Number(s) 2 is (are):

TIE: Hal Jordan (DC 75th Anniversary #053) and Sinestro (Gravity Feed #005)

Why they’re top pieces:

  • Both are Indomitable, 18 DV + 11AV Running Shot-ready shooters bearing two 8 range targets, with Hal being more durable and damaging with 4 damage + Invulnerability and Sinestro being more well-rounded starting with Telekinesis and Enhancement.
  • Both gain Perplex and Psychic Blast if hit for a few clicks.

Why they tied:

  • Hal’s “One-Man Justice League” SP gives him incredible flexibility in the late game, enabling him to use TK, Pulse Wave, Poison, B/C/F or any other standard Attack power.
  • But he’s well over 30 points more expensive than Sinestro, who’s more versatile on the front end.

Why they’re not number one:

  • Hal is by far the most expensive Green Lantern (well, one of two at the same cost) and a bit one-dimensional on his opening clicks, while Sinestro lacks that little bit of extra horsepower he needs to truly be the greatest of the lanterns that he thinks he is.
  • Both get defensively soft mid-dial.

Nevertheless, these two really are the greatest Green Lanterns you can run in Modern Age in Heroclixin’s opinion.

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And Heroclixin’s #1 Green Lantern Corps piece is:

Green Lantern (Crisis #023)

He tops the list because:
He’s the total package. He’s got…

  • 10 range, which is increasingly rare in Heroclix;
  • Perplex, making him great for boosting his or his pals’ stats. And he’s got a lot of it;
  • Telekinesis makes him super at deploying the team (as does his GLC TA);
  • The great keyword of Soldier in addition to his GLC and Justice League-related ones;
  • Running Shot, even if it’s just the one opening click of it.
  • Pulse Wave mid-dial.
  • perhaps most of all, his stellar “Lantern’s Will” SP granting use of Energy Shield/Deflection, Toughness and Willpower. He’s a hard target, and one whose DV rises mid-dial to become a potential 21 from range.

If he has a weakness, it’s that his AV numbers aren’t as good as most other GLCs’ on the list. But the Perplex and his overall utility mitigates this weakness capably, making him Heroclixin’s #1 Green Lantern Corps figure.

Come back tomorrow for a rare Saturday update featuring the Honorable Mentions that some of you expected to see here, but didn’t. 😉

Number 4 of the GLC  is:

Hal Jordan (DC 75th Anniversary #W-4)

Why he’s a top piece:

  • There’s absolutely no Green Lantern fig as durable as him. With starting 18 Impervious + Shape Change that “downgrades” to 17 Invulnerability + his “Leader of the White Lanterns” SP (that actually heals him for free on a successful Leadership roll), then a spike back to Impervious+Shape Change (with 19 DV!!!) before settling to Toughness and the damage-stopping/Regeneration-granting “LIVE!” SP, it takes a LOT to put him down for good.
  • He’s also offensively capable with very high AV and 3+ damage for most of his 8-click dial.
  • A stretch of TK ensures he’s useful even off his opening Running Shot click.
  • Oh, and there’s a neat little trait that allows him to theme-team-up with other Lantern Corps.

Why he’s not higher on the list:

  • No Willpower whatsoever makes him very push-unfriendly and thus very overshadowed by the top GLs in playability.

If you’re fortunate enough to have this, one of THE most sought-after White Lantern chase figures, enjoy the fourth-best GLC fig in the game.

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The #3 GLC fig is:

Green Lantern (DC 75th Anniversary #200)

He makes the list because:

  • He’s got great Green Lantern powers: Running Shot, double targets, Perplex and Indomitable 17 ESD — for a relative bargain price.
  • When an enemy succeeds in shutting down his range attacks by damaging and basing him, instead of getting soft and largely folding like many other GLC members, he becomes a dangerous mid-dial melee fighter with Blades, Toughness and Plasticity.

He’d be higher on the list if not for:

  • His lack of opening damage reduction (though being 19-20 to hit from range largely mitigates that weakness).
  • A higher AV on click 2 that he’s unlikely to see. He’s Indomitable and thus won’t likely willingly sacrifice the click for such marginal benefit, but he’s even more unlikely to take just one click of damage under any circumstances. It’s just weird.

