What Else Is New? (Or, The Top Ten Figures in Elseworlds!!)

Elseworlds War.jpg

Annnnnd… we’re back!!

Good Lord, where has August gone?

Anyway, the 15th Anniversary summer of Heroclix rolls on for Wizkids, and once again we have a new, 5-Figure Booster set… which means we need a new Top Ten!! Especially since, y’know, we’re just a few days out from The Mighty Thor!

But first…

SOME NOTES ABOUT THE SET:

DKR 1

Man, what if Warner Brothers made a DCEU adaptation of “The Dark Knight Returns,” only they stripped out almost the entire plot, most of the cast, the characters’ motivation and the entire contextual legacy of 50 years of Batman and Superman stories but kept the part where Batman and Superman punch each other and threw in a jar of Lex Luthor’s pee? That could make for a sweet movie!!

–This Elseworlds set seemingly had more material to draw from than the Marvel What If… ? expansion in that What If… ? was a specific (sometimes even monthly) Marvel title, whereas pretty much anything outside of regular DC continuity seems to fall under the Elseworlds banner. So Elseworlds got to field pieces from amazing, all-time great stories like “The Dark Knight Returns” and “Kingdom Come,” while What If… ? couldn’t use elements of “Marvel Zombies,” “Earth X” or “Old Man Logan” because those stories were told outside of the pages of the actual What If… ? comic.

(That’s not really a nit, by the way; just an observation).

So even though I tend to gravitate more towards Marvel stuff, I found myself looking forward to this set a little more, simply because I was more familiar with many of the specific stories and characters being referenced (again, “The Dark Knight Returns” and “Kingdom Come” are among the best stories ever told in the medium of comics; my favorite comic story ever is still “Infinity Gauntlet,” for a variety of reasons, but catch me on the right day and I might say that “DKR” is the best story I’ve ever read).

 

Planetary Cover

Incidentally, THIS is one of the best covers I’ve ever seen…

–Putting this list together is a little more difficult than assembling the What If… ? Top Ten in that there’s no Goblin King-type figure who is heads and tails above almost everything else in terms of power level.

Elijah Snow seems like the only figure who might drive the highway to the Watchlist Danger Zone, but even then, you need to have 3 or 4 copies of him to get really stupid. Will a wide enough swath of Meta players go to that much trouble, especially when Wizkids just Watchlisted away Jakeem Thunder’s number one predator while leaving Jakeem untouched? Seems doubtful…

 

New Rules.jpg

–This is also one of the toughest evaluations we’ve ever had to do since the rules are changing in some very significant ways this week. Which means that a figure that’s really good today may be less than desirable in a couple days! Just look at Cosmic Spidey from the previous set! What If… ? came out in June, and that set’s already been decimated at the upper end by either the Watchlist or the new rules!

Superman Chase

–Finally, a quick shout-out to the DKR Chase Superman sculpt. It really captured the way Frank Miller drew him in that story. All of the Chase sculpts were really cool. Great job, Wizkids!!

–I’m not doing a formal Honorable Mention, since this is a bit of a smaller set. Informally, however, the 5 Honorable Mention figures WOULD have been:

5. EW002 Superman (Shifting Focus piece which offers Indom & Quake; his Special Quake with Precision Strike combo lost a little with the New Rules nerf of PS.)

4. EW019 Oliver Queen, Templar (Decent offense with the punch to get through reducers. Does not fear Mystics TA. Unfortunately, despite all that, he’s not even the best 80 Point Green Arrow in this set.)

3. EW047 Batman (The overlooked Chase. Doesn’t pack a huge punch, but a 12 Attack and Precision Strike will get damage through. Very map dependent, though. The more Hindering, the better, as his Trait allows him to hop from clear terrain in Hindering Terrain 4 squares away.)

2. EW044 Diana Prince (People ragged on this piece because it was a 40 Point Wonder Woman. But if you scratched the name off of this piece and just looked at the dial, you’d see a lot of support combined with the ability to defend herself up close.)

1. EW037 The Flying Batman (140 Points is too much for what he does, but man, he’s fun. He has both the Supes Ally TA and the Batman Family TA. It is always a good thing to have Stealth AND be able to see through Stealth. Hypersonic Speed top dial along with 4 Damage is deadly… just not 140 points worth of deadly.)

And now, without further ado…

THE TOP TEN FIGURES IN ELSEWORLDS!!

Elijah Snow

10. EW046E Elijah Snow — 70 Points — Super Rare: Planetary’s infamous leader packs in a lot of usefulness on his Experienced dial. While his dial is only four clicks long, he has an 8 Range with Running Shot, Pulse Wave, Barrier and Leadership, and Indomitable on top of all that.

