Announcements DC HeroClix: The Flash Heroclix

DC Comics HeroClix: The Flash Booster Brick and Fast Forces Packs Available Now



DC Comics HeroClix: The Flash Booster Brick and Fast Forces Packs Available Now

Also, don’t miss out on a Flash-specific WizKids Organized Play Event at Local Retailers

Hillside, NJ — November 12, 2014 — WizKids, the industry leader in quality pre-painted collectible miniatures, released new DC Comics HeroClix: The Flash booster sets to North American retail today (please note that European release dates may vary). The DC Comics HeroClix: The Flash 5-figure Booster Packs feature the characters— past, present and future who have used the moniker of The Flash along with his infamous Rogues Gallery. DC Comics HeroClix: The Flash picks up the pace with the premiere of the new Speedforce power— making for exciting and dynamic game play that gives each speedster character their own unique twist.


WizKids also celebrates DC Comics The Flash with the release of the DC Comics HeroClix: “The Rogues” Fast Forces pack which features six classic Flash foes including Mirror Master, Weather Wizard and Heat Wave along with two new maps of the Flash Museum (Indoor and Outdoor) at a wallet-friendly MSRP of $16.99 USD.

To celebrate the launch of both DC Comics HeroClix products, WizKids is hosting special Release Day Organized Play (OP) events focusing on these boosters. Retailers hosting the Organized Play events will stock limited-edition prizes to distribute to winners of various categories. (Note to interested retailers: Please contact your distributor for OP kits). Make sure to visit ASAP to find out if your local HeroClix retailer is hosting an event!

To find a retailer hosting an Organized Play event, please visit

Announcements DC HeroClix: The Flash Heroclix

All New! DC Comics HeroClix: The Flash Unboxing with Scott Porter and Kevin Kiniry (Video 2)




New Video! DC Comics HeroClix: The Flash Unboxing with Scott Porter and Kevin Kiniry (Video 2)

The second DC HeroClix: The Flash video is finally here! Take a closer look at the new characters, dials and abilities with our friends Scott Porter and Kevin Kiniry! This is a video you don’t want to miss!

Watch the in-depth unboxing video here!


The WizKids Team

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Ragdoll and the Shade!



Greetings HeroClix Fans!

In the upcoming DC HeroClix: Flash set, some do believe it’s time to rise up and take over the world. As we give a visit to Opal City and two members of the Injustice Society.


Rag Doll will prove to be a hinderance and annoying foe to all those Speedsters running around. His trait called Contortionist and Opportunist will make one think twice about a hit and run strategy. When a character moves into a square adjacent to Rag Doll and then a square that is not adjacent to him that character is dealt 1 unavoidable damage after actions resolve.

Rag Doll is 60 points and only 5 clicks but has Plasticity on all of them, good luck getting away. On Rag Doll’s odd number clicks he can use Combat Reflexes and Shape Change, while on the even numbered clicks Rag Doll can use Perplex. Right smack in the middle of the dial Rag Doll can use Incapacitate.

Rag Doll is a Wildcard and will surprise opponents with his 2 range. Rag Doll has the Injustice Society, Keystone City and Opal City keywords.


Our next villain to rise from the shadows is the Shade. The Shade will be able to walk through hindering terrain and even target those trying to hide as he has the Improved symbol and can use ignores hindering terrain on movement and line of fire.

Shade’s Power of the Darklands trait will allow him to use Smoke Cloud and Stealth. When Shade has 2 action tokens, he can use Smoke Cloud as a free action.

Shade has 2 point values you can play him at. For 129 points Shade starts with Shape Change and 2 clicks of Phasing/Teleport and Super Senses. Shade has a special attack power called Shadow Demons which will work with his Smoke Cloud. Before removing Shade’s hindering terrain markers from the map, deal 1 damage to each opposing character within range occupying one of those markers. If that character is also adjacent to 2 or more of Shade’s hindering terrain markers, the damage dealt is penetrating.

Shade has a special damage power called Hero? Villain? What’s the Difference? Shade can use Perplex. When Shade does, he may immediately choose a friendly character of 50 points or more and modify that character’s combat values by -1 until your next turn, and then use Perplex a second time.

Shade’s 100 point starting line is on click 3 and has Sidestep, Telekinesis, Super Senses and Shape Change. On click 4 Shade can now use Barrier and regains the use of Hero? Villain? What’s the Difference? Shade will finish out his dial with 2 clicks of Regeneration and Probability Control.

