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Superman/Wonder Woman

Superman/Wonder Woman: 77 miniatures
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Accountable figure image: click to enlarge
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Accountable:

Special

Expose Your Secrets:
Accountable can use Outwit. When he does, he can use Improved Targeting: Ignores Hindering Terrain and doesn't need line of fire if the target is occupying hindering terrain within 10 squares.

  • Collector's number: 009
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 33
  • Powers: Stealth, Smoke Cloud, Willpower
  • Keywords: Wonders of the World
Amazon (SMWW) figure image: click to enlarge
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Amazon (SMWW):

Traits

Amazons of Themyscira:
When Amazon is adjacent to one or more friendly characters with the Amazon keyword, modify her attack value by +1.

  • Collector's number: 005
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 45
  • Powers: Charge, Flurry, Leap/Climb, Super Strength, Blades/Claws/Fangs, Toughness, Combat Reflexes, Empower
  • Keywords: Amazon, Warrior
Apollo (SMWW) figure image: click to enlarge
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Apollo (SMWW):

Traits

Shining a Light:
Improved Targeting: Ignores Hindering Terrain

Divine Aura: Apollo can't be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.

Special

The Mercy of Apollo:
When Apollo hits an opposing character that opposing player must choose: this attack deals penetrating damage, or that character can't attack Apollo until your next turn.

  • Collector's number: 023
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 200
  • Powers: Running Shot, Sidestep, Stealth, Pulse Wave, Impervious, Invulnerability, Regeneration, Probability Control, Ranged Combat Expert
  • Keywords: Deity, Ruler
Artemis figure image: click to enlarge
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Artemis:

Traits

Divine Aura:
Artemis can't be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.

Special

Amazonian Warfare:
Artemis can use Charge and Stealth.

I Love a Challenge: When Artemis attacks only the highest point opposing character, modify her attack and damage values by +1 for the attack, and the damage dealt is penetrating damage.

  • Collector's number: 025
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 125
  • Powers: Stealth, Charge, Flurry, Precision Strike, Blades/Claws/Fangs, Invulnerability, Toughness, Combat Reflexes, Shape Change, Exploit Weakness
  • Keywords: Amazon, Deity, Warrior
Atomic Skull figure image: click to enlarge
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Atomic Skull:

  • Collector's number: 054
  • Rarity: Super-Rare
  • Team Ability: Superman Enemy
  • Point Value: 150
  • Keywords: Brute, Secret Society of Super-Villains
Batman (SMWW Chase) figure image: click to enlarge
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Batman (SMWW Chase):

  • Collector's number: 061
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 55
  • Keywords: Red Son, Spy
Batman (SMWW Common) figure image: click to enlarge
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Batman (SMWW Common):

Traits

Miraclo Pill:
Once per game, give Batman a free action and place 3 Miraclo tokens on this card. As long as a Miraclo token is on this card, he can use Perplex, Super Strength, and Willpower, but he can only use Perplex to target himself. At the beginning of your turn, remove a Miraclo token from this card.

  • Collector's number: 003
  • Rarity: Common
  • Team Ability: Batman Ally
  • Point Value: 60
  • Powers: Leap/Climb, Charge, Smoke Cloud, Toughness, Combat Expert, Outwit, Exploit Weakness, Support
  • Keywords: Gotham City, Wonders of the World
Batman/Superman Robot figure image: click to enlarge
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Batman/Superman Robot:

Traits

Gargantuan Assault:
Batman/Superman Robot can use Multi-Attack.

Special

Colossal Retaliation - Asteroid-Level Impact:
Give Batman/Superman Robot a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Batman/Superman Robot or damaged a friendly character since your last turn. Place Batman/Superman Robot such that it can make a close combat attack targeting the chosen character, then do so with an area of effect that includes all other characters within 2 squares of the target. Hit characters are each dealt 2 penetrating damage instead of normal damage. After actions resolve, destroy all blocking terrain within the area of effect of the attack and place debris markers in all clear terrain within the area of effect of the attack.

Colossal Indifference: If Batman/Superman Robot began the game on the 25-point starting line, it can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from opposing character's attack, stop turning the dial. This power can't be countered or ignored.

Metallo Alloy: Batman/Superman Robot can use Impervious, but if it would be dealt 4 or more damage, it reduces that damage by 3 instead of 2. This power can't be countered.

