Super-Rares

#049 Superman

Unlike his Shifting Focus brethren, this Superman is 100% Supes, offering his trademark Hypersonic, Super-Strength combination, that we’ve seen tons of times before. This Superman might come to be the most basic version of the Man of Steel, and so he comes in at a high 200 points. For that 200 points though, you’re getting Outwit and Perplex immunity, a damage value that never drops below a 4, and steadily high stats throughout his entire dial. In this set, he’s almost unstoppable as long as you keep him away from your opponents heavy hitters. The one thing that he has over Mary Marvel is his range. Mary Marvel’s kryptonite is plasticity, because she has to get close to hit, Superman can laser beam them from a distance, keeping him out of danger. As i’ve mentioned a ton of times, being able to break through Stealth is immensely helpful in this set, and him being able to do that really crushes any possible defense. There is no counter to this piece in this set.

How to Beat: If you end up facing him, the best way to deal with him is tying him up with Copper or Condiment King, and forcing him to waste actions attacking them. If your facing him, you just have to make the best use of your actions, because more than likely you’ll be out-actioning his team. Keep on him with your swarm, the issue with his top-dial invincible, is that 2 damage can get through, unlike Invulnerable and Impervious that need atleast 3. If you can get him off of his Hypersonic clicks, he becomes a lot more manageable, but not weaker. Keeping him in one place, and positioning your weaker units to protect your strong ones if he is free is going to be your best way of keeping him down.

Strength’s: Great Powers, Solid Values, Can’t be Outwit

Weaknesses: Nothing

Where to Draft- 5/5- You have to play him if you pull him, there is no direct counter to this guy.

Final Score- 5/5

#050 Batman

Batman is great for his point value, but is completely overshadowed by the other half of the Worlds Finest. Batman relies on solid attack values, to insure he hits, even if those hits don’t end up dealing much damage. Because of this, Perplex is a huge boon to have with this figure, keeping his damage high allows him to go toe-to-toe with bigger pieces, and come out on-top. The thing to remember with Batman is to always use Running Shot before using Sidestep, so that he has a limited Hypersonic, allowing him to attack out of Stealth, and then Sidestep back in. When he’s in hindering, he causes issues for most pieces, as he sports an 18 defense, allowing him to avoid most attacks that manage to get close enough to target him. Later in the dial he gets Outwit, Charge, and eventually Flurry, forcing him to get into adjacency to be the most effective. Just remember that this Batman isn’t built to put people down in one shot, instead he jumps from cover to cover taking pot shots, weakening the opposition, and you’ll come out ontop. Plus, not being able to be outwitted is always great.

How to Beat: The best way to put this Batman down is to outmaneuver him, or swarm him. A character with enough movment can keep away from this Batman, kiting him out of Stealth to kill him. Bigger character’s like Mary Marvel, and the Super-Rare Superman can also shrug off hits from this Batman, making it dangerous for him to try to take them on one-on-one, and rushing into him can stop him from getting too tricky.

Where to Draft- 5/5- These Super-rares are too good to pass up.

Final Score- 3/5

#051 The Chief

The Chief is a really great support piece, as long as you pull a Scientist or another member of the Doom Patrol. This gives you the options of: Poison Ivy, Alura, DeSaad, Blue Beetle, Toymaster, Doc, Magnus, Monsieur Mallah and Lex Luthor, for Scientists, and Robotman, Crazy Jane, Mento, Negative Man and Elasti-Girl for Doom Patrol, meaning that, he does have a fair chance of being pulled with someone to help him. Now the reason those character’s help is that, he can Perplex and Outwit through them as long as they’re within 6 spaces. For 50 points, that’s really good value. The other tool The Chief has is his ability to grant Sidestep, which is killer for character’s with less than stellar mobility. For Defense, Chief relies on Mastermind that can transfer to anyone (Even Lead). His biggest issue is that, after 2 clicks, he loses both the Sidestep ability and Outwit and Perplex in-favour of Support. Having someone use Support with an 11 attack is really great, but losing the other powers doesn’t make up for it. Overall, he’s a really great supporting piece, that will always find a place on your team, but gains so much more control when paired with another character with a shared keyword. Now, I didn’t mention his ability to make a friendly character uncounterable. This is just because, besides Alura and Elasti-girl, not too many people are going to be Outwitted, especially with the lack of Outwit in this set. In constructed that will be killer, but less so here.

