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HeroClix "Click of the Day"


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Batman
Arkham Asylum

Reviewed 11.12.2008

Average Rating: 3.50

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

Rurouni KJS

BATMAN

wing speed

64 points

Team: Batman Ally

Keywords: Armor, Future, Gotham City, Teen

Range:  6 x 1

 

DIAL & CARD:

http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14249

 

STRENGTHS:

First off, any figure with Batman Ally is good to go both for itself and for any wildcards on the team. Solid, if unremarkable, stats are also a boon to back up Charge and Super Strength for attack powers. But future Batman's real strength, like most Batmen, is in his damage slot: his first SP "In Contact with Bruce Wayne" grants Terry self-Perplex and old-school Outwit (counters normal powers only...no SPs or abilities). Later, Flurry keeps the hurt going.  His keywords are pretty versatile. 6 range is a bonus.

 

WEAKNESSES:

Super Senses isn't exactly a defense power expected from an Armor fig. The average 3-damage hit knocks him to a rather mediocre spot.

 

CARDS TO CONSIDER:

Not BRILLIANT TACTICIAN. His version of Perplex only works on himself, and that overrides the feat's wording. OUTSMART still works, though, to help him have a chance to protect a teammate from Outwit. OPPORTUNIST, too, might work since Batman Allies spend a lot of time in hiding using support powers.

 

IN SUM: A flying lite brick with perma-Stealth isn't bad, especially given his dual role as a secondary attack or support piece. 3.5 of 5.

 
DrStrange86 BatmanX
Seth R.

Today’s Click of the Day is BATMAN!

Points: 64

Set: Arkham Asylum

Range: 6

Team: Batman Ally

Arrows: 1

Movement: Ground

Rarity: Common

KW: Armor, Future, Gotham City, Teen

 

#

1

2

3

4

5

6

7

8

9

10

11

12

 

 10

 8  

  8 

  7 

  7 

7 

KO

KO

KO

KO

KO

KO

  9  

  9 

 9

8

8

7

KO

KO

KO

KO

KO

KO

 17

 17

 16

 15

 16

 15

KO

KO

KO

KO

KO

KO

[2]

[2]

[2]

2

2

2

KO

KO

KO

KO

KO

KO


SPECIAL POWER: In Contact with Bruce Wayne -- Batman can use Outwit but only counter standard powers. Batman can use Perplex, but only on himself.

 Speed  - 10 is pretty high for 64 points. Numbers are okay but Charge doesn't last too long, which leaves Batman stranded.

 Attack  - Super Strength and Charge is an amazing combo. Try not to push him off his two SS clicks; attack values do fall quickly (and they weren't that great to begin with.)

 Defense  - Very very consistent. Not much else to say.

 Damage  - A dial of 2's.. ah. You could always Perplex Batman's damage up, or when he's holding an object, Perplex his low attack. Or even use Outwit! Whatever you want.

 Feats?  Nanobots works well. This piece can be a success without a stack of feats slapped on.

~ There's one thing about this Batman that separates it from all the other versions: Charge! Yes, Charge. If you move Batman into Stealth, opposing figures can't attack from range; but Batman can! When the opportunity arrives, Batman can Charge out of Stealth and attack the opponent (instead of him charging up to you.) This leaves Batman in open fire, so try to start Batman in an area with loads of hindering terrain. That way, Batman could Charge out of Stealth and right back into it, and still attack! Nifty right?

Batman receives a
3.5/5.

~ Seth R. (mcromanco95@aol.com)

 


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