DC HeroClix: Justice League - Trinity War Preview Prime Figures

DC HeroClix: Justice League Trinity War: John Constantine & Nick Necro!

Greetings HeroClix Fans!

We are getting close to the release date for the DC HeroClix: Justice League – Trinity War set coming early next month but that won’t slow us down in our previews for you! Today we have two magicians that used to train together now they fight each other John Constantine and Nick Necro.  Up first is the Hellblazer himself, John Constantine.


John Constantine is 90 points of snarky, rude, chain smoking, user of the magic arts. He has 5 clicks of life with a range of 4 and a single target. His keywords are Justice League Dark, and Mystical and he possesses the Mystics team ability.  He has one trait; We Operate From the Shadows, Alright? It says John Constantine can use Stealth. Adjacent friendly characters with the Justice League Dark keyword can use Stealth. You can definitely hide a few teammates with this trait.

The top of his dial starts with Telekinesis, Energy Shield/Deflection, and 2 special powers. His damage power is called I Make My Own Luck. It allows John Constantine to use Probability Control, but can use it twice each turn. Even if your opponent’s character ignores Stealth, you have a +2 defense from range, and if he does hit, you can potentially make them re-roll twice!

John Constantine’s movement special power Ultimate Con Man states once per turn, choose Outwit or Perplex and John Constantine can use that power until your next turn. When he uses the chosen power to target an opposing character, that character can’t use the chosen power until your next turn. This power can’t be countered. This can even work on a character whose powers can’t be countered. If you Outwit a combat ability, they couldn’t use Outwit. Their Outwit is not countered they just can’t use it. The same would happen with Perplex, use it to modify an opposing character that can use Perplex; they can’t use it until your next turn even if they get it from a trait.

John Constantine’s dial jumps around just like he does magically. John’s 2nd click loses Telekinesis and his I Make My Own Luck power and gets Exploit Weakness. He is a bit of a scrapper and this reflects that.  His 3 click he gains Phasing/Teleport and Psychic Blast because sometimes he has to work a spell to retreat or blast a demon. His damage never gets above a 2, but he isn’t meant to be a main attacker. He is a support piece there to make sure your primary attackers hit and hit hard.

Nick Necro

Nick Necro used to be friends with John Constantine but had a falling out years ago and it doesn’t look like they’ll kiss and make up anytime soon.

Nick Necro is a Prime and has a cost of 111 points. For that you get 5 clicks of life, an 8 range with a single target, and possesses Improved Targeting: ignores hindering terrain and characters for line of fire. He has the keyword Mystical and has the Mystics team ability.

His trait, I Thought We Were Friends, allows Nick Necro to use Stealth. At the beginning of the game, you may choose an opposing character and that character cannot target Nick Necro unless Nick Necro or that character is the only character on its force on the map. You can really play the thorn in the side of the opposing character you choose with this trait, but remember, some powers like Poison and Pulse Wave don’t target so have some caution.

Nick Necro’s top 3 clicks are nearly identical stat wise and are identical power wise. Phasing/Teleport, Penetrating/Psychic Blast, Mastermind, and the special damage power Taught You Everything I Know. It states Nick Necro can use Outwit. Give Nick Necro a power action and target a character within range and line of fire. That character can’t use combat or team abilities and its combat values can’t be greater that its printed values until your next turn. In a game with relics and resources that grant modifiers to combat values or powers that grant the same, this could be a popular way to counter those activities!

On click 4, his power set changes completely. His powers change to Sidestep, Precision Strike, Perplex, and the special defense power Mystical Artifacts Are Drawn to Me. It say’s when this click is revealed due to damage taken from an opposing character’s attack, if the attacking character has a relic or resource assigned to them, stop turning the dial. That opponent chooses one: deal the attacker 3 unavoidable damage; or heal Nick Necro of 1 damage and remove from the game up to one relic or resource attachment assigned to the attacker.  On his last click he has Regeneration that has the potential to allow him to heal back to his top click.

Thanks for joining us for another preview from the DC HeroClix: Justice League – Trinity War set.  Be sure to check back for our next preview, you won’t want to miss it!

DC HeroClix: Justice League - Trinity War Preview Prime Figures

DC HeroClix: Justice League Trinity War: Dr Light!

Greetings HeroClix Fans!

Our latest preview from the upcoming DC HeroClix: Justice League – Trinity War is an A.R.G.U.S. scientist and (reluctant) member of the government sanctioned Justice League of America.  We  are of course referring to Arthur Light, better known as Doctor Light!