Shade has a 6 range and the Mystics team ability. His keywords are Injustice Society, Mystical, and Opal City.

Both above villains have the Injustice Society keyword and if they were part of a themed team you could add the Monster Society of Evil Additional Team Ability (ATA) for just 5 points per character. This ATA would allow for at the end of your turn, you may roll a d6 for each friendly character using this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character that hasn’t already been dealt damage by this team ability this turn.

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

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Magenta!




Greetings HeroClix Fans!

Welcome to another quick preview from the exciting upcoming DC HeroClix: The Flash set! Today we bring you an all new character to HeroClix from the Flash’s Rogue’s Gallery, Magenta!


Our second preview is that magnificent mistress of magnetism, Magenta! At 115 points with 6 clicks of life, does she have the moxie to merit her monetization? She has the Wing combat symbol and a 7 range with 2 targets. She has the trait Attract or Repel that states to give Magenta a free action and choose a character with the Standard or Tiny damage symbol within 3 squares and line of fire. Place that character into a square adjacent to the one they currently occupy. She could even move herself. This trait will work really well with her Improved Targeting: ignores characters as well.

Magenta starts her dial with Sidestep, Shape Change, and 2 special powers as well. The first, her attack power Riding the Magnetic Fields states Magenta can use Telekinesis. Give Magenta a move action and, after actions resolve, she can use Telekinesis as a free action. So she could place herself one adjacent square, Sidestep 2 squares, move 9 squares then attack with an object with Telekinesis up to 8 squares for a total of 20 squares.

Her second special defense power Magnetic Barriers allows Magenta to use Barrier and Toughness. When she uses Barrier and actions resolve, you may choose one opposing character with the standard attack and damage symbols within 2 squares of a blocking terrain marker that she has placed and place that character adjacent to the marker. When a character adjacent to one of these markers attempts to move, it must attempt to break away as if the marker was a character friendly to Magenta and can’t be ignored for movement purposes.

On Magenta’s second click, she gains Force Blast and Ranged Combat Expert which once again her Improved Targeting can really help with the latter. Her fourth click she loses her defense special power and has Energy Shield/Deflection for the rest of her dial and when she regains Shape Change for her last 2 clicks, your opponent may look elsewhere to attack instead. Magenta possesses the Injustice League team ability and the keywords Injustice League, Rogues, and Teen Titans.

That wraps up this week’s article, but make sure you’re here next week for another preview from the DC HeroClix: Flash set!

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Deathstroke!





Welcome HeroClix Fans!

Thanks for joining us we continue to explore the upcoming DC HeroClix: The Flash set! Today we check out a villain and sometimes anti-hero who became a pirate in search of his daughter in the Flashpoint universe, Deathstroke!


Deathstroke begins the game with a couple of good options to fight your opponent. He can use his 2 targets and 6 range to target a couple of figures with Energy Explosion, possibly catching a few other figures in the area of effect.  Or, he can use Charge to take the fight right to an opposing figure. Once in place, on his next turn,   His Indomitable combat ability will allow him to act again without fear of pushing, to use his Sharpshooter combat ability to make a range combat attack against the figure he is adjacent to. Adding to the usefulness of his opening two clicks is a special power called Steal More than Your Gold. This special power allows you to choose a standard power that an opposing figure can us at the beginning of your turn.   Deathstroke can now use that power and the opposing figure can’t. His first three clicks will alternate between Toughness and Super Senses.

Mid-dial, Deathstroke has a new special power called Take Their Vessel!, which allows him to use both Stealth and Leap/Climb, as well as Mind Control on an opposing figure that can use the Carry ability that he has just hit with an attack.   He now has a couple of clicks of Precision Strike to insure damage can’t be reduced below one, as well as ignoring Super Senses and Mastermind, before switching back to Energy Explosion. A couple of clicks of Regeneration will give Deathstroke a good shot of healing back to the top of his dial.

Near the end of his dial, Flurry will allow Deathstroke to make two close combat attacks for one power action, and Precision Strike returns to make sure his target(s) will take a bit of damage. A couple more clicks of Super Senses will again let him try to avoid attacks. A closing click of Regeneration may get Deathstroke back to his earlier Regeneration clicks. And an entire dial of the Swimmer combat ability means he can ignore water terrain for movement purposes.

