Categories
DC HeroClix: Superman/Wonder Woman Strategy Article

DC HeroClix: Metropolis Team Building

Greetings HeroClix Fans,

It’s time again for another exercise in HeroClix strategy article!  Today, we’ll put together a 300-point force utilizing characters from the DC HeroClix: Superman/Wonder Woman set with the Metropolis keyword and have ties to the city’s famous newspaper, The Daily Planet.  First up is a costumed hero whose deeds have earned him a mention in The Daily Planet a time or two.  Please welcome to our Metropolis Team, Guardian!

DC HeroClix: Metropolis Team - Guardian

Guardian is a close combat character who comes in at 55 points and has the Police team ability to lower an opponent’s defense value by -1.  Guardian starts his dial with Charge and a special power called Shield Bash, which lets him use Quake.  Characters that are hit by this use of Quake are then given an action token.  Late dial, Guardian keeps opposing characters next to him by using Plasticity while Close Combat Expert packs a little extra into his punches.

Guardian also has a trait, Newsboy Guardian, which lets him use Willpower if a friendly character named Newsboy Legion is on the map.  Indeed, the next character on our force is Newsboy Legion, who comes in at a frugal 15 points.  In addition to granting Guardian with Willpower, Newsboy Legion has Smoke Cloud on all three clicks, which can potentially lower an opposing character’s attack value by -1 if they occupy one of the power’s terrain markers.  Additionally, Newsboy Legion has a special power called The World Needs to Know: Your Distractions, which drops a chosen opposing character’s speed and range values by -1 until your next turn.

DC HeroClix: Metropolis Team - Newsboy Legion

Guardian and Newsboy Legion aren’t the only characters on our force that can mess with an opposing character’s combat values.  Our next team member is Investigative Reporter, who comes in at 20 points and has a power set that includes Sidestep, Stealth, Incapacitate and WillpowerInvestigative Reporter also has a special power called The World Needs to Know: Your Failures, which lowers a chosen opposing character’s defense value by -1 until your next turn.  For just 35 points, Investigative Reporter and Newsboy Legion, can drop an opponent’s speed, range, defense and attack values by -1.

DC HeroClix: Metropolis Team - Investigative Reporter

Screwing with an opposing character’s combat values isn’t just the only trick up our force’s sleeves.  The next addition in our Metropolis Team is Clark Kent, ace reporter for The Daily PlanetClark Kent comes in at 55 points and hits the battlefield with a trait called The World Needs to Know: Your Plans, which prevents a nearby opposing character from being given power actions for a turn.  It’s a trait that should come in handy if your opponent relies upon powers like Charge, Hypersonic Speed, Running Shot, Ranged Combat Expert or Close Combat Expert which are triggered by power actions.  Clark Kent also has Probability Control and Outwit on his first two clicks, respectively, to help tilt things in your favor.

DC HeroClix: Metropolis Team - Clark Kent

Superman’s pal, Jimmy Olsen, also has a spot on our force and comes with some versatility.  Jimmy Olsen can be played at either 60 or 25 points.  We’ll be using Jimmy Olsen’ 60-point dial, which lets him start out a support piece for his first three clicks by using Perplex to modify combat values and a special power called The World Needs to Know: Your Evasions, which stops opposing characters from using Shape Change or Super Senses for a turn.  Once Jimmy Olsen reaches his fourth click, he switches from support character to attacker by picking up powers like Charge and Super Strength and gaining an appropriate increase in his combat values.

DC HeroClix: Metropolis Team - Jimmy Olsen

Lana Lang also makes the cut on our force for her trait, The World Needs to Know: All the Shocking Details… Full Coverage at 8, which prevents a nearby opposing character from having its combat values increased or replaced by a higher number.  Lana Lang can be played at either 50 or 20 points.  For our force, we’ll use her higher point value.  Like Jimmy Olsen, Lana Lang becomes a stronger attacker once she reaches her fourth click with a power set that includes Charge, Flurry, Blades/Claws/Fangs, Poison and a special power called Insect Queen Wings! which lets her use Super Senses, Toughness and the Wing speed symbol.

