DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Dynamic Duo!

Greetings HeroClix Fans!

Holy HeroClix Combat Dials! Boy, do we have whopper of a preview for everybody today!

We’re pleased to kick off previews from the upcoming DC HeroClix: Batman Classic TV set.    This set will feature 16 figures of characters from the show, including 11 classic villains, some of whom perhaps you never thought you would see in HeroClix!  And what better way to kick things off than with the stars of the show, The Dynamic Duo!


Aptly enough, this Duo has two starting lines, one each at 150 and 100 points.   They have two traits and an improved movement power called Don’t Be Alarmed, We’re Here On Official Business, which allows them to ignore Elevated terrain for movement purposes.  One of their traits is called BIFF! BANG! POW!, which makes it so all attack rolls of double threes, fours, fives or sixes on close combat attacks are critical hits.

The second trait on The Dynamic Duo is called Batman Vehicles – Batcycle, Batcopter, Batboat.  This trait allows The Dynamic Duo to choose the Standard Transporter, Flier Transporter, or the Swimmer Transporter at the beginning of their turn if they occupy their starting area.  They possess that combat symbol until they take damage, and they may only choose each one per game.

On the first half of their dial, The Dynamic Duo can take they fight right to an opposing figure with Charge.  On these clicks, they possess a special power on their defense slot called The Bigger They Are, Robin…  This special power allows The Dynamic Duo to use Super Senses, and, when they are targeted by an attack, they increase their defense value by the attacker’s printed damage.  As an added bonus, this power can’t be ignored or countered.

On their first three clicks, The Dynamic Duo can counter a key power on an opposing figure with Outwit.  A click into the dial, they pick up a string of Quake, allowing them to attempt to break up groups of opposing figures.

At this point in the dial is the 100 point start line.  It has most of what has been on the dial up to this point, Charge, Quake and the The Bigger They Are, Robin… special power.   New to the dial of The Dynamic Duo is Close Combat Expert, allowing them to pummel a foe for more damage, increase their attack to make sure they hit their target, or a little of both.  After this click, The Dynamic Duo switch up their power set.

First up, Toughness will provide damage reduction for the rest of their dial.   And Perplex will allow them to modify one combat value by + or – 1, before switching back to a closing click of Close Combat Expert.  Also at this point in the dial is a special power that will be on the rest of their dial.  Called Chaotic Fistfight, this power lets The Dynamic Duo use Energy/ Shield Deflection.  Also, when The Dynamic Duo miss with a close combat attack, they can roll a d6 for each adjacent opposing character in any order you choose.  On the first result of 5 or 6, The Dynamic Duo can use the Duo Attack ability as a free action against that character.

As a Duo figure, The Dynamic Duo can split into Batman or Bruce Wayne, and Robin or Dick Grayson.   The Dynamic Duo also has a large selection of keywords to allow them to be played on many theme teams, including Batman Family, Detective, Gotham City, Martial Artist, Pilot, and Police. 

That’s all for today, but be sure to come back soon as we continue to explore figures from the upcoming DC HeroClix: Batman Classic TV set; same Bat-day, same Bat-website! 

HeroClix Rules Review

Flock of Bats – Not your average 1-clix piece.

Greetings HeroClix Fans!

Opening a booster of DC HeroClix: Batman has any number of surprises from what you may be used to seeing. One such surprise is when the 5th slot does not have a character in it, and instead you find this 1-Clix figure, the Flock of Bats! Today we’ll take a look at the various ways these characters can enhance your HeroClix force.

First, all Flocks of Bats share the following Trait:

Small, But Annoying  Flock of Bats can’t use the Carry ability.

So even though they have the Flight ability, which allows them a freedom of movement over hindering terrain and elevated terrain, they are not quite big enough to carry anyone.  They also each have the Animal keyword which allows them to be included as part of an Animal themed team.

Each of these characters also has a special power that causes them to return to their starting area after they’ve used it.