How to Beat: Isolate him, use Precision Strike. It doesn’t take a lot to put this guy down, just make sure you do.

Strength’s: Outwit and Perplex through friendly characters, Mastermind, Granting Sidestep, 11 Attack Support.

Weaknesses: Loses best powers after 2 clicks of damage.

Where to Draft- 5/5 – This guy offers so much good support, that you’re most likely getting a character that can benefit from it.

Final Score- 5/5

#052 Monsieur Mallah

I had some trouble coming up with something to say about Monsieur Mallah, because, in any other set he’d be a gem. He has really strong values, a good combination of powers, and one of the best Leadership powers in the game. He’s universally well rounded, and on-top of that, he can pick up and put down an actually threatening secondary attacker. This set makes what would usually be a fantastic front of the line attacker into way more of a finesse piece, that has to struggle to keep up with the strength of stronger pieces. Bottom line, Mallah is really good. He has the ability to smash people up close at the end of his dial, and put dents in them from range at the beginning. His Leadership can remove tokens from himself, and when he has the Brain attached he gets Penetrating/Psychic Blast and Super Senses, doubling down offensively and defensively. When The Brain is out, you have a fantastic attacker with Outwit that can put a dent in every character in the set. But all these are just outweighed by the fact that he isn’t as good as the Super-Rare Superman or Mary Marvel. He can be fantastic, but these Hypersonic beat-stick pieces are hard to beat.

How to Beat: Mallah is very well-rounded, but his defense powers never reach the level of Impervious or Invincible, making it easy for anyone with high damage to get in on him and smack him. The best advice is just to hit him after he’s dropped off the brain, or take the brain down to deal him penetrating damage. Know that at the end of his dial, he loses his ability to make ranged attacks, and make sure no one’s close enough to get the rough end of his ape rage.

Strength’s: Very versatile, Brings out Secondary Attacker, Leadership takes tokens off self.

Weaknesses: Brain can only be removed or returned at beginning of turn, Defense powers are lackluster

Where to Draft- 5/5

Final Score- 4/5

#053 The Joker’s Daughter

The Joker’s Daughter shouldn’t be a Super-Rare. She’s good enough for 75 points, but she just doesn’t match up to the high level of Super-Rares in this set. She has a really eclectic set of powers down her fairly short dial, having a different set on every single click aside from her special movement and Shape=Change which she has on all of her 5 clicks. Her movement grants her Stealth, an effective power in this set, but her values don’t really support a particularly offensive strategy with her. Her big draw is her trait, which lets you copy an attack or damage power from an opposing character chosen at the beginning of the game. With so much Perplex and Probability Control in this set, you’re bound to find something useful to copy, which makes The Joker’s Daughter a pseudo-support piece. She’s basically a jack-of-all-trades piece, who tries to stay around the front of the battle to get a few good licks in, while supporting the rest of your team. She just isn’t someone you can build a team around. She’s a great 75 point piece, but she’s not reliable for any specific role.

How to Beat: There really isn’t any specific way to beat The Joker’s Daughter, she’s not hard to get a hit on, and she’s not a huge threat. She’ll fall like any other piece.

Strength’s: Good Point Value, Copy Powers

Weaknesses: Unreliable Powerset

Where to Draft- 3/5- She’s a good piece for 75 points, but there are better team defining pieces that could be in the same booster as her.

Final Score – 3/5

#053B Harlequin

So this is the first of the KC figures in this set, and boy is she a doozy. She is so far undercosted at 90 points it’s absolutely insane. While Super Senses might seem like a questionable defense to rely on, with the Kingdom Come team ability, she gets two chances at it when she’s attacked from range. Her dial is really strong, with a consistant 3 damage, and an attack that never falls below 10, with a way through reducers on every click. Her mobility is a little lacking with only Sidestep on her first two clicks, but she gains Running Shot on her third and fourth, making up for it. The only thing she’s missing is Willpower, but with a dial that strong, she really doesn’t need it, especially when she can make a free attack every single turn of the game. Her trait allows her to put a Jack in the box bystander out that can make an attack for free. With 6 range and 10 attack, that gives you lots of opportunities to hit anyone. With Ranged Combat Expert and Blades/Claws/Fangs, that free attack can get through anyone’s defenses. That’s why Harlequin is the best prime in this set. She’s a good dial, super cheap, and she doesn’t need to take actions to make attacks. She is really, really good, but she is vulnerable to big hits, and people with tons of mobility.

