You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Update 9/10- Starro 'Slaves' posted!
As of today, All dials are posted, minor additions/corrections due to set errours are still being made but you guys have done it! Great job! Thanks to everyone who helped put this together! Give each other a round of applause.
Character names that are underlined have links to pictures of the character. Note that picture quality varies and that some links are going to galleries with pics of more than one figure (until someone can get me a pic of the individual figure.
This list is being continuously updated as new dials come in! Check back regularly, we’ll try to keep up as fast as they are posted (in various other threads)!
Woot!
If you see any mistakes or discrepancies, please PM a moderator to let us know!
#001 V Batman
Team: Batman Ally
Range: 6 /
Points: 75
Keywords: Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders
8
11
17
3
7
10
16
2
7
9
16
1
7
8
15
1
6
10
15
2
6
10
15
2
6
11
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Out of the Shadows: Once per turn, when Batman occupies hindering terrain and is given any action that is not a free action, before the action you may place Batman in any square of hindering terrain6 or fewer squares away to which he has a clear line of fire.
#002 R Aquaman
Team: No Affiliation
Range: 0 /
Points: 68
Keywords: (No Keywords)
8
9
16
3
8
9
16
3
6
8
15
2
6
8
15
2
6
7
15
2
6
7
15
3
6
7
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Defense - Parry: When hit by a close combat attack, Aquaman may use Super Senses.
Damage - Telepathic Communication: Aquaman can use Perplex but can target only characters with the Aquatic or Aquatic-Transporter speed symbol; he can't target himself. When Aquaman uses Perplex to target friendly characters, he can target all friendly characters with the Aquatic or Aquatic-Transport speed symbol within 10 squares to which he has a clear line of fire.
#003 E Creeper
Team: No Affiliation
Range: 0 /
Points: 45
Keywords: Reporter
9
9
16
2
9
9
16
2
8
9
16
2
8
8
15
2
8
8
14
2
7
7
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#004 E Firehawk
Team: No Affiliation
Points: 63
Range: 6 /
Keywords: Politician
#007 R Icicle
Team: Injustice League
Range: 6 //
Points: 72
Keywords: Injustice Society
8
9
17
2
8
8
16
2
7
8
16
2
7
8
15
1
6
7
15
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Defense - Copcicles: Icicle can use Barrier. When three or more barrier terrain markers placed by Icicle using Barrier are adjacent to a target opposing character with zero or one action token, given that target an action token. Damage - Not a Nice Guy: Icicle can use Mastermind.
#008 V Lex Luthor
Rarity: Common
Team: Calculator
Range: 8 /
Points: 161
Keywords: Injustice Gang, Injustice League, Legion of Doom, Metropolis, Politician, Scientist, Secret Six
8
11
16
3
10
10
18
2
10
10
17
2
9
10
17
2
8
9
16
2
8
9
16
2
9
9
15
4
10
9
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Defense - Ruthless: Lex Luthor can use Mastermind, but can treat any friendly character 4 or fewer squares away to which he has a clear line of fire as if it were adjacent.
Damage - Everything Has a Price: Lex Luthor can use Perplex. When he modifies the combat value of a target friendly character, roll a d6; on a result of a 1, deal the target 1 unavoidable damage at the end of the turn.
#009 U The Joker
Team: No Affiliation
Range: 10 /
Points: 199
Keywords: Ruler
10
9
17
4
10
10
17
3
9
9
18
3
8
12
19
3
8
11
17
3
7
10
17
3
7
9
16
2
6
7
15
2
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Embiggen: The Joker has the Giant symbol
Unpredictable Omnipotence: Before The Joker makes an attack roll, you may choose to declare a number from 1-6. If you do, and the attack hits, and the declared number comes up on either attack die, increase the damage dealt by 2 (maximum 2). If the declared number comes up on both dice, deal The Joker 2 unpreventable damage after the attack resolves.
Joker Makes the Rules: The Joker can use Outwit. When the Joker uses Outwit, he can use it normally or choose to counter all powers of a target character within 4 squares.
