Greetings Clix fans, and welcome back to our regularly scheduled program! For the first team build of 2018, I wanted to do something a little different. Rather than focusing on one particular piece, I want to talk about building around a theme from Harley Quinn and the Gotham Girls… Bombshells!



I was really excited that the Bombshells were included as a subtheme in the recent DC set. As I mentioned before, I’ve always loved the statue line, but frankly I don’t have the space or the money to pick them up. While the sculpts aren’t quite as gorgeous as the statues due to the size, it’s still a way for me to have my cake and eat it too. Anyways, the Bombshells have amazing synergy together and if you play the right pieces, they can really bring the pain.

Typically in my team builds, I would highlight the single piece I’m building around and talk about their dial, traits and special powers, strengths, weaknesses, and what they need in order to succeed. That obviously isn’t going to work with 10 pieces, so we’re going to do things a little differently.

What makes the Bombshells so strong is their single shared trait:

BOMBSHELL: When [named piece] makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Most abilities like this only trigger or reward the player on a hit, but the Bombshells get to accumulate these tokens whenever they attack. If they attack multiple targets (which you’ll see), they accumulate multiple tokens. This turns them into perpetual motion machines as they can attack every single turn if you play them well. Many of the Bombshells can use these tokens in other ways as well, so they are essential to the team.

Let’s take a look at each of the Bombshells and rate them on their own scale before I cover which pieces are mandatory, which are flex picks, and if any can sit every game out. I’ll go ahead and link each of their dials as well for you. Keep in mind that I think all of the Bombshells are worth getting, but when they’re compared to each other, scores might move down a bit.

017 Harley Quinn – Perplex, Charge, and Flight with a 12 square radius is a really nice package. Harley has a decent dial size for 75 points, her moving into Outwit is a nice option. However, with just 17 Super Senses and low attack and damage for her points, you’re probably going to be using that Perplex on herself rather than her sisters. Unfortunately she’s kind of a pass. 2/5

018 Poison Ivy – The amount of problems you can cause with this 50 point piece is just hysterical. Double Mind Control (to accumulate two Bombshell tokens), and the added ability of Incaping her targets in the process is just brutal. Shape Change and Super Senses makes her an incredible pain in the ass, and she’s got them both on every single click. 5/5

020 Catwoman – Stealth and Outwit have become a very devastating combination with the new power changes, so Catwoman is almost a necessary piece. She’s a reverse Harley in that she moves into Perplex, so you’re getting both support powers. Her dial isn’t too shabby either. My only complaint is that she’s 55 points rather than 50. 4/5

035 Mera – Mera is kind of an abstract piece. She’s got TK which is fantastic, but she only has 6 clicks for 100 points, and half her attack values are 9. She has a really nice way to reduce damage, and she accumulate a freaking TON of Bombshell tokens in one action. Quake targets all opposing characters (so if she targets 5, she gets 5 tokens), and then her Tidal Force power would reward her with an additional Bombshell token for each hit target. She’s a very oddball choice. 3/5

036 Stargirl – If you’re going to play Bombshells, you play Stargirl, period. There’s simply no reason not to. You get the Perplex you need from Harley for the early game, and then she gets smacked into her STOP click with her amazing Staff power that lets her take up to 4 actions in a single turn. I’ve blown up three pieces in a single turn thanks to Stargirl. Play her. Love her. 5/5

037 Batgirl – One of the best vampire dials ever made. Great movement, traited Steal Energy, high attack values, good damage, and a killer defense power make her a great primary attacker. You almost don’t want to heal her as she’ll move into Charge rather than Hypersonic, but it’s worth it. Just make sure you play her safely; she can go down pretty easily. 5/5

038 Batwoman – For 5 more points than Catwoman, you get Outwit attached to a pretty nice melee piece that brings Empower to the group. Sure, she doesn’t have Stealth for protection and she fumbles over terrain, but she’ll be a good piece to have in the fight. It’s pretty much up to you whether you’d rather have Empower and more damage, or a safety Outwit piece in Catwoman. 4/5

051 Supergirl – She’s going to eat a huge chunk of your team no matter which starting line you pick, but boy is she’s a brute. Personally, although you lose the Leadership and her defense is lower, I’d play her at 130 for that 12 attack value. The only real complain on Kara is that her attack and damage just plummet for her points. It’s all worth it though since she gives all her dive partners Super Senses. She’s a very mean package. 4/5

