Number(s) 2 is (are):

TIE: Hal Jordan (DC 75th Anniversary #053) and Sinestro (Gravity Feed #005)

Why they’re top pieces:

  • Both are Indomitable, 18 DV + 11AV Running Shot-ready shooters bearing two 8 range targets, with Hal being more durable and damaging with 4 damage + Invulnerability and Sinestro being more well-rounded starting with Telekinesis and Enhancement.
  • Both gain Perplex and Psychic Blast if hit for a few clicks.

Why they tied:

  • Hal’s “One-Man Justice League” SP gives him incredible flexibility in the late game, enabling him to use TK, Pulse Wave, Poison, B/C/F or any other standard Attack power.
  • But he’s well over 30 points more expensive than Sinestro, who’s more versatile on the front end.

Why they’re not number one:

  • Hal is by far the most expensive Green Lantern (well, one of two at the same cost) and a bit one-dimensional on his opening clicks, while Sinestro lacks that little bit of extra horsepower he needs to truly be the greatest of the lanterns that he thinks he is.
  • Both get defensively soft mid-dial.

Nevertheless, these two really are the greatest Green Lanterns you can run in Modern Age in Heroclixin’s opinion.

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And Heroclixin’s #1 Green Lantern Corps piece is:

Green Lantern (Crisis #023)

He tops the list because:
He’s the total package. He’s got…

  • 10 range, which is increasingly rare in Heroclix;
  • Perplex, making him great for boosting his or his pals’ stats. And he’s got a lot of it;
  • Telekinesis makes him super at deploying the team (as does his GLC TA);
  • The great keyword of Soldier in addition to his GLC and Justice League-related ones;
  • Running Shot, even if it’s just the one opening click of it.
  • Pulse Wave mid-dial.
  • perhaps most of all, his stellar “Lantern’s Will” SP granting use of Energy Shield/Deflection, Toughness and Willpower. He’s a hard target, and one whose DV rises mid-dial to become a potential 21 from range.

If he has a weakness, it’s that his AV numbers aren’t as good as most other GLCs’ on the list. But the Perplex and his overall utility mitigates this weakness capably, making him Heroclixin’s #1 Green Lantern Corps figure.

Come back tomorrow for a rare Saturday update featuring the Honorable Mentions that some of you expected to see here, but didn’t. 😉

Number 4 of the GLC  is:

Hal Jordan (DC 75th Anniversary #W-4)

Why he’s a top piece:

  • There’s absolutely no Green Lantern fig as durable as him. With starting 18 Impervious + Shape Change that “downgrades” to 17 Invulnerability + his “Leader of the White Lanterns” SP (that actually heals him for free on a successful Leadership roll), then a spike back to Impervious+Shape Change (with 19 DV!!!) before settling to Toughness and the damage-stopping/Regeneration-granting “LIVE!” SP, it takes a LOT to put him down for good.
  • He’s also offensively capable with very high AV and 3+ damage for most of his 8-click dial.
  • A stretch of TK ensures he’s useful even off his opening Running Shot click.
  • Oh, and there’s a neat little trait that allows him to theme-team-up with other Lantern Corps.

Why he’s not higher on the list:

  • No Willpower whatsoever makes him very push-unfriendly and thus very overshadowed by the top GLs in playability.

If you’re fortunate enough to have this, one of THE most sought-after White Lantern chase figures, enjoy the fourth-best GLC fig in the game.

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The #3 GLC fig is:

Green Lantern (DC 75th Anniversary #200)

He makes the list because:

  • He’s got great Green Lantern powers: Running Shot, double targets, Perplex and Indomitable 17 ESD — for a relative bargain price.
  • When an enemy succeeds in shutting down his range attacks by damaging and basing him, instead of getting soft and largely folding like many other GLC members, he becomes a dangerous mid-dial melee fighter with Blades, Toughness and Plasticity.