DC HeroClix: Metropolis Team - Lana Lang

Finally, we come to The Daily Planet’s star investigative reporter, Lois Lane, whose I Learn Secrets, That’s the Job trait blocks a nearby opposing character from using team abilities.  Coming in at 45 points, Lois Lane also has two popular powers found in the damage slot, Outwit and Perplex, to give her teammates an edge over opponents.  Additionally, opposing characters won’t be able to shoot Lois Lane thanks to her special power, Hunting Down a Lead, which prevents them from drawing lines of fire to her unless they are within two squares of her or she’s adjacent to a friendly character.

DC HeroClix: Metropolis Team - Lois Lane

This brings our Metropolis Team to an even 300 points but through a bit of substitution you can add some offensive punch by dropping Guardian and Newsboy Legion, playing Jimmy Olsen and Lana Lang at their lower point values, and adding the 100-point #001 Superman to the mix.  Doing so brings our force’s point total to 295 but also lets us use fun powers and traits like Jimmy Olsen’s Superman Signal Watch, which lets you place a friendly character named Superman adjacent to Jimmy Olsen if an opponent gets too close.  There’s also Lois Lane’s special power, He’s Here When I Need Him, which lets adjacent friendly characters named Superman use DefendHe’s Here When I Need Him is a “stop click” special power that lets you place a friendly character named Superman adjacent to Lois Lane.

Thanks for reading!  Join us again as we highlight more HeroClix team building strategies and visit your FLGS to find HeroClix events near you!  Until then, Earthbound/Neutralized for the win!

Categories
DC HeroClix: Superman/Wonder Woman Strategy Article

DC HeroClix: Amazon Team Building

Greetings HeroClix Fans!

Today we have a team building article featuring characters from the DC HeroClix: Superman/Wonder Woman set.  Naturally, we’ll be including Wonder Woman and a couple of her allies with the Amazon keyword to make a 300-point team.  First, we’ll look at the individual characters then offer options on how to use them together as an Amazon Team.  Up first to bat is #018 Wonder Woman.

DC HeroClix: Superman/Wonder Woman- Wonder Woman

The uncommon Wonder Woman from the Superman/Wonder Woman set comes in at 125 points and is a great close attacker who can provide some support mid-dial in the form of Perplex.  Wonder Woman has a trait called Deflecting Bullets which lets her use Energy Shield/Deflection and can potentially deal an opponent some damage if they miss a ranged attack against her.  Wonder Woman’s top clicks of Charge and Super Strength allows her to quickly get into a fight and deal extra damage with objects, while Impervious potentially lets her shrug off all damage dealt to her.

Next up is Artemis, who also has a point value of 125 but comes with a short range of 4 squares.  Artemis gains some protection from Outwit and Probability Control from her Divine Aura trait, and can potentially avoid attacks on her first two clicks by using Shape Change.  On those same clicks Artemis has a pair of special powers:  Amazonian Warfare, which lets her use Charge and Stealth, and I Love a Challenge, which boosts her attack and damage values by +1 and makes any damage dealt penetrating when she targets only the opposing force’s highest-point character.

DC HeroClix: Superman/Wonder Woman- Artemis

Finally, we round out our force with the Amazon, a 45-point close combatant who starts her dial with the combination of Charge and Super Strength, then follows up with two clicks featuring Flurry and Blades/Claws/Fangs.  Amazon gains a +1 to her attack value when she’s adjacent to a teammate with the Amazon keyword thanks to her trait, Amazons of Themyscira.

DC HeroClix: Superman/Wonder Woman- Amazon

This themed trio brings our Amazon Team to 295 points and gains a +3 when rolling to determine map choice.  If you do win map choice, keep in mind that this team relies on Artemis when it comes to ranged attacks and both she and Wonder Woman have the Wing speed symbol so they can carry Amazon if needed.  You’ll want to keep Amazon near one of her teammates so she can gain the attack bonus from the Amazons of Themyscira trait.  If map choice includes hindering terrain, take advantage of Artemis’ use of Stealth and her short range to shoot opponents who wander too close.

With only three figures on this force, there’s a good chance your opponent will outnumber you so don’t forget Wonder Woman’s The Odds are Against Me trait, which generates Outnumbered Tokens that can be redeemed two at a time to make a close or ranged attack.  Outnumbered Tokens can also be spent to give Wonder Woman Willpower for a turn, thanks to her other trait, Standing Tall.

