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.
#033 Angle Man
Real Name: Angelo Bend
Team: No Affiliation
Range: 6
Points: 45
Keywords: Secret Society of Super-Villains
8
10
17
3
7
10
17
3
7
9
16
2
6
9
16
2
6
9
16
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
Taken From Apokolips: Angle Man may start the game with the #s001 The Angler equipped. I See All The Angles: Probability Control. // Once per turn, Angle Man may reroll any ⚂ for attacks or breakaway rolls.
#s001 The Angler 10 Points EQUIP: Any
UNEQUIP: Drop EFFECT: Phasing/Teleport with a Speed value of 10. // FREE: If this character is adjacent to an object, a printed wall or a printed square of blocking terrain, place them in another square within 6 squares and line of fire that is adjacent to an object, printed wall or printed square of blocking terrain.
Light Object
Angle Man:
Angler:
Who’s this guy? Never heard of him before. Looks interesting.
In all seriousness, I’m happy we finally have Mr. Bend in the game, after more than a decade of rooting for him. He’s a stellar figure in sealed, where Probability Control is king. Beyond its normal use, he also can reroll an attack or breakaway anywhere if it includes a 3. That’s pretty good for the attacks, but also handy for the breakaway rolls that all the close combat in this game will likely encourage. Stealth and Super Senses make him not too easy to take out, and while attacking is not his main thing, he might just ‘port somewhere to shoot some people.
If for some reason you choose not to use him, the Angler equipped to another figure will give them some additional mobility. Could be used to get into or out of trouble, with strategic planning.
#034 Wonder Girl
Real Name: Cassie Sandsmark
Team: Titans, Wonder Woman Ally
Range: 0
Points: 75
Keywords: Amazon, Teen Titans, Young Justice, Deity, Warrior
11
11
18
3
11
10
18
3
10
11
17
3
10
10
17
3
10
10
17
3
10
10
17
3
9
9
16
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Champion Of Themyscira: Lasso Of Truth: Wonder Girl may start the game with any Wonder Woman Equipment equipped. // If Wonder Girl is equipped with #s002 Lasso of Truth, when using its Incapacitate all hit targets can't use damage powers until your next turn. Titans Reborn: When Donna troy is given a MOVE action, after resolution she can use the Titans team ability as FREE.
Wonder Girl would really benefit with equipment, but does not come with it. Notably, she really packs a hefty punch up top, swinging with 12/4 thanks to Close Combat Expert. Her defenses aren’t bad, either, with Impervious and the Wonder Woman TA giving her multiple rollouts. Her biggest challenge will be not getting tied up by the very very many cheap figures in the set, letting somebody else shoot her from further away.
#035 Teen Lantern
Real Name: Keli Quintela
Team: Green Lantern Corps, Police
Range: 6
Points: 75/30
Keywords: Green Lantern Corps, Young Justice, Scientist
10
11
18
3
9
11
18
3
9
11
17
2
8
10
17
2
l
l
l
l
l
l
7
10
17
2
7
10
17
2
6
10
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Role Tag: Hacking The Green Lantern Battery: Barrier. Barrier as FREE, but only to generate 1 marker. // When Teen Lantern uses Probability Control you may choose one of her Barrier markers and she may count range and draw line of fire as if she occupied that square.
75:
30:
Teen Lantern is rocking Probably Control for her whole dial, which makes her very desirable. On the other hand, what she lacks is any passive defense at all. That’s fine if you are using her for Barrier (or the free one-piece FREE variant) to protect your team and extend your PC range. However, playing her at 75 points suggests she’d be attacking, and if she’s doing that she’s also probably being counter-attacked and taken out fairly quickly. She’s just too soft for that kind of active role. At 30 points however, she’s the best PC figure in the set, being able to use it at extreme range and even potentially around corners and across elevations.
#036 Zeus
Real Name: Zeus
Team: Cosmic Energy, Mystics
Range: 7
Points: 200(175?)/100
Keywords: Deity, Mystical, Ruler
11
12
19
5
11
12
19
5
10
12
19
4
10
12
18
4
l
l
l
l
l
l
9
11
18
4
9
11
18
4
8
11
18
4
8
11
18
5
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Role Tag: Ally Targeting: Ignores Hindering Terrain A God Among Gods: SIDELINE ACTIVE, UNIQUE MODIFIER - Friendly Captains and Sidekicks modify attack +1 when attacking 1+ characters with the Deity keyword. Shock And Awe: Penetrating/Psychic Blast. // When Zeus hits, each hit character halves their speed until your next turn. You Dare To Strike Me!?!: STOP. // Impervious. Each time this click is revealed, after resolutions knock back each opposing character within range 2 squares.
