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Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Master Kyonshee and Fiber Jar!

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Greetings HeroClix Fans!

Welcome back as we bring you another preview for the upcoming Yu-Gi-Oh! HeroClix: Series Two set!   Today we bring you a couple of characters.  First up is Master Kyonshee!

 master-kyonshee

Master Kyonshee begins the game in shadows as he hides in hindering terrain with Stealth. He will do at least one damage to a target, as well as ignore their Super Senses with Precision Strike.  He may also modify his attack and damage by +1 each, or either by +2 with Close Combat Expert.  Making Master Kyonshee harder to hit as he should be in close combat is Combat Reflexes.

On the back half of his dial, Master Kyonshee tries to heal with successful close combat attacks using Steal Energy. He also tries to evade attacks with Super Senses.  

At 45 points, Master Kyonshee is a solid little close combat figure.  He may be played on theme teams using the “Vivian Wong”, Earth, and Martial Artist keywords.

Next up is Fiber Jar!

 fiber-jar

Fiber Jar can get to where ever he will be most helpful to your force with the Flyer combat ability as well as a full dial of Phasing/ Teleport.  Once in place, a couple clicks of Perplex will let him modify a combat ability of any figure with in line of sight and 6 squares by plus or minus 1.  On his last two clicks, Fiber Jar has Shape Change to help him avoid attacks.  And adding to his safety from range combat attacks is a full dial of Energy Shield Deflection.

Fiber Jar also has a trait called Restart, that says when he is KO’d, all characters are healed 1 click of damage.    At 30 points, Fiber Jar is an cheap, mobile taxi with a strong support power and a unique trait.   He can be played on theme teams with other figures using the “Joey Wheeler”, and Earth keywords.

That is all we have for today. Be sure to check back as we bring you more exiting previews from the upcoming Yu-Gi-Oh! HeroClix: Series Two set!

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Preview Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Dark Magician Girl!

yugioh_logo sml

 

Greetings HeroClix Fans!

Prepare to duel again as we bring you another preview from the Yu-Gi-Oh! HeroClix: Series Two set. Today we take a look at the Dark Magician’s number one student, Dark Magician Girl!

dark-magician-girl

Dark Magician Girl comes in at 140 points, which leaves some room for support characters in lower-point matches. For team-building purposes, Dark Magician Girl has the “Yugi Moto,” Dark and Mystical keywords to help you focus your theme. Dark Magician Girl also has a range of seven squares and her power set reflects her role as a ranged attacker.

However, Dark Magician Girl’s usefulness isn’t just limited to ranged attacks. Dark Magician Girl begins play with a trait called Arcane Alliance, which allows you to choose and use up to two standard powers from a friendly character within 8 squares. To use Arcane Alliance, you’ll have to give Dark Magician Girl a free action and the chosen friendly character also must have the Mystical keyword. Dark Magician Girl can use the chosen powers until your next turn. If you find that you’re facing an opposing force that relies heavily on ranged attacks but is weak against close combat fighting, then hopefully your force contains teammates that have powers for Dark Magician Girl to select like Charge, Quake, Blades/Claws/Fangs or Close Combat Expert.

As we move to Dark Magician Girl’s dial, her first two clicks feature the same mix of standard powers: Sidestep to help her cut the distance between her and opposing characters. Penetrating/Psychic Blast to punch through damage reducing powers. Invulnerability to absorb some damage dealt to her. Finally, Probability Control to force your opponents to reroll their dice (or reroll your own). Sidestep and Penetrating/Psychic Blast also appear on Dark Magician Girl’s next two clicks, with Invincible and Outwit respectively replacing Invulnerability and Probability Control.

Dark Magician Girl’s last three clicks feature Pulse Wave with attack values of 9, Perplex to modify combat values, and Energy Shield/Deflection to make it harder to land ranged attacks against her.

In smaller-point matches, Dark Magician Girl is a solid ranged attacker who won’t have to worry much about getting past damage-reducing powers on any of her clicks. Additionally, Dark Magician Girl’s Arcane Alliance adds an extra layer of versatility by allowing her to use up to two of the standard powers from friendly characters who meet the trait’s conditions.

Thanks for reading! Join us next week as we preview another character from the Yu-Gi-Oh! HeroClix: Series Two set, and please come back later this week for more sneak peeks from other upcoming HeroClix releases! Until then, keep your dueling hand strong!

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Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: 4-Starred Ladybug of Doom and Cobraman Sakuzy!

Yu-Gi-Ohs

Greetings HeroClix Fans!