The first Flock of Bats (BLACK) clocks in at 13 points.  This is a nice little tie-up piece.  This Flock of Bats has Plasticity, named Flock to my Enemies.  Move this unsuspecting character up to try and lock down an opposing character.  At 13 points he’s just cheap enough to sacrifice.  But the goodness doesn’t stop there.  Using their special power, Shadow of the Bats, you can give them a power action and the squares around this character become hindering for Line of Fire purposes until the beginning of your next turn.  Perfect for obscuring the view of your Stealth characters from opposing characters or just giving you that crucial hindering terrain bonus at just the right time.

The second Flock of Bats (BROWN) is a bit more pricey at 15 points.  This character is a bit more offensive the previous one.  It has a 2 damage that will help it get past an opposing character’s Toughness.  And it also sports Super Senses, that will give them a 1 in 3 shot of not being hit by an attack and stay in the fight longer.  Their special power, I Shall Become… allows adjacent characters that can use Stealth to modify their attack value by +1.

The last Flock of Bats (GREY) clock in at 18 points.  This character is passively offensive with it’s Poison power.  Just move it up adjacent to those figures without damage reducers and have them poison them down to nothing.  And your opponent will have to deal with them by moving away or attacking them.  This Flock of Bat’s special power is called Cowardly and Superstitious.  This special power can give your opponent pause for acting.  When an adjacent opposing character tries to start an action with a Power Action they need to roll a d6.  If that d6 comes up with a 1-3 they are given an action token.  If this is not their second token then they still must continue with their Power Action.


These characters are not JUST 1-clix character that are used on their own.  These are special because there are two figures that can use them to their advantage even more than just their special powers.  The first is Batman.  His trait allows him to keep up to three Flock of Bats with him. These 1-Clix characters are designed so that fit into one of three special slots in the this Batman’s base.  For this Batman, when he has a Flock of Bats attached, he can use their special power (and neither he nor the attached Flock of Bats needs to go back to his starting area). When this Batman is KO’d any attached Flocks of Bats are removed and placed in adjacent squares before you remove Batman from the game.

What could be better than Batman???  How about a The Caped Crusader!!!  A Prime character that is super special.  Again we have a base on The Caped Crusader that allows one to three of these 1-clix characters to be attached to his base.  There are differences between the two Batman characters.

First off, The Caped Crusader  can begin the game with one of the Flock of Bats attached to his base at no additional cost, so that’s a “free” 13-18 points for your force when you play this Character. Secondly while The Caped Crusader  has at least one Flock of Bats attached, he can use Super Senses.  So, assuming you take advantage of those free points, he’ll be starting with that every game.

As if that wasn’t enough he has a second trait that allows The Caped Crusader  to switch places with any Flock of Bats on the map.  So feel free to move those Flock of Bats into position and them SWITCH places with The Caped Crusader as a free action.  Make that BIG attack!!

Isn’t that enough you say?  No it’s not!  He has a Special Power that allows The Caper Crusader  to be given a power action and to then give up to 3 unattached Flock of Bats move actions as free actions.  So now as you move your Flock of Bats up your opponent won’t know which one you will be using for his trait.

Thanks for joining us for our latest Rules Review! Check in with us again soon as we continue to offer helpful hints, strategies, and clarifications for your HeroClix tabletop experience! Until then, keep your Clix off their K.O.’s!

DC HeroClix: Batman Preview

DC HeroClix Batman: Red Robin!

Greetings HeroClix Fans!

Welcome back to another preview from the DC HeroClix: Batman set.  Today we visit a hero who deduced the Caped Crusader’s secret identity and became his sidekick.  Today’s preview then eventually struck out on his own and changed his identity to lead the latest version of the Teen Titans; we are pleased to present Tim Drake, Red Robin!

Red Robin possesses a trait called I Know Bruce’s Tricks, which allows him to use Stealth if he is within 8 squares of another character that possesses the Batman Ally team ability.  (Note that this trait doesn’t specify that a figure must be friendly for this to work!)

