Pojo's HeroClix "Click of the Day"
Costs: 27, 39, 51
Health: 6, 7, 7
SSADD: 10/8/14/2, 10/8/15/2, 10/9/15/3
Powers: Charge, Willpower, Combat Reflexes
Exp. Adds No New Powers
Vet adds Outwit
Ranged Attacks: None, 1 Range 6, None
Team: None, Justice Society, Justice League
I have no idea which version of Hawkgirl WK is basing
this figure off of, since there have been so freaking
many different variations of the classic character,
it's hard to figure out exactly which one she is.
Her rookie version is weak. About as weak as your
average scrub, but then what do you expect for 27
points. If the taxi-rule hadn't taken effect some
months ago, she'd be the new number one taxi...but of
course, it did, and she isn't.
The Experienced version fares somewhat better with the
Justice Society team, and a ranged attack, plus an
extra click of Charge...but it still isn't all that
The Veteran version is far more playable in a
tournament environment. The Justice League TA
replaces the Justice Society, AND you get two clicks
of Outwit midway through the dial. Plus the damage on
the first click is amped up to 3, but for all that,
you lose the 1 range 6 attack, which sucks.
So really, your choice here is between the Exp. and
the Vet, and it isn't a great choice at that. If you
pull her in a sealed booster, you're not going to be
happy at all, and I doubt highly that we'll see her on
many constructed teams either. Unfortunately
Hawkgirl, while being a nice sculpt, is just another
pretty face with no substance behind her...unlike her
depiction in the Justice League Animated Series.
Shame really, I was so looking forward to a great
figure, and she just isn't all that great.
Current Ebay pricing is running from about four bucks
to 10 bucks for an REV set (shipping included), with a
majority of the sales in the $4-8 range. Her Veteran
not being a rare will drive the sales down even more.
My Ratings (playability then collectability)
Yup, the lowest Unleashed scores yet.
Next time - the Girl of Steel.
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Range 0; 1 Targets
6 clix of life
Charge (2 clix); Willpower (3 clix); Combat Reflexes (2 clix); Outwit (2
I would just like to start out by saying that I think the sculptors at
WizKids do an amazing job on wings. From the feathery wings of Hawkman,
Hawkgirl, and Archangel, to the insect wings of Chameleon and the metal
wings of Silver Swan and Wonder Woman, theyíre all well sculpted.
Ok, so here we have Veteran Hawkgirl. Sheís got nice speed of 10 with Charge
off the bat, but then again all her versions offer that. Her 3 damage is
quite nice, especially combined with Charge and her Willpower, allowing her
to charge in for 3 damage, then do another 3 next turn without taking damage
for pushing. A nifty trick (that people just seem to be realizing now that
Unleashed is out) is to start her soaring and use her 10 movement to get
into position. Let her clear, then the following rounds, have her swoop down
and bombard the enemies. Think about it, if you keep her 5 spaces away from
your target (which is close enough to charge at from soaring, remember she
just has to get to the square next to them), then the have to have a range
of 10 just to be able to hit you, while you can just charge in to deliver
some close combat brutality. Her attack values arenít phenomenal, but enough
upfront to do some damage to pieces around her size. If she gets hit, she
can easily get away thanks to her mid-dial Combat Reflexes and 7 ending
movement. Her mid-dial Outwit is also nice, especially if they hit you for 3
putting you on CR as well; she can quickly get away while impairing your
opponent. Her low defense values make her an easy hit, but sheís also an
easy heal at the same time.
The only slight problem I have with this figure is her lack of range where
her Experienced version has it. Most people donít even realize that the E
version has a ranged attack, let alone a range of 6! It again combos nicely
with her CR, letting her get knocked back away from close combat danger, yet
still able to hit someone not expecting to be hit. My main point is that the
range her E version provides makes playability fairly different between the
My advice is to use this piece as I described above with the soaring thing.
Many players donít use soaring, so itís a nasty surprise when they realize
that they canít hit your figure since they set up as if she was hovering.
With her free move (thanks to her JLA Team Ability) at 10 speed, she can get
across the board fast (especially with her Willpower pushing), so she can
position herself to take out support pieces like stealthed Outwiters/Perplexers
100 points: 3.5 out of 5 (Just over half your team, but her powers make her
200 points: 2.5 out of 5 (A lack of supporters to take out makes her
300 points: 3.5 out of 5
400+ points: 3.5 out of 5
Next timeÖ What happens when you cross Superman and a mini-skirt? Find out
Clicks of life: 6
TA: JLA(free move action)
10 10 8 8 7 7 KO(Charge for first 2 clicks)
9 8 8 7 7 7 KO
15 15 14 13 12 12 KO(Willpower for first 3, Combat Reflexes for next 2)
3 2 1 1 1 1 KO(outwit on third and fourth clicks)
Well, here's a basic but slightly boring character. Veteran Hawkgirl is very
simiar to Hawkman(except he had the JSA TA I believe). Anyway, her stats are
decent for 51 points. The lack of range hurts but Charge sorta gives her a 5
range and is a nice combo with Willpower for her first click. Just Charge at
a guy and attack them again on the next turn. Her Willpower makes Hawkgirl
one of the best taxis for her point value. Carry someone a little and then
carry them again next turn. After she gets hurt, she gets Outwit, which is
nice and she gets Combat Reflexes at about the same time. This new power is
very misunderstood by newer players but I feel it is actually very good and
is a great way to save a character that is trapped by Plasticity or just
can't break away from an opponent. Just let them attack you and you'll break
400+: 3.75 /5(great taxi)
Sealed: 4.5/5(best taxi in Unleashed for Sealed)
Sculpt: Meh. She looks like she's shaking maracas(or however you spell