His first Trait (THE BIG FREEZE: Once per game, give Elijah Snow a free action. For the rest of the game, while Elijah Snow is on the map other characters that can’t use the Flight ability can only move in a direct path.) can really make things difficult for any piece without Flight, and his second Trait (CHILL IN YOUR BONES: Give Elijah Snow a free action and choose one that hasn’t been chosen yet this game: Power, Close Combat, Range Combat, or Move. Until your next turn, when an opposing character is given an action of the chosen type, after actions resolve give that character an action token. If you can’t, deal them 1 unavoidable damage.) can slow down just about everyone else.

When you consider the new Rules taking effect, Leadership is suddenly a useful power to have. Imagine playing 3 of these guys together. Your opponent will think Felix Faust has been un-banned, and you still have 90 points left for a Primary attacker (someone like fellow Planetary alum Jakita Wagner, maybe?)!

Elijah Snow takes an expert hand to really exploit, but–especially in mulitples–he can pose some real threats to your opponent.

Drummer

Well, that clears that up!

9. EW036 The Drummer — 40 Points — Rare: Once again, we have a member of Planetary with only four Clicks of life who comes packing some major trickeration. He deals 0 Damage his whole dial, has an Attack Value of 8 with no Attack Powers and a Defense of 16 (albeit with ES/D).

But he also has Sidestep on every click, a 10 Range, a great shared Special Damage Power (PLANETARY: ARCHAEOLOGISTS OF THE IMPOSSIBLE: Once per turn, The Drummer can use either Outwit or Perplex.) and an absolutely AWESOME Trait (READING THE INFORMATION FLOWS: Once per turn, when an opposing character within range and line of fire would use one of Outwit, Perplex or Probability Control during their turn, you may choose that instead the opposing character can’t use that power that turn.).

Cornering the market on three of the best powers in Heroclix–Outwit, Perplex and Prob–is probably a good way to win in this game. Just sayin’.

The Ray

8. EW033R The Ray — 25 Points — Rare: Okay, this is a one-trick pony, but it’s a heck of a trick. His Damage Special (JUSTICE SHINES BRIGHT: Give The Ray a free action and choose an opposing character within 8 squares. Until your next turn, if The Ray has line of fire to that character, that character can’t make attacks.) can absolutely shut down a tentpole for as long as he can see them, really, and heaven help them if they try to shoot The Ray down from Range. That’s a 20 or 21 Defense (if you initially place him in Hindering) PLUS a Super Senses roll. They’re basically going to have to waste an attack up close, and even then it’s not a sure thing.

On many maps, even if they do waste an attack on the Ray, chances are that’s going to leave them wide open for a counter. That’s a lot of gamechanging potential from a 25 Point piece.

Carrie Kelly

7. EW048 Robin — 40 Points — Chase: If Night Nurse and Overdrive had a Clix baby, it would look something like Carrie Kelly as Robin.

This piece has been hotly debated, but I come down on the side of she’s useful, particularly since they’ve fixed her Bystander tokens with the recent errata (they’re now officially vehicles THAT CAN CARRY! Woo-hoo!).

Those tokens come down as part of her first Trait (COMPUTER CLASSES, DUH: At the beginning of the game place adjacent either the Batcycle or Batwing bystander. When that bystander is KO’d, after actions resolve place the other bystander adjacent.), and in addition to being useful taxis, they can also fix a few pieces that have great stats but no move and attack power (The Batcycle grants Running Shot while the Batwing has Sidestep).

She also starts out with Support and Precision Strike, and her Leap/Climb lets her vacate the scene real quick if she’s not Piloting one of her vehicles. Combat Reflexes combined with the Batman Ally TA makes her really hard to even attack.

Finally, her last Trait (THE DARK KNIGHT RETURNS: GET SEEN AND YOU’RE FIRED: When Robin occupies clear terrain, she can use Shape Change. When she occupies hindering terrain, she can use Perplex but only to target another character occupying hindering terrain.) gives her one of two useful abilities: Shape Change or Perplex, based on where she is on the Map.

If she was a great Taxi at 40 Points, she’d be good. If she was a good support piece, she’d be worth the 40 Points it takes to field her. But when you consider that she’s outstanding in both roles, 40 Points is a steal.

Nekhrun.png

6. EW024E Nekhrun, The Bat God — 100 Points — Uncommon: The Rare piece that can hold his own in close combat situations (Sidestep, Super Strength, 3 Damage) or ranged (7 Range, Ranged Combat Expert, Batman and Quintessence Team Abilities).