Thanks for reading!  Good luck dominating the tabletop with the strategies from this Amazon Team. Join us again as we highlight more strategies and team builds from the DC HeroClix: Superman/Wonder Woman set!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Apokolips Team Building

Greetings Heroclix players!  Now that the DC Comics HeroClix: Superman/Wonder Woman set has released, let’s take a look at an Apokolips Team Building Strategy featuring some of the exciting new figures in the set.   A hero can only be as strong as the challenges they face; and few have challenged Superman and Wonder Woman more than the villains from Apokolips!

There are four figures in the set with the Apokolips keyword that can be played together at an even 300 points.

Steppenwolf   135
Brutaal   100
Parademon   45
Brimstone  20
Total points:  300

Apokolips Keyword Theme, +4 map roll bonus, 3 uses of Theme Team Probability Control

Apokolips Team- Steppenwolf

This Apokolips team has a significant amount of synergy if played aggressively.  Both Steppenwolf and Brutaal have traits that provide benefits to themselves and any friendly characters that are closer to an opposing player’s starting area than your own.  In this case, Brutaal gains Willpower and other friendly characters with the Apokolips keyword get +1 to their attack values and can remove an Action Token after damaging an opposing character.  This is made even easier by the fact that Brutaal has a 9 speed value and the Flight ability, the Parademon has 10 movement and Flight also, and Steppenwolf has a 13 speed value with Phasing.

Apokolips Team - Brutaal

Your two main attackers are fairly hearty and hard to damage but one of the problems that usually goes with an aggressive strategy is risking your figures without having enough back up.  This is exactly what Brimstone is here for!  At 20 points, he starts the game on his Colossal Indifference and Colossal Retribution powers.  If you rush Brutaal or Steppenwolf towards the opposing team and take an early hit, then the next turn Brimstone can join the action.  With Colossal Retribution, Brimstone can bring down his giant flaming sword on anyone who damages an friendly character or targets him with an attack.  When he does, you may place him such that he can make a close combat attack targeting the opposing character and then makes a close combat attack dealing a d6 damage against all characters in the direct between him and the target. Since he is a Colossal figure with Giant Reach: 3, he may be placed up to 3 squares from the opponent and hopefully catch some other opposing characters in his swing.  Place him right and he’ll also get a +1 to his attack value from Brutaal’s trait.  For added defense, the Parademon generic can grant your other friendly characters Mastermind to deal damage to itself, which is a good way to keep Brutaal alive and make those 5 clicks last a little longer.

DC HeroClix: Superman/Wonder Woman- Parademon

If you want to increase this to 400 points, you can play Brutaal at his full 175-point level instead and have some room to add a Power Battery resource of your choice with a few constructs.  A Catapult construct would really help you get across the map fast.

Apokolips Team - Brimstone

Remember to use your Theme Team Bonus to make the most of your map roll.  For this Apokolips Team, a map that limits the opponent’s range but lets you place Brimstone effectively and that has starting areas that are offset in opposing corners will work to your advantage.  Try the House of Mystery map or the new Mount Olympus map to get the most of this team and let your opponent feel the might of the Apokolips Team!  Until next time, keep those dice rolling and those dials turning!

Categories
Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Wonder Woman

Hello HeroClix fans,

Welcome back to another deep dive into the world of DC Comics HeroClix: Superman/Wonder Woman ! That’s right – it’s time for another Clix It Up! Today, we’re taking a look at the mighty Princess of Themyscira herself, Wonder Woman!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 002

Much like her cohort in the naming of this set, Superman, we’re starting with the Golden Age representation of Diana! Appearing first in All-Star Comics #8, before headlining her own series in Sensation Comics, Wonder Woman eventually joined the Justice Society of America, the precursor to the Justice League! In ‘Clix form, the #002 version of Diana comes in at 100 points, and possesses the JSA Team Ability. With that, you get a series of standard powers that you’d expect to see with Wonder Woman, including Charge, Super Strength, Impervious, and Close Combat Expert. She also has two powers that work well to assist her team in Perplex and Defend.

