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DC HeroClix: World's Finest

DC Comics HeroClix: World’s Finest- Secret Society

Greetings HeroClix fans, and welcome to another look inside our DC Comics HeroClix: World’s Finest team-building strategy articles! Today, we are feeling a bit villainous – so there is no better way to get that out of our systems than with a Secret Society of Super-Villains team!

Our first team member is the 90-point common prime from the set, Poison Ivy! This version represents her at her most powerful, from the classic Batman: Hush storyline! To learn more about her, check out the preview article we ran on both versions of Poison Ivy here.

DC HeroClix: World’s Finest- Secret Society- The Wizard

Next up, at 50 points, we have a really fun piece in The Wizard! Possessing a trait called POOF!, The Wizard can use Shape Change – and, when he does and succeeds, you may place him within 4 squares. But that’s not all, in the square he previous occupied, you immediately place a Tiger bystander, who has Charge, Blades/Claws/Fangs, and Toughness! While not a defensive force at all, The Wizard makes up for that with his special movement power, Illusions Hide Your True Surroundings. This special power states that when The Wizard is occupying hindering terrain or adjacent to blocking terrain, he can’t be targeted by nonadjacent opposing characters! With all of that, he has the standard powers Mind Control, Probability Control, Outwit, Perplex, Enhancement, and Empower!

DC HeroClix: World’s Finest- Secret Society- Monsieur Mallah

Finally, we come to the Brain and the brawn of the team – Monsieur Mallah! An indomitable 150-point piece with a range of 6 squares and 2 targets, Monsieur Mallah begins with Improved Movement: Ignores Elevated Terrain and Improved Movement: Ignores Hindering Terrain. He also has a trait called …and the Brain, which states that Monsieur Mallah begins the game with Brain attached. When Brain is attached, Monsieur Mallah can use Penetrating/Psychic Blast and Super Senses. At the beginning of your turn, you may remove Brain and place it in an adjacent square, or attach an adjacent friendly bystander named Brain. In addition to that, he has a special power on damage called Diabolical Brain and Insidious Simian, which states that Monsieur Mallah can use Leadership and Perplex. And, when Mallah has Brain attached and succeeds with his Leadership roll, he may remove an action token from himself. Couple those with his standard powers Running Shot, Sidestep, Charge, Super Strength, Invulnerability, and Combat Reflexes, amongst others.

Of course, we haven’t looked at the bystander Brain yet, have we? While immobile, Brain  possesses a solid mix of abilities, with a range of 8 squares, and the standard powers Mind Control, Penetrating/Psychic Blast, Super Senses, and Outwit. He also has the trait A Magnificent Mind of Malevolent Purpose, which states that when Brain would be KO’d, you may instead attach him to his Monsieur Mallah, and subsequently deal Mallah 1 unavoidable damage.

That’s all we have for our Secret Society of Super-Villains team build! Are there changes you would make? Who would you slot in to take the spot of one of our choices? Sound off on social media and let us know! Until next time, don’t stop ‘Clixing

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DC HeroClix: World's Finest

DC Comics HeroClix: World’s Finest – Doom Patrol

Greetings HeroClix fans,

Welcome to a deeper dive into the DC Comics HeroClix: World’s Finest set! Today, we’re going to flex our team building muscles, and bring you a 300-point build featuring the Doom Patrol!

The first thing we need to cover with the Doom Patrol is that each of them have a trait called Weird Resurrection. This trait states that the first time any of these characters would be KO’d this game, instead roll 2d6 that can’t be rerolled. You then turn them to the click number equal to the result. For the members of our team with a blue starting line, you will add 4 to the result of your roll, with a maximum result of 12. While this trait isn’t a guarantee that your team will be sticking around long term, it certainly adds a tremendous amount of potential longevity to this five-character team!

DC Comics HeroClix: World's Finest - Doom Patrol Robotman

Up first, being played at his 50-point blue starting line, is Clifford Steele – aka, Robotman! On this version of the character, he has 4 clicks of life, each designed to make Robotman a close combat menace! Starting with Charge before his dial segues into Sidestep, Cliff couples each of those abilities with Quake, meaning he’s able to get into position (or attempting to reposition himself) each turn, while being able to attack numerous foes at the same time. In addition to that, he also has four full clicks of both Toughness and Close Combat Expert, representing Robotman’s ability to take a bit of damage, and dish out more than his fair share in a one-on-one scrap!

DC Comics HeroClix: World's Finest - Doom Patrol Mento

Next, we have Mento, a character who can control the board in a multitude of ways through manipulation or ranged offense. First, Mento possesses a range of 7 squares with two targets, allowing him to see nearly a third of a standard map! With that range comes a myriad of powers, such as Telekinesis, Incapacitate, Energy Shield/Deflection, and Outwit. However, his real bread and butter is his special movement power, which appears on all five clicks of his dial, called Mento-Intensifier. This power states that Mento can use both Mind Control and Phasing/Teleport. And when he uses Mind Control, you’re able to choose one of the following – increase his attack value by +2 (putting him between an 11 or 12 each click), or give hit characters an action token after actions resolve!