  • Collector's number: G002
  • Rarity: Super booster
  • Team Ability: Batman Ally/Superman Ally
  • Point Value: 700/450/300/150/25
  • Powers: Quake, Toughness, Empower, Running Shot, Hypersonic Speed, Charge, Psychic Blast, Super Strength, Impervious, Shape Change, Exploit Weakness
  • Keywords: Cosmic, Justice League, Robot, Toy
Bizarro (SMWW) figure image: click to enlarge
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Bizarro (SMWW):

  • Collector's number: 062
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 150/100
  • Keywords: Brute, Monster, Red Son
Brainiac (SMWW) figure image: click to enlarge
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Brainiac (SMWW):

  • Collector's number: 063
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 150/25
  • Keywords: Red Son, Robot
Brimstone figure image: click to enlarge
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Brimstone:

Special

Colossal Retaliation - Flaming Sword:
Give Brimstone a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Brimestone or damaged a friendly character since your last turn. Place Brimstone such that he can make a close combat attack targeting the chosen character along a direct line, then do so with an area of effect that includes all characters along that direct line of fire to the target. Roll a d6, and each hit character is dealt damage equal to the result instead of normal damage.

Throwing Fireballs: Brimstone can use Pulse Wave. When he does you may choose an unoccupied square within 6 squares and line of fire and he can use Pulse Wave as if he occupied that square.

Colossal Indifference: Brimstone can use Toughness. If Brimstone began the game on his 20-point starting line, he can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character's attack, stop turning the dial. This power can't be countered or ignored.

Plasma Leak: Brimstone can use Poison and deals penetrating damage while using it.

  • Collector's number: G003
  • Rarity: Super booster
  • Team Ability: DC Unaffiliated
  • Point Value: 400/275/150/75/20
  • Powers: Running Shot, Charge, Sidestep, Super Strength, Steal Energy, Invincible, Impervious, Invulnerability, Toughness, Exploit Weakness, Blades/Claws/Fangs, Energy Shield/Deflection
  • Keywords: Apokolips, Robot
Brutaal (Prime) figure image: click to enlarge
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Brutaal (Prime):

Traits

Wait, That's Not Superman...:
If Brutaal is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Brutaal. If you do, Brutaal begins the game with an action token.

Conquering Hero of Apokolips: When Brutaal is closer to an opponent's starting area than his own, he can use Willpower. When a friendly character with the Apokolips keyword is closer to an opponent's starting area than its own, modify that character's attack value by +1.

Spawn of Apokolips: Brutaal can use Super Strength. Opposing characters can't target him with Outwit unless it is granted by the Superman Enemy team ability.

  • Collector's number: 019b
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 175/100
  • Powers: Running Shot, Hypersonic Speed, Charge, Plasticity, Psychic Blast, Quake, Invincible, Impervious, Invulnerability, Toughness, Shape Change, Exploit Weakness, Battle Fury, Close Combat Expert
  • Keywords: Apokolips, Brute, Monster, Warrior
Captain Atom (SMWW) (Prime) figure image: click to enlarge
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Captain Atom (SMWW) (Prime):

Special

Containment Suit Rupture:
Captain Atom can use Toughness. Captain Atom can use Regeneration as a free acition and the d6 can't be rerolled. When he does and the roll is a 1, deal 2 penetrating damage to each character within 3 squares of him, then KO Captain Atom.

Superhuman Strategist: Captain Atom can use Enhancement and Leadership.

  • Collector's number: 013b
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 130/75
  • Powers: Running Shot, Charge, Earthbound/Neutralized, Psychic Blast, Super Strength, Poison, Invincible, Invulnerability, Toughness, Exploit Weakness
  • Keywords: Justice League, Justice League International, Soldier, Super Buddies
Circe (SMWW) figure image: click to enlarge
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Circe (SMWW):

Traits

Animals Are My Domain:
An Animal themed team may include Circe and is still a themed team.

Special

Master of Men:
Circe can use Mind Control. When she does, she isn't dealt unavoidable damage from using Mind Control.

Queen of a Bestial Army: Circe can use Leadership and Mastermind. When she uses Leadership and succeeds, she may choose an adjacent friendly character of 75 points or less and one of the following: Battle Fury, Blades/Claws/Fangs, or the Flight ability. That character can use the chosen power/ability this turn.

  • Collector's number: 024
  • Rarity: Uncommon
  • Team Ability: Mystics
  • Point Value: 115
  • Powers: Phasing/Teleport, Telekinesis, Psychic Blast, Pulse Wave, Energy Shield/Deflection, Toughness, Regeneration, Probability Control, Perplex
  • Keywords: Injustice Gang, Mystical, Ruler
Clark Kent (SMWW) figure image: click to enlarge
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Clark Kent (SMWW):

Traits

The World Needs to Know Your Plans:
At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can't be given power actions.

Special

Superman Was Here? Where?:
Give Clark Kent a power action and place adjacent a Superman bystander token as described on this card. Immediately give that bystander token an action, then remove it from the game after that action resolves.

  • Collector's number: 026
  • Rarity: Uncommon
  • Team Ability: Superman Ally
  • Point Value: 55
  • Powers: Stealth, Force Blast, Toughness, Super Senses, Probability Control, Outwit
  • Keywords: Kryptonian, Metropolis, Reporter
Coldcast figure image: click to enlarge
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Coldcast:

Special

Electromagnetic Pulse:
Coldcast can use Pulse Wave. When he does, after actions resolve, counter the defense power on each hit opposing character until your next turn.

