Greetings HeroClix Fans!
We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set! Today, we take a look at two costumed Gothamites who are entwined in a love-hate relationship. First up is the thief and burglar known as Catwoman!
With a value of 99 points, Catwoman is a close combat attacker who can mess with opposing teams that rely too much on using team abilities. Catwoman hits the battlefield with a trait called Can’t Be Trusted, which prevents adjacent opposing characters from using team abilities. Catwoman also has the Calculator team ability, which makes her a wild card and rubs it in the faces of adjacent opposing characters wishing they could access their team abilities. Can’t Be Trusted,
Mobility shouldn’t be too much of an issue as Catwoman comes into play with an Improved Movement ability called Curiosity and the Cat, which lets her ignore elevated and hindering terrain when she moves. A pair of Charge clicks mid-dial gives Catwoman the ability to move then attack, while Stealth on the rest of her dial prevents most opposing characters from drawing lines of fire to her if she has hindering terrain to use.
Catwoman has a short range of three squares and one target. Although Catwoman’s dial reflects a character that works best in melee as your secondary attacker, her limited range can come in handy at the start and ends of her dial where she has Incapacitate and Precision Strike, respectively. Joining Steve Trevor’s Justice League of America as a silver bullet for Batman hasn’t calmed this kitty, however, so Blades/Claws/Fangs appears mid-dial (with slightly boosted attack values of 11) and makes a great pairing with the Charge in her speed slot.
Defensively, Catwoman won’t be an easy mark for adjacent opposing characters as she starts and ends her dial with Combat Reflexes. Mid-dial she has Super Senses to potentially evade attacks altogether. The addition of Perplex in the damage slot at the start and end of her dial gives Catwoman the option of buffing her own combat values or toying with an opponent’s numbers.
We mentioned Catwoman’s association with the Justice League of America. If you’re considering including Catwoman on a themed team, she has that keyword – along with Batman Family, Gotham City Sirens and Gotham City Underworld.
Catwoman likely won’t be the primary attacker on your force, but odds are you may want to consider Batman for that role. Let’s take a look at Gotham’s Dark Knight!
Batman can be played at two point costs, 150 or 85. Batman’s 85-point starting line is on click 4. At either starting point, Batman has an Improved Movement ability called Grappling Hook which lets him ignore elevated terrain when he moves. He also has a trait that we previously saw on Superman called A New Kind of Justice League. This trait lets adjacent friendly characters of a lower point value and the Justice League keyword use the Batman Ally team ability that he also possesses. Additionally, if Batman is paired with friendly characters named Superman or Wonder woman, they don’t need to be adjacent or a lower point value.
To represent Batman’s unrelenting pursuit of justice, he has the Indomitable combat ability – and a five-square range with two targets. For team-building ease, Batman has the Batman Family, Gotham City, Justice League and Trinity keywords.
Moving onto Batman’s dial, he starts primarily as a ranged attacker. Batman’s first two clicks feature the combination of Running Shot and a special power called Utility Belt, which lets him use any standard attack or damage power when he’s given a free action. Batman can use the chosen power until your next turn. Defensively, he can reduce some damage dealt to him thanks to Toughness. In the damage slot of Batman’s first clicks is another special power, World’s Greatest Detective and Strategist, which lets him use two of the game’s most popular damage powers in Outwit and Perplex. Additionally, when Batman has no action tokens, he can use another popular standard damage power in Probability Control. Standard use of Outwit and Perplex appear on Batman’s next two clicks.
Batman switches to a close combat attacker on clicks 3 and 4 by substituting Charge for Running Shot and Combat Reflexes for Toughness. Batman retains Combat Reflexes for the rest of his dial. Click 4 closes out Batman’s Utility Belt run and sees the return of World’s Greatest Detective and Strategist in the damage slot. That’s followed up again by Outwit and Perplex, respectively, before World’s Greatest Detective and Strategist makes a final appearance on click 7.
Ranged attacks again become Batman’s preferred method of fighting as we reach his last three clicks. Sidestep takes over for Charge to help Batman strategically position himself. A pair of Energy Explosion clicks are followed by a final click of Pulse Wave to hopefully catch multiple opponents in the area of effect.
Batman should be a viable choice for most forces with attack values that never fall below 10 and a mix of powers that allow him to play the role of either ranged or close combat attacker. Teams that share the Justice League keyword with Batman will enjoy the benefits of his A New Kind of Justice League trait.
We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set. Stay tuned as we reveal more exciting characters in the days to come!