It’s game time as we look into the Yu-Gi-Oh! HeroClix: Series Two set. Today we bring you 2 from the animal kingdom, a ladybug and a cobra. Time to Duel!

4starred-ladybug-of-doom

The 4-Starred Ladybug of Doom has a trait called Wrath of the Ladybug. This will allow The 4-Starred Ladybug of Doom to modify her attack and damage values by +1 when targeting a character of 100 points or less with an attack.

At 40 points and 4 clicks of life The 4-Starred Ladybug of Doom is not to be taken lightly. Super Senses and Shape Change make for a formidable defensive combination. Your opponent first has to see if The 4-Starred Ladybug of Doom can even be targeted with an attack and then even if they can and make a successful attack role, she may just evade it all together.

When she is attacking The 4-Starred Ladybug of Doom will be able to use Charge for her first 3 clicks. Picking out the right opponent to target is where she will be able to take full advantage of her trait.

The 4-Starred Ladybug of Doom is a Flier who will be able to use the Carry and Flight abilities. Her keywords are “Yugi Muto”, Animal, and Wind.

When The 4-Starred Ladybug of Doom uses the Carry ability she would modify her movement by 2 and could carry an ally like Cobraman Sakuzy into battle.

cobraman-sakuzy

Cobraman Sakuzy does possess the standard foot symbol for movement but even after being carried could still use Sidestep as a free action.

On Cobraman Sakuzy top 3 clicks he has a special power called Venomous Spit. First Cobraman Sakuzy is given a ranged combat action that deals no damage and has a range value of 4. Hit characters place a Venom token on their card. At the beginning of your turn, opposing characters with any Venom tokens are each dealt 1 penetrating damage if they haven’t already been dealt damage by this effect this turn. A character with a Venom token may be given a power action to remove all Venom tokens from that character’s card.

On clicks 2 – 4 Cobraman Sakuzy can use Close Combat Expert, allowing Cobraman Sakuzy to be given a power action and then modify attack and/or damage value during that close combat attack. Mid dial Cobraman Sakuzy goes from Sidestep to Change and can also use Poison. Cobraman Sakuzy has 6 clicks of life with Toughness on every click.

Cobraman Sakuzy has the “Bakura”, Animal, Earth, and Soldier keywords and can be fielded at a cost of just 75 points.

If played on a themed team either character above would have access to the Addition Team Ability or ATA called Animal if you pay the 4 point cost. This team ability would allow you to roll a d6 at the beginning of their turn. On a result of a 5 or 6 all friendly characters using this team ability ignore Shape Change and Stealth this turn.

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming Yu-Gi-Oh! HeroClix: Series Two set. Until then, always be ready to DUEL!!

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Preview Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Magician of Black Chaos!

Yu-Gi-Ohs

Greetings HeroClix fans!

Prepare to duel again as we bring you another preview from the Yu-Gi-Oh! HeroClix: Series Two set. Today we take a look at a character in the set that has more than a trick or two up its magical sleeves. Please welcome the Magician of Black Chaos!

Magician of Black Chaos comes into play at 180 points, has a range of 8 squares, and hits the battlefield with an ability that may be familiar to Yu-Gi-Oh! fans but makes its debut in HeroClix. We’re talking about the Ritual ability!

The text of the Magician of Black ChaosRitual ability reads: “When Magician of Black Chaos is on your sideline and at least 90 points of friendly characters have been KO’d, you may give any friendly character with the “Yugi Muto” or Dark keyword a free action. When you do, KO that character and place Magician of Black Chaos on its starting click in a square that character occupied. A player may only use the Ritual ability once per game.

We’ll break down the Ritual ability in a bit, but first let’s take a look at Magician of Black Chaos’ dial!

magician-of-black-chaos

Now let’s take a closer look at the Ritual ability!

Remember that when using the Ritual ability, Magician of Black Chaos comes into the game from your sideline. To get Magician of Black Chaos into the game through the Ritual ability, we’ll also need up to 90 points worth of friendly characters to be KO’d. If we’re going to lose some characters then we may as well KO or at least deal some damage to an opposing character or two in return, right? So let’s make sure our force includes a pair of #045 Kuriboh from the Yu-Gi-Oh! HeroClix: Series One set!

kuriboh

Kuriboh comes in at 45 points, so two of them give us the 90 points we’ll need for the Ritual ability. Kuriboh also has a trait, Explosive Body, which reads, “When Kuriboh is KO’d, all adjacent characters are dealt 2 penetrating damage.” With Explosive Body, we’ve got something to deal back some damage when Kuriboh is KO’d. If we’re lucky, the penetrating damage from Explosive Body may be enough to KO an opposing character or two.

