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Pojo's HeroClix "Click of the Day"
WildWill |
Name: Wonder Woman (Kingdom
Come)
Set: Unleashed
Number: 93
Rarities: Unique 6
Costs: 198
Health: 11
SSADD:10/13/18/3
Powers: Charge, Flurry, BCF, Super Strength, Defend, Impervious,
Invulnerability, Toughness, Leadership, CCE
Ranged Attacks: None
Team: Kingdom Come
This is another Kingdom Come Piece (maybe next week we’ll look at something
else, I don’t know, I didn’t check the pieces for next week), and it’s
Wonder Woman with those bitchin’ wings. This is an absolutely beautiful
figure, that should play as well as she looks.
Sure, she’s bloody expensive, but look at all the pretty colors. I can
totally see new team strategies, or old ones, popping up already. Turtle? Oh
yeah, Defend with an 18 Defense? I’d do it. 11 clicks of the dial before she
croaks, but she’s got all that damage stopping power? No problem there. BCF?
Check. CCE? Check. She’s just one nasty mofo who should be able to take out
even the toughest pieces. Too bad she’s not a range combater, but hey, you
can’t have everything now can you?
If the knock on the DC Heroclix was that there weren’t enough powerful
pieces, it’s been answered by Unleashed thus far. How these pieces will play
out in tournaments (or even casual play) is yet to be seen though, but as
for WW? Well, I want one, don’t you? Being a regular Unique, she should be
fairly plentiful, thus far nothing has sold on EBay, but a couple pieces are
currently going at about $25 each. I’ll bet they end up around $35.
My Ratings:
Playability 4 of 5
Collectibility 4 of 5.
Next week: More Unleashed!
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Havokclix |
Wonder Woman (UL)
Diana dons her Amazonian battle armor for the
climactic fight. There’s a great panel with Supes
talking to her, running his finger along the blade,
and actually gets cut. Wonder Woman says something to
the effect of him always having problems with magic.
Screw Supes, I want this woman in my collection!
Charge/BCF is always a deadly combo, but when her
starting AV is a 13, that’s just looney! She has a
starting movement of 10, and an 18DV with defend,
which will make her perfect for taxiing a figure while
she charges around the board. Leadership is thrown in
there, too. After a few clicks, she’s classic Wonder
Woman with the dial turned up to 11, as in an 11AV.
Charge, super strength, impervious, and CCE. Oh, did I
mention that her damage is 3 all the way across her
dial, which is 10 clicks long? Too bad you can’t use
CCE with flurry, because she has them both on one
click. She ends on flurry, super strength, and
toughness, so she’s in the thick of the battle all the
way.
198pts puts her the same as V. Dr. Doom, and I’d take
her any day.
Collectability: 4/5
Playability:
100: NA
200: 3/5 (I bet she could clean up in 200, you just
watch)
300: 2/5
400+: 5/5
Crit happens…
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Monger |
Wonder Woman Unique
DC Unleashed #093
This figure is sure to be a very popular when Unleashed is released. The
pose was sculpted beautifully and the gold paint job is attractive. I even
like the way they added the American flag around her neck. This figure will
find her way onto a lot of casual teams simply because of her appearance and
colorful dial when it comes to abilities. The only problem I have with this
figure is the lack of range. This will pull Wonder Woman down tremendously,
decrease her sell value and also decrease her ability to have any impact in
tournament play.
Speed: Begins the game with excellent movement values combined with charge.
Nothing to sneeze at actually, she can be a real threat in closed maps, such
as office buildings. After taking six clicks of damage, WW picks up a
wonderful ability of Flurry. This allows her to make two close combat
attacks with one action. Combine this ability with her damage value and WW
is dealing six clicks of damage.
Attack: A figure that combines charge and blades/claw/fangs on the same
click is deadly. Especially when you consider WW offers an eye-popping
thirteen attack value. With the new rules being as they are, abilities now
have on/off switches. This means – you can make a blades/claws/fangs attack
on a figure, roll a two for damage, turn off your blades/claws/fangs in
response and deal your base three damage as a result (if you do not
understand this, please contact me with questions). After three clicks of
damage, Wonder Woman looses her BCF and gains super strength. She can now
pick up objects on her way to a battle and still deal an impressive 3, 5, 6,
7 or 8 clicks of damage.
