DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: I, Vampire & Tim Hunter!

Greeting HeroClix Fans!

The DC HeroClix: Justice League Trinity War previews continue with two denizens of the supernatural corner of the New 52 universe.  First up is the sometimes leader of all vampires, Andrew Bennett, occasionally known as I, Vampire.


I, Vampire can be added to your force at either 75 or 170 points but both values cause Andrew to start at click one.  His trait Rise of the Vampires and Beyond states that if you’ve fielded I, Vampire at 75 points he is KO’ed when he crosses the red KO line after his sixth click, otherwise he has access to all 9 clicks of his dial.  He possesses the Justice League Dark and Monster keywords allowing him to side with some of the more powerful mystical heroes in the DC universe or with creatures a bit more in line with his darker side.

His dial starts off with a very deadly combo of close combat powers.  Two clicks of Charge combine perfectly with the potentially devastating Blades/Claws/Fangs and Exploit Weakness on his attack and damage tracks. This will allow you to risk Bennett’s printed two damage for the chance of eliminating or, at the very least, crippling nearly any opponent.

And while I, Vampire has no range, his Flight combat ability will allow him to utilize the Hypersonic Speed he gains on his next two clicks well in an attempt to use the Steal Energy that he has for the rest of his dial save one very important click. But if you can use that signature power of vampires effectively, healing back up to his second click (and the penetrating damage it offers) is quite possible and perhaps even likely since the Indomitable symbol on the dial will allow for frequent feedings.

Clicks five and six, the last two you’ll get for 75 points, give way to a bit of a less aggressive version of I, Vampire. Phasing/Teleport provides even more reliable movement while Outwit gives the vampire the means to disrupt your opponent’s plans.

Now I, Vampire isn’t all offense as his early dial brings Toughness representing the resilience of the undead, which gives way to Combat Reflexes and Super Senses making those hits miss just a little bit more easily.  And now that we have seen what 75 points will bring to your force, the next three clicks are what happens when Andrew is allowed to absorb the power of Cain, the first vampire!

Perhaps most importantly is the special power that replaces Steal Energy on I, Vampire‘s attack track for one click only called Empowered By Cain’s Demise that will ensure that you get to experience the true power of a vampire unleashed.  This special power stops the dial from being turned any further when the power is revealed.

A pair of special powers gives I, Vampire‘s final three clicks some bite (we couldn’t help it). The first, appearing on the movement track, is Ultimate Vampire which grants I, Vampire Hypersonic Speed, the Mystics team ability, and prevents his powers from being countered. And on his damage track, Resurrection Energies grants Probability Control and a lets you give Bennett a power action to heal each adjacent friendly character of one damage.

Impervious and the return of Steal Energy conspire to keep I, Vampire on that deadly 7th click where his very high combat values will cause problems galore for your opponent.

And now that we’ve looked at an ageless demon, let’s turn to one of the younger members of the mystical community, Tim Hunter!


As a young man fated to wield great magical power but still not yet trained in the mystic arts, Tim Hunter is a 58 point addition to your force that benefits greatly from team synergy with both his Justice League Dark and Mystical keyworded allies. For example, the Expelled Unnatural Magic trait, which protects Tim himself and adjacent allies with the Justice League Dark keyword from being targeted by your opponent’s use of Probability Control.

Tim Hunter‘s first three of his four clicks are not terribly impressive stats wise but, some very versatile special powers along with the presence of Phasing/Teleport can make him a valued addition to your force. The first special power, Mentored by the Trenchcoat Brigade, allows you to give Tim a free action and copy all of the powers of an adjacent Mystical ally until the beginning of your next turn. And in keeping with the adjacency theme, the Everyone’s Annoyingly Concerned For My Welfare defensive special ability allows Tim Hunter to replace his defense value with the unmodified value of those same Mystical friends.

But if Tim’s mentors and protectors can manage to get him to his fourth click, his training pays off and his combat values skyrocket.  Along with impressive brute force, Tim Hunter gains Running Shot, Impervious, and Perplex along with a special power called Destined to be the World’s Greatest Magician.  This all inclusive power gives Tim Energy Shield/Deflection, Probability Control, Pulse Wave, Super Senses, and Willpower which is a lot more power than you typically see on a 58 point figure.

The key with both Tim Hunter and I, Vampire will be utilizing their early strengths appropriately and then getting them to their powerful end dials and keeping them around long enough to get your points worth.

We hope you’ve enjoyed this sneak-peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we share more exciting characters in the days and weeks to come!