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Related: Hiro Clix: Attack on Titan
Related: Hiro Clix: Fifth Kazekage
Related: Hiro Clix: Goku
Related: Hiro Clix: Sokka
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Continuing the Sailor Special for Part 2, we now have Sailor Mars, Sailor Uranus, and Sailor Saturn! Break out the stale holiday cookies and let’s review what these characters would look like as HeroClix!
If you missed the Sailor Scouts Part 1 article you can find it on pages 1-3.
Sailor Mars is stereotypically tempered being that she has fire powers. She however does not hold much of an attitude and is still kind to her friends. This does not however make her pack any less of a punch as she’s one of the Sailor Scouts most notable ranged power houses.
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While Sailor Mars gains some close combat powers near the end of her dial, via Poison and Combat Reflexes, she is most suitable for range as expected. She offers a variety of classic powers like Running Shot at the beginning while having a unique twist on Psychic Blast to represent her moving a real firebird! She later gets Mars Flame Sniper that represents her fiery bow and arrow marksmanship... all at a fair cost of 71 points!
Playing with Sailor Mars: As mentioned Sailor Mars is a ranged combat figure that may be used in close combat later if need be. She, like a few other Sailor Scouts, can placed in various areas around the map to lay down fire, pun intended, to bring down foes while your close combat scouts are tying enemies up.
Playing against Sailor Mars: Sailor Mars may be able to deal a lot of damage but she is also able to defend herself to a reasonable standard with Super Senses and Combat Reflexes. The best bet is to avoid getting your characters tied up so that you can successfully tie her up. Outwit or use Precision Strike on her Super Senses to unload the damage. Just be sure you have damage reducers to avoid that Poison.
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