THIS particular Green Arrow, but they made him about as good as one could want the first time out. He has so much more going for him than the REVLE versions of Ollie and for only 20 more points. He has move and attack via running shot, good natural attack/damage stats, and for the first time on a Green Arrow character...DEFENSIVE POWERS! I've seen this character take on characters that are outside his weight class quite often, and with the right player and/or support, he usually comes out on top.
CONS: I don't really have that many issues with this figure. About the only thing that I can think of to say is how much I wish that one of the best versions that we've ever seen of Green Arrow was actually OLLIE and not his "Mid-Season Replacement."
THEME: Similarly to how I would play the LE Cosmic Justice Oliver Queen, I would play this version of Green Arrow on a Martial Artist team as a great ranged character for an otherwise mostly close combat based team. Unlike the LE Ollie, Connor can back up his ranged combat prowess with some melee fighting as well.
jl102 R Green Arrow
Team: Justice League
Range: 8
Points: 50
Keywords: Justice League of America, Star City
8
9
16
1
7
9
15
1
7
8
15
1
6
7
14
2
6
7
14
2
6
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
Emerald Archer: When Green Arrow makes a ranged combat attack, modify his attack power by +2.
Smoke Arrow: Green Arrow can use Smoke Cloud.
PROS: It's nice that Emerald Archer works in conjunction with Ranged Combat Expert. It gives this figure a much needed boost when using that power, and with that bump in attack, you'll need to apply the bonus from RCE to the attack stat less allowing him to do more damage overall. Once again, there isn't much depth to this Green Arrow, but then again it is an older version of him based on the costume. This one finally gets willpower which I think was sorely missing from other versions of the character, and in conjunction with his incapacitate, I think he's pretty decent as a good tertiary ranged attacker/harassment piece.
CONS: It's pretty obvious that this figure was from the early days of special powers. It seems as if they didn't quite know how to assign a cost to them back in the day and they didn't know how they would effect the game overall. They could have easily put the "Emerald Archer" power in as his movement power and given him smoke cloud and/or incapacitate straight up as an opening ability for attack, but instead those powers are just kind of slapped in random places. That's not to say they are in the WRONG place, but they were still trying things out at the time to see how they wanted to go about it, and we got figures like this. Given the newness of special powers, we also got figures that were probably 10-20 points more than they probably should have been. This Ollie isn't bad, but he's overcosted by today's standards.
THEME: It's always hard to place a character on a theme team when they make odd sculptural choices such as a mind controlling starrophyte on a character's face. It's one of the biggest reasons I don't think I've EVER played with this figure or any of the other LE Starro figures. If I WERE to play with it, I would probably play him with Starro as one of it's slaves just to justify the scultpt.
jl106 E Oliver Queen
Team: Justice Society
Range: 8
Points: 60
Keywords: Seven Soldiers
8
10
16
2
8
9
15
2
7
8
15
1
6
7
14
1
6
7
14
1
6
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
Emerald Archer: When Oliver Queen makes a ranged combat attack, modify his attack value by +2.
PROS: One of the biggest things for me personally with this figure is the JSA team ability. It's a good classic representation of the figure (Minus the starfish on his face) and it has one of my favorite team abilities to boot! I had to have one. The combination of Running Shot, Incapacitate, and Willpower is just downright good, and it will slow down some of your opponent's heavy hitters while you get yours in position. Willpower makes it able to be done in succession as well. He retains the "Emerald Archer" special that makes the regular LE as good as he is, but this one gets it toward mid-dial and retains it for the final 2/3 of his dial...this makes for a Green Arrow that is pretty good on every click.
CONS: One of the biggest drawbacks to this figure is it's rarity. It was given to the judges of the Starro events as a thank you from WizKids for making the events successful. There were a LOT of judges at the time, but that was still leaving essentially only one person per venue to have one of these or any of the other ones on average. Though the price has cooled considerably on these and the other judge exclusives, it's still one of those things that rarely comes up for trade/sale. As far as dial design, it's pretty good, but just a +1 increase on damage on clicks one and/or two would have made this character SO MUCH BETTER.
THEME: Once again the starfish is a hindrance to my ability to visualize this guy on a theme team. Unfortunately he has the JSA Team Ability, but he has no keyword to go with it. He DOES have the Seven Soldiers keyword, though. It's an odd assortment of characters and he would likely fit pretty well on that team. It would definitely have your opponent scratching his/her head trying to figure out what your theme team/strategy is...
cr026 V Green Arrow
Team: No Affiliation
Range: 10
Points: 104
Keywords: Justice League of America, Justice League Elite, Martial Artist, Politician, Star City
7
10
17
2
8
10
17
2
8
10
16
2
8
9
16
2
6
9
16
2
6
8
17
2
6
8
18
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Rooftop Archer: Green Arrow can use Leap/Climb and Running Shot.