#010 R Bulleteer
Team: No Affiliation
Range: 0 /
Points: 69
Keywords: Seven Soldiers
8
9
17
2
8
8
17
2
8
8
16
2
7
8
15
2
7
7
17
2
6
7
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#011 E Black Canary
Team: JLA
Range: 4 /
Points: 50
Keywords: Birds of Prey, Justice League, Justice League International, Justice League of America, Justice Society, Martial Artist, Star City
8
10
16
2
8
9
16
1
7
9
16
1
7
9
15
1
7
8
16
2
7
8
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Canary Cry: Black Canary can use Energy Explosion and Incapacitate
#012 R Crimson Fox
Team: JLA
Range: 0 /
Points: 44
Keywords: Global Guardians, Justice League Europe
8
9
16
2
8
9
16
2
7
9
15
2
7
8
15
1
7
8
14
1
8
8
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#013 E Dr. Light
Team: JLA
Range: 8 /
Points: 67
Keywords: Justice League Europe, Scientist
8
8
17
1
8
9
17
1
8
9
16
1
7
8
15
1
7
7
15
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#014 E Green Arrow
Team: JLA
Range: 10 /
Points: 70
Keywords: Justice League, Martial Artist, Star City
8
10
17
3
8
11
17
2
7
10
16
2
7
9
16
2
7
9
15
2
6
8
15
3
6
8
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Fusillade: Give Green Arrow a power action. He makes two separate ranged combat attacks as free actions (make two separate attack rolls against two different target opposing characters). Resolve the first attack before making the second; if he loses Fusillade before making the second attack, he can't make the second attack.
#015 E Gypsy
Team: JLA
Range: 0 /
Points: 44
Keywords: Birds of Prey, Conglomerate, Justice League of America, Justice League Task Force
7
9
17
2
7
9
17
2
6
8
16
2
6
8
17
1
5
8
18
1
5
7
19
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#016 R Bouncing Boy
Team: Legion of Super-Heroes
Range: 0 /
Points: 50
Keywords: Future, Legion, Teen
8
9
16
2
10
8
16
2
11
8
15
2
10
7
15
1
8
7
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Ricochet: Once per turn, if Bouncing Boy KOs an opposing character or hits an opposing character with a critical hit, after the attack resolves he can break away automatically, immediately move up to his full speed value, and make one close combat attack against a different opposing character as a free action.
Attack - Attack Drain: Give Parasite a power action. As a free action he can use any standard or named attack power possessed by an opposing character 4 or fewer spaces away to which he has a clear line of fire; he has a range value of 6 for purposes of using the attack power. Parasite can use the power until he loses Attack Drain, Attack Drain is countered, or he uses Attack Drain to use a different power. After the resolution of an action in which Parasite uses a power via Attack Drain, roll 2d6. On a result of 2-5, deal Parasite 1 penetrating Damage.
Defense - Defense Drain: When Parasite is given a Power Action, as a free action he can use any standard or named defense power possessed by an opposing character 4 spaces or fewer away to which he has a clear line of fire. Parasite can use the power until he loses Defense Drain, Defense Drain is countered, or he uses Defense Drain to use a different power. After the resolution of an action in which Parasite uses a power via Defense Drain, roll 2d6. On a result of 2-5, deal Parasite 1 penetrating Damage.
Damage - Brain Drain: If an opposing character 4 spaces or fewer away to which Parasite has a clear line of fire has an action token, Parasite can use Perplex, but he can modify only his own combat values.
#018 R Firestorm
Team: No Affiliation
Range: 8 //
Points: 91
Keywords: Scientist, Teen
10
8
16
3
9
9
17
3
9
9
17
2
8
8
16
2
8
8
15
2
8
7
14
2
7
7
13
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Matter-Energy Transmutation: When Firestorm makes a ranged combat attack targeting an object, instead of dealing damage normally he can deal no damage and choose one of the following two options: (1) Replace a Special or Heavy standard object witha light or heavy standard object from outside the game, or (1) replace a heavy standard object with a light standard object from outside the game and bring in a new light standard object from outside the game and place it in a square adjacent to the target object.
