Greetings HeroClix Fans!
Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!
Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might. Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.
Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage. This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.
Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.
If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.
Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn. This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.
Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.
When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.
Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can Imagine. Anything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn. Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.
Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.
When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.
The Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super Senses. The Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.
The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape Change. The Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.
When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.
Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!