  • Collector's number: 014
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 65
  • Powers: Sidestep, Running Shot, Force Blast, Telekinesis, Toughness, Barrier, Close Combat Expert
  • Keywords: Brute, Justice League Elite
Doctor Psycho (SMWW) figure image: click to enlarge
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Doctor Psycho (SMWW):

  • Collector's number: 039
  • Rarity: Rare
  • Team Ability: Calculator
  • Point Value: 100
  • Keywords: Scientist, Secret Society of Super-Villains
Dr. Cyber figure image: click to enlarge
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Dr. Cyber:

  • Collector's number: 038
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 95
  • Keywords: Armor, Mystical
Dr. Fate (SMWW) figure image: click to enlarge
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Dr. Fate (SMWW):

Special

Circle of Protection:
Doctor Fate can use Energy Shield/Deflection, Regeneration, and Super Senses.

Tempt Fate: Doctor Fate can use Probability Control. Give Doctor Fate a power action and modify the attack values of all other friendly characters by +1 this turn.

  • Collector's number: 034
  • Rarity: Rare
  • Team Ability: Mystics
  • Point Value: 110
  • Powers: Phasing/Teleport, Sidestep, Running Shot, Psychic Blast, Precision Strike, Energy Shield/Deflection, Toughness
  • Keywords: Mystical, Wonders of the World
Eclipso (SMWW) figure image: click to enlarge
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Eclipso (SMWW):

  • Collector's number: 055
  • Rarity: Super-Rare
  • Team Ability: Mystics/Quintessence
  • Point Value: 250/25
  • Keywords: Cosmic, Mystical
Faust figure image: click to enlarge
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Faust:

  • Collector's number: 056
  • Rarity: Super-Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 90
  • Keywords: Checkmate, Mystical, Outsiders, Sentinels of Magic, Shadowpact
First Born figure image: click to enlarge
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First Born:

  • Collector's number: 037
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 200
  • Keywords: Animal, Brute, Deity, Monster
General Lane figure image: click to enlarge
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General Lane:

Traits

Let's Do What Needs to Be Done:
General Lane and adjacent friendly characters can use the Superman Enemy team ability.

Special

Gruff Leadership:
General Lane can use Enhancement and Leadership. When he uses Leadership and succeeds, he is considered a higher point value than any friendly character with the Soldier keyword.

  • Collector's number: 028
  • Rarity: Uncommon
  • Team Ability: Police
  • Point Value: 40
  • Powers: Sidestep, Willpower
  • Keywords: Politician, Soldier
Green Lantern (SMWW) figure image: click to enlarge
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Green Lantern (SMWW):

Traits

The Green Will Not Let Me Die:
The first time each game that Green Lantern would be KO'd, instead turn him to click #5, then for the rest of the game when Green Lantern clears action tokens, you may heal him 1 click. This ability can't be ignored.

  • Collector's number: 035
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 180
  • Powers: Running Shot, Phasing/Teleport, Sidestep, Psychic Blast, Pulse Wave, Impervious, Invulnerability, Toughness, Defend, Ranged Combat Expert, Enhancement
  • Keywords: Reporter, Wonders of the World
Green Light figure image: click to enlarge
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Green Light:

  • Collector's number: 064
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 90
  • Keywords: Green Lantern Corps, Red Son, Soldier
Guardian (SMWW) figure image: click to enlarge
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Guardian (SMWW):

Traits

Newsboy Guardian:
When a friendly character named Newsboy Legion is on the map, Guardian can use Willpower.

Special

Shield Bash:
Guardian can use Quake. When he does, hit characters are given an action token.

  • Collector's number: 013a
  • Rarity: Common
  • Team Ability: Police
  • Point Value: 55
  • Powers: Charge, Plasticity, Invulnerability, Toughness, Combat Reflexes, Regeneration, Close Combat Expert
  • Keywords: All Star Squadron, Justice League, Metropolis, Past, Police
H`el figure image: click to enlarge
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H'el:

  • Collector's number: 043
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 150/100
  • Keywords: Kryptonian, Scientist
Hades figure image: click to enlarge
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Hades:

  • Collector's number: 057
  • Rarity: Super-Rare
  • Team Ability: Mystics
  • Point Value: 235
  • Keywords: Deity, Mystical, Ruler
Hat figure image: click to enlarge
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Hat:

Traits

Magical Hat:
Once per turn, you can either: give Hat a free action and choose a standard attack power, or give Hat a power action and choose a standard damage power. Hat can use the chosen power until your next turn.

