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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Universo!

Greeting HeroClix Fans!

Today’s preview from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set is Universo! Let’s see why he is sure to mesmerize you.  

041-Universo

At 71 points, Universo will enthrall you with his abilities. His special power Hypnosis states Universo can use Mind Control as if he had 3 targets. When he does, increase his attack value by the number of targets and, after actions resolve, heal him of 1 damage for each character with the Legion of Super Heroes keyword he hit with that attack. With a 7 range he should be able to stay out of most 6 range attackers.

Univero’s top 2 clicks of defense should be enough to repel attackers to look for easier targets. His special dense power Master of Misdirection Universo can use Energy Shield/ Deflection and Super Senses. Along with his Shape Change, he has a good chance of shrugging off any attacks. Clicks 3 and 4 he changes to Energy Shield/Deflection and Outwit. Clicks 5 and 6 he has Stealth, Super Senses and Shape Change.  In fact it’s so difficult to hit him for most of his dial it’s stupefying!

On click 4, Universo obtains the special attack power I’ve Learned a Few Things that allows Universo to use Incapacitate. When he does, after actions resolve he can use Smoke Cloud as a free action. So while Universo’s damage is low for most of his dial, you can always Incapacitate an opponent with 2 tokens to do damage and use your free action Smoke Cloud to help hide him in hindering terrain.

Universo has the Calculator team ability so make sure to put that to good use.  He also has the keywords Cosmic, Future, and Legion of Super Villains. If you have a team that is all wild cards you could use the Legion Lost Additional Team Ability (ATA) that states once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card team ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already. So you could use the Batman Ally team ability to help hide your team or the Superman Ally team ability if you’re going up against a Stealth-heavy team.

Thanks for joining us for another hypnotizing preview! We command you to read next weeks preview of DC HeroClix: Superman and the Legion of Super Heroes, we’re not toying around!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Starman!

Greetings HeroClix Fans!

Today we look at a member of the JSA who will be in the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Jack Knight (son of the original Starman), has a rich and full history. After taking up the mantel of Starman, Jack has traveled through time and space. Starman has shared adventures with the Legion of Super Heroes and even visited Krypton in the past, where me meet and gave counsel to a young Jor-El, the father of Superman.

 034-Starman

Starman starts with 2 traits the first of which is called Pop Culture Collector. Before the game starts but after objects have been placed, Starman may place any 2 objects in each other’s squares. Starman also gets +1 to his rolls to pick up any Relics.

Starman’s other trait is called Star Rod and Jujitsu. This will allow Starman to use Energy Shield/Deflection and Super Senses; and when he is targeted with a close combat attack and either evades it or it misses, give the attacker an action token after actions resolve.

Starman would be a great candidate for TT S103 Wonder Girl Lasso. If Starman did manage to pick it up, this with his trait would be on a 4-6. Starman would gain Steal Energy which he could also use during ranged combat attacks.

As you can see Starman has no defensive powers on his dial but these are completely covered by his trait. Starman starts out with Telekinesis. Starman has 2 clicks of Running Shot and Perplex. On click 2 he picks up the ability to use Pulse Wave.

Starman’s movement will not be hampered by hindering, elevated, or outdoor blocking terrain as well as Starman may move through squares adjacent to or occupied by opposing characters; as he has the Flier combat ability. This will also give him the ability to carry other friendly characters that meet the Carry ability requirements.

On click 3 as well as still being able to use Pulse Wave; Starman can now also use Force Blast and Ranged Combat Expert. On Starman’s last 2 clicks he can use Charge and Exploit Weakness.

With an 8 square range and a mere 95 points this guy is a steal. Starman has the JSA team ability which will allow him to replace unmodified defensive values with adjacent friendly characters that can also use this team ability. Starman’s keywords are Justice Society, Mystical, Opal City and Past.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Dawnstar and Wildfire!

Greeting HeroClix Fans!

Today we bring you a two-fer from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set coming in 2014!  Today’s preview characters are Dawnstar and Wildfire, we’ll start with Dawnstar.

030-Dawnstar

Dawnstar is from Starhaven, a planet colonized by Native Americans abducted by an alien race in the 13th century. She was first introduced to the Legionnaires at 16 and because of her tracking and navigation skills in space, she was given full membership after her first mission.