Emerald Archer: When Green Arrow makes a ranged combat attack, modify his attack value by +2.
Arrow Down the Gun Barrel: Green Arrow can use Incapacitate. When a character marked with one or more action tokens chooses Green Arrow as the target of a ranged attack, Green Arrow can use Shape Change.
Hail of Arrows: Give Green Arrow a ranged combat action to make a ranged combat attack targeting more then one opposing character. Increase the total damage dealt by 1 for each target successfully hit by the attack (total damage is still divided normally among successfully hit targets).
PROS: They went ALL OUT with this version of Green Arrow. He has so many tricks up his sleeve (Or in his quiver as it were) that he tops out at a massive 104 points. Even the hardcore Ollie fans stood up when this figure was made and said "WHAT?!" He has a bevy of returning favorite powers as well as some powers that have never been seen on an OLLIE Green Arrow. One of the big returning powers is the fan favorite "Emerald Archer" that triggers when he performs a ranged combat attack and gives him a +2 to attack. I would be remiss if I didn't mention the fact that he has a 10 range and triple targets. This comes into play especially when performing his "Hail of Arrows" attack that can see him dishing out massive amounts of damage at the end of his dial. All in all, this Green Arrow is just an all out arsenal (See what I did there?) of weapons and tricks that he can just keep on assaulting your opponent with.
CONS: Though he has an amazing amount and variety of attacks, he can be tied up/shut down fairly handily by just about any character. The level of effectiveness varies by character, of course, but for 104 points, I would rather have a character that could be effective in range as well as close combat for just that reason. One of the biggest drawbacks to this figure can be found all over the player comments in the units section. All these points are in this character and it was made relatively shortly before introducing us to the Sharpshooter ability. That ability alone would have fixed most of his faults. There are countless numbers of figures that just miss out on new gimmicks like this and Crisis Green Arrow was unfortunately one of them.
THEME: Star City keyword needs a good STRONG centerpiece to be a decent team, and I think that this Green Arrow is just that kind of piece. He's a piece that others can rally around and allow him to do his thing from range while bringing the fight in closer themselves. Most of the characters with this keyword are still mostly ranged combatants themselves, but if you're shooting them up from all sides, your likely to deal with them closer threats first as a 10 range can be tough to match.
bb046 E Batman and Green Arrow
Team: No Affiliation
Range: 10
Points: 204
Keywords: Detective, Justice League of America
8
12
18
3
7
11
17
2
6
10
16
3
7
9
17
2
8
10
16
3
7
9
17
2
7
10
18
3
8
10
16
2
6
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Trait: Batman and Green Arrow possess the Sharpshooter ability.
From the Dark Alleys: Batman and Green Arrow can use Stealth, and ignore other characters' Stealth.
No Guns...Utility Belts and Trick Arrows : Batman and Green Arrow can use Incapacitate. If that attack succeeds against any target, they can use Smoke Cloud as a free action for each success.
PROS: Though Batman and Green Arrow rarely work well together, they get paired up quite often. It's no wonder this figure gets called the "Dysfunctional Duo" at times. The piece itself is a decent Swiss Army knife of close and ranged prowess. For close combat it has such things as Combat Reflexes and stealth. They have stealth for nearly half their dial which makes opponents come to them, and with the traited Sharpshooter, they can attack in pretty much any way they want to on an adjacent figure. For ranged purposes, they have running shot, psychic blast, and via their special power can ignore other characters' stealth. Now add in things like the duo attack ability, outwit, incapacitate, and willpower, and you have a fun and capable piece to use. The fairly new ability to split/merge is just adding to the playability of this figure.
CONS: For a 204 point figure, there are an awful lot of clicks on this figure that have a two damage. In fact, the MAJORITY of the clicks on this figure have a two damage. Granted, with things like Psychic Blast, duo attack, or outwit, you might get to still do a decent amount of damage, but these two characters together should be able to muster at least a 3 damage down the dial. They are a fun duo to build around, but they are also soft for a 200+ point figure. A smart opponent is going to find many different ways to damage them and not have to deal with the stuff that makes them defensively capable, and when they do that, this duo doesn't even have a single click of toughness to ease that pain.