Doctor Light’s metahuman powers are all centered around his ability to control light.  Offensively, this is represented by some opening clicks of Penetrating/Psychic Blast, which allows Doctor Light to bypass damage-reducing powers on any successfully hit targets.  Mid-dial, Doctor Light switches tactics as he becomes more involved in the fray (he is a scientist first and foremost after all) as he replaces Penetrating/Psychic Blast for the more explosive Pulse Wave, allowing Doctor Light to attack multiple foes simultaneously.

Doctor Light’s offensive capabilities are further enhanced thanks to a couple of clicks of Running Shot which parallel the occurrence of Pulse Wave on Doctor Light’s combat dial. This potent combination enables Doctor Light to maneuver into the best position available (thanks to Running Shot) and unleash his Pulse Wave against opposing figures within range.

Defensively, Doctor Light gains a bonus against ranged combat attacks targeting him thanks to Energy Shield/Deflection.  Mid- to late dial, Doctor Light’s new energy-based existence is represented by his ability to potentially recover from attacks courtesy of two clicks of Regeneration.

As we mentioned earlier, Doctor Light is a scientist and his keen understanding of metahuman energy-based abilities allows him to help his allies strike where they can do the most good.  This is represented by three clicks of Enhancement which will add one to the damage dealt by any friendly character’s ranged combat attack who happens to be adjacent to Doctor Light.  Late-dial, Doctor Light’s energy-based existence is represented by two clicks of Shape Change, potentially adding to his defensive capabilities (after all, if his opponent’s cannot target him, they cannot damage him!)

Doctor Light is not a powerhouse by any means, but he is a team player and will make a great back-up or tertiary attacker for any A.R.G.U.S., Justice League of America, or Scientist themed teams.  At 56 points, Doctor Light will be an easy addition to most team builds and strategies.


After being seemingly killed in battle by Superman during the Trinity War, Doctor Light was soon after found to still be alive, albeit changed dramatically into a fully energy-based metahuman! The Prime version of the character brings a host of offensive capabilities to the table.

The Prime Doctor Light begins play more aggressively than his flesh and blood counterpart; his combat dial opens with Running Shot and Penetrating/Psychic Blast!

Running Shot is enhanced by the Prime Doctor Light’s trait, Bouncing Around the World at Light Speed.  This trait allows Doctor Light’s player to roll a six-sided die at the beginning of their turn and replace Doctor Light’s speed value with the die result plus his printed speed value! Further adding to Doctor Light’s mobility is his Enhanced Mobility: Blocking Terrain combat ability; when Doctor Light decides to attack someone with Running Shot, his opponent’s will be hard-pressed to find a safe spot to hide!

Mid- to late-dial, Doctor Light exchanges Running Shot for Phasing/Teleport which further enhances his mobility by allowing him to bypass virtually every obstacle in his path.  Doctor Light also picks up a couple of clicks of Ranged Combat Expert as well as Pulse Wave; two fantastic and potent ranged combat options depending on whatever the situation at the moment calls for.

Initially, Doctor Light receives some potential protection from being targeted and attacked thanks to the combination of Shape Change and Super Senses.  Mid-dial, Doctor Light gains the use of Invincibility which halves half of the damage dealt to him from attacks! Late-dial, Doctor Light’s defense-based special power, Reforming Myself, grants Doctor Light Energy Shield/Deflection and, if Doctor Light is given a move action during your turn, he can also use Regeneration to get him back to earlier clicks in his combat dial.

The Prime Doctor Light is a potent addition to any lineup – his array of offensive capabilities and consistent combat values makes him an easy choice for inclusion on any A.R.G.U.S., Justice League of America, or Scientist themed teams (just like his common counterpart in fact).  The Prime Doctor Light is more expensive at 108 points, but still leaves enough room in a standard 300-point team build to include a host of options regardless of one’s HeroClix strategy.

We hope you’ve enjoyed this sneak-peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we share more exciting characters in the days and weeks to come!

Marvel HeroClix: The Invincible Iron Man Preview Prime Figures

Marvel HeroClix The Invincible Iron Man: King Hyperion and Hyperion!

Greetings HeroClix fans!

We are pleased to bring you another preview from our next Marvel HeroClix release, Invincible Iron Man!  Today we take a look at madman who vanquished all of Earth’s heroes and ruled over humanity as its God-Emperor.  Bow in submission before King Hyperion!


According to the files of Stark Industries, King Hyperion (#041a) hails from Earth-4023 and its inhabitants despised him so much that they foolishly launched a nuclear attack on the planet in an effort to rid themselves of their God-Emperor.  The assault instead killed everyone on Earth but King Hyperion.