DC Comics HeroClix: World's Finest - Doom Patrol Negative Man

Next, we have a character who appears for the first time as a HeroClix figure– Negative Man! A 75-point piece featuring 5 clicks of life, Negative Man has a fairly straight forward standard power set – Stealth, Poison, Willpower, and Perplex – but where he truly takes shape is with his traits. Up first is his trait Negative Spirit, which states that Negative Man can be given a power action to place adjacent to him a Negative Spirit bystander, if there isn’t one already on the map. Additionally, he has the Hollow Man trait, which says that when a friendly Negative Spirit is not on the map, Negative Man deals penetrating damage. Conversely, when there is a friendly Negative Spirit on the map, Negative Man can’t be given move actions. Of course, that Negative Spirit bystander isn’t without it’s own powers, having both Poison and Super Senses, and a special power called Negatively-Charged Energy Being, which allows it to use Phasing/Teleport. And, when it is given a move action, after actions resolve, it may make a close combat attack as a free action, targeting any one opposing character occupying a square it moved through. Couple all that with the Spirit’s 60 Seconds trait, which states that Negative Spirit deals penetrating damage – but, when it isn’t within 6 squares of a friendly character named Negative Man, immediately KO it.

DC Comics HeroClix: World's Finest - Doom Patrol Elasti-girl

The next member of our team is a former Olympian and actress Elasti-Girl, represented by her 50-point, 4-click version. The first thing we need to cover with Elasti-Girl is her trait, Protoplasmic Physiology, which states that at the beginning of your turn, you may choose to have Elasti-Girl use the Tiny Size, Giant-Size, or Colossal Size combat symbols. If you do, Elasti-Girl has that chosen symbol until she chooses again. If she chooses the Tiny Size symbol, her combat values are modified by -1. Conversely, if she chooses the Colossal Size symbol, her combat values are modified by +1. Along with all of that, Elasti-Girl possesses the following standard powers – Charge, Shape Change, Super Senses, Perplex, and Close Combat Expert. She also has a special power called Malleable Form on the last two clicks of her life, which allows Elasti-Girl to use both Combat Reflexes and Regeneration.

DC18 WF 051 The Chief

Finally, we come to the leader of the team, The Chief. At 50 points, The Chief is all about versatility for his teammates. He possesses only two standard powers – Stealth and Support – but more than makes up for that with three special powers. First, on movement, is Assemble the Outcasts and Freaks, which states The Chief can be given a free action to choose a friendly character within a range of 6 squares and line of fire – that character can use Sidestep this turn. Next, on defense, is Secret Mastermind of their Creation, which states that The Chief can use Mastermind, and when he does, adjacent friendly characters are considered to be a lower point value. Finally, we come to his special damage power, called Protect You From Yourselves. This power states that The Chief can use both Outwit and Perplex. When he does, you may choose a friendly character within 6 squares that shares a keyword, and The Chief can count range and lines of fire from that friendly character’s square. At the end of your turn, if The Chief didn’t use Outwit, you may choose a character within 6 squares that shares a keyword with him, and that character’s powers and abilities cannot be countered until your next turn!

So here you have our take on the legendary Doom Patrol! At 300 points, you have a ton of options, running at lower point values, or instead opting for longer dials and heavier damage. Of course, at 400 and 500 point builds, you can run a mixture of full and partial dials, or even include the other Doom Patrol team member in this set— Crazy Jane. There are a myriad of options and builds you can create for the Doom Patrol, each utilizing different strategies and abilities. How would you build your version of the team?

Until next time, keep on ‘Clixing!

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DC HeroClix: World's Finest

DC Comics HeroClix: World’s Finest Fast Forces Pack Part 2

Greetings HeroClix Fans!

Welcome back to the second part of our look at the DC Comics HeroClix: World’s Finest Fast Forces Pack!  We previously showed you a trio of characters that have ties to Metropolis in the DC HeroClix: World’s Finest Fast Forces Pack Part 1 article.  Today’s preview focuses on Gotham City, where we start by catching up with the Dark Knight himself, Batman!

DC Comics HeroClix: World’s Finest Fast Forces Pack Batman

Batman has the standard attack, defense and damage combat symbols and can shoot a single target from up to five squares away.  Naturally, Batman has the Batman Ally team ability, which lets him use Stealth.  If you’re planning to include Batman on your force, he can be played at either 100 or 50 points, with his 50-point starting line coming in at click 4.  Additionally, if you want to include Batman on a themed team, he has the Batman Family, Gotham City, Martial Artist, and Metropolis keywords available as options.