THEME: Despite the fact that this is the only Green Arrow piece to have the detective keyword, it is still the keyword I would use to build a team with. In fact, my friend Iron Lantern has made several impressively powerful detective teams using this piece and that keyword. It involved using Gotham City Detectives and Edward Nigma LE. You couldn't get near the piece without taking heavy damage. It was fun to play with as well as against.
bb051 E Green Lantern and Green Arrow
Team: No Affiliation
Range: 10
Points: 187
Keywords: Justice League of America
10
11
18
4
12
11
18
3
10
10
18
3
10
10
17
3
8
10
17
2
8
9
17
2
8
9
16
2
9
9
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Must Help...My Sidekick...The Junkie!: Green Lantern and Green Arrow ignore damage dealt by characters using Poison. Friendly characters do not take pushing damage if they can use Poison and are adjacent to Green Lantern and Green Arrow when the pushing damage is applied.
Save More Than the Blue, Orange, and Purple Skins : Whenever Green Lantern and Green Arrow use the Duo Attack ability for ranged attacks, they can target more than one target with each attack and ignore any damage modifiers from the Duo Attack ability.
Helping the Underprivileged : Adjacent friendly characters of 30 points or less modify their attack values by +1.
PROS: This is a piece that is meant to be built around. If you take it's various powers into account when building and build around those powers, it can be a very effective piece. If you happen to find some good 30 point or less figures to use with it they will not only get a +1 to attack, but they will also enjoy the great 18 defense that this piece is going to be sharing with them. Should they also be able to use poison, they will also ignore pushing damage. Another thing that this figure has going for it is an unprecedented amount of running shot which it has on every click except the last one. Another part of it's trait is avoiding poison damage. This is good as it doesn't come up a ton, but you'll be glad to have it if it does. It doesn't effect the figure's usefulness at all, but I just have to mention that this figure has perhaps the greatest name for a trait of all time as well.
CONS: Once again we have a piece that should at least have traited toughness or some kind of damage reducer and doesn't have a single one to speak of. I know that it's the reason that they were able to keep the piece's cost relatively low, but at the same time, they can get chumped out far too easily with some high attack values and even a little bit of damage. With things like the book of the skull running around amping up even 25 point characters like Zuvembies and Asgardian Trolls' attack values to 11 and 12 respectively, it's not hard to damage this figure, and you really don't want Hal and Ollie to turn into a zombie, do you?
THEME: The only keyword this piece has is Justice League of America. That's fine with me, though, as that is one of greatest purposes that I've found for duo figures like this. It allows me to play with two characters that I consider to be Justice League mainstays, and it compacts them a bit and makes them fit within a team structure a little better. Also, with split/merge it allows you to have multiple version of them on your sideboard that you can bring in and out as you split/merge. It really adds to the versatility of your team.
an013 V Green Arrow
Team: Justice League
Range: 9
Points: 80
Keywords: Justice League, Justice League of America, Star City
8
10
16
2
8
10
16
2
8
10
16
2
7
9
16
2
7
9
15
2
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
PROS: When DC 75th came out they made remakes of a lot of classic characters so of course they made a new Green Arrow. WizKids did somewhat of an homage to the Cosmic Justice Veteran with this one, but at the same time they made some decent and needed improvements. It's certainly a lot more streamlined than the Crisis Green Arrow. Most notably, this version is the first solo Green Arrow to get the Sharpshooter ability. One of the things that makes this figure worth every bit of it's points is it's opening stealth and combat reflexes combo. You're going to be doing up to four damage with him from range, but most of the time, if your opponent wants to damage him, they are going to have to get in close. At that point, it's almost where this Green Arrow shines as he is far more defensively capable at that point and is still just as offensively capable thanks to sharpshooter.
CONS: There's really not much to dislike about this figure. It's pretty solid all around and it's point value is a pretty decent bargain. The only critiques that I could think to add to it would be that I wouldn't have minded him being indomitable as that would have helped him get into position to where he can unleash ranged fury a lot easier. A slight bump to his opening defense stats wouldn't have been bad either. Either one of those things might have made him a little better than the character actually deserves, though, and I appreciate accuracy over effectiveness when it comes to this game, personally.
THEME: It's unfortunate that Justice League has so many different keyword configurations and can't just be like the Avengers with the one keyword umbrella. That's the reason that I would play him on a Justice League team over a Justice League of America team, though. It seems that it's the keyword that seems to be catching most of the modern day characters in it. WizKids seems to be moving towards the one keyword umbrella where Justice League is concerned so it has more options.
anW-10 U Green Arrow
Team: No Affiliation
Range: 8
Points: 134
Keywords: Star City, White Lantern Corps
8
12
17
3
8
11
16
3
8
11
17
2
8
10
16
2
8
10
16
2
8
9
16
2
6
8
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
White Flight: Green Arrow can use Running Shot. When he does, after the action is resolved, you may roll a d6. On a result of 5 or 6, heal him of 1 damage.
