Beat Cops : B/3
Offensively they’re bad, but they can soak up wounds for your units well. Parking them beside some ranged threat is their best bet.
Batman I : B-/3
At 200 points, he’s overshadowed by some of his peers. Evasive Strike isn’t super consistent, but it means he’s never out of the fight. Fine late game clean up unit.
Black Canary I : A-/4
Can be absolutely disgusting on the offensive, if Fists of Fury gets going. No defensive powers and needing to get into melee makes her rather vulnerable. Cupid’s Arrow and being a vigilante gives her a solid amount of diversity with her builds.
Catwoman I : C-/2
Not particularly bad, but pretty meh. Stray 13 and 9 lives theoretically gives her a lot of durability, but that 2 defense will really show when Stray fails. I could see her being ok in a 500-600 point game where most units are low cost, but anything pricier than her will be rough.
Count Vertigo : ???
Darkseid : B+/4
If you’ve got a way to get him into melee, his 8 attack/Imposing Presence will let him beat a majority of figures in a 1v1. Suffers hard from getting kited since his move is awful, and his synergies are lacking.
Green Arrow : A/4
Range 10 lets him attack from the other side of the planet. Works in all sorts of builds, Rarely a bad investment at 150.
Hawkgirl : A-/4
Has the potential to just deal a wild amount of damage. Usually only going to get 2-3 Hawk Swoop attacks off, but that’s enough for her to easily get her value back. Limited but solid synergies.
The Joker I : ???
Solomon Grundy : B/3
Horrifying if he can get into melee, and even after you kill him, he’s likely going to come back at least once. Pairing him with durable creatures is probably his best bet.
Street Thugs : C/2
The bonding is always useful, but these guys don’t do much themselves. Rule the Streets is useless on most maps, and their stats don’t make them too threatening. 4 bodies for 75 points is cheap though.
Superman I : A-/4
Wildly durable at 7 Def/Man of Steel. Excellent at guarding your weaker units, but Heroic Duty can be exploited. Also, plenty of units in his price range can give him a solid fight .
Two-Face I : D+/1
Flip of the Coin is just too inconsistent, not being able to take a turn 50% of the time is rough. Fairly squishy, average attack, and will probably die quickly if he gets close enough for Heads you Live, Heads you Die.
Invisible Woman : A-/4
Boosts the Fantastic Four to silly defense numbers, and provides a very respectable buff to non-adventurers/scientists. Non-FF armies would probably want to spend her 215 points elsewhere, but she can be a great take to buff a pricey unit even more.
Human Torch : A-/4
Strategy thread helped me realize I was using him wrong, and turned my opinion on him. Throwing him in and using Flame On 4 lets him absolutely tack on the wounds, and lets him get beat up for Thing. Solid range attack with 6 Range/4 Atk.
Mr. Fantastic : A/4
The gear that makes the Fantastic Four turn. Fantastic Leader and Rubber Wrap and just excellent powers, making him an OM hub that keeps enemies away from Invisible Woman. Fantastic Leader gives him solid versatility, as there are some solid Adventurer options.
Thing : B+/4
The heavy hitter of his family. Clobberin’ Time means you HAVE to kill his allies, and not just leave them at low life. Rock Wall Defense activates often when he's backed by Invisible Woman as well. Not the greatest heavy hitter solo, but gets exponentially stronger with the FF.
She Hulk : A/4
I’d say she’s juuuuust outside of my top 50. Ridiculously tough to kill, in a late game 1v1 she can take on the best of them. Solid adventurer synergy, great stats, and isn’t THAT pricy.
Annihilus : C/2
Overshadowed as an expensive centerpiece unit. As soon as he loses his rod, he’s just a fine attacker. Synergies are very limited as well.
Doctor Doom : A-/4
One amazing power, and one solid power with both on a 14+ keeps them from being crazy tough to land. A great statline helps him out too.
Doombot : C/2
Designed to work with Doom, they’re a waste of points without him. Running one or two of them with Doom makes him tough to put down.
Mole Man : ???
Moloids : ???
Puppet Master : ???
Skrull Warriors : D/1
Really gonna need to see some more Skrull love for these guys to work. A 2 unit squad at 110 needs to be pretty crazy to be brought consistently IMO, and the Skrull Warriors don’t have it.
Super-Skrull (Kl’rt) : B-/3
A generally solid unit. Rock Wall Bounce Back makes him solid at fighting units in his price range. Need to try him with JL builds when the Champion synergies start rolling out.
Blob : A+/5
Value wise, the best unit defensively in the game. Crazy defense, Locks figures down, Needs some serious focus to kill. A steal at 165
Cyclops I : B/4
Solid ranged blaster. Has good versatility with Mutant Field Commander and Telepathic Rapport.
Angel : A+/5
Another insane value unit. Professor X almost needs him, but can be very solid filler at 90 points for most armies.
Beast : C+/3
Not bad, but the most replaceable member of the Original X-Men. Mostly a standard melee beater, Negotiation gives him some depth. In a perfect world, He and Iceman kneecap your opponent hard.
Iceman : B-/4
Solid ranged special attacker. A 4 range/5 attack special is solid at 150.
Jean Grey : A+/5
Best member of the Original X-Men IMO. So much value in both of her powers, and the rolls aren’t too tough to hit most of the time. If she’s rolling decently, she negates melee units.
Magneto I : C/2
Really outclassed by Magneto II. His marker feels a little clunky, and just doesn’t feel like he provides what I expect from a 310 point unit.
Mystique I : ???
Pyro : ???
Toad : B/3
Solid 95 unit. However, he’s priced so closely to Angel that he gets grossly overshadowed.