Skrulls are done, and they filled the bill both from
a playability and character selection standpoint,
being neither overpowered nor unplayable or of
iconic characters never-before-seen in the game.
Let's see how the next pair of chase figures stack
Team: Batman Ally
Keywords: Detective, Gotham City, JLA
Range: 6 x 1
DIAL & CARD:
A Stealthy Outwitter, like just about every OTHER
Batman, this one stands apart with his first Special
Power "From Among the Gargoyles" that treats the
edge of buildings like hindering and thus affords
him much greater flexibility in the Outwit role.
Even without a rooftop, the power grants both Charge
and Leap/Climb, and his other SP "Dark Knight"
grants free Smoke Cloud when he lacks tokens so he
can remain perpetually Stealthed until he acts in
But let's face it; a 120-point character is for
FIGHTING, not hiding. Batman's no slouch there;
"Dark Knight" also grants Flurry which, in
conjunction with the Charge from his first SP,
allows him to deal 6 damage in a single turn (and
MORE once he gains Perplex on click #3-5)! Mid-dial,
his 18 Defend can help teammates outlast attacks.
End-dial Leap/Climb and Outwit can keep him alive
Oh, and did I mention he's Indomitable, too?
He's defensively barenaked and pricey (and dangerous
enough to always be a prime target).
CARDS TO CONSIDER:
Therefore, PROTECTED is a mandatory feat, all but.
If you're more offensive minded, use LUNGE -- it's
absolutely devastating to Charge, lunge 2 squares
more to pick Flurry, hit, lunge 2 MORE squares and
finish with a final Flurry. THWART or OUTSMART are
good if Bats is strictly backup on bigger teams.
This is the ultimate Batman, the guy who beats up
White Martians and pulls the JLA's fat out of the
fire. If not for the excellent 75-point Justice
League common Batman, this one would be THE Batman
to play...which would be awful for most players due
to his inaccessibility as a chase figure. 4.5 of 5.