But the reason I really like him is because whether your opponent goes after him first or last, his Trait (AVATAR OF DARKNESS: Other friendly characters can use the Batman Ally team ability. When Nekhrun, The Bat-God is KO’d by an opponent’s attack, for the rest of the game other friendly characters can’t be targeted by opposing characters 4 or more squares away.) is insanely beneficial for your whole squad.

In an era where Resources are going away, the ability to add a competent Secondary Attacker AND give your whole team Stealth for just 100 Points seems like a good deal.

Kid Flash Justice Rider

5. EW012 Kid Flash (Justice Rider) — 60 Points — Common: Kind of the ultimate harasser masquerading as a Secondary Attacker. His Movement Special (QUICKEST SHOT IN THE WEST: Kid Flash (Justice Rider) can use Hypersonic Speed. When he does, he doesn’t halve his range value.) gives him a Threat Range of 16 (10 Movement plus 6 Range), and it makes his lone Trait (HIGH NOON: If Kid Flash (Justice Rider) is the last character with this trait to hit an opposing character with a range attack, until your next turn, if the hit character makes a range attack, Kid Flash (Justice Rider) must be one of its targets.) REAAAAALLY annoying considering that opposing character’s have to track Kid Flash down for retribution before they can move on with their lives.

Your opponent’s whole turn can get derailed really quickly if you start dictating who he has to attack. And while there are several characters with this Trait, Kid Flash’s Hypersonic mobility makes him the pick of the litter.

GL The Nail.jpg

4. EW017 Green Lantern — 60 Points — Uncommon: Meet the Elseworlds version of DXF’s Fenris. Doesn’t deal quite as much damage on the front end, but has more mobility. Also, he can use TK and Pulse Wave top dial, so he’s basically a Taxi and an excellent Secondary Attacker wrapped up in one.

He may be just 60 points, but he’s more than capable of punching above his weight.

Al Jhor Dan.jpg

3. EW040 Al Jhor Dan — 90 Points — Super Rare: Pick-a-Power pieces are inherently good. This has been proven in droves in the Meta over the last 3 years. In a Resource-poor environment (like, say, the current Meta), their versatility becomes even more apparent–and important.

So while Al’s P-A-P Trait (GENIE OF THE LAMP: Give Al Jhor Dan a free action. Choose a standard power and choose one of the following: “wing symbol”, “dolphin symbol”, “giant symbol”, or “tiny symbol”. Al Jhor Dan can use the chosen power and has the chosen symbol until your next turn.) isn’t as good as, say, Jakeem’s, or Goblin King’s, it’s still a Pick-A-Power Trait, so it has to be respected!

He’s also only 90 Points and, unlike, say, What If… ?’s Nico Minoru, the rest of his dial is not blank. Al comes packing Indomitable, Sidestep, ES/D and a Perplex Special (1001 (KNIGHTS OF EMPIRES): Al Jhor Dan can use Perplex. If he uses Perplex to modify the same character and same value as during your last turn, he can modify it by +2 or -2 instead.) before you’ve even chosen which power you want to pick.

Frank Miller Superman

2. EW050 Superman — 230 Points — Chase: So here’s where I cheat a little bit. When Elseworlds came out, Superman was pretty good. Now that there are cheap 10 Point Equipment pieces (and many of those have been spoiled/revealed, something that wasn’t the case when Elseworlds first came out) that are coming out this Wednesday, he’s even better. So, yes, this article is late, but at the same time, I can’t pretend I don’t know what’s coming, right?

With that in mind, let’s first look at what that 230 Points gets you. In addition to his randomly protective Trait (A SYMBOL OF AUTHORITY… AND OBEDIENCE: At the beginning of your turn, you may roll a d6. 5-6: Superman’s powers can’t be countered and his attack rolls can’t be rerolled by opponents until your next turn. 3-4: You may remove an action token from him. 1: He can’t be moved or placed until your next turn.), Supes is blessed with 9 Clicks of life, a 9 Range and the Superman Ally Team Ability. He also has an 11 Movement with an AWESOME Special Power (WE MUST NOT REMIND THEM THAT GIANTS WALK THE EARTH: Superman can use Charge and Stealth. If Superman began the turn occupying hindering terrain, don’t halve his speed value when using Charge this turn.), a 13 (THIRTEEN!!) Attack Value with Super Strength, a 19 Defense Value with Indomitable AND Invincible and a 5 native Damage Value top dial.

So right off the bat, we have a character with Stealth that can see through Stealth. This has historically been a great combo, and it’s as useful today as it’s ever been. BUT THAT’S NOT EVEN HIS MAIN TRICK!

