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HeroClix "Click of the Day"


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Supergirl
Origin



Reviewed 05.22.2007

Average Rating: 3.67

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

Rurouni KJS Rookie Supergirl
wing speed
140 points
Team: none
Keywords: "Teen"
Range: 8 x1
Archenemy: none

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10953&unitid=12616&universeid=6

ANALYSIS:
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.

FEATS?
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 click.

IN SUM:
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.
================================

Experienced Supergirl
wing speed
192 points
Team: Superman Ally
Keywords: "Teen"
Range: 10 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10954&unitid=12616&universeid=6

ANALYSIS:
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.

FEATS?
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 afford it.

IN SUM:
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

================================

Veteran Supergirl
wing speed
232 points
Team: Legion of Super-Heroes
Keywords: "Teen", "Legion"
Range: 10 x 1

DIAL:
http://www.wizkidsgames.com/heroclix/dc/figures_dials.asp?dialid=10955&unitid=12616&universeid=6

ANALYSIS:
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
defense there.

FEATS?
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 little effort.
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 Fortituded.

RATING: 3.5 of 5 is the best I can give her, but she can work wonders.
DrStrange86

Today's review is Supergirl from Origin

 

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

 

1

2

3

4

5

6

7

8

9

10

11

12

Speed - Wing

10

10

9

9

9

8

8

8

7

Attack

10

9

9

9

9

8

8

8

7

Defense

18

17

17

16

17

17

16

15

15

Damage

4

4

3

3

3

3

3

3

2


Speed:  2 of Charge and a lot of flurry…not bad

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 bad

The Good:  Huge defense numbers for cheap

      Able to do at least 6 damage on her first two clicks (with a heavy object)

      Consistent attack values

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

 

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

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

-DrStrange86

 
Romanco
 Today's Click of the Day is  Supergirl
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
# 1 2 3 4 5 6 7 8 9 10 11 12
12 11 10 10 8 10 10 9 8 8 KO KO
11 10 11 10 10 9 9 8 7 7 KO KO
18 17 17 16 16 17 16 15 15 15 KO KO
5 4 4 5 4 4 3 3 3 3 KO KO
 
 Speed  -- 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.
 
 Attack  -- 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.
 
 Defense  -- 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.
 
 Damage  -- 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 click?
 
 Sculpt  -- Just like the dial, I wonder if her sculpt is bumpy.
 
 Romanco's Breakdown
~ 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.
 
Supergirl receives a 3.5/5.
 
 FOUR-CLIX Review Week to finish off Origin. Question is next!
~~  Romanco      mcromanco95@aol.com.
 


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