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							GREEN LANTERN (Crisis) 
							wing symbol 
							157 points 
							Team: Green Lantern Corps 
							Keywords: Green Lantern Corps, Justice League, 
							Justice League of America, Justice League Europe, 
							Soldier 
							Range:  10 x 2 
							  
							DIAL & CARD: 
							
							http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=13895 
							  
							STRENGTHS: 
							Running Shot, 2-target Energy Explosion (part of his 
							"Lantern 2814" Special Power), Willpower (part of 
							his other power, "Lantern's Will") and solid numbers 
							make this one of the better Hal Jordan clix on 
							offense to start. Telekinesis, Perplex and the 
							"carry 8 pals at once" Green Lantern Corps team 
							ability make him equally great as a support piece. 
							And a combination of Energy Shield/Deflection and 
							Toughness courtesy of his "Lantern's Will" SP make 
							him exceptionally good on defense from range, which 
							is the only way he should be used with his 10 range. 
							  
							Of course, he might still get hit. But his Defense 
							Value rises from 17 to 18 -- STILL with ESD! That's 
							a 21 DV against ranged attacks if he's in hindering 
							terrain! He also gains new offense in the form of 
							Pulse Wave. Late-dial, he's still got Toughness to 
							hold out against light damage, Phasing/Teleport to 
							get out of danger (or again to carry one or more 
							allies around) and both Energy Explosion and Perplex 
							make a reappearance.   
							  
							WEAKNESSES: 
							He's pretty expensive for a 7-click character, 
							especially one with just a single click of move + 
							attack. Pulse Wave may not work so well with his 
							team ability's tendency to crowd him with allies 
							who'd get caught in the blast. Lack of Speed powers 
							mid-dial leave him vulnerable to being stuck in 
							close combat, which is NOT his forté.  
							  
							CARDS TO CONSIDER: 
							Because of his SP's combo of Willpower and 
							Toughness, SHELLHEAD is an excellent choice to make 
							him even harder to tag. OPPORTUNIST is a solid feat 
							if you plan to hold him back to Perplex for the 
							first few turns. ARMOR PIERCING is awesome on any 
							character with multiple targets and Energy 
							Explosion.  
							  
							IN SUM: 
							Yeah, he's pricey for his short life and lack of 
							mobile attack ability down the dial -- especially as 
							compared to his arch-enemy Sinestro (http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=13909). 
							But with Hal here able to act as a supporter (with 
							TK + Perplex) and then as a main gun -- or vice 
							versa -- I say he's more than worth it. 4 of 5. |