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 033

Moving forward to modern times, we have the #033 version of Wonder Woman, this time representing the New 52 version of the character who became the God of War! Much like the #002 version of the character, there are standard powers that one would expect with Diana, like Charge, Super Strength, Impervious, and Close Combat Expert. However, there are some unique, or not often seen powers and abilities on her dial, including the Mystics Team Ability, Blades/Claws/Fangs, and Support. Where this Indomitable demigoddess really shines, however, are with her special powers and traits. Similar to the Super Rare Superman from this set, Diana possesses The Odds are Against Me, which states that if at the end of your turn Wonder Woman was given a non-free action, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on her card. When you have 2 tokens on your card, you may remove them, and give Wonder Woman a free action to make a close or ranged combat attack! She also has a trait called Divine Aura, which states that Wonder Woman can’t be targeted by Outwit or Probability Control from opposing characters, unless the character targeting her is of a higher point value, or has the Deity keyword. Moving onto her special powers, Gift of Hermes appears on her first three clicks of life on movement, and allows her to use Charge, Flurry, and Sidestep. Finally, appearing on her final four clicks of attack is the special power New Goddess of War, which states that 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 – a nice callback to one of the most popular heavy hitters from the DC 75th Anniversary HeroClix set, Ares!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 066

Finally, our study on Wonder Woman takes us to one of the chases from this set, featuring a long requested story arc to be made into figures – Superman: Red Son. The #066 version of Diana can be played at either 165 or 125 points, and is built for destruction and board control. First, like most versions of the character, she comes loaded with the expected standard powers, but really comes into her own when her special powers and trait are taken into consideration. Up first is Communism is Social Justice which states that a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1. Her board control comes into play with her special movement power, Lasso of Domination. This grants her both Plasticity and Sidestep, as well as stating that at the beginning of your turn, Wonder Woman may use Mind Control as a free action targeting an adjacent opposing character. Finally, her special defensive power Catatonic State in Superman’s Care appears on her final click of life, and states that she is able to use Regeneration. In addition to that, once per game, when the click is revealed due to damage from an opponent’s attack, stop turning the dial. On top of that, when she’s finally KO’d, you’ll remove all action tokens from all friendly characters. We’re also pleased to announce that all characters from the Red Son storyline in this set possess the Red Son keyword, meaning that you can mix and match characters from opposing factions into one cohesive force!

That’s it for today, ‘Clix fans! Which version of Wonder Woman that we’ve shown today is your favorite? Is there a particular version of the character from older sets that’s your go-to Diana? Let us know on your favorite social network, and we’ll talk to you soon as we Clix It Up!

 

 

Categories
Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Superman

Greetings, HeroClix fans, and welcome to another entry into the Clix It Up series! The purpose of Clix It Up is too look at the different version of same character throughout HeroClix history. Today, we’re taking a look at different options for the Man of Steel himself, Superman! And, with the release of DC HeroClix: Superman/Wonder Woman, we’re able to explore three distinct versions of Clark Kent from the same set!

DC HeroClix: Superman/Wonder Woman- Superman 001

Up first, and coming in at a steal (see what we did there?) for 100 points is the #001 version of the Superman of the Golden Age. Debuting all the way back in Action Comics #1, the original incarnation of Superman is vastly different from the current iteration of the character. Originally, Clark wasn’t able to fly, and instead was able to ‘Leap Tall Buildings In A Single Bound’, here represented by Leap/Climb. In addition to that, this particular version of Clark is adept at defending and aiding your force, whether via a team that makes use of the JSA Team Ability, or via his Defend standard power. This was also before the days of Heat Vision, so this Clark is ready to mix it up in close combat, via Charge, Exploit Weakness, and Close Combat Expert.

DC HeroClix: Superman/Wonder Woman- Superman 049

Stepping forward now 65 or so years, we come to the powerhouse version of the character most of us are familiar with. The #049 version of Superman features most of the powers all of us are familiar with – he’s Indomitable, and can use Super Strength, Hypersonic Speed, Flurry, and Invulnerability amongst others. However, what really sets this Superman apart, though comes from the non-standard powers he possesses. Up first is his trait, The Odds Are Against Me. This trait really takes advantage of the fact that, at 175 points and 9 clicks of life, the likelihood of Clark being outnumbered in a game is relatively high. This trait states that when, 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, you may place an Outnumbered token on his card. When you have 2 tokens on your card, you may remove them, and give Superman a free action to make a close or ranged combat attack! In addition to that, on his first five clicks of life in his Strength track, Clark possesses Strongest Hero of All. With this power, Superman can use Super Strength and can potentially punch opponents through buildings if he rolls high enough!  When he hits a character with a close combat attack and the attack roll is 10 or higher, that character is knocked back equal to that attack roll, destroying all blocking terrain along that path and dealing that character extra damage equal to the number of terrain destroyed— that surely shows that Superman is the Strongest of All Heroes!