Now let’s add a pair of #023 Sangan, also from the Yu-Gi-Oh! HeroClix: Series One set!

Sangan

Like Kuriboh, the 30-point Sangan has Plasticity on its opening clicks to help keep most opposing characters from fleeing. Also like Kuriboh, Sangan has the “Yugi Muto” and Dark keywords which are necessary for the Ritual ability. Unlike Kuriboh, Plasticity is on each of Sangan’s clicks. Sangan also has a trait that activates when it is KO’d. The trait, Fiendish Support, reads, “When Sangan would be KO’d, remove all action tokens from up to 3 adjacent friendly characters whose total point value is 150 or less.”

Once at least 90 points of friendly characters have been KO’d, you may give any friendly character a with the “Yugi Muto” or Dark keywords a free action. The next sentence of the Ritual ability reads, “When you do, KO that character and place Magician of Black Chaos on its starting click in a square that character occupied.” So you’ll want to hold back a Sangan in order to give it the free action needed to KO it and place Magician of Black Chaos on the map.

Finally, let’s add #101 Dark Magician from the Yu-Gi-Oh! HeroClix: Series One starter set! Dark Magician comes in at 150 points and opens its dial with Probability Control, Impervious, Running Shot, and Energy Explosion. Dark Magician also has a range of 8 squares and a damage value of 4. That should be plenty of back up once you’ve KO’d your Sangan and Kuriboh to use the Ritual ability and bring in Magician of Black Chaos, right?

Oh, Dark Magician also has the “Yugi Muto” and Dark keywords to keep your force themed. However, we don’t suggest choosing Dark Magician for the free action to bring Magician of Black Chaos into play unless you have no other options.

There you have it! Magician of Black Chaos makes a viable choice for your force with its aggressive power set. In smaller-point matches, bringing Magician of Black Chaos into play through the Ritual ability may be tricky but it’s definitely worth trying if you’re playing in a larger battle.

Thanks for reading! Join us next week for another look at the Yu-Gi-Oh! HeroClix: Series Two set, and be sure to come back later this week for more previews from other upcoming HeroClix releases!

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Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Forest Wolf, Little Red Riding Hood, & Forest Hunter!

Yu-Gi-Ohs

 

Greetings HeroClix Fans

And welcome back as we preview some more figures from the upcoming Yu-Gi-Oh! HeroClix: Series Two set.  First up is Forest Wolf!

forest-wolf

Forest Wolf begins play taking the fight to your opponent with Charge.  Precision Strike will allow him to do at least one damage to any target he hits, as well as ignore Master Mind and Super Senses.  Exploit Weakness will make sure any damage reducer is ignored.  Toughness will offer him some protection from counter attack.

On click number three, Forest Wolf switches things up a bit as he now has Leap/Climb to give him some freedom of movement.  Close Combat Expert will allow him to do a bit more damage with his close combat attacks.  Another click in, and he can now attempt to do up to six clicks of damage with Blades/Claws/Fangs for a couple of clicks, while Super Senses will let him try to avoid damage from attacks for the rest of his dial.

Forest Wolf also has a trait that can bring an opposing figure back to haunt your opponent.  The Belly of the Wolf makes any opposing figure KO’ed by Forest Wolf be placed on his card.  When he is KO’ed, the highest point figure on his card is placed in the square he occupied on its last KO click, and then is healed of  1 click of damage.

Forest Wolf can be played on theme teams using the “Leon Wilson”, Animal, and Earth keywords.  At 60 points, Forest Wolf will be a fun close combat figure with an extra little surprise.

Next up the Forest Wolf’s favorite attempted snack choice, Little Red Riding Hood!

little-red-riding-hood

At 46 points and 3 clicks of life Little Red Riding Hood is not someone to run straight into the thick of things. However, a couple clicks of Mind Control may allow you to mess with an opposing force’s plan.  Those same two clicks having Perplex will help by modifying one combat value by plus or minus 1.  Little Red Riding Hood also has the Tiny Size combat ability, giving her + 1 against range combat attacks as well as being able to be carried by a friendly figure of a larger size than her, without affecting their speed value or ability to carry another figure if able.

Little Red Riding Hood also has a defense special power on her opening click called Protect Me!, allowing her to use Mastermind to transfer damage to a character of 75 points or less.  Additionally, if that figure is named Forest Hunter, he doesn’t need to be adjacent.

Little Red Riding Hood also has a trait called Summon the Huntsman that says when she is KO’d, all friendly characters that share a keyword with her modify their attack by +1 for the rest of the game.    She can be played on theme teams to best use this trait using her keywords “Leon Wilson” and Earth.