175:
100:
So, an Unoutwittable, Mystics TA figure with Impervious and STOP clicks, in a set with no Impervious? Ouch! He also has long range, Penetrating/Psychic Blast, and sees though Stealth. And has PC. This guy was designed to take sealed by storm (ha ha). I think he’s must play at either starting line, the question is what else you pulled, and if you want him to be part of a big squad or be a tentpole. At high points, as always he’s vulnerable to being tied up or Incapacitated, but the PC and the Cosmic Energy TA help with each of those somewhat. And his attack special will be particularly useful in slowing down Charge counter-attackers, even the ones not assigned damage.
#037a Giganta
Real Name: Dr. Doris Zuel
Team: Injustice League
Range: 0
Points: 100/30
Keywords: Female Furies, Injustice League, Legion of Doom, Secret Six, Secret Society of Super-Villains, Suicide Squad, Scientist
11
11
18
4
11
11
18
3
11
11
18
3
10
10
17
3
10
10
17
3
10
10
17
3
l
l
l
l
l
l
9
10
18
3
8
9
17
3
8
9
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Giant Retaliation: Villains Unite: POWER: If no other friendly character has been placed this turn, choose an opposing character that attacked Giganta or damaged another friendly character since your last turn. Place Giganta such that she can make a close attack targeting the chosen character, then do so. // If Giganta is on a themed team this trait is activated as FREE instead. Size Manipulation:At the beginning of your turn, you may choose that Giganta has until your next turn. If you do, she takes a maximum of 2 damage from attacks until your next turn.
100:
30:
On the off chance you can swing a theme team, Giganta at either point value is an easy figure. However, that’s probably a stretch in this set. Her ability to limit damage (at the expense of being a lot easier to shoot at) is pretty great, and likely to keep her alive a while. At 30 she’s cheap enough to be disposable while requiring at least two hits to take out, and at 100 she’s going to absorb a lot of hits (at least 5) and still be able to dish damage back for a while.
#037b PRIME Giganta
Real Name: Dr. Doris Zuel
Team: Team Player, Wonder Woman Ally
Range: 0
Points: 75/25
Keywords: Injustice League, Legion of Doom, Secret Six, Scientist
10
11
18
4
10
10
18
3
9
10
17
3
9
11
17
3
|
|
|
|
|
9
10
17
3
8
10
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
Reluctant Alliance: When establishing themed teams, you may choose a friendly character named Wonder Woman. If you do, Giganta gains that character's keywords. Giant Retaliation: When Titans Awake! POWER: Choose an opposing character that attacked a friendly character or that was attacked by a friendly character named Wonder Woman since your last turn. Place Giganta such that she can make a close attack targeting the chosen character, then do so. Knock Them Off Their Feet: Quake. When Giganta uses it targeting 2+ characters she deals her printed damage value to each hit character and after resolutions, give each hit character an action token. Pick On Someone Your Own Size! Invulnerability. // Giganta takes a maximum of 1 damage from characters with , , or .
75:
25:
Prime Giganta is a pretty terrific figure at either point value. At 25, she provides invaluable Outwit, which is scarce in the set. At 75, she has that and a long-lived dial. That’s thanks to an even better version of the non-Prime’s damage-limited power, although it’s vulnerable to Outwit. Virtually nobody can deal more than 1 damage to her at a time— only other Gigantas, First Born, Strife (after a hit), and the Chase bystander Rookie. And there there’s a good chance she’ll just Regenerate back up again. The Wonder Woman TA and Team Player TA mean she’s also going to have a small chance to evade, and also pick up an ability to help. On top of all of this is the somewhat conditional Retaliation power. There’s a decent chance you’ll have a Wonder Woman available to build with, so you might just make use of it.
#038 Dr. Psycho
Real Name: Edgar Cizko
Team: Injustice League, Team Player
Range: 7
Points: 45
Keywords: Legion of Doom, Secret Society of Super-Villains, Scientist
6
10
17
1
6
11
16
1
6
11
16
2
6
12
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
KO
KO
KO
KO
KO
KO
KO
KO
Targeting: Ignores Elevated Terrain, Ignores Hindering Terrain, Ignores Characters Long-Term Psychological Damage: Mind Control. When Dr. Psycho uses it, after resolutions give each hit character an action token. Psionic Energy Armor: STOP. Energy/Shield Deflection, Super Senses.