  • Collector's number: 015
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 45
  • Powers: Force Blast, Sidestep, Energy Shield/Deflection, Super Senses, Battle Fury
  • Keywords: Justice League Elite, Mystical
Hawkgirl (SMWW) figure image: click to enlarge
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Hawkgirl (SMWW):

Traits

Treasure Hunter:
At the beginning of your turn if Hawkgirl is occupying printed hindering terrain, you may roll a d6 that can't be rerolled. On a roll of 6, once per game you may choose an object that costs 8 points or less from outside the game and place it in her square. If it can be equipped, equip it.

  • Collector's number: 020
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 75
  • Powers: Running Shot, Sidestep, Precision Strike, Energy Shield/Deflection, Super Senses, Perplex, Ranged Combat Expert
  • Keywords: Detective, Scientist, Warrior, Wonders of the World
Hermes figure image: click to enlarge
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Hermes:

Traits

Divine Aura:
Hermes can't be targeted by Outwit or Probability Control from opposing characters unless the targeting character has a higher point value or has the Deity keyword.

Caduceus Snake: At the beginning of the game, you may place adjacent two Caduceus Snake bystander tokens as described on this card. Give Hermes a power action if there are no friendly Caduceus Snakes on the map, and you may place two adjacent two Caduceus Snake bystander tokens.

  • Collector's number: 036
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 140
  • Powers: Hypersonic Speed, Sidestep, Steal Energy, Invincible, Toughness, Probability Control, Exploit Weakness
  • Keywords: Deity, Herald, Mystical, Speedster
Huntress (SMWW) figure image: click to enlarge
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Huntress (SMWW):

Traits

What? It's Just Rubble:
Improved Movement: Ignores Hindering Terrain

Worlds' Finest You Can't Always Depend on Your Powers, Kara: Friendly characters named Power Girl modify their combat values by +1 if they have a power or ability countered.

  • Collector's number: 010
  • Rarity: Common
  • Team Ability: Batman Ally
  • Point Value: 60
  • Powers: Sidestep, Flurry, Precision Strike, Blades/Claws/Fangs, Super Senses, Combat Reflexes, Outwit
  • Keywords: Detective, Gotham City, Martial Artist, Wonders of the World
Investagive Reporter figure image: click to enlarge
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Investagive Reporter:

Special

The World Needs to Know Your Failures:
At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, modify the chosen character's defense value by -1.

  • Collector's number: 006
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 20
  • Powers: Sidestep, Stealth, Incapacitate, Willpower
  • Keywords: Metropolis, Reporter
Jimmy Olsen figure image: click to enlarge
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Jimmy Olsen:

Traits

Transform Into Giant Turtle Boy!:
Jimmy Olsen can be played at 25 points or 60 points. If Jimmy Olsen is 25 points, he is KO'd when he crosses the red KO line.

Superman Signal Watch: Give Jimmy Olsen a power action if an opposing character is within 4 squares and line of fire and place a friendly character named Superman adjacent to Jimmy Olsen. The placed Superman can't be given a non-free action this turn.

Special

The World Needs to Know Your Evasions:
At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character can't use Shape Change or Super Senses.

Giant Turtle Boy, The Super-Menace: Jimmy Olsen can use Battle Fury and has ''dolphin speed symbol'' and ''giant damage symbol''.

  • Collector's number: 027
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 60/25
  • Powers: Charge, Super Strength, Invulnerability, Toughness, Perplex
  • Keywords: Legion of Super Heroes, Metropolis, Reporter
Krypto (SMWW) figure image: click to enlarge
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Krypto (SMWW):

  • Collector's number: 050
  • Rarity: Super-Rare
  • Team Ability: Superman Ally
  • Point Value: 50
  • Keywords: Animal, Kryptonian, Metropolis
Lady Blaze figure image: click to enlarge
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Lady Blaze:

  • Collector's number: 045
  • Rarity: Rare
  • Team Ability: Mystics
  • Point Value: 145
  • Keywords: Assassin, Monster, Mystical, Ruler
Lana Lang figure image: click to enlarge
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Lana Lang:

Traits

Transform Into the Insect Queen!:
Lana Lang can be played at 20 points or 50 points. If she is 20 points, she is KO'd when she crosses the red KO line.

Special

The World Needs to Know All the Shocking Details...Full Coverage at 8:
At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, that character's combat values can't be increased or replaced with a value higher than its printed values.

Insect Queen Wings!: Lana Lang can use Super Senses and Toughness, and has ''wing speed symbol''.