Next up is her eventual savior, Forest Hunter!

forest-hunter

Forest Hunter can either use his 5 range to stand back and make range combat attacks at your opponent or use Leap/Climb to get in base contact with an opposing figure to get a better defense against close combat attacks with Combat Reflexes.  In either case, Range Combat Expert will allow him to modify his attack and damage values by + 1, or one of the values by + 2.  Precision Strike will allow him to ignore opposing figures Super Senses and Mastermind, as well as make sure at least one damage is taken.   The Sharp Shooter combat ability will let him make range combat attacks while based.

On click three, Forest Hunter switches tactics a bit as he now has a couple of clicks of Incapacitate as he loses both Precision Strike and Range Combat Expert.  On click four, he now has Sidestep to give him a movement of 2 as a free action.

Forest Hunter has a trait that can help him against targets that are bigger than he is. Called Hunting the Wolf, this trait allow him to modify has attack value by + 1 when he targets a character with the Animal or Warrior, or that has a point value of 100 or more points.

At 45 points, Forest Hunter can be a solid secondary range attacker who can hold his own in close combat.  He can be played in theme using his “Leon Wilson”, Earth, and Warrior keywords.

That’s all we have for now.  Be sure to check back as we preview more figures from the upcoming Yu-Gi-Oh! HeroClix: Series Two set!

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Preview Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Alpha, Beta and Gamma: The Magnet Warriors!

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Greetings HeroClix Fans!

Welcome back as we preview some more figures from the upcoming Yu-Gi-Oh! HeroClix: Series Two set!

alpha-the-magnet-warrior

Alpha the Magnet Warrior has a trait called Magnet Warriors Three, which allows him to reduce damage by 1 in addition to any other effects as long as 3 differently named friendly characters with the Magnet Warrior keyword are on the map.

Alpha the Magnet Warrior begins play taking the fight to an opposing figure with Charge, which he will be able to do for most of his dial. Once in position, he may make a standard close combat attack, or choose to do more damage with Blades/Claws/Fangs.   As he will be in close combat, his defense special power will come in handy against counter attack.   Called Metallic Body, it allows him to use both Combat Reflexes and Toughness.

On click 3, Alpha the Magnet Warrior switches things up with an attack special power called Shield Bash, which allows him to attack the same opposing figure twice with Incapacitate. He will have this power for the rest of his dial. On his fourth click, Alpha the Magnet Warrior trades his defense special power for standard Toughness.

Alpha the Magnet Warrior is a solid close combat piece for 90 points. A near full dial of move and attack as well as powers that can do a lot of damage or slow down a figure, with good attack values will be an asset on any team build you use him on. He can be played in theme on teams using the “Yugi Muto”, Earth, Magnet Warrior, or Warrior keywords.

Let’s have a look at another figure with the Magnet Warrior keyword.

beta-the-magnet-warrior

Beta the Magnet Warrior also has a trait called Magnet Warriors Three, which allows him to reduce damage by 1 in addition to any other effects as long as 3 differently named friendly characters with the Magnet Warrior keyword are on the map.

Beta the Magnet Warrior also takes the fight with a few opening clicks of Charge. His damage will ignore whatever damage reducer an opponent has with Exploit Weakness for two clicks. Damage from a counter attack will be reduced with Toughness, in addition to his trait bonus.   To switch things up, Beta the Magnet Warrior has an attack special power called Magnetic Pull, which says he has a 6 range, and when he successfully hits a target with a range attack, place that figure adjacent to Beta the Magnet Warrior and he make a free action close combat attack against it.

Half way through his dial, Beta the Magnet Warrior alters his tactics a bit. He now has Sidestep to give him a free action move of two squares. Precision Strike makes it so his attacks can’t be evaded or reduced below 1. And Super Senses will give him a chance to ignore an incoming attack altogether.   And on his last two clicks, Exploit Weakness is back to make his damage penetrating.

At 80 points, Beta the Magnet Warrior makes an interesting close combat piece that can almost always damage an opposing figure with an attack. Solid combat values will make a solid attacker. He can be played in theme using his“Yugi Muto”, Earth, Magnet Warrior, or Warrior keywords.

And the third figure with the Magnet Warrior keyword.

gamma-the-magnet-warrior

Like the other Magnet Warriors, Gamma the Magnet Warrior also has a trait called Magnet Warriors Three, which allows him to reduce damage by 1 in addition to any other effects as long as 3 differently named friendly characters with the Magnet Warrior keyword are on the map.

