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Collateral Damage

Reviewed 11.28.2005

Average Rating: 4.5

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

The Le Wizkids has announced that their next "new guy night" figure is going to be none other than Superman himself. After the fantastic Unleashed KC version of Superman, we got a equally fantastic REV version of Superman in DC Icons. So do we really need another Superman figure? No, not really. So, how does this new Superman look? In a word, Super.

This is a Superman we have literally never seen before, in any previous incarnation. Forget the lame Superman from Cosmic Justice and Hypertime, and pay no attention to the KC/JLA/SUPERMAN ALLY figures we have seen in the past. This version of Superman clocks in a reasonable 211 points and sports a Team Affiliation (TA) we have never seen before on any Superman -- The BATMAN ALLY!

This is an extremely significant power on any ranged figure and it makes an already powerful kryptonian far more difficult to take down. Permanent stealth is nothing to sneeze at, and unless you have Trick Shot or some other Superman/Ultimate TA figures, you are certainly going to be in for a long game. Let's take a closer look.

We start with a formidable range of 10 with 2 ranged attacks. Not too uncommon, but definitely rare to see 5 damage accompanied with it! His Defense is strong at 17-16, both with Impervious. His Attack is above average at 11-10, but both with Super Strength. His Speed is above average starting at 10, but he starts with Hypersonic Speed (HSS) then leads into Running shot. His third click of life keeps him in the action with a drop in speed with Running shot, Super Strength, 16 defense with invulnerability this time, and a damage of 4.

Overall these first three clicks are very good, allowing him to fly around at will and attack two targets. There's also the Super Strength factor, so if you can get a heavy object you are looking at 5+2 or 4+2 damage! His loss of HSS after the 1st click will not hurt too much thanks to Running shot, and some very high stats. He may not have the Superman Ally TA, but having the Batman Ally TA is even better, as he can easily hide behind shrub.

By the 4th-5th clicks of life he loses Running shot, his Attack dips to 9-9, his defense goes to 16-15, and his Damage drops to 4-3. He does keep his Super Strength and Invulnerability though, and his Speed jumps back up to 10-9, allowing him to carry other figures or better run away. But he probably won't want to do this thanks to the 2 clicks of Ranged Combat Expert (RCE) that he picks up. Sure, he can only target one opponent with RCE, but we are still looking at a massive 4+2 or 3+2 damage, enough to serious hurt any figure even with invulnerability. And he's still stealthed thanks to his Batman Ally TA.

At this point, pushing is certainly a good thing, as his 6th and 7th clicks of life are truly unprecedented on any Superman figure. His movement and attack are mediocre at 9-8, while his defense stays at a less than stellar 15, and his damage drops to a mortal 3. But take a close look and you will see something truly super: Super Senses and Psychic Blast.

Wow! Did I see right? Psychic Blast? Who cares if his damage drops to 3, because he is dealing that baby straight through any damage reduction! And with 2 ranged attacks, you can select 2 targets just to hedge your bets. Now you may think this is strange to see on Superman, but the idea here is that he can focus his heat ray vision for devastating effects. Of course, by this point your Superman may be based with an opponent. But whether you have RCE or Psychic Blast (both of which are ranged attacks) this should not be a problem because Superman is flying! This means he is allowed to make ranged attacks against any figure he is based figure. Of course if opponents don't base him, when then no problem -- he's still stealthed thanks to his Batman Ally TA.

Don't forget Super Senses (SS). That low defense of 15 is certainly nothing to write home about, but having SS gives him an instant 33% chance of avoiding the attack altogether, making him even harder to hit. And he's still stealthed thanks to his Batman Ally TA.

However, all good things must come to an end. Supes' last 3 clicks life are less than stellar. A low speed with Force Blast (something I have never used), pitiful attack with Super Strength, and a pretty awful defense with Toughness. Not all is lost though, as Superman still sports a damage of 3 with RCE for 2 of those clicks, allowing him to do 3+2 damage. He's still got a killer range with 2 ranged attacks, so don't count him out by any means. And he's still stealthed thanks to his Batman Ally TA.

So what's the verdict? Well, Superman is just Super.

Rating: 5 out of 5 (Did I mention he's stealthed thanks to his Batman Ally TA)

--The' Le

contact: TheLeGames@gmail.com
website: www.TheLeGames.com




Today we'll be reviewing Superman from Collateral Damage


The general idea here is Superman works with Batman a lot.  Thus he is part of Batman’s team.  Makes sense to me.


LE:  211 points, Batman Team, 10 range with 2 targets



MOVEMENT:  HSS for a mere 1 precious click.  2 clicks is much better then one.  Much, Much better.  Running shot for a bit then force blast.


ATTACK:  Super Strength gives way to some very important clicks of psychic blast.  Fairly decent attack numbers to boot.


DEFENSE:  Lower then average defense numbers for Superman.  Wait is that super senses???


DAMAGE:  High damage, but lower then normal for Superman.


SCULPT:  Is it my imagination or is Superman wearing some heavy eyeliner?  Why is Superman the only sculpt that we can not get down?



ˇ                     HSS with Stealth.  What a deadly combo.

