Chaos War Preview

Master of Evil and Avengers Adversary – Baron Zemo!

Greetings HeroClix Fans!

Today we check in with a longtime foe, and sometimes ally, to the Avengers and heir to a villainous legacy.  Whether acting as leader to the Masters of Evil or the Thunderbolts, today’s preview was born better and destined to rule.  We present Baron Zemo!

Manipulating both his foes (and allies) from the shadows, Baron Zemo begins play with Stealth while his Trait, The Thunderbolts Gambit, allows Zemo to confer the Thunderbolts keyword to any friendly figures with either the Masters of Evil team ability or keyword.  Better yet, if you’re playing with the Thunderbolts Additonal Team Ability, your newly christened Thunderbolts gain that benefit as well!

Zemo also begins play with the Meglalomaniacal Genius special power.  Megalomaniacl Genius grants Baron Zemo Leadership, Mastermind, and Outwit! And if that weren’t enough, Zemo can use both Leadership and Mastermind as if he were 150 points (as opposed to his actual cost of 100!) so long as he is adjacent to a friendly figure with the Thunderbolts (remember that handy Trait?) keyword.  Thanks to his Manipulative Genius special power, Baron Zemo should always have fodder, er, allies to help him out of a jam.

Early- to mid-dial Zemo demonstrates his proficiency on the front lines with both Running Shot and Penetrating/Psychic Blast, while his initial clicks of Willpower begin alternating with Combat Reflexes for the remainder of his dial.

Mid- to late-dial Zemo exchanges his Manipulative Genius special power for first standard Outwit and then Probability ControlBaron Zemo also switches tactics, taking the fight to his foes with both Charge and Blades/Claws/Fangs!

At only 100 points and armed with the Masters of Evil team ability, Baron Zemo will be easy to include on any number of theme teams thanks to his Master of Evil, Scientist, and Thunderbolts keywords.  Whether Zemo acts on the side of heroes or villains, or as a villain posing as a hero (again, thanks to his Trait), Baron Zemo is sure to make an impact in your next HeroClix game.

That’s all we have for today but be sure to join us later this week as we continue to explore more exciting previews from upcoming HeroClix sets.  Until then, keep your Clix off their K.O.’s!

Chaos War Preview

Time Travelling Despot and Avengers Foe – Kang!

Greetings HeroClix Fans!

As a special bonus preview, we are pleased (if not a little intimidated) to present an all-too frequent foe to the Avengers from beyond time, Kang!

Last seen way back in Marvel HeroClix: Supernova, this self-proclaimed Conqueror lives up to his reputation!  Early dial Phase/Teleport allows Kang to maneuver into position without concern for terrain or opposing characters, while the Indomitable ability allows you to capitalize on his mobility with an opening 12 attack and 4 damage! And should you decide to, the Masters of Evil team ability allows you to use Kang for a third turn in a row; blast away at his enemies again with that impressive first click and gain access to Running Shot and Penetrating/Psychic Blast on Kang’s second click!

Mid-dial, Kang switches tactics slightly as he gains Outwit and the Timeline Reset special power.  Timeline Reset allows Kang to remove action tokens from friendly figures 151 points or less, all for just the cost of a power action!  Now, figures that already acted that same turn cannot act again, but Timeline Reset allows you to maximize your action potential with friendly figures that have not already taken non-free actions.

Kang’s initial Impervious is replaced by Toughness, but swings back up to Invulnerability while Kang enjoys a parallel upswing in his attack value and Pulse Wave! Late-dial Ranged Combat Expert keeps Kang’s potential damage output at a respectable level while end-dial Regeneration allows Kang to potentially stay in the fight.

Last and certainly not least Kang’s Trait, Come Back After I’m Rested and Try Again, allows him to use (uncounterable) Probability Control on his own attack rolls!

At 151 points and armed with the Future, Past, Ruler, Scientist and Warrior keywords, Kang is sur eto make his presence felt on the battlefield!

That’s all we have for today, but be sure to join us next week.  Until then, keep your CLix off their K.O.’s!

Chaos War Preview

The Mighty Avenger – Thor!

Greetings HeroClix Fans!

Today we continue to explore the Marvel HeroClix: Chaos War by visiting a mortal physician with a thunderous secret identity.  We are pleased to bring you Dr. Donald Blake!


Donald Blake has spent most of his life as a doctor, and showing his skill is his trait, Doctor, Not a Fighter, which makes it so his combat abilities can’t be modified.   Donald Blake shows his medical training skills with a full dial of Support, which backed by printed 11 and 10 attack values, should succeed to heal a friendly character on most, if not all attempts.  Donald Blake has a slow movement value due to being partially disabled and using a walking stick to get around.

