We’ve finally returned to our normal set frequency and the first full-sized DC set since Joker’s Wild was released yesterday. DC sets tend to be a bit stronger than Marvel, but Thor was perhaps one of the best sets ever made. Does Harley Quinn and the Gotham Girls live up to the God of Thunder?



As I mentioned in the lead-in, we haven’t had a full DC set in a year, and that last set was Joker’s Wild. JW had a very mixed review from players, and wore the mask of a terrible set. However, once you really cracked it open and examined the treasure inside, it was a pretty strong showing for DC. This marks the second Joker/Harley DC main set we’ve gotten in a row, so it’s a little frustrating to see similar themes, but I’ll take anything over another Superman/Batman-heavy set.

Harley Quinn and the Gotham Girls offers more female figures than any other Heroclix set, and for that alone I’m super excited. The set also includes the DC Bombshells, one of my favorite concepts to come out of DC and offers folks like me the opportunity to collect them without spending the small fortune and make space for the statue line. There’s surely something for everyone in this set, and that’s a huge plus.

Keep in mind for these reviews: this is based on constructed play rather than sealed and the ratings here are based solely on my opinions. These scores don’t reflect anyone else’s viewpoints on the figures, and just because I rate something poorly or highly doesn’t mean that’s how you should feel about the character. This is a game about comic book characters, so there’s bound to be some scores you disagree with.

Strap yourselves onto the bomb like Slim Pickens: it’s go time!

COMMONS

001 Harley Quinn – As usual, we start off with the common namesake character, and… wow, I really don’t care for this one. There’s really no reason to play this piece. Poor keywords, poor values, and a trait that really won’t do anything for her. Luckily, she’s one of the only Harley duds in the set. Score: 1/5

002 The Joker – 80 points is a lot, but you get a very mean and long dial for that cost. Good values to dish some damage, Outwit and Perplex on the top half, penetrating poison, and Mastermind to keep him healthy make a pretty decent Mr. J. It’s no HAHAHA Joker, but for a common he’s good. Score: 3/5

003a Paul Kirk, Manhunter–This is quite the vanilla dial. You get an additional click of health for the 5 for 50 formula, HUGE attack values, great damage, and two clicks of Regen. While he doesn’t have many tricks up his sleeve, this is a very solid dial. Score: 5/5

003b Kirk DePaul, Manhunter – For 15 more points, you get higher attack values, reducers, and the ability to choose which of those combat experts you want, along with the defense to combo with it. His damage power is pretty meh as it probably will only come into play in 10% of your games. Score: 5/5

004 Big Tony – It’s an okay dial, but I’d rather have someone like Betty Brant, Karen Page, or the common Harley from Joker’s Wild if I want Perplex. These limitations aren’t worth a 5 point discount. Score: 2/5

005 Catman – It’s a pretty bland dial for 50 points, much like a lot of Iron Fist clicks. Still good, just bland. However, if you play him on a Secret Six team or even with 5 other characters, you get a dynamite dial for those points. I certainly won’t argue with 9 Charge, 11 Blades, 18 Combat Reflexes, 3 Exploit Weakness with Stealth for 50 points. Score: 3/5

006 Knockout – Just like Catman, the dial itself isn’t anything fancy, but fantastic with more people on the team. The Will of Apokolips makes it first showing, but it doesn’t do much for this dial in particular. Still, she’s a solid piece, although I like Catman more. Score: 3/5

007 Stompa – This is a dial filled with tons of pain. Two uses of Quake a turn with 11 attack and 3 damage is really strong, and the Superman Enemy TA will give her Outwit to cancel out any reducers before she charges in. She’s a tad expensive, but makes up for it with the amount of damage she puts out. Score: 4/5

008 Plastique – This dial looks like it belongs in Uncanny X-Men! I don’t really care for this one as there isn’t really anything Plastique does that another can’t do better. Penetrating ‘Quake’ is nice, but I’d rather play a bruiser that does a regular Quake for the same points. The Suicide Squad trait shows up for the first time here, and boy does it really hurt the cost of this one. Score: 1/5