#019 E Merlyn
Team: IL
Range: 10 /
Points: 55
Keywords: League of Assassins
8
10
17
2
8
10
16
2
7
9
15
2
7
8
16
2
6
8
17
2
6
8
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Assassin's Training: Merlyn can use Perplex, but can target only himself and modify only his attack, damage, or range value.
#020 E Black Hand
Team: No Affiliation
Range: 6 /
Points:48
Keywords: (No Keywords)
8
9
16
2
7
9
16
2
7
8
16
2
7
8
15
2
6
8
15
2
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#021 E King Shark
Team: Suicide Squad
Range: 0 /
Points: 100
Keywords: Animal, Monster, Suicide Squad
8
9
18
3
8
9
17
3
8
9
16
2
6
8
16
2
6
8
15
2
6
8
15
2
5
7
14
2
5
6
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#022 V Professor Ivo
Team: No Affiliation
Range: 0 /
Points: 59
Keywords: Mutant, Scientist
7
9
16
2
6
8
16
2
6
8
15
2
5
7
14
1
4
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#023 R Toyman
Rarity: Uncommon
Team: Calculator
Range: 8 /
Points: 50
Keywords: Legion of Doom, Metropolis, Superman Revenge Squad
8
8
17
2
8
8
16
2
7
8
15
1
7
8
15
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#024 V Chronos
Team: Injustice League
Range: 6 /
Points: 77
Keywords: Future, Injustice Gang, Injustice League, Past, Secret Society of Super Villains
9
9
16
2
8
9
16
2
8
9
15
2
7
8
14
1
7
8
15
1
7
7
16
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Timeline Manipulation: Chronos can use Probability Control, but only when he is the character for whom the original roll was made, or when he is the target of an attack.
#025 E Dr. Alchemy
Team: Injustice League
Range: 6 /
Points: 62
Keywords: Mystical, Rogues, Scientist
8
9
17
2
8
8
17
2
7
10
16
2
7
9
16
2
7
8
15
2
6
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#026 V Captain Boomerang
Team: Calculator
Range: 8 /
Points: 78
Keywords: Rogue, Secret Society of Super Villains, Suicide Squad
8
10
16
2
8
9
16
2
7
9
17
2
7
9
17
2
7
9
16
2
6
8
15
2
6
8
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Boomerang: Give Captain Boomerang a Power Action and make a Ranged Combat Attack against a target opposing character. If the attack succeeds and the result of the attack rolls is doubles, after the resolution of the attack Captain Boomerang can immediately make a second Ranged Combat Attack against a different target opposing character as if he occupied the square occupied by the first target. If he loses Boomerang before making the second attack, he can't make the second attack.
#027 U The Flash
Team: JLA
Range: 0 /
Points: 114
Keywords: Central City, Justice League Europe, JLA, Teen Titans
14
10
19
2
13
10
18
2
13
9
17
2
12
9
16
2
11
8
16
2
10
8
16
2
9
7
17
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Vibration: Flash can use HSS and Phasing/Teleport.
#028 E Zatanna
Team: JLA
Range: 8 /
Points: 72
Keywords: Celebrity, Justice League, Justice League of America, Mystical, Sentinels of Magic, Seven Soldiers
#034 R August General in Iron
Team: No Affiliation
Range: 0 /
Points: 100
Keywords: Great Ten, Soldier
8
10
18
3
8
9
17
3
8
9
16
3
7
8
17
2
7
8
16
2
7
9
16
3
6
8
15
3
6
7
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#035 U Deadman
Team: Mystics
Range: 0 /
Points: 119
Keywords: Mystical, Sentinels of Magic, Seven Soldiers
8
10
18
0
7
10
18
0
7
9
17
0
7
9
17
0
6
9
17
0
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Possession: Give this character a power action and make a close combat or ranged combat attack (as if it has a range value of 4) against an opposing target character as a free action. A successful attack deals no damage. Instead, remove this character from the battlefield and place it on its character card; the target is possessed, becomes friendly to your force and opposing to its owner's force, and any of the target's canceled powers return.
