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DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Batman Enemies

Greetings HeroClix Fans!

For today’s team-building exercise, we bring you a quartet of Batman’s most dangerous foes from the DC HeroClix: The Joker’s Wild! set.  Since the Caped Crusader has such a large roster of villains, we’ll focus on the Knightfall storyline and head to Arkham Asylum to form a team of notable offenders.

Here’s our lineup of Batman Enemies, as part of a Gotham City Underworld keyword themed team:

105         Bane

50            Killer Croc

65            Two-Face

75            Firefly

295 total points

+4 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Bane.

DC HeroClix: The Joker's Wild - Batman Enemies - Bane

As part of a dastardly scheme to break Batman’s body and spirit, Bane freed all the occupants at Arkham Asylum, forcing the Dark Knight through a gauntlet to recapture each inmate.  Bane’s long dial features only one standard power, Charge, on each click but he also has a solid set of combat values and a pair of traits that make him a dangerous piece.  Bane also has the Batman Enemy team ability, which lets him share his attack value with a friendly character using the same team ability.

The Batman Enemy team ability is the focus of Bane’s first trait, This Is How I Deal With the Bat, which lets him boost a character’s attack value by +1 for a close attack if they use the team ability to borrow Bane’s attack number.  The second trait, Venom Pump, lets Bane increase his attack and damage values and decrease the damage dealt to him according to the number of Venom tokens he uses.  But using Venom Pump has its drawbacks, so at the start of your turn, Bane is dealt unavoidable damage equal to the number of Venom tokens he’s removed.  Bane’s long dial and sturdy combat numbers, coupled with his traits, make him a viable ideal primary attacker.  You’ll want to choose Bane’s targets carefully, as the lack of defensive powers and the damage he’s dealt from his Venom Pump trait can quickly move him through his dial.

DC HeroClix: The Joker's Wild - Batman Enemies - Killer Croc

Next up is Killer Croc, who tussled with Bane in the sewers beneath Gotham City as payback for an earlier attack.  Unlike Bane, Killer Croc’s shorter dial features several standard powers (Charge, Sidestep, Blades/Claws/Fangs, and Toughness) along with a variant of the This Is How I Deal With the Bat, which provides a +2 attack value boost for close attacks against targets in water terrain.  Killer Croc’s power layout sees his potential damage output increase the deeper he gets into his dial.  At only 50 points, Killer Croc makes an interesting tag-team partner for Bane, particularly if you’re battling on a map that has water terrain, since he has the Swimmer speed symbol.

The Arkham Asylum breakout sees Batman working alone to corral the inmates and it furthers tension between him and Robin, who questions his necessity as the Caped Crusader’s sidekick.  After Bane breaks the Dark Knight’s back, Robin remembers how he saved Batman several weeks earlier from our next Batman Enemies team member, Two-Face.

DC HeroClix: The Joker's Wild - Batman Enemies - Two-Face

Two-Face’s duality is well represented in his dial, which features click numbers in red and blue that you can switch between by means of a trait called A Change Will Do Me GoodTwo-Face has a second trait called Flip A Two-Headed Coin, which lets him use Probability Control regardless of range or line of fire, but only for attack rolls and only if one of the dice results is a 2.  Two-Face’s dial also features a single special power called Double-Barreled Shotgun, which lets him use Energy Explosion with 2 targets.  Additionally, hit characters drop their combat values by -1 until your next turn.  Two-Face is an interesting ranged attacker if you get him on his blue click numbers, thanks to the opening combination of Running Shot and Double-Barreled Shotgun and mid-dial access to Ranged Combat Expert.  On his red numbers, Two-Face plays a protective role with an opening click of Defend and a defense value of 18 and Support on his last two clicks.

Our final team member is Firefly, who spent his brief freedom from Arkham Asylum incinerating the places in Gotham City that he couldn’t visit as a child, before Batman apprehended him.  Firefly’s dial is highlighted by a special power called Napalm, which lets him use Energy Explosion.  Additionally, when he hits with a ranged attack, he can give one of the hit characters a Fire marker that deals penetrating damage at the start of that character’s turns.  Firefly is best used initially to run-and-gun groups of enemies while carrying his teammates where they’re needed.  If you’ve hit an opponent with Napalm, you may find it advantageous to keep Killer Croc nearby to intercept that character if it heads toward water terrain to remove the Fire marker.

