ARKILLO (Arkham Asylum)
wing speed
126 points
Team Ability: none
Range: 8 x 1
Keywords: Brute, Sinestro Corps
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14271
STRENGTHS:
Charge+Flurry is the best combo in the Special
Powers era of Heroclix, especially with Super
Strength, and Arkillo's got it in "Hungry for
Battle". Being Invulnerable with 18 DV helps, too,
as does Exploit Weakness. He's pushable, too:
mid-dial, Flurry and Steal Energy could keep him in
the game for a long time in combination with his
next Special Power, which gives him free
half-Barrier (two squares at halved range) to cut
off retaliation from Outwitters, snipers or even
close combat from diagonal squares. Late-dial he
gets Steal Energy, Willpower and Exploit for a
pretty deadly combo. Finally, though he's best in
close, don't forget that his 8 range and 3+ damage
make him very effective at shooting as well.
WEAKNESSES:
That great early SP is a bit wasted on his 9 AV.
You're gonna hate seeing Quake on his dial.
CARDS TO CONSIDER:
CONSTRUCT could make his free Barrier even more
disruptive by forcing enemies to make breakaways. If
you want him as a light tentpole, FORTITUDE him.
Don't forget that KINETIC ACCELERATOR for his
alpha-strike Charge; you might be able to hit from
10 out! In unrestricted play, DAMAGE SHIELD works
until late-dial...a good fit for this melee fighter.
IN SUM:
He's like a cheaper Namor with a gun. 'Nuff said. 4
of 5.