White Lanterns vs Orange Lanterns
Meta Fix, being lazy in Heroclix and doing the minimum amount of effort to get the maximum results.
This week Amber goes over all the different Marvel Team Abilities
Justice League Dark is all over these previews, and it’s starting to get a little blue.
Even though this version of Blue Devil is definitely of the redesign featured in the Nu52 he’s very reminiscent of the first time we ever saw him in Collateral Damage. He’s got his staff out and in a good fighting stance that makes him look ready for whatever gets thrown at him. The last time we saw him he was perched on top of one of those hideous flight stands and though he doesn’t fly this time around it reminds me of just how happy I am that those stands are gone.
Blue Devil is 135pts for 7 clicks of health, 6 Range with two Targets, the Mystics Team Ability and the named keywords Justice League Dark and Shadowpact with the generic keywords Monster and Mystical. He has two traits, Demon Hunter and Supernatural Exorcism. The first trait allows adjacent friendly characters and friendly characters with the Justice League Dark keyword to ignore the Mystics Team Ability. This allows Blue Devil to ignore it as well as he is considered friendly to himself and is a character that has the JLD keyword. His second trait is Blue Devil’s biggest draw. When an opposing character is damaged by Blue Devil and a “Stop Click” is revealed, after actions resolve deal that character 2 unavoidable damage. The most important things to keep in mind is that this works each time Blue Devil damages a character and their stop click is revealed. This doesn’t have to come from an attack, which means this will activate with both Poison (should he gain it somehow) and his Mystics Team Ability. The other thing to keep in mind is that there has to have been an action to resolve for the 2 unavoidable to be dealt. This means that his power isn’t going to go off again if another Stop Click is revealed after the unavoidable damage is dealt – so he won’t be one shotting Sodom Yat (trust me, I checked)
On the top of his dial Blue Devil has 9 Movement with Running Shot, 11 Attack with Hellfire, 17 Defense with Invulnerable and 3 Damage. The Hellfire ability allows him to use Penetrating/Psychic Blast and Energy Explosion, and yes, these two powers do work in conjunction with each other to make for a deadly combo (Penetrating Splash Damage anyone?) As his dial turns his stats stay decent with the biggest drop being in his Movement as he ends his dial at a 7. His attack only goes as far as 9 but his Defense goes as low as 15 (though with Energy Shield/Deflection that is a potential 17) and his Damage drops to a 2 but stays steady. His second click is much like his first though his Invulnerability turns to Toughness. The next three clicks sees his Running Shot turn to Leap/Climb and his Hellfire to Super Strength. He keeps his Toughness and gains Probability Control. His final two clicks he regains Running Shot and Hellfire while picking up Energy Shield/Deflection.
Overall he makes for a good Secondary Attacker or possibly a Primary one depending on the format. He’s great on a Justice League Dark theme team though can fit well into a Monster or Mystical team. His biggest impact on the Meta game may just be his existence, a throw back to Jason’s recent Meta Lab episode where he spoke about how a character’s mere existence can alter the Meta. He may become a go to piece in a Meta game prevalent with Kyle Rayners.
Primes, primes and more primes. Earth’s Mightiest Prime. Today we’re taking a look at Shazam! And Freddy Freeman, the Rare Prime set from the upcoming Trinity War set.
As far as Captain Marvel sculpts go this one is definitely one of the better looking ones. There have been some bad ones in the past. Using his Nu52 costume Billy’s got his hood up and his cape billowing out. There’s a streak of lightening as if he just called upon the power of the Wizard Shazam. The weird thing about this sculpt is that the lightening seems to be under his cape. I’m sure it was just easier for design purposes to have it be a part of his legs and back but then to put his cape on separately afterward makes for a strange appearance.
Shazam! comes in at 183pts for 8 clicks of health with the Wing Symbol, 3 Range, the Mystics Team ability and the named Fawcett City Keyword along with the generic Mystical keyword. He has a singular trait, Pure of Heart, which allows him to use Defend. This is an interesting choice of design considering for the majority of his dial he only has a 17 Defense which seems to just be the standard now. Granted his Defense never dips below 17 once he’s activated which might make that Defend more useful late game than it will be early on.
At the top of his dial Shazam! has what is often referred to as an activation click. Which usually results in small stats with little to no powers. Shazam!’s activation click has a 7 Movement with Neutralized/Earthbound – which keeps him from using his Wing Symbol – 8 Attack with A Gift from the Wizard for My Friends, 15 Defense with Combat Reflexes and 1 Damage with Outwit. The most intriguing part of this click is that Special Attack Power. Give Shazam! A free action and choose one adjacent friendly character. Deal Shazam! 1 unavoidable damage and modify that friendly character’s combat values until your next turn even if this power is lost (which it will be) What makes this so interesting is that it gets Shazam! off his activation click with a simple free action instead of two non free actions (pushing) while also giving a boost to one of your other characters. There’s no real downside to it, except perhaps for the fact that Shazam! Is one click closer to a KO.
