Common

001 Leonardo

This Leonardo stands out from the rest of the pack with an excellent trait giving him free Force Blast, that allows him to reposition the character to offer the biggest impact. What lets Leonardo down, is his lack of mobility. Sidestep is his only movement power for the first three clicks of his dial, necessitating a taxi for him. That being said, 6 clicks of life with an amazing 18 defense on his top dial makes him more than worth his points. He’s too low impact to see a lot of play, but he’s a fun figure that’s worthy of the pixel sculpt. It’s nice to see a new take on turtles we’ve seen almost 10 different times now.

Rating: 3/5

002 Michelangelo

Like the Leonardo, pixel Michelangelo has a lot of value for 50 points. Instead of a trait, Mikey has a movement power that lets him move up to 3 spaces and then flurry with a +1 attack. The potential for a 6 damage turn from a 50 point figure makes this common turtle a real threat. That being said, he’s also relying on Incapacitate and Quake to do damage, powers that aren’t the most desirable, especially compared to what Raphael brings to the table. He’s solid on his own, but it’s hard to recommend him when Raph is just so much better.

Rating: 3/5

003 Raphael

Raphael is everything Michelangelo is but better. Instead of Incapacitate he has Precision Strike, insuring that his psuedo-flurry will deal some damage, and instead of Quake he has Exploit Weakness. While the former powers have their uses, Raph’s power selection is just straight up better, and because of that, he’s just better too. Definitely pick him up if you get the chance.

Rating: 4/5

004 Donatello

Donatello has the “Throw You Across the Screen” Trait that Leonardo had, but trades Precision Strike for Quake and Blades/Claws/Fangs for Perplex. Perplex is nice, but it comes at the end of his dial, making it unreliable. He’s still a great value for 50 points, but he’s most definitely the worst of the turtles.

Rating: 2/5

005 Shredder Illusion

Shredder Illusion will only have potential if we get a great Shredder in this set, if not, he’s one click of Charge/Blades followed by two bad Shape Change/Sidestep clicks that are only good for tie-up. What makes him worth his 20 points, is that he can reduce the damage dealt to characters named Shredder by 1 if he’s within 6. To do so he takes that damage instead, pushing him off of his only useful click. Even with the trait, I don’t see him being useful. Penetrating damage goes through this reducer, and reducing a single damage over 3 attacks isn’t my favourite way of spending 20 points. The only interesting thing about the power is that, the damage can be dealt to any Shredder Illusion, not just the one within 6 spaces of Shredder, leading to some chance for small shenanigans.

Rating: 1/5

006 Rock Soldier

This generic just isn’t doing anything. Sidestep and Super Strength remind me of Grizzly from SFOSM who has an extra click of life and more reliably placed mobility powers. The Invulnerable is nice on his top-dial, but it’s not going to protect this guy from being removed as soon as he becomes a threat. You’re paying 35 points for a heavy object.

Rating: 0/5

007 Foot Solider (Axe)

I don’t dislike these Foot Soldiers, but I’m not in love with their low attack values. At the same time, you’re only paying 15 points for a generic figure that has a 1/3 chance to return on your starting line that only increases as other figures die. Sidestep is the real killer power here, as it lets you mobilize your entire force without wasting actions. Axe here is the Foot Soldier you want to play, as Blades/Claws/Fangs is the power you want on a low point figure, especially when it triples your chance for a critical hit. He’s not competitive, but he could be quite fun.

Rating: 3/5

008 Foot Soldier (Boomerang)

This guy is identical to the previous one, except for his special attack power and 4 range. Instead of Blades/Claws/Fangs he gets to re-roll his ranged attack if it misses by 1 or 2. With 2 damage and 9 attack, maybe it’s likely to hurt some squishier foes, but there’s just nothing Foot Soldier can do to get through reducers. This guy is a liability, and there are tons of Foot Soldiers better than him.