King Hyperion comes into play at 266 points and has a range of eight squares and two targets.  King Hyperion begins his dial with two clicks of Hypersonic Speed, Super Strength and ImperviousKing Hyperion also has the Indomitable combat ability and the wing speed symbol, which respectively let him use Willpower and the Carry and Flight abilities.

On his second click, King Hyperion gains a long run of a special power in his damage slot called Genocidal Rage, which allows you to give him a power action to make a close or ranged combat attack targeting a single friendly character with a point value of 15 or more.  If King Hyperion KO’s that character with this attack, after actions resolve heal him of 1 damage, remove all action tokens from him, and modify his combat values by +1 until your next turn.  King Hyperion may immediately be given an action as a free action that may be used to active Genocidal Rage again.

The Marvel HeroClix:  Fear Itself – Blitzkrieg U.S.A. scenario pack offers several 15-point Warbot bystanders and horde tokens to sacrifice for King Hyperion’s Genocidal Rage.  Additionally, the Marvel HeroClix:  Thor – The Dark World mini game includes several Dark Elf and Einherjar horde tokens.

Once King Hyperion is off his top two clicks, his power set changes:  Hypersonic Speed is replaced by a long run of Running ShotImpervious remains for a click before making way for Invulnerability.  And Super Strength disappears in favor of three clicks each of Penetrating/Psychic Blast and Pulse Wave.  On King Hyperion’s last click of Running Shot and Pulse Wave, he loses Genocidal Rage and gains Probability Control for two clicks.

Super Strength and Hypersonic Speed return on King Hyperion’s last two clicks.  However, Toughness replaces Invulnerability in the defense slot.

From a more familiar version of Earth we have a Prime version of King Hyperion with a more heroic side.  Hyperion (#041b) can be played at 275 and 200 points.  Regardless of his point level, Hyperion has the Power Cosmic team ability and a range of 8 squares.


Hyperion begins his dial with a click of Hypersonic Speed, a short run of Super Strength, and a slightly longer run of ImperviousHyperion also starts with a click of Leadership in his damage slot.  A three-click run of Charge replaces Hypersonic Speed on Hyperion’s dial while the run of Super Strength is replaced by a click of Precision Strike.

Hyperion’s fifth click is also his 200-point starting line.  Here, the last Eternal uses Invulnerability as his defensive power of choice for the remainder of his dial.  Hyperion also continues using Precision Strike for two more clicks before switching to two clicks of Precision Strike.  In Hyperion’s speed slot, we see the return of Hypersonic Speed for two clicks.  That power is then replaced by two clicks of Running ShotHyperion’s last three clicks feature Phasing/Teleport.

Starting with Hyperion’s sixth click, he gains a special power in his damage slot for the remainder of his dial called Super Hearing and X-Ray Vision.  This power lets Hyperion use Improved Targeting if he targets a character with an action token.  This use of Improved Targeting lets him ignore hindering terrain, elevated terrain, and characters.  He also ignores and destroys blocking terrain when he draws line of fire.

Both King Hyperion and Hyperion make up a sizable chunk of a force in lower-point matches.  In larger-point games, however, either character is a solid choice as a primary attacker.

Thanks for reading.  Please join next time as we uncover more secrets in our next Marvel HeroClix: The Invincible Iron Man preview.  Until then, Force Blast for the win!

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

DC HeroClix Superman and the Legion of Super-Heroes: The Riddler and Edward Nigma!

Greetings HeroClix Fans!

What is green and black and is eager to match wits with the heroes of DC HeroClix: Superman and the Legion of Super-Heroes? If you answered that most perplexing of puzzlers, The Riddler, you would be correct!


Ever-ready to engage Gotham’s defenders in a battle of wits, The Riddler possesses a trait entitled Riddle Me This, Batman! which allows him to use Perplex regardless of range or line of fire, with the caveat that he can only target opposing characters.

The Riddler also begins play in the safety of the shadows thanks to Stealth, while Smoke Cloud helps ensure that he always has somewhere to hide or to trip up his foes (thanks to the hindering terrain).  An initial click of Shape Change also aids this master of misdirection avoid unwanted fisticuffs.  And if his enemies somehow see through his clever disguises, Super Senses grants The Riddler yet another opportunity ti slip from their grasp!

Mid- to late-dial The Riddler changes tactics slightly as he makes his getaway courtesy of Leap/Climb all the while making things difficult for his opponents thanks to Outwit.  Lastly, Willpower allows The Riddler to act two turns in a row without fear of pushing damage.