After the resolution of any action given to the target, you can release the target. Remove all action tokens from the target and place this character in any unoccupied square within 4 squares to which the target has a clear line of fire. The target becomes friendly to its owner's force and opposing to your force.
If the target is possessed at the end of your turn, roll a d6 and add 1 to the result for each 100 points (or fraction thereof) of the target's point value. If the result is 6 or more, the target is released. If the result is 5 or less, deal this character 1 unavoidable damage.
Each time the possessed target takes damage, deal this character 1 unavoidable damage after the action is resolved. Any effect that can counter the target's powers ca counter this character's Possession. If this character is eliminated or Possession is countered or canceled, the target is immediately released. This character and possessed characters can't be targeted by Mind Control or Possession.
#036 U Granny Goodness
Team: Superman Enemy
Range: 0 /
Points: 158
Keywords: Apokalips, Female Furies, New Gods, Warrior
8
10
17
3
6
10
16
3
7
9
16
3
7
9
15
3
6
8
15
3
6
11
15
2
6
10
14
2
5
9
13
2
5
8
13
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Disciplinary Motivation: At the end of your turn, if Granny Goodness is adjacent to a target friendly character that has one or more action tokens, you can roll a d6. On a result of 3-6, deal the target 1 unavoidable damage for each token and remove the tokens, on a 1 or 2, deal the target 2 unavoidable damage for each token and remove the tokens. This ability can only be used once per turn.
#038 U Batman and Robin
Team: Batman Ally
Range: 6 //
Points: 138
Keywords: Detective, Gotham City, Martial Artist
9
10
17
3
9
11
16
3
9
11
17
2
8
11
16
2
8
10
17
2
8
9
16
2
7
9
15
2
7
9
15
2
7
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#039 R Batzarro
Team: Batman Enemy
Range: 6 /
Points: 69
Keywords: Detective
8
10
16
2
7
9
15
2
6
8
14
2
6
8
14
2
7
9
15
2
8
10
16
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Useless Belt: Batzarro may use Perplex, but he can only modify combat values by -1.
#040 E Hector Hammond
Team: No Affiliation
Range: 8 /
Points: 88
Keywords: Psychic
4
9
16
2
3
9
16
2
3
10
15
2
3
10
15
2
2
10
14
2
1
9
13
1
0
8
12
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Psychic Powers: Hector Hammond can use Psychic Blast and Telekinesis.
#041 U Mr. Mxyzptlk
Team: Superman Enemy
Range: 6 /
Points: 107
Keywords: (No Keywords)
8
8
18
1
9
8
18
1
10
8
17
1
11
7
17
1
11
7
17
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - KLTPZYXM! : Mr Mxyzptlk can use Phasing/Teleport. When he does, roll a d6 before moving him. On a result of 1, deal Mr. Mxyzptlk 1 unavoidable damage, place him in an unoccupied square in his starting area, and then move him normally
Attack - Object Animation: Give Mr. Mxyzptlk a power action and roll a d6 for each opposing character that has zero or one action token, that is in a square 4 or fewer squares away to which Mr. Mxyzptlk has a clear line of fire, and that is carrying an object or adjacent to or occupies either a square of hindering terrain or a square that has an object. On a result of 3-6 give the character an action token.
#043 V Dr. Polaris
Team: No Affiliation
Range: 10 /
Points: 111
Keywords: Scientist
10
10
17
3
9
10
17
2
9
9
16
2
8
9
16
3
8
8
15
2
6
8
14
2
6
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#044 V Major Disaster
Team: IL
Range: 6 /
Points: 59
Keywords: Injustice League, JLA, Justice League Antarctica, Justice League Elite, Suicide Squad
8
9
17
3
7
9
16
3
7
8
16
2
7
8
15
2
6
7
15
2
6
7
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#045 R Aztek
Team: No Affiliation
Range: 8 /
Points: 127
Keywords: JLA
10
10
17
3
10
10
18
3
8
9
17
3
8
9
16
2
8
8
15
2
7
8
14
2
7
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - The Ultimate Man: Atzek can use Perplex, but he can target only himself.