052 Wonder Woman – If you can get around the 10 attack, I would probably go with Wonder Woman over Supergirl. She has a much more consistent dial, has Leadership for 3 clicks that can potentially overturn a game on a 6, and has a 20 defense in melee. Her stats stay pretty strong her entire dial as well. She’s a great leader for the team. 5/5

053 Zatanna – Like Stargirl, if you’re going to play Bombshells, you play Zatanna. She might have a miserable 4 click dial, but she brings two Prob’s to the table and the insane ability to transfer Bombshell tokens on your team each turn. That mechanic already makes these characters very strong, and Zatanna bends the rules to suit your team better. And hey, she’s already an 11 attack Pen/Psy piece. 5/5

Out of all the Bombshells, only two of them are somewhat passable on a team. To be fair, these are almost all strong dials, and even Supergirl who doesn’t have any special interaction with the Bombshell tokens is still a piece that can attack every single turn thanks to her Indomitable. Same with Wonder Woman. There’s a lot tricks you can pull with these gals, and they shouldn’t be taken lightly.

So what are we going to do with them? That depends on what type of team you want to build. Personally, I like to build a team that can do a lot rather than one thing really well. Rather than building one team, and since I’m putting out one article a week rather than two, I’m going to do a few different builds for you guys. Two of them will be 300 points, each with a different goal in mind, whereas the third twill be 400 points. Each of them will be Limited since that’s the season we’re rolling into (and let’s face it, the Bombshells are good, but they aren’t tournament winners), so that means no resources or equipment at force construction, along with some other minute details that don’t matter since we’re sticking with theme.

300 Point Limited Bombshell Team – Heavy Lifting

One of the issues I have with building the Bombshells is that the cheapest girls on the team is Zatanna at 50 points, whereas every else is at least 55. That makes it incredibly difficult to fit a decent amount of them on a team. Regardless, I wanted to make a team that was all about diving deep and punching for a lot of damage without all the fancy tricks. This is more for those of you that just want to whittle your opponents down.

Our first heavy hitter is Wonder Woman. She ensure that every character on the force can act each turn, and she’ll be our non-stop attacker for the game. Essentially we’ll power her up so she can just keep making attacks. The only issue is her 10 attack, but thankfully we have at least two Probability Controls a turn to counter that. She’ll be a hard piece to put down, and she’ll most likely be the focus, which is a good thing.

Batgirl rounds out our primary attackers. As long as we can land the first hit with her rather than the other way around, we’ll get a very disgusting secondary attacker. She’s also an abuser with Bombshell tokens since she can keep using Steal Energy on those attacks, so even if we end up pushing her back into her Hypersonic clicks, she’ll just heal right back up. With her and Wonder Woman, we can churn out a ton of damage.

With 105 points left over, it was either the two cheapest Bombshells, or one fairly expensive one, so I opted for the two support pieces.

Catwoman will help our team out a lot because things like Shape Change, Super Senses, and Impervious can rain on our parade. Hell, Combat Reflexes is probably the worst thing that this team can play against, so here’s our answer. I feel that dive teams really do need to have Outwit so they aren’t just immediately countered.

Zatanna rounds up the crew as she should, bringing two Probs to the game, or a sniper to take pot shots while the two main attackers smash up the enemy. With her Bombshell swapping, you can really have some fun with numbers, generating tons of free attacks. When Wonder Woman and Batgirl have rested and used the tokens, pour them into Catwoman so she can basically evade any attack no matter what.

What I really dig about this team is that you have two characters that can Fly and two who can’t meaning it’s very easy to get the entire team into position. It’s all about positioning on turn 1, and then deploying the pain.

300 Point Limited Bombshell Team – Tricks For Free

This is my preferred Bombshell team and it’s pretty disgusting. There’s so many tricks you can apply once you start getting tokens that it gets a little out of hand.

Batgirl makes a return as our primary attacker. With this build, you really have to play her carefully so that she isn’t gunned down immediately. It’s probably best to use your Perplex and all other support powers to keep her out of harm’s way and healthy. If she can do her thing, she’ll be the perfect distraction while you power up your force.

