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HeroClix "Click of the Day"


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(KC) Flash
Kingdom Come

Reviewed 04.12.2005

Rank Veteran
Point Value  150
Collector's Number  30
Rarity  --

Average Rating: 4

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


Cram-company

Reviewed by Cramcompany

Today we are going to review the Legacy Unique Kingdom Come (KC) Flash

Based obviously on Alex Ross’s Kingdom Come Storyline.  In the future the Flash has gotten much, much faster and a lot less talkative.  In his city of Keystone he rights every single wrong and mistake making it a Utopia.  Nobody actually sees him, because he is so fast that he can’t even be contained by one dimension….Somebody remind me how Superman is stronger then that?  Couldn’t he stuff Superman full of kryptonite, before Superman could even think of punching him?  But I guess that has nothing to do with anything…FLASH IS BETTER!  There I said it.

Cost and Abilities: 

Unique = 150 Points, 8 clicks of life, 0 range, Kingdom Come team ability        

Movement: 15 with hypersonic speed.  He never loses hypersonic speed, so he is a very hard character to kill.  15 is a very nice movement and I may be asking too much, but I would have liked to see 17.  That would have been enough to move into close combat with another character with an 8 range and still be able to run away.  This way you could also use your outwit on that character.  With a 15 movement the best that you can do is move and hit a 6 range character.  Sure you can run around a building or something, but then you can’t use Flash’s outwit.   So you either stay and your chances with an Ares type character (8 range) or you run and can’t outwit his defense.  Poor Choices.

Attack:  12 on his starting click and slowly goes down hill. That is a great attack.  Nuff Said!  He gains quake near the middle of his dial.  Personally, I hate this.  From what local judges have told me, you can’t use that with hypersonic speed.  When are you not going to use hypersonic speed, so you can use quake?

Defense: 20.  Yes he starts with 20!  What can you say about that defense other then it is perfect.  You can’t knock the highest defense in the game (Galactus?  Never heard of him.)  With a little bit of probability control your enemy will never be able to hit him.  Even if they do knock him down  6 clicks to his 15 defense, he gains super senses.  How can you isolate and kill?  Luck seems to be the only answer I have for you.

Damage:  2 damage all the way down the dial.  He has outwit to start, but loses it after his first click.

Sculpt:  Really tight sculpt here.  Clear, red and flying.  Geeky helmet, but I’ll take that up with Alex Ross next time we have tea.

Team Ability:  KC Team Ability.  One of the rarest team abilities.  If you want to move adjacent to this figure you must roll a die.  On a 1 or 2 you can’t.   So unless Hulk as a bazooka, he is a bad match-up for the red blur.

Overview:  Flash is a very hard character to figure out.  He has that defense thing that KC Green Lantern is so famous for, but he doesn’t hit for that much.  At 150 you need a heavy hitter and he does not qualify.  Yet, he poses a new strategy to the game.  He can fly in take out the other teams support.   Even most heavy hitters will have a hard time taking out Flash.  He is nearly impossible to kill, unless you hit him for all 8 clicks on the same turn.  Is this a strategy you want?  Either way, it is different and more viable then ever before, so I am happy with the piece.

How to Beat Him:  I see two different ways to beat him.  A). Take out his help.  Destroy his ability to hit for anything more then 2 points and eventually there just won’t be much Flash can do against bigger foes.  B). Hit with for 8 clicks all at once.  This involves a lot of luck.

 

How to Play Him:  Support him.  This is the key to making him great.  He needs to hit for 4 or more clicks to be your heavy hitter.  I recommend using Contact with Oracle on him.  Possibly twice.  This will cost you 40 points, but makes your team a lot stronger.  He have hit for up to 4 if he needs too or can boost his defense after and action to 21 or 22.  Armor Piercing is another great card for him.  It is slower, but is a nice guarantee against impervious.  I also recommend targeting out-witters first, so Flash doesn’t lose that speed.

Overall Score:

3.5/300 (Hard to make as your heavy hitter.)

4.5/400 (less impervious, but lots of support to take out.  He also can be your second big person.

3.5/500 (too much impervious)

4.8/5 Draft/Sealed (They won’t kill him)

= This is Cramcompany. (Please no hate mail)

 


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