#046 E Superman
Team: JLA
Range: 10 /
Points: 226
Keywords: Justice League, JLA, Justice League of America, Metropolis, Reporter
10
11
18
3
10
10
18
3
12
10
17
4
10
10
16
4
10
9
16
4
9
9
17
3
9
9
18
3
9
9
19
3
8
8
19
2
8
8
20
2
KO
KO
KO
KO
KO
KO
KO
KO
Defense - Self-Sacrifice: When a friendly character adjacent to Superman would be dealt damage, you can instead choose to have all the damage dealt to Superman as unavoidable damage.
#047 R Hourman
Team: No Affiliation
Range: 6 /
Points: 100
Keywords: JLA, Justice Legion A, Justice Society, Robot
8
9
17
2
8
10
17
3
9
9
17
3
9
8
16
2
8
7
15
2
8
7
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Hour of Power: Hourman can use Probability Control. At the end of a turn in which Hourman uses Hour of Power, roll a d6. On the result of a 1, deal Hourman 1 unavoidable click of damage.
#048 R Dream Girl
Team: Legion of Super-Heroes
Range: 0 /
Points: 50
Keywords: Future, Legion, Psychic, Teen
8
9
16
1
8
9
16
1
7
8
15
1
7
8
15
1
7
7
15
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#049 R Shining Knight
Team: No Affiliation
Range: 0 /
Points: 48
Keywords: Past, Seven Soldiers, Teen, Warrior
9
9
16
2
8
8
16
2
8
8
15
2
8
7
14
2
7
7
14
1
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
#050 U Power Ring
Team: CSA
Range: 8 /
Points: 90
Keywords: Crime Syndicate, Mystical
8
9
15
1
7
9
15
2
7
8
15
2
7
8
14
1
8
7
15
2
9
7
16
1
10
6
17
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Curse of Volthoom: Power Ring can use Perplex. When he uses Perplex, roll 2d6; on a result of 2-4 immediately deal Power Ring 1 unavoidable damage.
Speed - "Nobody Rides This Hog but the Main Man!" : Lobo can't carry.
Attack - Bounty Hunter: Before the beginning of the first turn of the game, chose an opposing character: lobo modifies his attack value by +2 when attacking that character. when that character is koed or eliminated, immediately chose a different opposing character to be the target of this ability.
#052 U Amazo
Team: No Affiliation
Range: 8 //
Points: 239
Keywords: Robot
8
10
18
4
9
11
18
4
10
11
17
4
10
10
17
3
10
10
17
3
9
9
16
3
9
9
16
3
9
9
16
4
9
8
16
4
8
8
15
4
KO
KO
KO
KO
KO
KO
KO
KO
#053 U Big Barda & Mr. Miracle
Team: Hypertime
Range: 6 /
Points: 151
Keywords: Green Lantern, New Gods, Warrior
9
10
18
3
8
9
17
3
8
9
17
2
7
9
17
1
7
8
16
1
7
8
16
1
6
7
15
3
6
7
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Lantern 796: This character can use Super Strength and TK.
Defense - Miracle Construct: This character can use Barrier. Once per use of Barrier, if a barrier terrain marker is placed adjacent to an opposing character, this character can make a close combat attack against that character as a free action as if they occupied the square by the barrier terrain.
#054 U Doomsday
Team: No Affiliation
Range: 0 /
Points: 261
Keywords: Brute, Monster
8
9
19
5
8
10
18
4
8
11
17
3
7
12
18
3
7
12
18
3
7
11
17
3
6
11
16
3
6
10
16
2
6
10
16
3
6
9
16
4
5
9
17
3
KO
KO
KO
KO
Defense - Unstoppable: Doomsday can use Invulnerability. When you turn Doomsday's combat dial as a result of him taking damage, stop turning the dial when Unstoppable appears in the stat slot.