009 Scarecrow – It’s been a while since we had ol’ Jonathan, and his dial doesn’t disappoint. While his numbers aren’t great, his powers are fantastic. Tough to hit, tough to base, and great combos throughout his short dial. Free Smoke Cloud makes sure he’s ALWAYS in hiding, and he grants Battle Fury to get around those pesky Shape Changers. Great piece here. Score: 4/5

010 Hive Trooper –You can’t really complain about 10 attack with Energy Explosion, Toughness, and Empower for 15 points. Score: 4/5

011 Asylum Doctor – I honestly don’t see the point in this piece at all. Conditional Perplex again which requires them to get in close. Situational Outwit, but will probably get KO’d before they can use it or make it last. There’s no upside to these other than their point cost, which still isn’t that great. Score: 1/5

012 Mercenary – Great stats, Stealth, Willpower, and Ranged Combat Expert for only 15 points? Where do I sign up?! Fantastic for the points. Score: 4/5

013 GCPD Officer –A decent power suite that bodes nicely for the Police TA. The real treasure here is the trait that can place other Police adjacent. The flavor in this dial is really nice. Great selection of powers for a modern police officer. I’ll have to grab a few for themed games. Score: 4/5

014 Batman – I’m not sure how Bruce gets lower attack values than Manhunter with 1 less click of life and for 15 more points, but it shows in this rather lackluster dial. You want to stay at range with Running Shot, but he immediately swaps to Flurry which is bad news for him. It’s not a terrible dial, just not a very good Batman. Shifting Focus is much better. Score: 2/5

015 Batgirl – 5 points less than Bruce, but she has an extra click and is harder to put down. Huh? Anyways, she’s a pretty good piece with a great trait and special movement power that make her a pain to deal with. Incap with Close Combat Expert is an awesome combo and makes her deadly in melee. Score: 4/5

016 Wonder Woman – We get some new JSA members in this set, and Wonder Woman really pushes the mechanic into overdrive! While her dial is absolutely a good value, it’s the ability to keep your JSA 6 squares apart and still play to their strength that’s her calling. No longer will Quake or Energy Explosion nuke your JSA team! Flash can now go farther to make hits! The Atom can rush in and not get caked in one shot! Tons of value here. Score: 5/5

UNCOMMONS

017 Harley Quinn – The first of the Bombshells and their awesome trait. You get a pretty wicked dial, great support powers, a HUGE Charge, and the Flight ability, all for 75 points. The only downsides to Harley are her average attack (which Perplex will solve), and her fairly low defense. Score: 4/5

018 Poison Ivy – Shape Change and Super Senses the entire dial. Insane Mind Control that hits two targets and tokens them after. 11 attack on her first click. Incap on her last two clicks. All of this is just 50 points. Ivy is bound to be one of the better Bombshells. Score: 5/5

019a Bud – Without Harley, this is a solid pass. WITH Harley, you pickup Sidestep and can theme into other teams, making this a decent little attacker and body to block doorways or take some hits. Still, he’s not too appealing. Score: 2/5

019b Lou – Again, without Harley, a solid pass. The option for penetrating poison is nice, but Bud is strictly better with a form of Probability Control and Blades to potentially deal some nice damage. Score: 1/5

020 Catwoman–Stealth and Outwit that’s almost impossible to hit thanks to her special Super Senses makes Catwoman another great support piece for the Bombshell squad. Perplex on the later half of her dial means she’s always bringing something to the team. Score: 4/5

021 Scandal Savage – Like Manhunter, this is a downright deadly dial, but you have to be a little cautious with how you play her. With only Willpower, and mostly Combat Reflexes, to protect her, she can go down quickly. However, if she gets in, she’s going to do a ton of damage. If you can utilize her trait, even to only get Stealth out of it, she’ll do a lot of heavy lifting. Score: 4/5

022 Mad Harriet – The special Blades is spectacular, but the Will of Apokolips doesn’t really do much for her other than Outwit and Perplex protection, and the lack of Charge or Sidestep hurts. The indom is nice though so she can follow up with an attack after moving 10 squares. She’s a mediocre piece. Score: 3/5

