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HeroClix "Click of the Day"

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Super Nova

Reviewed 11.24.2006

Average Rating: 3.5

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

2006 Philly
Wizard World
Top 10 regional player in Chicago.



Today we'll be reviewing Kang from Super Nova


Kang is the classic time warrior and like most people from the future, Kang dresses like a damn idiot.  I do not look forward to shopping for clothes in the future.


Rookie:  87 points, Masters of Evil Team



Experienced:  129 points, Masters of Evil Team




Veteran:  199 points, No Team



Who is the Best Movement is everything in this game, the Rookie and Experienced do not have a move and attack.  Running Shot makes the Veteran the best hands down.  Winner:  Veteran


MOVEMENT:  Running shot for two clicks is moderate.  Phasing at the end and in the middle will help him Nanobots.


ATTACK:  Wow, overkill on attack values here.  13 going on down is amazing.  Psychic Blast with Ranged Combat Expert is a terrible, terrible combo.  Incap with three targets is pretty nice.  Pulsewave at the end is nearly pointless.


DEFENSE:  18 with Invulnerability is decent.  17 with Energy Shield seems scary, but given his point cost, it basically means he does not have damage reducers.  He should have Prob Control when he has Energy Shield as opposed to having it when he has a low defense.  Mastermind at the end just might save him, but it can be hard to plan that way.  His last second defense spike makes him hard to heal.  He does have a 14 defense with Prob control for a single click and that may be your best chance to heal.


DAMAGE:  4 with Perplex front loaded is nothing short of great.  Ranged Combat Expert is not nearly god enough for his point cost.  He has Psychic Blast with it, so you’ll always be making a hard choice.  Probability Control and Outwit are completely in the wrong spot.


SCULPT:  Much improved over the last version.  I love this Kang.


feats:  Any character over 200 points needs any feat on him that will keep him alive.  Protected and Nanobots is a must.  Forget about Fortitude, but consider In contacting his defense at the beginning.  He will probably need Outwit at the beginning, so use Oracle on her card if you can. 



*       Very expensive

*       Best attack in the game

*       High Defense

*       Not very Mobile

*       Triple target with an 8 range

*       No Team

*       Not a very long dial

*       Awkward ability combos


Kang is definitely a figure they needed to remake, but this figure is just not great.  He’s definitely a hell of a lot better, but he doesn’t really get the job done.  I would not recommend playing him in any form of the game in Heroclix. 


But do not despair, Kang has an LE that I will review next week.




Good, Bad, I’m the Guy with the Clix


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

Please no hate mail


Fun FACt:  Buy a programmable thermostat. Automatically lower your monthly energy bill by giving your heat and air conditioning a break while you are asleep or out. (Pounds of CO2 Savings Per Year = 1,050)

Rurouni KJS The time-traveling Avengers foe gets a new REV that's far better than the old set.

Rookie Kang
boot speed
87 points
Team: Masters of Evil
Range: 8 x 2

Link to dial:

Starting with Running Shot, R Kang is battle-ready from the start. Double targets, good range and Energy Explosion can bring the hurt to clusters of enemies.
But what's extra-impressive about R Kang is his rising AV as the fight goes on. Using his MoE TA, he can deliver a nonstop barrage at range with RCE, with little chance of missing. Of course, enemies can easily tie him up to neuter his firepower, but nobody's perfect. Try to team him up with a cheap flyer to taxi him and, later, to Mastermind to.

Feats: NANOBOTS is perfect (and thematic) on him.
HEIGHTENED REFLEXES is OK to boost his survivability to alpha-strikes. WHIRLWIND may help against the inevitable tie-up attempt from canny opponents (and thanks to his TA, he can attack without ceasing).
TRICK SHOT has potential, but his range isn't quite nice enough to make it a no-brainer. Really, though, the most important cardboard to use is a pog or two to soak up damage for him in his late dial.

Themes: He's a classic foe of the Avengers, so team him up with others of his ilk such as Graviton or the rest of the Masters of Evil gang. Also consider playing with multiple Kangs to represent the Council of Kangs from alternate timelines!

Comic accuracy: He's close enough, showing off his advanced tech through the high AV and leadership ability with Mastermind.

