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HeroClix "Click of the Day"

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Green Lantern

Reviewed 03.18.2005

Rank Unique
Point Value  225
Collector's Number  096
Rarity  6

Average Rating: 4

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

Review by Stormwolf
" In brightest day, in blackest night,
no evil shall escape my sight!
Let those who worship evil's might,
beware my power.. Green Lantern's light!"
Pay close attention to the classic Green Lantern Oath above. This proves to be quite true for the newest GL to come from WizKids, the KC one! On to the review.
Cost~ 225 points, 10 clicks of life, 10 range / 2 targets, KC team ability
Movement~ starts at 10 with a couple of clicks of running shot picks up a couple more doses of running shot on clicks 7 & 8, and finishes out with 7 movement. Not tremendously speedy, but he doesn't need to be with his range and defensive capability.
Attack~ starts out at 12 with 4 clicks of telekinesis. rolls out at the end with 7. The beginning allows him to be a support piece by TKing your pieces out on the board, or cruising around doing pot-shots on your opponents.
Defense~ GOOD LORD! Starts out at a monsterous 20 with 8 clicks of willpower! Even in the final 2 clicks, where he has the defend ability, his armor is an extremely healthy 17, then 16. But this makes it a little tough to try to heal him should he falter this far......
Damage~ starts at 4 with 6 clicks of RCE. Finishes out at a mortal, powerless 2.
Sculpt~ The sculpt is real nice. I love the ever-patient stance while holding the really sizable energy sword. The only problem I have is they used a really soft plastic with him, and he leans to the sides very easily since he's only posted by a peg in one foot. But that's a fairly minor quibble.
Final Thoughts~ GL is definitely a piece for bigger point confrontations, but definitely worth building an army around. The TK allows you to launch your team into action, the running shot or RCE allows you to protect your teammates if need be, or swoop in for the kill if you wish. And with the willpower, he can be an early-game breaker!

KC figures rock, plain and simple. This guy is awesome, though i would have prefered to see Wizkids make a duel team rule so he can have the green lantern TA as well as KC. 10 range, 10 movement running shot. Thats already amazing. 12 attack, 20 defense, damage with ranged combat expert and will power. THis guy is a 225 point behemoth. The telekenisis is a bit wasted IMO but it doesnt hurt. Hes a great primary attacker, with some late dial defend to support your pieces. And the sculpt, superb, that sword is freaking awesome. Yeah this review is short, but im in a hurrt and he's fairly straight forward.

100: sigh
200: sigh
300: 3.94/5 The will power and high defense make it so that swarming isnt as much of a problem
400: 4.13/5
500: 4.53/5

--So said the spy


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

This Green Lantern is a very old Alan Scott.  He’s obviously from the incredibly popular Kingdom Come Storyline in the “What If?” style universe.  Old Greeny has merged himself with the Lantern and is currently the most powerful Green Lantern ever.  He isolates himself in an Emerald City High above earth.  I can only assume he built this, because he is a die hard Wizard of Oz fan.


Cost and Abilities: 

Unique = 225 Points, 10 clicks of life, 10 range / 2 targets, Kingdom Come team ability


Movement: 10 with Running shot.  With a ten range and running shot attack for 5 that is fifteen squares away that he can hit you.  He does lose running shot after the first two clicks and then gains it back mid-way through his dial.  Unless you have stealth the Lantern will light you up.  (sorry, no more puns, I promise.)

Attack:  12 on his starting click and then progressively goes down.  He also has telekinesis to move your troops into battle.  This saves you the points of using a rookie Jean Grey or Marvel Girl.

Defense: 20.  Yes he starts with 20!  “What? But I can’t hit a twenty!”  Exactly!  He does not go down fast either.  20,19,18,17,16,15,14,13,17,16.  You have to get lucky at least twice to hit him or you have to play with Galactus.  He has willpower for the first 8 clicks, giving him the advantage in an Ultimate Thor vs. KC Green Lantern match-up.  Then for the last two click he gains 17 defend, which is always useful that late in the game.   

Damage:  4 on his starting three clicks.  But he also has ranged combat expert.   So he hits for 6 clicks as long as you don’t use running shot.  (Running shot may not be used in conjunction with Ranged Combat expert, because Wiz Kids are poopy heads)  He doesn’t go below hitting for 5 clicks until 7 clicks in his own dial.

Sculpt:  Personally I think it is pretty cool.  Without a doubt the sculpts have been getting better and better.  If you are allergic to the color green though, you might want to consider a different figure.

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 wolverine has a gun, he’s a bad match-up against old green and mighty.

Overview:  In my view on this game the most devastating thing to do is miss.  If you miss with your heavy hitter and your opponent gets a shot off at him, he may not be your heavy hitter anymore.  20 defense is absurd.  I make that call right now; nobody for 225 points should have a 20 defense.  Ares is broken with 19.  Think about how much 18 defend on Invisible girl would change games.  Whenever something is broken you have two options, use the brokenness or prepare for the brokenness.  You will see ever balding scalp of KC Green Lantern at a tournament near you. The question is will you be playing it or will you be the one that says “DARN, I rolled a 10, plus my nine is 19.  MISS!”

How to Beat Him:  A team of perplex can rock KC GL.  Teamed with a little probability control and maybe an outwitter for his ranged combat expert just may tip the scales. Remember go after him first while you are strong.  At the mid game even a 10 attack is very low to hit him.  Tip the scales and don’t rely on luck.  Perplex his defense down and your attack up and make him feel a little more human.


How to Play Him:  I have had the good fortune to be on the opposite side of Green Lantern twice at tournaments so far.  Both times I have won.  “Why?  Were you the skilled heroclix master like I believe you may be?”  No.  I was lucky.  I rolled an 11 then a 10.  BOOM he was gone.  The other time I lost my whole team to him, except for Veteran Domino hiding in a bush.  He came to me and I rolled well and beat him.  “What does this have to do with playing him?”  Well the key here is I got lucky.  They didn’t play any probability control so when I rolled 12 they just cried.  (not really cried, but cursed my name and my deal pact with Satan)  KC Green Lantern is your team when you play him.  Use probability control and make them roll 10 twice or 3 times.

Overall Score:

I’m not going to go through a rating system on this one.   He is broken and I hate giving out all 5’s out of 5, because it makes my rating system look weak.  In constructed, play him or be played by him.  In sealed, play him or I will beat you with my friends Galactus figure over the head.  If you pull him, you have probably won this tournament.


= This is Cramcompany. (Please no hate mail)


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