Dawnstar starts her first 2 clicks and ends her last 2 clicks with Hypersonic Speed and the special power Interstellar Tracking that says at the beginning of your turn, choose an opposing character within 10 squares. Lines drawn to that character this turn are only blocked by blocking terrain. For 81 points you can have a character with the Wing combat symbol that  allows your characters to target an opposing character regardless of Stealth, behind other characters, or even elevated terrain.

Defensively Dawnstar starts with Energy Shield/Deflection transitions to Willpower mid-dial, and finishes with Super Senses. A hard solid hit can really hurt her without damage reducers, but with a 2 damage for her entire dial you’ll want to keep her out of the way of opposing primary attackers. Her Hypersonic Speed can help with that and at the same time, use it to soften up opposing support characters working from behind the opposing force.

Mid dial Dawnstar has Sidestep, Willpower, and Probability Control. Sidestep can help you position to use Probability Control without using up your actions in the turn. Dawnstar also possesses the Legion of Super Heroes Team Ability, and with that you can add a myriad of copy-able ATA’s and TA’s to wildcard to.

Speaking of wildcards, another is Wildfire, and he and Dawnstar have a fiery courtship since the dawn of their relationship.

021-Wildfire

Drake Burroughs, was an astroengineer. While he was working on a new rocket system, a safety valve snapped and discharged a blast of anti-matter energy. Burroughs was engulfed instantly but somehow his consciousness survived and Burroughs found himself transformed into a being of pure anti-energy. He wears a containment suit to keep a humanoid form.

Wildfire has the trait For Dawnstar that states if a friendly character named Dawnstar has taken damage from an attack since your last turn, modify Wildfire’s attack and damage values by +1 if he targets a character that hit Dawnstar since your last turn. With Dawnstar’s special power Interstellar Tracking, it will be hard for an opposing character to hide from Wildefire’s retaliation.

Wildfire has the Wing symbol and an 8 range with 2 targets. This comes in handy with his top 2 clicks of Energy Explosion. His dial also starts with Running Shot which it alternates back to on every other click. After Energy Explosion, he attains the special attack power This Battle Ends Here! that says Wildfire can use Penetrating/ Psychic Blast and Pulse Wave. He can use Pulse Wave normally, or you may give him a double power action to use it and his printed damage value is dealt to all hit characters.  He also has Poison and Pulse Wave at various points on his dial.

Defensively Wildfire starts with Invulnerability for his top 3 clicks. On his fourth and last clicks he has a stop click type special power called Energy Reforming that states when this click is revealed, stop turning the dial. Wildfire can use Impervious and Regeneration. When he uses Regeneration, either the minimum result is 1 or he can use it as a free action and subtracts 3 from the d6 roll instead of 2. This is a representation of the times when his containment suit is destroyed and he has to reform. On these clicks he has Phasing and Poison as well but his attack and damage are 0.

Late dial Wildfire gets Pulse Wave, Toughness, and Ranged Combat Expert. Most of his dial he has high attack and damage stats, but as he bleeds out energy from his cracked containment suit, Ranged Combat Expert can help bolster his resolve to win the attack with a stat increase. And remember to use his trait if Dawnstar is hit by an attack to even further flame up your stats.

A team with really good interactions is Dawnstar, Wildfire, and SM025 Matter-Eater Lad (Mel for short). Mel can move up and eat blocking terrain as a free action per his trait, Dawnstar can use her Interstellar Tracking on an opposing character and Wildfire pours on the flame with his double target Energy Explosion.

The fire has gone out and its nearly dawn, time to get some sleep, but be ready for another preview of DC HeroClix: Superman and the Legion of Super Heroes next week!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Mordru!

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, where would our heroes be if it was not for a great advisory. Mordru the Merciless is a primary foe to the Legion of Super Heroes and is arguably one of the team’s most powerful enemies.

056-Mordru

(Spoiler Alert) Mordru has a Morph trait called Change Size. You may give Mordru a power action, or when he takes damage from an opponent’s attack, you may replace him with SLOSH #101 Mordru on the same click number. Don’t worry SLOSH #101 Mordru has a similar trait that lets him change back.

Mordru has another trait called Mystical Relics; when Mordru makes a relic roll, modify the result by +2. Once per game you may give Mordru a double power action and place a relic that is 15 points or less from outside the game into his square. Rings, Lassos, or Utility Belt items on my!!

Mordru starts out with 3 clicks of Phasing/Teleport and a special power called Limitless Magic. This will allow you to give Mordru a free action and choose a standard attack power. Mordru can use that power until the beginning of your next turn.

