DC Comics HeroClix: World’s Finest- Secret Society

Published on February 16th, 2016

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

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