How to Beat: Harlequin is the definition of a glass cannon. She has no reducers, no Willpower and can easily be taken down in a single hit, but she has fantastic offensive values and powers, and her bystander token allows her to put out more firepower than almost anyone in the set. You’re going to have to either out range her, or get up close. Precision Strike is going to be a huge help, as it cuts through her defensive powers. You gotta be careful if you push her to her final clicks, as she has a powerful Pulse Wave that can take a chunk out of any attacker. Persistence and Speed is key in removing her, as letting her stay around even for a turn where she is pushed, allows her a free attack with the Jack in the Box.

Strength’s: Free Attacks, Solid Values, Double Super Senses

Weaknesses: No Willpower, Mediocre Defensively

Where to Draft- 5/5- Passing up the Super-Rare Prime?? Why would you do that!?

Final Score- 5/5

#54 The Joker

I don’t know if anyone wanted another Emperor Joker, and we definitely didn’t need whatever this is. In sealed, he’s going to be okay, but his values are all over the place. For 250 points he has 9 attack at 2 separate points on his dial, and 2 damage on his last click; he also has no reliable move and attack. Joker instead gets a movement ability allowing him to switch with a friendly character who misses their attack, letting him take their place and make another attack, and eventually gets an Outwit that can Outwit any character that shares a name with the original target. At the end of his dial he gets some Steal Energy to get back a bit of health. Besides those huge downsides, Joker has really strong Defensive Powers and really useful Damage Powers. Joker want’s you to get close to him, because there’s no way in the world you’re going to be taking him down in one click. The last trick up Joker’s sleeve is his ability to copy powers from opposing character’s within line of sight, giving him a chance to get some move and attack. Honestly, Joker’s biggest downfall is his point cost. 250 is just so much to spend on one figure.

How to Beat: Joker is actually much trickier to take out than I made it sound. He has reducers all the way down his dial, so you’re going to have to find a way through those, and since he can’t be Outwitted, you’re going to need a lot of firepower. Luckily, you won’t have to worry much about Joker’s support, with only 50 points to spend, there isn’t much that can threaten you while you deal with Mr. J. Hit him fast and hard, and then get out of his Line of Sight. If he can’t see you, he won’t be able to hurt you. Tear him down slowly, taking safe shots, and you’ll get through him easily.

Strength’s: Full of Reducers, Some High Values, Copy Basic Powers within Line of Sight.

Weaknesses: No Move and Attack, Super Expensive

Where to Draft- 1/5 – 5/5 – He’s not a bad piece to run, but he has a huge flaw in his mobility, that going against the wrong team can put an end to him extremely quickly. If you see him, you have to make the choice either to run him and try to use his copy ability to gain some amount of mobility, or pass him over, and expect to see someone else run him.

Final Score- 2/5

#55 Metallo

In any other set, Metallo would be unstoppable. A constant 19 defense is unheard of, and Metallo has the defensive power’s to support that 19 Defense. At the same time, if he doesn’t want to take that 19, he could take Super Strength or Pulse Wave instead, making him extra dangerous. After he takes some hits, he gets a special Poison that allows him to take tokens off of himself, (especially helpful against the Swarm teams), and deals penetrating Damage to Kryptonians (too bad most start with Invincible.) Metallo is just a really super solid beater piece. He doesn’t have good mobility, starting with a 4 range charge, and Outwit can really ruin his day. The good thing is that there really isn’t that much Outwit in this set, so he doesn’t have much to be concerned about. Metallo is really just a wrecking-ball that you send forward, hoping that no one can stop him and his 19 defense.

How to Beat: With the amount of Perplex in this set, Metallo’s 19 defense looks a little less intimidating, but his real weakness is Ouwit. Getting rid of that Invincible makes him a walking target, and with enough fire power, it shouldn’t take much to bring him down. One-on-one, Metallo is incredibly powerful, but with 2 or 3 strong figures pinging him with shots, he’ll quickly fall.

Strength’s: Pick-a-Power or +1 to stats, 18 defense all the way down the dial.

Weaknesses: Low Mobility makes him a target.

Where to Draft- 5/5- This figure is always good to have on your team, and while he may have some issues comparing to Mary Marvel at the same point value, he brings enough that with a little mobility (a taxi or Telekinesis) he becomes a powerhouse figure.