Only if there was some creative way to give Mordru a movement power that would then allow him to use that standard attack power, something like Running Shot or Charge… Oh wait a minute… what was that MC’s song… it was very popular in the 80’s… anyway I think you see where I am going with this.

For defense Mordru starts with 2 clicks of Impervious and then switches to a special power called Molecular Magic, which allows him to use Invincible. It also allows you to give Mordru a free action if he has two action tokens and place a standard light object from outside the game in his square.

This object could serve Mordru in a wide variety of ways. Mordru could pick it up once he gains Super Strength but as he stands on it could also add +1 to defense as hindering terrain if he was targeted by a range combat attack. With Mordru’s Mystical Relic trait maybe you brought into the game the NML S107 Batman Cowl and maybe Mordru picked it up, well now as a flying giant he could produce his own stealth cover.

Mordru starts the game with Outwit for 2 clicks and then switches to Perplex for the next 2 clicks. On click 4 Mordru picks up Charge and Super Strength for 3 clicks. On click 5 Mordru gains a special power called Lord of Chaos, which will allow Mordru to use Probability Control. Opposing characters within his 8 range value and line of fire can’t use Probability Control or the Mystics team ability.

On clicks 7 and 8 Mordru regains Phasing/Teleport and his Limitless Magic special power and ends his 8 click dial with a 19 defense and Impervious.

Mordru is a 200 point Indomitable, Flying, Giant with the Mystics team ability. For his keywords Mordru has Future, Legion of Super Villains, Mystical, and Ruler.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Lightray!

Greetings HeroClix Fans!

And welcome back as we continue to explore the characters in the upcoming DC HeroClix: Superman and the Legion of Super Heroes set.  Today we are off to New Genesis to check in with one of the residential New Gods, specifically, Lightray!

028-Lightray

Lightray begins play with a few clicks of faster than light move and attack with Hypersonic Speed, with solid movement values on those clicks.   Lightray spreads his Infectious Optimism to his teammates by being able to use Perplex, but only on them, with a special power so named.   And for his first couple of clicks, this New God reduces damage with Toughness.  Also, Lightray can target two opposing figures with a generous 7 range value for range combat attacks.

On click three, Lightray focuses the power of the light spectrum as Precision Strike makes him ignore damage avoiding powers and ensure that at least one damage is dealt on a successful attack despite damage reducers.  Another way that Lightray shows that he is quicker than most is to try to avoid attacks with Super Senses.  Mid dial, he loses both Hypersonic Speed and his Infectious Optimism special power.   He can now ignore game elements within 12 squares for movement proposes as he now has Phasing/ Teleport.   He can also access a full range of colors to make a range attack against all figures he can draw line of fire to within 4 squares using Pulse Wave.

On his last two clicks, as Lightray is more suited for range attacks than close combat, his evasive flight abilities will offer him some protection from range combat attacks with Energy Shield/ Deflection.  Also Precision Strike and Hypersonic Speed are both back on his last click.  At 124 points, Lightray has solid attack and damage values, can damage opposing figures on most clicks with his power set, or move and attack for a good chunk of his dial.  But, a good player can get a lot of benefit out of him for his point value using his trait.  Radiant Burst says that when Lightray is KO’d, before he is removed from the game, you get to make a range combat attack with a 10 attack value that can’t be rerolled.  The area of effect for this attack is all figures within 5 squares, and each hit character is dealt 3 penetrating damage.

Lightray can be played on generic theme teams with other Celebrity and Cosmic figures, as well as on a named theme team with his fellow New Gods.

That is all for now.  Be sure to check soon as we continue to preview figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set.  Next up, the Legion of Super Heroes are challenged by their mightiest magical foe!

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DC HeroClix: Superman and the Legion of Super-Heroes HeroClix Worlds Preview

2012 HeroClix World Champ Alex Avila and DC HeroClix Superman and the Legion of Super-Heroes: Stargirl!

Greetings HeroClix Fans!

Every year, HeroClix players assemble at Gen Con Indy to play through a gauntlet of worthy opponents and challengers, all with the aim of proving they’re worthy of the mantle of HeroClix World Champion! Today we check in with 2012 HeroClix World Champ Alex Avila, who is nice enough to give us a peek behind the curtain and tell us what it was like to participate in the HeroClix design process.

