DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Batman Arkham Origins: Joker Thug and The Joker!

Greeting Heroclix fans!

We bring you another preview today from the DC HeroClix: Batman – Arkham Origins set with two characters with sure to make you smile, The Joker Thug and The Joker! Let start with the happy henchman!


The Joker Thug starts at a comical 40 points. For this you get 5 clicks of life, a 5 range single target, and the Batman Enemy team ability.  As his attack value for his first 3 clicks is an 8, hooking up with another that can use his team ability is no laughing matter.

The Joker Thug starts his dial with Stealth, Willpower, and the minion power Joker Says I’m Expendable that states when a friendly character named The Joker is within 8 squares, The Joker Thug can use Poison. When he does, The Joker Thug is dealt 1 unavoidable damage. This could represent inferior gas masks The Joker gives his thugs for his different laughing gases.

On his second click, The Joker Thug gains Blades/Claws/Fangs and drops Willpower both for every other click. On his 3rd click The Joker Thug trades Stealth for Plasticity for the rest of his dial. This can help keep opposing characters close to you for when you use the minion power Joker Says I’m Expendable.

Up next is the comedian that kills with laughter, The Joker!


The Joker for 140 points has a 6 range with a single target. He has Improved Movement ignores other characters for movement purposes and the trait Origins of a Madman that states The Joker can use Poison. If he has KO’d an opposing character this game, when he uses Poison, damage dealt is penetrating damage. He has the Calculator team ability as well.

His top click starts with Stealth, Combat Reflexes, Shape Change, and the special attack power Joker Gas. Joker Gas grants the use of Smoke Cloud. When he uses Poison, The Joker may treat all opposing figures which ended the previous turn adjacent to one of his hindering terrain markers as adjacent. On his 2nd click, The Joker trades Shape Change for Outwit, so if you haven’t managed to KO an opposing character yet, this can help Poison get through their defenses.

On his 3rd click he changes to Sidestep, Psychic Blast, and Toughness while retaining Outwit. He gets a nice stat boost as well with an 11 attack and 18 defense. This is a great time for headlining at the local comedy club with a few of the henchmen with The Joker wild carded to the Batman Enemy Team Ability. We’re sure you’ll make them die with laughter! Also, with the Sidestep, Psychic Blast, and  Outwit combination, you can potentially move, attack and then counter a power before or after the attack. Say goodbye to someone’s pesky Invincible and see who gets the last laugh!

On click 5 through the end of his dial, The Joker changes to Blades/Claws/Fangs. That’s because sometimes he likes to tell his jokes in a more intimate setting. He also gains the special power I’ll Test Your Code that allows you to give The Joker a free action and choose an opposing character within range and line of fire. Until your next turn, if that character makes an attack, it may only target The Joker.

For his last 2 clicks, The Joker possesses Mastermind. This is the time to make sure your henchmen are close by so that they can be the punchline of The Joker’s Mastermind, and they can use their special Poison power Joker Says I’m Expendable. 

For 300 points you can make a theme team with the keyword Gotham City Underworld with The Joker and 4 of The Joker Thugs. The thugs can provide a valuable theme prob and most likely use Willpower when they push to do so. Push The Joker into his higher attack values to share his wild-carded attack value with The Joker Thugs, because if you don’t, the jokes on you.

That’s the end of this preview, but turn that frown upside-down because there will be another preview soon!

DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Arkham Origins: Black Mask and Black Mask Thug!

Greetings HeroClix Fans!

We continue our previews from the DC HeroClix: Batman – Arkham Origins set with two characters with villainous vocations, Black Mask Thug and Black Mask! Let’s start with the minion!


Black Mask Thug at 40 points and 5 clicks is quite the henchman for his cost. He starts his dial with a single click of Running Shot with an 8 movement. Add to that a 5 range single target with Energy Explosion and 2 damage, someone is going to get stung. He also has the minion power False Facer which states when a friendly character named Black Mask is within 8 squares, Black Mask Thug cab use Shape Change. This is a great starting click for this character, we’ll unmask why in the second part of this article.

On Black Mask Thug’s second click he no longer has Running Shot, but he does gain Enhancement. This shows that these guys can go to work as a team even without a good dental plan.  On click 3 he loses Energy Explosion but retains Enhancement, which means this minion has been to a corporate team training retreat.