He’d be higher on the list if not for:

  • His lack of opening damage reduction (though being 19-20 to hit from range largely mitigates that weakness).
  • A higher AV on click 2 that he’s unlikely to see. He’s Indomitable and thus won’t likely willingly sacrifice the click for such marginal benefit, but he’s even more unlikely to take just one click of damage under any circumstances. It’s just weird.

Solidly playable with surprising flexibility, 2011’s FCBD Green Lantern is Heroclixin’s vote for #3.

Be back tomorrow for the top two (…or more…;)) GLC figs in Heroclixin’!

Number 6 of the GLC  is:

Abin Sur (Green Lantern Fast Forces #006)

Why he’s a top piece:

  • Not only is he the cheapest-by-far source of the GL TA (for Carry-ready wildcards such as Dr. Strange to copy) at 50 points, but…
  • …his “Always Uses A Ship” SP makes him the first character in the game who can carry any single-based character regardless of combat symbols or keywords. So yes: he can carry a fellow GLC member despite the fact that they all fly.
  • High Speed value makes him very efficient in his taxi role.

Why he’s not higher on the list:

  • Weak overall AV and DV stats, especially compared with other top GL pieces. Despite Super Senses and 3 damage, he’s a relatively easy KO and not much of a fighter.

Still, his SP changes the game for the GLC and HeroClix alike, easily making him Heroclixin’s #6 GLC fig.

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The #5 GLC fig is:

Kilowog (Green Lantern Gravity Feed #003)

He makes the list because:

  • He’s a rare close combatant for the GLC thanks to Charge and Super Strength, and highly competent at it to boot. Dial-long Invulnerability or Toughness rounds out the package.
  • Enhancement and 8 range means he’s got something to do for others and himself until the enemy reaches Charge range.
  • Indomitable keeps him pushing painlessly.
  • When he takes damage, he bumps his nearby fellow Brute, GLC or Soldier allies’ AV via his “Tough Drill Instructor” SP from clicks 2-7.

He’d be higher on the list if not for:

  • His DV sinks mid-dial to an anemic 15. (Fortunately, he’s got Invulnerability to bolster that!)

His unique blend of frontline brawling, secondary shooting and support skills makes Kilowog the #5 best GLC figure so far in HeroClix.

Be back tomorrow for numbers 4 and 3!

Number 8 is:

Green Lantern (Blackest Night #004)

Why he’s a top piece:

  • His opening slot of the grey powers of Running Shot, Telekinesis, Invulnerability and Leadership are all great for both him individually and for the team.
  • Good AV until final click.
  • “Green Willpower” SP makes him pretty push-friendly.

Why he’s not higher on the list:

  • He’s VERY soft down the dial if he falls off his first two clicks.
  • There are better Hal Jordans for the points, too.

If you can protect that top dial, though, BN Hal can indeed endure through blackest night. He’s the #8 best GL.

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The #7 GLC fig is:

Tomar Re (Green Lantern Corps #007)

He makes the list because:

  • He’s got the longest range of all Lanterns. 12 range plus…
  • Perplex. And Running Shot. That gives him a potential unaided “swing” of a whopping 18 squares.
  • Great defense too at 18 + Toughness.
  • His “Scientist” keyword is quite versatile.
  • A push only increases his ranged defense to 17+ESD and gives him Enhancement for the pals he may be carrying with his GLC TA.

He’d be higher on the list if not for:

  • a sharp dropoff in stats and powers beyond his first clicks.

That long, long range for such economic price makes the original Tomar Re the #7 GL in the game.

Be back tomorrow  when the list hits the midpoint!

Number 10 is:

Ch’p (Green Lantern Corps #002 )

Why he’s a top piece:

  • I’ll just quote from my old review from 2006, the year of his debut:
  • “Do you hear that? That squeaking, chattering sound? It’s the chipmunk-like voice of Ch’p here saying: ‘Push me. PUSH MEEEE!’

