File:Razira Heroclix Card.png

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Razira's piece acts as a two-stage piece. She begins as a ranged attacker, shooting at her enemies from the skies, then, after taking damage, she brings the fight to the enemy's doorstep!

Razira's Trait (Traits are basically passive abilities, and cannot be countered by other characters!) is Mother Wolf, depicting her intense need to defend, and in the gravest of circumstances, avenge those under her care. If an ally is in need (or in Clix terms, taking damage), she is primed to bring the hurt to whoever might be causing harm with a +1 to attack, which means she'll have an easier time hitting her enemy. If an ally should fall in battle, Razira will rush to their side, and demand justice by fighting in their place!

Razira's Fire and Ice abilities are versatile and brutally effective. Her special powers The Power of Fire and The Power of Ice give the hero multiple options on the battlefield. Energy Explosion can allow Razira to hit multiple characters if they're all bunched up, Penetrating/Psychic Blast allows Razira to cut through armored targets at range, and Poison can be used to weaken nearby foes with a small amount of splash damage!

Incapacitate can freeze her opponents with an action token, Energy Shield/Deflection gives her an added bonus to defense when attacked at range, and Barrier can provide sheets of ice on the map for cover! Of course, she can't use all of these in one turn, but having the option makes her incredibly versatile.

Leadership represents Razira's experience on the battlefield and inspiring qualities, the things that make her a good Field Officer on the Protectors. This ability can remove action tokens from lower point allies, freeing them up to act this turn, rather than next!

As she takes damage, Razira's bestial nature begins to show itself. Blades/Claws/Fangs is a gamble of a power, dealing anywhere from 1 to 6 damage! When paired with Exploit Weakness, the melee version of Penetrating/Psychic Blast, it can be absolutely lethal. Razira's Super Senses allow her to potentially dodge attacks, as her animal sense of smell and hearing alert her to danger.

Ultimately, when pushed to her limits, I figured Razira may find difficulty in flying, or be more focused on defeating those who threaten her or her loved ones. Her final click is meant to represent the Mother Wolf on her last leg, possessed by maternal fury! Earthbound/Neutralized disables her ability to fly, but Leap/Climb depicts her animal agility to replace it! Battle Fury is a mixed blessing, preventing Razira from being carried by her allies, or from making ranged attacks. But it also allows her to resist Mind Control, Incapacitate, and ignore enemies' Shape Change.

The power Enraged gives Razira what is called a stop click, which basically guarantees that the Mother Wolf cannot be one-shot killed, and the enemy must deal with an agile, angry Razira before taking her down for good. These can be controversial, but Razira remains fairly easy to hit on her stop click, and only presents a problem if left alone. I use the stop click to represent that last bought of justice and ferocity before Razira succumbs to whatever is taking her down!

At 150 points, Razira only lives five clicks, but packs a wallop at both range and in close quarters, wielding fire and ice in both! She thrives on helping those of her team in need, and will put up a hell of a fight before she goes down.

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current03:53, 6 November 2017Thumbnail for version as of 03:53, 6 November 20171,502 × 1,050 (533 KB)Destructor (Talk | contribs)
04:21, 22 May 2017Thumbnail for version as of 04:21, 22 May 20171,024 × 755 (589 KB)Destructor (Talk | contribs)Razira's piece acts as a two-stage piece. She begins as a ranged attacker, shooting at her enemies from the skies, then, after taking damage, she brings the fight to the enemy's doorstep! Razira's Trait (Traits are basically passive abilities, and can...
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