PONG THIS!
Pojo's heroclix You need it. They Got it. This page view sponsored by

HeroClix Home Page
Message Board
Clix Chat
News Page


Clix Game
Click of the Day
Top 10 Lists
Tips & Strategies
Custom Scenarios
Custom Clix
Tourney Reports


Resources
Inventory Spreadsheet

Other
Staff

Pojo's HeroClix "Click of the Day"


Image from heroclix.com

Green Lantern

Reviewed 05.14.2004

Rank Unique
Point Value 151
Collector's Number  221
Rarity  LE-Mailaway

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Click of the Day Reviews 


WildWill
Name: Phasing Green Lantern
Set: Cosmic Justice
Numbers: 221
Rarities: Mail Away LE
Costs: 151
Health: 9
SSADD:12/10/15/2
Powers: Phasing/Teleport, TK, Incapacitate, Impervious, Invulnerability, Toughness, Energy Shield/Deflection, Willpower, RCE
Ranged Attacks: 2 Ranged 10
Team: Green Lantern Corps

John Stewart took over from Hal Jordan as the Green Lantern of Section 2814 (aka Planet Earth) during the 80’s and 90’s. He’s also the GL featured in the current Justice League TV show, and as a former Marine, he brings a military background to the job of Galactic Protector. This Mail Away LE represents John in his phased mode, thus a little more powerful than the regular version of the guy.

151 points is a tough pill to swallow, but look what you get. TK for 6 clicks! 2 Ranged 10 targets and a max damage of 5 doesn’t suck (using the new Rule of 3, you can RCE that 2 up to a 4, and perplex it up one more). But he’s also got the GL Corp TA, Incap., and a host of other fantastic powers. He’s almost a one man army by himself. You might be tempted to just eschew this guy and use his Vet version, but IMO, this figure has a better mix of powers, and better stats.

I love it when WK uses the clear plastic to mold figures, they just end up looking so freakin’ cool, and this one is no exception. Without the paint to distort the features, you can really get a nice look at the delicate details of the figurine. One interesting note on this figure is that most of the other Mail Away figures have the bronze LE color ring, this Green Lantern Mail Away does not.

Originally Phasing GL was available for $5.00 and a coupon found in one of Wizard Publication’s three monthly magazines, Wizard, ToyFare and InQuest. He only recently has sold out, so as long as he remains tournament legal, his secondary market value should only increase. Yeah, there’s a lot of him out there, but since the supply from the manufacturer has dried up, newer players will end up paying more and more for him. Most recently there were 43 auctions for this piece that sold ranging from $2.50 to $14.50 with an average price of $8.03. I fully expect this price to continue to rise over the next year, though I doubt that the average will ever rise to over $20.

My ratings –
Playability 4
Collectability 4

Next time – Back to Unleashed, looking at some of the second tier of Uniques.
 
Shooter Green Lantern

151 points
Range 10; 2 Targets
8 clix of life

Green Lantern Corp

Phasing (8 clix); Telekinesis (6 clix); Incapacitate (2 clix); Impervious (1 click); Invulnerability (1 click); Toughness (2 clix); Energy Shield/Deflection (2 clix); Willpower (2 clix); Ranged Combat Expert (6 clix)

He’s green…He is very very green…He’s kinda see through. Overall, it’s an interesting sculpt, but not one of my favorites by any means.

Fortunately, his stats are much better than his sculpt. First, phasing + GL team ability = broken. The ability to carry a pack literally any which way is amazing. One difference between this GL and the REV from Cosmic Justice is that this one keeps phasing for his whole dial, which makes late game regrouping extremely easy. His other stats/abilities are ok, but nothing absolutely phenomenal for a fig of his point cost. Telekinesis is always a plus, and a little late dial dual Incapacitate plus Willpower is a good idea, but at the end he lacks the attack value to pull it off. His attack starts at 10 and drops 1 every click until it hits 7, where it kinda levels off, finishing off at a 6. His defense is a rather lowly 15 for the first 3 clix and then drops to 14, goes back up to 15 for 1 more click, and then ends up at 12. His defense powers keep changing, starting at Impervious, then Invulnerability, then Toughness for 2 clix, then ES/D for 2 clix, then Willpower for his last 2 clix. That’s the other big change this guy has over the V GL from Cosmic Justice…the damage reducing powers. The V GL starts with ES/D and then gains Barrier a little ways down (which is absent from this character totally, but most people don’t seem to notice) and ends up with the 2 clix of Willpower just like this one. His damage is nothing to scoff at…a healthy 2 with Ranged Combat expert for the first 4 clicks (and keep in mind, that’s at 10 range), and then it starts to decline.

You should not push this GL unless you know that you can heal him up right away, because that Impervious is life-saving. Even then, you should be a lot more hesitant about pushing, since that leaves him wide open for a turn where your opponent knows he won’t attack. You definitely have to use his late dial phasing to your advantage. Many a time, the late dial Barrier that the Veteran has has saved me some points, but since this one doesn’t have it, he’ll have to use his phasing to get out of trouble. As a rule of thumb when playing with any Green Lantern (but I’ve found it pertains mostly to the Cosmic Justice ones with phasing) have him carry at least 2 guys with stealth (preferably at least 1 with BCF…hello Indy), 2 guys with the PD TA, and a medic (may I suggest the V Easy Co. Medic, solves your Medic and 1 PD TA). This guy’s damage reducing powers are the primary targets for most outwitting, much more so than ES/D is on the REV. That gold on the first click seems to set off an alarm in opponents’ minds, and many times the first chance they get they’ll outwit it and blast you for 3 or 4 damage.

I personally like this guy and the Cosmic Justice REV, but they are quickly being forgotten thanks to the new Unleashed Hal Jordan Green Lantern. I personally am not a huge fan of the Running Shot/GL TA combo since you have to leave yourself open for return fire if you running shot, where as I personally like to drop a cheap stealthed unit in the way of GL and his enemies. Plus, you don’t have the nice mass phasing deal which is so good it should be illegal.

Ratings:
100 points: NA
200 points: 2 out of 5
300 points: 4 out of 5 (Support him properly and he really shines here)
400+ points: 3 out of 5 (He might make it as a secondary attacker/taxi, but he’s just not on the same caliber as others at this level)

Next time…she’s no ugly ducking…
 

 

Without Victory, there is no survival...