Being able to line up a 5 Damage (or more with an object) close attack with a Threat Range of 12 squares is insane. Now add something like, say, Thunderball’s Enchanted Ball and Chain (EFFECT: Quake, but deals this character’s printed damage value instead of 2. ), and suddenly things get very interesting. The main problem with running an overly expensive tentpole in a 300 Point game is that you’ll get out-actioned, since your tentpole can only attack 2 out of every 3 turns (assuming your tentpole doesn’t have Colossal Stamina, yada yada). But that doesn’t matter IF YOU’RE ATTACKING HALF OF YOUR OPPONENT’S TEAM FOR FIVE DAMAGE WITH KNOCKBACK EACH TURN!

Or what about Mjolnir? It comes with one of the new Thor Chases. It’s text states: “Effect: If targeting a single character within range, treat that character has adjacent for close attacks. When making a close attack against a non-adjacent character modify attack and damage + 1.”

So now Supes can only target one enemy, but if he starts in Hindering Terrain, his Threat Range is now 20 (which might be a record for any non-Colossal, non-Flash character), and he has a 14 (FOUR-FREAKING-TEEN!!?!) Attack Value and deals 6 Damage (and, oh, yeah, with his Superman Ally TA, even Stealth won’t save an opposing character from his world of hurt). Again, IT’S HARD TO GET OUT-ACTIONED IF EVERY ONE OF YOUR ATTACKS KO’S ONE OF YOUR OPPONENT’S FIGURES!!

I mean, if you can get Supes onto a friendly battlefield like the Wakanda Map, holy God, will he be effective. Your opponent better have some close combat solutions of their own, or it will be a quick game.

DKR Green Arrow

1. Green Arrow — 80 Points — Chase: Five Clicks of offensive awesomeness. Top dial, he has a 12 Attack, 8 Range and 3 Damage with RCE to go with his first Trait (THE DARK KNIGHT RETURNS: NOT HIDING ANYMORE: When Green Arrow occupies clear terrain, he can use Sidestep and opposing characters can’t draw lines of fire to him unless they are within three squares of him or he has 2 action tokens.) which gives him just about everything else you’d want!

He also sees through every type of Terrain but Blocking!!

Defensively, he comes packing Combat Reflexes for close attacks, and that Trait makes it REAAALLY hard to even target him at range.

His second Trait is simply a negative (…IT STILL HURTS WHEN IT’S COLD: Green Arrow can’t make range attacks when he has 1 action token.).

[EDITOR’S NOTE: I’ll say it’s a negative! Some folks out there who are parsing the new rules for exploitable quirks are interpreting Green Arrow’s Second Trait to mean that he can NEVER make a ranged attack, reasoning that characters get action tokens before actions resolve now, meaning Green Arrow would always have at least one action token on him whenever he went to make a ranged attack.

For the record, the new rulebook states: “Just before the action resolves, give the character an action token. This signifies that you have resolved the action.” 

That sounds an awful lot to me like Green Arrow would be able to make his ranged attack AND THEN get an action token. Still, given the amount of times this has come up on social media already, I thought it worth mentioning here.] 

But ol’ Ollie still has one last trick up his sleeve. It’s his Attack Special (KRYPTONITE ARROWS: When Green Arrow hits with a ranged attack, the hit target can’t use defense powers until your next turn. If the hit target has the Kryptonian keyword also give it an action token.), which is always a crowdpleaser!

Obviously, so much goodness top dial means he’s also one of the best figures to call-in right now, too. When you put it all together, he is the best piece in Elseworlds.

 

Agree? Disagree? Post your own Top Ten in the Comments below! And keep an eye out for our Might Thor coverage starting next week!

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Wait, There’s Only One Daily Planet Employee in This Set?! (Or, a Second Opinion of the Top Ten Figures in World’s Finest!!)

WF 3

Whew! Made it.

It’s been a sick winter for yours truly, and I mean that literally (while I can’t say for sure that reading HypeFox’s Top Ten is the thing that made me throw up so violently these last two weeks, I can’t really rule it out, either.).

But I’m finally on the mend, so I think it’s high time I offered all of you true believers out there a fit and proper SECOND OPINION to the World’s Finest Top Ten drivel that HypeFox has already so eloquently vomited out into cyberspace.

