Experienced Batgirl (Crisis)
boot speed
70 points
Team: Batman Ally
Keywords: Gotham City, Justice
League Elite, League of Assassins, Martial Artist,
Teen
Range:
6 x 1
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=13890
STRENGTHS:
Batgirl is a close combat
powerhouse thanks to her first Special Power
"Trained From Birth" that grants her Flurry and
Leap/Climb. More than a few people have been shocked
when she hits an enemy twice with that great 11 AV!
On her second click, she gains Charge, which isn't
so hot since she's almost always going to be
starting from hindering terrain (using her
Bat-Stealth), restricting her actual Charge range to
3 instead of 5. Good thing she has a decent range of
6 to use instead. Defensively, she's got Super
Senses and some Shape Change to really make her a
difficult target on this early part of her dial.
The entire latter half of her dial
sees the return of "Trained From Birth" and a 2nd
SP: "Cain's Daughter."
Say hi to Combat Reflexes — great
for a Stealther — and Willpower. Exploit Weakness
and a serious spike in her AV make her even MORE
dangerous middial than on her first.
Late dial she gets Outwit and
Quake. She also has great keywords in Martial Artist
and especially Teen.
WEAKNESSES:
Her damage is only 2, so she might
have early-dial trouble against strong defenses.
CARDS?
While it's still legal, NANOBOTS
is pretty good for her. After the rules changes
coming with the Fantastic Four starter set this
summer, Special Powers will qualify for feats, so
get ready to put POUNCE on her for a great
first-strike ability and late-dial options as well.
Among retired cards, DAMAGE SHIELD or VAULT will
work pretty well for most of her clicks as well.
IN SUM:
Simply awesome piece. If she were
under 60 points, she'd be perfect.
RATING: 4.5 of 5.
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