We’re on a roll for highly rated figures. Dr. Psycho has a whole lot going for him. First of all is the Sidestep/Telekinesis/Leadership in an economical package. Once he’s flung a friend into battle, he can join the fun from relative safety with Mind Control from range, and behind allies. Mastermind and a STOP click means he won’t go down too easily either, and late-dial Stealth and Super Senses means he can use that Penetrating/Psychic Blast with the 12 AV to get a little retribution.
Last edited by Ignatz_Mouse; 04/20/2021 at 20:54..
I Come In Peace: If Strife is 25 points, she is KO'd when her dial clicks past the red KO line. Protected: Pulse Wave. The Only Thing You're Going To Be... Is Lunch: STOP. Invulnerability. // When this click is first revealed, for the rest of the game, Strife has and can't be healed past this click. What Do You Expect?... They Attacked Me First: Standard friendly characters within 4 squares have the Mystics team ability.
50:
25:
In a set with no Invincible, the Mystics TA is better than ever. While it is always a debate about having an ability that requires your own figures to be hurt, there’s no doubt that giving a whole bunch of people Mystics for a relatively low cost is cool-- especially with some fairly long dials in the set. 25 points gets you a relatively hard to kill figure who will hide behind others or in Stealth. At 50, she will revert to an attacker after a solid hit, one which will still probably take two hits to take down.
#040 Star Sapphire
Real Name: Carol Ferris
Team: Injustice League
Range: 6
Points: 60/25
Keywords: Injustice League, Star Sapphires, Cosmic, Herald
8
11
17
3
7
10
17
3
7
10
17
3
l
l
l
l
l
l
7
10
18
2
7
10
18
2
7
10
18
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
Role Tag: Ally To Kill Hal Jordan: SIDELINE ACTIVE, UNIQUE MODIFIER - Friendly Captains and Sidekicks modify attack +1 when attacking 1+ characters with the Green Lantern Corps keyword. Leader Of The Zamarons: Leadership. // UNIQUE MODIFIER - When Star Sapphire uses it and succeeds, friendly characters modify defense +1 until your next turn.
60:
25:
A Tale of Two Sapphires: For 60 points you can have a character that deals coveted penetrating damage with a good AV, but will get clobbered hard; for 25 points you get a Sidestep/TK/Barrier piece that will be extremely handy in getting the drop on opponents or protecting your own. The value of the 25 point figure is fantastic if you don’t have another TK figure you want to use more; the value of the 60 point dial will depend on whether you have better choices for penetrating range damage.
#041 Wonder Woman
Real Name: Diana
Team: Wonder Woman Ally
Range: 4
Points: 75
Keywords: Amazon, Justice League, Trinity, Warrior
9
12
17
3
9
11
17
3
8
11
18
3
8
10
18
3
7
10
18
3
7
11
17
3
7
11
17
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Princess of Themyscira: Wonder Woman may start the game with any Wonder Woman equipped. Shifting Focus: Wonder Woman: FREE: If Wonder Woman began your turn on the map, replace her with another character with this trait. // When Wonder Woman uses Shifting Focus: Wonder Woman while equipped with a Wonder Woman Equipment, remove that object from the game and don't score it instead of unequipping it. I Will Hold Them: UNIQUE MODIFIER - Opposing characters within range modify defense -1 for each action they have.
#s002 Lasso of Truth (Light Object)
Equip: Any
Unequip: KO
EFFECT: Incapacitate with a range of 4 as FREE. When the equipped character uses it, if they have [Wonder Woman Ally TA], each opposing character adjacent to the original targets also become targets. // FREE: If the equipped character is named Wonder Woman, remove this object from the game and don't score it. If you do, equip that Wonder Woman with any other Wonder Woman Equipment from outside the game
Point Value: 10
Wonder Woman:
Lasso of Truth:
Wonder Woman is just a tad pricey for the damage she deals, although the FREE Incapacitate from the Lasso helps with that. She can either make two Incapacitate attacks or hit for damage, then tokens. Her high AV and her I Will Hold Them power combine nicely to make it likely she’ll hit, and if Incapping will make it easier for others to follow up.