DC HeroClix: The Joker's Wild - Batman Enemies - Firefly

All the members of our force have the Batman Enemy team ability so you’ll want to find ways to stay together and share your attack values.  Our force has a balance of close and ranged attackers, with the latter group having the ability to scatter damage to multiple targets with Energy Explosion.  Admittedly, mobility may be an issue as Firefly is the only team member who can carry others.

Thanks for reading our Batman Enemies Team Building Article!  Join us again as we bring you more fun team builds and in-depth strategies from the DC HeroClix: The Joker‘s Wild! set!  Until next time, play more HeroClix and remember to visit the WizKids Info Network to find events near you!

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DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Suicide Squad Team Building

Greetings HeroClix Fans!

Today’s exercise in team building and strategy takes the hashtag #squadgoals to a different level since our squad features some of the worst heroes ever from the DC HeroClix: The Joker’s Wild! set.  From Belle Reve Penitentiary, make way for the Suicide Squad and its no-nonsense, tough-as-nails director, Amanda Waller!

Today’s theme team utilizes the Suicide Squad keyword and comes in just under 300 points.  Our Squad features four characters from The Joker’s Wild! set – one of whom makes his HeroClix debut – as well as a character from the DC HeroClix: The Rogues Fast Forces Pack.

Here’s today’s lineup:

25            Amanda Waller

60            Colonel Rick Flag, Jr.

60            Bronze Tiger

75            Deadshot

75            Captain Boomerang

295 total points

+5 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Amanda Waller.

DC HeroClix: The Joker's Wild! - Suicide Squad - Amanda Waller

Working covertly as the Suicide Squad’s director, Amanda Waller’s dial features two appropriate standard powers, Stealth and LeadershipAmanda Waller also has the Suicide Squad team ability, which lets a character using it potentially heal some damage when an adjacent teammate is KO’d.  However, the Suicide Squad team ability gets an upgrade, thanks to Amanda Waller’s There Is No Squad Without The Wall trait, which lets teammates using the team ability heal when a friendly character is KO’d anywhere on the map.  With her short dial and low combat values, Amanda Waller’s mission on this force is to stay out of trouble so that the rest of the team can benefit from There Is No Squad Without The Wall.

DC HeroClix: The Joker's Wild! - Suicide Squad - Colonel Rick Flag Jr.

Our next Suicide Squad member is the team’s field leader, Colonel Rick Flag, Jr., who makes his HeroClix debut in The Joker‘s Wild! set.  Smart positioning is key for Colonel Rick Flag, Jr. since his trait, Squad, On My Position, boosts his defense value by 1 for each adjacent teammate that shares either his Suicide Squad or Soldier keywords.  To get Colonel Rick Flag, Jr. next to his teammates, his dial starts with a click of Running Shot and ends with two clicks of SidestepPrecision Strike, Willpower and Ranged Combat Expert round out the rest of Colonel Rick Flag, Jr.’s standard powers.

Another mainstay of the Suicide Squad, Bronze Tiger is second-in-command to Colonel Rick Flag, Jr. and also served as the group’s mission leader.  Bronze Tiger makes a long-awaited return to HeroClix, having last been seen in the DC HeroClix: Justice League set.

DC HeroClix: The Joker's Wild! - Suicide Squad - Bronze Tiger

As one of the DC Universe’s most feared martial artists, Bronze Tiger is our squad’s primary close attacker.  Bronze Tiger’s speed special power, Master Martial Artist, keeps him mobile with Charge and Sidestep while Flurry lets him dish out an extra attack.  If that’s not enough, Bronze Tiger’s offensive powers also include Precision Strike and Blades/Claws/Fangs, both of which are usable with Master Martial Artist.

DC HeroClix: The Joker's Wild! - Suicide Squad - Deadshot

With Bronze Tiger as our squad’s go-to close attacker, Deadshot comes in as the team’s top ranged threat.  Deadshot has an optional trait called Contract Killer that costs 5 points.  Contract Killer lets you include Deadshot on a themed force if it also includes a character whose point value is greater than 80.  If there isn’t such a character, Deadshot’s combat values are modified by -1.  For our squad, Contract Killer won’t be needed since none of his teammates have a point value greater than 75.