DC HeroClix: Superman/Wonder Woman- Superman 100

Our final version of Superman comes from the New 52, and brings us full circle back to another first appearance in Action Comics #1. As the featured figure in the Release Day OP Kit, the #100 Superman is a very different take on the character in terms of his representations in HeroClix. At 150 points, he’s an investment into a force, but his Indomitable nature and natural range of 7 squares makes him a formidable addition to your force. This version of Clark brings some interesting aspects to the character – sure, the expected Charge, Running Shot, Super Strength, and Impervious are represented, but he also brings our first instances of Penetrating/Psychic Blast, Incapacitate, and Shape Change. This is one of the rare instances of Superman increasing in power as his dial ticks down. Additionally, Clark has a trait and two non-standard powers that really make him fun to play. Up first is his trait, Hide as Clark, which states that once per game, when he has two action tokens, you may give him a free action, and turn him to click #11 – which is a hidden click on his dial. On this click is where his two special powers come into play. Up first on defense is a power that can’t be ignored or countered, I Can’t Stay Hidden, I Have to Help. This power states that when Superman would take damage other than pushing damage, you will instead turn this dial clockwise a number of clicks equal to 2 plus the damage taken. Superman isn’t KO’d when he reaches a KO click, unless he stops turning the dial on that click. Finally, on damage, he has a special power called The World Needs to Know: How to Slow Down. This power states that at the beginning of your turn, you may choose an opposing character within 4 squares and line of fire, with the result being that character is unable to be given free actions.

Which Superman is your favorite version of the character from what you’ve seen from the Superman/Wonder Woman set thus far? Be sure to let us know via your social network of choice, and we’ll talk to you next time on ‘Clix It Up where we look into some unique takes on the Princess of Themyscira!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman – Batman

Greetings HeroClix Fans!

We’re back with another preview from the DC HeroClix: Superman/Wonder Woman set.  If you watched our recent unboxing video featuring Scott Porter and Kevin Kiniry, you got to see them reveal one of the chase figures from this set.  Today we take a closer look at that figure, which is part of the “Superman: Red Son” comic book series.  Stifle that cough, comrades, or you’ll alert Russian authorities; we are pleased to bring you the most wanted man in the Soviet Union, the dissident known as Batman!

DC HeroClix: Superman/Wonder Woman- Batman

 

Batman has a point value of 55 and can shoot opponents from 4 squares away.  He has an Improved Movement ability called He’s a Walking Dead Man that lets him ignore elevated terrain when he moves.  Batman also hits the battlefield with a trait called Bombs Planted Everywhere that potentially lets him deal 1 penetrating damage to an opposing character.  Bombs Planted Everywhere triggers each time an opposing character destroys an object or printed blocking terrain or KO’s a friendly character of 25 points or more.

Moving on to Batman’s dial, initially you’ll want to keep him at a distance thanks to a power set that includes Smoke Cloud, Shape Change and Energy Shield/Deflection on his first three clicks.  Batman also has a special power on those three clicks in his speed slot called Anarchy in Black that lets him use Sidestep and Stealth.

On the last three clicks of Batman’s dial, he switches to a close attacker by picking up the combination of Charge, Blades/Claws/Fangs, and Combat Reflexes.  These same clicks also feature another special power, Red Sun Lights, in Batman’s damage slot.  Red Sun Lights lets Batman use Outwit, but instead of countering a single power on an opposing character’s dial, you can shut down any number of powers that character possesses.