Batman has a pair of traits, the first of which is World’s Finest Heroes.  World’s Finest Heroes lets Batman use Probability Control if he’s adjacent to a friendly character named Superman.  However, he can only use Probability Control to reroll an opposing character’s attack roll.  The second trait is Need an Equipment Drop at My Location, which lets you include the #S100 Weapon Drop on your force without paying its cost and adds some extra tools to Batman’s arsenal as needed.  We’ll go into more detail later on the Weapon Drop, which is included in the DC Comics HeroClix: World’s Finest Fast Forces pack, but for now let’s continue looking at Batman’s dial.

On Batman’s first four clicks he starts with a pair of special powers that work well with one another.  The first special power, Peak of Human Conditioning, lets Batman use Running Shot when he has no action tokens and Charge when he has one action token.  When Batman has two action tokens, he can use Sidestep.  Since Batman has the standard defense symbol, he would normally be open to taking pushing damage if he is marked with more than one action token but his second special power, World’s Toughest, lets him ignore that damage by granting him Willpower and Toughness to absorb some damage dealt to him.  The rest of Batman’s power set includes Incapacitate, Leap/Climb, Super Senses, and Outwit.

DC Comics HeroClix: World’s Finest Fast Forces Pack Weapon Drop

We mentioned the Weapon Drop special object as part of Batman’s Need an Equipment Drop at My Location trait, so let’s take a quick look at how it works.  The Weapon Drop costs 8 points to add your force and can be equipped to friendly characters.  To set up the Weapon Drop, at the beginning of the game roll a d6 that can’t be rerolled and turn the Weapon Drop’s dial to the appropriate click number.  If the Weapon Drop is equipped to a character, you can give that character a free action to choose one of the standard powers shown on the Weapon Drop’s dial.  At the end of your turn, roll a d6 that can’t be rerolled and turn the Weapon Drop’s dial again to the appropriate click number.  There you have it!

Now we’ve come to one of Batman’s closest associates, Nightwing!

DC Comics HeroClix: World’s Finest Fast Forces Pack Nightwing

Nightwing has the standard attack, defense and damage combat symbols and can shoot a single target from up to five squares away.  Instead of the Batman Ally team ability, Nightwing has the Outsiders team ability, which lets him choose a character (including himself) within 10 squares and line of fire;  until the beginning of your next turn, the chosen character’s combat values can’t be modified.  Should you choose to include Nightwing on your force, he can be played at either 50 or 25 points, with his 25-point starting line coming in at click 4.  Additionally, if you want to include Nightwing on a themed team, he has the following trio of keywords:  Batman Family, Martial Artist, and Outsiders.

At first glance, Nightwing’s dial may look simple.  He has a single trait, Charismatic Loner, which makes him a wild card.  Nightwing’s dial also features a special power, Midnight Roofrunner, that helps him stay mobile and offers him some protection against ranged attacks.  Midnight Roofrunner lets Nightwing use Leap/Climb, Sidestep, and StealthNightwing’s other two standard powers, Combat Reflexes and Willpower, are found in his defense slot.  Nightwing’s combat values stay somewhat consistent throughout his dial, making him a threat on each of his clicks.

This version of Nightwing isn’t a world beater but he should fit in nicely on just about any force as a harasser or tie-up piece.

Our third and final character is an eco-terrorist who has frequently clashed with Batman and Nightwing and once mind controlled Superman with her potent pheromones doing her bidding.  Here’s Poison Ivy!

DC Comics HeroClix: World’s Finest Fast Forces Pack Poison Ivy

Poison Ivy has the standard attack, defense and damage combat symbols and can shoot a single target from up to four squares away.  Like Batman and Nightwing, Poison Ivy has two point values in which she can be played:  75 and 25 points.  Her 25-point starting line comes in at click 5.  For keywords, Poison Ivy has Arkham Asylum and Scientist.

Poison Ivy has a single trait, I Do Love Crashing the Party, which lets her use Mind Control.  Additionally, when she’s adjacent to a friendly character with a printed team symbol, her defense gains a +1 boost.  Poison Ivy’s power set consists only of standard powers that dare you to try to get close to her.  She has a full dial of Stealth to make it difficult to draw lines of fire to her.  Her first three clicks feature Poison, followed by three clicks of Smoke Cloud to create helpful hindering terrain.  Defensively, she sports Barrier on all but clicks 4 and 6, which feature Energy Shield/DeflectionPoison Ivy’s damage slot starts with Exploit Weakness for two clicks, and Shape Change for the remainder of her dial.