WizKids: Hello Alex, thank you for joining us today! 
Alex Avila:
Hello, thank you for having me! 

WK: It’s entirely our pleasure.  We’re very excited to have this opportunity to speak with you.  So, what was it like to win HeroClix Worlds 2012?
Alex: Worlds 2012 was a lot of fun.  Great staff at the WizKids booth and excellent competition.  I had 3 members of Immortal Team Rubicon there, so I had wonderful support, scouting, and brainstorming in my corner. The last chance grinder I slipped in through was grueling and I’ll always remember the razor thin margin I beat Hair10, an excellent player, by. Day 2 was no less exhausting, but the surreality of being up against those players and those amazing teams distracted me from the mental strain.

WK: Did you enjoy the competition?
Alex: 
The competition was one of the greatest experiences of my life.  In a local tournament or casual game, one can usually make a placement mistake without much trouble.  At worlds, your opponent will capitalize on any mistake you make.  In my first game of day 2, I forgot my perplexes first turn and my speedster opponent one shotted scarlet witch.  It’s just a different level of play, and I love it.

WK: What sort of strategies impressed you?
Alex: 
The strategies were fantastic.  “Build me a doomsday weapon” was a popular option along with “HSS is KING!” teams. My favorites were Patricia Lam’s evasive Eradicator, and George Massu’s Black Adam cannon.  Both showed incredible movement potential and synergy, though they weren’t quite my style. The best thing about the teams was the variety.  No two teams were the same and, with the exception of the (Infinity) Gauntlet, no element was on more than half the teams.

WK: How long have you been playing HeroClix?
Alex: 
I’ve been playing since Secret Invasion/Arkham Asylum.

WK: What first brought you to the world of HeroClix?
Alex: I actually played MechWarrior for a bit back in the day.  My brother Jon really got me into HeroClix though.  Specifically when he showed me how to TK 73 pt Gamora at vet Icons Superman and Exploit (Weakness).  Rolled one 6 for blades and I was hooked.

WK: How often do you play, and where do you play HeroClix?
Alex: 
I play at two venues most weeks: Comics and Gaming in Gainesville and Fairfax.  I judge at a shop in Vienna called Game On! Comics.  The real work gets done in my buddy’s garage, which we call the Lab.

WK: So, we know you’re probably eager to talk about your 2012 Championship figure.  With all of the characters available out there, what finally nudged you towards Stargirl?
Alex: 
There was never a doubt in my mind that my choice was Stargirl.  She’s my favorite super hero and has been an inspiration to my life.  Kudos to Geoff Johns for creating a character his sister would be proud of.

WK: What were the challenges or considerations you faced while conceptualizing such a high-profile figure?
Alex: Well, I didn’t want to go completely fanboy and give her monster combat values and crazy powers.  However, I had reason to suspect that this is the only shot Courtney (Whitmore, Stargirl) will have for a redux, so I figured I’d make a definitive version.  In all honesty I wanted to make a tribute to the JSA (Justice Society of America) comics that had such a huge impact on me.

WK: I can only imagine what it feels like to have this opportunity.  What’s your favorite aspect of the finished piece?
Alex: 
My favorite aspect is her playability at both point values.  She can be a team leader or a brutally efficient support piece/secondary attacker.  Her gadgets keep her fairly well protected and with some JSA buddies or a nice wildcard, she is nigh untouchable.

WK: What did you think of Stargirl’s sculpt when you first saw it?
Alex: I just couldn’t believe it.  The digital sculpt looks just like me and every detail from the shot I wanted was present.  They even got my belt and beanie perfect.  Of course, Stargirl looks incredible and is the centerpiece to the whole sculpt.

WK: Well, we’ve kept folk waiting long enough, we should probably show everyone Stargirl now.  Any parting thoughts before we do so?
Alex: 
Yes, I just want to thank the people who helped me along the way.  Shout outs to the members of Team Rubicon: Andre Robinson, Paul Briggs, John Compton, Scott Lovelady and Jacob Whitlow.  Thank you to the honorary members as well: Jon Avila, Jim Mattingly, Kelsi Lynn and Alex Rothschild.  And, thank you to my friends, family, judges, and the incredible staff at WizKids.