Both Amanda Waller and Colonel Rick Flag, Jr. can shoot one target up to five squares away, while Deadshot’s range is nine squares.  Ranged Combat Expert and Running Shot are Deadshot’s main offensive powers, with an opening click of Stealth available as he prepares to set up his shot and two ending clicks of Sidestep to run-and-gun or maneuver out of opposing lines of fire.  Deadshot’s mobility makes him a viable teammate for Colonel Rick Flag, Jr., who’ll want to stay close to benefit defensively from his Squad, On My Position trait.

DC HeroClix: The Rogues Fast Forces Pack - Suicide Squad - Deadshot

Our squad’s last member, Captain Boomerang, comes from the DC HeroClix: The Rogues Fast Forces pack and is our second ranged option.  Captain Boomerang boasts the ability to shoot three targets up to seven squares away and his power set features the potent opening combination of Running Shot and Energy ExplosionRanged Combat Expert, Precision Strike and some Perplex sprinkled into the mix make Captain Boomerang a dangerous foe.

All the members of our squad have the Suicide Squad team ability, so it’s imperative that you keep Amanda Waller alive to take advantage of her There Is No Squad Without The Wall trait.  Our squad has a good mix of ranged and close attackers but admittedly support powers aren’t as plentiful.  Then again, when you’re playing the Suicide Squad, the only one who isn’t expendable is The Wall, right?

Thanks for reading!  Visit your friendly local game store this Wednesday to get the new DC HeroClix: The Joker’s Wild! set. Join us again as we highlight more strategies and team builds to help you improve your HeroClix gaming!

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DC HeroClix: The Joker's Wild!

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II

Greetings HeroClix Fans!

Today we are continuing the previews for the DC HeroClix: The Joker’s Wild! set, by looking at the rest of the figures in the Batman and His Greatest Foes Fast Forces Pack and showcasing an easily built 300-point team you can field straight out of the box!

Last time, in the DC HeroClix: The Joker’s Wild!- Fast Forces Part I, we looked at The Riddler, The Penguin, and Mr. Freeze, so let’s continue by introducing the Power Couple of Crime in Gotham City.  Minding my manners, it’s ladies first of course, here’s Harley Quinn!

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley Quinn

Harley Quinn is 50 points of deadlier-than-she-looks trouble.  With Arkham Asylum and Gotham City as natural keywords and the Batman Enemy team ability, she gets a load of damage potential out of the pairing of Flurry and Blades/Claws/Fangs; especially with an 11 attack value on her second click, representing her pet hyenas.  Her synergy doesn’t stop there; on defense, she has the special My Babies Keep Me Hopping letting her use Combat Reflexes and Super Senses along with mid-dial Perplex and an uptick in her base damage value from 2 to 3.  She finishes her dial with regular Super Senses and a special power on movement, Ya Didn’t Notice I Had A Hammer?,  which lets her take a free action once per game to equip her with the Harley’s Hammer special object, also included in the Fast Forces, from outside the game for free.

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley's Hammer

While she is equipped with the hammer, Harley Quinn also gets Charge in addition to Quake and Giant Reach 2 granted by the hammer itself; there is the risk, however, that the hammer will break.  She’ll be a smashing success at making her Puddin’ proud.  Speaking of her Puddin’….

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - The Joker

There he is, looking deadly and dapper as ever in his trademark purple suit, spats, slicked green hair, walking stick and ready to make your acquaintance with a big smile and vigorous handshake.  At 75 points, The Joker is Never As Dead As You’d Expect; his trait is sure to keep you laughing and your opponents in stitches for a long time.  At the beginning of your turn, if The Joker took damage since your last turn, you roll a d6 die and heal him half the result.  If he takes a hit and is still standing, that is a guaranteed 1 click heal, and if you roll well with a 5 or 6, you get half his dial back!  Just hitting him can be tricky with a whole dial full of Super Senses.  The rest of his dial and powers jump back and forth between combinations of Stealth and Outwit, Poison and Perplex, or Incapacitate and Probablity Control.  His attack value is never particularly stellar topping out at 9, but that is what the Batman Enemy team ability is for along with his Arkham Asylum, Gotham City, and Monster keywords.   That’s a lot of villainy but the joke is on them because we also have Batman in the Fast Forces Pack who is ready to take on multiple bad guys at once.

