Green Arrow -
DC Crisis
Reviewed 04.24.2008 -
Average Rating: 3.00 Graphics above by Le
Rurouni KJS
Veteran Green Arrow
boot speed
104 points
Team: none
Keywords: Justice League of America, Justice League
Elite, Martial Artist, Politician, Star City
Range: 10 x 3
STRENGTHS:
Starting with Stealth and high range, Green Arrow is
a dangerous piece, especially with his "Emerald
Archer" power that gives him 12 AV for ranged
attacks. Added to his Ranged Combat Expert, that's a
tough first strike. Even out of hindering terrain,
he has Energy Shield/Deflection to boost his
already-solid 17 defense. If he should lose that
first click, he converts to a more mobile shooter
with Leap/Climb and Running Shot thanks to "Rooftop
Archer."
A third Special, "Down the Gun Barrel" not only
gives him Incapacitate, but Shape Change against
enemies who push to shoot at him. And click #3 gives
him some close combat skills in Blades/Claws/Fangs.
Mid-dial sees Willpower and his last Special for the
rest of his dial; "Hail of Arrows" boosts his damage
dealt +1 for each target he hits. On his late dial,
his defense steadily rises to a peak of 18 with
Willpower, making him a tough KO in the endgame.
Flurry makes him a bit dangerous to close in with.
WEAKNESSES:
He's a little pricey for just 7 soft clicks and his
base damage is low as well, wasting his three
targets sometimes. That nice Hail of Arrows power is
hobbled by his AV at that point.
CARDS?
POINT BLANK is a solid and cheap choice if you can
keep him on that crucial Stealth click. PROTECTED
can help him do THAT. NANOBOTS works his whole dial.
In Unrestricted games, TRICK SHOT is very tempting.
IN SUM:
His high cost and dangerous ability make GA a
priority target for enemy teams, so you have to be
more careful with him than with his son, the Justice
League set's Common Green Arrow.