On his opening click, Red Robin possesses a click of Toughness to protect him from some damage while Leadership allows Red Robin get his team into position with the potential to add another action to your action pool as well as remove an action token from an adjacent friendly figure.

After than initial click, Red Robin takes himself into battle.  Running Shot with the Flight combat ability will help him work around the Stealth granted by his trait as he rushes into battle.  A 4 range may be on the shorter side, but it will get him close enough to the action to set up the back end of his dial.  Perplex will allow Red Robin modify a combat stat where it will do himself or his team the most good.  Defensively, Red Robin has a special power called My Wings Will Protect Me that allows him to use Energy Shield Deflection, and if targeted by a range combat attack, Toughness as well.

Towards the end of his dial end, Red Robin gains Flurry on every click as he engages his opposition, while some more Toughness helps protect him from damage.  Red Robin also has a couple of clicks of Outwit to deprive an opposing figure of a key power.

Red Robin possesses the Teen Titans team ability to allow him to heal himself or an ally using this team ability.  The Batman Family, Detective, Teen, and Teen Titans keywords will provide plenty of theme team options for Red Robin to be put on.  At only 80 points, Red Robin brings a solid array of support powers, and will make an excellent secondary attack piece as he backs up his team’s heavy hitters!

Thanks for joining us and be sure to come back soon as we preview more figures from  the upcoming DC HeroClix: Batman set!

DC HeroClix: Batman Preview Prime Figures

DC HeroClix Batman: Sasha Bourdeaux and the Black Queen!

Greetings HeroClix Fans!

And welcome as we continue to explore the upcoming DC HeroClix: Batman set.   Today we look at a former bodyguard of Bruce Wayne, partner to the Caped Crusader, and the eventual OMAC powered Black Queen of Checkmate, Sasha Bordeaux!

Sasha Bordeaux begins play with a trait called Bodyguard, which says to choose another friendly character as a Client at the beginning of the game.  At the end of your turn, if Sasha Bordeaux is within 4 squares and line of fire of the Client, she may be placed adjacent to the Client.  What good is this trait to her Client?  It synchs up very well with her defense special power Executive Protection.  This power allows Sasha Bordeaux to modify her defense by +1 against close combat attacks, as well as use Defend if the attacker is within line of fire.  An opening click of Flurry pairs nicely with this she should be in close combat.

After her initial click of Flurry, Sasha Bordeaux has a couple of mid-dial clicks of Charge to be able to take the fight to an opposing figure.  If, after this attack, Sasha Bordeaux would be better off somewhere else, her Charge shouldn’t take her out of range of her Bodyguard trait.

On her last two clicks, Sasha Bordeaux once again has Flurry.  Also showing her never give up attitude on these clicks is Willpower.

Sasha Bordeaux has the Batman Ally team ability to show her stint working with the Dark Knight.  The Gotham City and Police keywords will give her a couple of theme team options.  At 50 points, Sasha Bordeaux will bring a useful team ability for any team with Wildcards a unique way to protect a key figure on your force.

We also mentioned that Sasha Bordeaux was the Black Queen of Checkmate, and Prime figure #023b in this set represents her as such.


Black Queen has a trait called OMACtivated.  This trait allows Black Queen to select a team ability an opposing figure can use at the beginning of the game, and make it uncopyable.  In addition, Black Queen can’t be targeted by Incapacitate or Mind Control, and when she is targeted by Penetrating/Psychic Blast, she modifies her defense by +2.

Black Queen has the Improved Movement: Hindering Terrain ability.  This works very well with all powers in her movement slot, particularly an opening click of Stealth.  An opening click of Toughness will provide some protection from counter attack.  Black Queen can also deprive the opposing force of a key power with the use of Outwit.  The Indomitable combat ability will allow her to act without fear of pushing.