Although her damage values are consistent, Poison Ivy’s best use on your force is through Mind Control.  And be sure to keep plenty of hindering terrain nearby to thwart opposing characters from drawing lines of fire to her.  If an opponent does try to approach, you can use Barrier to protect yourself or let them come and hit them with Poison.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC Comics HeroClix: World’s Finest set! Be sure to visit the WizKids Event System to find Friendly Local Game Stores near you and Release Day OP events, kicking off next week.

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest Fast Forces Pack Part 1

Greetings HeroClix Fans!

We hope you had an opportunity to head over to your local shop and participate in our DC Comics HeroClix: World’s Finest Pre-Release events to get a sneak peek at some of the characters available in the set.  To keep the excitement flowing, we are pleased to show you some of the characters contained in the DC Comics HeroClix: World’s Finest Fast Forces Pack!  First up is the Man of Steel himself, Superman!

DC Comics HeroClix: World’s Finest Fast Forces Pack Superman

Superman has the Wing speed symbol, which lets him use the Flight and Carry abilities, along with the standard attack, defense and damage combat symbols.  He also can shoot a single target from up to seven squares away.  Superman has the Superman Ally team ability, which lets him treat hindering terrain as clear terrain for movement and line of fire purposes.  As for point values, Superman has the flexibility to be played at either 150 or 100 points, with his 100-point starting line coming in at click 4.

If you’re interested in playing Superman as part of a themed team, he has four keywords to help you choose the rest of your force:  Batman Family, Gotham City, Kryptonian and MetropolisSuperman also has a trait, World’s Finest Heroes, which lets him use Probability Control if he’s adjacent to a friendly character named Batman.  However, Superman can only use Probability Control to reroll an opposing character’s attack roll.

Taking a closer look at Superman’s dial, we see that his powers are laid out for him to run in, hit hard, and take as well as he gives.  Superman starts with Charge, an attack value of 11, a damage value of 4, and a defense value of 18 with a special defense power World’s Toughest which grants him use Invincible and Willpower.  He switches from Charge to Hypersonic Speed on his next two clicks, while still retaining the 11 attack values and World’s Toughest.  On click 4, Superman regains Charge and also adds Close Combat Expert to his arsenal.  Hypersonic Speed returns on his next two clicks but World’s Toughest is replaced by Toughness for the remainder of his dial.  Finally, Sidestep appears on Superman’s last two clicks in place of Hypersonic Speed.

Superman definitely has what it takes to be your force’s primary attacker, thanks to his steady set of combat values and layout of powers.  But there’s always brains behind the brawn, and who better to follow Superman than Lex Luthor?

DC Comics HeroClix: World’s Finest Fast Forces Pack Lex Luthor

In the DC Comics HeroClix: World’s Finest Fast Forces Pack, Lex Luthor comes in at 50 points and has the standard combat symbols for speed, attack, defense and damage with a 4 range and single target.  He shares the Metropolis keyword with Superman as well as the Celebrity, Politician and Ruler keywords.  Lex Luthor also has the Police team ability to help bring down the defense values of opposing characters for friendly teammates that are making ranged attacks.

Stealth appears on each of Lex Luthor’s four clicks.  Outwit appears on his last click.  The rest of Lex Luthor’s dial is highlighted by a pair of special powers.  The first is President Luthor, For Now, which lets Lex Luthor use Mastermind as if he was 150 points.  It’s a great special power that helps Lex Luthor stay in the game longer by letting him transfer damage to Superman at either of the Man of Steel’s point values.  The second special power is I’ve Got Files on Everyone, which lets Lex Luthor use Leadership as if he was 150 points.  It also lets him use Outwit.  When Lex Luthor uses Leadership, friendly characters within eight squares can use Sidestep and modify their attack values by +1 this turn.  If you’re playing Lex Luthor with Superman, a successful roll for Leadership could potentially remove an action token from Superman, and then let him use Sidestep right before attacking via Charge or Hypersonic Speed.  Oh, and don’t forget Superman would gain a +1 to his attack value that turn!

Lex Luthor is definitely meant to pull the strings behind the scene by buffing up your main attacker through I’ve Got Files on Everyone or protecting himself with President Luthor, For Now.  But Lex Luthor isn’t the only support character in this Fast Forces Pack, as teenager Hiro Okamura (aka Toymaster) offers his help to the World’s Finest heroes!

DC Comics HeroClix: World’s Finest Fast Forces Pack Toymaster

Like Lex Luthor, Toymaster comes in at 50 points and has all the standard combat symbols and 4 range with single target.  Toymaster doesn’t have a printed team ability on his dial but his trait, Hero Worship, makes him a wild card who can only copy team abilities from friendly characters of 100 points or more.  Toymaster’s four-click dial starts with two clicks of Sidestep to get him into position to use TelekinesisEnergy Shield/Deflection appears on each of his four clicks to give him some protection against ranged attacks.  In Toymaster’s damage slot he alternates between a special power called Working Out the Variables and PerplexWorking Out the Variables lets Toymaster use Probability Control, but only to reroll a friendly character’s attack roll.  Stealth appears on Toymaster’s last two clicks.