Rating: 1/5

009 Bebop

It’s nice to see a new Shifting Focus figure, especially for a Bebop! Bebop is a solid close attacker that comes in at an affordable 50 points with a stop-click. He deals decent damage down his dial, and with Charge turning into Flurry, he can put out quite a bit of damage. His special power lets him lower the attack on adjacent characters when he punches them, and while it’s not particularly exciting, it’s certainly a nice thing to have. Depending on the other Shifting Focus figures, this Bebop could be something. This dial isn’t particularly special beyond the stop-click, but it’s not weak.

Rating: 3/5

010 Rocksteady

Okay…well everything from Bebop applies directly to Rocksteady. This is why I hate reviewing turtles sets (and why I haven’t reviewed all of them) there is just so much dial reuse in a single set, that it’s not particularly fun to look through them. Rocksteady has an identical dial, with identical powers except that his attack power provides Knockback, and a -1 to attack instead of the -2, making him better than Bebop.

Rating: 3/5

011 Stone Warrior

This is just lazy, it’s not worth a slot in this set, and its definitely not worth the price of a gravity feed pack. This is why I’m only buying singles of this set, I don’t need another random stone guy that I’m never going to play, and that isn’t effective at all. While he’s better than Rock Soldier as he has 3 clicks of Invulnerability, but he still has a lack of mobility and a lack of damage. This is one of the worst figures in the modern age in my opinion.

Rating: 0/5

012 Foot Soldier (Hammer)

Same as other Foot Soldiers, but with Quake. Better than boomerang, worse than axe.

Rating: 2/5

Uncommon

014 Foot Elite (Axe)

The Foot Elite are more really good generics. 10 Attack and Empower make him very useful for your swarm, and Combat Reflexes keeps him safe up close. Look, you’re paying 25 points for 4 clicks of Blades/Claws/Fangs, it’s totally worth it. I think it’s worth picking up a few of these for a mass Empower group. The Foot Elite trait is strange, and hard to remember, but it can give him a pseudo Sidestep, and maybe it’ll be useful when played with a bigger figure, so your opponents can choose between giving your Foot Elite Opportunity tokens to make free attacks, or attacking the Foot Elite and getting attacked by the big figure. This is just a great 25 point figure that can be played can Empower the rest of your close attackers, or as a member of a Foot swarm.

Rating: 4/5

015 Foot Elite (Boomerang)

While the last Boomerang figure was worse than the Axe, this one is definitely better. With Energy Shield/Deflection and Enhancement, Boomerang is the ranged version of the Axe Elite, which makes him a little better, especially with that 3 damage. With the sacrifice swarm trait, Boomerang can reliably make 2 attacks a turn, and with Enhancement from other Foot Elite Boomerang, it’s easy to put out 8 damage in a turn. I’m a big fan of this Foot Elite, and I’m definitely going to pick up 3-4 of them.

Rating: 5/5

016 Sergeant Granitor

I love the Level Boss trait, it’s just too bad that Sergeant Granitor is another crappy stone warrior re-sculpt. He’s not very good, just like his other awful friends. Don’t waste your time with him, I’m not going to.

Rating: 1/5

017 Bebop

The other half of Bebop is a ranged attacker with reversed powers from his close combat side. Running Shot only on his top-dial is a little disappointing, but his attack power letting him place characters 2 squares away is awesome, especially since it doesn’t require range or line of fire, allowing you to throw them through walls or up elevated terrain. He’s not the killer second half Bebop needed to be excellent, but he’s a solid, playable figure with the options for both range and close combat.

Rating: 3/5

018 Rocksteady

Rocksteady is identical but with Energy Explosion and 3 bolts. It’s not as interesting a combination, but it’s really no less useful.

Rating: 3/5

Rares

019 Foot Elite (Hammer)

While I don’t dislike this figure and it’s 3 movement direct line Sidestep, I’d be disappointed opening this as a rare. There are so many generics in this set and now spread through all rarities making it hard to get enough for a diverse swarm. He’s more mobile, and he has Leadership, a great power for a member of a swarm, but beyond that he really doesn’t compare to either of the 25 point options. Pass.

