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The King Pin of Hell’s Kitchen

Reviewed 07.12.2006

Average Rating: 2.3

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

2006 Philly
Wizard World



Today we'll be reviewing The King Pin of Hell’s Kitchen from Sinister


Some LE’s are good, some just have good names.  This one definitely has the name, let’s see if it has the stats.



Unique:  72 points, No Team



MOVEMENT:  Leap/Climb means he is Pounce Candidate.  Flurry is always good.  He can always Leap away at the end to Nanobots.


ATTACK:  10 is a nice attack and the dual target Incapacitate is actually not too shabby.  His attack overall is not too great.


DEFENSE:  17 with Super Senses won me the World Championship, so I’ll go with it’s good.  I always like Willpower at the end.


DAMAGE:  Ouch, 2 damage to start even with Perplex is not that great.  Exploit Weakness is not my favorite thing to have at the end of a dial, since you want to break through damage reducers at the beginning of the game not at the end.  Close Combat Expert is pretty good at keeping him dangerous, but still not too impressive.


SCULPT:  Probably the best sculpt in the set…except for Stiltman.



*       Perplex is great to start out with

*       Outwit is a lot better to start with

*       He’s very expensive for not being really dangerous

*       He’s just annoyingealHeal


I think when are reviewing an LE that is similar points you should also look at the other comparable dial.

For 76 Points you could get this Veteran Daredevil

I’m thinking 4 more points is worth the Outwit and extra damage.  The LE has the name, but that is where the coolness ends





Good, Bad, I’m the Guy with the Clix


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

Please no hate mail


Rurouni KJS Kingpin of Hell's Kitchen!

After beating down the Kingpin in the street, Daredevil announced to all the thugs that HE was now going to act as Kingpin of Hell's Kitchen. Just as nothing happened in NYC's underworld without Wilson Fisk's permission or punishment, so would it be in DD's 'hood. For a time...

Kingpin of Hell's Kitchen (Sinister LE Daredevil) boot speed
72 points
Team: none
Range: 6 x 2

08 08 07 07 07 06 06
10 09 09 08 07 08 09
17 16 16 15 15 14 14
02 02 02 01 01 02 02

Powers and analysis:
1st click is fully loaded with Leap/Climb, Incapacitate, Super Senses, Perplex.
2nd and 3rd slots gain Flurry but lose Incap and Perplex.
4th click regains L/C and adds Close Combat Expert.
5th click swaps in Willpower.
Final two clicks gain Exploit Weakness.

With a fairly steady AV, this is a decent alternative to the Vet DD -- one best used in close combat. Push off his 1st click then go to town on a foe...IF you can get through the defense reducers. Conversely, you can try exploiting this version's double target Incap and pump up teammates with Perp. But he only has these powers for a single click, so use him in this role with care. End of dial offers nice option of staying around to attack with a strong attack value + EW or L/Cing away to heal.

POUNCE is useable through much of his dial, as is NANOBOTS -- one or both can turn this Kingpin to an even bigger threat without putting his cost quite through the roof. DAMAGE SHIELD works for his middle clicks to help him in his melee role.

Comic Accurate?
Sure. This is the DD who went mano-a-mano on the Kingpin and took him down like dictation. And then took his JOB.

Aside from the usual street heroes theme, one could try a "Heroes Gone Wild" theme featuring heroes going rogue or evil or such (E Iron Fist, Atom Smasher, plenty more I can't think of..)

In sum:
With no wimpy Stealth or sniping options, this is the DD for players unafraid to wade in there and mix it up. Probably a little better for bigger games where he won't be the chief attacker.

Rating: 3.5/5

--RurouniKJS is here to help.

Today's review is Kingpin of Hell’s Kitchen from Sinister

Well, this week is the Prizes of the Marquee for Sinister.  We start with what will probably a sought after piece, the LE Daredevil.  Matt Murdock goes on a rampage and winds up becoming well….the Kingpin of Hell’s Kitchen. 

He’s an LE, comes in at 72 points, has a 6 range with 2 targets, 7 clicks of life, and no team

Speed: 8,8,7,7,7,6,6  Leap Climb for one, followed by 2 of Flurry, then L/C till end

Attack: 10,9,9,8,7,8,9   Incap for the first click only

Defense: 17,16,16,15,15,14,14    Super Senses first 4, then 3 of Willpower

Damage: 2,2,2,1,1,2,2   One of perplex, then 2 of nothing, then 2 of CCE, then 2 of EW

The Good:  Nice attack numbers

                     Incap with 2 targets is pretty good

                     Super Senses is always good

                     Good for pounce

                     Doesn’t “need” to use the perplex on himself

                     Flurry right after Pounce is a great combo

The Bad:  Low but comic accurate damage

                    Too bad he doesn’t have a team

Feats:  Pounce is good if you don’t care about the incap, you can perplex the attack and have a guaranteed hit.  ICWO can help the damage after Pouncing, and Protected can help solve the lack of damage reducers (if SS misses, that is)

Overall:  KoHK is a nice little package for the points.  He has good attack values for the points, good defense abilities, can help others on his team, and is pretty mobile.  He has good power combinations and I really don’t see too much wrong with this guy.  His range isn’t great, but he is mainly a close combat piece, so it really doesn’t matter.  He has willpower at the end to run away, and when he gets the attack spike toward the end, he has EW to make sure the damage goes through.  Like I said before, I love the Flurry after Pounce combo; that was really thought out.  He is an above average piece where, while not game breaking, can be a great asset to any team.  Give him a try; you may be happy with the results.

Constructed/Unrestricted: 3.5 / 5

Sealed/Draft:  3 / 5 (too bad no pounce)


Overall:  3.5 / 5

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



When good heroes go bad, they declare themselves the kingpin. Also, they gain perplex apparently. At 72 points you get a pretty decent figure. 17 defense is nice, but not great, but the super senses takes care of that. The 10 attack is getting rarer and rarer. The fact that he only has 1 click of incap instead of the veterans 4 is hurtful, but we can deal. The one click of leap climb that switches to flurry is actually a nice arrangement, if you don't mind completely exhausting him by pouncing and then pushing next turn for a nice flurry attack, that would do 9 damage. 9 reduceable damage... He is a perplexer, that can double as a secondary attacker in a pinch. He doesn't really fit in lower point games. The late dial will power will help him run back to a medic, or punch out a bigger target with his exploit weakness.

100: 2.152/5 He can actually be the primary attacker, using the perplex on his own damage.
200: 1.992/5 You don't have room for the support figure, and here he actually isn't good enough to be your primary attacker.
300: 2.442/5 He can be a nice secondary attacker here
400: 1.884/5 At this point you are really facing the big guns, and he is going to get knocked out only slightly less quickly than a con artist would
500: 2.252/5 Here, you can afford the points, and he might actually be able to do his points worth in damage, but he will still get killed to quickly, unless you put fortitude on him that is, but even then, you have the trouble of a 100 point perplexer.

~so said the spy

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