Unlike the other Magnet Warriors, Gamma the Magnet Warrior has flight, so when he uses Charge, he can better position himself to set up his teammates. Instead of a standard close combat attack against a single figure, he can choose to use his special power Metal Fists. This power lets him use Quake and Precision Strike. He will be able to use this combo for over half his dial. Once in a position, he can modify his attack or damage by +2, or both by +1 with Close Combat Expert. Invulnerability on his opening two clicks will reduce damage by 2, before switching to Toughness for the rest of his dial.

On his forth click, Gamma the Magnet Warrior trades Close Combat Expert for penetrating damage with Exploit Weakness for the rest of his dial. On click number five, he now has Sidestep to give him a free move.

Like the rest of the Magnet Warriors, Gamma the Magnet Warrior can be played on theme teams with the “Yugi Muto”, Earth, Magnet Warrior, or Warrior keywords. At 130 points, Gamma the Magnet Warrior brings good combat values, and a solid close combat figure, with better damage reduction and the Flight ability to your force.

That’s all we have for now. Be sure to check back as we preview more figures from the upcomingYu-Gi-Oh! HeroClix: Series Two set!

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Preview Yu-Gi-Oh! HeroClix: Series Two

Yu-Gi-Oh! HeroClix Series Two: Blue Eyes Ultimate Dragon!

Yu-Gi-Ohs

 

Greetings HeroClix Fans!

It’s time for another duel with the Yu-Gi-Oh! HeroClix: Series Two set coming to you this year! The first preview for this set is Blue-Eyes Ultimate Dragon so let’s see if this monster really is the ultimate!

blue-eyes-ultimate-dragon

Blue-Eyes Ultimate Dragon can be played at either 350 or 250 points. At his 350-point cost, Blue-Eyes Ultimate Dragon possesses the Wing and Indomitable combat symbols so he can carry a friend into battle and push without consequence as well! For the extra 100 points you get two clicks of life with identical powers on both clicks. Blue-Eyes Ultimate Dragon starts with Hypersonic Speed with a 10 movement on both clicks, Impervious with a 19 defense, and has Leadership with damage value of 6. He has a range of 8 squares with two targets, which works really well with his special power, Neutron Blast Attack. It states “Blue-Eyes Ultimate Dragon can use Energy Explosion. When it does, the area of effect includes all untargeted characters within 3 squares and line of fire of one or more hit targets assigned at least 1 damage.” If your opponents, upon seeing characters with Energy Explosion, separate their characters then this puts a dent in their plans.

At his 250-point cost, Blue-Eyes Ultimate Dragon starts with the same powers on his top click as the 350-point version. On his second click, Blue-Eyes Ultimate Dragon transitions to Running Shot and Invulnerability but loses Leadership. Blue-Eyes Ultimate Dragon still has his special Neutron Blast Attack and while it won’t work with Hypersonic Speed, it meshes with Running Shot beautifully! Blue-Eyes Ultimate Dragon’s last five clicks he has Sidestep and Energy Explosion, so he has the ability to move then attack on every click of his dial and has the ability to use Energy Explosion on every click as well. Every click of Blue-Eyes Ultimate Dragon’s dial has a damage-reducing defense on every click of his dial, too: Impervious to Invulnerability to Toughness then back to Impervious on his last two clicks. So while Blue-Eyes Ultimate Dragon’s point cost isn’t cheap, his stats aren’t cheap either.

Blue-Eyes Ultimate Dragon has a Fusion trait that states when a listed character is adjacent to all other listed characters and hits an opposing character, after actions resolve it may be given a free action to replace these characters with Blue-Eyes Ultimate Dragon from your sideline. When Blue-Eyes Ultimate Dragon enters the game in this way, it starts the same number of clicks from its starting line as the character given the action and modifies its combat values by +1. This trait is active even when this character isn’t on the map. So to do this, you can play at 500 or 600 points depending on the build. The Yu-Gi-Oh! HeroClix: Series One set has Blue-Eyes White Dragon at 200 points and the Yu-Gi-Oh! HeroClix: Series One Starter Set has Blue-Eyes White Dragon at 150 points. Keep one Blue-Eyes White Dragon “behind the lines” to keep him at full health so you can bring Blue-Eyes Ultimate Dragon in at full health. You also may not want to push when you do this. You will have a larger target attached to you and be stuck for at least one turn without retaliation, but remember the +1 to all stats!

That wraps up this preview of the upcoming Yu-Gi-Oh! HeroClix: Series Two set, but don’t yu-go anywhere, because next time we are going to see how big grandma’s eyes and teeth are!