033-Stargirl

WK: Thank you Alex.  You’ve been a gentleman and a scholar.  Now, would you mind taking us through Stargirl’s dial?
Alex: Thanks, I would be happy to! Wow, so there’s a lot going on on this card.  Let’s take a look at the traits first.  Student and Teacher gives Stargirl’s teammates a little extra “oomph!” if they are a lower point value, share a keyword, and are adjacent by modifying their attacks values by +1.  Conversely, if she is played at 75, Stargirl gains the +1 AV when adjacent to a higher point friendly character with a common keyword.

Her second trait, Cosmic Belt or Cosmic Rod, allows her two options which give her access to different powers and abilities.  Stargirl will always have +2 defense, but depending on her die roll it will apply to either close or ranged combat attacks.  If you roll/choose the Cosmic Rod, Courtney can use Ranged Combat Expert, allowing her to deal 4+ damage down her dial.  If you roll/choose the Cosmic Belt, Stargirl can use Incapacitate, has two targets and a range of 4, and gains access to the Sharpshooter combat ability.

Now to the special powers.  Stargirl starts the game with either of two special powers, depending on her point value.  At 110, she begins the game with Stunning Blow.  Just like the old feat, which featured her on the card art, this special power allows Stargirl to deal her printed damage value whenever she uses incapacitate.  At 75, she shows her discipular aptitude in the form of Star Pupil.  With this power, Stargirl can be given a free action to “copy” a standard attack or damage power from an adjacent higher point friendly character with a common keyword.

The combat values and standard powers on Stargirl’s dial make her pretty decent attacker at either point cost.  At 110, she sports Running Shot, giving her a threat range of 12, and Leadership to boost her teammates’ effectiveness even further.  At 75, Ms. Whitmore has a range of option for attacking or support.  She retains Running Shot, though she loses Leadership, and tacks on Barrier and Telekinesis to cut off lines of fire or deliver an attacker into the right position.  At the back of her dial, Stargirl has two clicks of close combat expert to finish out a fight.  Throw in a smattering of Toughness and Charge, and Stargirl remains a threat through most of her dial.

Now with capabilities as an attacker and support piece, plus aptitudes at close or ranged combat, the real question is who to pair Stargirl with.  For a JSA team, you might want to throw on 93 pt Green Lantern (#011) and 86 pt Flash (#018) from DC10th Anniversary.  Plenty of 18 defense to share, and GL gives Stargirl access to Ranged Combat Expert even when she rolls/chooses Sharpshooter.  With 11 pts or 46 pts to spare, depending on a Stargirl’s cost, there’s room plenty of room for ATAs and Resources.

In the case of Justice League, there are a lot of options.  A simple choice for high defense shenanigans is 150 pt Superman Fast Forces Superman and 75 pt DC TabApp (D-003) Wonder Woman.  This team sports two potential 20 defenses from range, 3x 11 Attack Values, and two Probability Controls with Stargirl at 75 pts.

If generic Keywords are more your style, Martial Artist has always been an excellent option.  Paired with 76 pt Streets of Gotham (#038) David Cain, Stargirl becomes a powerhouse of a disciple.  Thanks to both Cain’s and Stargirl’s traits, she can shoot with a 12 Attack Value for 6 Damage!  Add 148 pt Teen Titans (#037a) Deathstroke to copy the JSA team ability, and Courtney can have a 20 defense for close or ranged combat, plus two chances to take action tokens off of her.

Well, it’s been a pleasure showing this piece, but all good things must come to an end.  Tune in next time for more exciting HeroClix previews!

WK: Thanks again Alex! Stargirl will be available once DC HeroClix: Superman and the Legion of Super-Heroes hits stores this February! Thanks for joining us today, and like the man says, come back soon for more exciting previews!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Lex Luthor

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, where would our hero be if it was not for his greatest villain. Lex Luthor is a supervillain, and a founding member to the Legion of Doom, who believes that ordinary laws of right and wrong do not apply to him.

024-Lex-Luthor

Lex Luthor has a trait called Smarter Than All of You Combined. First of all Lex Luthor’s powers can’t be countered and in addition adjacent friendly characters with a lower point value possess the Superman Enemy team ability. With Lex Luthor also possessing the Superman Enemy team ability this would give him the ability to use Outwit.

Lex Luthor has 4 clicks of a special power, on his movement, called If You Want A Job Done Right. This will allow Lex Luthor to use Invulnerability and Running Shot as well as gain the Flier combat ability. The Flier ability as well as the Underworld team ability would grant Lex Luthor the Carry ability. The difference with the Underworld team ability is that Lex Luthor can only carry others with the Underworld team ability; however he could carry two friendly characters if they both are of a lower point value.