Solidly playable with surprising flexibility, 2011’s FCBD Green Lantern is Heroclixin’s vote for #3.

Be back tomorrow for the top two (…or more…;)) GLC figs in Heroclixin’!

Number 6 of the GLC  is:

Abin Sur (Green Lantern Fast Forces #006)

Why he’s a top piece:

  • Not only is he the cheapest-by-far source of the GL TA (for Carry-ready wildcards such as Dr. Strange to copy) at 50 points, but…
  • …his “Always Uses A Ship” SP makes him the first character in the game who can carry any single-based character regardless of combat symbols or keywords. So yes: he can carry a fellow GLC member despite the fact that they all fly.
  • High Speed value makes him very efficient in his taxi role.

Why he’s not higher on the list:

  • Weak overall AV and DV stats, especially compared with other top GL pieces. Despite Super Senses and 3 damage, he’s a relatively easy KO and not much of a fighter.

Still, his SP changes the game for the GLC and HeroClix alike, easily making him Heroclixin’s #6 GLC fig.

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The #5 GLC fig is:

Kilowog (Green Lantern Gravity Feed #003)

He makes the list because:

  • He’s a rare close combatant for the GLC thanks to Charge and Super Strength, and highly competent at it to boot. Dial-long Invulnerability or Toughness rounds out the package.
  • Enhancement and 8 range means he’s got something to do for others and himself until the enemy reaches Charge range.
  • Indomitable keeps him pushing painlessly.
  • When he takes damage, he bumps his nearby fellow Brute, GLC or Soldier allies’ AV via his “Tough Drill Instructor” SP from clicks 2-7.

He’d be higher on the list if not for:

  • His DV sinks mid-dial to an anemic 15. (Fortunately, he’s got Invulnerability to bolster that!)

His unique blend of frontline brawling, secondary shooting and support skills makes Kilowog the #5 best GLC figure so far in HeroClix.

Be back tomorrow for numbers 4 and 3!

Number 8 is:

Green Lantern (Blackest Night #004)

Why he’s a top piece:

  • His opening slot of the grey powers of Running Shot, Telekinesis, Invulnerability and Leadership are all great for both him individually and for the team.
  • Good AV until final click.
  • “Green Willpower” SP makes him pretty push-friendly.

Why he’s not higher on the list:

  • He’s VERY soft down the dial if he falls off his first two clicks.
  • There are better Hal Jordans for the points, too.

If you can protect that top dial, though, BN Hal can indeed endure through blackest night. He’s the #8 best GL.

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The #7 GLC fig is:

Tomar Re (Green Lantern Corps #007)

He makes the list because:

  • He’s got the longest range of all Lanterns. 12 range plus…
  • Perplex. And Running Shot. That gives him a potential unaided “swing” of a whopping 18 squares.
  • Great defense too at 18 + Toughness.
  • His “Scientist” keyword is quite versatile.
  • A push only increases his ranged defense to 17+ESD and gives him Enhancement for the pals he may be carrying with his GLC TA.

He’d be higher on the list if not for:

  • a sharp dropoff in stats and powers beyond his first clicks.

That long, long range for such economic price makes the original Tomar Re the #7 GL in the game.

Be back tomorrow  when the list hits the midpoint!

Number 10 is:

Ch’p (Green Lantern Corps #002 )

Why he’s a top piece:

  • I’ll just quote from my old review from 2006, the year of his debut:
  • “Do you hear that? That squeaking, chattering sound? It’s the chipmunk-like voice of Ch’p here saying: ‘Push me. PUSH MEEEE!’

    Ch’p is made to be played on his 2nd click as one mother of a GL tank, able to lend his 18 defense to a full ring of carried figures. 
    Mid-dial he goes into alien squirrel battle rage when he gains RCE and a 10 attack value. His dial’s a bit short, but by the time the enemy digs through to hit him, the game’s likely over.”
  • In addition to his 18 Defend, on the same clicks he bears Running Shot and 3 damage, enabling him to be offensive as well. This makes him the best GL tank figure for the points by FAR.

Why he’s not higher on the list:

  • Short dial, that’s made even shorter by the necessity of pushing to click #2.
  • In fact, he’s ALL ABOUT that single click. Once off it, he’s mostly roadkill.
  • Just an OK fighter at best.

