DC HeroClix Teen Titans: Dr. Light!

Published on March 27th, 2013

Greetings HeroClix Fans!

Today’s DC HeroClix: Teen Titans preview brings us to a villain who has had many unfortunate run-ins with the New Teen Titans and the Justice League, including one “unforgettable” (ahem) encounter on the JLA satellite!  We’re pleased to bring back a member of the Fearsome Five, Arthur Light (aka Dr. Light)!

032-Dr.Light

Dr. Light comes into play at 135 points and hits the battle map with a trait that plays off his multiple humiliations by the Teen Titans.  With No More Kids in Costumes, OK?, when Dr. Light is adjacent to an opposing character with the Teen Titans keyword, modify his attack and defense values by -1.

Dr. Light begins his dial with the combination of Running Shot and Penetrating/Psychic Blast in his speed and attack slots, respectively, as he maneuvers into position and attacks with a focused beam of light.  Both powers are backed by Dr. Light’s range of nine squares and ability to target two characters with ranged attacks.  Dr. Light also has the Sharpshooter combat ability, which allows him to ignore opposing characters when drawing line of fire and make ranged combat attacks targeting adjacent opposing characters.  Defensively, Dr. Light begins with three clicks of Super Senses to show that he’s a tricky villain to subdue.

Penetrating/Psychic Blast also appears on Dr. Light’s second click but Running Shot disappears until click three.  Starting on the second click, Dr. Light gains Ranged Combat Expert as he shoots to kill.  Willpower replaces Super Senses in his defense slot as Dr. Light proves he’s no pushover.

As we start the back half of Dr. Light’s dial, Running Shot has again disappeared but Penetrating/Psychic Blast is back, along with his second click of WillpowerDr. Light gains Phasing/Teleport on the following click as he teleports onto the JLA Watchtower and is paired with one final appearance of Penetrating/Psychic Blast.  In his damage slot, Dr. Light gains Outwit.

Remember that “unforgettable” fight with the Justice League we mentioned earlier?  Dr. Light once made his way onto the JLA satellite and ended up having his memory of the incident erased by ZatannaDr. Light eventually regained that memory so replacing Willpower on Dr. Light’s dial is a special power called YOU… TOOK… MY… MIND!  This special power, which cannot be countered, lets Dr. Light use Super Senses.  When the click containing YOU… TOOK… MY… MIND! is revealed due to Dr. Light taking damage from an opponent’s attack, stop turning the dial and remove all action tokens from Dr. Light.  Until next turn, Dr. Light cannot be targeted.

Phasing/Teleport appears on Dr. Light’s last click, which also features the return of Super SensesOutwit also remains on his last click.  Pulse Wave replaces Penetrating/Psychic Blast in Dr. Light’s attack slot as he unleashes his power to full effect.

Dr. Light has the Calculator team ability, which makes him a Wildcard.  We mentioned that he’s a member of the Fearsome Five so he naturally has that keyword, along with the Scientist and Society keywords.  At 135 points, Dr. Light leaves plenty of room for other figures on a force and has the attack and damage numbers to make him a threat to the opposing team.

Thanks for reading!  Please join us for our next DC HeroClix: Teen Titans preview when we check-in with the devoted followers of Trigon.  Until then, may your lines of fire always be clear!

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