And like my esteemed colleague, I shall start with…

Notes

Some Notes About the Set:

  • All of the Chases are excellent and they could have easily taken up this whole list if I let them. Easily. For the purposes of having an interesting article I limited my list to the two best Chases in “tower (lower point) mode” and the two best Chases when played at full points. I suppose that qualifies as a Preview!
  • Once again, this set takes a power leap from the set that immediately preceded it, not unlike the leap we had last year going from Avengers Assemble to Nick Fury, Agent of S.H.I.E.L.D. (which was one of the most powerful sets ever put to plastic). The Chases have base stats that we haven’t ever seen much outside of Colossals (13 attack, 20 defense, 12 range, etc.). The Commons have redefined replacement figures and several Super Rares that I am not even including in my Top Ten list would have been near the top of the heap in other set reviews.
  • Outwit is not what it used to be; there are now a bevy of Meta-viable Primary Attackers who are either mostly or completely immune to it. In this set there are 5 SRs and 6 Chases that are worthy Primary Attackers and whose powers are also nigh impossible to counter. Add those to the Primary Attackers that are resistant to Outwit from the last set (First Born, Rare Wonder Woman, etc.) and Outwit is not nearly a sure path to victory like it used to be. Personally I am going to start using perplex as my go-to power.
  • These Commons are excellent; what trashy blogger said they weren’t? Oh, that’s right, HypeFox said that since none of the Commons were in his Top Ten, the Commons might be underpowered. I contend that they are just as strong (if not  stronger) as they were in the Nick Fury set and it’s just the Common Prime that wasn’t quite up to snuff. Poison Ivy Prime is no Peggy Carter, Captain Marvel, or 3-D Man. However, the rest of the commons are pretty playable. [HYPEFOX’S NOTE: Soooo… to counter my argument that the Commons in this set aren’t as strong, you’ve submitted as your first piece of evidence that the top end of the Common slot–the Prime–can’t touch the Common Primes from pretty much any previous set going back to Flash? Uh… doesn’t that help MY side of the argument?] [NINWASHUI’S RESPONSE: I’m not finished yet!] [HYPEFOX’S NOTE ABOUT NINWASHUI’S RESPONSE: Oh.]
  • Ahem. As I was saying… I’ll put my Booster Gold and Creeper up against your Eric Koenig and Clay Quartermain any day. [HYPEFOX’S NOTE: Uh… was that it? Are you finished?] [NINWASHUI’S RESPONSE TO HYPEFOX’S NOTE: Now I’m finished. You have been debunked and rebuked. Possibly in that order.] [HYPEFOX’S RESPONSE TO THE RESPONSE: Hmmm… I think I smell a Common-Off!] [NINWASHUI: You mean that Russian kid with the BO issue who kept joining Battle Royals at Gen Con?] [HYPEFOX: Nope. Not–that kid’s name was Komanov. That’s not–that’s the wrong Common-Off. No, I mean a Common-Off, as in, you make your best 300 Point team of World’s Finest Commons, and I’ll make my best team of Nick Fury Commons, and we’ll see who wins to settle this debate once and for all!!] [NINWASHUI: Okay. Why didn’t you just suggest that in the first place? You’re just killing my word count here. Anything above, like, 3500 words and people just start tuning you out.] [HYPEFOX: I hate you.]

[EDITOR’S NOTE: To be continued… look for the first annual Common-Off results in an upcoming article!]

Okay! Enough tomfoolery. Let’s bounce straight into my…

FIVE HONORABLE MENTIONS:

Mercury

5. WF043 Mercury – He’s the cheapest figure with TK that the game has ever seen (yes, Clix old-timers, at 25 Points he’s even cheaper than Rookie Mandroid Armor from Clobberin’ Time–that piece cost 28 Points!). He definitely works best with another Metal Man around because gaining Sidestep and improving his Super Senses roll by 1 makes this original Merc With a Mouth (in that his name is Mercury and he, y’know, has a mouth) even more useful for his low 25 point cost (seriously, if you can bait your opponent into wasting a meaningful attack on one of your Mercury pieces and then you hit that 50% Super Sense? Those are the kinds of plays that can swing games).

The best Idea I have for including other Metal Men is… just play two of him. Even 2 of him at 50 Points are still almost the cheapest TK available in Modern. I’ve got a good team idea for him that will rate it’s own separate article. Let’s just say that this guy bringing TK to the Robot keyword is a BIG DEAL.

Shifting Focus Batman

4. WF003 Batman (And WF004 Batman, WF018 Batman, WF034 Batman) – I’ve been a huge fan of Morph pieces in the past, such that I even wrote this article about them. The new “Shifting Focus” pieces in this set do not disappoint. Unlike all of the pieces I wrote about in my previous article, these “Shifting Focus”-Traited pieces say “Give X a free action if he began your turn on the map.” That’s a step up from “Give X a close combat or move action”.

Now these Batman pieces aren’t going to take down a 200 point piece by themselves, but you’d be hard pressed to find a piece their size or less that they can’t take down. You’ll spend most of your time as the 003 Batman due to his free action movement power, “HIDING BEHIND YOU: Give Batman a free action if he occupies hindering terrain or no opposing character can draw a line of fire to him. If you do, place him into a square of hindering terrain within 6 squares and line of fire.” Once you move up as a free action you can then switch to 034 Batman and use double target Incapacitate. If your opponent bases you then you can switch to 004 Batman. And if you really need an Outwit, 018 Batman is ready and waiting.