  • Collector's number: 029
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 50/20
  • Powers: Sidestep, Charge, Flurry, Blades/Claws/Fangs, Poison, Empower
  • Keywords: Legion of Super Heroes, Metropolis, Reporter
Lex Luthor (SMWW) figure image: click to enlarge
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Lex Luthor (SMWW):

  • Collector's number: 048
  • Rarity: Rare
  • Team Ability: Justice League/Superman Enemy
  • Point Value: 150
  • Keywords: Armor, Celebrity, Justice League, Metropolis, Politician, Scientist
Lois Lane (SMWW) figure image: click to enlarge
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Lois Lane (SMWW):

  • Collector's number: 047
  • Rarity: Rare
  • Team Ability: Superman Ally
  • Point Value: 45
  • Keywords: Metropolis, Reporter
Lord Satanus figure image: click to enlarge
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Lord Satanus:

  • Collector's number: 046
  • Rarity: Rare
  • Team Ability: Mystics
  • Point Value: 155
  • Keywords: Brute, Monster, Mystical, Ruler
Lori Lemaris figure image: click to enlarge
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Lori Lemaris:

  • Collector's number: 042
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 45
  • Keywords: Atlantis
Maxima (SMWW) figure image: click to enlarge
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Maxima (SMWW):

  • Collector's number: 044
  • Rarity: Rare
  • Team Ability: Superman Enemy
  • Point Value: 125
  • Keywords: Cosmic, Justice League, Metropolis, Ruler, Superman Revenge Squad, Warrior
Menagerie figure image: click to enlarge
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Menagerie:

Special

Symbeasts:
Menagerie can use Combat Reflexes and Super Senses.

  • Collector's number: 016
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 80
  • Powers: Charge, Sidestep, Blades/Claws/Fangs, Toughness, Regeneration, Shape Change, Perplex
  • Keywords: Animal, Justice League Elite
Mermaid figure image: click to enlarge
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Mermaid:

Traits

Charm the Weak-Willed:
When she is targeted with an attack by an opposing character that can't use Willpower, Mermaid modifies her defense value by +2.

  • Collector's number: 022
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 33
  • Powers: Sidestep, Plasticity, Incapacitate, Toughness, Willpower, Exploit Weakness
  • Keywords: Atlantis
Mr. Mxyzptlk (SMWW) figure image: click to enlarge
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Mr. Mxyzptlk (SMWW):

  • Collector's number: 060
  • Rarity: Super-Rare
  • Team Ability: Quintessence
  • Point Value: 70
Newsboy Legion figure image: click to enlarge
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Newsboy Legion:

Special

The World Needs to Know Your Distractions:
At the beginning of your turn, you may choose an opposing character within 4 squares and line of fire. Until your next turn, modify the chosen character's speed and range values by -1.

  • Collector's number: 007
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 15
  • Powers: Sidestep, Leap/Climb, Smoke Cloud, Super Senses
  • Keywords: Metropolis, Past, Reporter
Parademon (SMWW) figure image: click to enlarge
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Parademon (SMWW):

Traits

Apokolips Rising:
Adjacent friendly characters with the Apokolips keyword and a higher point value can use Mastermind, but only to deal damage to friendly characters whose name includes Parademon.

  • Collector's number: 004
  • Rarity: Common
  • Team Ability: DC Unaffiliated
  • Point Value: 45
  • Powers: Charge, Sidestep, Blades/Claws/Fangs, Toughness, Willpower
  • Keywords: Apokolips, Monster
Power Girl (SMWW) figure image: click to enlarge
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Power Girl (SMWW):

Traits

Worlds' Finest I've Got Your Back, Helena:
Friendly characters named Huntress can use Toughness.

  • Collector's number: 011
  • Rarity: Common
  • Team Ability: Superman Ally
  • Point Value: 140
  • Powers: Charge, Hypersonic Speed, Sidestep, Super Strength, Invincible, Impervious, Toughness, Close Combat Expert
  • Keywords: Kryptonian, Scientist, Wonders of the World
Red Tornado (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Red Tornado (SMWW):

Traits

Ride the Cyclone:
Red Tornado can use Force Blast normally or as a free action. When she activates Force Blast, after actions resolve, if the target is still adjacent to her, deal that character 1 penetrating damage.

  • Collector's number: 021
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 95
  • Powers: Sidestep, Telekinesis, Incapacitate, Super Senses, Toughness, Outwit, Shape Change, Exploit Weakness
  • Keywords: Reporter, Robot, Wonders of the World
Silver Swan (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Silver Swan (SMWW):

  • Collector's number: 040
  • Rarity: Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 85
  • Keywords: Celebrity, Mystical
Sister Superior figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Sister Superior:

Traits

My Brother Was a Terrible Leader, But I'm Not Him:
When you build your force, characters with the Justice League or Suicide Squad keywords possess the Justice League Elite keyword this game.

Special

Let's Do It Bloody Right This Time:
Sister Superior can use Leadership and Shape Change. When she uses Leadership and succeeds, friendly characters that share a keyword with her modify their attack values by +1 this turn.

  • Collector's number: 032
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 80
  • Powers: Stealth, Running Shot, Leap/Cllimb, Telekinesis, Psychic Blast, Toughness, Energy Shield/Deflection, Regeneration, Outwit
  • Keywords: Justice League Elite, Robot, Spy
Solaris figure image: click to enlarge
Who has this miniature?
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Solaris:

Traits

Tyrant Sun:
Improved Targeting: Ignores Hindering Terrain

Gargantuan Assault: Solaris can use Multi-Attack.