Toymaster, like Lex Luthor, is meant to be used in support of your attackers.  Toymaster’s Hero Worship trait lets him copy team abilities to fit his current situation while his opening two clicks of Telekinesis let him move characters and objects where they’re needed.  Finally, Working Out the Variables and Perplex make Toymaster a nuisance for opposing characters.

Thanks for reading!  Join us next time as we take a look at Gotham City’s contributions to the DC Comics HeroClix: World’s Finest Fast Forces Pack! Until then, be sure to visit the WizKids Event System to find DC Comics HeroClix: World’s Finest Pre-Release and Release Day events near you!

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest- Kingdom Come Team Ability

DC HeroClix: World's Finest Pre-Release

Hello HeroClix players,

The DC Comics HeroClix: World’s Finest set officially releases Wednesday, February 10th— though some select stores are hosting pre-release events that started this week (to find a store near you hosting a DC Comics HeroClix: World’s Finest Pre-Release go to the WizKids Event System at www.wizkidseventsystem.com and search for the DC HeroClix: World’s Finest Pre-Release in the Program drop down menu).

With the release of this set, we are introducing a change to the effect of the Kingdom Come team ability.  This change to the team ability will be effective for all new figures with the Kingdom Come team ability as well as all previously released figures with the Kingdom Come team ability.  For reference, here is the previous wording of the Kingdom Come team ability:

Kingdom Come:  Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Kingdom Come team ability, it must roll a d6. On a result of 1-2, the opposing character cannot move to any square adjacent to the character using this team ability that turn. Characters using this team ability ignore them on opposing characters.

The new wording & game effect for the Kingdom Come team ability is now:

Kingdom Come: When this character would be hit by a ranged combat attack, if the attacker doesn’t have Kingdom Come team ability, you may roll a d6. On a result of a 5 – 6, this character evades the attack. Uncopyable.

Figures in the set that have the Kingdom Come team ability have the new wording printed on their card as seen below on the Chase #061 Superman

DC Comics HeroClix: World’s Finest - Superman 061 Kingdom Come

With this change, the team ability now allows a character using this team ability to possibly evade being hit by a ranged combat attack by rolling a 5 or 6 on a d6 roll if the attacker doesn’t possess the Kingdom Come team ability.  While this is similar to the standard defense power Super Senses, it is not granting the character Super Senses— this means that a character with Kingdom Come team ability that can also use Super Senses now has two chances to evade a ranged combat attack.  However, this is an evasion effect so game effects that trigger off of evasion effects (such as Precision Strike) will still work against this team ability.  The team ability is also Uncopyable— this means that it can’t be copied by a Wild Card.

This change is effective immediately and the official ruling for the most recent printing can be found on the WizKids Rules Forum here: http://www.wizkidseventsystem.com/bb/viewtopic.php?f=29&t=4742#p11844.

Please note that this change only applies to the Kingdom Come team ability.  There is no change at this time to the Hypertime team ability, so that team ability works the same as it always has.

We hope you like the new Kingdom Come team ability and hope you enjoy using its new effect on all your newer and older figures.

Until next time!

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest Pre-Release Tournament Structure/Information

DC HeroClix: World's Finest Pre-Release

Greetings HeroClix Players!  Happy Pre-Release Day!

As our DC Comics HeroClix: World’s Finest Pre-Releases are starting up, we would like to remind participating stores and players the tournament structure and prizing (which can be viewed under the “Tournament Structure” and “Prizing” drop-down areas of the DC Comics HeroClix: World’s Finest Pre-Release website:http://wizkids.com/heroclix/worldsfinestprerelease)

TOURNAMENT STRUCTURE

Force Construction: Single-Booster DRAFT

Drafting Instructions: Players open their boosters and draft a team of 5 figures from the boosters— for the purpose of drafting, seat all players in groups of 4. Each player choose one figure out of their first booster and each booster passed to them until all players have drafted a team of 5 figures.  Players play all 5 figures as their team.

PRIZING

Players keep the 5 figures from the DC HeroClix: World’s Finest set that they drafted for their team and have a chance to win one a prize from a selection of Limited Edition (LE) figures.

We would like to note that  players participating in the Pre-Release event must finish the event in order to be eligible for receiving prizing for the event.  Figures being played in the event are part of the prize pool— as such, players who drop from an event prior to completion of the event would receive no prizing.  Specifically, these players do not keep the figures that they pulled from their packs/drafted in the event— stores may then use those figures as additional prize support.

NOTE: Void where prohibited. Local regulations and laws apply.

