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HeroClix "Click of the Day"


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Batman
Justice League

Reviewed 09.25.2007

Average Rating: 4.75

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

DrStrange86

Today's review is Batman from Justice League

 

Yes, the common batman you have heard so much about is our review for the day, strap yourselves in for this one.

 

He is a veteran (common), 75 points, 6 range 1 target, 7 clix of life, and a batman ally

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed

8

7

7

7

6

6

6

Attack

11

10

9

8

10

10

11

Defense

17

16

16

15

15

15

14

Damage

3

2

1

1

2

2

2

 

Special Power

Attack – Out of the shadows – Once per turn, when Batman occupies hindering terrain and is given an action that is not a free action, before the action you may place Batman in any unoccupied square of hindering terrain 6 or fewer squares away to which he has a clear line of fire.

 

Okay, that may sound complicated, but to clear up the most pressing questions about it, here is the official errata on his special power…

 

Out of the Shadows (Batman #1, Justice League)
Q: How does this power work? Can I give the character a close combat action even though he isn’t adjacent to anybody until after he is repositioned?

A: First, announce the kind of (non-free) action you are giving the character. It must be an action which will be legal after the figure has been placed. Second, place the character in a square of hindering terrain as per the card. Finally, perform the action that was announced.

Q: If the figure is adjacent to an opposing character before the action begins, can it be moved as part of this power? Does break away need to be rolled?

A: The placement of the character through this power is not a movement. Break away is not required. Powers and abilities that would interfere with a movement (basing, Hypertime, etc.) do not apply when placing the character through this power.


Speed:   So basically, he has 6 movement charge along with break away and flurry to top it off…crazy

Attack:  Those values are just too good for a 75 point piece

Defense:  Well, it’s a 17 with toughness before he gets tied up, then its high for when people have to base you, unless they have supes team.  Yeah…nutty

Damage:  We barely see stealth/outwit anymore and he starts with it.  The CCE keeps him swingin when he is tied up

The Good:  Amazing attack values

      One of the most ridiculous movement powers ever

      High defense from close

      Batman team

     Stealth/outwit

The Bad:   6 range isn’t great

    ….not much wrong with him 


Feats:   Nanobots can keep him in the game forever, well worth the 10 point investment


Overall:    Wow is all I have to say.  This guy is going to be tough to catch because of his power, so you are going to need those HSS or high movement charge pieces to get a shot in.  When he gets tied up, his defense is pushing 18.  If he wants to run away, he can.  He is ridiculous…plain and simple.  The attack values are better than FIRELORD’S at the point level, and his overall playability is staggering.  He may not always live till the end of a match, but the hurting he is going to lay down is well worth it.  Use him, use him, use him.  Move over Legacy Vet, the newest, most playable version of Batman is here.

Constructed/Unrestricted:  5 / 5

Sealed/Draft:  5 / 5

 

Overall:  5 / 5

 

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

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

-DrStrange86

 
Rurouni KJS

 

Veteran Batman (JUSTICE LEAGUE)
boot speed
75 points
Team: Batman Ally
Keywords: Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders
Range: 6 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=11583&unitid=13318&universeid=6

ANALYSIS:
Teleport-attack Batman. That's what his Special Power "Out of the Shadows" amounts to. If he's in hindering terrain and can see any hindering within 6 squares, he can hop right over to it -- no breakaway required -- and perform an action (in fact, he HAS to perform an action from his new spot to use the power).

Can't Outwit from where you are? Place Bats in a better vantage point. Want to shoot a target 12 squares away? Use this power as a funny version of Running Shot. Or Charge.

It's a good thing he doesn't have Willpower or he'd be completely game-breaking.

Even without this great Special power, this would be a great Batman. Starting with Outwit, 3 damage and 11 attack, he's able to be a front-line fighter, especially the Bat Ally TA to protect him from most range powers. A lot of Combat Reflexes following his opening click of Toughness make him a tough hit in close, where most foes will have to engage him. And while his AV drops to 8 mid-dial, by the end he's back to 11.

FEATS?
THWART could be very good for triggering his Special Power. VAULT or HEIGHTENED REFLEXES could also be useful, but not being able to use them on his first click is troubling. Instead consider NANOBOTS since he'll be flitting to objects anyway; it's a sneaky way to give him quasi-Willpower by healing himself up after a push.

IN SUM:
Positioned, costwise, neatly between the venerable V Legacy Batman and the efficient Icons Starter version, this would be the go-to defender of Gotham even if those two weren't retired. Great piece.

RATING: 4.5 of 5. Only the lack of Willpower keeps him from the highest possible score.


Next up...someone old.


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