Special

Colossal Retaliation - Replace Your Sun and Rule:
Give Soalris a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Solaris or damaged a friendly character since your last turn. Place Solaris such that it can make a close combat attack targeting the chosen character, then do so with an area of effect that includes all opposing characters within 4 squares of the target. Hit characters are each given an action token instead of normal damage. Any character you can't give an action to is dealt 1 penetrating damage instead.

Waves of the Deadliest Radiation: Solaris can use Pulse Wave. You may use Pulse Wave normally or choose that, instead of normal damage, each hit character is dealt damage equal to twice the number of action tokens on it and each hit character with zero action tokens is given an action token.

Colossal Indifference: Solaris can use Toughness. If Solaris began the game on the 25-point starting line, it can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character's attack, stop turning the dial. This power can't be countered or ignored.

  • Collector's number: G004
  • Rarity: Super booster
  • Team Ability: Quintessence
  • Point Value: 800/500/300/150/25
  • Powers: Sidestep, Phasing/Teleport, Psychic Blast, Incapacitate, Pulse Wave, Invincible, Energy Shield/Deflection, Impervious, Invulnerability, Perplex, Outwit, Probability Control
  • Keywords: Cosmic, Future, Robot, Ruler
Soldier (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Soldier (SMWW):

Traits

High-Level Containment:
Soldier can use Plasticity. Give Soldier a free action and choose an adjacent opposing character of 100 points or more. That character can't use the Improved Movement ability until your next turn.

  • Collector's number: 008
  • Rarity: Common
  • Team Ability: Police
  • Point Value: 40
  • Powers: Running Shot, Sidestep, Energy Explosion, Smoke Cloud, Toughness, Willpower, Exploit Weakness
  • Keywords: Soldier
Steel (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Steel (SMWW):

Traits

Metal-O Virus:
Modify the combat values of adjacent opposing characters with the Armor, Robot, or Vehicle keywords by -1.

Special

Iron Will:
Steel can use Invincible and Willpower.

  • Collector's number: 012
  • Rarity: Common
  • Team Ability: Superman Ally
  • Point Value: 140
  • Powers: Charge, Sidestep, Quake, Super Strength, Impervious, Toughness, Outwit, Close Combat Expert, Exploit Weakness
  • Keywords: Armor, Metropolis, Scientist
Steppenwolf figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Steppenwolf:

  • Collector's number: 058
  • Rarity: Super-Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 135
  • Keywords: Apokolips, Brute, Warrior
Superboy (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superboy (SMWW):

  • Collector's number: 031
  • Rarity: Uncommon
  • Team Ability: Legion of Super Heroes/Superman Ally/Titans
  • Point Value: 100
  • Powers: Charge, Sidestep, Super Strength, Telekinesis, Invincible, Toughness, Regeneration, Empower, Probability Control
  • Keywords: Future, Kryptonian, Legion of Super Heroes, Metropolis, Teen Titans, Young Justice
Superdoom figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superdoom:

  • Collector's number: 059
  • Rarity: Super-Rare
  • Team Ability: Hypertime
  • Point Value: 300/175
  • Keywords: Brute, Kryptonian, Monster
Supergirl (Red Lantern) (Prime) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Supergirl (Red Lantern) (Prime):

  • Collector's number: 053b
  • Rarity: Super-Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 160
  • Keywords: Brute, Kryptonian, Red Lantern Corps
Supergirl (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Supergirl (SMWW):

  • Collector's number: 053a
  • Rarity: Super-Rare
  • Team Ability: Superman Ally
  • Point Value: 190
  • Keywords: Kryptonian, Legion of Super Heroes, Metroplis
Superman (SMWW Chase) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman (SMWW Chase):

  • Collector's number: 065
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 280/175/100
  • Keywords: Politician, Red Son, Ruler, Soldier
Superman (SMWW Common) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman (SMWW Common):

  • Collector's number: 001
  • Rarity: Common
  • Team Ability: Justice Society
  • Point Value: 100
  • Powers: Leap/Climb, Charge, Super Strength, Invincible, Toughness, Defend, Close Combat Expert, Exploit Weakness
  • Keywords: Justice Society, Kryptonian, Metropolis, Reporter
Superman (SMWW LE) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman (SMWW LE):

  • Collector's number: 100
  • Rarity: Limited Edition
  • Team Ability: Superman Ally
  • Point Value: 150
  • Keywords: Kryptonian, Metropolis, Reporter
Superman (SMWW SR) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman (SMWW SR):

  • Collector's number: 049
  • Rarity: Super-Rare
  • Team Ability: Superman Ally
  • Point Value: 175
  • Keywords: Justice League, Kryptonian, Metropolis, Trinity
Superman (SMWW Uncommon) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman (SMWW Uncommon):

Traits

The Odds Are Against Me:
At the end of your turn, if Superman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Superman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack.