Consider the following team:

Do you Bleed? You Will.

(KeywordJustice League)

  • WF003 Batman (with Justice League ATA)
  • WF049 Superman (with Justice League ATA)
  • AVXR100 The Phoenix Force (all fragments, 2 assigned characters)
  • ID Card of your choice
  • Total=300 points

Sorry about the title, but I am running out of unique things to call a Batman/Superman team. The Phoenix Force at this level grants Running shot, +1 damage, and defend. Also at any level it grants Flight and Poison. The Flight helps Batman in particular to use Charge and Running Shot regardless of terrain, and the Emma Fragment will let Batman TK Superman out for an Alpha Strike.

Metallo

Just gonna go ahead and recycle this art from HypeFox’s Top Ten…

3. WF055 Metallo – If you told me two or three sets ago that a figure with a constant 19 Defense Value on his entire dial and a 12 starting Attack was coming out for only 150 points I would have told you that was definitely going to be the best character in that set. Then Mary Marvel, World’s Finest, and the KC chases happened. This guy is getting ignored and he is going to surprise people some day soon when he finally gets noticed. I was just at a Wizkids open where he Pulse Waved a 200 point World’s Finest to death by himself and made it to the final match. Ignore this guy at your peril.

Zatara 2

2. WF048 Zatara – This guy is similar to Zatanna in the way his dial works, but I think he is superior in every way for 20 points less. I like his front support dial versus his back offensive dial. The offensive dial is about Average. The support dial is superior. With TK, Prob, and a double Perplex I like to refer to him as Mary Marvel’s pit crew. What really puts him over the top is the incredible power you see after he takes one damage: “SACRIFICE MYSELF TO SAVE THE UNIVERSE… AND ZATANNA: Zatara can use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with and he may choose that his damage value becomes 4 and is locked. If he chose to do so, after actions resolve, KO Zatara.” If this power shows up and you are near 2 or more characters on the opposing team I would almost always use it. If the time isn’t right to use this power, then you can just choose to Regen and still come out ahead because of your Mystics TA.

Rita Farr

1. WF035E Elasti-Girl – This is likely the best 50 point non-support oriented character we’ve ever seen. There really aren’t many good reasons not to keep her as a Colossal the whole time, since the new Colossal rules make her so good.

She could already charge 6 spaces, but now she also has a Giant Reach of 3 squares. She can  also carry smaller figures without losing movement and she has a 10 Attack and 4 Damage. On defense she has Shape Change and Super Senses which together nullify about 55% of all attacks before you even consider her 18 defense.

Okay! Enough of the pieces that ALMOST made the cut. Unlike some other namby-pamby bloggers, I made the tough choices and got my Top Ten down to an actual Top Ten. Funny how that works, eh?

I give to you…

THE TOP TEN FIGURES IN WORLD’S FINEST:

The Chief Doom Patrol

10. WF051 The Chief – Here is that great 50 point support character that they seem to slip into every set. Even if you don’t share a keyword with him he can still grant any nearby friendly character Sidestep as well as having Outwit and Perplex himself. If your pieces do have either the scientist or Doom Patrol keywords, then he gives you an option to make another friendly character immune to Outwit and he can target his own Perplex and Outwit through any nearby friendly character. He’s definitely a Meta piece that you will start seeing at ROCs soon.

Supes v Bats

9. WF001 Superman (AND WF002 Superman, WF017A Superman, WF033 Superman) – So with this pick I am cheating a little. From what I saw at the sealed events I played at this is a good collection of pieces and I kept dreaming of ways to abuse the +1 defense granted by the 001 Superman. It’s just a really good play to attack with Superman 002 from 15 spaces away and then transform into Superman 001 before the opponent has a chance to hit you back. However I still wasn’t sure if I should include these pieces on my list. 

Then some guy played three copies of these characters on the same team and placed second at a ROC super qualifier. Only Patrick Yapjoco beat him by running the free action limiting Agent 13 with Nick Fury. Now it’s a lot easier to see how viable these pieces are in the Meta. Three copies of Superman 001 grouped together along with the Justice League ATA make for a 21 or 22 defense and that power is uncounterable. That’s just really hard to fight and even worse when you have to face it in a format like ROC Limited.