    Ch’p is made to be played on his 2nd click as one mother of a GL tank, able to lend his 18 defense to a full ring of carried figures. 
    Mid-dial he goes into alien squirrel battle rage when he gains RCE and a 10 attack value. His dial’s a bit short, but by the time the enemy digs through to hit him, the game’s likely over.”
  • In addition to his 18 Defend, on the same clicks he bears Running Shot and 3 damage, enabling him to be offensive as well. This makes him the best GL tank figure for the points by FAR.

Why he’s not higher on the list:

  • Short dial, that’s made even shorter by the necessity of pushing to click #2.
  • In fact, he’s ALL ABOUT that single click. Once off it, he’s mostly roadkill.
  • Just an OK fighter at best.

Still, this space critter packs enough utility to be one of the best GLs to build a team around, and thus makes the list.
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The #9 ?

TIE: Experienced Green Lantern (Unleashed #083) and Green Lantern (Green Lantern Fast Forces #001)

They make the list because:

  • Both can use Willpower to either TK pals into the fight or move themselves in range one turn and then push freely on the next to unleash Ranged Combat Expert hell upon a target.
  • Both bear a nice starting DV of 18.

They tie because:

  • While the newer GL is far tougher with better numbers down the line, the Unleashed GL is more combat-ready with Running Shot instead of Phasing and 10 range instead of 8 for the exact same price of 125 points. Neither are unnecessarily bloated with the costly GL TA, either.

They’d be higher on the list if not for:

  • Middling AV numbers down the line and no damage reducers on the older piece;
  • Lack of moving attack on the first click holds the FF GL back.

Nevertheless, when you’re looking for a budget GL that can deal premium effect on the game, these are your guys.

Be back tomorrow for the 8th and 7th on the list! Hint: they both wear green and black. 😉

So the Green Lantern film is coming in a few weeks, and, more importantly, we just got a TRUCKLOAD of brand-new Corps members in ‘Clix. Heroclixin’ asks: what are the Top Ten Green Lantern Corps in the game?

First, some criteria:

  • We’re talking Green Lantern CORPS, not just characters named Green Lantern…they need to have the keyword and be able to use the ATA. (Sorry, Alan Scott. You may have been first, but for the most part you’re out.)

"Heroclixin' is AGEIST!"

  • I’m also only counting actual Green Lanterns. Sinestro from Crisis may have the keyword, but he’s dressed in his Sinestro Corps colors, using his Sinestro Corps “fear” powers, and quoting his Sinestro Corps oath (though his Legacy Rookie and LE still count). This rules out most versions of Ganthet and Guardian of the Universe as well.

"I didn't want to be in your stupid list anyway."

  • No duos. Though Flash, Green Arrow and Batman have all used a GL ring for a minute or ten, they ain’t Green Lanterns. (And the less said about Big Barda and Mister Miracle, the better. Blech.)

That still leaves about 55 figs to choose from. Be here Monday for numbers ten and nine of the Top Ten GLC figs in HeroClix.

Multiple men making many monologues.

One of my favorite characters, Madrox the Multiple Man makes another appearance in HeroClix. He’s quickly vaulted to the top of my “want-to-play” list, being another F.U.N. (Friendly, Useful, Neat or Nifty) piece:

FRIENDLY

GX Madrox is not a min/max piece (or pieces):
  • Lacking any sort of moving attack or carry ability (unlike, say, Cuckoos), they can have trouble getting into the fight proper.
  • It also takes two or more to really leverage their powers. But that’s 88+ points that might not be better than other characters with more fighting prowess.
  • There’s also the double-edged sword of his trait, which could mean a boatload of extra victory points for your opponent.
USEFUL
GX Madrox still has utility, though, serving a different role on each click of life:
  • 1st click: Sporting Toughness, he’s good Mastermind fodder, an X-Men heal battery, and a general meat shield/tie-up piece — which, if he’s run in multiples, makes him a potential Flurry piece as well (via his “More The Merrier” SP: “Madrox can use Flurry, but only if a friendly character whose name includes “Madrox” or “Multiple Man” is adjacent to the target of his first attack using Flurry.”). All this may just be biding time for:
  • 2nd click: Perplex. You should know how to use this power. It’s very easy to get to this click either by pushing or X-Men TA. Coupled with his SP Flurry, this could be the best click to stay on.
  • 3rd click: Outwit. This is his only click lacking his SP Flurry. He’s most likely to be hit to this click or X-heal to it. Could be very useful.
  • 4th and 5th clicks: He’s got Willpower, which is perfect for an emergency X-heal of a pal or a surprise Flurry if he’s got another Madrox to activate his reappearing SP.
 NEAT
C’mon. It’s Madrox!
  • He’s one of those few characters that no one can reasonably complain about using in multiples. It’s what he does! It’s what he is! Er…What they are!
    (Who he are?)
  • And don’t forget his ability to bring in an additional GX Jamie Madrox or GX Madrox. If Willpower’s showing, bring in Jamie. His dial’s longer and powers are better — the 4 range catches people by surprise. If the original took less damage, though, bring in a matching Madrox and double your Perplex or Outwit, suddenly.
Have a great clixin’ weekend!

Welcome again to F.U.N. Friday, where I share team builds that are Friendly yet Useful and, above all, Nifty.

Once I got Harley Quinn and Poison Ivy, the Super Rare duo from The Brave And The Bold set, and  The Holiday Killer from same, I was finally able to build a decent Batman Enemy-centric team for a 700-point Modern Age tournament:

Harley Quinn and Poison Ivy 175
The Joker (Arkham Asylum) 97
The Penguin (Arkham Asylum) 70
Firefly 68
Harvey Dent (Arkham Asylum) 67
Edward Nigma 60
The Holiday Killer 43
Catwoman (Batman Alpha) 40
Henchman (Arkham Asylum) 40
Henchman (Arkham Asylum) 40

= 700 points.

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Harley Quinn & Poison Ivy 175

They’re quite pushable, gaining Perplex and Stealth on their 2nd click, so I won’t shy away from using Running Shot to gain a bit of initiative in offense. Harley’s super-Outwit makes me almost hope they get hit.

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The Joker (Arkham Asylum) 97

His 11 AV isn’t quite as vital anymore for Batman Enemy teams now that wild cards can loan the team their attack values again. He’s also pretty fragile, with zero defenses outside of Stealth and a little Probability Control. But his 8 range is key in damage-dealing, and he has some help on this team, namely:

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The Penguin (Arkham Asylum) 70

17 Defend and flying really helps the mostly ground-pounding Batfoes. Heck, to the degree that Penguin takes enemy fire instead of more threatening targets makes him worth every point.

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Firefly 68

The other flyer of the crew and the most mobile attacker, Firefly gains a lot when teamed with better Batman Enemies and an Enhancer or two.

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Harvey Dent (Arkham Asylum) 67

Stealthy Outwitting Willpower with Flurry. Any questions?

Well, there’s also his singular ability, on this team, to not be forced to cluster with the rest to be most effective. Makes him a fine tie-up piece or hidden supporter with equal ability.

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Edward Nigma 60

Most put him on the team for his ability to allow a teammate to act turn after turn, but that power was barely used in my games. No, he was instrumental for his Outwit and especially his Enhancement, which made a threat out of so much else on this team.

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The Holiday Killer 43

Stealthy Outwit to start, a simple push to 11AV to share with other Batfoes and another 8-ranged threat for under 50 points. Even with the short dial, what’s not to like?

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Catwoman (Batman Alpha) 40

Long-lived tie-up piece that’s pushable to much better clicks. Better still, she was ripe for taking theme-PC tokens or Mastermind damage at any time.

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Henchman (Arkham Asylum) 40
Not really the best choice to double up, still they’re quite useful on this force. Batman Enemy and E.Nigma’s Enhancement turn them into threats instead of just Mastermind fodder, and their self-Perplex SP offers a third method of improving their combat ability. Still, for half the cost the normal AA Street Thug works nearly as well. In a future run, I’ll just go with a single Henchman and fill out with Thugs.