Standing Tall: Give Superman a free action and remove 1 Outnumbered token from this card and he can use Willpower this turn.

  • Collector's number: 017
  • Rarity: Uncommon
  • Team Ability: Justice League
  • Point Value: 150
  • Powers: Charge, Hypersonic Speed, Sidestep, Super Strength, Invincible, Invulnerability, Defend, Leadership, Close Combat Expert, Empower
  • Keywords: Justice League, Kryptonian, Metropolis, Reporter, Trinity
Superman Blue (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman Blue (SMWW):

  • Collector's number: 041a
  • Rarity: Rare
  • Team Ability: Superman Ally
  • Point Value: 125/50
  • Keywords: Justice League, Kryptonian, Metropolis, Reporter
Superman II (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman II (SMWW):

Traits

Wait, That's Not Superman...:
If Superman II is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Superman II. If you do, Superman II begins the game with an action token.

Special

Pacifist Ideals:
Superman II can use Incapacitate. When he uses it as a close combat action and hits, after actions resolve he can use it again as a free action targeting the same character. Characters hit by his Incapacitate can't ignore pushing damage this turn.

  • Collector's number: 019a
  • Rarity: Uncommon
  • Team Ability: Superman Ally
  • Point Value: 150
  • Powers: Running Shot, Charge, Hypersonic Speed, Super Strength, Impervious, Invulnerability, Toughness, Outwit, Perplex, Battle Fury
  • Keywords: Kryptonian, Wonders of the World
Superman Red (SMWW) (Prime) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Superman Red (SMWW) (Prime):

  • Collector's number: 041b
  • Rarity: Rare
  • Team Ability: Superman Ally
  • Point Value: 175/100
  • Keywords: Kryptonian, Metropolis
The Atom (SMWW) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
The Atom (SMWW):

Special

Smothering Hold:
The Atom can use Plasticity and Sidestep. At the beginning of your turn, deal 1 penetrating damage to all adjacent opposing characters. When an adjacent character fails a break away roll, deal that character 1 penetrating damage.

Colossal Retaliation Atomic Punch: Give The Atom a free action if no other Colossal Retalliation power has been activated this turn and choose an opposing character that attacked The Atom or damaged a friendly character since your last turn. Place The Atom such that he can make a close combat attack targeting the chosen character, then do so with an area of effect that includes all other characters within 2 squares of the target. Opposing character can't use Combat Reflexes, Shape Change, or Super Senses for this attack. Hit characters are each dealt 2 penetrating damage instead of normal damage.

Colossal Indifference: The Atom can use Toughness. If The Atom began the game on the 15-point starting line, he can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character's attack, stop turning the dial. This power can't be countered or ignored.

  • Collector's number: G001
  • Rarity: Super booster
  • Team Ability: DC Unaffiliated
  • Point Value: 300/200/150/100/15
  • Powers: Charge, Sidestep, Super Strength, Quake, Invulnerability, Toughness, Close Combat Expert, Exploit Weakness, Empower
  • Keywords: Soldier, Wonders of the World
Titano figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Titano:

Traits

Monkey See Lois, Monkey Do:
When a friendly character named Lois Lane moves, after actions resolve Titano can be given a move action as a free action to move up to the same number of squares. When a friendly character named Lois Lane makes an attack targeting an opposing character, after actions resolve Titano can make a close combat attack as a free action.


Special

Colossal Retaliation - Two-Fist Punch:
Give Titano a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Titano or damaged a friendly character since your last turn. Place Titano such that he can make a close combat attack targeting the chosen character, then make two separate close combat attacks targeting the chosen character each with an area of effect that includes all other characters within 2 squares of the target. Hit characters are each dealt 3 damage instead of normal damage.

Colossal Indifference: Titano can use Toughness. If Titano began the game on the 20-point starting line, he can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character's attack, stop turning the dial. This power can't be countered or ignored.

  • Collector's number: G005
  • Rarity: Super booster
  • Team Ability: DC Unaffiliated
  • Point Value: 250/200/150/75/20
  • Powers: Plasticity, Quake, Super Senses, Charge, Flurry, Running Shot, Leap/Climb, Super Strength, Psychic Blast, Invulnerability, Toughness, Battle Fury, Close Combat Expert
  • Keywords: Animal, Brute, Metropolis
Ulysses figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Ulysses:

Traits

Wait, That's Not Superman...:
If Ulysses is on your sideline when your opponent's force is revealed and your force includes a character named Superman or Superboy of an equal or higher point value, you may replace that character with Ulysses. If you do, Ulysses begins the game with an action token.

Unstable Energy Transference: Ulysses ignores damage dealt by Pulse Wave and can't be targeted by Penetrating/Psychic Blast. This ability can't be ignored.