Lex Luthor has Penetrating/Psychic Blast, Defend with an 18 defensive value, and Probability Control on his top 2 clicks. Lex Luthor switches from Defend to Mastermind to finish out his 6 click dial. Lex Luthor has some Precision Strike and Ranged Combat Expert to finish rounding out the rest of his dial.

Lex Luthor has a 6 range with the Indomitable combat ability allowing him to use Willpower to avoid taking pushing damage. Lex Luthor has Injustice League, Legion of Doom, Metropolis and Scientist as his keywords.

At 150 points you could easily pair Lex Luthor up with 2 BM006 Hired Henchman from the DC HeroClix: Batman set at just 40 points each. All 3 would share the Injustice League keyword and would make the beginning of a nice themed team. All 3 would share the Underworld team ability so Lex Luthor could use the Carry ability and carry both of them. The Hired Henchmen would get the benefit of Lex Luthors Defend and 18 defense, but in return if you went with the A dial Lex Luthor could use the 14 defense with Defend of the Hired Henchman when he uses Support on him. Lex Luthor could be declared the Boss, and with the rule of replace then modify the Hired Henchman could have been at a 19 defense as well as +1 attack. They give Lex Luthor the ability to use the Superman Enemy team ability to gain the use of Outwit.  Mid-dial, Lex Luthor could transfer damage to either of them with the use of Mastermind. The symbiotic relationship between a character like the Hired Henchman and Lex Luthor goes on and on.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Blok!

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set, we jump to the future and visit earth in the 31st century. With a body made of stone, Blok is one of the more massive and stronger members of the Legion of Super Heroes.

020-Blok

Blok has a trait called For My Love. (Spoiler Alert) When Blok is adjacent to a friendly character named White Witch or Black Witch, that character can use Mastermind, but only to transfer damage to Blok, regardless of his point value.

Blok has a special movement power called Out of the Way, this will allow him to use Charge and Quake. When he uses Charge, he can use Improved Movement and ignores blocking terrain and characters. When he ignores blocking terrain and moves through it he also destroys the blocking terrain. After this power he has 3 clicks of Charge he can just use normally. Blok also over laps the use of Charge with the use of Super Strength on his first 5 clicks.

Blok starts off with 2 clicks of Impervious on his defense and then switches to 3 clicks of a special power called Energy Absorption. This will allow Blok to use Invulnerability but when Blok is the target of a ranged combat attack, he can use Impervious instead. Blok then ends his dial with 2 clicks of Toughness. Blok also get to use Close Combat Expert on clicks 2 and 3 and then again on clicks 5-7.

Blok is 155 points and has the Flier and Indomitable combat abilities. Blok can use the Legion of Super Heroes team ability which would make him a Wild Card. Blok also has the Future, Legion of Super Heroes and Mystical keywords.

With the Legion of Super Heroes keyword, Blok would be eligible for 1 of 2 Alternate Team Abilities or ATA’s.

Legionnaires is an additional 2 points per character. When a friendly character with the highest point value that’s using this team ability is KO’d, remove one action token from each other friendly character using this team ability. This would be great when building a Legion of Super Heroes themed team.

Legion Lost is an addition 4 points per character. Once at the beginning of the game, if no character on your force possesses a team ability that isn’t a wild card team ability, choose any one DC team ability other than an additional team ability, a wild card ability, or a team ability that can’t be used by wild cards. Characters using this team ability are not wild cards and can use the chosen team ability if they can’t already.

Thanks for reading and be sure to continue to check back as we look at figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Bizarro!

Goodbye HeroClix Fans!

Today we bring you preview from DC HeroClix: Superman and the Legion of Super-Heroes you am sure to hate! First debuting in 1958, the anti-hero Bizarro has been loving Superman ever since. Let’s take a far away look at his stats.

039-Bizarro

Bizarro no can cost 25 to 300 points. This am not done through his trait,  Me Am Not Bizarro!, Bizarro not costs 25 points for each Orrazib token you place on his card (up to 12 tokens). When Bizarro takes damage remove one Orrazib token from his card. When Bizarro is healed, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro.  At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can’t be ignored. We’ll talk more about this trait momentarily.

Bizarro not possess the flight symbol, Indomitable, and a single target 6 range. He also no am has Improved Movement – ignores characters and the Superman Enemy Team Ability which potentially grants Outwit with the correct characters on his force. He no am possesses the keywords Brute, Legion of Doom, Metropolis, and Monster so he can most likely not fill any gap on a theme team.

