ANALYSIS & TIPS FOR USE:
Starting with solid stats and powers like 10 Attack
Value, 17 Defense (plus powers) and the
Stealth-providing Batman Ally team ability,
Nightwing
would be a fine piece even without his Special
Powers. But the two he starts with boost his
playability even further.
In the Speed slot there's "Dual Membership" which
adds the Teen Titans and Outsiders abilities AND
symbols, allowing Nightwing use some feats that he
otherwise might not qualify for (more on that
later). In the Defense slot, he has "Acrobat" which
gives him Leap/Climb, Combat Reflexes AND Energy
Shield/Deflection which boost his practical defense
to
19 against even most Stealth-busting snipers.
He loses his starting Incapacitate and Leadership
for Smoke Cloud and Perplex on clicks 2-3. But his
dial really shifts with his fourth click, when he
loses Dual Membership and Acrobat for rest-of-dial
runs of Leap/Climb and Combat Reflexes respectively.
He also gains his last Special, "Fisticuffs" which
grants Flurry to get the most from his 2 or lower
damage.
Between Perplex and three end-clicks of Outwit, he
can make the hurt stick.
Like most Bat-allies, Nightwing is best kept in
hindering. He can use Outsiders to nerf enemy
modifiers like a lightweight version of M+M's Danger
while Incapping enemies who get too close. Or, a
simple push can make him a hidden Perplexer to give
his team an easier time of things on top of the
Outsiders TA. In order to get to him, foes will
almost always have to base him, and his dial full of
L/C (or use of it) enables him to get away whenever
he likes.
If he is hit hard in close (which will be how it
happens most of the time), Fisticuffs + Outwit makes
him a threat to most anyone who dealt the damage.
All this is a powerful package for around 80 points.
CARDS:
Despite his Special Powers, which usually don't meet
prerequisites, Nightwing is very feat-friendly.
First, because his Dual Membership actually says he
POSSESSES the team symbols for Outsiders and Teen
Titans, he can use INSPIRING COMMAND to give
cheaper-costing Titans or Outsiders the
quasi-Willpower that feat allows.
BRILLIANT TACTICIAN, too, is a brillant choice, with
his three clicks of Perplex and plenty of keywords
along with his three symbols to use on the card. His
Bat-Stealth makes him a prime candidate for the
excellent CONTINGENCY PLAN feat so long as you keep
him safely away from Chargers or Stealth-busting
snipers. Though his special powers don't qualify for
it, POUNCE could make him an extra-mobile threat
from his mid-dial on. His L/C mobility and dial of
low damage means NANOBOTS is a perfect fit. And
while the gladly-retired IN CONTACT WITH ORACLE is
such a one-size-fits-all feat that I generally
despise its recommendation, in Nightwing's case it's
perfectly thematic -- he and Oracle are old friends
who dated and nearly married.
Just don't put too many feat points on him; I'd pick
just one of the above.
IN SUM:
V Nightwing was one of the surprise standouts way
back in Hypertime. It's taken Wizkids this long to
remake the former Boy Wonder. He's been worth the
wait, as he's not only a capable 2nd attacker but a
good team leader/supporter, too.
RATING: 4 of 5. Low damage is his only weakness.
Next we'll look at a character who's been both an
ally of Nightwing and the bitterest of his enemies.