023a Big Barda – Pretty shallow dial for 125 points, but you get a lot up front. The Will of Apokolips will really help this dial, and the Indom will ensure she keeps hitting to keep it up. Picking up Empower or Enhancement on a successful Leadership is a nice touch and makes her a great team player. She’s solid. Score: 4/5

023b Big Barda – There’s a lot of tech with her special Phasing/Teleport power that could really ruin someone’s day. She’s got great values, a deep dial, and good power combinations, all typical of a Prime. What I really like about her is her special Empower that works from 3 squares out. Icing on the cake. Score: 5/5

024 Scarecrow –This guy has some teeth for sure, but man does he go down hard. If you can keep him at range, he’ll do some decent work, but I just can’t see paying 85 points for a piece that’s so easy to turn into mush. Score: 2/5

025 Hive Commander – Great fodder for Soldier or Armor teams. Leadership on 40 points is fantastic, along with Flight for transportation, Running Shot, Pen/Psy, and Toughness. This is a pretty solid dial for 40 points. Score: 4/5

026 Dr. HarleenQuinzel–She’s better than the Asylum Doctor, that’s for sure, but there still isn’t a whole lot going on. This is a really wild dial and although she has a deep click, you really can’t count on what she’ll do. I’m sure there’s someone out there that will find a way to abuse her, but this is just too random for my tastes. Score: 2/5

027 Duchess – Another case of a Suicide Squad piece that seems like the trait increases their cost. There’s nothing inherently wrong or bad about this dial… expect for the cost and the price you pay if she’s KO’d. She does have some nice options throughout, and the possibility to swapping to a SR is nice too, so she does get points there. Score: 3/5

028 Renee Montoya – So she’s a Police TA piece with Perplex and she essentially gives her ally Precision Strike. That’s neat, but she’s 50 points. If she was 30, she’d be awesome. At 50, she’s way too much. Score: 2/5

029 Batman – This is a much better dial than the common. Token removal, reverse Outsiders for your team, and a cohesive dial make this a decent option for the Bat. It’s still not fantastic and Shifting Focus is still a much better option, but it’s easily better than the common. Score: 3/5

030 Robin – In what world is this dial 40 points?! 5 clicks, two 11 attack values, Combat Reflexes and Stealth the entire way through, Close Combat Expert on the back half of the dial, and he tokens the enemy team when he goes down? Seriously, how in the heck is this guy this low?! Score: 5/5

031 Robin – Compared to the previous Robin, this dial is a dog. On its own, it’s alright. Double Incap is nice with Running Show, and the Stealth/Ignores hindering combo is really good. Perplex on the end dial makes this piece good at all stages. Score: 3/5

032 Red Tornado – Share that 18 defense and then heal if they miss; I like it! Red Tornado brings Support to our JSA team and while some may counter that the JSA either live on top click or get KO’d in a single hit, the fact that Red Tornado can place all your JSA and heal them 1 click is fantastic, and essentially gives them all Willpower. Indom makes him worth it ten-fold. Score: 5/5

RARES

033 Dr. Holly Quinn – Another 5 click dial for under 50 points. While you could argue that this is along the same lines as Robin, it’s honestly a worse option. A three-square Sidestep is nice, but she’s pretty easy to just one-shot, or even hit passed her two good clicks. She’s certainly not bad, she’s just not as good as Robin. Score: 3/5

034 The Joker –The first two clicks really don’t do much, but those last four are astounding and absolutely worth the cost of admission. The combos you can potentially pull off with her special attack power are mind boggling. Free damage is always good, and you can get a ton from this piece. Score: 4/5

035 Mera – This is a rough dial. TK on a 100 point piece is tough to swallow, and that 9 attack hurts an awful lot, but if you can push her numbers up, she’s going to be very tough to deal with. With the ability to accumulate more Bombshell tokens in one action than any of the others and be able to reduce damage basically infinitely, this is a really nasty piece if you can counter those downsides. Score: 3/5