On his second click we see a much stronger dial and power set, what is to be expected from a character like this. He has 12 Movement with Charge, 11 Attack with Quake, 17 Defense with Impervious and 4 Damage with Probability Control. After this one really impressive click he seems to lose all his mojo and his stats drop to average levels. His Movement plummets to an 8, with a small boost to a 9 at one point and finishes off with a 7. His Attack drops to a 10 with two random clicks of 9. His Defense stays somewhat steady at a 17 with some random clicks of 18 thrown in there. The only thing constant about his dial is that his Damage stays at 3 for the rest of his dial though again that’s really just become the average these days.
His power sets are only slightly more impressive than his stats which isn’t saying much. On click three Charge is replaced with Shazam!, a Special Power that gives him Flurry, Side Step and the Quintessence Team Ability. While it’s nice to get Quintessence to make up for his noticeable lack of Indomitable it’s paired with a set of powers that just don’t seem worthy of the title Earth’s Mightiest Mortal. With this he has Super Strength and keeps the Impervious and Probability Control. On the next click he keeps his Special Movement Power and switches back to Quake, Impervious becomes Invincible and Probability Control becomes Perplex. Next we see Charge return, paired with Super Strength and more Invincible and Perplex. His Special Movement Power returns paired with Super Strength but his Invincible drops to Invulnerable and we see a return of Outwit. This power set continues on with Super Strength switching to Quake once again. His final click has Charge (with a lacking 7 Movement) Regeneration and Probability Control. At least this can give you two chances to try and heal him back up.
Overall this dial comes across as lacking. He’s pretty hefty on the points for such low stats and the absence of any Justice League related keywords keeps him from getting any help from his friends (who seem to be really big on exclusive team building in this set) Between an activation click, a trait that doesn’t come across as useful, mediocre (at best) stats, unreliable and sometimes confusing powers (not a single click of Hypersonic Speed?) Billy’s falling flat on his face. I understand that this is the rebooted Shazam! (not even Captain Marvel anymore) that’s still learning to wield the powers of the Wizard but when you know his history, when you know that he got folded into the DC world after a lawsuit claiming he was a copyright infringement on Superman, it’s hard to look at this dial and be impressed or even satisfied. It’s hard to say until I see him play, just where he’ll fit in.
Next up we have the B version of this Prime set, Captain Marvel Jr. or as he’s known here, Freddy Freeman.
It’s almost a shame that the second time we get to see Freddy he’s the same sculpt as Shazam! But even then he’s looking much better than he did in Crisis. For the purposes of this Prime set the only difference is the paint job, putting Freddy in his traditional blue instead of Billy’s red. The pose and sculpt much like the a version is great looking but I’m still weirded out by the fact that the lightening bolt is in between him and his cape.
Unlike the other two Prime Sets we’ve reviewed for this set Freddy is actually less points than his a version. He comes in at 112pts for 6 clicks of health with the Wing Symbol, Indomitable, the named Fawcett City, Outsiders, Teen Titans and Young Justice keywords and the generic Mystical Keyword. He may be less points and slightly less health but when I think of a rookie Captain Marvel, a dial like this is definitely what comes to mind.
On his top click Freddy has 11 Movement with Hypersonic Speed, 11 Attack with Super Strength, 18 Defense with Impervious and 4 Damage. As his dial moves his stats lower but not to unreasonable levels, his Movement goes down to an 8 but at the end of his dial that’s not that much of a hindrance, his Attack never dips below a 10, his Defense never drops below 17 and his Damage only has two clicks of 2, yet at a time where his damage value doesn’t matter as much. For his following two clicks he has Charge instead of Hypersonic Speed paired with Super Strength, invulnerable and he gains Exploit Weakness. On his last three clicks he gets Hypersonic Speed back, gains Call the Lightening and trades Invulnerable for Toughness. His Special Attack power however is what’s going to make all the difference. This allows him to use Pulse Wave as if he has a Range of 9 (which basically becomes an Area of Effect of 5) After actions resolve you then heal him of 1 damage for each character hit character. Pulse Wave is already a devastating power but a Pulse Wave that heals you? That’s just epic, especially considering that he can easily get back up to his top click while using it.
Overall this is a nice piece, he’s low enough on the points to fit him into a lot of teams while being able to use him as a good primary or secondary attacker. He has a good splattering of keywords that can fit him into a fair amount of teams. He can’t be relied on for a sealed (only because of the chances of pulling him are fairly low) but he’ll be a good constructed piece. His appearance in the Meta game may very well depend on how well that Special Attack power performs for him.
We’re back with more Trinity War previews and this time around we have an invasion from Earth 3.
As far as evil butlers go this sculpt of Alfred is pretty on par. He may not be holding a serving tray this time around but he’s still imposing enough to make you feel like this is a guy you shouldn’t be messing with. Also this is a man in a purple suit, no one messes with a man in a purple suit. Pimp Alfred FTW.