Rating: 2/5

020 Foot Elite (Dynamite)

Dynamite has a nearly identical dial to Hammer, but with Energy Explosion instead of Quake. The special Dynamite stops characters under 60 points from making attacks. I think that could be immensely powerful against X-Men teams where all the figures are under 60 points and most rely on grouping up to chain Leadership rolls. It could be a pretty good counter against them, but Foot Elite doesn’t have the necessary range to make it a reality.

Rating: 3/5

021 General Traag

I know what I said about the rock men from before, and I’m not about to say General Traag is any good, but I really like his attack power. It lets him make two attacks a turn, and one from range. He’s too expensive for this power to see much competitive play, but I can already see a team with two General Traag, Jean Grey and a taxi, where the Taxi carries them up, Jean places out a free Barrier beside your opponent, and your two generals swing for 4 damage with their 12 attacks. Unlike the other rock men, General Traag atleast has something unique going for him. Too bad he’s 6 clicks of life for 95 points.

Rating: 3/5

022 Bebop

Boss Bebop has a great Incapacitate that deals damage and stops characters from attacking, making him a decent offensive character. There’s a few problems though, Bebop is 100 points, and has incredibly low attack values paired with awful movement values; he’s a sitting duck. Now you’re thinking, “well he’s a boss, so atleast he gets to com back after he’s KO’d” and while you’re right, the designers also felt that it would be too good if Bebop came back on a good click. Depending on what’s left of your opponents team, Bebop either comes back as a decent close attacker with Probability Control, or a nothing figure who does and is worth nothing, with Leap/Climb and nothing else. His first three clicks are fun, but they aren’t 100 points fun.

Rating: 2/5

023 Rocksteady

Imagine a Bebop who didn’t even have the cool Incapacitate or any Running Shot. That’s Rocksteady. It’s not good.

Rating: 1/5

024 Shredder

While the other bosses have been somewhat solid (except you Rocksteady), Shredder is pretty fantastic. With the ability to come back twice, Shredder has a potential 10 clicks of life with 2 pseudo stop-clicks mixed in through that, for a measly 80 points. On-top of that Shredder is rocking Mastermind and Shape Change, making attacks aimed at him a waste, as he’s either going to not be able to be targeted, or he’s going to shift the target to an adjacent figure. At the end of his dial, he picks up the rare Shredders power from the first set, which was fantastic at the time, but is more lackluster with the new Earthbound/Neutralized rules. Either way, this is a pretty great Shredder that’s nearly impossible to kill without dedicating a ton of time to him. His Illusionary Double trait is interesting, as it gives you the double without giving your opponents points, and basically gives Shredder a free tie-up figure, as well as being able to summon in a Blades/Claws/Fangs figure for free, even after being carried. While I don’t think you need to play him with the trait, it’s certainly worth the 20 points. I do think this Shredder has some competitive potential with his insane survivability and the ability to generate a repeatable bystander style character similar to Klarion’s Teekl, he’s not chase Shredder level yet, but I think he could get there.

Rating: 5/5

025 Splinter

While boosting the Sidestep range of the turtles will be fun, I don’t think Splinter has much else going for him. His healing power requires him to be almost dead, making it unlikely that it will ever go off. If his dial was reversed, I would play him all the time, but as it stands, I’m only ever going to pull him out when I want to play some Sidestepping Turtles, and even then, he’s not adding a ton.

Rating: 2/5

026 Karai

I really don’t like Karai’s dial. All her power comes from her relying on combat expert powers, including three clicks of 1 damage. That being said, she’s going to make for some seriously fun Martial Artist teams, and I know someone who’s going to be incredibly excited for that. Remember when your using her that even though she has Stealth, opposing characters will be able to draw line of fire through hindering to her on your turn, making her 4 movement Sidestep a lot harder to pull off.

