DC HeroClix: The Joker's Wild!

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

Greetings HeroClix Fans!

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

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

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

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

>sound of crickets chirping<

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

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

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