In sum: At less than 90 points, Rookie Kang is a bargain of a piece just for all that double-digit Attack Value! He's the ideal 2nd attacker in big games and nearly a 1st-stringer by himself in smaller ones.
Just make sure he has taxi and MM fodder.

Rating: 4/5

Experienced Kang
wing speed
129 points
Team: Masters of Evil
Range: 10 x 2


E Kang isn't a straightforward upgrade over the Rookie. For one, he loses Running Shot (and the 1st-strike ability it offers) for Phasing and Pulse Wave. But he gains flight, a range boost and vastly superior damage values, so he's still more self-sufficient. He also retains the MoE TA to push and push and damage and damage while his AV never drops. Yeah, you read right: It. Never. Drops. It RISES.

Still, it always takes some finesse to use a figure lacking move&attack powers. I recommend using him as a long-range sniper.

Feats: NOVA BLAST is tempting, but you'd sacrifice his Outwit click to use it -- with a damage of only 3, I don't know if it's worth it. If you do opt for NB, consider STUNNING BLOW to get the most out of the Incap clicks you'll land on afterwards -- at a potential 5 damage dealt before modifiers/reducers, it's WELL worth the points. But the card that may shine most on E Kang is INSPIRING COMMAND, to get even more mileage out of a MoE theme team.

Themes: See above and the Rookie.

Comic accuracy: Better technology and more experienced after losing to the Avengers, his first defeats in a while. This is Kang at his arguable best.

In sum: Like the Rookie, a very affordable figure that can hold down a team as a prime or 2nd attacker. Lack of move & attack is his only downfall, but play him anyway.

Rating: 4/5

Veteran Kang the Conquerer
wing speed
199 points
Team: none
Range: 8 x 3

Link to dial:

V Kang costs a whopping 70 points over the Exp. What's that buy him? A 13 Attack Value...something I never expected to see in any standard Heroclix again, let alone one under 200 points. And so right away you know V Kang means business, able to Run and Shoot you for 5 clicks unaided. Three targets gives him more damage options, too, but for most of his dial he lacks the damage levels to truly leverage all three. But when he gets Incap and PC mid-dial, watch out.

V Kang falters a bit at endgame, where his AV dips below 10 and his damage to 1, making that last-ditch Pulse Wave not so cool. But his defense and speed edge back up so he can Phase away to save that 200-odd points from going the other way, and he can nerf the enemy with Outwit.

Feats: FORTITUDE is a must to keep him alive -- beyond that, you may be loath to add any more but the very best cards. HEIGHTENED REFLEXES may help after he loses his opening Invulnerability, DAMAGE SHIELD may give bricks pause in attacking, and TRICK SHOT offers some benefit. But none really justify bumping his cost up to the mid-200s. Best leave it at PROTECTED.

Themes: This is the Kang of the modern classic Avengers Forever series and after...the One True Kang, as it were. For reallllly high point games, you could build a team on those characters.

Comic accuracy: this Kang is more of a front-line general than a schemer, so the shorter range surprisingly fits him.

In sum: At nearly 200 points, a 9-click dial with only one click of starting Invulnerability is a bit of a disappointment. But most of those clicks are excellent, and a 13 attack (WITH Running Shot!) in today's game shouldn't be passed up.

Rating: 4/5

Dario Today we have a look at Kang, the Conqueror from Supernova. Both the rookie and the experienced aren’t total crap, but not really good (although I don’t think I’d blame you for trying one, once, in a team). But it’s the Veteran the best of them, so let’s take a look at him: 199 points… so he’ll pretty much be your team on a 300 points match… 8 range 3 targets (not bad at all!), no TA, flight, 9 clicks of health and:


Speed: 10, 8, 7, 7, 7, 6, 6, 9, 9. 1st and 2nd click have Running Shot, 3rd, 4th, 8th and 9th clicks have Phasing/Teleport.

Attack: 13, 12, 12, 11, 11, 10, 10, 9, 8. Starts empty, then Psychic Blast on his 2nd, 3rd and 4th click, Incapacitate on his 5th and 6th click, 1 empty and then Pulse Wave on his last 2 clicks

Defense: 18, 17, 16, 15, 15, 14, 15, 16, 17. 1st click has Invulnerability, then the next 3 clicks have Energy Shield/Deflection, after that he gets Invulnerability back for 2 more clicks and then finishes with 2 of Mastermind and Willpower for the final click.