About the Lasso: note that as written, this doesn’t quite work under the new rules. Let’s assume that it means a FREE attack that must utilize Incapaciitate, since Incap is no longer an action of any kind. In which case, it’s a pretty fantastic object. With the number of characters in the set with multiple bolts, and without the threat of an immediate across-the-map attack, there should be both time and a good candidate for this object on almost any team.
#042 Silver Swan
Real Name: Vanessa Kapatelis
Team: No Affiliation
Range: 5
Points: 40
Keywords: S.T.A.R. Labs, Armor, Robot
12
11
18
2
12
12
17
2
11
11
17
2
11
11
17
2
10
11
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
KO
KO
KO
KO
Experimental Nanites: When Silver Swan is targeted by Outwit, until its duration expires, she can't use any of her powers and can't make range attacks. Razor Wings and Claws: Giant Reach: 2, Blades/Claws/Fangs. // FREE: If Silver Swan has not attacked or has been placed this turn, make a close attack using Blades/Claws/Fangs.
Yikes! That weakness! There isn’t a ton of Outwit in the set, but one whiff of it and she’s toast. She’s also pretty hittable. But on the other hand, she can fly halfway across the map and make a Blades attack which isn’t too shabby for a suicide run. If you can afford the points, she might be a figure worth hiding in your back line until opposing Outwit has been dealt with, or the opportunity outweighs the risk of her rolling low on her BCF.
#043 Circe
Real Name: Circe
Team: Mystics, Wonder Woman Ally
Range: 6
Points: 75
Keywords: Amazon, Injustice League, Deity, Mystical
10
11
18
3
10
10
18
3
10
10
17
3
10
10
17
3
9
10
17
2
9
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
The Power of All Three Wonder Women Combined: Circe may start the game with any Wonder Woman Equipment equipped. A More Brutal Approach: Once per turn, when Circe KO's an opposing character with an attack, after resolutions choose one: Heal 2 clicks -OR- Make an attack.
Circe is a hard figure to rate. Assuming she has no Wonder Woman Equipment, she seems a little expensive for a Charge attacker (Charge figures die!). But the Probably Control is invaluable, and the ability to heal or make an attack upon KOing a figure is pretty great, especially when facing off against any Sidekicks. And as noted, Mystics is a little more potent in an Invincible-free, Pulse Wave-free, pushing-damage-free environment.
#044 Miss Martian
Real Name: M'gann M'orzz
Team: Titans
Range: 6
Points: 70
Keywords: Justice League,Teen Titans,Young Justice,Monster
9
11
18
2
9
11
18
2
8
10
17
3
8
10
17
3
8
10
17
3
10
11
18
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Role Tag: Movement: Blocking, characters Titans Reborn: When Miss Martian is given a MOVE action, after resolutions she can use the Titans team ability as FREE. Mind-Link Activated: Mind Control. // When Miss Martian moves, if she moved five squares or less, after resolutions she can use Mind Control as FREE. Revert to White Martian Form: STOP. Invulnerability
What an odd and interesting dial. Miss Martian can effectively Running Shot, though walls even, but only to use Mind Control. She’s got a killer STOP click, and she has Probability Control tucked mid-dial where she’s less likely to be able to use it. And she has Telekinesis, but she’s a pretty expensive figure to use for that unless you have an even better alpha-striker to fling. I haven’t mention the Titans TA yet, since so few characters have it, but she’s probably one of the best to use Titans Reborn, since she won’t have to break away to get to the character that needs help. I’m sure she’ll have uses, but she’s sorta all over the place, which is a blessing and curse. Use her if she fits a niche.
#045 Dr. Poison
Real Name: Princess Maru
Team: No Affiliation
Range: 6
Points: 40
Keywords: Godwatch, Secret Society of Super-Villains, Past, Scientist, Soldier
8
10
17
3
8
10
17
3
7
9
16
2
7
9
16
2
6
9
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
KO
KO
KO
KO
Role Tag: Captain Chemistry Genius: Poison. // FREE: Choose a friendly Sidekick. That character can use Poison this turn. Launch the Attack!: Leadership. When Dr. Poison uses it and succeeds, you may instead generate a #003 German Soldier on click #1.
I don’t love Dr. Poison in sealed, where she won’t be able to fully (or at all) use her minion-generating powers. If you do have some Sidekicks, the trick of giving them poison is cool— enough of them and your opponent won’t be able to deal with them all. But that still ends up being a pretty weak ability overall. Dr. Poison is made for constructed play, and it shows.