The Outsider comes in at 66pts for 5 clicks of health with 3 Range, both the Crime Syndicate and the Calculator Team Ability, and the named Crime Syndicate and Secret Society of Super Villains keywords. His singular trait, A Different Kind of Butler, allows The Outsider to take one unavoidable damage instead of a friendly character taking an action token for the use of Probability Control. This will work with both the Crime Syndicate Team Ability and Theme Team Probability Control. Not to mention if you come up against Pandora from the Convention Exclusive Trinity of Sin Team Base. This can help turn Outsider’s dial to reveal his Special Attack Power.
His stats are mediocre at best but if The Outsider is doing your attacking you’ve probably got bigger problems to worry about. Starting out he’s got Stealth with an 8 Movement, Smoke Cloud with a 9 Attack, Willpower with a 16 Defense and Outwit with 2 Damage. This power set is the same on the following click. This keeps him away from the battle, throwing up some Smoke Cloud’s to help your other characters while keeping himself free of pushing damage. He’s not amazing for his Outwit, given that he’ll be using the minimum 6 Range for the power but it could still come in handy if someone shows up in your face.
On click 3 we see his powers change. Stealth becomes Phasing/Teleport, Smoke Cloud becomes Dimensional Portal, Willpower becomes Energy Shield/Deflection and Outwit becomes Support. Dimensional Portal allows you to give The Outsider a power action to place 2 friendly characters that share a keyword with him into squares adjacent to him and then use Smoke Cloud as a free action. These friendly characters won’t be able to be given a Non Free Actions until your next turn. Now that’s not to say they couldn’t have been given a Non Free Action already. They also can be anywhere on the map before pulling them back to you. Might be a good way to smash face and then get the hell out of dodge.
He keeps this power set for another click until you get to his final click where he regains Stealth, maintains his Dimensional Portal and gains Regeneration to give you a chance to do it all over again. Keep in mind that a maximum Regen roll will bring The Outsider back to his top click.
Overall he’s a very nice Support Piece that helps from far away. He soaks up any Prob action tokens you might have been taking and isn’t really afraid to take that unavoidable damage given that his powers just get better. He’ll likely become a target given what he can do but he’s also not the kind of guy you want to throw into the fight to begin with. The only downside is the fact that his Dimensional Portal has to be characters that share a keyword with him but there are enough tricky ways to acquire keywords out there if need be.
Now we turn to the Prime version, who though not an evil version of Alfred Pennyworth is still named the Outsider.
As is customary the b version of a prime set is the same sculpt with either a change in colour or limb. In Michael’s case, he’s both. His suit is now white and he has a different head than Alfred did. He’s still got that don’t mess with me pose and vibe. A man in a white suit is much more dangerous than one in a purple suit, he’s more likely to have many scary men on his payroll to do the dirty work for him. Unlike Alfred who comes from the Nu52’s version of the Crime Syndicate in Trinity War, this Outsider hails from the Flashpoint storyline (that created the Nu52 universe in the first place).
The b version on this prime comes in at 117pts for 6 clicks of health with the Hypertime Team Ability, 5 Range, Indomitable, Improved Movement: Ignore Hindering, and the named keyword Flashpoint and the generic keyword Ruler. His first trait Sinkhole, is twofold. At the beginning of the game you may reduce all elevation levels by 1, with none going lower than 1 – so basically you can flatten all the buildings on the map (or bring an elevation 3 down to a 2, 4 down to a 3 and so on and so forth) It also allows him to use Quake and if he has two action tokens he can use it as a free action. This can be a very potent trait and can help eliminate some of the disadvantages of losing map choice.
His second trait, Indian Empire of Crime is just awesome. He ignores other character’s Shape Change (take that Star Sapphires) damage he deals can’t be transferred (no Mastermind for you) and he can’t be targeted by opposing characters’ outwit unless they are adjacent to him.
His stats are actually pretty average for clicks these days and don’t drop too drastically as his Dial turns. At the top of his dial he has 10 Movement with Charge, 11 Attack with Super Strength, 17 Defense with Impervious and 3 Damage with I’m Not One of You and I Don’t Belong Here. This Special Damage Power allows him to use Side Step while adjacent to an opposing character and can break away for free. This works nicely with his trait that keeps opponents from Outwitting him unless adjacent.
This power set is present for the next click and is followed by two clicks of Flurry, Precision Strike, Toughness and Outwit. The next click he keeps the Flurry and Precision Strike (which is a very nice combo) but loses toughness and that outwit returns to his Special Damage Power. His final click, Charge and Super Strength return and we see Probability Control for the first time.
Overall he’s definitely more of an attacker than his A version. It’s actually rather nice that none of his powers are dependent on keywords and he’s just as strong regardless of the team you put him on. Being able to level elevation is also a nice touch when you don’t care to put him on a theme team. There’s nothing that at the moment screams Meta but he’ll definitely make for a good close combat attacker.
Round 2 of the War of Light tournament has begun
Green Lanterns vs. Orange Lanterns