At only 55 points, Batman leaves plenty of room for main attackers, support characters and other game elements.  Batman’s power set lets him play the role of harrasser/tie-up on the front half of his dial and secondary (or tertiary) attacker on the back half.  For theme team building purposes, Batman has the Red Son and Spy keywords.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: Superman/Wonder Woman set.  Until then, may all your Probability Control rolls be ever in your favor!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman- Eclipso

Greetings HeroClix Fans,

Welcome to a look at one of the DC Universe’s most powerful villains, dating all the way back to his first appearance in the pages of House of Secrets #61 back in 1963 – and a character we’ve not seen since DC HeroClix: Collateral Damage! Today, we’re pleased to review for you one of the signature pieces from DC HeroClix: Superman/Wonder Woman, the evil Eclipso!

 DC HeroClix: Superman/Wonder Woman- Eclipso

A divine being, Eclipso begins by possessing both the Mystics and Quintessence team abilities, as well as having a natural range of 8 squares with 2 targets. He is a 250-point investment, but with that you get a 9 click powerhouse that deals both significant damage to your opponent, as well as having two significant traits that really add to his effectiveness.

Up first is his trait Black Diamond Possession, which gives Eclipso some functionality when he’s KO’d, or when building your force. You may have noticed that besides his 250-point cost, he also has a purple 25-point cost – this gives you some major utility when constructing your force. This trait states that when Eclipso is KO’d, or if you pay 25 points when building your team, equip this character to another friendly character and link it to that characters dial by placing it on the standard character’s card. When this happens, the character can use its effects – however, if the character is KO’d or equipped again, KO the previously equipped game element. A linked dial is always on the same click number as the dial it’s linked to – so if a linked dial doesn’t display any combat values after turning the dial, it’s KO’d.

All of that leads to this, the Effect. At the beginning of your turn, or after this character is clicked, you may choose 1 power on the equipped dial, and one combat value on the equipped dial higher than this character’s same printed combat value (for example, a 1 damage on your character vs. a 4 damage on Eclipso’s dial). This character can use that power, and modifies that selected combat value by +1 until your next turn, or when the character is clicked (whenever it takes damage, or is healed).

A lot to take in, for sure – but it’s a lot of fun and makes for some really interesting configurations of different characters when you equip them with Eclipso’s Black Diamond. Of course – that’s not his only trait. He’s also in possession of a trait called Eclipsed, which grants him the usage of Mind Control. When he uses it, and hits only one character, you may replace any of the hit character’s combat values with Eclipso’s printed combat values until actions resolve!

On his dial there  is only one special power, and it appears on his final 3 clicks of attack, called The Ebony Blade of Eclipso. This power allows Eclipso the ability to use both Blades/Claws/Fangs and Steal Energy. However, when he uses Blades/Claws/Fangs and happen to roll a 5 or 6 on the d6, you will heal him of 2 damage when using Steal Energy instead of the standard 1 damage – this really adds a lot of staying power to the already lengthy dial that Eclipso possesses! Of course, he’s not just traits and special powers, and his litany of standard powers really show just how insanely powerful he can be, with Stealth, Running Shot, Precision Strike, Penetrating/Psychic Blast, Impervious, Invulnerability, Shape Change, Outwit, and Probability Control appearing on his dial – all of which, remember, can be utilized via the Black Diamond Possession trait!

Eclipso has a long, storied history, and is a classic character who is well represented by this new interpretation of the character. We hope you’ve enjoyed this look into one of the sets most powerful pieces, and we can’t wait to show you more exciting pieces from the DC HeroClix: Superman/Wonder Woman set. Until next time, Shape Change for the win!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman- Brainiac

Greetings HeroClix fans,

Welcome to another exciting look into the DC HeroClix: Superman/Wonder Woman set, now available at your FLGS! Today, we’re traveling off to an Elseworlds tale of a Soviet Superman, with a look at the Red Son version of Brainiac!

 DC17 Brainiac 063

Brainiac is a 150-point piece, with 7 clicks of life. Being a Robot, he’s also Indomitable, and can fire from a range of 7 squares. Of course, he also has a 25-point value – which leads us to his trait, You Can’t Reprogram Me, You Were Under My Command. This trait states that when Brainiac is KO’d, or if you pay 25 points when building your force, equip this character to another friendly character and link it to that character’s dial by placing it on the standard character’s card. When this happens, the character can use it’s effects – however, if the character is KO’d or equipped again, KO the previously equipped game element. A linked dial is always on the same click number as the dial it’s linked to – so if a linked dial doesn’t display any combat values after turning the dial, it’s KO’d.

