Greetings HeroClix Fans!
For today’s DC HeroClix: Justice League preview we turn our gaze to the skies and visit a hero with a complicated past and a pair of Nth-metal wings. Please welcome Carter Hall, the savage Hawkman!
Hawkman comes in at 95 points and begins play with a special power in his movement slot, Dive Bomb. This special power allows Hawkman to use Charge. In addition, when Hawkman uses Charge his attack and damage values are modified by +1 if he makes an attack that targets a character at a lower elevation than the square in which he began his movement! This power appears on Hawkman’s first three clicks.
Defensively, Hawkman has the Indomitable combat ability and begins his dial with a click of Energy Shield/Deflection to make him difficult to hit with ranged attacks. Once Hawkman is off his top click, he drops Energy Shield/Deflection in favor of Combat Reflexes to make him difficult to hit with melee attacks. In his damage slot, Hawkman picks up Close Combat Expert for his next four clicks as the combat prowess he’s gained through his past lives is on display.
As we reach the midpoint of Hawkman’s dial, we see that Dive Bomb is replaced by regular use of Charge for two clicks. Toughness replaces Combat Reflexes for three clicks and represents the Nth metal armor that protects Hawkman. Following the two Charge clicks are two clicks of Flurry that allow Hawkman to really let his punches fly. Energy Shield/Deflection returns on his second-to-last click, which helps set Hawkman up when Dive Bomb returns on his last click.
Hawkman has the Justice League team ability and three keywords (Justice League, Past, and Warrior) that make building a team around him easy, and his steady combat values ensure that he’ll be a valuable addition to many forces!
Thanks for reading! Please join us for our next DC HeroClix: Justice League preview as we take a look at a pair of heroes who are full of energy! Until then, keep your Clix off their KOs!