HeroClix Rules Review

Flock of Bats – Not your average 1-clix piece.

Greetings HeroClix Fans!

Opening a booster of DC HeroClix: Batman has any number of surprises from what you may be used to seeing. One such surprise is when the 5th slot does not have a character in it, and instead you find this 1-Clix figure, the Flock of Bats! Today we’ll take a look at the various ways these characters can enhance your HeroClix force.

First, all Flocks of Bats share the following Trait:

Small, But Annoying  Flock of Bats can’t use the Carry ability.

So even though they have the Flight ability, which allows them a freedom of movement over hindering terrain and elevated terrain, they are not quite big enough to carry anyone.  They also each have the Animal keyword which allows them to be included as part of an Animal themed team.

Each of these characters also has a special power that causes them to return to their starting area after they’ve used it.

The first Flock of Bats (BLACK) clocks in at 13 points.  This is a nice little tie-up piece.  This Flock of Bats has Plasticity, named Flock to my Enemies.  Move this unsuspecting character up to try and lock down an opposing character.  At 13 points he’s just cheap enough to sacrifice.  But the goodness doesn’t stop there.  Using their special power, Shadow of the Bats, you can give them a power action and the squares around this character become hindering for Line of Fire purposes until the beginning of your next turn.  Perfect for obscuring the view of your Stealth characters from opposing characters or just giving you that crucial hindering terrain bonus at just the right time.

The second Flock of Bats (BROWN) is a bit more pricey at 15 points.  This character is a bit more offensive the previous one.  It has a 2 damage that will help it get past an opposing character’s Toughness.  And it also sports Super Senses, that will give them a 1 in 3 shot of not being hit by an attack and stay in the fight longer.  Their special power, I Shall Become… allows adjacent characters that can use Stealth to modify their attack value by +1.

The last Flock of Bats (GREY) clock in at 18 points.  This character is passively offensive with it’s Poison power.  Just move it up adjacent to those figures without damage reducers and have them poison them down to nothing.  And your opponent will have to deal with them by moving away or attacking them.  This Flock of Bat’s special power is called Cowardly and Superstitious.  This special power can give your opponent pause for acting.  When an adjacent opposing character tries to start an action with a Power Action they need to roll a d6.  If that d6 comes up with a 1-3 they are given an action token.  If this is not their second token then they still must continue with their Power Action.


These characters are not JUST 1-clix character that are used on their own.  These are special because there are two figures that can use them to their advantage even more than just their special powers.  The first is Batman.  His trait allows him to keep up to three Flock of Bats with him. These 1-Clix characters are designed so that fit into one of three special slots in the this Batman’s base.  For this Batman, when he has a Flock of Bats attached, he can use their special power (and neither he nor the attached Flock of Bats needs to go back to his starting area). When this Batman is KO’d any attached Flocks of Bats are removed and placed in adjacent squares before you remove Batman from the game.

What could be better than Batman???  How about a The Caped Crusader!!!  A Prime character that is super special.  Again we have a base on The Caped Crusader that allows one to three of these 1-clix characters to be attached to his base.  There are differences between the two Batman characters.

First off, The Caped Crusader  can begin the game with one of the Flock of Bats attached to his base at no additional cost, so that’s a “free” 13-18 points for your force when you play this Character. Secondly while The Caped Crusader  has at least one Flock of Bats attached, he can use Super Senses.  So, assuming you take advantage of those free points, he’ll be starting with that every game.

As if that wasn’t enough he has a second trait that allows The Caped Crusader  to switch places with any Flock of Bats on the map.  So feel free to move those Flock of Bats into position and them SWITCH places with The Caped Crusader as a free action.  Make that BIG attack!!

Isn’t that enough you say?  No it’s not!  He has a Special Power that allows The Caper Crusader  to be given a power action and to then give up to 3 unattached Flock of Bats move actions as free actions.  So now as you move your Flock of Bats up your opponent won’t know which one you will be using for his trait.

Thanks for joining us for our latest Rules Review! Check in with us again soon as we continue to offer helpful hints, strategies, and clarifications for your HeroClix tabletop experience! Until then, keep your Clix off their K.O.’s!