LIVE!: Green Arrow can use Regeneration. When turning the dial, if this click is revealed due to damage taken from an opponent's attack, stop turning the dial.
PROS: He is one of the cheaper yet one of the best White Lanterns out there. At 134 points, he is a bargain and will give your team both a massively effective attacker as well as a decent support piece in the form of opening dial telekinesis as well as end dial support (A combo which all of the White lanterns enjoy). All of the White Lanterns also have a way to perform an action that also may heal them, and Ollie's is perhaps one of the better ones. I love the fact that he can remain as offensive as he is while at the same time he might possibly heal himself by using Running Shot (a power that appears on the majority of his dial). Finally, his LIVE! click at the end of his dial almost always keeps him and other White Lanterns in play longer than other characters and will only create headaches for your opponent.
CONS: He is a little on the weak side when it comes to defense. All of his healing options and his live click will help to keep him in play, but it won't be hard for your opponent to knock him back down again once he gets up. The only other nitpick that I really have is his eight range. The regular Green Arrow from the same set has a nine, and previous versions have had larger ranges, yet when they give him a power ring his range DECREASES? It's splitting hairs, but it is all I could really come up with to nitpick about this figure.
THEME: Because of his lowish point cost, he is one of the great figures to play with that makes White Lantern Corps keyworded theme teams possible. He's also one of the few that you can play with that doesn't really suffer any loss of effectiveness due to a lower point value as well. I personally won't play that team without him I think so highly of the piece.
jl52007 R Green Arrow
Team: Justice League
Range: 7
Points: 95
Keywords: Justice League, Martial Artist, Politician
9
11
17
2
9
11
17
2
8
10
17
2
8
10
16
2
7
9
16
2
7
9
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
Best Shot in the Biz: Green Arrow modifies his attack value by +2 when targeting a single character within 5 squares with a ranged combat attack.
Flurry... of Arrows: Give Green Arrow a ranged combat action targeting a single character. After the ranged combat attack resolves, he may make a second ranged combat attack as a free action targeting one other character.
PROS: This is the most recent Green Arrow figure that we have and it may be my favorite version of the character as far as game play goes. There is just so many things that he is capable of. To start off, his trait is reminiscent of the "Emerald Archer" special/trait that is on a lot of other iterations of Ollie. This time around he has to be somewhat close to the target to make it work, though. The change to energy explosion has only helped to increase his capability as a figure. He can use Running Shot, get within five squares of his target, and then make a ranged combat action with a 13 attack which triggers his Energy Explosion. He has three targets so he will be doing two damage to his target and three damage to every adjacent figure. He's a sharpshooter, so he'll be able to make the most of this power combo too. In an ideal situation he could do 26+ clicks of damage in one attack if the opponent's team is in the right formation...and that's not even adding in the possibility for a critical hit or knockback! Thanks to willpower and Ranged Combat Expert he will be able to follow up next turn with up to four damage or just re-do the energy explosion. At only 1/3 of a 300 point team, he is a figure that can't be ignored because he's FAR too dangerous.
CONS: Once again there isn't really a lot of negative things that I can say about this figure. About the only thing that I can think of is that I am personally not a New 52 fan and the fact that the best Ollie that we have (IMHO) is from the new 52 is unfortunate. It was a very similar feeling as having the best version of several Marvel characters being Ultimate versions for a while. For people with somewhat strict theme building idiosyncrasies such as myself, this causes a bit of a speed bump for me. I know I'm not alone in that regard.
THEME: Despite my own mental blocks, I would still probably put him on a Justice League team as a number one choice. I would still probably craft it into a New 52 version of the team, but I haven't thought that highly of a lot of those versions of the other members of the Justice League personally. There are good versions of them out there...I think it's just me getting old and stubborn.
Now that we have had a little glimpse into the aspects of all the different Green Arrow figures, let's take a quick look at his keywords and I will tell you my number one picks to use for each keyword theme available (Named keywords are bolded):
Justice League of America: an013 V Green Arrow Star City: cr026 Green Arrow Justice League Elite: cr026 Green Arrow Justice League: jl52007 Green Arrow Seven Soldiers: jl106 Oliver Queen White Lantern Corps: anW-10 Green Arrow
Martial Artist: jl52007 Green Arrow
Politician: jl52007 Green Arrow
Detective: bb046 Batman and Green Arrow
WHO NEEDS KEYWORDS?!