036 Stargirl – Now this is a good Bombshell! Perplex up front, Flight (although Earthbound to start), and a STOP click already makes her worthwhile. What really makes her great though is the ability to potentially combo off 4 powers in a turn. If you roll well enough (or move tokens), Stargirl can potentially wipe multiple pieces in a single turn. She’s squishy, but there’s huge rewards here. Score: 4/5

037 Batgirl – I wanted to score Stargirl at 5, but next to Batgirl, that’s just not possible. Many of us dislike Vampire dials, but this is an exception. Hypersonic Speed with Steal Energy is a nasty combination, and she gets really strong once she starts healing. If she’s able to get to click #1, you have a very strong piece running around. Score: 5/5

038 Batwoman – Katherine isn’t all that exciting for the Bombshells. Outwit is fantastic, but Catwoman already does that. I suppose the upside to her is that she can actually generate Bombshells easier than Catwoman and she ups the damage of her sisters while she dives in. Flurry is nice on that mid-dial, and if you combo it with the Bombshell attack, she can chunk quite a bit in a turn. Score: 3/5

039 Jeanette – Like the Uncommon Magneto from Uncanny X-Men, this is a strong TK dial for 50 poitns, especially so with that Only Six Of Us? Trait. Adding TK and Pulse Wave to that team for 50 points is really strong, and she’s got some great value for other swarmy teams. That special defense is pretty fantastic as well. Score: 5/5

040 Bernadeth – For one of the Apokolips pieces, this dial really doesn’t know what it wants to do. There’s penetrating poison, but with conditions. Protection from lots of stuff, but Stealth and no reducers, so it doesn’t help her at all. Low attack values, no improvements… the list goes on. Score: 1/5

041 Enchantress – While the Suicide Squad trait is painful, this is the first dial that feels strong and not gutted. She’s got some great longevity thanks to her Mystical Energies power, and she always helps support her team in some way. Prob on her last 3 clicks is a great way to end her dial. Score: 4/5

042 Catwoman – Fantastic against objects, but don’t let her trait fool you; If your opponent plans on picking up equipment like the weapons from Thor, this won’t do you any good. Still, 6 clicks with some nice powers is pretty grand for 50 points, especially when she waxes Super Strength pieces. Score: 3/5

043a Harley Quinn – Another good piece with the Suicide Squad trait; Harley provides a lot of support with Perplex or Prob on almost every click, and a Wild Card team ability to help her out. Indom and Super Senses goes a long way, and if you can get 6 people on your force, that Only Six Of Us? Trait will make her a fantastic support option. Score: 4/5

043b Harley Quinn – The name of the game with this Prime is run and gun. If you can manage that, she’ll be a nightmare to deal with. My only issue with her is that in order to utilize her correctly, you have to keep her within 6 squares and line of fire from her target, meaning other pieces will be able to capitalize on her positioning. Still, this is a strong dial for the points. Score: 4/5

044 Kite Man – Get him. 15 points to carry two people. What’s not to like? Score: 5/5

045 Prometheus – It seems there has to be some figure with pick-a-power in every set. It’s the flavor of the last two years, and we’re seeing lower rarity figures pop up with this mechanic. While Prometheus is certainly a good figure, you can’t help but compare him to his other P-A-P brethren, and it’s here he falls short for his point cost. With no move-and-attack powers and no way to gain access to them, Prometheus is somewhat doomed. He’s still an excellent figure, but he’s not competitive if that’s what you were expecting. Score: 5/5

046 Granny Goodness – This is quite the mixed dial. No Charge or Running Shot on the dial, big points, mediocre defense values, and low damage output make her an odd piece. She isn’t necessarily bad; she just doesn’t really accomplish anything different. Score: 3/5

047 Queen Bee – Running Shot with 11 attack and Mind Control that generates pogs is already a decent piece, but add in the mix that she can mind control an entire team with one attack and you have a seriously nasty figure. Energy Explosion Mind Control is something we’ve never really seen before, so it will be interesting to see how she actually plays. She does have a pretty long dial so there’s not really any big downsides to her dial. Score: 5/5