At only 55 points, The Riddler leaves plenty of room for heavier hitters on your HeroClix force, which suits The Riddler just fine.  Preferring to plot  from behind the scenes, The Riddler is the perfect support piece for his lackeys- er, fellow teammates.  The Arkham Asylum, Detective, and Legion of Doom keywords allow for easy them team building as well, and in Golden Age games, try adding the Brilliant Tactician feat to The Riddler’s bag of tricks for an extra helping of hinderance to his foes!


Having turned over a new leaf, The Riddler now operates openly as a Detective-for-hire under the nom de guerre, Edward Nigma.  However, the Prime Edward Nigma hasn’t lost a step since his more nefarious days of derring-do, and has even picked up a few new tricks with which to confound his opponents!

The first thing we notice is that Edward Nigma possesses an interesting trait called Photographic Memory.  Photographic Memory allows Nigma to ignore hindering terrain when drawing lines of fire provided his target has not moved since the previous turn.  This combines particularly well with Nigma’s Probability Control (found on his early dial) as well as his Hidden Clues special power, which enables him to use both Shape Change and Mind Control.  However, whenever Edward Nigma uses Mind Control, hit characters are given up to two action tokens!

Now, while these tokens will not result in pushing damage (per the special power), the potential to not only manipulate opposing figures for your own ends as well as render them unusable during your opponent’s turns is just too delicious.  And if that weren’t enough, Barrier allows Edward Nigma to shift terrain around to further stymy and confuse his foes!

Mid-dial, Edward Nigma gets physical as his ego gets the better of him.  Battle Fury renders him immune to Mind Control and Incapacitate and allows him to ignore Shape Change when attacking.  Nigma maneuvers into battle courtesy of Charge while a hidden blade in his trademarked cane grants the use of Blades/Claws/Fangs.  Lastly, Toughness affords Nigma some protection from damage as he wades into the melee.

Late-dial Edward Nigma regains his composure as well as an appreciation for subtlety: Leap/Climb allows Nigma to position himself at the best possible vantage point on the battlefield to take advantage of his I Know Your Secret Mr. Wayne special power.  This special power denies opposing figures within line of fire the use of Shape Change as well as the Alter Ego and Morph special powers/abilities! Nigma also possesses Perplex at this point in his combat dial for more late-game shenanigans as well!

At only 69 points, Edward Nigma is a capable Prime thanks to his power selection, the Indomitable combat ability, and the Calculator team ability! Like his alter ego, The Riddler, Nigma possesses the Arkham Asylum, Detective, and Legion of Doom keywords for theme team building.

We hope you’ve enjoyed this latest round of previews from the upcoming Superman and the Legion of Super-Heroes.  Speaking of, it’s about time some Legionnaires made an appearance! Stay tuned for next time when we check in with an essential trio of super-heroes from the 31st Century!

Marvel HeroClix: The Invincible Iron Man Preview Prime Figures

Marvel HeroClix The Invincible Iron Man: Sasquatch and Sasquatch!

Greetings HeroClix Fans!

Welcome to the files of Stark Industries as we begin to look at figures from the upcoming Marvel HeroClix: The Invincible Iron Man set. Today we look at Sasquatch. These Canadian super heroes are both members of Alpha Flight and are highly intelligent scientists, however one is also from an alternate dimension.


First up let us look at the original Sasquatch, Walter Langkowski. His 7 click dial starts with his human side and is able to use Energy Shield/Deflection and Outwit.

On click 2 the beast comes out and is able to use Flurry, Super Strength and Invulnerability. On click 3 Sasquatch can still use Super Strength but can now pair it with Charge. He keeps Toughness and Outwit for the next two clicks and switches from green to red with the ability to use Flurry and Blades/Claws/Fangs.

On his next click Sasquatch can use Charge with Blades/Claws/Fangs as his attack value spikes up to an 11. His defense re-gains Invulnerability, which will allow him to reduce damage dealt by -2. Keeping his move and attack powers on click 6 he now has Toughness and Outwit. On Sasquatch’s final click he can now use Leap/Climb and Regeneration.

Sasquatch is a beastly 95 points and has the Alpha Flight, Animal, Deity, and Scientist keywords.


In an alternate universe Heather Hudson made a deal with Tanaraq and gained the power to become Sasquatch. As the Uncommon Prime of the set Sasquatch has a trait called Arrive in Your Reality, this will allow Sasquatch to use Hypersonic Speed once per game.

Having two point values Sasquatch can be played at her experience level for 119 points, having 2 clicks of Charge and Super Strength. On click one she has Invulnerability and Outwit but on click two Sasquatch has Toughness and a special power called View from the Panoptichron. This will allow Sasquatch to use Probability Control, however when she uses it during your turn she may target a character anywhere on the map.