#055 V Green Lantern
Team: Green Lantern
Range: 8 /
Points: 133
Keywords: Green Lantern, Justice League International, Super Buddies, Warrior
10
10
16
2
10
9
16
3
8
9
16
3
8
8
15
3
8
9
16
2
7
10
17
2
7
8
15
2
6
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - In Your Face: Green Lantern can use Flurry. If both attacks using Flurry target a single opposing character, modify Green Lantern's damage value by +1 for the second attack.
#056 E Time Trapper
Team: None
Range: 8 /
Points: 125
Keywords: Future
8
9
18
3
7
9
17
3
7
10
17
3
7
10
16
2
6
10
16
2
6
9
15
2
6
8
15
2
5
8
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Negate: Time Trapper can use Outwit. When he does, he can use it normally or choose to counter the same power or team ability possessed by all opposing characters to which Time Trapper has a clear line of fire that are 6 or fewer squares away.
#057 E Flash
Rarity: Super Rare
Team: JLA
Range: 0 /
Points: 83
Keywords: Future, Justice Legion A, Scientist
12
10
18
2
14
9
17
2
14
9
16
2
12
8
17
2
10
8
16
2
10
8
16
2
10
7
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Speed Force: Flash can use Charge and Flurry.
#058 V Batman
Team: JLA
Points: 117
Range: 6 /
Keywords: Future, Justice Legion A
8
10
17
3
8
10
17
3
7
10
16
2
7
11
16
2
7
10
15
2
7
9
15
2
6
9
15
2
6
9
14
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Damage - Datarangs: Give Batman a range combat action and modify his damage value by -1; the line of fire for the attack is not affected by hindering terrain or characters.
#059 E Wonder Woman
Team: JLA
Range: 0 /
Points: 120
Keywords: Amazon, Future, Justice Legion A
8
10
17
3
8
10
17
3
8
9
17
3
7
9
17
3
7
8
16
2
7
8
16
2
6
8
15
2
6
7
15
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Lasso: Wonder Woman can use Incapacitate as if she has a range of 8.
Damage - Harmony and Charity: Wonder Woman can use perplex, but she can target only herself.
#60 V Superman
Team: JLA
Range: 10 /
Points: 283
Keywords: Future, Justice Legion A, Metropolis
10
10
18
4
10
10
18
3
9
10
17
3
9
9
17
3
8
8
16
2
7
7
15
1
11
11
18
3
10
10
18
2
10
9
17
2
9
9
16
2
KO
KO
KO
KO
KO
KO
KO
KO
#061 LE The Phantom Stranger
Team: Quintessence
Range: 8 //
Points: 171
Keywords: Justice League of America, Mystical, Quintessence
#B001 Kyle "Ace" Morgan
Team: No Affiliation
Range: 0 /
Points: 8
8
9
17
2
KO
KO
KO
KO
#B002 Walter "Prof" Haley
Team: No Affiliation
Range: 0 /
Points: 7
7
8
16
1
KO
KO
KO
KO
#B003 Matthew "Red" Ryan
Team: No Affiliation
Range: 0 /
Points: 7
9
8
16
1
KO
KO
KO
KO
#B004 Leslie "Rocky" Davis
Team: No Affiliation
Range: 0 /
Points: 10
8
9
15
1
KO
KO
KO
KO
#B005 Mera
Team: No Affiliation
Range: 0 /
Points: 6
8
7
15
1
KO
KO
KO
KO
#B006 Joe Chill
Team: No Affiliation
Range: 4 /
Points: 6
7
7
15
1
KO
KO
KO
KO
-----------------------------Feats-----------------------------
#F001 Point Blank
Cost: 4
Pre-Requisite: Ranged Combat Expert
Choose a character
Give the character a ranged Combat action and modify its attack value by +1 if the target of the attack is 4 or fewer spaces away
#F002 Endurance
Cost: 5
Pre-Requisites: Standard Attack, Standard Damage
Choose a character
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
#F003 Brilliant Tactician
Cost: 20
Pre-Requisites: Outwit and Perplex
When the character uses Perplex, the character can affect every target friendly character that shares a team symbol or Keyword with it. The character must have a clear line of fire to each target.