Defense: Defend is always a nice ability for a defensive character. They can
stand close to medics and protect them or they can provide shelter for
crippled figures waiting for support. One problem, who’s going to spend 198
points of a defensive figure? Wonder Woman would benefit more if her defend
ability was at the end of her dial, not at the beginning. She does offer
impervious, invulnerability and toughness on her last seven clicks, but they
should really be on her first seven. I would find a 15 or 16 defense with
defend in late game situations a valuable asset. Putting defend at the
beginning of her dial also makes her vulnerable to big hitters. Any damage
greater then three can cripple her severely, which puts you in a bad
position early. There is ONE advantage I can see for having this ability in
early games. Wonder Woman is capable of taxing a figure such as Shazam (on
his first click) and provides defense for this figure until you are able to
push him and wake him up! Once you are able to push him, he is in prime
position to deal damage!
Damage: A constant three throughout her dial. Her first two clicks contain
leadership which is somewhat overlooked. The third through seventh click
provide her with close combat expert. This is a good combination with her
super strength and charge! The rest of her clicks provide no abilities, just
a base three damage, which is nice in late game situations, when two or
three damage can mean KO for most crippled figures.
Overall: I personally feel Wizkids wasted a beautiful figure and amazingly
strong dial when they gave Wonder Woman zero range. Any distance at all,
even a four, would have made this figure tournament worthy. All-in-all,
Wonder Woman is capable of dealing six clicks of damage all the way through
her dial in several different ways. She is VERY strong and can be a serious
threat in casual and draft teams. I just wish she had some range, any range
at all…
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Ironman
1110 |
Wonder Woman:
Wonder Woman was never my favorite comic character, but she has always done
good for me in Clix. The R/E/V Wonder Woman from Cosmic Justice was, in my
opinion, one of the highlights from that set. And there were alot of great
figs in that set, so that's saying alot. THIS wonder woman is an absolute
monster. For the same points you get vet Doctor Doom for (198) you can also
have this new close combat monster. Starting at a beastly 13 attack and
never dropping past 8 over a 10 click dial means she has high, consistant
AV, one of the most important aspects of her. I tell you, I have never seen
so much charge in my life. She has SIX clixs of it, then goes into four of
flurry. Three of B/C/F is nice, and then seven of SS means she is always a
bruser. Also, since she has a nice 3 damage value down the dial, that makes
the SS even more dangerous. Defense wise, the numbers are awesome, being 2
of 18 then one of 17. But on her first three, she has defend. Thats good and
all, but I would have rather had impervious. Still, it kinda makes her the
ultimate taxi. She does go into imperious and invunrability (for two each)
then finishes in toughness. Two of leadership at the start is nice, and the
following five of CCE is even nicer.
200- Horrid simply for the fact that she'll be the only person in your army.
Vet firelord, r black panther and some support kill her. 1/5
300+ Better. It really needs to be a 400 or more point game to make her
work. 3.5/5
Sealed Booster: Awesome. If you get her, odds are she'll be one of the only
uniques in the whole tournament, and she WILL dominate. Outwit is not too
comon in this set. 4.25/5
The Bottom Line: 3/5
|
Shooter |
Wonder Woman
198 points
Range 0; 1 Targets
10 clix of life
Kingdom Come
Charge (6 clix); Flurry (4 clix); Blades/Claws/Fangs (3 clix); Super
Strength (7 clix); Defend (3 clix); Impervious (2 clix); Invulnerability (2
clix); Toughness (3 clix); Leadership (2 clix); Close Combat Expert (5 clix)
Wow….she is definitely a one woman wonder (hey, now I get it!). This figure
just has beast written all over her. Charge with 10 movement for the first 4
clicks, then two more of charge with 8 movement, into some nice flurry til
the end. B/C/F with 13 attack….yes THIRTEEN ATTACK!!! Granted, she’s only
got that 13 attack on the first click, but even on click 7 she’s got a more
than formidable attack value of 10. Those three clicks of BCF are almost
guaranteed to hit just about anyone (even the Atom with his 20 defense only
requires a 7 to get hit). Her defense is amazing, two clicks of 18 defense,
then one of 17, all three with the Defend power. She has a base damage of 3
(which never changes, so even on click 10 she can deliver 3 damage) with
Leadership. Oh, and she flies. So let’s put this into one sentence. This
beast of a click is a taxi-ing, defending, leading, charging, slasher. And
this is just on click 1.