"Atlanta, Georgia!!! Are you ready to RAWK?!!?"

Wow! It’s been nearly a solid month since my last F.U.N. feature? That shouldn’t happen.

As a refresher, the F.U.N. acronym stands for figures and teams that are:

  • Friendly: Not built to win at all costs, thus squeezing any enjoyment out of the game either for the opponent being crushed or for myself if the team still somehow fails due to terrible dice results.
  • Useful: Not built to lose, either. This team or figure’s got something going for it.
  • Neat: There’s some quality about the team or figure that’s interesting or unique or goofy or whatever.

Anyway, since young guest reviewer Morrison did the Armor keyword this week, I thought I’d sort of tie into the week’s theme with a F.U.N. review of the character Armor from the new Giant-Size X-Men set!
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One of the newest X-Men, young Hisako isn’t going to win games by her 66-point self. With no Charge or range, her fighting ability on the Heroclix field looks pretty limited. And she’s got an activation click holding her back as well; she’s not contributing much at all to the game until at least turn 2.

All this makes her a Friendly piece, I guess. What’s Useful about her, though? Plenty.

  • She has the X-Men TA and keyword. This makes her a natural to team-up with characters whom she can X-heal and thus push to her own better clicks.
  • She’s got 18 Defend on her 2nd click via a Special Power. That’s super-useful for most of her X-pals.
  • She’s got Impervious, too.
  • AND Super Strength. AND Blades/Claws/Fangs. She can actually fight up close.

All this can lead to some Neat combos, including these:

  • She’s a great tagalong for either of the new Wolverine figures, whose 17 DV can benefit from her boost.
  • She’s an excellent “ball” for Mutations and Monsters Colosuss’s “Fastball Special” SP on her first click. The damage will put her on Impervious so she can pretty safely tie up Colossus’ target. (Heck, she’s even good for the original (and horrible) Fastball Special feat. But you should never use that. N-E-V-E-R.)
  • She’s a great bodyguard for the new Professor X, whose 16 DV is a bit fragile.
  • At 66 points, she makes for very solid Mastermind fodder. And again, the 18 Defend is helpful to those characters as well.
  • If you resist pushing her immediately, she’s a good piece to use as an X-Men TA battery for allies who need to push. They get healed and she gets to her best clicks (which, again, is good for the ally, too).
  • Try her on Teen themes as well. I keep wanting to team her up with Legionnaires or Impulse (DC 75th).

Armor can just plain make your team better. But she’s become one of my new favorites because she does all that by not being overbearing, and she’s a neat character with a neat sculpt.

And, I admit, I have a weakness in Heroclix for using young female characters to beat up brawny opponents double or more their point cost.

Have a great weekend of Heroclixin’!

Finally, Morrison finishes off his look at the Armor keyword with the heaviest of the metalheads:

Tentpoles

Kurse


Class – High point brick

Kurse right here is tie-up piece numero uno. He’s quite pushable, meaning Shellhead is excellent for this guy. With 3 clicks of Regeneration, he will land and will probably stay on Regen for at least 1 turn, so the Automatic Regeneration feat should help you stay on the useful clicks.

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Destroyer

IZ MOVEE STAR! WIF FUZZY BUNNEE SLIPPERZ!

Class – High Point Bruiser & Corner Stone

Destroyer reminds me rather pleasantly of Hammer of Thor Ultron: similar Charge, high attack, long range, and high damage. Not necessarily the most synergistic combination, but still brutally effective from all directions. Pack along some peons to make full use of his Life-Force Possession SP later in his dial.

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AV Iron Man

Class – Corner stone

Personally, I never was able to use him to any real effect, but if played better than I did, he can be quite useful. His dial is similar to, but less effective than HoT Beta-Ray Bill’s. But this guy offers Ultimates TA and eventually Outwit. Use that 10 range and 12 speed to steer clear from reprisals and outwiters. Between flight and Ultimates, make sure always to have hindering between this guy and the enemy; he needs the defense boost.