In this section, I'm going to list some possible theme teams that you could play Green Arrow on that are definitely comic accurate but doesn't require keywords and provides links using Comic Vine and Wikipedia to tell you more about them. Unfortunately, using these teams mean you are going to forego keyword bonuses, but every once in a while Judges might let you slip by with one of these teams:
This wraps it up for Deep Dish Themes: Green Arrow edition. Thank you to Winken Goodfellow for the nomination...sorry it took so long! Feel free to post what you think about the article and feel free to nominate a character for an upcoming edition of Deep Dish Themes. Join me on January 29th when I absorb the physical properties of HeroClix in Deep Dish Themes: Absorbing Man!
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
Its good to see Green Arrow getting some attention. I only keep a handful of golden age figures in my tackle box, and they are all for a star city theme team.
JL011 Black Canary
JL014 Green Arrow
CR026 Green Arrow
CD032 Speedy
LG040 Speedy (arsenal sculpt)
If you want some real fun leave off the the 'arsenal' speedy and throw on the book of skulls.
Last edited by saphireshadow; 01/15/2014 at 16:23..
I'm a little surprised you didn't mention the JL52's sparse defense powers (1 click of Willpower followed by 2 naked 17DVs) among the Cons, otherwise very nice write up.
I'm a little surprised you didn't mention the JL52's sparse defense powers (1 click of Willpower followed by 2 naked 17DVs) among the Cons, otherwise very nice write up.
Yeah, I guess that DOES kind of go against my M.O. but it wasn't a big enough drawback for me to list it as one.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
I've used the JL52 version a lot and while he may get hit, he's always pulled his weight in the damage he dished out first. Like the time he took down the LE FI Thor...
as for the gl it always made me feel like there were plans for a 30pt speedy with poison called "heroin for everybody" that got the kibosh before the set went out
failing that, grey flocks of bats really love them
Quote : Originally Posted by Gargantua
I'm a little surprised you didn't mention the JL52's sparse defense powers (1 click of Willpower followed by 2 naked 17DVs) among the Cons, otherwise very nice write up.
it's comparable to cw hawkeye and fits the glass-cannon-style of play archers tend to get
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Love the JL52 version. As oft-mentioned before, he's great to use with a Utility Belt (pretending its his quiver of trick arrows) and it makes him devastating.
When playing him, you are required to declare "[name of target], you have failed this city!" before rolling your attack.
Last edited by koala; 01/15/2014 at 17:23..
Reason: edit
"You can have the truth without love, but you cannot have love without the truth. Truth is foundational.” - me
I was thinking just this week that I was over-due to run a "Hard-Traveling Heroes" team. One of my favorite old standbys since Unleashed and not something I've done since we finally got a decent version of Black Canary last year.
I have played the heck out of the old experienced and vet Ollies, they're still too dangerous to be ignored, but not costly enough to be that big a deal when they get KOed. The experienced was a staple on my JLA teams and the new Incap rules mean he's still quite a threat.
I was very disappointed in Starfish-face Ollie, as he's basically a less good version of the vet. Plus, you know, he has a starfish on his face. That being our only version of original costume Ollie still feels like a slight. (That had been our first version of Barry Allen, which was bothersome too, but that over-sight has been rectified many times over now.)
However, I found an easy mod in the form of Crisis Speedy. A simple head-swap and repaint and you're good to go.
Like I said, I'm not a big fan of that dial, but I have used it a few times recently as part of a Batman: Brave and the Bold team.
In terms of points, powers, utility, and sculpt, I think the Connor Hawke GA is my favorite. But it's not Ollie, so I don't play it often.
Crisis GA was a let down for me. They were still working out the kinks of Special Powers in that set and he's a good example. Four special powers to represent a human archer is just ridiculous. Add in how easy he basically needs TK to be effective and how easily he can be hampered by being based, and 9 times out of 10 he ends up being a point sink.
DC 75 is the one I've probably used the most lately. He's only moderately more dangerous than the old vet, but having a decent defense in melee and does make a substantial difference.
I initially over-looked the New 52 version as I'm not a fan of that costume or the take on the character, but then I got stomped by him. And that was even before the EE rules change. Now I'm on the look out to get one (he's unfortunately gotten kinda pricey) and either overcome my prejudice or do a sculpt swap.
I haven't played with or against the duos. They seem unwieldy and gimmick-laden.
Quote : Originally Posted by red king
I have most of these, and I don't think I have a single one with a bow thats not bent.....