Still, this space critter packs enough utility to be one of the best GLs to build a team around, and thus makes the list.
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The #9 ?

TIE: Experienced Green Lantern (Unleashed #083) and Green Lantern (Green Lantern Fast Forces #001)

They make the list because:

  • Both can use Willpower to either TK pals into the fight or move themselves in range one turn and then push freely on the next to unleash Ranged Combat Expert hell upon a target.
  • Both bear a nice starting DV of 18.

They tie because:

  • While the newer GL is far tougher with better numbers down the line, the Unleashed GL is more combat-ready with Running Shot instead of Phasing and 10 range instead of 8 for the exact same price of 125 points. Neither are unnecessarily bloated with the costly GL TA, either.

They’d be higher on the list if not for:

  • Middling AV numbers down the line and no damage reducers on the older piece;
  • Lack of moving attack on the first click holds the FF GL back.

Nevertheless, when you’re looking for a budget GL that can deal premium effect on the game, these are your guys.

Be back tomorrow for the 8th and 7th on the list! Hint: they both wear green and black. 😉

So the Green Lantern film is coming in a few weeks, and, more importantly, we just got a TRUCKLOAD of brand-new Corps members in ‘Clix. Heroclixin’ asks: what are the Top Ten Green Lantern Corps in the game?

First, some criteria:

  • We’re talking Green Lantern CORPS, not just characters named Green Lantern…they need to have the keyword and be able to use the ATA. (Sorry, Alan Scott. You may have been first, but for the most part you’re out.)

"Heroclixin' is AGEIST!"

  • I’m also only counting actual Green Lanterns. Sinestro from Crisis may have the keyword, but he’s dressed in his Sinestro Corps colors, using his Sinestro Corps “fear” powers, and quoting his Sinestro Corps oath (though his Legacy Rookie and LE still count). This rules out most versions of Ganthet and Guardian of the Universe as well.

"I didn't want to be in your stupid list anyway."

  • No duos. Though Flash, Green Arrow and Batman have all used a GL ring for a minute or ten, they ain’t Green Lanterns. (And the less said about Big Barda and Mister Miracle, the better. Blech.)

That still leaves about 55 figs to choose from. Be here Monday for numbers ten and nine of the Top Ten GLC figs in HeroClix.

Continuing the photographic record of Super-Strength characters who can hold their own object tokens, today we’re looking at the latest super-strong figure in the game: Kilowog!

It takes some slight bending of the token (not enough to crease it, though).

 

Here's a rear view. See how it fits in both hands?

You’ve probably noticed a focus on Green Lanterns this week. It continues with my regular end-of-month Top Ten feature. Be here tomorrow for the intro to the Top Ten Green Lantern Corps figures in HeroClix!

Last week in this space, I wrote how awesome it’d be to play ALL the different Wonder Woman costumes in one team:

Diana Prince (The Brave and the Bold) 32
LE Diana Prince (The Brave and the Bold) 43
Wonder Woman (Origin) 51
SR Wonder Woman (DC 75th Anniversary #051) 100
Wonder Woman (Legacy) 106
Wonder Woman (DC 75th Anniversary #W-8) 172
Wonder Woman (Unleashed) 198
Wonder Woman (Blackest Night) 215
Wonder Woman (Arkham Asylum) 248
+ Yellow Lantern 5
+ Kinetic Accelerator
+Generator
+ Amazon ATA 28
1198 points.