On her second click, Black Queen picks up a run of a movement special power, Optimized Targeting Optics and Infrared Vision.  This special power allows Black Queen to use Running Shot, and, ignore opposing character’s Stealth.  Black Queen upgrades to her only click of Invulnerability, before changing back to Toughness.   Black Queen switches support powers at this point to a couple of clicks of Perplex.  

Click four offers an interesting choice.   Go for the KO on a figure with a 3 damage and Pulse Wave, still able to use Running Shot, or use Regeneration to get Black Queen back into damage reducers.  After this, Black Queen loses her Optimized Targeting Optics and Infrared Vision special power, keeping Pulse Wave and another click of Outwit.  Combat Reflexes will make her harder to hit close combat for a couple of clicks.

At the end of her dial, Black Queen sees one more click of her Optimized Targeting Optics and Infrared Vision special power.  On her last click, Black Queen has one has one more click of Outwit, and again gets the ability to attempt to heal due to Regeneration.

Black Queen brings the Calculator wildcard team ability to help herself, and the Police team ability to help her allies.  Black Queen has the Checkmate, Robot, and Spy keywords for plenty of good theme team options.  At 135 points, Black Queen will be a solid cornerstone with plenty of room for support on any force you choose to include her on.

That is all for today.  Be sure to come back Friday as we preview a member of a Covert Action Team with a killer handshake from the upcoming DC HeroClix: Batman set!

DC HeroClix: Batman Preview Prime Figures

I Shall Become a BAT – Batman, the Caped Crusader!

Greetings HeroClix Fans!

Our series of previews for the DC HeroClix: Batman set continues today with a closer look at Batman and some of his winged friends!

Batman begins play with a trait, Flock of Bats, which plays into his analysis that criminals are a superstitious cowardly lot who are fearful of the image of a bat.  To use Flock of Bats, give Batman a free action to attach an adjacent Flock of Bats to his base or remove an attached Flock of Bats and place it in an adjacent square.  When a Flock of Bats is attached, Batman can use its special power but the flock does not return to your starting area after the special power is used. If Batman is KOd with a Flock of Bats attached, place any attached Flock of Bats in an adjacent square before removing him from the game.

We’ll go into more detail later about what each Flock of Bats can do but for now let’s not keep the Dark Knight waiting and take a look at his dial!

Batman clocks in at 88 points.  He also has a 60-point starting line on his fourth click that is used when he is brought into play via #002 Bruce Wayne’s Alter Ego: Batman special power.  Batman also has the Improved plus on his base and his character card shows that he has an Improved Movement combat ability titled I Will Be Where I’m Needed.  This ability allows Batman to ignore elevated terrain, hindering terrain, and characters while moving.

Batman has a range of six and can target a single character with his ranged attacks.  However, Gotham City’s protector starts his dial by taking the fight up close with three clicks of Charge in his movement slot.  His attack values stay consistent throughout his dial, never dipping below a 10. Mid-dial, Batman gains two clicks of Quake to let his foes know that he will never be outnumbered! Defensively, Batman has the Indomitable combat ability and starts with four clicks of Combat Reflexes.

Batman’s damage slot starts with two clicks of Outwit to show that he’s smarter than Gotham’s criminal element. He then gains two clicks of Perplex to represent his preparedness in fighting crime.  Finally, Batman ends his dial with two clicks of Close Combat Expert to show his superior fighting skills.

This version of Batman has the Batman Ally team ability and only one keyword (Batman Family) but is an excellent addition to any force.

What’s this?  A black bat has just flown through the window!  A creature of the night! It must be part of the Flock of Bats (Black) that can attach to BatmanFlock of Bats (Black) costs 13 points and has a trait, Small, But Annoying, which prevents it from using the Carry ability.  The Flock of Bats (Black) has Plasticity in its movement slot and a special power in its damage slot, Shadow of the Bats.  When Flock of Bats (Black) is given a power action to use Shadow of the Bats, until the beginning of your next turn, squares that are adjacent to this Flock of Bats are hindering terrain for line of fire purposes.  When this special power is used, at the beginning of your next turn place this Flock of Bats in your starting area.