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SI Iron Man


Class– Corner Stone

A much more effective Iron Man comes with your choice of a combo better than Impervious or Invulnerability, and in both instances you still get Perplex. Every click offers something useful. Stark doesn’t go down swinging unless his friends are packing some attack boosts, so Recharge might help him stay top dial, with Perplex, Outwit, and 11 attack.

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V Steel

Class – high point bruiser

In many ways, Steel is even better than the aforementioned SI Iron Man. He still packs Outwit, his attack never drops to the 8 of his predecessor, his ending defense is 17 rather than 15, and 1 more click of 4 damage (Steel’s damage never drops to a 2 either). Many would complain about his lack of Running Shot, but his speed is decent, and unlike most of the other figures in this review, he is absolutely equally useful in close and range. His dial also reminds me of Destroyer’s. Note that Steel comes at a lower cost than either Iron Man or Destroyer. With his sturdy and consistent dial, this is certainly one figure made to proclaim “Leeerrrooooy Jeeeenkins!” with.

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WoS Iron Man

 

Class – High point corner stone

Iron Man is similar to SI’s Iron Man, except he trades Avengers for the more useful S.H.I.E.L.D. TA. This character is a lot more straightforward to use:

  • fly around
  • shoot
  • get shot at
  • shoot again (for 6 or 5 damage with Ranged Combat Expert)
  • get shot at again
  • clear
  • get shot at
  • get rid of the chump who has come to base him (with free Force Blast)
  • Outwit somebody and shoot

…and repeat these last couple of steps until he gets KO’ed (in virtually every game he will, 202 points is a huge target, and the middle to end dial is soft). But in this time Tony should have made at least 4 attacks, for a total of 15 damage. Indomitable should help to make sure that he can pop off his attacks. The worst aspect of the figure is his sculpt.

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Iron Man / War Machine


Class – High point corner stone

The most expensive figure with the Armor keyword, but Tony and Rhodes sure do deliver: only 2 clicks of defense less than 18, 3 clicks of 4 damage and outwit, starting 12 attack, and attack that never goes below 9 (SI and WoS Iron Man take note). If you can alpha strike on his first click (Tony can bring along his Mandroid friends from S.H.I.E.L.D.), you can deal 16 damage with 1 figure in 1 turn. If the game allows feats, IM/WM demands Power Barrage, which gives them a third attack with each attack after you set up.

(Actually, it doesn’t. The feat doesn’t work with Duo Attack, and because they don’t actually possess the prerequisite powers on their Attack SP — they only use them — Power Barrage is only good for them on their first three and dead-last clicks. — Editor RKJS.)

Running Shot, Indomitable, Outwit, Duo Attack, high attack, and high damage is almost the perfect combo. With any three turns, you should be able to deal at least 11 damage. Then middle dial, Tony and James pump up offensively with duo-compatible Psychic Blast and Ranged Combat Expert, meaning that in 1 turn mid dial, they could deal 9 damage or 5 penetrating damage, or 5 raw and 2 penetrating damage.

(Again, not exactly. You can only pick one of those powers for the attack(s); you don’t get to use RCE for one attack and PB for the 2nd, but RCE for both, one or none. Same for PB [or Incap, but who’s really gonna pick that?] — Editor RKJS)

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That does it for Morrison’s look at the Armor keyword. I’d like to thank him for allowing me to post these here on my site. Here’s hoping he’ll try his hand at this again in the future!

As for Heroclixin’, I may start a little offshoot of my Friday F.U.N. feature that focuses on individual characters over full-blown teams, but I’ll probably take a break and start that next week.

Speaking of next week,  Monday is the beginning of the end: the last few of My Custom Mods. There’s less than 5 left (which is why I’ve been dragging my feet on updates to that feature — I’m running out of material)!