With that linking comes the all important effect – which in this case states that at the beginning of your turn, or after the character is clicked, you may choose 1 power on the equipped Brainiac dial, and 1 combat value on the Brainiac dial higher than this character’s same printed combat value. The linked character can use that chosen power, and will modify their combat value by +1 until your next turn, or when they are clicked – either by being damaged, or when being healed. This can really make a major impact on already effective characters – just imagine granting someone like Superman Pulse Wave or Batman Impervious – all while potentially bumping up one of their stats by +1!

With that amazing trait comes Brainiac’s standard powers – and there’s a list of useful, strong powers along with the aforementioned Pulse Wave and Impervious for you to choose from for the You Can’t Reprogram Me, You Were Under My Command trait. He also brings Sidestep, Penetrating/Psychic Blast, Invulnerability, Regeneration, and the always important Outwit. But that’s not all – he also has a special power on 4 of his final 5 clicks! Called World is Running Like Clockwork, this power states that once per turn, when an opposing character is given a power action, you may immediately remove an action token from Brainiac – as if being Indomitable wasn’t enough!

We hope you’ve enjoyed this trip into a parallel world where Superman’s Kryptonian Rocket crashed in the Soviet Ukraine. Brainiac was a monstrous evil in the world of Red Son, and his villainous powers are represented here in ‘Clix form. Visit your Friendly Local Game Store today to pick up your DC HeroClix: Superman/Wonder Woman Boosters for the chance to pull this iteration of Brainiac. Until next time, don’t be afraid to push!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman- Supergirl

Greetings HeroClix Fans!

We hope you’ve had a chance to watch our unboxing video for the DC HeroClix: Superman/Wonder Woman set.  If you watched closely, you got to see Scott Porter and Kevin Kiniry reveal the prime version of Supergirl as a member of the Red Lantern Corps in one of the booster packs they opened.  For today’s Superman/Wonder Woman preview, we’re pleased to show you the non-prime version of Supergirl!

DC HeroClix: Superman/Wonder Woman- Supergirl

Supergirl comes in at 190 points and is a potent ranged and close attacker who can form the centerpiece of your force.  She can shoot from seven squares away and ignore pushing damage, thanks to the Indomitable combat symbol.  She also has the Superman Ally team ability, which lets her treat hindering terrain as if it were clear terrain for movement and line of fire purposes.  Supergirl’s high point value leaves you with some room for support characters in smaller-point matches but she can take a punch just as well as she throws one.

Supergirl also begins play with two traits that should help with her higher point value.  First, there’s The Last Daughter of Krypton, which boosts Supergirl’s combat values by +1 if she’s the only character on your force.  Supergirl’s second trait, The Odds Are Against Me, lets her generate Outnumbered Tokens at the end of your turn if she was given a non-free action and the opposing force has more characters on the map than your force.  Supergirl can then make a close or ranged attack for free if she removes two Outnumbered Tokens from her card.

Outnumbered Tokens also are used with a special power called Standing Fast, which lets Supergirl boost her speed value by +3 for a turn if she removes an Outnumbered Token from her card.  Standing Fast appears on the first three clicks of Supergirl’s dial, in the damage slot.  Supergirl’s first three clicks are nearly identical, with Hypersonic Speed, Super Strength and Impervious as standard powers and she has solid combat values.

On Supergirl’s next three clicks, she sacrifices mobility in favor of extra offense by dropping Hypersonic Speed in favor of FlurrySuper Strength remains but defensively she downgrades a bit to Invulnerability.  On her last three clicks, Supergirl’s power set changes up again.  Energy Explosion replaces Super Strength and Toughness replaces InvulnerabilityRanged Combat Expert gives Supergirl some extra punch to her ranged attacks.  Finally, a second special power called No Place to Hide shows up in Supergirl’s speed slot and lets her use Sidestep and an Improved Movement ability to ignore blocking terrain and destroy blocking terrain when she moves through it.

Supergirl’s versatility as a ranged and close attacker makes her a viable choice as the centerpiece for many forces.  Supergirl’s traits, The Last Daughter of Krypton and The Odds are Against Me, should be helpful when she’s outnumbered by opposing characters.  For themed team play, Supergirl has the Kryptonian, Legion of Super Heroes and Metropolis keywords.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: Superman/Wonder Woman set!