Her rookie dial starts with Invulnerability and 3 clicks of Sidestep and Blades/Claws/Fangs, all for only 99 points. On clicks 1 and 3 Sasquatch has her special power View from the Panoptichron, while clicks 2 and 3 have Toughness.

On her last 3 clicks Sasquatch has a 12 movement with Phasing/Teleport, Regeneration and Outwit.

Sasquatch has the X-Men team ability and Alpha Flight, Exiles and Scientist are her keywords.

Both versions of Sasquatch are eligible for the Alpha Flight Alternate Team Ability (ATA) at a cost of 4 points per character it is assigned to. This will allow a character with the Alpha Flight keyword when using this team ability to choose any team ability or opposing character. Each friendly character using this team ability modifies its attack value by +1 when attacking the chosen character or a character possessing the chosen team ability. This may be used once during each game.

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

DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Beast Boy!

Greetings HeroClix Fans!

Welcome back as we continue our previews from the upcoming DC HeroClix: Teen Titans set.   Today we take a look at a couple of figures who possess a mechanic first introduced way back in the DC HeroClix: DC 75th Anniversary set, and then later revisited in the recent DC HeroClix: Batman release.   We are of course talking about none other than Garfield Logan, Beast Boy!


Beast Boy #021 represents Garfield Logan shape shifted into a tiger, and he begins play stalking his prey with Charge.  Once in position, Beast Boy tears into his foes with his pointy claws and teeth using a run of Blades/Claws/Fangs, while his thick hide on the front half of his dial to reduce damage with Toughness. On his second click, Beast Boy gains a special power called Pounce From Above, which allows Beast Boy to use Leap/Climb.  Additionally, when given a move action, after it resolves, Beast Boy may be given a close combat action if he ended his move on a lower level than he started.

On the back half of his dial, Pounce From Above is replaced as Beast Boy lays into opposing figures paw after paw with Flurry.  Or, for a more resilient foe, Beast Boy will go for the throat using Exploit Weakness to ignore damage reducers.  As Beast Boy will most likely be adjacent to opposing figures to use his close combat powers, he will use his catlike reflexes to be harder to hit with Combat Reflexes.

As do all versions of Beast Boy, he has the Animal keyword to allow a theme team option.  Also, Beast Boy #021 costs 60 points.  This version of Beast Boy makes a solid close combat figure, when that is required.   When a different tactic is needed, he can use his trait, detailed below, to swap out for a different Beast Boy.   (An article highlighting alternate versions of Beast Boy from previous HeroClix releases can be found here.)

“Morph: Beast Boy. Give Beast Boy a move action that deals no pushing damage. After the action resolves, replace him with any character with this trait on the same click number.”

What good would a Beast Boy with the Morph mechanic be without another version of him in the set?  So to Morph into, we have a Prime figure, Beast Boy #005b!


This version of Beast Boy is Garfield Logan disguised as a Gordanian, an alien race of reptilian slavers.   As well as his Morph trait, Beast Boy possesses a second trait called Back to Something Natural! that says that when he uses the Morph trait you can select one of his combat values and modify it by+1 on the replacement figure until he uses his Morph trait again.

This Beast Boy possesses a special power on more than half of his dial called Infiltration, which allows him to use the Carry ability but only to carry figures with the Teen Titans keyword.  Also, unless a friendly character has taken damage from an attack this turn, lines of fire are blocked to him.  At the end of his dial, this special power will be replaced with Leap/Climb, to allow Beast Boy move about with ease.

Also on the back of his dial, Beast Boy has some solid damage potential with Blades/Claws/Fangs.  Toughness will also provide damage reduction for the entire length of his dial.  Beast Boy #005b also costs 60 points, and has the Animal keyword, as well as Cosmic, to represent his alien form.

As you may have seen in a previous article, Changeling #038 will also have the Morph: Beast Boy trait; giving him a third option to use him with in sealed events, as well as in Teen Titans only games.

Lastly, when it came time to make a version from DC Comics’ The Ravagers, we get a very different take on Beast Boy.


Beast Boy #019 is based on the New 52 version of the character and he possesses a trait called In the Blood which allows him to use Shape Change, and during your turn, Probability Control.   All of Beast Boy’s powers are representations of favorite animal forms he likes to use.  He uses his wolf form to take the fight to an opposing figure with Charge.  On the way, Beast Boy can use his gorilla granted Super Strength to grab an object to deal more damage to an opposing figure.  Using his rhino skin will give him a decent run of damage reduction with Toughness.  And his eagle talons will allow him to do damage to adjacent foe he hits with Exploit Weakness.

