Greetings HeroClix Fans!
Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set! Today we travel to the Watchtower to take a look at the Justice League team base!
First off, Justice League can be played at three point values: 565, 365 and 265 points. Justice League has only the Justice League keyword but three team abilities: Justice League, Superman Ally, and Batman Ally.
Justice League has two traits, the first of which is “The Founding Members.” When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered. The second trait is called “Watchtower.” At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team. Opposing characters with that team ability or keyword can’t use Stealth.
The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12. An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click. The second click stays the same but without Outwit. On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original. The second special power allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.” In the damage slot Justice League has Shape Change.
At this point in the dial, Justice League is at its 365-point starting line. Here, the dial starts with Charge and keeps “Truth and Justice.” Defensively, it picks up Invulnerability. On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength. Defensively, it regains “We Depend on Each Other.” On click 8, Justice League also picks up the use of Perplex.
This is where the 265-point starting line begins. Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.” Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.
On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.
On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.
The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:
- Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
- Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
- Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
- The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
- Green Lantern allows Justice League to use Barrier and Telekinesis.
- Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
- Wonder Woman allows Justice League to use Energy Shield/Deflection.
Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.
Thanks for reading! Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews. Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League. Until then, Shape Change for the win!