Black Mask Thug on click 4 and 5 replaces Enhancement with Ranged Combat Expert. His attack value drops to an 8, but pair him with another coworker with the Batman Enemy team ability and you can use the +2 for damage instead of attack. On his last click we can see working for a villain can be a bad idea as the health plan is dropped and he loses his minion power False Facer.

Up next in our review we go up the corporate ladder to the top, Black Mask.


As the leader of an underworld shadowy criminal empire, Black Mask needs the stats to match. He starts his 2 top clicks with Stealth, Combat Reflexes, Outwit, and the special attack power Vast Fortune which has you give Black Mask a power action and all adjacent friendly characters that have the Assassin keyword or share a keyword with him may immediately be given a move action as a free action which shows that a real leader leads from behind.

On clicks 3 through 5 Black mask gains Energy Explosion and Mastermind. The Mastermind is for making sure that when things aren’t going his way, he has employees to blame. On click 4 Black Mask swaps Outwit with Perplex. With a 6 range and single target his Energy Explosion is going to force your opponent to pull some TPS reports.

For his last 2 clicks, Black Mask has Stealth, Poison, Perplex, and the special power Determined to Break You that allows Black Mask to use Toughness and Willpower.

For a fun 300 point team use Black Mask with 5 Black Mask Thugs. You can use his special power Vast Fortune to get his henchmen in place to make a Running Shot/Energy Explosion attack, and hopefully push some of them their next turn for some real damage output with Energy Explosion and Enhancement. Bring Black Mask up next to them to make use of his Outwit and Batman Enemy team ability.

That’s the end of this preview, but stay tuned for another DC HeroClix: Batman – Arkham Origins preview as we look at a villain that doesn’t joke around!


DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Arkham Origins: Firefly!

Greetings HeroClix Fans!

We continue our previews from the DC HeroClix: Batman – Arkham Origins set by shining the spotlight on Gotham City’s very own purveyor of pyrotechnic power, Firefly!


At a hot 115 points, Firefly has an Improved Targeting ability named Thermal-Graphic-Vision that allows him to ignore hindering terrain when he draws line of fire.  Firefly also has the Hired Assassin trait, which is found on other characters in the Batman – Arkham Origins set and reads:  “During your first turn, choose an opposing character.  If Firefly KO’s that character, you score an additional 50 victory points.”  We’ll let a strategy for his trait smolder a while.

Firefly starts his first click with Running Shot, Energy Shield Deflection, Enhancement, and the special power Watch it Burn that states when Firefly hits an opposing character, give that character a Burn token.  Characters with a Burn token can’t use Stealth.  At the beginning of your next turn, remove the Burn token, deal that character 1 damage, and place a hindering terrain marker in a square that character occupies.

Firefly has the wing speed symbol and a range of six squares with 2 targets.  The 2 targets really make the Energy Explosion he gains on click 3 heat things up!  Firefly loses Running Shot and Enhancement on click 3, but things don’t really cool down because of it.

On click 4 Firefly regains Running Shot and Watch it Burn for a single click.  He also swaps Energy Shield Deflection for Toughness for the rest of his dial.  This firebug also gains Ranged Combat Expert for the next three clicks.

Pair Firefly with a character that has Outwit, then counter a damage-reducing defense power on a character that possesses a Burn token.  Since you decide the order of actions at the beginning of your turn, you can burn through an opposing character’s defense with Firefly’s special power, Watch it Burn.

Maybe you’ll be all fired up about this strategy for Firefly’s Hired Assassin trait:  Choose a lower-point support character; that way you have a better chance of getting the extra points and removing your opponent’s support at the same time.

Well, someone rang the fire alarm so that’s the end of this preview, but stay tuned for another DC HeroClix: Batman – Arkham Origins preview as we look at a masked villain who has a black heart!

DC HeroClix: Batman - Arkham Origins

DC HeroClix Arkham Origins: Copperhead!

Greetings HeroClix fans!

We continue our previews from the DC HeroClix: Batman – Arkham Origins set by spotlighting an assassin with a serpentine set of powers!  Please welcome Copperhead!