Making the Earth Tremble: Quake. When Devastation uses it, give each hit character a Shaken token. // Characters with Shaken tokens can't have their combat values positively modified. When a character with a Shaken token hits, remove all of their Shaken tokens. Protected: Outwit.
Devastation could cause a heck of a lot of trouble, in the right circumstances. Those Shaken tokens will really hurt certain figures. The Mystics and long dial with reducers will eat away at attackers. And the upfront stats are solid. However, the primary issue is the likelihood that a figure half her cost with Super Senses or other protection will base her and keep her from doing much at all.
#047 Unique Maxwell Lord
Real Name: Maxwell Lord IV
Team: Police
Range: 8
Points: 45
Keywords: Project Cadmus, Justice League International, Police, Politician, Ruler, Spy
8
12
17
1
8
11
17
1
7
11
17
1
7
10
16
1
6
10
16
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
Targeting: Ignores Hindering Terrain All Part Of My Greater Plan: Stealth. // At the end of your turn, if a friendly character used Mind Control this turn and an opposing character took damage during that Mind Control, gain 1 Mission Point -or- if an opposing character was KO'd during that Mind Control, gain 2 Mission Points instead.
Bottom line, Stealth/Outwit/Improved Targeting Hindering, and Mind Control. It’s highly unlikely you will gain enough Mission Points to win that way, but a cheap, hard to kill Outwit-through-Stealth (from 8 range no less) figure is golden in sealed. The Police TA isn’t a bad deal either. The only knock on him is that if he does take a hit, he takes it hard.
Role Tag: Captain We Shall Prevail, My Warriors! Friendly Sidekicks can use Steal Energy, but with close or range attacks. No Matter Our Differences... We Are All One People: Leadership. When Hippolyta uses it and succeeds, you may instead generated a #004 Amazon Warrior -or- #004 Amazon of Bana-Mighdall on click #1. Protected: Outwit.
In a set full of Charge figures, there’s not a lot to distinguish Hippolyta. She’s certainly hurt by not being likely to generate much support, which could become Mastermind fodder after she takes a hit.
Last edited by Ignatz_Mouse; 04/20/2021 at 20:59..
You can tell that this set was meant for constructed play more than sealed play. These reviews are solid, even if I think you should give Miss Martian and Wonder Woman an extra shield. That defense modifier is great for Wonder Woman, and Miss Martian can get your pieces into position before joining the battle herself.
Just my thoughts - again great job on the reviews!
There's a lot I like about this set so far! Kind of reminds me of the older days. I think I like the more straightforward pieces. I don't have to read and re-read to figure out what all they can do.
Wizkids' Tactical Foundation: Department of Uptempo Discourse Engineers
Join now and nay the naysayers!
I am not understanding Maxwell Lord. In what scenario is an opposing character going to take damage during a friendly use of Mind Control?
SOOOO...I didn't get much sleep last night and though everything said Mind Control and I even typed it out...I was thinking of Master Mind. Sorry for my idiocy. I will show myself out.
Last edited by rwvalentine; 04/21/2021 at 11:46..
Reason: I am dumb
And I feel like light blue in the attack slot is simply a reminder to give the figure at least 3 damage.
The one figure with that power in the Rares has double target Incap with a special that lowers the DV of opponents within 4 squares -1 for each token they have *and* has a piece of equipment that (likely, pending clarification from rules issues) allows her another Incap for free to Incap all opponents adjacent to the targets as well.
Even without an errata or clarification, she's lowering at least two opponent's DV by at least 1 for the rest of your attackers and taking one turn away from those two opponents.
With the errata, she can do a free Incap and then come back with an unpowered range attack with 12 AV and 3 damage on an Incapped opponent that has had their DV reduced by 1. Or do a second Incap that forces your opponent to clear.
I can't be the only one who sees the utility in this.
I am never arguing about how non-standard game effects can synchronize with Incapacitate... it is trivial come up with an ever more useful non-standard power.
The fact remains there's only one Rare figure in this set with Incap and it has specifically been designed to synergize with that power in a clever and useful way *and* has an object that adds even more value to it for free.
Having played 2 sealed tournaments, both times pulling Zeus and both times going 3-0, he is a BEAST. That high defense to start paired with probability control, impervious, and Cosmic Energy make it hard to even knock him off click 1. The PPB helps to make damage stick and the IT:H is back breaking.
I’ve played him twice and agree completely. I went 1 for 2 with him, but the first game was designed for me to be clobbered. I will say that once he hits that first stop click you start wishing for some healing, but he’s both fierce and fun.