  • Collector's number: 030
  • Rarity: Uncommon
  • Team Ability: DC Unaffiliated
  • Point Value: 150
  • Powers: Hypersonic Speed, Running Shot, Super Strength, Psychic Blast, Pulse Wave, Impervious, Invulnerability, Toughness, Ranged Combat Expert
  • Keywords: Celebrity, Cosmic, Metropolis
Vartox figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Vartox:

  • Collector's number: 052
  • Rarity: Super-Rare
  • Team Ability: DC Unaffiliated
  • Point Value: 225/150
  • Keywords: Police
War Wheel figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
War Wheel:

Traits

Colossal Retaliation - Crush:
With Giant Spikes Give War Wheel a power action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked War Wheel or damaged a friendly character since your last turn and occupies the same row or column as War Wheel. Place War Wheel in any 4 squares in the same rows or columns that contain both all of War Wheel and the chosen character. Make a close combat attack whose area of effect is all characters in those rows or columns between where War Wheel began this action and the squares it currently occupies. Hit characters are each dealt 2 penetrating damage instead of normal damage.

Special

Dirigible Drop:
Give War Wheel a power action if it occupies a starting area. At the beginning of your next turn, and place it anywhere on the map that isn't a starting area, give it an action token, and it can't use Colossal Stamina that turn.

Colossal Indifference: War Wheel can use Toughness. If War Wheel began the game on the 15-point starting line, it can't attack smaller characters except via Colossal Retaliation. When this power is revealed due to damage taken from an opposing character's attack, stop turning the dial. This power can't be countered or ignored.

  • Collector's number: G006
  • Rarity: Super booster
  • Team Ability: DC Unaffiliated
  • Point Value: 400/275/150/100/15
  • Powers: Sidestep, Toughness, Running Shot, Charge, Energy Explosion, Invincible, Impervious, Invulnerability, Battle Fury
  • Keywords: Armor, Past, Soldier, Vehicle
Wonder Woman (SMWW Chase) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Wonder Woman (SMWW Chase):

  • Collector's number: 066
  • Rarity: Chase
  • Team Ability: DC Unaffiliated
  • Point Value: 165/125
  • Keywords: Amazon, Deity, Red Son
Wonder Woman (SMWW Common) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Wonder Woman (SMWW Common):

  • Collector's number: 002
  • Rarity: Common
  • Team Ability: Justice Society
  • Point Value: 100
  • Powers: Charge, Sidestep, Super Strength, Impervious, Invulnerability, Toughness, Defend, Perplex, Close Combat Expert
  • Keywords: Amazon, Justice Society, Warrior
Wonder Woman (SMWW Rare) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Wonder Woman (SMWW Rare):

Traits

The Odds Are Against Me:
At the end of your turn, if Wonder Woman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Wonder Woman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack.

Divine Aura: Wonder Woman can't be targeted by opposing Outwit or Probability Control unless the targeting character is more points or has the Deity keyword.

Special

Gift of Hermes:
Wonder Woman can use Charge, Flurry, and Sidestep.

New Goddess of War: At the end of your opponent's turn, deal 1 penetrating damage to each character on that player's force within 2 squares of Wonder Woman that didn't make an attack this turn.

  • Collector's number: 033
  • Rarity: Rare
  • Team Ability: Mystics
  • Point Value: 200
  • Powers: Sidestep, Charge, Super Strength, Blades/Claws/Fangs, Impervious, Invulnerability, Toughness, Super Senses, Support, Close Combat Expert
  • Keywords: Amazon, Deity, Justice League, Trinity, Warrior
Wonder Woman (SMWW Uncommon) figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Wonder Woman (SMWW Uncommon):

Traits

The Odds Are Against Me:
At the end of your turn, if Wonder Woman was given a non-free action this turn and an opposing force has more characters on the map than your force, place an Outnumbered token on this card. Give Wonder Woman a free action and remove 2 Outnumbered tokens from this card to make a close or ranged combat attack.

Standing Tall: Give Wonder Woman a free action and remove 1 Outnumbered token from this card and she can use Willpower this turn.

Special

Deflecting Bracelets:
Wonder Woman can use Energy Shield/Deflection. When Wonder Woman is targeted by a ranged combat attack that misses her, after actions resolve give the attacker an action token. If you can't, deal the attacker 1 unavoidable damage.

  • Collector's number: 018
  • Rarity: Uncommon
  • Team Ability: Justice League
  • Point Value: 125
  • Powers: Charge, Sidestep, Super Strength, Impervious, Invulnerability, Regeneration, Perplex, Close Combat Expert
  • Keywords: Amazon, Justice League, Trinity, Warrior
Wraith figure image: click to enlarge
Who has this miniature?
Who wants this miniature?
Wraith:

  • Collector's number: 051
  • Rarity: Super-Rare
  • Team Ability: Police
  • Point Value: 175/100
  • Keywords: Cosmic, Soldier


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