Final Score- 4/5

#56 Supergirl

Supergirl is a great character to pull because she comes in 3 flavours, all of which are good. Her three point values are 200, 150, and 100, offering a great variety of team building options for her. All three starting points are great, 200 starting her off with Running shot, 150 starting with Charge, Super Strength and Super Quake which she can use for free when she has two tokens on her. This allows her to charge in, putting a second token on her, and then Quake afterwards, hitting a character twice, and while Quake only does 2 damage, her trait makes hitting a character ever so appealing. Her trait allows her to give out action tokens to any character she hits, and allows her to take tokens off if a hit character has two tokens on them. This makes her devastating to other tent-pole figures, especially if she can Charge in, putting a second token on them. Then Quake them to remove a token from herself. That allows her another turn of Charging and Quaking, before they would have a chance to hit you back. You really cannot underestimate her. Now if I had to choose a starting point to play her on, I’d have to go with 100. At 100 she starts with Hypersonic Speed, and paired with her 8 range, this allows her to get in and snipe the most threatening opposing character, slowing them down with tokens and still provides 200 points to pair her with. She can absolutely dominate any of the character’s in the set with her trait, especially when she hits a character with the Batman Ally or Superman Ally team ability, and is able to heal from it. She herself has the Superman Ally, so she can

How to Beat

At 100 points, she has a lot of mobility, and she’s going to try to never be in a position where she has 2 tokens on her. She can shut down teams built around one character if she gets the first hit off. On the other hand, dealing even 2 damage to her is going to get her off Hypersonic. At her other point values she’s still not very defensively aligned. Hitting her once will put a dent in her capabilities. The best advice for dealing with her is hitting her first and hard. Keeping her down is the only way she won’t get a token on your figs.

Strength’s: 8 Range, Hypersonic Speed, Puts tokens on hit character’s, Can take tokens off, Superman Ally

Weaknesses: Can’t take hits well, Small amount of clicks for point cost.

Where to Draft- 5/5- If you can hit with her, she can disable almost any character in the set, including the chases.

Final Score- 5/5

#57 Platinum

Platinum is the Super-Rare you never want to pull. She gives you 18 defend and double Outwit, both of which are fantastic. But compared to every other Super-Rare she just doesn’t compare. If you do pull her, she’s good if you have other Metal Men (a re-occuring thought), and even without them, having Outwit and granting 18 defense is really awesome. But you’re going to be in an uphill battle against a Superman or a Mary Marvel.

How to Beat: Hit her first, get rid of her Defend.

Strength’s: Ouwit, 18 Defend

Weaknesses: No Range, No Mobility without other Metal Men

Where to Draft-3/5-4/5 – Her defend is almost a must have for swarm teams, but it’s dangerous to rely on a power that’s only on her first click.

Final Score- 4/5

#58 Alloy

Alloy is one tough customer. He comes in with 3 point values, 275, 200 and 150, so he’s not going to be cheap. At every level Alloy can take hits. He has a fairly steady, if low defensive value on his lower clicks, but consistent reducers and Shape-Change make him hard to take down. On his top level, his 19 defense and Perplex make him really hard to get him off his top click. The biggest issue with the lower values is that they don’t start with Charge, making it a little bit of a tougher sell. Regardless, he’s going to be hitting for a ton of damage. Like the other Metal Men (sigh) he’s made better by having some of them to work with. His last click allows him to switch into Metal Men on their last click (which is always a copy of their first click), denying your opponent the sweet victory of getting Alloy’s points. Yes, this is as powerful as it seems. The rules for replacement are that, if the replacement character’s are killed, then the replaced character (in this case Alloy) is scored, if not, then only the replacement characters are. What this means is that, if you split Alloy into two Metal Men, and your opponent kills one, they only score the points for that Metal Man. Keeping one Metal Man alive after Alloy splits allows you to control the points your opponent can actually get, reducing their 275 point kill to a 50 point consolation prize. Alloy also gets the advantage of the new, improved giant size rules. He can carry other people into the battle, and smash people from 2 spaces away.

How to Beat: Ouwit him to get through his defense, keep away from him to avoid his retaliation, and then Pulse Wave him to get past his split click. He’s not too hard to take down, as his values drop significantly as he takes damage, but if you accidentally get him to that click, you just made your life ten times harder.