A click into his dial, Beast Boy gives up Super Strength for a special power called Octopus, which allows him to be given a double power action to make four close combat attacks as free actions.  Another click in and Beast Boy gives up Charge for monkey agility in the form of Leap/Climb for the rest of his dial.   Also on this click, Beast Boy gets another special power called Animal of Any Size, allowing you to choose a combat ability to use until your next turn from Flyer, Swimmer, Tiny or Giant.  On this last couple of clicks, Beast Boy gets the ability to try and avoid attacks altogether with his radar of a bat, represented by Super Senses.  A click of Poison represents the venomous bite of a cobra, and a closing click of Quake shows his mighty stomp while in the form of an elephant.

This version of Beast Boy possesses the Animal, and Ravagers keywords.  Clocking in at 77 points, Beast Boy will be solid secondary attacker for your force.

That is all we have for today.  Be sure to come back Friday as we continue exploring the upcoming DC HeroClix: Teen Titans set.


DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Ravager!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we take a look at Deathstroke’s  son, Grant Wilson (aka Ravager)!  Ravager is the rare Prime  in this set and has just one keyword that says it all: Assassin.


Ravager is going to “Take the Job in Secret” allowing him to use Improved Movement giving him the ability to ignore hindering terrain for movement purposes. Ravager also possesses a trait called “I Can Earn Their Trust”. The trait simply states that Ravager and adjacent friendly characters can’t be placed by the game effects of opposing characters.

Ravager starts out with a speed value of 9 and Charge, which gives him a five-square swing in which he can use Blades/Claws/Fangs and Exploit Weakness to prove to all opponents that he is an efficient swordsman!  Ravager’s body armor is shown by way of Toughness and an 18 defense.

On clicks 3 and 4, Ravager picks up some Flurry to go along with his Blades/Claws/Fangs and show that he is merciless with his onslaught of attacks.  Ravager’s defense is replaced with a special power called I Am My Father’s Son, which allows him the use of Combat Reflexes and Super Senses.

On Ravager’s last three clicks, Flurry is replaced with Leap/Climb to show us just how well trained he truly is.  On his damage clicks he gains Close Combat Expert, which modifies his damage by +2 when he targets a single opposing character with a close combat attack.  On Ravager’s last two clicks he regains Toughness on defense.

For a mere 95 points, this guy is a close-combat nightmare.   Ravager’s aggressive powerset includes Charge, Blades/Claws/Fangs, Exploit Weakness, Combat Reflexes, and Close Combat Expert.  On top of all that, Ravager has a range of 4 squares in case he can’t get adjacent to an opposing character.

Thanks for reading!  Be sure to come back next time as we continue looking at figures from the upcoming DC HeroClix: Teen Titans set.  Until then, Shape Change for the Win!

DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Lil’ Lobo and Slobo!

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: Teen Titans preview is quite the handful as an adult.  Now imagine if the intergalactic bounty hunter Lobo was in high school!  We’re pleased to present Li’l Lobo and his Prime counterpart, Slo-bo!  First up, let’s look at rapacious Li’l Lobo!


Li’l Lobo comes into play at 102 points and has a range of two squares.  He begins his speed slot with two clicks of Charge.  Defensively, he starts with two clicks of Toughness to soak up some damage.  Li’l Lobo also has the Indomitable combat ability, allowing him to use Willpower and, as a result, ignore pushing damage.  In his damage slot, Li’l Lobo starts with Exploit Weakness to show that’s he’s just as mean as the original Main Man.  Starting on his second click, Li’l Lobo picks up Blades/Claws/Fangs, which overlap with a second click of Exploit Weakness.

As we reach Li’l Lobo’s middle clicks, Flurry replaces Charge so he can keep hitting his opponents.  Blades/Claws/Fangs and Toughness stick around but he now gains Battle Fury for two clicks.  Toughness is then replaced by a short run of Invulnerability as shrugs off even more damage.  Leap/Climb occupies the last two clicks of Li’l Lobo’s speed slot as his wiry build allows him to be mobile.  In his damage slot he drops Battle Fury and gains Close Combat Expert to land some heavy hits.

Li’l Lobo can take as well as he can give, thanks to a trait called Unfraggin’ Stoppable!, which represents the Last Son of Czarnia’s powerful healing ability.  Unfraggin’ Stoppable! reads, “At the beginning of your turn, you may heal Li’l Lobo 1 damage if he is adjacent to an opposing character.”

At 102 points and with an aggressive power set, Li’l Lobo leaves plenty of room for supporting figures or other hard hitters.  He has only one keyword for theme-team building (Young Justice) but would make a viable choice for many forces.