The Wiz Ard

8. WF030 The Wizard – World’s Finest does everything bigger and better than previous sets. This is the second awesome 50 point support figure in this set and the third 50 point figure on this list. So if you played in any Sealed event you probably heard about this guy and what he can do. For 50 points he’s incredible for 3 reasons. The first reason that he’s almost unhittable at range. His power states, “ILLUSIONS HIDE YOUR TRUE SURROUNDINGS: When The Wizard is occupying hindering terrain or adjacent to blocking terrain, The Wizard can’t be targeted by non-adjacent opposing characters.

Secondly, he has 5 clicks each with a different support power that you can push to. You start with Prob. If you need Outwit instead just push once. If you need Perplex instead that’s just one more push away. You get the idea. Finally, his Trait is what’s getting everyone excited “POOF!: The Wizard can use Shape Change. When he uses Shape Change and succeeds, you may place him within 4 squares and in the square he previously occupied immediately place a Tiger bystander.” Sure you might not roll Shape Change successfully in the average game, but everyone seems to have stories where their rolls went well and this guy made three tigers in a single game [EDITOR’S NOTE: Yup. That happened to me.]. That’s an insane amount of value coming from a 50 point character.

7. WF046 Klarion the Witch-Boy – He’s similar to AVAS051 Red Wolf in that he can put a secondary attacker into play as a free action, but where Redwolf is a close combat attacker, Klarion is a ranged support piece. Klarion is better than Red Wolf because of his ability to help your other pieces while still remaining moderately dangerous himself. He has Stealth plus Energy Shield/Deflection to keep him safe and Sidestep with Psychic Blast for offense. The fact that Teekl comes into play as a free action means that you can Phase across the board, drop Teekl and have him Charge an opposing character all in the same turn.

KC SUpes

6. WF061 Superman -In terms of raw stats you won’t find a superior character for under his cost. From his first click to his last, he is really dangerous. He’s been criticized for his lack of Hypersonic Speed, but as far as I am concerned that’s just means you will have to put a little planning into playing him. Whether that’s just some TK (FL007 S.T.A.R. Labs Technician) or going to resources (AVXR100 The Phoenix Force), the lack of Hypersonic Speed is not that hard to compensate for. Something additional to keep in mind is that his defense is better than it first appears. The trait that all the Chases share is “WE WILL MAKE THINGS RIGHT AGAIN: Superman’s combat values can only be modified by powers or abilities from characters with Kingdom Come team ability symbol. Superman’s powers and abilities can only be countered by powers or abilities from characters with Kingdom Come team ability symbol.” Among other things that means his defense can’t be reduced and his defensive abilities can’t be countered so the opponent will have to get through all those damage reducers the hard way. Then there is the new KC team ability. It grants an additional use of Super Senses against ranged attacks and since it’s a Team Ability it might be the one thing that Nick Fury’s Watcher Eyes can’t bypass.

[EDITOR’S NOTE: Although Prime Peggy Carter’s normal eyes can, since she knows her worth, and anyone else’s opinion doesn’t matter.]

KC SHAZ

5. WF065 Shazam! – Now here’s a piece that isn’t lacking in Hypersonic Speed or a high speed value in general. In fact with his 15 speed value in the Modern Age the only piece under 1000 points that is faster is KC Flash. He shares the WE WILL MAKE THINGS RIGHT AGAIN trait and KC team ability with Superman and the rest of the Chases in the set. He starts with Hypersonic Speed and Super Strength on offense along with Invincible and Shape Change on defense. His Attack Value never goes below 11 and he has some surprise Running Shot/Pulse Wave clicks at the end. The thing that really puts him over the top for me however is the Calculator TA. He already has the Mystical and Metropolis keywords, so it should not be too hard to find some good TAs for him to copy.

Bat SUpes Duo

4. WF060R World’s Finest – I chose the 75 point version of this character to put on this list because with Duo Attack, this is the hardest hitting 75 point character we’ve ever seen. It unfortunately has quite possibly the short 75 point dial we’ve ever seen, but with Combat Reflexes for close combat protection and the Batman TA for ranged protection World’s Finest should stay top dial for quite a while. Even at 75 they retain their trait: “WORLD’S FINEST TEAM: World’s Finest’s power and abilities can’t be countered and their combat values can’t be decreased.” The ability to straight up stop Outwit like that has never been seen at the 75 point level. Finally the combination of the Superman TA, their native 4 Damage Value and Duo Attack means that if they can get within 7 of Nick Fury they could potentially knock him out if both attacks hit.

KC GL

3. WF064R Green Lantern – This is the second best Tower Mode KC chase in the set. He has 9 Range, Barrier, and Perplex for just 30 points. At that point level if he is able to use barrier to give your team a breather for a turn then he is an incredible value for his points. On the minus side with barrier on his 18 Defense he is the easiest of the Tower Mode Chases to KO. On the plus side his Perplex is literally the only Perplex you could use to target any of the KC Chases.