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DC HeroClix: World's Finest Errata

DC HeroClix: World’s Finest #003 Batman

Greetings HeroClix Players—it has come to our attention that the character card for the DC HeroClix: World’s Finest #003 Batman figure has an error—the power wording for this figure’s Speed Special Power is repeated for its trait.

The correct power wording for the #003 Batman’s trait is as follows:

Shifting Focus-Batman Give Batman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.

DC HeroClix: World's Finest- Batman 003 Clix It Up

We will be issuing packs of corrected cards in an upcoming DC Comics Monthly Organized Play Kit at no additional cost to stores receiving the kit.  Stores will be instructed to distribute these cards at no cost to players/collectors who purchased DC HeroClix: World’s Finest booster packs at their store.

 

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Clix It Up DC HeroClix: World's Finest

Clix It Up- Superman

Greetings HeroClix fans!   Continuing on with our title character previews from the upcoming DC HeroClix: World’s Finest set we have another special Clix It Up article highlighting 4 Superman figures featuring the Shifting Focus trait just like his crime fighting partner, Batman.   Like the Batman pieces, there are two common Superman figures, one uncommon Superman figure, and one rare Superman figure in the set with the Shifting Focus-Superman trait.  Each Superman is 90 points and represents a different aspect of Superman’s powers and fighting style.  Conveniently for team building they have the same 4 keywords; Justice League, Kryptonian, Metropolis, and Reporter.

The Shifting Focus-Superman trait reads:  “Give Superman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.”

90 points is a pretty low point cost for a Superman so let’s see what options you get with all 4 figures.

DC HeroClix: World’s Finest - Clix It Up Superman 001

First up is the first figure in the set, #001 Superman.  This is your defensive and team supporting Superman.  He starts off with Sidestep and a solid 19 defense value with a special power called Defending the Helpless which grants him Invincible and gives a +1 defense boost to adjacent friendly characters.  Deeper into his 7 click dial he trades in the special power for Invulnerability and gains Empower to coach some extra damage out of his teammates.  This is the sturdy Superman; he either ignores or reduces damage on every click.  This is the Superman to shift to when his friends need a defense bump— or perhaps after making an attack with another Superman you shift to this Superman to be able to avoid or absorb the retaliatory attack (even Sidestep-ping away to avoid a close attack).

DC HeroClix: World’s Finest - Clix It Up Superman 002

In the next common slot is #002 Superman.  This version represents his super speed with high speed values and Hypersonic Speed on his opening clicks.  Rounding out his first click, he has 11 attack, 3 damage, and a 17 defense with Super Senses to dodge incoming attacks.  He keeps Hypersonic Speed for four clicks transitioning into a combination of Charge and Combat Reflexes. Flying hypersonic pieces are always useful and at 90 points this Superman is no exception, this is the Superman that will allow you to get into position quickly, make hit-and-run attacks or even beat a hasty retreat.

DC HeroClix: World’s Finest - Clix It Up Superman 017a

Next up we have the uncommon #017a Superman.  Here we have the super strong, building lifting, truck throwing Superman.  He has a full dial of Super Strength and move and attack options with Charge transitioning into Sidestep.  He also has Improved Movement that grants him the ability to not only to ignore blocking terrain when moving but also to and destroys it when he moves through it.  His trait Using My Strength increases his damage dealt by 1 when he attacks with an object and allows him to destroy blocking terrain to have a chance to gain an object— so he can potentially (with good die placement and die rolls) always have an object in hand for his attacks.  This Superman does not have the ability to fly (he is too busy picking up objects), but he does have the Superman Ally team ability which will allow him to move through hindering terrain— so he won’t be hindered by all the debris he will be making as he is tearing down walls and blocking terrain.  With his starting click of 9 movement with Charge, 11 attack, 18 with Toughness, and 3 base damage made higher by carrying an object and his trait, this Superman will be hitting hard and hopefully often.  Late dial he switches to Sidestep, Willpower, and Close Combat Expert so he can still lay on heavy damage even if he can’t grab an object.

DC HeroClix: World’s Finest - Clix It Up Superman 033

Lastly, in the rare slot we have #033 Superman.  This Superman brings the heat with a whopping 8 square range value, hindering terrain ignoring Superman team ability, Running Shot, and Burn which gives him Penetrating/Psychic Blast that increases the damage dealt by 1 if the target has 2 action tokens.  With the Running Shot, he has an impressive 12 square reach, 14 if you started the turn with #001 Superman and Sidestepped up before Shifting Focus to this one.  His attack value starts at 10 and actually peaks mid-dial with an 11 before finishing at 9.   Late dial he is more suited to picking off softer targets with Sidestep, Toughness, and Range Combat Expert with 2 damage.