Like Li’l Lobo, the smaller and weaker clone Slo-bo has only the Young Justice keyword for theme-team building but comes with a point cost of 65 points.  Let’s take a better look at Slo-bo!


Slo-bo hits the battlefield with an Improved Movement ability called Not Really a Fighter, which allows him to ignore characters whenever he moves.  Slo-bo begins his dial with two clicks of a special power called Hiding and Stowing, which allows him to use Stealth and Leap/Climb.  That’s followed by two clicks of Stealth as Slo-bo chooses to hide instead of fight.  What happens when he can’t hide?  Leap/Climb occupies Slo-bo’s last two clicks as he chooses to run away instead of fight.  When it comes to fighting, Slo-bo has no powers in his attack slot except for two mid-dial clicks of Quake.

Defensively, Slo-bo has the Indomitable combat ability and starts with two clicks of Toughness as he shows he’s still a Czarnian.  In his damage slot he has Perplex to represent his role on Young Justice as the team’s engineer.  He then switches to Combat Reflexes to show off his fancy footwork and drops Perplex in favor of Enhancement.

Perplex returns on Slo-bo’s last click, which also brings a special power in the defense slot called Sacrifice.  This special power reads, “When this click is revealed, stop turning the dial.  If another character with the Young Justice keyword would be KO’d, instead you may KO Slo-bo and turn that character’s dial to their last click.”

Slo-bo makes a solid addition to any team with his opening combination of Stealth (via his Hiding and Stowing, special power) and PerplexEnhancement makes him a team player as well by allowing him to boost the damage of adjacent friendly characters’ ranged attacks.

Thanks for reading!  Please join us next week when we take a look at a team of villains formed by Slade Wilson.  Until then, may your lines of fire always be clear!

DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Blackfire!

Greetings HeroClix Fans!

As a special treat we have a bonus DC HeroClix: Teen Titans preview today!  In today’s bonus preview, we will be showcasing Starfire’s sister, Princess Komand’r (aka Blackfire)!  Starfire was given all of her sister’s birthrights after a terrible tragedy occurred on their home planet of Tamaran; thus, Blackfire has become a persistent adversary of the Teen Titans and has the anger and power to challenge the team collectively.


As a result of an illness, Blackfire is the only Tamaranean who can’t fly.  To make up for this she has an Improved Movement ability called I Should Be Queen!, which allows her to ignore characters while moving.  To show her utter hated for her sister and her sister’s allies, Blackfire has a trait called The Hated Sister.  This trait modifies Blackfire’s attack value by +2 when she targets a character with the Teen Titans keyword.

Blackfire has a range of eight squares and can target two characters with her ranged attacks.  She opens with 10-movement Running Shot (Enraged Entitlement) and an 11-attack Penetrating/Psychic Blast (Focused Blasts), which would make any hero think twice before getting into her 13-square swing.  Oh, did we mention that she also has the Sharpshooter combat ability?

For the rest of Blackfire’s opening click we get some Invulnerability (I Am Your Superior) which she keeps for her top two clicks, along with some Leadership (Listen To Me…).  Blackfire also has the Indomitable combat ability, which allows her to ignore pushing damage by using Willpower.

On Blackfire’s second click we get a special attack power in her speed slot called Intense Starbolts.  When an opposing character takes damage from Blackfire’s ranged combat attack, that character can’t use the Carry or Flight abilities until the beginning of your next turn.  It should be fairly easy to keep Blackfire’s opponents down on her level since Intense Starbolts overlaps with Penetrating/Psychic Blast, Energy Explosion (Destructive Firebolts), Ranged Combat Expert (… Or I’ll Destroy You!), and some Pulse Wave (The Psions Made Me More).

Mid-dial, Blackfire’s Invulnerability is replaced by Toughness (Don’t Bother Fighting Back).

Blackfire’s last two clicks bring back Running Shot which now overlaps with Pulse Wave, and her defense is cover with Energy Shield/Deflection, helping her against ranged combat attacks.

Blackfire is an aggressive character and this dial shows it.  She brings the fight with a base damage value that never falls below 3, making her worth her price tag of 146 points.  Blackfire is the super rare Prime character for the DC HeroClix: Teen Titans set and has the Cosmic, Ruler and Warrior as her keywords, making it easy to find others she can lead into battle.

Thanks for reading!  Join us for our next DC HeroClix: Teen Titans preview as we visit with a hero from Soviet Russia who briefly went by the name of Starfire!  Until then, keep your Clix off their K.O.’s!

Marvel HeroClix: The Amazing Spider-Man Preview Prime Figures

Marvel HeroClix Amazing Spider-Man: Two Faces of the Hobgoblin!