Bizarro am not known for his unpredictability and irregularity and his dial with his trait really makes this quirk of his shine. At the beginning of every turn you will roll for his trait to turn the dial, and this can be really fun. His attack power stats are lower when Bizarro possesses Super Strength and higher when he has Quake. His movement and defense stats fluctuate pretty wildly as well, but his damage is completely consistent with a 3 throughout his dial. As far as powers changing this can be really great as well, let’s say you are on click three before your roll at the beginning of your turn, you could still use Sidestep first then roll and hope to land on Hypersonic Speed or Charge.

Everything that makes this Bizarro really horrible is tied up in his trait. When he takes damage, he removes one Orrazib token. If he is dealt 6 penetrating damage, remove one Orrazib token. At 300 points you’d have to deal damage 12 times without him healing once to KO him. For of his clicks have Shape Change and Super Senses together. Every click he can roll to either reduce damage to zero or evade attack. Every turn you also have to think about what strategy to use because your powers and dial numbers are going to change.

At almost any price point you could be able to play most of his dial; you can play any click on this dial, regardless of point value, you just have to roll to get that click number. A 25 point Bizarro could Charge you with a 12 attack and 3 damage with Exploit Weakness. He’s a Unique and a Rare, so he will be obtainable and playable.

Me am have much more time for you today, so stay away from Bizarro for preview soon of worst enemy!

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DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Mister Miracle!

Greetings HeroClix fans!

Welcome back as we continue previews from Superman and the Legion of Super-Heroes, our next DC HeroClix set!  We’ve previously shown you Darkseid, ruler of Apokolips.  For today’s preview, we are pleased to bring you a New God who escaped the infernal Terror Orphanages on Apokolips and eventually settled down in suburban Connecticut with his wife, a Female Fury.  Of course, we’re talking about Scott Free (aka Mister Miracle)!

026-Mister-Miracle

Mister Miracle comes into play at 127 points.  You can add his wife, the 2012 DC Fan-Vote winner Big Barda, and have a 275-point force that shares the Apokolips, Justice League and New Gods keywords!  Mister Miracle also has the Celebrity and Justice League International keywords to offer theme team building options.  Add the 4-point Justice League (Silver Age) Additional Team Ability (ATA) for a +1 attack value boost or the 1-point Justice League ATA for a +1 defense value bump when attacked by characters possessing the Flier, Sharpshooter, Indomitable or Giant combat symbols!  In Golden Age play you can also add the Oberon bystander for 10 points.  Both ATAs and Oberon can be found under the Print and Play section.

Moving on to Mister Miracle’s dial, he hits the battlefield with an Improved Movement ability called You Can’t Keep Me Here, which lets him ignore elevated terrain, blocking terrain and characters when he moves.  Mister Miracle also has a trait called Greatest Escape Artist of Three Worlds that is bound to frustrate and annoy your opponent.  When Mister Miracle would be hit by an attack, Greatest Escape Artist of Three Worlds lets him take an action token to instead evade the attack!

Mister Miracle’s power set is what you would expect from someone who slipped away from the horrors of Apokolips and can escape from nearly any form of imprisonment:  A trio of Sidestep clicks are bookended by Stealth clicks.  Super Senses appears on the front half of Mister Miracle’s dial.  On the back half of Mister Miracle’s dial he adds Defend and Probability Control to the mix.  Incapacitate clicks are scattered across Mister Miracle’s attack track.  A range of 5 squares and two targets adds to Mister Miracle’s arsenal.

Opposing players may find that they really have to work if they want to land an attack on Mister Miracle.  If he’s not evading attacks through Super Senses or the Greatest Escape Artist of Three Worlds trait, or forcing opponents to reroll their attacks through Probability Control, Mister Miracle can use Shape Change to avoid attacks and Outwit to counter powers that would really have an adverse effect on Scott Free’s well-being!  Both Shape Change and Outwit are folded into a special power called Freethinker of Apokolips that appears on the first three clicks of Mister Miracle’s damage slot.  Additionally, Freethinker of Apokolips lets Mister Miracle use Empower but only to modify the damage value of a friendly character named Big Barda.

Thanks for reading!  Join us again soon as we reveal more secrets from the DC HeroClix: Superman and the Legion of Super-Heroes set!