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II- Batman

At 75 points, Batman has left his utility belt and fancy vehicles back at the cave and is bringing old school justice to Gotham with enough knuckle sandwiches for everybody.  With his trait Student Of All Martial Arts, he can use Toughness to get the most out of his 7 click dial and also increase his attack value by +1 for each adjacent opposing character, which is even more impressive considering he already starts with an 11 attack value.  He is ready for engaging several bad guys in one close combat action with his movement special Hit You With My Hands And Feet that lets him make a close attack targeting all adjacent opposing characters and deal normal damage to each one.  Batman’s defense special power Equilibrium, Balance, and All Things In Order starts him off with Combat Reflexes and Willpower.  Should the future Arkham inmates he squares off against do some damage, they have even more trouble to deal with when he picks up Close Combat Expert and Flurry; and, though he loses the special power on defense, he keeps Combat Reflexes for his whole dial.  If you can manage to keep him in the shadows with his Stealth-granting Batman team ability, he can avoid having his powers countered as well as avoid most ranged attacks.  As for keywords, he is the perfect close combat centerpiece for a Batman Family, Gotham City, Detective, or Martial Artist themed team.

Now, focusing on the villains, let’s build a 300-point team out of the DC HeroClix: Batman and His Greatest Foes Fast Forces Pack.

25  The Penguin
50  The Riddler
50  Harley Quinn –Harley’s Hammer kept on sideline
75  The Joker
100 Mr. Freeze

Total of 300 points, Gotham City themed team, +5 initiative roll, 3 uses of Themed Team Probability Control

The Penguin gets to sit back and put his Loyalty token to work, increasing the range and attack value of a friendly character. It’s not a bad idea to keep The Riddler adjacent to help The Penguin’s attack value with the Batman Enemy team ability and to use free actions to move your Loyalty token to where you need it most.  The Penguin himself isn’t likely to be doing much, but with Willpower up front he is an excellent choice for using your Themed Team Probability Controls.  Keep Mr. Freeze shooting at mid-range and locking up the opposing team with Frozen tokens, while letting The Joker and Harley Quinn get close enough to do what they do best.  If you need something more to keep an opposing ranged attacker occupied, send in The Riddler as he has a strong likelihood of dodging their attacks.  If you come up against a Batman, like the one in this pack, use your Perplexes on your attack values, as getting a hit to stick is going to be more important in the long run than doing more damage.

That’s all for today, HeroClix fans! Stay tuned as we continue to review more figures and team-building strategies from DC HeroClix: The Joker’s Wild!.  Don’t forget to visit the WizKids Info Network to find HeroClix Release Day Events and tournaments near you.  Visit your FLGS next week to pick up the Batman and His Greatest Foes Fast Forces Pack and The Joker and Harley Quinn Dice & Token Packs!
Until next time, just keep them in your line of fire.

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DC HeroClix: The Joker's Wild!

DC HeroClix: Batman and His Greatest Foes Fast Forces Part I

Greetings HeroClix Fans!

Today we are continuing the previews for the upcoming DC HeroClix: The Joker’s Wild! set, by looking at the some of the villainous figures in the Batman and His Greatest Foes Fast Forces Pack.  Starting off with a riddle, what figure costs 50 points, has a five click dial, and a trait that grants the use of Shape Change?  You don’t have to be the world’s greatest detective to deduce that it’s The Riddler!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Riddler

In addition to his economical point cost and Riddle Me This trait, The Riddler has several other potent powers and abilities to properly vex any caped do-gooder.  He starts with a special power on damage called Riddle Me That, which gives him a chance to lower an opponent’s attack roll or damage dealt when he is attacked.  When attacked, choose a number from 1-6 and if it shows up on one of the dice, reduce the attack total by 2, if the number shows up on both dice, then also decrease the damage by 2.  On top of those traits, he also has Super Senses.  With that much potential for evasion, your opponent might just think they can avoid him completely, but The Riddler has enough clever quips and tricks to ensure he cannot be ignored. He has Leap/Climb, which will get him into whatever position you need him in to make use of his 6 range value, accompanied by Precision Strike and late dial Perplex.  Take advantage of his teammates with Arkham Asylum and Gotham City keywords and his combat value-sharing Batman Enemy team ability.  This will be useful in Gotham City, where you need political connections if you want to stay out of Blackgate Prison, and nobody is more connected than our next figure from the Fast Forces Pack, The Penguin!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Penguin