Categories
DC HeroClix: Superman/Wonder Woman

DC HeroClix: Earth 2 Fast Forces Pack- Green Lantern, Hawkgirl & Doctor Fate

Greetings HeroClix fans, and welcome back to Earth-2! Today, we’re diving a bit deeper in with a few more Wonders of the World, looking at three more figures from the Earth 2 Fast Forces Pack for the DC HeroClix: Superman/Wonder Woman set!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Green Lantern

Up first is Earth 2’s Avatar of the Green, Alan Scott, the Green Lantern! Alan is a 95 point piece, and Indomitable with the Green Lantern team ability, as well as a natural range of 8 squares with 3 targets. He’s a character built to stick and move with Running Shot, Sidestep, and Energy Explosion, while at the same time being built to help his teammates, with Telekinesis and Support. To go along with those support powers is his special damage ability Avatar of the Green, which states that Green Lantern can use Leadership. If he uses it and succeeds, he may remove an action token from any adjacent friendly character, regardless of point value!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Hawkgirl

The second character we’re going to look at is Hawkgirl, who is built to never be in one spot for too long! Her trait, Always In Motion grants Hawkgirl the usage of Sidestep. When she does, and she has no action tokens, her speed value becomes 3 instead of 2 – and while that might seem like an insignificant increase, it can be the difference between being stuck in the open and getting behind cover – or getting next to Green Lantern to make use of his Support power! A flyer with a 4 range, Hawkgirl also possesses the standard powers Charge, Flurry, and Super Senses. On her final two clicks, she has a special power called Can’t Be Caught which grants her use of Combat Reflexes and Super Senses and, when she’s attacked, she may choose that the attack generates knock back and ignores any knock back damage from it— another great way to keep Hawkgirl just out of the reach of her opponents!

DC HeroClix: Superman/Wonder Woman- Earth 2 Fast Forces Pack- Doctor Fate

Finally, we come to the powerhouse of the Fast Forces pack, Doctor Fate. Playable at either 170 points with 9 clicks of life, or 95 points with 6 clicks of life, Doctor Fate brings both the Mystics team ability and a myriad of other abilities to the table that make him a formidable team member. First up is the fact that Doctor Fate has a trait called The Helmet of Nabu which makes use of the special 3D object The Helmet of Fate! Even better – if you do make use of this trait, you can add it to Doctor Fate without paying it’s cost, and it doesn’t count towards your force! In addition to that, when Doctor Fate clears action tokens, you’ll be able to remove a Host Token from that card. Alongside that trait are a series of beneficial standard powers like Phasing/Teleport, Energy Explosion, Toughness, Regeneration, and Enhancement. He also has two special powers, both of which appear on the first 4 clicks of his Defense and Damage powers. On defense is Clairvoyant Visions, which grants Doctor Fate the use of both Impervious and Willpower, as well as a nice little side effect that says during each opponent’s turn, when a friendly character within 3 squares rolls a single d6, you may reroll that die – makes Super SensesShape Change and even his own Impervious rolls a little more likely to land! Finally, his damage special power, Centuries of Magical Experience, makes the good Doctor a fantastic addition to any team—Doctor Fate can use both Enhancement and Empower, and when he does, all other friendly characters within 3 squares are considered adjacent!

Finally, all of the members of the DC HeroClix: Wonders of the World Fast Forces pack come with the Wonders of the World Additional Team Ability on their character cards. This ATA states that you will be able to give a character using this team ability a power action to heal an adjacent character of 1 click of damage. If the character you’re healing has the Wonders of the World keyword, you will instead heal that character of 2 clicks of damage. However, the character given the power action to heal is given 1 unavoidable damage.

Thanks for checking in today, ‘Clix fans, and we hope you’ve enjoyed this trip to a parallel Earth! The Wonders of the World are a fun team to play, and we think that their inclusion in this Fast Forces pack, as well as their presence in the main set of DC HeroClix: Superman/Wonder Woman will make for some interesting team configurations. Until next time, may your Blades rolls be sixes!

P.S. Keep a look out on the WizKids Facebook and Twitter pages to get a sneak peek at the final figure, Red Tornado, and the Helmet of Fate!