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HeroClix "Click of the Day"


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Superman
DC Origins

Reviewed 03.30.2007

Average Rating: 2.75

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

Rurouni KJS Unique Superman (Origin)

boot speed
93 points
Team: none
Range: 0 x 1
DIAL:

http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10957&unitid=12645&universeid=6

Rangeless and grounded, the original Superman isn't nearly as super as we're accustomed to. But don't discount him yet! Lots of early Leap/Climb help him get to his target without any problems. (Don't forget that L/C allows close combat attacks against soaring or elevated foes.) A high 18 defense with Invulnerability keeps him relatively safe on that first click as well. Even if he's hit, he retains very solid defense and attack values well down his eight-click dial. Late-dial he gets Charge to press the attack on weakened targets, and he never loses Super Strength.

FEATS?

He qualifies for UNSTOPPABLE through his dial and for VAULT for over half, so consider adding both -- they're cheap. If (and only if) you're fielding another character with Super Strength, I recommend RIP IT UP to keep Superman continually supplied with objects. Finally, SHELLHEAD might be solid if you plan to push Superman like I do.

THEMES/COMIC ACCURACY

Team him with Origin Batman, Origin Wonder Woman and old-school JSAers (U Sandman, R Green Lantern, R Wildcat, U Starman, LE Dr. Fate) for a Golden Age theme. He bears the JSA keyword as well.

IN SUM:

With good mobility, damage, a pushable dial and economical price, OG Supes is better than he looks at first. Play aggressively and you might do well with him.

RATING: 3 of 5.

DrStrange86

Today's review is Superman from Origin

 

Golden Age supes, back when he was faster than a speeding bullet, able to leap tall buildings in a single bound, and all the rest, you know it

 

He is Unique, 93 points, 0 range, 8 clicks of life, no AE, no team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed

10

10

9

9

9

8

8

8

Attack

10

10

9

9

9

9

8

8

Defense

18

18

17

16

16

15

15

14

Damage

4

4

3

3

3

3

2

2


Speed:  L/C…then Charge…oops

Attack:  Pretty consistent values, not bad, Super Strength is useless until those charge clicks

Defense:  Nice, 18’s back to back and not bad to heal at end, I like, damage reduction whole time

Damage:  Not bad, not bad at all, I like

The Good:  High damage

      Consistent attack values

      Good defense and damage reduction down all 8 clicks

The Bad:   No Superman team or range

    Backwards movement dial

    Super Strength is no good without Charge or L/C


Feats:   The standards apply, ICWO and Protected, but there is nothing really that fits this guy


Overall:    This guy is kind of a tough sell.  Sure, he has great damage and great defense, but he has no movement or range.  He is going to need a to be taxied up, or maybe he can get to an opponent thanks to TK.  The only problem is that because the charge comes after the L/C, he will probably never get the first attack, which he needs because he is so front loaded.  If the charge came first, he would be a great piece…but he doesn’t, so that hurts him a lot.  I really don’t want to give this guy a bad review, but I can’t see him really doing anything special in a match. 

Constructed/Unrestricted: 2 / 5

Sealed/Draft:  2.5 / 5

 

Overall:  2 / 5

 

“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

Need help? Send any emails to batmandx@aol.com.

-DrStrange86

 
Romanco
Today's Click of the Day is  Superman
Unique from Origin
 
I really have no idea how this reincarnation of Superman came around. Let's just look at the dial.
 
He is 93 points; Grounded; No Team; 0 Range; 1 Bolt:
# 1 2 3 4 5 6 7 8 9 10 11 12
10 10 9 9 9 8 8 8 KO KO KO KO
10 10 9 9 9 9 8 8 KO KO KO KO
18 18 17 16 16 15 15 14 KO KO KO KO
4 4 3 3 3 3 2 2 KO KO KO KO
 
 Speed  -- Charge at the end of the dial? Powers are in opposite order. I'll admit they are impressing numbers however.
 
 Attack  -- Ehh 10 doesn't feel too awesome but four straight clicks of 9 really makes up for it. A full dial of Super Strength works for me; you never know when you'll need it.
 
 Defense  -- I don't mind the mere click of Invulnerability because another 18 follows it. Endless Toughness will make Supes feel longer-lasting.
 
 Damage  -- Some big pops all the way down until Supes can Charge. So by then an object will be in his hands and the weak 2 damage won't matter.
 
 Sculpt  -- He looks ready to blast through a brick wall.. and very easy to break off his clix base.
 
 Romanco's Breakdown
~ Can't run and shoot
~ All values are very high for 93 points
~ No range
 
Strategy
Wait a while to send him into the battle. When most figures can barely hit an 18 is the time to kill. Snatch an object at the beginning of the game in case the rest are used.
 
Put on In Contact to make that defense a nearly-unstoppable 19. Protected if you want, I guess. But the key with Superman is to spend as little points as possible. The only thing he's lacking is move and shoot. I wanted to review Superman because one of my friends really likes him. And I see why he does. Worth a shot!
 
Superman receives a 3.25/5.
 
 Have a good weekend!
~~  Romanco         mcromanco95@aol.com

 


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