If you note, these figures were carefully selected to represent the set and type of powers displayed on the combat dial and character card of each piece so that even at a glance you can pick which Superman you want to be Shifting Focus to during your turns.  By the numbers, for 90 points Superman has access to the Flight and Carry combat abilities, Improved Movement that ignores and destroys blocking terrain, a team ability that ignores hindering terrain for line of fire and movement, 16 different standard PAC powers, and two abilities that can increase damage dealt; you have a dedicated brick wall, a hypersonic speedster, a damage powerhouse tank, and an armor piercing sniper.   Teamed up with any of the 4 Shifting Focus Batman figures from our last Clix It Up article, they have an unparalleled access to almost any powers you need on any given turn; the Powers and Abilities Card will be their menu.   For 150 points these two can join forces and leave plenty of room to fill out a solid Justice League themed team.  Just as with the Batman pieces, the spread of rarities; two commons, an uncommon, and a rare, it is very possible to have a few Shifting Focus options pulled in a sealed booster tournament event, like the DC HeroClix: World’s Finest Pre-Release Events that kicked off today, January 27th.  Check the WizKids Event System to find and register for a World’s Finest Pre-Release tournament near you!

Thanks for joining us today to Clix It Up. Until next time, just push ‘em all!

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Clix It Up DC HeroClix: World's Finest

Clix It Up – Batman

Greetings HeroClix fans!  Today we have a very special and exciting Clix It Up Article that previews not just one Batman, but four Batman figures from the upcoming DC Comics HeroClix: World’s Finest set pre-releasing tomorrow (January 27th)!  The intent of Clix It Up is to look at a number of versions of the same character and compare/contrast their different strengths/weaknesses to help you decide which version is the best for your team-building options and game-play strategy— but why play just one Batman when you can play all four Batman figures from the DC ComicsHeroClix: World’s Finest set using his new Shifting Focus trait?!

The DC Comics HeroClix: World’s Finest set includes four Batman figures who all share the Shifting Focus-Batman trait— two Common (#003 & #004 Batman), one Uncommon (#018 Batman), and one Rare (#034 Batman).  Each Batman is 60 points with the Batman Family, Detective, Gotham City, Justice League keywords.

The Shifting Focus-Batman trait read:  “Give Batman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.”  This means for 60 points you have four different options on how to play your Batman as long as you have the other three on your sideline.

With higher-point Batman figures available in DC HeroClix: World’s Finest and other recent DC Comics HeroClix sets, the intent of the design of the Shifting Focus-Batman figures was to design a team-building-friendly Batman that still offers all of the powers & abilities that one associates with Batman.  With having each Batman figure specialize in certain aspects of Batman’s capabilities, this dial design provides all of the functionality we would want from a Batman figure at a much more economical point cost.  While these Batman figures collectively can do all of the things you would want out of a Batman, it does require a bit more planning and finesse to make sure you have the right Batman on the map for the right situation.

So what specialized uses could these Batman pieces have? Let’s check out the dials below:

DC HeroClix: World's Finest- Batman 003 Clix It Up

Batman #003 is the stealthy Batman.  He has the Batman Ally team ability (granting him Stealth) and the Improved Movement ability to ignore hindering terrain.  This Batman also has a speed power for his whole dial called Hiding Behind You, that lets him take a free action if he is in hindering terrain or if no opposing figure is able to draw line of fire to him and place him in a square of hindering within 6 squares and line of fire— a great way to move around the map unseen.  This Batman has 0 range, so he is meant to sneak around and get in close to make use of his Exploit Weakness.  His Willpower will keep him moving until he can find a good position.  Later in his dial, Combat Reflexes will help protect him once he is in close combat and his Smoke Cloud will allow him to place hindering terrain so he can use his Hiding Behind You trait to disappear back into the shadows.

DC HeroClix: World's Finest- Batman 004 Clix It Up

Batman #004 is the Batman that shows his physical prowess and mastery of all the martial arts.  This Batman ditches the Batman Ally team ability as he brings the battle up close and personal with a potent combination of Charge, a 12 attack, Combat Reflexes with a 17 defense and 3 base damage.  One click in, he gains Precision Strike and Close Combat Expert.  He finishes up with three clicks of Flurry, Precision Strike, and Toughness and an attack value that doesn’t drop below 10.  Early or late dial, this is the Batman who will knuckle his way through the opposing team.