Stargirl is the real threat of this team. While she starts with our only Perplex, she’ll be the key to winning games. Her STOP click will ensure that she doesn’t get destroyed in a single attack, especially since she ports back to your starting area, so there’s no real fear in her going down quickly. Use her as support early, build tokens, and then unleash her.

Catwoman shows up again as our dedicated Outwit piece, and with the Perplex and Prob, rounds out our support trio. Outwit is always strong, and just like with the last build, I don’t see a reason not to include her, especially with our points.

Zatanna is a third player from the last team (this is a little awkward…), but in this situation, she’s the lynch pin making everything possible. While she does only have 4 clicks, she does have Mastermind on her top two clicks, and we have amazing fodder for that; Stargirl. When these two stick together, it’s a very annoying combo that’s pretty tough to deal with.

Rounding out the team as far as pieces go is Poison Ivy. This gal is extremely annoying if she sits in hindering terrain and plays bouncer to your Bombshell club. Anyone that comes close can be Mind Controlled, preferably two that come close, and start generating Bombshell tokens for the team. The amount of effort that’s needed to deal with her typically means opponents don’t bother until the end of the game or they’ve taken out other pieces. Whereas Batgirl seems like the real target, Ivy is the real initial threat. Have her hang out just outside your Ring for maximum effect.

With just 5 points left to spare, I opted for the Boxing Ring because it keeps these girls safe while they do their thing. Batgirl can patrol the perimeter and make sure no one really gets in and stays while the rest of the team powers up. With a +5 to map roll, you can pick a map that has no back entrances so your opponent is forced to come at you one direction. Once you have Stargirl powered up, she can just TK herself out of the ring so that she doesn’t take the penalty for firing while inside.

This team is a little more risky than the last, but the rewards are huge. It’s possible to just destroy the enemy team in the late game without any opposition since they’ll waste all their objects or power plays early.

400 Point Limited Bombshell Team – Everyone is Working Together!

This version of the Bombshells does a little bit of everything.

Starting us off is Supergirl on her lower point value. She’ll be the initial striker on our force and will help accumulate early Bombshell tokens. If she sits in the ring, your opponent is most likely not going to want to dance with a 13 Super Strength piece. While she can absolutely take advantage of the Bombshell tokens, she’ll be a great transfer once she’s used the free attack on her second turn.

Not only did I use Supergirl for the first time, I also went with Mera. The TK for Supergirl and the ability to generate a near infinite level of Bombshell tokens herself means that this team can go off a lot quicker with Stargirl. While she does have her fair share of problems, the Perplex from Stargirl will really help her in this regard. Also, I love that Supergirl can carry her in, and then Mera can use TK for other purposes, although it’s really great to TK an opponent into the ring and then hit with Supergirl.

I’ve covered Stargirl, Zatanna, and Poison Ivy plenty of times above, so I’m not going to go into detail here. Basically, Stargirl is our long-term (although much shorter than the last team) powerhouse, Zatanna is our sniper/Prob machine, and Ivy provides more ways to either bring the opponents to you or make them fight each other while generating tokens.

The Boxing Ring shows up again for the same reasons as the last team, and with an added TK on your force, you have even more ways to control the battlefield.

Notice that I did include an option to take the Ring and Ivy out and sub in Catwoman if you feel you need the Outwit since it’s a little scary not having that power in 400 point matches.

This team is a really nice mix of big damage and background tech that it theoretically should be strong at all levels of the game. I’m not really sure how well it will do in 400 points since bigger threats show up there, but it’s a fun team that should be able to take some big pieces down.

There you have it; not one, not two, but three team builds today with the lovely new DC ladies. Again, I really dig this subtheme and I’m happy that WizKids is accepting more diversity rather than just mostly male figures.

What are your thoughts on my teams? Is there a Bombshell team that you’ve built that you’re proud of? Sound off in the comments section and let’s see what you’ve come up with, or which team you’re going to try. I know I’ll be playing a few of these this week for our casual game night!

I’ll see you all next Thursday on Two Clicks From KO, and here again two weeks from now. Keep your eyes on the Home Page as I update throughout the X-Men spoilers!

Take care everyone!