Strengths: Full dial Reducers, Super Strength and Shape-Change. Split into Metal Men to steal points from your opponent.

Weaknesses: Low Mobility, Values Drop as he takes damage.

Where to Draft- 5/5- He can really wreck house with his high damage output, and if you draft more Metal Men he just gets better.

Final Score- 4/5

#59 Lex Luthor and Joker

This duo really brings a lot to the table on both their point values. For 75 points you’re getting 3 clicks of life, but to make that a little bit more agreeable, he has two fantastic traits. The first gives them Mastermind, and gives every friendly character the Underworld team ability. This allows any character with the team ability to carry other characters with the team ability when they’re given a move action. Lex Luthor and Joker aren’t going to be able to be carried though, because of their duo attack symbol. Their second trait makes their abilities and power uncounterable, and their values unable to be modified down. At 75 points, they become a taxi service for your bigger pieces, and have really solid offensive stats to back that piece up, as well as Probability Control to support their attacks. Since Lex and Joker have Sidestep, they can get into position and unleash a duo attack, with 11 attack, 3 damage for both their attacks, as they ignore the Damage Depletion Modifier. On their last click they gain back the power from their first click, which is a combo of Perplex and Outwit. Now if you’re playing them on their higher 200 point level, they become a much more frightening offensive character, but still are pretty vulnerable to damage. They don’t have reducers until their last 3 clicks, and it’s Toughness. They do have the ability to Sidestep twice, giving them even more range for their Duo Attack. They can really put out a lot of damage, but they’re just so costly that I would be worried about their squishiness, so insure you have some Mastermind Fodder. Your biggest worry is character’s with Precision Strike, which thankfully there are very few of. You’re only worries are Crazy Jane, Alura, Major Force (for his Poison also), Jason Blood, Crazy Quilt, Element Man, Klarion, SR Batman, Joker’s Daughter, Metallo and the Chase Batman. Be aware of these character’s, because they can tear you apart. The last thing to notice about him is his Team Abilities. Superman Enemy is limited only to Supergirl, so there’s a very low chance of getting to use it. Batman Enemy is shared with Poison Ivy. Granting Ivy an 11 or 12 attack could be really useful in making her a much more threatening piece.

How to Beat: Precision Strike. Mastermind is a fantastic ability for them, especially when there’s so many cheap pieces to Mastermind to, like Lead who’s Impervious is going to cut most of your damage to them. Precision Strike will remove their Mastermind, making their 17 and 18 pretty easy to hit. Leaving your character’s out of position will result in them taking a huge amount of damage, even the Super-Rare Superman can take 4 clicks from them if he’s misplaced.

Strengths: Duo with No Damage Reduction, Strong Values, Mastermind

Weaknesses: Can’t be carried, Heavily relies on Mastermind.

Where to Draft- 5/5- He’s not your usual tent-pole, but he can really put a lot of damage out, and if you pull a Metallo, you can play him at 75 and carry him around.

Final Score- 4/5

#60 World’s Finest

World’s Finest is a weird piece. At first glance he doesn’t seem like he really adds up to 300 points. The values are spot on, but the powers themselves are a little lacking. He has so much blank space, it just makes you wonder how Batman + Superman has less powers than either of them separately. Regardless, World’s Finest brings a lot to the table. It takes the trait of Lex Luthor and Joker, so that they don’t have to worry about Perplex or Outwit, or the Damage Depletion Modifier. They also get a fantastic trait that lets them attack again if they miss their first attack (including if the opponent succeeds at Super Senses, but not Shape Change), this only appears on the 200 and 300 point dials, along with their ability to use Colossal Stamina, but take 2 damage instead of 1 for doing so. This isn’t something you’re going to be using all that often, as 2 unavoidable damage is a hefty price to pay, but there’s going to be a time when Hypersonicing away and taking 2 damage is a better option than leaving them there to get punished. All three starting points are solid, but I prefer the 200 point option. It starts you with solid stats, and Running Shot, and after taking 1 damage you get Hypersonic. Now 7 clicks for 200 points is a little limited, but 100 points of support can really make this figure killer. The cherry on top of this amazing piece is their Team Abilities. Being able to kill Stealthed character’s is good, but being able to rely on your own stealth is even better. This figure is incredibly powerful, at every point value, and cannot be overlooked.

