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DC HeroClix: The Brave and the Bold has been released, and with the Blackest Night upon us, the dead have risen! Enter Kal-L, the Superman of Earth-2!
Weighing in at a hefty (but not unbelievable) 254 points, Kal-L brings serious power to the HeroClix table, but not without some suprises for a figure of his considerable cost. First off, the suprises. This is the only figure at this point level (250-275) that doesn 't possess at least a click of Impervious or Invulnerability. Instead, Kal 's less...living...form has a total of 8 clicks of Toughness backed by 3 of Regeneration. This isn 't necessarily a bad thing, given that his dial toploads at a 19 defense score, never dropping to less than 16. Still, he comes apart a bit easier at the seams than he did before his death at the end of Infinite Crisis.
As a Black Lantern, Kal-L can recover from virtually any injury to continue manipulating the emotions of his targets. This is partially evidenced in his Trait -- Power Levels Rising: Whenever an opposing character is KO 'd within 4 squares of Kal-L, you may heal Kal-L of 1 damage.
Between this and Regeneration, Kal-L can make the most of his high cost by KO-ing figures (or being near KO 'd opposing figures) after he is damaged. He also has a synergy with the Black Hand figure (via the Avatar of the Black special power) and the Black Lantern Special Object. With the right circumstances (and a little help from the Golden Age Auto Regeneration Feat Card), Kal-L can conceivably heal up to 7 clicks of damage with just those elements in play! It will be much more common to heal one click or perhaps two, but that is an extremely potent ability in any case.
As much as can be made of Kal-L 's defensive abilities, he is very much a powerhouse offensively, worthy of the "S" Shield he created. Starting with 5 damage and never dropping below 3, Kal-L is an extremely hard hitting figure, which is even more devastating with the implication of the powers that go along with those statistics. Still faster than a speeding bullet and more powerful than a locomotive, Kal-L starts with Charge and Super Strength. And because he can READ THE EMOTIONAL SPECTRUM, he deals penetrating damage via Exploit Weakness. His attack value is a respectable 10, and he possesses the Indomitable ability, but his dial is very tempting when it comes to 'optioning off ' Indomitable and allowing the click of damage to occur on a push. His 10 attack raises to 11 and grants him use of another special power: FENDING OFF TWO SUPERMEN. Now, Kal-L can Charge and use Flurry for 5 base damage, and then use Force Blast as a free action on successfully hit opponents. This is advantageous because it allows Kal-L a measure of protection against a figure he may have damaged, but might not want to remain adjacent to when the attack resolves. With a little luck, Kal-L will possibly heal back to his first click at any rate.
Once he reaches mid-dial, he loses Fending off Two Supermen and gains Hypersonic Speed and Regeneration (where the auto-regeneration feat card comes highly recommended for games that it is available). His attack dips to its ' lowest 9, but he is still dealing 4 base damage at that point.
Thanks to Wizkids new figure inclusion code, I can do reviews on certain figures without going through the 'joys ' of getting the dial to be visible without undue work. |