Rating: 3/5

027 Baxter Stockman

While I love those last clicks of Baxter, I’m not nearly as big a fan of his first two clicks. I really don’t want to pay 80 points for a character to TK stuff around, even with a 13 attack. He’s not ever going to make a big impact on the field, and while not every great 80 point figure does, most atleast do something to threaten your opponents.

Rating 2/5

028 Ha’ntaan The Rat King

I’m a big fan of bystanders, and a big fan of Rat King because of that. This Rat King is great because he’s able to generate bystanders without taking actions. His dial is…lackluster to say the least, but generating a free standard sized character every turn can be a real annoyance for your opponent. He could be competitive on the right theme team where you can control the map, and Rat King can bog down areas with his constantly generated rats, but as of right now, the rats themselves have such little impact that I don’t see him being played.

Rating: 3/5

Super Rares

029 Donatello, 030 Leonardo, 031 Raphael, 032 Micelangelo

I’m going to bunch these guys all together because I’m not really a fan of any of them and I don’t have much to say. I love the concept of the Tales trait, but the only tales really worth their points are Raphael’s which grants Empower, and Micelangelo’s that grants stealth. Otherwise none of these turtles are really that great at what they do, and none of them compare well to previous versions that have been made. They’re all a jumble of powers and decent values, none of which are bad, but none of which are outstanding either. No one has anything particularly special, and none of them deserve to be talked about much.

Rating: 2/5

033 Alopex

Alopex is far more interesting than the retreaded nicktoons turtles. Alopex has two traits that really make him, the first gives hit characters Curse tokens, lowering their attacks and turning missed attacks into critical misses. This is really going to force opponents to think twice about attacking, and as Alopex passes out tokens across your opponents team, it quickly becomes an uphill battle for them. Alopex’s other trait gives them a boost against a specific character on your opponents team. Other than that, they’re a fast mobile character with an average attack value that will need to be boosted. The most important thing after getting their attack off is keeping them out of danger. Stay away from your opponents, and they’ll be forced to be extra careful with their attacks.

Rating: 4/5

034 Krang

While this Krang won’t find the place in the spotlight that the last one did, I don’t think you can count him out completely. Like Shredder, his boss trait gives him an incredible (potential) 10 clicks of life, with two pseudo stop-clicks, unlike Shredder however, the last two clicks on his dial are his best ones. Krang’s special damage power gives him a +2 Perplex and a 4-6 Shape Change while taking away those powers from your opponent. Perplex and Shape Change are absolutely huge right now competitively, and Krang can just take them away, no questions asked. The other 4 clicks of Krang’s dial aren’t quite as good, with limited move and attack and less powerful offensive powers, but there’s just no getting past how hard it is to actually kill this figure. I like the concept behind his second trait that activates when he KO’s a figure, but I don’t think this Krang is going to be killing a lot, or even making many attacks. This Krang is going to be one of the best ID Callers in the game. He’s hard to remove, has Perplex to boost whoever he calls in, and is only 130 points, leaving you a lot of room to build support. The biggest drawback with Krang is a lack of Outwit protection, and while I don’t see Foggy Nelson becoming a played figure, maybe he’d be worth it with Krang.

5/5

Chases

These Chases harken back to the first set where the chases had very similar dials and traits, but were unique in their special powers, and while I don’t think these are quite as good as the first set’s chases, they’re still very strong. All of the turtles come in at either 100 or 75 points, and all have admittedly average dials at 75 points. What makes them special is their mobility. At the beginning of the turn they get to move 1 square, and they may freely move up to 3 squares in a direct line, giving them a better, but limited form of Sidestep. On-top of that, they all get their powers from the first set, giving Michelangelo and Raphael the strongest power sets with special Flurry’s, and the other two far weaker options. That being said, while those two are definitely stronger, none of these turtles are groundbreaking. They’re certainly mobile, but they don’t take hits well, and as soon as they’re off of their first two clicks, they lose a lot of power.