How to Beat:

First of all, you need to be able to get through stealth. Unlike other Stealthy pieces, World’s Finest doesn’t need to rely on Stealth for defense, being able to fall back on Impervious or Invincible if you can break the stealth. If you sit within their range, they’re going to Duo Attack you as well, putting out tremendous damage. The best way to deal with them is to tie them up with a lesser point character, like Condiment King or Copper, then smash into them with your big attackers, hoping that a few turns of tie -up allow you a brief respite from their murderous rampage. The other big issue this piece faces is that it doesn’t have anyway to get through modifiers other than pure damage. They have as much issue with Impervious, Shape-Change and Super Senses as any piece, and have very few ways around it. Bog them down and then smash them is your best strategy.

Strength’s: Making an attack after one misses, Un-Outwittable, High Values

Weaknesses: No Attack Power to get through Defenses.

Where to Draft- 5/5 – World’s Finest might not do fantastically outside of sealed, but in Sealed he will be an enormous beast. Beware him.

Final Score- 5/5

Chases

Before we get into the specifics of each figure, lets cover the basics of the Chases. They all share the same trait that makes them un-counterable and un-modifiable. What this means is no Perplex friendly, or otherwise, No Outwit, no Empower and No Enhancement. Things that do work with this are Super-Strength and Hindering Terrain, since Wizkids recently ruled in favor of these already powerful pieces. On top of that, each chase shares the same team ability, giving them Super Senses against ranged attacks. All of these chase figures also have the ability to be put on a “tower” click, allowing for a stationary supporting figure, that can be brought into the fray under certain circumstances. I’ll be rating these pieces in terms of their full dial and in terms of their tower click. Keeping these things in mind, lets move on to the actual figures.

#061 Superman (Figure)

Each of these chases excels at one thing, Superman’s badge of honour is huge enormous damage value. For 200 points, Superman starts with a staggering 6 damage and Super Strength allowing for a 9 damage hit. Furthermore, his other stats aren’t low by any means. His defense is a 19 for half his dial, and is stacked with reducers. Superman’s only weakness is starting with Charge instead of Hypersonic Speed, which he gets on click 3. On his top click he’s a tank that wrecks anything in his way, on his 3rd click with Hypersonic, he becomes incredibly hard to put down. All of the chases are good, but this guy wrecks house in sealed. Worried he’s relies too much on getting in close? He has 8 range and the Superman Team Ability on top of all that. He’s insanely powerful.

How to Beat:

The best way to beat him is to get to him while he’s on his charge clicks. One big hit is going to push him to Hypersonic, where his defense power falls to Impervious. You don’t want him to stay on his Hypersonic clicks, but you also don’t want him getting you for 9 damage. Out-range his charge, and hit him with your biggest hitters, while trying to stop him from getting to clicks 3,4 or 7. Damaging him isn’t a reliable way of making him less dangerous, as even on his last click, he has 4 damage and 12 attack.

Chase Ranking- 3/6 (1 being the best)

#62 Superman (Tower)

Superman’s tower click gives him dual target Incapacitate with a 12 attack. For 35 points that’s damn useful, even if you just use him to slow down the opposing characters, without worrying about losing him. If you get him to jump to click 7, he’s one of the best Chases. He has giant stats, and Hypersonic Speed, allowing him to outlive any other 35 point character. Here’s your two choices, leave him in the back until all your character’s die, and get a second chance to get some points with a Hypersonic beat-stick, or keep him up front, slowing down the encroaching forces.

Chase Ranking- 3/6- His tower click provides some use, but the real benefit is getting him back on click 7.

#062 Batman

Where Superman had damage, Batman has attack. 13 attack to be precise. Batman’s mobility is a little lacking compared to Superman, but for 50 points less, he’s a terror in stealth. His outwit is also the only Outwit that can get through the chases, making him even more useful. Unlike Superman though, Batman loses some effectiveness as he takes damage. Hopefully, keeping him in Stealth will allow you to avoid taking any damage, but Batman just isn’t as powerful as Superman. Now, in saying this, I’m not suggesting this figure is bad by any means. For 150 points he’s almost unbelievably under-priced, he just has a little trouble comparing to the other KC chases.

How to Beat: Batman’s damage never falls lower than 3, but he’s not making nearly as many big hits as Superman. If you have any pieces that ignore Hindering for targeting, then Batman will be easy prey. If not, then keep on him with smaller close combat pieces to finish him off. He’s the most powerful stealth piece in this set, but can quickly be taken down if he depends on it too much.