#F004 Legionnaires
Cost:0
Pre-Requisites: Legion of Super-Heroes TA
All characters w/ the legion TA have this instead:
Whenever the character w/ the highest point value and Legion TA is eliminated, remove one action token from all characters on your force w/ this Team ability, as applicable, then remove the eliminated character from the game.
#F005 Green Lantern Corps
Cost: 0
Pre-Requisites: Green Lantern Corps TA
All Characters with the Green Lantern team ability have the following team ability instead of the Green Lantern team ability:
When a character with this team ability makes an attack against a target character, you can modify the character's attack value by +1 for each friendly character with the GLC team symbol that has attacked the target this turn.
#F006 Unstoppable
Cost: 5
Pre-Requisites: Super Strength
Choose a Character
The character ignores the effects of hindering terrain for movement purposes. Once when given a move action the character can make a close combat attack targeting blocking terrain or a wall as a free action. If the attacks succeeds, the character can continue the rest of its movement, if any, after making the attack.
#F007 Contingency Plan Cost: 12
Pre-Requisites: Leadership or Mastermind
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given an action, you can remove any number of tokens from this card: The character modifies the friendly characters speed, attack, or range value by +1 for each token removed.
When the character loses Leadership or Mastermind, remove all contingency tokens from this card.
---------------------------Battlefield Conditions---------------------
#BF001 De-Feated
At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
#BF002 Pacification
When 4 or more damage would be dealt, reduce damage dealt by 1.
#BF003 Shrunk
All characters with the Giant Damage symbol have the Standard damage symbol instead. All range values are halved, as is the range of all effects that have a range.
Here is Flash:
#103 R The Flash
Team: JLA
Range: 0 /
Points: 70
Keywords: Central City, Justice League of America, Police, Scientist
14
9
17
2
13
9
17
2
12
8
16
2
10
8
16
2
10
7
15
1
8
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Super Speed: Flash can use Charge, Flurry, and Phasing/Teleport
Here is GL
#104 R Green Lantern
Team: JLA
Range: 8 //
Points: 90
Keywords: CoastCity, Justice League of America, Green Lantern Corps
10
10
17
3
8
10
17
2
8
9
16
2
9
8
15
2
9
8
15
2
8
8
15
2
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Now It's Aquaman:
#101 R Aquaman
Team: JLA
Range: 0 /
Points: 70
Keywords: Atlantis, Justice League of America, Ruler
8
10
16
3
8
9
16
3
6
9
16
3
6
8
16
2
7
8
15
2
7
8
15
3
6
8
14
3
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Speed - Surge: Aquaman can use Charge. When Aquaman occupies water terrain, modify his speed value by +2 Defense - King of the Seven Seas: When Aquaman occupies water terrain, he can use Invulnerability. When Aquaman does not occupy water terrain, he can use Toughness.
And Finally Green Arrow!
#102 R Green Arrow
Team: JLA
Range: 8 /
Points: 50
Keywords: Justice League Of America, Star City
8
9
16
1
7
9
15
1
7
8
15
1
6
7
14
2
6
7
14
2
6
7
14
1
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
Attack - Emerald Archer: When Green Arrow makes a ranged combat attack, modify his attack power by +2. Defense - Smoke Arrow: Green Arrow can use Smoke Cloud.
#100 V Starro the Conquerer
Team: Quintessence
Range: 12 ///
Points: 1000
Keywords: Animal, Psychic, Ruler
6
13
18
6
7
12
18
6
7
12
18
6
6
11
18
6
6
10
18
5
6
11
18
5
6
11
17
5
6
12
17
5
5
12
17
5
5
11
17
4
5
11
17
4
5
10
17
4
5
10
16
4
5
9
16
4
5
10
16
4
4
10
16
4
4
9
16
4
4
9
16
4
4
8
15
3
3
9
15
3
3
9
15
3
3
8
15
3
3
8
15
3
3
7
15
3
3
7
15
3
Speed - Domination: Starro can use Mind Control. When using Mind Control to attack a target, modify Starro's attack value by +1 for each Starrophyte that is 6 or fewer squares from the target and that also has a clear line of fire to the target. Starro doesn't take damage due to the point value of the target or targets when it uses Mind Control. Defense - Alien Starfish: Starro can use Toughness. At the end of your turn, you can roll a d6. At this time, you can also remove from the battlefield any number of Starrophyte tokens that are 6 or fewer squares from Starro to which Starro has a clear line of fire; add 1 to the d6 result for each removed Starrophyte. Then heal Starro of damage equal to the result.