Copperhead comes into play at 115 points and has a trait called Hired Assassin, which reads: “During your first turn, choose an opposing character.  If Copperhead KO’s that character, you score an additional 50 victory points.”  The slinky Copperhead also has an Improved Movement ability called Serpentine Stalker which allows her to ignore hindering terrain and characters when moving.

Like her namesake, Copperhead is quick to strike at those who oppose her so her dial begins with two clicks of Charge and Exploit Weakness that are backed by attack values of 10.  Super Senses with defense values of 17 lets Copperhead potentially evade attacks.

Once Copperhead has cut the distance between her and her opponent, she has a special power in the opening clicks of her attack slot called Hallucinogenic Poisons that can keep the damage flowing.  Hallucinogenic Poisons lets Copperhead use Poison.  Additionally, Copperhead can be given a power action to choose an adjacent opposing character.  That character is dealt 1 penetrating damage and is given a Poison token (if it doesn’t already have one).  Even if Hallucinogenic Poisons is lost, characters with a Poison token modify their attack and damage values by -1 until they are given a power action to remove the token.

Copperhead has the Calculator team ability and three keywords:  Arkham Asylum, Assassin, and Gotham City Underworld.  With a set of combat values that don’t drop too quickly and the Hallucinogenic Poisons power to weaken opposing characters, Copperhead makes a viable choice as a secondary attacker.

We can have some fun with the Poison power by pairing Copperhead with #047 Doctor Phosphorus from the DC HeroClix: Batman set.  For players who are new to HeroClix, let’s look at the power as it’s described on the 2013 Powers and Abilities Card (available in the Rules section):

POISON At the beginning of your turn, give this character a free action and deal 1 damage to each adjacent opposing character.

Doctor Phosphorus, like Copperhead, has a dial with an abundance of PoisonDoctor Phosphorus’ first four clicks feature the Burning Touch special power, which lets him use Poison; however, he may be given the free action to activate the power at any time during your turn.  Doctor Phosphorus ends his dial with standard use of Poison.

Doctor Phosphorus and Copperhead share the Arkham Asylum keyword.  Additionally, Doctor Phosphorus comes in at 92 points and has the Batman Enemy team ability, which Copperhead can copy in order to lend her attack values.

Since Poison requires the character to get close to an opponent in order to deal damage from the power, the tandem of Doctor Phosphorus and Copperhead could use some help in keeping their powers from being countered by Outwit or their combat values from being adversely modified by Perplex.  Enter #039 Hugo Strange from the DC HeroClix: Batman set, whose I Know You As Myself trait prevents other characters within 4 squares from using Outwit or PerplexHugo Strange also has Outwit on his opening clicks, which can come in handy when you need to counter a defensive power prior to triggering damage from Poison.

Hugo Strange makes an ideal teammate for Doctor Phosphorus and Copperhead as he has the Arkham Asylum keyword, Batman Enemy team ability, and comes in at 89 points.  This brings our trio to 296 points!

We’ve avoided talking about the rest of Copperhead’s dial long enough.  Let’s get back to the show!

At the heart of Copperhead’s dial she retains Exploit Weakness for a click before switching to Shape Change, which stays for the remainder of her dial.  Copperhead also switches from Charge to three clicks of Stealth as she awaits her next opportunity to strike.  On those same three clicks, Copperhead drops Hallucinogenic Poisons in favor of standard PoisonCombat Reflexes appears for two clicks before she regains Super Senses for two clicks.

Copperhead’s last two clicks are highlighted by the return of Hallucinogenic Poisons and the addition of Sidestep.

Thanks for reading!  Please join us for our next DC HeroClix: Batman – Arkham Origins preview as we look at a villain with a penchant for pyrotechnics.  Until then, keep your Clix off their KO’s!

DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Arkham Origins: Deathstroke and Deadshot!

Greetings HeroClix fans!

Welcome to the first in our series of previews from the Batman – Arkham Origins set, the next DC HeroClix set which releases in October and features 21 characters based on the console game of the same name!  To kick off our previews, we take a look at two assassins who are hired to take down Batman.  First up is Slade Wilson (aka Deathstroke)!


