Justice League: The Fury of Firestorm!

Published on July 31st, 2012

Greetings HeroClix Fans!

For today’s DC HeroClix: Justice League set previews, we head back to the classroom and visit with two teenagers who don’t have a lot in common except when they change into the superhero known as Firestorm!

A quick look at the character cards for both versions of Firestorm show that they have a trait, which we’ll discuss in detail later.  You’ll also notice that both characters have the same combat values on their dials and share a lot of the same names for their standard powers.  So without further delay, first up we have Ronnie Raymond’s version of Firestorm!

This version of Firestorm checks in at 95 points and begins play with a click of Phasing/Teleport.  In his attack slot he starts by throwing around EMP Bursts (Pulse Wave) to go with his range of seven.  Defensively, Firestorm begins with two clicks of Energy Shield/Deflection as he transmutes projectiles aimed at him into harmless items.

In Firestorm’s damage slot is a special power, Disable your Weaponry, which sticks around for three clicks.  Disable your Weaponry allows Firestorm to use Probability Control once per turn when he is attacked.  When he uses Probability Control, if the rerolled attack is a critical hit, he can use the power one more time!

As we move off Firestorm’s first click, we see that he switches from Phasing/Teleport to two clicks of Running Shot.  This power works in combination with Energy Explosion, which has replaced Pulse Wave for four clicks in Firestorm’s attack slot and is quite potent with ability to target two characters.

On Firestorm’s third click, his defense changes to Toughness for three clicks as he hardens his skin to protect himself.  On his fourth click, he drops Disable your Weaponry in favor of two clicks of Ranged Combat Expert.  On his last two clicks, Firestorm regains Phasing/Teleport and Energy Shield/Deflection.  In addition, he picks up Perplex in his damage slot.

Next up, we take a look at Jason Rusch’s version of Firestorm!  This incarnation of the nuclear man is 105 points and starts with three clicks of Running Shot in his movement slot.  For two of those three clicks, Firestorm starts with Energy Shield/Deflection to give him a defensive boost against ranged attacks.  In his damage slot, Firestorm starts with a click of Ranged Combat Expert, followed by two clicks of Perplex.

Mid-dial, Firestorm reaches fantastic speeds for two clicks by dropping Running Shot over Hypersonic Speed.  Defensively, Energy Shield/Deflection is dropped in favor of three clicks of Toughness.  On his last two clicks, Firestorm takes a defensive stance.  Hypersonic Speed makes way for Phasing/Teleport in his movement slot while Incapacitate shows up in his attack slot.  Toughness makes way for Barrier in Firestorm’s defense slot.

Both versions of Firestorm have the Justice League team ability and keyword.  The #009 Firestorm, however, also has the Justice League International keyword.  Earlier, we mentioned a trait that both character possess.  This trait, appropriately named Merge, kicks in when both Firestorm characters are adjacent to one another and neither have action tokens.  When this happens, you may give either character a free action to replace both characters with #021 Fury, which begins its dial on the same click number as the character given the free action.

 

Fury comes in at 200 points and has a range of eight with two targets.  He also begins play with a trait, Split.  With this trait, Fury can be given a power action if it has no action tokens and replaces itself with #009 Firestorm and #010 Firestorm.  Each replacement character is assigned an action token and can’t be given an action this turn.  The characters also begin their dials a number of clicks from their starting line equal to the click number.

Fury has Phasing/Teleport on each click of his movement slot.  He also has the Giant Damage symbol, which grants him the Giant Reach and Great Size combat abilities.  In his attack slot, Fury starts with two clicks of a special power, Release Energy, which allows him to use Pulse Wave and Poison.  In his damage slot, he starts with two clicks of Ranged Combat Expert while Impervious is his defensive power of choice on those same two clicks.

On Fury’s third click, he switches from Release Energy to standard use of Pulse Wave.  In his defensive slot, he drops impervious and gains another special power, Absorb Energy.  This special power allows Fury to use Invulnerability.  In addition, if Fury possesses this power after an action resolves in which he took damage from a ranged combat attack, you may heal Fury of 1 damage.

As we reach the midpoint of Fury’s dial, we see that he switches from Pulse Wave to Poison.  Absorb Energy sticks around another click in Fury’s defense slot, and then makes way for a click of Impervious.  Meanwhile Ranged Combat Expert reappears in his damage slot.  Regeneration brings up the rear in Fury’s defense on his last two clicks.

Fury has the Quintessence team ability and the Justice League keywords.  At 200 points, he makes up a good portion of many forces but has a variety of useful powers, along with the Split trait to transform into two different Firestorms!

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview as we visit with the eagle-eyed savior of Star City.  Until then, keep your Clix off their KOs!

 

 

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