At 25 points, The Penguin lives almost entirely from his trait, Dealmaker.  At the beginning of the game you place a Loyalty token on another friendly character’s card, modifying their range and attack values by +1.  Any character adjacent to The Penguin can be given a free action to make a close attack targeting The Penguin, and if it hits you, place the Loyalty token on a character’s card of the attacker’s choice instead of dealing damage.  Use your influence wisely; have someone give The Penguin a nudge with their elbow and move the Loyalty token to someone you have poised to attack to get the bonus.  Beware though, any character can take the free action from Dealmaker; even opposing characters, so be careful not to let the opponent steal your influence!  To that end, The Penguin has Force Blast to keep the opposition beyond arm’s length and gets a little tougher to deal with if he takes a small hit, starting with Willpower and going on to Combat Reflexes with a late finish of Close Combat Expert.  Not one for the loony bin, The Penguin has Gotham City, Gotham City Underworld, and Politician keywords along with a strong potential to benefit from the Batman Enemy team ability.  If these two classic Batman villains don’t leave your opponent cold then this next character will, Mr. Freeze! 

DC HeroClix: The Joker's Wild!- Fast Forces Part I- Mr. Freeze

For a hearty 100 points, Mr. Freeze brings some much needed ranged attack and board control options for his teammates.  With 6 range and two targets, Running Shot and Willpower, Mr. Freeze can make the most of his Freeze Ray special attack power, which deals out Frozen tokens to any hit targets in addition to doing normal damage.  If a character has a Frozen token, they must remove it instead of their action tokens when they would normally clear tokens.  Locking down an opponent with this should give you plenty of time to lay out all your best (worst?) ice puns.  He picks up some Range Combat Expert if you find a single target in particular that needs to chill out.  If things heat up and Mr. Freeze takes some damage, you can put up some ice Barriers and Sidestep to make your escape.  In addition to the Arkham Asylum and Gotham City keywords, he also has Armor and Scientist.  Don’t forget the Batman Enemy team ability which can help make that Freeze Ray special power scary, even to his last click.

That’s all for today, HeroClix fans! Stay tuned as we continue to preview the DC HeroClix: The Joker’s Wild! set. Next week we’ll discover the rest of the Batman and His Greatest Foes Fast Forces and build a team of villains that will tickle Batman’s funny bone.  Don’t forget to visit the WizKids Info Network to find HeroClix Pre-Release Events and tournaments near you.

Until next time, don’t put your dice on ice!

 

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- The Penguin

Greetings, HeroClix fans! Today we’re taking a look at one of Batman’s signature villains from the DC HeroClix: The Joker’s Wild! set that you can get today from Pre-Release Events near you. This time, our journey through Arkham Asylum brings us to a villain who has been a thorn in the side of the Bat for almost 80 years – Oswald Cobblepot, The Penguin!

 DC HeroClix: The Joker's Wild!- The Penguin

The Penguin is a 40-point piece with 4 clicks of life, and while that might initially give you pause, a deeper look at his dial and abilities elevate his impressiveness. He begins with the trait This Is How I Deal With the Bat, which states that once per turn for all characters with this trait, if a character uses the Batman Enemy team ability to replace their attack value with The Penguin’s, after actions resolve, you may give a Robo-Penguin a move action as a free action.

But what is a Robo-Penguin, you ask? Well, that plays into his second trait, called My Own Deadly Rookery. This trait states that you can give The Penguin a power action to place an adjacent Robo-Penguin bystander of your choice as described on his card. You can also give The Penguin a power action to give each Robo-Penguin a move action as a free action.

You have three different options for your Robo-Penguin minions, each serving a different role on the team. To start, each possess the trait Waddle, Waddle, which states that Robo-Penguin’s move actions don’t count against your action total. From there, you can choose move combinations of Sidestep, Pulse Wave, and Toughness, or Running Shot, Penetrating/Psychic Blast, and Energy Shield/Deflection, or finally Charge, Combat Reflexes, and Exploit Weakness.

Getting back to the main attraction, The Penguin has a special power that appears on each click of his damage called My Best Weapon to Date!. This power states that The Penguin begins the game with the Robo-Penguin attached. When placing a Robo-Penguin bystander on the map, you may remove a Robo-Penguin from The Penguin’s base, and use it to represent that bystander. This bystander modifies its combat values by +1, and when it is KO’d, you reattach the Robo-Penguin to The Penguin’s base. The Penguin follows that special power up with the standard powers of Stealth, Defend, and Willpower.