Damage: 4, 3, 3, 2, 3, 3, 2, 1, 1. 1st click has Perplex, next 3 clicks have RCE, the following 2 have Probability Control and the last 3 have Outwit.


His Speed is nice. Front loaded Running Shot is what this guy needs, and having 8 range with 3 targets is pretty cool. Phasing at the end to run.
Good values. Overall, pretty nice Speed; I wish instead of Phasing/Teleport on his 3rd and 4th click, he had 1 more click RS somewhere on his middle dial… but hey, you can’t have everything, can you?

His Attack is awe inspiring… His values are sky high, this dude can hit anyone with easy. Certainly, amazing attack. As for the powers… Psychic Blast is always cool, but he needed it front loaded… still, nice to have.
Incapacitate with 8 range 3 targets is very cool, but it’s mostly an option… you don’t wanna be incapacitating with a 200 point guy, you wanna deliver damage! the fact that there he has nice attack values and 3 damage might tempt you to slap Stunning Blow on him… don’t do it. He only has that in his middle dial, and just for 2 clicks… so probably it won’t be useful as you won’t land on those clicks very often. Finishing Pulse Wave is a never bad feature.

His Defense doesn’t suck, but it’s certainly far from great. I’m not sure I like the way Invulnerability and Energy Shield/Deflection are placed; and I don’t know how useful can be Mastermind for this dude considering where he has it… it won’t be easy to use well. Last click Willpower is nice with such a high defense, but I don’t like figures having a weak mid-dial defense while having it strong at the end… it makes him un-healable, so Phasing ends being useless.

His Damage is very nice. It is low for this guy’s cost, but it does make up for that with having the best powers you can have on a damage dial.

Conclusion: Well, this time I put most of my conclusion during the analysis, as you may notice :P I guess all I have left to say is, try him.
He seems like he could work very nicely in a 300 points match. Just slap ICWO and Protected on him, and then let him go to town. With his own Perplex to enhance his speed or damage (I don’t think you’d need it on the attack), and In Contact making his defense a 19, he’ll be a force to respect. You could even try make him carry around an Exp. DEO Agent, which would make his attack a 14! with that, a 19 defense with ICWO, and both Perplex (his and
hers) for either his speed or damage… he could be a monster.

Rating: 4/5.


This is Dario, mails to


Today's review is Kang the Conqueror from Supernova


I could go into detail, but I just got back from the Marquee (2-1 by the way). Whoclix can do a better job than I could anyway.


All of these guys are offensive monsters but can be taken down too easily, so the best of the three (especially for the points) is the rookie.


Rookie, 87 points, 8 range 2 targets, Masters of Evil Team
















































Speed:  A click of running shot is always great with an 8 range and 2 targets, Force Blast is the eternal point pit, and phasing at the end to run away is always good

Attack:  Ridiculous values for the points and EE works good with 2 targets

Defense:  Alright, but I wish the Mastermind was in the front.  Also, I like the spike towards the end.  Phasing and Willpower is the best combo to run away with.

Damage:  RCE, 3 damage with Running Shot, Prob Control, and Outwit...I just wish outwit was up front, but he would be really ridiculous then.

The Good:  Amazing attack values

      The perfect secondary attacker

      Good range and multiple targets

      Masters of Evil team is good for a push-friendly piece like this

      Prob and Outwit always come in handy

The Bad:   No damage reduction

     Damage gets low toward end

Feats:   His amazingness comes from his low cost.  I personally feel that he does not need more points put on him.

Overall:    Wow, this guy is nuts.  Is it me, or did Wizkids forget how to price figures with this guy?  Amazing attack values with useable defense values and good power combinations makes me very happy.  Watch out though, he is very easy to take down.  I used the experienced in the Marquee, and he has damage reduction for 2 clicks.  He did not survive a single round.  Luckily, I had a rookie Surfer to back him up (amazing piece by the way).  The rookie is about 50 points less and just so amazing I can’t believe it. 

Constructed/Unrestricted: 4 / 5

Sealed/Draft: 4 / 5


Overall:  4 / 5


“Heroclix….they’re cool, addictive, and available….the things practically sell themselves.”

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