Deathstroke hits the battlefield at 195 points and has a trait called Hired Assassin that scores him additional victory points if he KO’s an opposing character he’s chosen for this trait.  Deathstroke also has an Improved Movement and Improved Targeting ability called Nowhere to Run, Nowhere to Hide.  This ability allows Deathstroke to ignore hindering terrain, outdoor blocking terrain and characters when moving and ignore hindering terrain when drawing line of fire.

Deathstroke’s first two clicks feature an identical layout of powers:  Charge lets Deathstroke move up to half his speed value then make a close combat attack; Invulnerability helps absorb damage dealt, and Exploit Weakness allows him to get past damage-reducing powers.  Deathstroke also has a special power in his attack slot called Remote Claw, which lets him use Incapacitate and deal his printed damage value to the hit targets, divided any way you choose.

The next three clicks of Deathstroke’s dial also feature an identical layout of powers.  At this point in the dial, Deathstroke switches from close combat fighter to a short-range attacker: Charge makes way for Sidestep and pairs well with Ranged Combat Expert, which replaces Exploit Weakness.  Defensively, Invulnerability becomes Super SensesEnergy Explosion replaces Remote Claw and makes good use of Deathstroke’s range of 5 squares and two targets.

The next click sees Deathstroke retain Sidestep and Ranged Combat Expert but his attack and defense sport new powers.  Energy Explosion makes way for Blades/Claws/Fangs, potentially letting him do up to six clicks of damage.  Super Senses is upgraded to a special power called Super Soldier Serum, which lets Deathstroke use Regeneration and Toughness.  When Deathstroke uses Regeneration, you only subtract 1 from the d6 roll.  Click 7 is nearly identical to its predecessor with the only change being Flurry over Sidestep.

Deathstroke’s last two clicks feature the same mix of powers (Flurry, Blades/Claws/Fangs, and Super Soldier Serum) but Ranged Combat Expert is shelved in favor of PerplexDeathstroke also has the Indomitable combat ability, which allows him to use Willpower, so feel free to push him to heal, attack or retreat/reposition as needed.

At 195 points, Deathstroke leaves little room for teammates in a 300-point match but in larger fights feel free to add characters that share his array of keywords:  Arkham Asylum, Assassin, Gotham City Underworld, Martial Artist, and SoldierDeathstroke also has the Calculator team ability, which makes him a wild card.

We mentioned that Deathstroke’s not the only assassin in Gotham City gunning for the Dark Knight.  Floyd Lawton (aka Deadshot) also has his sights on taking down Batman!

016-Deadshot Like Deathstroke, the marksman known as Deadshot begins play with the Hired Assassin trait.  Deadshot also has a second trait called I Never Miss that represents his uncanny aim.  I Never Miss lets Deadshot use Probability Control for a ranged combat attack where he targets a single opposing character.

Deadshot comes in at 150 points and has a range of 8 squares and two targets.  Deadshot also has the Sharpshooter combat ability, which allows him to make ranged attacks against adjacent opposing characters.  Additionally, Deadshot has an Improved Targeting ability called Up Close, At Range, No Difference which lets him ignore hindering terrain when he draws line of fire.

On Deadshot’s first two clicks, he patiently waits for his mark before squeezing the trigger with Stealth, Energy Explosion, Ranged Combat Expert and Toughness all showing on his dial.  If his target goes on the run, so does Deadshot on his next two clicks, which feature the pairing of Running Shot and Penetrating/Psychic BlastToughness is replaced by Super Senses for the remainder of Deadshot’s dial.

On Deadshot’s second Running Shot click he also gains a short run of Perplex.  As we move to the last two clicks of Deadshot’s dial, we see that Penetrating/Psychic Blast is replaced by the return of Energy Explosion.

Deadshot also has the Calculator team ability and shares three of Deathstroke’s keywords:  Arkham Asylum, Assassin, and Gotham City Underworld.  With attack values that never drop below 10 and the I Never Miss trait, Deadshot makes an excellent addition any force as a ranged attacker.  Deadshot also has the Indomitable combat ability, which adds to his appeal.

Thanks for reading!  Head over to the WizKids Twitter page for an exclusive peek at the #001 Batman figure! And then join us for our next DC HeroClix: Batman – Arkham Origins preview as we look at a crotaline-inspired assassin who wants the Caped Crusader dead.  Until then, keep your Clix off their KO’s!