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HeroClix "Click of the Day"


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Green Lantern
DC Origins

Reviewed 05.17.2007

Average Rating: 2.25

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

Rurouni KJS Rookie Green Lantern
wing speed
85 points
Team: JSA
Keywords: "All-Star Squadron," "Justice Society,"
"Mystical"
Range: 8 x 1
Archenemy: Vandal Savage

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10891&unitid=12579&universeid=6

ANALYSIS: The Rookie version of Alan Scott, the original Green Lantern, offers you opening Running Shot, Incapacitate, and a 17 Defense Value bolstered by Energy Shield/Deflection to make him a much-needed shooter for your JSA teams. But he'd be better if his range were greater than 8 -- as it stands, Vet Stargirl with Trick Shot seems the better investment.
Or is she? GL here offers an extra click of life and more useable clicks mid-dial. When his attack ability tanks on his late clicks, he at least has Barrier to help the team a little.

FEATS?
His opening Damage of 3 makes STUNNING BLOW attractive. Even better, though, might be FORCE FIELD, to give him pseudo-Toughness throughout his dial. And since you'll be using him at range almost all the time, HEIGHTENED REFLEXES can give him a shot a dodging Hypersonic and Running Shot attacks.

ETC.
Boy is that sculpt junk.

IN SUM:
Rookie GL is a bit top-heavy, but remains a decent sniper and source of 17+ DV for the JSA. Use him as a shooter and he's OK.

RATING: 3 of 5
================================

Experienced Green Lantern
wing speed
158 points
Team: Mystics
Keywords: "All-Star Squadron," "Justice Society,"
"Mystical"
Range: 10 x 1
Archenemy: Vandal Savage

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10941&unitid=12629&universeid=6

ANALYSIS:
The Experienced sheds JSA TA for Mystics. He also loses Running Shot for an opening click of Phasing/Teleport, making him a much more defense-oriented click. In that light, 18 DV + Defend is good. 10 range is good. Energy Explosion is not so good. Neither is a full, wasteful dial of Incap.
Neither are his Damage-heavy clicks landing on slots 3 & 4. Neither is his AV's slip to a mediocre 8 by mid-dial, or a DV with no damage reduction. At that price, his 8 clicks of life ought to be better protected.

FEATS?
FORCE FIELD is good for the whole dial again. STUNNING BLOW, while useable through most of the dial, requires a push off his strong Defend click to do so.

ETC.
Junk sculpt is made marginally interesting by the energy hand variation.

IN SUM:
Sentinel here has his uses, but other figures are better at all of them. Priced as a tentpole but sorely lacking in such a figure's ability to fight and survive.

RATING: 2 of 5
================================

Veteran Green Lantern
wing speed
214 points
Team: JSA
Keywords: "Checkmate," "Justice Society"
Range: 12 x 1
Archenemy: Vandal Savage

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10892&unitid=12579&universeid=6

ANALYSIS:
Weighing in at a staggering 214 points, Vet GL delivers a max AV of 10. A nice opening DV of 18 is saddled with Barrier. His Damage starts at a middling 3. Only Running Shot and Range Combat Expert makes this 1st click any better than the Rookie or Experienced's! And like them, the Vet's Attack/Defense stats slide down from there, though not as sharply.
Simply put, GL's cost isn't because of his stats, that's for sure.

It's his powers. He gains Invulnerability (damage reduction at last!) and maintains the ability to deal at least 3 clicks of damage on all nine clicks of his dial. Powers-wise, he stays steadier, too. Running Shot reappears on clicks #3,4,7 & 8; Pulse Wave shows (with a 9 AV--but no RS, sadly) deep in his mid-dial; and 8 AV RCE at end-dial could be dangerous. To have a shot with him, best to use his 12 range to its fullest.

FEATS?
TRICK SHOT + 12 range could be worth the massive cost even though he can only really use it for one click.

ETC.
I mean, really, that sculpt's legs are different lengths. Very disappointing for a character as anticipated as Alan here.

IN SUM:
While GL's damage potential is high on every click, his sky-high price tag will make him such a target and leave him so bereft of teammates that it's unlikely he'll live long enough against enemy tentpoles to leverage that power.

RATING: 2.5 of 5.
 
DrStrange86

Today's review is Green Lantern from Origin

 

Alan Scott was the original Green Lantern and one of three surviving original JSA members.  He was previously represented as one of the most ridiculous heroclix pieces in KC GL.  Will this real version of him do justice to a man of this much experience and prestige? 

 

Even the though best of the three is by far the rookie, Pojo has a tradition of doing the Vet Version of GL’s who are normally the best.  Even though he is not the best, I will still review the veteran. 

 

He is 214 points, 12 range 1 target, 9 clicks of life, a flier, AE (Vandal Savage), and JSA team

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Wing

10

9

8

8

9

9

8

8

8

Attack

10

10

10

9

9

9

8

8

8

Defense

18

17

17

16

15

14

14

15

14

Damage

3

4

3

3

4

3

2

2

1

 

Speed:  Lots of running shot, a click of phasing, and 2 useless clicks of force blast.  Not bad, not bad at all

Attack:  Most consistent values we have ever seen on a Green Lantern.  Values are a little low though for the points

Defense:  Barrier for these points is stupid, the invulnerability works cool, ESD can keep the defense high, and willpower to run away is cool

Damage:  3 damage with RCE…funderful…the numbers are not that bad and the end RCE can keep him doing damage.  With the high range, you might get more use out of that RCE

The Good:  Huge range

      Consistent attack values

      Lots of running shot

      Semi-high defense

      Can do some decent damage

The Bad:   EE, Incap, Barrier with one target

    Barrier on a 214 point piece

    Opening RCE and RS don’t work

    Attack values lower than I would like

    That sculpt is so bad

   

Feats:   He doesn’t really warrant trick shot, because at first you only have a single click of it.  You will need to do no posing at all if you want to keep on it.  Protected is an absolute must, because when you get hit on that 18 defense, you want to land on some damage reduction.  Nanobots is a tough call.  You only get three clicks to use it, and they don’t even get you back onto clicks with running shot, but you do get good numbers out of it. 


Overall:    This piece is a really tough call.  He has huge range, can do decent damage, and could be a threat his whole dial.  The bad thing is the numbers just aren’t worth the points.  I try really hard to like him, but he is just not first attacker material, and definitely not tentpole material either.  The only real use you will get out of him is in higher point games, especially on theme teams.  Most JSA members aren’t bruisers, so he gives the ability to do some good long range damage.  I really would want to see more out his click, but he is just not where he should be.  For a few points less, you get a piece who does not stand up at all to his KC version.  This proves once again that Hal Jordan is still the best of the Green lanterns from earth…until we see the Guy Gardner click of course.

Constructed/Unrestricted:  2 / 5

Sealed/Draft:  2 / 5

 

Overall:  2 / 5

 

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

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

-DrStrange86

 


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