Heat Wave
PL: 10 (149)
abilities: (24)
STR 12 DEX 14 CON 16 INT 14 WIS 16 CHA 12
Combat: (32)
+10 init, +12/6 ATK, +13 DEF (+3 dodge, +5 flat-footed)
+1/8 DMG (unarmed/fire gun)
saves: (9)
TOU +7/6/3 FORT +5 REF +6 WILL +7
Skills (19/76)
Bluff +12
Computers +6
Craft: chemical +12
Intimidate +8
Knowledge: physical Sciences +10
Knowledge: Technology +6
Notice +8
Sense Motive +8
Stealth +6
feats (26)
Attack Specialization [fire gun] (3), Connected, Defensive Roll, dodge focus 3, Equipment, Improved Aim (2), Improved Critical [fire gun] (2), Improved Initiative (2), Inventor, Luck 2, Master Plan, precise shot 2, Quickdraw, Seize Initiative, sneak attack, startle, Taunt, Teamwork 3
Powers (36)
Device: Fire gun +8 (28)
- blast +8 (area-line +1, penetrating +1) [36]
- AP: blast +8 (extra: area-cone +1) [24]
- AP: blast +8 (extra: penetrating +1) [24]
- AP: blast +8 (extra: area-line +1) [24]
- AP: blast +8 (extra: area-explosion +1) [24]
device: fire suit +2 (8)
- Immunity +6 (fire damage, smoke inhalation) [6]
- protection +3 [3]
- supersenses +1 (infravision) [1]
costs
abilities 24 + combat 32 + saves 9 + skills 19/76 + feats 26 + powers 36 = 149 pts

as captain cold's opposite number, i think it's no surprise that again, I drew inspiration from a pre-existing build (in this case, the captain's feats)

as a Flash Rogue, Heatwave's all about the area attacks, doing everything he can to catch flash flat-footed. and as a rogue, he's the LoD member you want watching your back in a fight (after all, all he wants is the cash. and to start a big pretty fire)