At a low point cost, The Penguin is a natural fit for many teams, and can be played on Gotham City or Gotham City Underworld themed teams. Be sure to make use of his 18 and 17 defense on his top 2 clicks with his Defend power, as that will help the different Robo-Penguins maintain a longer life span and make them harder to hit.

That’s it for today, ‘Clix fans! We hope you’ve enjoyed this look at one of the most sinister members of the Gotham Underworld. Visit the WizKids Info Network to register for DC HeroClix: The Joker’s Wild! Pre-Release Events today. Until next time, shape change for the win!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – The Joker

Greetings HeroClix Fans!

Today we are continuing the Booster Brick previews for the upcoming DC HeroClix: The Joker’s Wild! set.  Today’s feature presentation is none other than the titular funny man himself, The Joker!  While there are several versions of Batman’s arch nemesis to be had in this set, this version of the Clown Prince of Crime is especially noteworthy as it has been taken straight from the cover and pages of Alan Moore’s award winning one-shot graphic novel, The Killing Joke, published in 1988.

DC HeroClix: The Joker's Wild! - The Joker

Just like in the story, The Joker is a relentless terror bent on driving your opponent to madness, though it does take a certain amount of madness on your part to field him effectively.  At 140 points, he has a few things you might expect from any Joker; the Batman Enemy team ability and Arkham Asylum, Gotham City Underworld, and Injustice League keywords, but he also has some sly tricks up his short sleeves to make him worth his points.  Starting with his two traits, we see evidence of his malicious intent to prey on those weaker than himself and to maintain his firm grip on insanity.  It’s The Laughing That Will Kill You lets The Joker use Poison that also deals penetrating damage to characters of lesser points than him, and his other trait, Mad As A Hatter, prevents other characters from using Precision Strike when attacking him; which makes his Mastermind and Super Senses clicks especially vexing for your opponents.

Offensively, The Joker is deadly up close as well as at range 6, though he really wants to draw Batman and any other hapless heroes in base-to-base contact to whisper sweet knock-knock jokes in their ears as he Poisons them with his trait and carve them up with Blades/Claws/Fangs.  To set the trap though, he uses Stealth for cover and his special damage power The Killing Joke!, which lets him use Improved Targeting: Ignore Characters and grants the use of Ranged Combat Expert to deal with tough crowds and get those back row hecklers.  Also, when he hits with any attack, characters are each given up to two action tokens.  Perfect for keeping them in stitches while he uses Indomitable to ignore pushing damage and get the same laughs twice. On the other hand, maybe you’re finding the insane laughter infectious and want to ignore his Indomitable and push him to his next click. His speed, attack, and damage powers switch off every other click between Stealth, Blades/Claws/Fangs, and The Killing Joke! to Sidestep, Precision Strike, and Outwit until click #7. On click #7, he has Stealth, a 12 attack with Precision Strike, 4 damage with The Killing Joke! special, and special power on defense, called You’ll Have To Kill Me, which grants him Mastermind in addition to STOP. The STOP on this power will also ensure that his Mastermind can’t be countered or ignored! Practice your punchlines because this Joker is sure to have your opposing team rolling (dice) in the aisles.

>sound of crickets chirping<

Eh?  No laughing?  Awww Batsy, you don’t know what’s funny.  Hehehehahaha!  Hoo-boy!

That’s all for today, HeroClix fans! Stay tuned as we continue to preview The Joker’s Wild!  Don’t forget to visit the WizKids Info Network to find HeroClix Pre-Release Events and tournaments near you.

Until next time, keep smiling as you roll those critical hits!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – Looker

Greetings HeroClix Fans!

We’re back with a closer look into one of the figures Scott Porter pulled in yesterday’s unboxing video of our upcoming DC HeroClix: The Joker’s Wild! set.  This time, we’re looking, ahem, at a member of the Outsiders who will make you do a double-take.  Let’s take a gander at the two versions of Looker as she makes her HeroClix debut!