Deathstroke is a solid close combat figure at 112 points who can be a decent range attacker.   His special “Outwit” like power can provide him with a number of popular support powers to aid your team, or some good powers that will be helpful to him making attacks. He can be played in theme using his Flashpoint, Pirate, or Warrior keywords.   He also has the Underworld team ability, allowing him to use the Carry ability to carry a figure using the Underworld team ability, or two if they have a lower point cost.

That’s all for now, be sure to check back soon for more previews from the upcoming DC HeroClix: The Flash set! Next time, we look at a couple of villains new to HeroClix! Until then, keep your Clix off their K.O.’s!

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Flash and Bizarro Flash!



Greetings HeroClix Fans!

In the upcoming DC HeroClix: The Flash set, we all get to jump in to the Speed Force. In today’s previews one Flash is not enough!


The Flash come at us with some Improved Movement and can ignore elevated terrain. The Flash has a trait called Speed Force; every time The Flash moves at least one square and hits one or more adjacent characters, you may place a Speed token on his card after actions resolve. You may also increase The Flash’s speed value by the number of Speed tokens on this card.

What are Speed tokens good for?

Faster Than Thought is the other of The Flash’s traits and will allow him to use Super Senses. Once per turn, you may remove a Speed token from this card to reroll one of his Super Senses rolls.

The Flash has a special power called Flash Fact. As you build up Speed tokens on The Flash’s card he will gain the use of additional powers. So when The Flash has at least 2 Speed tokens, he can use Empower. If he has at least 3 Speed tokens, he can use Enhancement. If he has at least 4 Speed tokens, he can use Probability Control. These are powers that The Flash can use and they do stack based on the number of Speed Tokens on his card.

The Flash starts out with a 13 movement value and Hypersonic Speed; don’t forget he can still ignore elevated terrain. He has an 11 attack with 3 damage value which is good enough to punch through Invincible or Impervious. For defense The Flash can share his natural 18 with his fellow friends through the use of Defend.

The Flash’s movement switched between Hypersonic Speed and Charge with his movement value modified by the number of Speed tokens on his card. His traited Super Senses will come in handy while using Defend, Combat Reflexes, or Willpower.

The Flash will cost you just 130 points and has the JLA as well as the Police team abilities. When building a themed team The Flash can be added to any Central City, Justice League, Police, Scientist, or Speedster teams.

What would happen if Bizarro cloned Barry Allen…? Well me am Bizarro Flash.


The uncommon Prime figure has the Speed Force trait and is able to gain tokens and increase his speed value. Bizarro Flash’s other trait called Slow Force allows him to gain Speed tokens in a much different way. At the end of your turn, if Bizarro Flash missed all his attacks this turn, place a Speed token on his card.

How do the Speed tokens help Bizarro Flash?

Bizarro Flash’s attack special power called Slow Dowwwwwwwwn will allow Bizarro Flash to be given a free action and remove a Speed token from his card. If you do, other characters within 8 squares can’t use Hypersonic Speed until your next turn. The other special power on Bizarro Flash’s damage slot is called Picking Up The Pace and shows up in his mid to late dial. This will allow Bizarro Flash to use Flurry and Close Combat Expert. Remove a Speed token from this card and you may activate Close Combat Expert with a close combat attack this turn.

Starting from the beginning Bizarro Flash can use Sidestep, Toughness and Perplex that switches to Outwit on click 2. Mid dial he can use Charge which does overlap with both special powers and Super Senses.

If Bizarro Flash was on click 4 and had at least 1 Speed token on his card, his attack would look something like this. Bizarro Flash could be given a power action to use Charge and move up to 5 squares. He has a movement of 8 which you would half to 4 and then modify by +1 for his Speed token. Charge will allow Bizarro Flash to be given a close combat action as a free action in which he could use to activate Flurry. Bizarro Flash would make his first close combat attach and then Flurry will allow Bizarro Flash to make a second close combat attack as a free action. During the second attack he could remove the Speed token to activate Close Combat Expert. If Bizarro Flash hits with either attack he would gain a Speed token but also if he missed with all attacks, based on his Slow Force trait, he would gain a Speed token.

On click 6 Bizarro Flash would be able to use Hypersonic Speed, Precision Strike and his special Pick Up The Pace power. Hypersonic Speed allows you to give Bizarro Flash a power action and during his movement make a close combat attack which if he had a Speed token could be used to active Close Combat Expert.

Bizarro Flash finishes out his dial with Hypersonic Speed, Precision Strike, Impervious and Outwit. Bizarro Flash has the Monster and Speedster keywords and an impressive amount of damage output for a mere 111 points.

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