Greetings HeroClix Fans!
Welcome back for another amazing preview from the DC HeroClix: Justice League – Trinity War set! Today we have two strong Amazon women who won’t back down from a fight. The Crime Syndicate’s Superwoman from Earth 3 and Wonder Woman! First up is Superwoman…
The Lois Lane of Earth 3 is a member of the Crime Syndicate and is that world’s version of Wonder Woman. Superwoman has two point costs, an experienced version at 142 points and a rookie version which comes in at 100 points. Superwoman’s combat abilities include the Flier symbol and the Indomitable symbol so she can taxi in a teammate and then push to attack on her next turn without fear of taking pushing damage.
Superwoman’s trait, You’ll Betray Each Other, says opposing characters within six squares that are adjacent to each other and share a keyword with each other modify their defense values by -1 unless already modified by this effect. This helps against those theme teams with Empower or Enhancement because they are going to be adjacent already, and can be a big help with opponents with Defend as well. Superwoman’s keywords are Amazon and Crime Syndicate, and her Crime Syndicate team ability will allow her the use of Probability Control.
Superwoman has an extra two clicks at her 142 point version over her 100 point version, but it starts with a bang. Her top click starts with Charge, Super Strength, Impervious, and Exploit Weakness. With a natural 4 damage, and an Ultra Heavy object, she can deal 7 penetrating damage out of the gate! On her second click she has Sidestep instead of Charge and Invulnerable instead of Impervious. S he can use Sidestep for a free movement to potentially position herself for another attack, or even use her trait to modify defense values of opposing characters with her trait so other members of your team can benefit.
At 100 points, Superwoman is still a ferocious Amazon that can hold her own. Her lack of range could be tricky against opposing characters with a long range, but this Superwoman won’t have an issue carrying a lackey to shield her from attacks. She opens with Charge and Super Strength the same as her higher point value, but defensively opens with Invulnerability and has Empower as well. Her attack is an 11, but it goes down to a 9 for almost the rest of her dial. But remember her trait can potentially lower defenses as well! Her second click she trades Charge for Sidestep as well, but after that she no longer has any movement then attack type powers. Superwoman has Toughness and Flurry for her last three clicks but has a choice as well since she has Close Combat Expert, which will allow her to bump up attack and/or damage when she attacks.
Princess Diana left her home on the island nation of Themyscira as an ambassador for her homeland in the Patriarch’s world with the mission of bringing peace to the outside world.
Wonder Woman has two different dial costs like her counterpart above, 200 and 100 points. At both costs and like above, Wonder Woman has the Flier symbol and the Indomitable symbol. Her keywords are Amazon, Deity, Justice League and Trinity so a theme team build will be difficult only because of the large amount of figures to choose from will make it hard to choose a team.
Wonder Woman has two traits, the first is A New Kind of Justice League that allows adjacent friendly characters with a lower point value and the Justice League keyword to use Support. Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value. Her second trait, Lasso of Truth, states adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex or Probability Control.
At 200 points, Wonder Woman is a competent and capable character who will bring the “truth” to your opponent. Her dial is eight clicks deep at that cost and three of those clicks are what cost the extra 100 points. The top of her dial starts with Charge, Invincible, and two special powers. Her attack special power, Strongest Woman in the World, allows Wonder Woman to use Super Strength. If Wonder Woman isn’t holding an object and is adjacent to a square of blocking terrain, you may give her a free action to destroy that square of blocking terrain. If you do, place a standard heavy object into that square. With this trait, you can potentially churn out a heavy object each turn for her and the rest of the team.
Her special damage power, Deflected Bullets, states when Wonder Woman is targeted by a ranged combat attack that misses, after actions resolve give the attacker an action token. If you can’t, deal the attacker 1 unavoidable damage. Wonder Woman’s stats on her top click are impressive with a 12 attack, an 18 defense and 4 damage that can easily go up depending on the object she is carrying. Power-wise on the top three clicks, the only change is that click two has Impervious rather than Invincible.
At 100 points, Wonder Woman starts her dial similarly: Charge, Strongest Woman in the World, Impervious, and Deflected Bullets. Some of Wonder Woman’s combat values on her top click are lower but with her damage value of 4, and holding an object, she can hurt a character just as much as her 200-point version. Wonder Woman keeps Strongest Woman in the World for her next two clicks, but her dial is different otherwise. On her next two clicks Impervious falls away to Invulnerable and for the rest of Wonder Woman’s dial she has Sidestep and Close Combat Expert and these last two work really well together, especially when she is able to use Super Strength along with it. The last two clicks she possesses Regeneration and if luck is with your dice, she can heal back up to her top click, and if luck is not with your dice, her trait A New Kind of Justice League will allow another character to heal her up with Support!
Thanks for reading this latest DC HeroClix: Justice League – Trinity War preview, and keep your Clix off their KO’s!