Whew!  That was interesting! We’ll take a look at another Flock of Bats later but now let’s turn our attention to The Caped Crusader!

The Caped Crusader is a Prime character, as noted by the green ring around his base and the green background on his character card.  Prime characters take the Unique game mechanic to another level in that you may only field ONE Prime character per force regardless of the build total.

Weighing in at 139 points, The Caped Crusader has an Improved Movement ability, My Surroundings Can Be Advantageous, which allows him to ignore elevated terrain, hindering terrain, and characters while moving.  The Caped Crusader also has a pair of traits.  The first trait, Allies in Darkness, allows The Caped Crusader to begin the game with a Flock of Bats attached to his base at no additional cost.  While at least one Flock of Bats is attached to The Caped Crusader, he can use Super Senses.  You may give an attached Flock of Bats a move action to detach from The Caped Crusader and move on the map.  When The Caped Crusader has less than three Flocks of Bats attached, the Flock of Bats may end its move in the same square as The Caped Crusader; if it does, the Flock of Bats attaches to The Caped Crusader.

The second trait, I Shall Become A Bat, allows The Caped Crusader to take a free action and switch places with any unattached Flock of Bats on the map, even if the Flock of Bats didn’t start the game attached to The Caped Crusader.

The Caped Crusader starts his dial with Charge and an attack value of 12. He has a range of five and can target two characters with his ranged attacks.  Defensively, The Caped Crusader has the Indomitable combat ability and a full run of Toughness on his dial to represent his Kevlar, Titanium weave body armor.  In his damage slot, The Caped Crusader starts with two clicks of Exploit Weakness.

On The Caped Crusader’s second click, he loses Charge but gains a special power in his attack slot, The Bats Obey Me.  To use this special power, give The Caped Crusader a power action then give up to three unattached Flock of Bats move actions as free actions.  The Bats Obey Me appears on The Caped Crusader’s second, fourth, and sixth clicks.

Mid-dial, The Caped Crusader gains Running Shot and drops Exploit Weakness in favor of Probability Control. On his next click, Probability Control is replaced by Close Combat Expert to show that The Caped Crusader has other ways to hurt you aside from utilizing pressure points.

As we reach the back end of The Caped Crusader’s dial, we see that he retains Close Combat Expert and regains Charge.  On his last click, Probability Control returns and Charge makes way for Flurry as The Caped Crusader uses everything he has to vanquish his foes!

The Caped Crusader naturally has the Batman Ally team ability and an array of useful keywords to make his inclusion on any force that much easier.

But what have we here? A brown bat and a grey bat flying together!  It’s an omen!  These must be members of the Flock of Bats (Brown) and Flock of Bats (Grey)!  Both Flock of Bats (Brown) and Flock of Bats (Grey) have the Small, But Annoying trait, which prevents them from using the Carry ability.  Flock of Bats (Brown) comes in at 15 points while Flock of Bats (Grey) costs 18 points. (click on images below to enlarge)






Flock of Bats (Brown) has Super Senses in its defense slot and a special power, I Shall Become…, which comes into play when the Flock of Bats is given a power action.  Until the beginning of your next turn, characters adjacent to this Flock of Bats who can use Stealth modify their attack value by +1.  Flock of Bats (Grey) has Poison in its attack slot and its special power, Cowardly and Superstitious, activates when the Flock of Bats is given a power action.  Until the beginning of your next turn, before any opposing character adjacent to the Flock of Bats may be given a power action, roll a d6.  On a result of 1-3 place an action token on that character.  If the character may still be given a non-free action, it must continue to be given it.

Like Flock of Bats (Black), when Flock of Bats (Brown) and Flock of Bats (Grey) use their special power, they’re placed in your starting area at the beginning of your next turn.

That’s all we have for today!  Please join us next time as we reveal more secrets from upcoming HeroClix released.  Until then, keep your Clix guano-free and off their K.O.’s!