048 Dr. Mid-Nite – The good doctor is one of the more expensive under-50-point JSA members, but he brings a lot to the team. Perplex, Stealth for your allies, Support in the late dial, and a nice Exploit Weakness pog. Obviously the biggest asset here is the Stealth for your JSA team, and that’s easily worth the 45 points. Score: 4/5

SUPER RARES

049 Harley Quinn (TITLE CHARACTER) – As with most Title characters, Harley’s dial is pretty good, but not grand. She’s easy to hit if you can get through the Shape Change, and doesn’t age very well (although she has a deep dial). There’s nothing inherently good about her dial, so we have to look at her title abilities. She has a Red Leader-lite Perplex, so she takes a hit there since you can play him for the same cost. There’s a really nice FREE Energy Explosion with big attack values, so that earns her points. Her ultimate brings potentially 6 pogs with Flurry, which is fantastic. The big downfall to Harley is that she has potentially the worst ‘punishment’ for KO’ing her; immortality for your enemies. There’s almost no way that you’re going to outdamage a force that can heal 2 clicks every other turn. This is the first Title Character that I’ve actually skipped completely. Score: 3/5

050 The Joker (TITLE CHARACTER) – We pay 15 more points, but we get a much better dial than Harley. Outwit, Mastermind, and Prob make a nice little suite. He’s got good values too, so that adds more to his value over the namesake of the set. His +1 ability gives him a shredderesque damage source, although it isn’t quite as good. -1 gives him a chance of disrupting adjacent enemies in some way, but it’s random in what you’re going to do. His ultimate is exactly like Harley’s, except he generates pieces with Plasticity and Toughness, arguably more versatile than a pog with Flurry and no way to get there. The punishment for Joker is perhaps the best of the Title Characters as you can easily just ignore it’s effect. This really feels like the Joker, so he gets a lot of points there. His dial synergizes with his plot powers well, something that Harley doesn’t really get. He’s absolutely the pick of the two. Score: 4/5

051 Supergirl – This is a pretty impressive dial in terms of values and powers, except for that point cost. Supergirl is easily better at her 130 point value where she gets that huge 12 attack with 4 damage, along with 11 Hypersonic Speed. She ages pretty badly though horrid falling damage values. If you can keep her top-dial, she’s a nightmare. If not, you’ll regret playing her. On a Bombshell squad, the Super Senses she grants is easily worth her cost along with her top click. Score: 3/5

052 Wonder Woman – If you want to pay a high cost for a main Bombshell, this is your go-to. Tough to put down, cheaper than Supergirl, and a kick-ass Leadership power that can clear all your Bombshells and increase their attack values. If you can get around that 10 attack on her first two clicks, you get a really nasty piece. I love that she can absolutely destroy pieces next to her if she gets targeted with a ranged attack. Score: 4/5

053 Zatanna – If you’re going to rate any Bombshell at 5, it’s Zatanna. Prob and Mind Control on top click is nice, but it’s her ability to distribute Bombshell tokens as she see’s fit, without requiring adjacency no less! What’s even better is her Constantine bunny! +2 attack while he’s on board for 11 Pen/Psy, or you get a pog that’s tiny with Prob and 18 Super Senses! This is the best of the Bombshells and will make the teams amazing. Score: 5/5

054 King Shark – Holy crap, this guy is brutal. If you manage to get him onto a water map, or even a map that has just a little bit of water, you get a Flurry piece with 4 damage that can Sidestep 9 squares! He’s also got Shape Change and Exploit Weakness, so he gets some nice protection and can slice up the competition. If you have 6 members on your force, he gets even more disgusting with 10 movement, 12 attack, 18 defense, and 5 damage. Dealing 10 damage for 90 points is no joke. His 50 point dial is strong as well, but nothing compared to that 90 point line. Score: 5/5

055 Giganta – I really don’t know what to make of this dial. Sure, she can go ham under the right circumstances, but you’re pretty much donating points to do so. I don’t think any piece is worth taking 2 unavoidable damage to make a couple of attacks, even at just 90 or 50 points. Her stats aren’t great (but get much better if you have 6 characters), and due to her giant size, she’ll be easy to snipe. Score: 2/5