ˇ                     Two targets is amazing

ˇ                     Some fun new abilities

ˇ                     Only 1 click of HSS

ˇ                     He is the lowest cost Superman with HSS.

ˇ                     In Contact with Oracle should definitely go on him

ˇ                     Protected will go very well on him.

ˇ                     He can not deal with stealth unless he runs up and hit’s somebody.



Superman is a VERY tough call.  How good is stealth on a monster like Superman?  Stealth could be unbelievable, if you can place him on a hindering, he can not be outwitted, thus instant fortitude.  Only an Ultimates or Superman team can see him, so if you kill the Ultimates figure Superman will be very hard to catch.  If he goes up against Veteran Superman or KC he’ll get smoked.  KC or other figures that have a deep dial of HSS will be his weakness.  He can never be pushed, unless if will ensure you the win or save you the loss.  You need to treat him as if you’re playing a POG.  His 2 targets give you a lot better chance of a focused tactical strike.  This Superman very well could be the best single large point cost figure ever made (for its points) ever made.  But he will certainly be the hardest to play.  Never being able to push and never being able be get hit is a huge problem.  Protected can be absolutely huge, if you do make a mistake protected will save your butt.  Remember that protected can cause a push as well.  Stealth is just such a big difference for a Superman I just wished he had another click of HSS….or maybe I do not, because I do not want to against him every round of every tournament.




Good, Bad, I’m the Guy with the Clix


Questions, comments, sexually confused?  email me at cramcompany@hotmail.com.

Please no hate mail


  PS:  I think Icons Joker is an amazing.  He’s the second best character in Draft and one of the best characters in Icons.  Lockjaw and Joker/with Armor Piercing is a brilliant combo.  4 out of 5 stars.

Dario Today will be a character’s figure that needs no introduction: Superman.
Seriously, if you don’t know who this guy is, you’ve been living outside in this planet (next year it’s coming another movie about this kryptonian, which I expect to be cool) Anyway, let’s get started, shall we? I THINK (and

I could be wrong) that this one is based on the Supes from Hush, because of the TA and the sculpt (which I find very cool!). The man is an LE, weighs
211 points, has a 10 range, 2 targets, 10 clicks of health, and the Batman TA!! Other than that:


Speed: 10, 10, 8, 10, 9, 9, 8, 8, 7, 7. Starts with HSS, which lasts that single click, then he moves to Running Shot for 2 clicks. Then it’s nothing till the last 3 clicks, which are Force Blast… (which is basically nothing)

Attack: 11, 10, 10, 9, 9, 9, 8, 8, 7, 7. He has Super Strength all the way except for the 6th and 7th clicks, where he sports Psychic Blast!

Defense: 17, 16, 16, 16, 15, 15, 15, 15, 14, 14. He starts with 2 clicks of Impervious, then moves to 3 of Invulnerability, then follows 2 of Super Senses and ends with 3 of Toughness.

Damage: 5, 5, 4, 4, 3, 3, 3, 3, 3, 3. Ranged Combat Expert on the 4th, 5th, 8th, and 9th, clicks.

Analysis: I guess that you’re all thinking the same: This is an odd Supes.
Super Senses isn’t uncalled for the guy, but I’m not so sure about that Psychic Blast (which is anyway better than SS on those clicks, as there are no Speed powers). And also, the fact that he’s a Batman ally… But that aside, and looking into the figure’s playability: The Batman TA is very sweet, a character with a 10 range, 2 targets, 5 damage with HSS AND Stealth?? Yes please. Then he has a 10 and an 8 with RS, which isn’t as spectacular, but considering that is with Stealth and that range, is very nice. And that’s it for the movement. The attack is just a little short of what I’d have liked… I mean, it should be a little more consistent. If the figure is over 200, there should be no 7’s. Super Strength isn’t much, considering the Speed powers and range. But Psychic Blast is. That means that those 3 damage will actually be 3, and that’s not bad. Then we come to the defense… if you have read my reviews at all, you must now by now that I’m obsessed with this. For me, it’s the most important part (actually all 4

parts of the dial are important, but this is the one that matters the most to me) It’s a little low for the cost, but high if you want to heal him.
Usually just with that I’d throw this guy away, but all the pretty colors on

the dial, plus the Stealth and the high chances that Supes has of staying in

his opening click (if you don’t push him) make me say: It’s alright. And then comes the damage: It’s nothing unbelievable, but it’s fairly decent.

Conclusion: It’s along side KC Superman and Icon’s Vet Superman the best of all of them. Is he any better than those 2? That’s up to you. But I say: Put

ICWO on him, a medic (or maybe an Exp. DEO Agent?) and then, it’s up to you if you wanna put more Feats on him, or put some cheap support. I suggest you

go for the second though, as an 17 defense (18 with ICWO), Impervious and Stealth should be enough to keep him on the opening click. And with those attack and damage Perplexed up, he could tear up pretty much any team in a few turns.


100 – N/A
200 – N/A
300 – 3.5/5 It’s a little tricky, but you can make it work 400 – 4/5 Pretty good here.
500+ - 3/5 I guess it’s a little lower here, as there are more
500+ consistent,
bigger guns out there.

This is Dario, mails to


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