As she takes damage (re-write: IF she takes damage) she gains more fun and
formidable powers, including damage reducing powers once her defense hits 16
and Close Combat Expert, meaning she can deliver 5 damage with her now 11
attack AND potentially take no damage in return. Even a little later, she
gets flurry, and as I said earlier, her damage is always 3, effectively
making her able to hit for 6 damage when she attacks. The only downside at
this point is her lower attack (10, 9, or 8). But all in all, she’s a
monster of a piece…take on at your own risk.
The best strategy I can come up with for her is to have her taxi a support
piece (be it an outwitter, perplexer, PCer, or even a secondary attacker to
clean up what she started) and charge into battle with her BCF. Then, watch
as they try and hit you, or your defended support piece, and can’t because
they’re wounded and you have an awesomely high defense. Next time she’s up
to attack (DON’T PUSH HER…unless you absolutely have to) just charge to
another piece and the fun just cycles until Wonder Woman is left, sword held
high, alone on the map. The KC TA really helps this strategy, because anyone
who failed to base her is just easy pray for a BCF charge.
Overall, she’s an absolute tank. She’s well rounded enough where even well
placed outwitting won’t be too much of a problem. I mean, the only thing I
can see that would really wound this piece’s strategy is outwitting Charge,
since she has no defense reducing or damage increasing powers, and even
getting rid of BCF she can do 3 damage straight up. She is soooooo worth her
point cost.
Ratings:
100 points: NA
200 points: NA (again, KC + Sealed = victory. I would actually like to try
this piece alone in a 200 point game, but wouldn’t recommend it)
300 points: 4.5 out of 5 (She’s 2/3 of your team, but she’s still damn hard
to take down)
400+ points: 5 out of 5 (As with Batman, certainly not unstoppable, but
still amazing.)
Next week…the big boys of KC and more Unleashed.
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djkunai |
Wonderwoman is... amazing- I mean, uh, WONDERFUL!
First and foremost, look at the first click- 13 ATTACK AND 18 DEFENSE!!!
This is unheard of in DC play. Superman's average defense is 15, and with
Defend she can make ANYBODY a hard target. And thirteen attack isn't enough,
they give her BCF! This is the most powerful figure I've ever seen from a DC
set. At 198, she's actually playable! Forget Bizarro or anyone else like
that, this is THE centerpiece for any great team. And CHARGE! Then she goes
down to Impervious with CCEa and before she dies, she still has an attack of
8! She is the BEST!!!
DC Playability
200- 3
300+ 5
Open
200- 2
300- 4
400+ 5
-James
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The
Honey
Duke |
Kingdom Come Wonder Woman
Not sure if this is by design or not, but the Wonder Woman franchise is the
near-exclusive home for Blades/Claws/Fangs in DC Heroclix. If intentional on
WizKids' part, it's a good idea. Helps promote the use of figures in DC that
might not be as popular, and it keeps DC from being overidden with the
ability like it is in Indyclix.
Other than BCF, Kingdom Come Wonder Woman provides a smorgasbord of the
Marvel powers DC fans have been waiting for: Defend for three clicks with a
17 or 18 defense value, and Flurry on her last four clicks.
She's money to hit on her first three clicks (attack values of 13-12-12) and
she maintains three natural damage throughout the dial. If you don't want to
take the BCF gamble, figures like Batgirl and the DEO Agents provide the
next generation of afforable perplex in DC. You'll have to look on the cheap
side for supporting characters anyhow for this 198-point character.
With such great attack values and powers, the Kingdom Come team ability may
be unnecessary window dressing here. To do damage, WW needs to be in base to
base combat almost the entire time. The only ranged attack opportunity for
WW is Super Strength beginning on her fourth click, but with charge on three
of those clicks, close combat will still be the preferred route. The team
ability could come into play later in the game if objects remain in play and
remaining pieces from the opposing team lack range.
Some folks may prefer the ranged might of Green Lantern, Magog and KC
Superman, so Wonder Woman is probably going to be overlooked. But as the
"Kingdom Come" villian Von Bach knows, this lady is sharp.
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