Greetings HeroClix Fans!

We celebrate the release of Marvel HeroClix: Amazing Spider-Man by looking at two men who have clashed with everyone’s favorite Wall-Crawler (and one another) while dressed as the Hobgoblin!  To start out, let’s take a look at Roderick Kingsley, the first man to wear Hobgoblin’s fashionable orange-and-blue threads!


This version of Hobgoblin (#041a) comes in at 150 points and begins play with a trait called I’m a Criminal Mastermind, not a Lunatic, which allows him to use Leadership and Mastermind and spells out the difference (at least in Kingsley’s mind) between him and Norman Osborn (aka the Green Goblin)!

Hobgoblin hits the battlefield with a range of six and he starts his dial with Running Shot in his speed slot.  Once Hobgoblin is off his top click, Running Shot makes way for a special power called Frame You as the Hobgoblin, which lets him use Mind Control.  When he’s adjacent to an opposing character, he can use Shape ChangeFrame You as the Hobgoblin sticks around for three clicks before Running Shot makes a reappearance.  Stealth occupies the last two clicks of Hobgoblin’s speed slot.

In the first two clicks of his attack slot, Hobgoblin picks up a special power called Randomized Finger Blasts that represent another “improvement” Kingsley’s costume has over the Green Goblin.  With Randomized Finger Blasts, Hobgoblin has 3 [Bolts] and when he makes a ranged combat attack, his targets can’t use Super Senses.  If he targets more than one character with an attack, modify his attack value by -1.  Randomized Finger Blasts makes way for two clicks of Penetrating/Psychic Blast before returning for two more clicks.  Hobgoblin ends his dial with a click of Penetrating/Psychic Blast.

Defensively, #041a Hobgoblin starts with a click of Invulnerability as his bulletproof chainmail soaks up damage.  That’s followed by a run of Toughness as Hobgoblin’s improved costume protects him better than Osborn’s garish green suit ever could!  Two clicks of Willpower cap off Hobgoblin’s dial as he bides his time for the next phase of his plan.  Outwit starts out Hobgoblin’s damage slot as he shows that he’s smarter than Osborn ever was, and makes an encore toward the end of his dial.

This version of Hobgoblin makes a great choice against characters that rely on Super Senses, thank to the Randomized Finger Blasts special power.  Traited Leadership and Mastermind mean he won’t have to worry about Outwit countering either power.  Hobgoblin is a viable choice as well for forces that are built around the Celebrity, Maggia and Scientist keywords.

While Kingsley is arguably the most well-known Hobgoblin, he’s certainly not the only man to wear the suit.  The latest man to take up the name Hobgoblin is Phil Urich, nephew of Daily Bugle investigative reporter Ben Urich.  Both versions of Hobgoblin were last spotted working together to take out our friendly neighborhood Spider-Man.  For now, let’s take a look at Phil Urich’s version of Hobgoblin (#041b)!


The first thing you’ll notice about this Hobgoblin is he’s a Prime character, so only one may be included on your force.  The Prime Hobgoblin comes in at 94 points and can target two characters six squares away with his ranged attacks.  Defensively, Hobgoblin has Toughness on each of his six clicks.

As the Kingpin’s operative, #041b Hobgoblin begins his dial with three clicks of Running Shot.  In his attack slot, Hobgoblin picks up a special power called Sonic Scream, which lets him use Pulse Wave.  When he uses Pulse Wave and has no action tokens, each hit character also receives an action token.  At one time, Urich fought on the side of good as a version of the Green Goblin and was even a member of a superhero self-help group called the Loners.  To show Urich’s transformation from heroic Green Goblin to villainous Hobgoblin, he starts the damage portion of his dial with three clicks of Shape Change.

Unlike Kingsley, Urich’s Hobgoblin doesn’t rely upon a glider for transportation so Charge appears on the back half of his dial.  This Hobgoblin also carries around a big flaming sword, which is represented on his dial as Blades/Claws/Fangs.  Finally, Urich’s “Lunatic Laugh” is represented as a special power of the same name in his damage slot.  Lunatic Laugh lets #041b Hobgoblin use Incapacitate.  When he does and hits an adjacent character, after actions resolve, he may be given a close combat action as a free action.

The Prime Hobgoblin’s low point value leaves plenty of room for other teammates, particularly those that use the Loners, Reporter and The Hand keywords.  For seven points, The Hand Additional Team Ability will block lines of fire to Hobgoblin if he’s adjacent to a wall or blocking terrain.

Thanks for reading!  Please join us again as we uncover more secrets from upcoming HeroClix releases.  Until then, keep your clix off their KOs!