Greetings HeroClix Fans!
The subjects of today’s Marvel HeroClix: Amazing Spider-Man preview are not very fun to be around during a full Moon : Werewolf by Night and the Werewolf! Both characters feature “Wild Dials,” which do not behave the same way as standard HeroClix dials!
We’ll go into detail regarding the Wild Dials for these characters soon but first let’s take a look at a member of the Legion of Monsters, Werewolf by Night!
Werewolf by Night begins play at 81 points. He also has a trait called Full Moon. This trait is also found on the Werewolf and one other character in the Marvel HeroClix: Amazing Spider-Man set. (We won’t say who the third character is yet but stay tuned in the weeks to come as we reveal more Spider-Man goodness!)
With Full Moon, at the beginning of your turn roll a d6 once for all friendly characters with this trait. You’ll note that there’s only one die roll regardless of how many characters on your force have the Full Moon trait. On a roll of 1-3, Werewolf by Night can use Shape Change. Remember those Wild Dials we mentioned earlier? Here’s where they come into play on the Full Moon trait! On a roll of 4-6, click Werewolf by Night to either click #9 or click #11. Click him to click #3 at the end of the turn or before he takes any damage, whichever comes first.
On click #9, Werewolf by Night has the popular combination of Charge and Blades/Claws/Fangs to move into position and possibly deal more than his base damage of 3. He also has Willpower to take a second swing at an opponent without fear of taking pushing damage and Perplex to modify the combat values of friendly or opposing characters. On click #11, Werewolf by Night has Willpower, Flurry to make two furious assaults against his foes, and Battle Fury as the animal within takes over!
Werewolf by Night also has a second trait called Curse of the Werewolf! When an opposing character takes damage from Werewolf by Night’s attack, that character possesses Battle Fury as long as Werewolf by Night is on the map.
Werewolf by Night begins his dial with a pair of clicks of Stealth as he stalks the night. He also has Super Senses as his heightened senses help him evade attacks. Once Werewolf by Night reaches his third click, he drops Stealth in favor of Charge. Super Senses remains but he now picks up Exploit Weakness as his lupine hunger takes over. This same set of powers also appears on Werewolf by Night’s fourth click.
On Werewolf by Night’s fifth click, he retains Charge and Exploit Weakness. However, Super Senses is dropped in favor of Regeneration as his opponents find out that they should have used silver to put him down permanently. He also gains Blades/Claws/Fangs. Charge makes way for Stealth on Werewolf by Night’s last click while the rest of his power set remains the same.
Naturally, Werewolf by Night has the generic Animal and Monster keywords to aid in team building. He also has the Legion of Monsters, Midnight Sons, and Night Shift keywords if you choose to include him on teams that utilize those keywords.
Werewolf by Night has a set of attack values that stays consistent but spikes upward on his last two clicks or when you click him to click #9 or #11 via the Full Moon trait. Defensively, his combat values never fall below 16. Werewolf by Night makes a great secondary attacker and his Curse of the Werewolf trait may be helpful if your opponent relies too much on ranged attacks or the Shape Change, Mind Control and Incapacitate powers.
Werewolf by Night may be the alpha of the pack but the Werewolf is not to be underestimated either!
Coming into play at 31 points, Werewolf also has the Full Moon trait. Like Werewolf by Night, on a roll of 1-3 Werewolf can use Shape Change. On a roll of 4-6, click Werewolf to click #11. Click him to click #2 at the end of the turn or before he takes any damage, whichever comes first. On click #11, Werewolf has the combination of Charge and Blades/Claws/Fangs. He also has Willpower and Battle Fury.
Like Werewolf by Night, Werewolf also has a second trait. The trait is called The Scent of Blood and modifies the Werewolf’s attack, speed, and damage values by +1 if an opposing character has taken damage this turn.
The Werewolf begins its dial with Stealth as it howls at the moon unseen. Defensively, it also has Super Senses on its first two clicks as it evades attacks from those that smell like prey to the Werewolf. On its last two clicks, Werewolf switches from Super Senses to Combat Reflexes as its lupine reflexes make it tougher to hit. It also has Battle Fury on those same two clicks to show opponents what happens when you’re facing a cornered wolf! Finally, Werewolf unleashes its claws on its last click via Blades/Claws/Fangs.
The Werewolf has the Animal and Monster keywords to focus team building and makes a great addition to any team utilizing those two keywords.
Thanks for reading! Please join us again for our next Marvel HeroClix: Amazing Spider-Man preview. Until then, keep your Clix off their K.O.’s!