DC HeroClix: The Joker's Wild! - Looker

Looker has a simple set of combat values starting off with a solid 11 attack value and 8 range.  Looker’s power set features Energy Shield/Deflection, Mind Control, and a special power called Telepathic CoordinationTelepathic Coordination allows Looker to use Mind Control, and when she does, the hit character boosts its attack value by +1 for the rest of the turn. The character receives this bonus even it has been targeted by the Outsiders team ability.

Looker’s base damage output isn’t great so she definitely won’t be your force’s primary attacker.  Her primary contribution to your force will be through her use of Telepathic Coordination to take control of opposing figures. For defense, Looker can use the Outsiders team ability to make sure opposing characters can’t increase their combat values and Energy Shield/Deflection to potentially protect her from opposing big hitters.

DC HeroClix: The Joker's Wild! - Looker Prime

If a stronger version of Looker is preferred, consider adding her Prime version on your force.  The Prime represents Looker after her transformation into a vampire and comes in at 100 points.  Like the non-Prime counterpart, Looker has the Wing speed symbol and the standard attack, defense, and damage symbols.  She also has the Outsiders team ability.  Unlike the non-Prime, Looker does not have a printed range value as she’s built primarily for close attacks.

Looker has a trait, The Blood-drinking is the Worst Part, which sets her starting line at click #5 and, like other vampires in HeroClix, lets her use Steal Energy to heal above that line.  Looker’s dial features a colorful array of standard powers that include Charge, Telekinesis, Mind Control, Toughness, Regeneration, Exploit Weakness, and Outwit.  If you manage to heal Looker above her starting line, she also has a special power, Turn Into Mist, that lets her use Combat Reflexes and Impervious.

Prime Looker has a fairly steady set of speed, attack, and damage values, while her defense ends with a slight upswing.  Looker’s two clicks of Telekinesis make her a viable support piece initially, but you’ll of course need to heal above her starting line in order for her to be a brutal primary attacker.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! In the mean time, be sure to visit the WizKids Info Network to find Pre-Release Events near you.

Oh, and have a happy Halloween!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Geo-Force

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: The Joker’s Wild! preview is not only a founding member of the Outsiders super team, but he’s also royalty.  Please welcome Prince Brion Markov of Markovia, aka Geo-Force!

DC HeroClix: The Joker's Wild!- Geo-Force

Geo-Force has a point value of 160 and has the Justice League, Outsiders, Politician and Ruler keywords as options if you choose to include him on a themed team.  As his name implies, Geo-Force’s powers stem from the Earth so his HeroClix dial reflects this power set.  Geo-Force starts off with a trait called Lord of the Land, which lets him use Barrier as a free action. Geo-Force can only place 1 Barrier Marker each time he uses this power, but they aren’t removed at the start of his next turn like normal Barrier Markers. After actions resolve, if there are more than 4 Markers created by this effect on the map, one of them must be removed.  On a map with plenty of blocking terrain and walls, Lord of the Land can be useful to control where an opposing force goes.  The trait is also helpful in creating barriers to block opposing lines of fire to your characters.

The majority of Geo-Force’s dial consists of appropriate standard powers such as Quake, Impervious, Super Strength, Regeneration and LeadershipGeo-Force does have one special power located mid-dial, called Lava Jet BurstsLava Jet Bursts lets Geo-Force use Charge, Force Blast and an Improved Movement ability that lets him ignore and destroy blocking terrain as he moves through it.  Geo-Force’s combat values have some variation to them but they generally start high and slowly taper down.

Geo-Force has the standard attack, defense, and damage symbols, along with the Wing speed symbol to use the Flight and Carry abilities.  He starts out as a ranged attacker that can shoot two targets up to seven squares away, and then switches roles to that of a close attacker.  Lastly, Geo-Force has the uncopyable Outsiders team ability to prevent a friendly or opposing character’s combat values from being modified.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! Don’t forget to visit the WizKids Info Network to find Pre-Release events near you!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Mr. Freeze

Greetings HeroClix fans, and welcome to another exciting look at the upcoming DC HeroClix: The Joker’s Wild! set! Today, we’re looking at one of the most adverse members of the Batman Rogues Gallery – Mr. Freeze!