056 Lashina – The AOE Plasticity is really nice and the fact that she has Precision Strike and mini-incap is really cool. Again though, she doesn’t really benefit from the Apokolips trait as Pen/Psy and Exploit Weakness do nothing to her. Flurry and Blades is always nice, but those attack values aren’t. Speaking of which, her overall values really aren’t great. She’s a bag of “meh, she’s okay”. Score: 3/5

057 Nightshade – ANY piece that can place your pieces is good as it’s easier to use than TK and the pieces can still act unlike carry. Tack on Prob for most of her dial and Poison that affects everyone within 5 squares in hindering, and the ability to teleport 5 squares herself for free and you get a VERY good dial. The Suicide Squad trait is a bummer, but played correctly, Nightshade will never be exposed. Score: 5/5

058 Harley and Ivy – I love this sculpt, I really do, but man this dial is just not worth it. No reducers, Stealth on only half the dial, having to use Smoke Cloud to make their tricks work, and a really conditional damage increase power just aren’t that exciting. It’s a deep dial and the Wild Card is nice, but there’s just really not much going on in this dial to warrant the points. They’ll go down hard and fast, which you really don’t want for this point value. Score: 2/5

059a Harley Quinn – Woah, 200 points?! Uncharted territory as of yet! All gold powers on her first two clicks is really nasty, so we’re already off to a good start. The Death trait is fantastic and will ensure that Harley sticks around for a long time. The rest of her powers are really cool, but it’s kind of a bummer that they’re later in her dial. That special movement is worth the dial alone, but you have to pay 200 to get it, and take at least 2 damage. Likewise, that special damage is NUTS, but she has to take damage to get there. You have to fight whether you want an incredibly durable primary attacker, or risk that for a piece that can really screw up an enemy team, and with only 100 points to work with, you don’t get much of a back line. And that’s her flaw; the points. If this piece had 2 less clicks and was 150 points, it would be amazing. As is, she’s okay. Score: 3/5

059b Harley Quinn – This is a much more playable dial than the non-prime, but it still isn’t that great. Hypersonic once again, but 10 attack with TK really doesn’t help. Energy Shields and Invulnerability is nice, but the Barrier is strange on your primary attacker. Her damage power is fantastic and is probably the best part about her. We get the awesome Green Lantern TA, but we can’t carry anyone while using Hypersonic. Lastly, her special attack is awesome and links so well with that damage ability… but they only line up on one click. This is still a decent dial, but I don’t think it’s worth the Super Rare Prime money it will inevitably be. Score: 4/5

060 Sand – We get a neat SMWW Red Tornado-lite piece here that can run around the map and Force Blast people for free! What’s really good about Sand is that knockback got a huge buff, so pieces like him and Frog Man who are cheap and can easily knock people around are very good. Indom is icing on his very disgusting cake, and he picks up Prob on his last two clicks which is fantastic. He’ll be a welcome addition to any JSA team. Score: 5/5

CHASES

061 Superman, God of Strength – Stopping object pick up is probably the worst of the bunch, but we get a very meaty dial to go with him. The ability to pick up two objects is nice, but Thor honestly did it better for 40 less points. The ability to potentially cancel out melee attacks is probably the best part about Supes, but there are just a lot better options for a 200 point Superman in my opinion, or even a 200 point brick. He’s certainly not bad, but he isn’t great either. Score: 3/5

062 Batman, God of Knowledge – Stopping Perplex might sound fantastic, but it won’t really stop much as pieces can just Perplex out of his range and then have their attacker move in to take a shot. His movement power is fantastic and gives Bruce a ton of options and could establish himself as a very disgusting ID summoner. The double Outwit makes him a very scary piece. The issue with Bats is that if you manage to land just one penetrating blast on him, he’s pretty much done. Score: 4/5