Special Ability - Multiattack: Starro has the Multiattack special ability as described in the Heroclix rulebook.
Special Ability - Fragmentation:
Once per turn, as a free action (though not during another action) Starro can roll a d6 and subtract 2 from the result. The minimum result depends on Starro's power level. Invader = 1, Dominator = 2, Conqueror = 3. Place a number of Starrophyte tokens equal to the result in unoccupied squares 4 or fewer squares from Starro or another Starrophyte to which Starro or that other Starrophyte has a clear line of fire; tokens are placed one at a time.
Starrophytes are not considered to be characters or terrain. They do, however, affect line of fire and occupy squares as if they were characters, and they can be destroyed following the same rules for destroying blocking terrain. A maximum of 12 Starrophytes can be on the battlefield at any time.
Doomsday is going to be really, REALLY hard to beat in sealed. You need to be dealing at least 3 damage at ALL TIMES. Or, y'know, penetrating damage, but STILL. DAYUM.
Thanks Rokk for putting the dials and powers up, it does make it alot easier. I really appreciate it.
Quote : Originally Posted by Marlow
Does anyone see themselves using Supermans 'Self Sacrife' ability?
I don't personally. Why would I want to just take clicks, unless it was enough damage to put me on the really high defense, but in all honesty I don't see my self helping someone get 200+ points, unless of course Supes is saving Bats
is it just me or joker is to good for only 199 cost .
I was tempted to agree with you at first. However, I think his Omnipetence power makes him a bit expensive so to speak, as you've got roughlya 25% chance of getting your prediction (I think it's a 7 in 27 chance) or taking two clicks. Also, he goes Giant for four clicks. In this game, giants become human pinatas.
I was tempted to agree with you at first. However, I think his Omnipetence power makes him a bit expensive so to speak, as you've got roughlya 25% chance of getting your prediction (I think it's a 7 in 27 chance) or taking two clicks.
You have a 1-5 chance of getting the extra click of damage. You have a 1-35 chance of taking the extra click of damage. That's not bad at all. If you always choose "6" as the number, even if you roll doubles, while you may take some damage, you're still doing the extra-damage plus a crit. hit on your opponent so that evens up pretty nicely.
Quote : Originally Posted by Marlow
Does anyone see themselves using Supermans 'Self Sacrife' ability?
I do. Considering if Superman does his work beforehand - and his teammates' do the same (this is JLA "teammate" Superman, not Superman Family "one being of unstoppable might" Superman, after all) - opposing figures are going to have taken damage prior to Superman reaching those higher Defense numbers. When you consider that figures like Living Laser, Mr. Miracle, etc. are considered "tough to crack" at 19 Defense at the beginning of the game - when all the figures are "fresh" - Supes' 19's are going to be a real nightmare later in the game after stats have likely dropped for your opponent.
Still not giving up on Someday. "Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
You have a 1-5 chance of getting the extra click of damage. You have a 1-35 chance of taking the extra click of damage. That's not bad at all. If you always choose "6" as the number, even if you roll doubles, while you may take some damage, you're still doing the extra-damage plus a crit. hit on your opponent so that evens up pretty nicely.
Ah, see I missed the part where if it comes up on both, you take the damage. I thought if it came up on neither, you took the damage. In that case, you're right about the 1-35. However, you still only have a 5 in 18 chance of getting that extra click (10 in 36 combination).
Regardless of how you look at it, it's right up Joker's alley.