2. WF041 Mary Marvel – This set’s best attacker, Primary or otherwise, and the only character I believe to be a real threat to Nick Fury. If she can attack him with Hypersonic Speed before he can attack her, then he’s in a world of trouble. She will have a Probability Control she can use to help herself hit and his Probability Control won’t be able to touch her due to her Trait: “SUPREMELY UNCORRUPTABLE: Opposing characters of an equal or lower point value can’t target Mary Marvel with Outwit, Perplex, or Probability Control.” And if she hits with an ultra heavy object then that’s enough damage to KO him outright. Her values and powers do start to go down quickly past her first click, but she still has a viable way to get right back into the game. She has a white power on her 7th click that states, “SHAZAM!: The first time this power is revealed due to damage from an opponent’s attack, stop turning the dial. Mary Marvel can use Regeneration. When she does, don’t decrease the result by 2. This power can’t be ignored.” If you roll a 6 on the Regeneration roll then you will be right back to your top dial.

Spectre 2

1.WF066R Spectre – This is the figure in the set that I predict with eventually see the most play. He has Energy Shield deflection and Probability Control that along with his 18 Defense and KC team ability make him exceptionally difficult for even a primary attacker to KO him from range. He also has the Mystics TA that he can share with wildcards (like shazam) and it will guarantee that if anyone does KO him they will take Mystics damage back. The truly overpowering thing about him is his 12 Range combined with his special power, ” I SET THIS WORLD ON A DIFFERENT PATH: Spectre can use Probability Control to target a character regardless of line of fire.” Boards are 24 spaces long. This means that you can place him 10 rows out from your starting area and he can use Probability Control anywhere on the board except the opposing starting area. Your opponent won’t really be able to do anything about it either because the difficultly KOing this piece from range. For 35 points he’s like a half price Mr. Mxyzptlk with the added bonus of having good keywords.

For additional fun try possessing him with Parallax to use the special power, “GRIP OF FEAR: Opposing characters can’t ignore pushing damage.” Not bad for 60 points.

Okay! There ya go! See you next time with some special Build articles to help you make use of all these new tools in your toolbox!

The Finest Set Preview in the World!! (Or, a Brief Look at What We Know About World’s Finest!)

Bats Supes

Okay! We’re just one day away from the next set (pre-)release, so it’s about time we round up all the rumor mills and discuss what we actually know about the next Clix release: World’s Finest!

Thanks to the intrepid sleuths at HCRealms.com’s Upcoming Sets and Rumors Forum along with the always-welcome Scott Porter unboxing videos (the chain for World’s Finest starts here) and the follow-up ComicBook.com unboxing video, we now know quite a bit, actually.

The entire set list has pretty much been spoiled at this point, and it seems like a pretty good roster. As more of a Marvel fan than a DC fan, I was pleasantly surprised at how many of these figures I really want. When one considers that the set immediately preceding this one (Superman/Wonder Woman) had a very similar primary theme (but sets are heavy on Supes), and that the DC set immediately before that, Trinity War, had a similar primary theme (Justice League characters) AND pretty much the exact same sub-theme (DC’s mystical characters), I wasn’t able to muster up much enthusiasm when this set was announced.

Now, the Doom Patrol and Metal Men characters only mildly interest me, but there’s some deep-cut characters that the game has never attempted to adapt before (Zantanna’s dad Zatara–a Rare in this new set–comes instantly to mind) that I can’t wait to get my hands on. And we’ve needed a new Desaad for a looooong time; I just never thought this would be the set where he’d make an appearance.

From a production standpoint, the designers brought back the oversized Giant type of figures (Elasti-Girl is one such piece) that we saw so many of in Superman and the Legion of Super Heroes. And they made a great choice for the Chase figure theme–Kingdom Come, which is one of my favorite DC stories of all time.

(So if you got caught up in that FaceBook hoax from a few weeks ago, never fear–you’re about to get the real thing!)

Yup–we’re getting Kingdom Come Batman, KC Superman, KC Green Lantern, KC Wonder Woman, KC Shazam and KC Spectre! If KC Spectre is also a Giant-sized figure (like his 2 War of Light versions), I’ll be a happy camper indeed. And it seems like all the Chases have a 25-Point dial that has the potential to give you access to half that character’s dial… for just 25 Points!

And we’re also getting a Super Rare Prime KC Harlequin, it looks like. If you’re trying to collect all of the KC figures that WizKids has made, like I am, that SR Harlequin is going to be a tough piece to find.

Well, that’s all we have today! Come back next time for our full Top Ten Set Reviews!!