063 The Flash, God of Death – This guy is leaps and bounds ahead of every other chase in the set. Stupid values with Quintessence, traited Steal Energy and healing when any enemy is KO’d that also pulls tokens if they were 75 points or more, and a Thanos-aura that stops healing. Even better, unlike most Flashes, this version of Barry actually gets more disgusting to deal with. You get all this for 125 points. He’s easily the best of the bunch and could have some real competitive future. Score: 5/5

064 Green Lantern, God of Light – Stopping Stealth is huge, so I’ll give GL an edge here. The problem with this seemingly amazing dial is that literally none of his powers work well together. He can move 6 squares anywhere on the board and make an attack, but he can’t use his Pulse Wave or Ranged Combat Expert. He buffs people next to him or his barrier markers, but do you want to waste your 175 point brick protecting your other 125 points? Mid dial, the Phasing doesn’t do him any favors. This dial looks really strong from a distance, but there’s just no synergy here. He’s bloated. Score: 3/5

065 Shazam, God of Gods – No Prob? Sure, that sounds terrific. And that’s about all that’s terrific about this dial. Yes, you’re right; Running Shot + Pulse Wave is fantastic, but 11 attack and 4 damage for 200 points? Waaaay too much. Oh he has protection from the Mystics team ability, but he has Invincible on his top three clicks. Only two clicks of Running Shot before giving up ALL move and attack options? 11 attack for only two clicks? 4 damage for only three clicks? Where’s the value? Sure, he does have Mystics himself so you’ll have to go through that a lot, but with careful planning, that’s not really a deal breaker. Score: 2/5

066 Lex Luthor, God of Apokolips – Turning all reducers into Toughness is pretty sweet, especially when you have 12 attack with Pen/Psy and 5 damage along with Outwit. Lex’s ability to destroy someone and then place them afterwards is insult to injury and further adds to his overall power. As he moves through the dial, he stays strong on every click, something a lot of these other chases don’t have. Oh and don’t worry, you’ll probably never get there. With Invincible and Mastermind along with Quintessence, this guy is virtually never going to take damage. He will be absolutely disgusting with pieces like Carnage that can pump out a never ending supply of fodder. Score: 5/5

067 Wonder Woman – Shutting down Outwit is another great trait of the gods. You get a very mean dial with wonderful values for the points, a resurrection mechanic that granted won’t work that great, but will still do the job, and a super long dial that’s deadly on every click. My biggest complaints about Wonder Woman is that she goes from Impervious to Toughness, so she gets rather squishy quickly, and that if she’s prioritized, she won’t rez. Her special attack is all but useless as Deity isn’t really played too much, but could be brutal in home games. Score: 4/5

068 Grail – I hate this dial; literally hate it. The longevity through Willpower healing is nice, but man is it easy to annihilate this piece. With no Quintessence until her last three clicks, it’s so easy to smack her into click 5, and then KO her after that with just two penetrating shots, or just flat out Outwit. Bizarro dials never seem to fair well, and that’s because knowledgeable opponents will know exactly how to take them out without them ever being a problem, or just leaving them alone so they’re never worth their cost. Now, if you DO manage to make it to those last clicks, you have a god and you automatically win. Score: 1/5

That wraps up the review of the main set for Harley Quinn and the Gotham Girls. I’ll be reviewing the Fast Forces on our sister site, Clix Fix on Tuesday, so if you’re interested about those dials, make sure to stop by. So how did the set fair overall?

Poor (score of 1): 6

Okay (score of 2): 9

Average (score of 3): 18

Good (score of 4): 22

Excellent (score of 5): 18

That’s a pretty darn good score for a set! Well over 75% of the set scored average or higher, with over half the set scoring a 4 of 5! As I mentioned in the opening, DC sets has a habit of producing some really good pieces and while this set did have some duds, there were a lot of good pieces. What I really like about this set is the character selection and diversity.

What are your thoughts on this review? Feel that I missed the mark on a few pieces, or did I judge some things too high? What are you looking forward to the most from this set? Let us know in the comments!

I’ll see you guys on Tuesday with the Fast Forces review on Clix Fix and back here again next week! Good luck on your pulls!