DC HeroClix: The Joker's Wild!- Mr. Freeze

At 90 points with six clicks of life, Mr. Freeze at first appears to be a simple, ranged attacker who can hit one target from a range of 5 squares, however, the further you look into his design, the more you will notice his versatility. He has a trait called Try Not to Shatter My Frozen Friends, Boys which says that when Mr. Freeze hits with a ranged attack, give each hit character an action token. Additionally, after actions resolve, attach the Ice Wall ClixFX Marker to one of the hit characters, unless it’s already attached to another character. The Ice Wall Marker itself is a 3D element which maintains that as long as the marker is attached, that character can’t be moved or placed, and it modifies its defensive value by -2. The marker is removed at the end of that character’s turn, and that character is then either dealt 1 penetrating damage, or any adjacent character can be given a power action to remove the Ice Wall.

Mr. Freeze also possesses two special powers, the first is called Back to Refrigeration, and appears on his final two defensive clicks. This special power states that Mr. Freeze can use Toughness. Additionally, at the beginning of your turn, you may heal Mr. Freeze a number of clicks equal to 3 minus the number of adjacent opposing characters. His second special power is called Frozen Aura and appears on his final four clicks of damage. This power states that adjacent opposing characters must modify their attack and damage values by -1. He also has the standard powers Sidestep, Penetrating/Psychic Blast, Energy Explosion, Invulnerability, and Toughness.

Mr. Freeze can be played in themed teams for Arkham Asylum, Gotham City Underworld, Armor, and Scientist. His relative low point cost means that in 300-point games he’s taking up less than 1/3 of your build total. He can fill the role of either a heavy damage dealer or secondary attacker, and his base 3 damage implies that, no matter what, with any damage absorption, he’ll be doing at least 1 damage to your opponent.

That’s it for today, HeroClix fans! Join us next time as we explore more pieces from the DC HeroClix: The Joker’s Wild! Be sure to visit the WizKids Info Network to find Pre-Release events near you. Until then, may your blades rolls be sixes!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Hourman & Sandman

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: The Joker‘s Wild! set, we check in with a pair of heroes from the Golden Age of comics.  As two of the Justice Society of America’s original members, Hourman and Sandman are here to fight crime and uphold the values of a bygone era.  First up, let’s take a look at Rex Tyler (aka Hourman)!

DC HeroClix: The Joker's Wild!- Hourman

With a sculpt that recalls his early appearances with the Justice Society in All-Star Comics, Hourman can be added to your force for 25 points.  Hourman has the standard speed, attack and damage symbols and the Indomitable defense symbol, which lets him use Willpower to shrug off pushing damage.  Hourman also has the Justice Society team ability, which lets him share his unmodified defense value with an adjacent teammate that has the same team ability.  Speaking of the Justice Society team ability, it’s the focus of Hourman’s trait, A Simpler Time, which lets a character use Probability Control when that character uses the team ability to use Hourman’s defense value.  However, Probability Control from A Simpler Time can only be used if the attack roll has a 6.

Hourman’s no-frills dial includes Super Strength on all but his last click, which features Regeneration to potentially heal him back to more useful parts of his dial.  To supplement his Super Strength, Hourman has a special power called Top Of The Hour which can supply him with a standard light object to hold if he’s given a move action while adjacent to blocking terrain.  Hourman is built primarily for close attacks and his range value of 0 reflects that – but newer players should remember that you can throw objects to cause damage regardless of your range value!

DC HeroClix: The Joker's Wild!- Sandman

Armed with his gas mask, Sleep Gun and keen detective skills, Wesley Dodds (aka Sandman) has a point value of 30 and both the Justice Society team ability and the A Simpler Time trait.  Like Hourman, Sandman’s dial is fairly straightforward:  Stealth appears on all but his last click and Willpower shows up on his first two clicks.  Sandman also has a special power called Sleep Gun which lets him counter an opposing character’s power when he hits that character with an attack.  The chosen power remains countered until the opposing character clears action tokens.

Unlike Hourman, Sandman can shoot one target up to five squares away.  His speed and damage values are consistent, while his attack and defense numbers change just a bit as you get deeper into his dial.

Both Hourman and Sandman have the Justice Society and Past keywords if you’re looking to include either or both on themed teams.  Hourman also has the Scientist keyword while Sandman has All-Star Squadron as an additional option.  At only 55 points, both Hourman and Sandman leave plenty of room on a force for other attackers and support characters. With the low point values of the Golden Age line-up of the Justice Society of America, players will be able to field an impressive 9-figure JSA team!

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set!