DC HeroClix: World's Finest- Batman 018 Clix It Up

Next up we have Batman #018—the Batman figure that shows he is truly the world’s greatest detective.  The Batman Ally team ability appears again on this dial as Batman is secretly collecting clues, observing his opponent and preparing for the right time to strike.  Between his Study Your Enemies Well trait and his special damage power, this Batman can do some very unique things with Outwit and make an opening for himself and his allies.  With Study Your Enemies Well, you place a ‘Study’ token on his card when an opposing character hits with an attack within Batman’s line of fire.  Then, with I’ve Discovered What I Need To Know, he can use Outwit with a range of 8 and if you decide to remove a Study token from his card you can either counter a second power on the target OR that use of Outwit lasts until the next turn even if you lose the power.  This means that you could target someone with Outwit, spend a Study token, then use Shifting Focus to replace this Batman with another on your sideline as a free action and make an attack with the power you Outwitted still cancelled.  This Batman rounds out his dial with some Sidestep to get the best position for his Outwit special, Smoke Cloud, and Willpower transitioning to Plasticity, Super Senses, and regular Outwit.

DC HeroClix: World's Finest- Batman 034 Clix It Up

Finally, we have the range-combat oriented Batman with the rare Batman #034.  This Batman is equipped for a shoot-out with Running Shot, a 6 range with two targets, an Improved Movement ability that allows him to ignore elevated terrain and Energy Shield/Deflection to help defend against range attacks. He also starts with a special attack power Two Types of Batarangs that allows him use of both Energy Explosion and Incapacitate— giving this Batman the option to hit a cluster of foes at once or tie up larger threats with action tokens.  He finishes out his dial with Sidestep and Ranged Combat Expert.

So there you have it, four Batman figures that can operate as one!

Between the four options, Batman has access to 19 different standard PAC powers, ignoring hindering or elevated terrain, and two special powers granting special placement and outwitting advantages.

Also, with the spread of rarities; two commons, an uncommon, and a rare, it is very possible to have a few Shifting Focus options pulled in a sealed booster tournament event, like the upcoming DC HeroClix: World’s Finest Pre-Release Events.  Check the Wizkids Event System to find and register for a DC Comics HeroClix:World’s Finest Pre-Release tournament near you!

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest – DeSaad

Greetings HeroClix Fans!

Today’s preview article of the DC HeroClix: World’s Finest set features a character from Scott Porter’s latest unboxing video. It takes us to the searing fire pits of Apokolips, where we meet Darkseid’s head torturer and a character who hasn’t been seen since the very first DC HeroClix set, Hypertime.  Tread carefully around the treacherous DeSaad!

DC HeroClix: World’s Finest - DeSaad

DeSaad has the standard movement, attack, defense and damage symbols, and can shoot two targets up to seven squares away.  DeSaad can be added to your force for 75 points, which leaves you with plenty of room to add attackers and support characters.  DeSaad has a quartet of keywords (Apokolips, Deity, New Gods, and Scientist) available for you if you choose to include him on a themed team.  DeSaad also has a trait, Serve the Strongest Leader, which takes effect at the beginning of the game.  Serve the Strongest Leader makes the highest-point friendly character on the map not named DeSaad the Master.  When DeSaad’s Master damages one or more opposing characters and actions resolve, you may remove an action token from DeSaad.

The Master comes into play with one of DeSaad’s special powers, Cowering ServatorCowering Servator lets DeSaad use Toughness.  Additionally, when DeSaad is targeted by an attack and his Master is within seven squares, you may choose to replace DeSaad’s defense value with the printed defense value of his Master.  DeSaad’s other special power is called Innovative Sadist and allows him to use Outwit.  When he does, after actions resolve he can use Perplex targeting the same opposing character.

As we look at the rest of DeSaad’s dial, we see that he starts and ends his speed slot with Phasing/Teleport to easily get him in or out of a fight.  Sandwiched between those clicks of Phasing/Teleport is a short run of Stealth, so choose a map with hindering terrain to help keep lines of fire from being drawn to DeSaad.  Defensively, DeSaad has Cowering Servator on all but his last click, which features Regeneration to potentially heal you to better clicks.  In DeSaad’s attack slot, he starts with two clicks of Energy Explosion, a standard power which makes good use of his ability to target multiple opponents.  Those two clicks are followed by three clicks of Penetrating/Psychic Blast to help you get past damage-reducing powers.  Finally, DeSaad’s damage slot starts with two clicks of Innovative Sadist, followed by three clicks of standard Outwit.

Again, DeSaad shouldn’t be your force’s primary attacker but he can dish out a few clicks of damage when needed, thanks to Energy Explosion and Penetrating/Psychic Blast in his attack slot.  DeSaad’s main role on your force should be to disrupt opposing characters’ plans through the use of Innovative Sadist and Outwit.  If DeSaad does find himself the target of attacks, make sure to stay within 7 squares of his Master on order to borrow his printed defense value through Cowering Servator. DeSaad plays very well paired with some of his other denizens of Apokolips that were seen in the DC HeroClix: Superman/Wonder Woman set such as the Brimstone colossal, Steppenwolf and Brutaal.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: World’s Finest set! Keep a look out on the WizKids Facebook for more unboxing videos with Scott Porter.