Chase Ranking- 5/6

#062 Batman (Tower)

In his tower mode, Batman becomes a turret of Outwit. He sits in one place Outwitting the crap out of anyone who gets in his line of sight. There’s not much more to him than that. For 25 points thats incredibly powerful. He also can’t have line of fire drawn to him if the character is more than 4 spaces away, allowing for him to act as blocking terrain to protect your team or as a way to block up a hallway. The click Batman comes back on isn’t particularly great, but it’s still incredible for 25 points.

Chase Ranking- 5/6

#063 Wonder Woman

Wonder Woman takes the same honor of Batman in having a 13 attack, and has the benefit of being 140 points cheaper. Wonder Woman gets the Justice League team ability, which is the worst of the bunch. In fact, Wonder Woman’s values are pretty average outside of her attack. She’s strong for 140 points, but she has trouble getting into the fight, and only has 6 clicks of life. Once she’s adjacent to an opponent she can lay waste to them, but I don’t think she’s particularly reliable in getting into the fray. She’s still going to wreck house, but she’s not doing it with the same grace as the other chases.

How to Beat: Outrange Wonder Woman, and hit her with Psychic Blast. She only has 6 clicks of life, so she can’t hold on forever.

Chase Ranking- 6/6

#063 (Tower Click)

Wonder Woman is a much better tower then she is a figure. Having a 12 attack medic for 25 points is unheard of. Yes, she can’t move around with your team, but staying around here will keep your team running forever.

Chase Ranking- 4/6

#064 Green Lantern

Green Lantern is really, really powerful, and impossible to hit. Starting defense of 20 is basically unbreakable in this set, except by another chase. His other values are just as high, allowing him to blast through anything other character. 9 Range allows him to out-range everyone in this set except another chase. He’s a little more expensive at 170, but you won’t find any better ranged attacker.

How to Beat: Perplex up your attack as high as possible to crack that 20 defense. He doesn’t have the longest dial, so a few good hits will put him out. It’s just getting past that first hurdle that’s the hard work.

Chase Ranking- 2/6

#064 Green Lantern (Tower)

Green Lantern is a little more expensive at 35, but he provides 2 powers. Perplex without drawing line of sight, and Barrier. His pop-up click isn’t as useful as Superman’s, but his tower powers are even better.

Chase Ranking- 2/6

#065 Shazam

Shazam’s focus is Speed. 15 movement Hypersonic Speed allows him to cover half the map on a turn. He also gets the Calculator team ability, which gives him a lot of options in this set, none better than Mystics. In terms of defense, he has the Team Ability and Shape-Change on-top of Invincible. Later in the dial he loses the Hypersonic for Charge, and then finally gets Running Shot, Pulse Wave, and Probability Control. Seriously, 15 speed Hypersonic makes him basically untouchable, able to smash anyone for huge damage.

How to Beat: Tie-him Up as quickly as you can, push him into a corner, and hit him with everything. Going up against any chase is hard work, but Shazam is something special. More than likely you’re not going to be catching up to him anytime soon. Wait till he has two tokens, and get into position to hit him next turn. Getting him off of Hypersonic Speed reduces his effectiveness by a ton.

Chase Ranking- 1/6

#065 Shazam (Tower)

Shazam gives 18 defense, making him a beacon for your smaller pieces, but seriously, why play him on his tower click when you could play him as a figure. He can take tokens off, but he’s not slaying entire teams like he can do with 15 Hypersonic Speed.

Chase Ranking- 6/6

#066 Spectre

Spectre has 12 range, and huge numbers for all his values. 19 Defense with 2 Super Sense rolls and Probability Control. Spectre doesn’t have any move and attack, making him a little harder to maneuver, but with stats like that, and the Mystics team ability, everyone will have trouble putting him down, and he only comes in at 130 points. It’s hard to talk about these chases because they’re basically all fantastic , all worth their points. Spectre is a fantastic ranged piece, and that’s all there is.

Chase Ranking- 4/6

#066 Spectre (Tower)

In his tower, Spectre gives 12 range Probability Control, basically allowing for 1 free re-rell of any roll on the entire map for 35 points. That’s not good, that’s borderline broken.

Chase Ranking-1/6