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

Published on December 1st, 2016

Greetings HeroClix Fans!

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

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

105         Bane

50            Killer Croc

65            Two-Face

75            Firefly

295 total points

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

Let’s start with Bane.

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

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

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

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

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

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

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

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

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

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

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

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

Comments are closed.

©2016 NECA/WizKids LLC. All rights reserved. The marks and logos for Mage Knight, Pirates of the Spanish Main, Quarriors, HeroClix, Shuffling the Deck, Dice Building Game, Combat Dial, TabApp, and WizKids are trademarks of NECA/WizKids LLC. All other trademarks and copyrights are the property of their respective owners.
Privacy Policy - Terms of Use