…but I didn’t realize the 1200-point event I picked to run it in was designed for colossals. Uh-oh.
FIRST:
I faced Justin’s Ultimates:
Thor (Ultimates), Hulk (Ultimates), Iron Man (Avengers), Iron Widow, Giant-Man (Ultimates), V Captain America (Ultimates), LE Clint Barton (Ultimates), Quicksilver (Avengers #025), Nick Fury (Sinister), V Scarlet Witch (Fantastic Forces) and Wasp (Avengers #028). He picked the wide-open Arena map, to my dismay and detriment. Worse, I:
  • landed virtually no attacks
  • got no luck on my Kinetic Accelerator rolls
  • got my few successful hits Impervious’d or Super Sensed into nothingness.
Worst yet, I continually screwed up my positioning so I couldn’t re-roll with Prob Control. Fortunately, the Ultimates didn’t get any lethal attacks off either, leading to a would-be draw at game’s end if not for this TURNING POINT:
…I tried to score a KO in the last seconds using my Yellow Lantern. I didn’t knock Wasp out and thus gave my opponent the 5 points for the object…and the win.
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NEXT
Stephen brought the first colossal I’d face: Anti-Monitor: Annihilator and his little pals Mysterio (Web of Spider-Man), Ahab, Roulette, and R Kree Warrior (Supernova).
He picked the Bridge, darn it. I HATE that shooting gallery. I still got a solid initial hit on Anti-Monitor with the 248-point WW. But it all went downhill from there, battling as I was against A-M’s super-Quake SP, two PCers and Ahab’s ability to shoot from behind. I KO’d Ahab but even failed to take out Roulette (and even lost my attacker to her — HER! — thanks to a user error of not Perplexing down her damage). About the only true success of the whole game was AE Diana Prince surviving to the final seconds of the game to switch to Wonder Woman.
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FINALLY, being on the losers’ end of the scale, I faced another of the un-colossaled teams, James’ Green Lantern Corps:
John Stewart (DC 75th Anniversary), Kyle Rayner (DC 75th Anniversary), Green Lantern (Blackest Night), Sinestro (Green Lantern Gravity Feed), Guy Gardner (DC 75th Anniversary), Arisia and Tomar Re (Green Lantern Gravity Feed)
This one was another steamroll…only this time for the Wonder Women and not against! My opponent didn’t leverage his range advantage properly, putting his softest fighters Kyle and then Tomar too close to my TK-ready Amazons. Though I wound up losing a few pieces, I wiped out his entire team, even getting to swap in AE Wonder Woman.
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Anemic 1-2 record notwithstanding, I had a blast playing this team, in which each incarnation of WW had her role:
  • AE Diana was the healer.
  • LE Diana was the Perplexer.
  • LE WW carried the Yellow Lantern where DC75 WW could best benefit. She functioned as a meat shield, too.
  • Speaking of “I’m On A Horse” WW, she was a great first-striker (after the first round, anyhow) and her JSA TA aided her harder-shelled teammate…
  • Legacy WW, being the easier yet juicier target, drew fire from most of her sisters (thus building up tons of Sisterhood tokens through the ATA);
  • WL WW was the TK. Perhaps I should have had her closer to the action, as she also bears ranged ability and is a heck of a fighter, too;
  • KC WW was key for her Defend, helping especially the JSA figs, and was also a heck of a fighter;
  • Violet Lantern WW was the PC and the range, and again, a heck of a fighter;
  • and finally, “Brickhouse” WW was the main hitter thanks to that TK. Perplex, too.
As the introduction to this 2-parter suggests, I cannot WAIT to try out a Modern Age version of this build idea once I have the new WW in my hands:

SR Wonder Woman (DC 75th Anniversary #051) 100
Wonder Woman (The Brave and the Bold) 108
Wonder Woman (DC 75th Anniversary #031)
Wonder Woman (DC 75th Anniversary #W-8) 172
Wonder Woman (Convention Exclusive) 190
Wonder Woman (Blackest Night) 215
Wonder Woman (Arkham Asylum) 248
+ Yellow Lantern 5
+ Crimson Gem of Cytorrak 5
1198 points.

No Amazon ATA, but it’s still gonna be awesome. Hope I can get one shortly after GenCon in early August!

Continuing the photographic record of Super-Strength characters who can hold their own object tokens, today we’re looking at the greatest of the Green Lantern Corps, Hal Jordan:

“Wait!” you say. “He doesn’t have Super Strength!!” And you’d be right. But he does have this nifty little Special Power:

“ONE-MAN JUSTICE LEAGUE: Once during your turn, as a free action, you may choose a standard attack power that no other character on you force can use. Hal Jordan can use that power until the beginning of your next turn.”

Super Strength is a standard attack power, so Hal can choose it, grab an object on the go, then hold until his next turn…when he’ll immediately drop it.

Hey, I never said he could hold it long!

Be back Thursday for another Green Lantern-centric edition of Token Totin’!