Starting very battle-ready, Superman's Rookie cousin
sports a potent 1st click of 10 Charge, 4 Damage and
18 Invulnerability. Her attack Value also holds at a
steady 9 well into her mid-dial. But watch out for
her soft Super Senses clicks; coupled with Battle
Fury, she'll find herself forced to stay in harm's
way until she's hurt or pushed past them.
Fortunately, she's got Flurry whenever she's Battle
Furious, so punch away.
SIDEKICK is a decent one to take advantage of her
excellent defense. Have her cart a tie-up fig so she
can use her 8 range when possible. She's a
close-combat specialist, though, so it's a good
thing she qualifies for DAMAGE SHIELD on every
She's not bad; works as a light tentpole or as a
tough 2nd-stringer in bigger games. Her biggest
problem is Battle Fury+ Super Senses. Two clicks are
too hard to push past and a big hit there can all
but take her out of the game.
RATING: ...and it's enough to drag her score down to
just 3.5 out of 5.
Running Shot with Impervious to start? YES, please.
Second click swaps Impervious for 18 Super Senses?
No thanks. A first-click character, E Supergirl
should never push off it unless you're sure to score
an important KO. Gladly, this soft defensive spot
doesn't last and she gets a full dial of damage
reducers from there. Her offense flags a bit 3/4 in
with 8 AV and Energy Explosion. But she finishes
strong with Hypersonic Speed and a rising AV, making
her a potential late-game spoiler.
Because of her soft defense click, PROTECTED is
tempting. But when to use it? On the first click,
when it could shove her onto her weak point? On the
2nd, keeping her ON it? Later still? It's not a
no-brainer; good memorization of her dial is needed.
FORTITUDE might be the more solid choice if you can
While pretty good, Supergirl is costly like a
tentpole and her max AV of 10 is a problem in that
weight class. Her anti-Stealth TA helps, though, and
she can certainly deliver on the damage.
RATING: 3.5 of 5
Team: Legion of Super-Heroes
Keywords: "Teen", "Legion"
Range: 10 x 1
If only she started with HSS instead of Charge,
she'd be absolutely scary. Still: Recurring
Impervious, Super Strength, 4+ damage and
double-digit AV for the first half of her 10 clicks
is mighty indeed. The trick to using her is to fully
leverage her wildcard team ability and her 10 range.
Don't succumb to the temptation to either Charge
into a swarm with a Meteorite or to push immediately
off her 18 Impervious to get Hypersonic on your
foes. For while Vet Supergirl IS push-friendly, she
loses as much as she gains and inches closer to the
tragedy that is her end-dial. It's just sad to see
clicks of 7 AV on a
230+ point piece. And again we see soft Super Senses
Even though she'll cost more than her cousin, slap
FORTITUDE on her to protect her from Outwitters who
will make every effort to get her to mid-dial and
later. And they will, because she's going to be out-actioned.
IN SUM: Soooo expensive that two solid pieces
totaling half her cost could dismantle her with
By the same token, a girl with 4 damage or higher
for over half her dial can dismantle THEM with
little effort. As with most wildcards, much depends
on the TAs she can leech, and in a 300-point game,
that's not going to be much, especially if she's
RATING: 3.5 of 5 is the best I can give her, but she
can work wonders.
Kara Zor-El….good luck making
sense of her history. Check Wikipedia or Whoclix if you
want to give yourself a headache.
There are 4 versions of her
in this set, and the worst of them is the LE “evil Supergirl.”
The experienced I like, but the HSS at the end and the
attack values just aren’t that great. She is a great piece,
and the team ability helps, but she just doesn’t pull the
weight at nearly 200 points. There is a 92 point difference
between the Rookie and Veteran. The vet is a great piece,
and able to front a team, but these days a 232 point piece
can just tend to be too big of a target. I am sure someone
else will review the vet, so I will go with the rookie.
She is 140 points, 8 range 1
target, 9 clicks of life, no AE, a flier, and no team
Attack: Charge and Super Strength work, attack
values are pretty decent, Though I say she needs more than a
single click of 10
Defense: Very high numbers with damage reduction to
make those 9 clicks last forever
Damage: High numbers, battle fury hurts the range
but since she is mainly close combat it doesn’t hurt her too
The Good: Huge defense numbers for cheap
Able to do at least 6
damage on her first two clicks (with a heavy object)
The Bad: Battle Fury
A single click of
running shot would have been nice
Feats: Protected I think will work best on those
Super Senses clicks, Shellhead could work good.
Overall: I normally would not like a piece like
this too much, if it wasn’t for the fact that she single
handedly destroyed me before. Back in a sealed tournament,
she was able to get a first hit off on my vet surfer. A
crit hit later I was down half my dial in 2 rounds of the
game. After taking damage like that, you are going to have
trouble hitting an 18 defense. The thing I like about her
is that you get a lot of damage potential out of a piece
that you can support easily in a 300 point game. With that
price, you can add on a rookie Red Tornado, Rookie Question,
and whatever else you want to throw in. Johnny Quick can be
a good dual purpose secondary attacker with her (because of
the team). She has the ability do be damaging, and she can
stay in the game for a long time because of the long dial
with all that damage reduction. Overall, with the right
team, she can do a ton of damage.
Constructed/Unrestricted: 4 / 5
Sealed/Draft: 4.5 / 5
Overall: 4 / 5
addictive, and available….the things practically sell
Need help? Send any emails to firstname.lastname@example.org.
Today's Click of the Day is
Veteran from Origin
We all know Supergirl.. basically
Superman in a skirt with his fingernails painted. But
does she live up to her counter-gender? We'll find out.
She is 232 points; Legion of
Superheroes Team; Flies; 10 Range; 1 Arrow
-- Hypersonic after Charge. It's up to you to push her;
I'm not making that decision. 12 is a high number that
only dies down to an 8.
-- Consistency of 11's and 10's. I don't mind the bumps
because in all the attack is staying nice for a good
amount of time. HSS and Super Strength is a very
dangerous combo. Things get a little too low for a 230+
fig. Good luck using Psychic Blast.
-- Talk about bumps again. In this case, who cares if
Invulnerability is a push-click away.. with one big hit
she might still show brown in the defense slot. 18 will
be hard to topple enough as it is.
-- I know I mentioned the bumps twice now but it's worth
noting. 5, 4, 4, then FIVE again. She will seem
unstoppable. Anyone else wonder why there's a lone RCE
-- Just like the dial, I wonder if her sculpt is bumpy.
~ Have to push to HSS
~ Loses Impervious when pushed
~ Longish dial
Maybe Protected will help her on
those HSS clicks. Give her nothing else; the cost
doesn't need to skyrocket. Overall I like Supergirl but
her values are the expected for someone above 200
points. What would make me play her? WILCARD TEAM. Give
her a go, and good luck with HSS.