Donald Blake has the Avengers keyword, making him an inexpensive way to fill points on a theme team, or at 33 points, be a cheap, efficient medic on any force you choose include him.

But, should this not be enough, from his second click on, Donald Blake may tap his walking stick twice to transform himself using his special power, Alter Ego: Thor, God of Lightning!   “Give Donald Blake a power action that deals no pushing damage and replace this character with Chaos War #038 Thor, Chaos War #202 Thor, or Chaos War Fast Forces #002 Thor on its orange starting line. After actions resolve, even if this power is lost, deal 1 damage to each adjacent opposing character. This power can’t be countered.”

For 33 points, Thor comes into play via the Alter Ego ability using Running Shot with his 8 range to take the fight to your opponent!  Toughness provides damage reduction on both clicks.  Thor has a special power on his first of two clicks called Summon Asgardian Blizzard, which says, “Characters with the Standard or Tiny Size combat abilities can’t target characters 7 or more squares away.  Modify all other characters speed values by -2 if they begin an action within 6 squares of Thor.

Or, you can choose to field Thor for his full 200 points instead of using Alter Ego to get him into the game.  This version of Thor is a pretty straight forward bruiser.  He begins play with a long stretch of Charge, as he is always willing to engage a foe up close and personal.  Super Strength will allow Thor to grab whatever objects are around as he moves about the battle field and attacks his foes.  An opening click of Impervious protects Thor from counter attacks.  On his second click, Thor picks up his special power Summon Asgardian Blizzard for a good stretch of his dial.  This provides Thor and his allies some measure of board control to be able to set up.  Invulnerability becomes his damage reducer of choice for a few clicks.

Mid-dial, Thor trades Super Strength for Quake as he moves to knock opposing characters back.  Or he can continue to use Charge or his 8 range, as his dial sees his damage top out at a printed 5 in this stretch. As his damage and attack values go down a bit, so does his damage reduction, as he now has a few clicks of Toughness. 

Late dial, Thor sees his combat values all raise again. Toughness gives way to another click of Invulnerability, before going back to Toughness to finish out his dial.  Hypersonic Speed shows up for two clicks, as Thor pushes himself to fight the good fight!  This is followed by his only click of Running Shot, as he attempts to finish off his opponents.  Thor also sees one more click of his Summon Asgardian Blizzard special power.

Thor has a good selection of keywords to choose from, including Asgardian, Avengers, Deity and Warrior.  The Avengers team ability will see that Thor’s move actions do not count toward your action total.   The ability to move and attack on nearly every click, as well as get past damage reducers without penetrating damage, and aggressive attack values and powers will make Thor a force to be reckoned with on any team build you put him on!

Thanks for joining us, and be sure to come back next week as we continue to explore the Marvel HeroClix: Chaos War set!

Chaos War Preview

Mighty Avenger and God of War – Ares!

Greetings, HeroClix fans!

In today’s preview from the Marvel HeroClix: Chaos War set, we take a look at a Mighty and Dark Avenger, with sympathies toward Nick Fury’s Secret Warriors due to his son being on that team.   He is the God of War, Ares!


As the God of War, Ares can inspire his allies as well as demoralize his foes.  This is represented with his trait, Presence of the God of War, allowing him to modify adjacent friendly characters attack value by +1, as well as adjacent opposing characters attack value by -1.  On his first click, Ares gets a battle started with Running Shot, as he takes the action to your opponent with a 7 range and 2 targets, as well as a printed 4 damage.  Impervious will protect Ares for the first third of his dial.  After this opening click, Ares can use Charge to move to another fight, this time with his printed 3 damage or opting to use his big axe in the form of Blades/Claws/Fangs.  Once in position, and depending on the outcome of his last attack, Ares may now use the special power in his damage slot, Master of All Weapons, allowing him to use either Close Combat Expert or Range Combat Expert, as well as denying the use of which ever power he used to his opponents force until your next turn.  This power also can’t be countered by a character of 100 points or less.

On his third click, Ares again has Running Shot, as well as his Master of All Weapons special power.  Mid-dial, on his forth click, Ares again is able to use Charge and Blades/Claws/Fangs with the added benefit of Exploit Weakness, to ensure however much damage he does will go through.  This power set will remain through this stretch of dial, with Ares being able to reduce damage with Invulnerability.

At the end of his dial, Ares sees the return of Master of All Weapons.  Toughness is his damage reducer at this point.  Ares has the ability to heal himself a bit in this stretch of his dial as Steal Energy is on the rest of his clicks as well.

Ares possesses the Indomitable combat ability, allowing him to use act without fear of pushing. Ares has plenty of keywords to offer options for building named or generic theme teams with Avengers, Dark Avengers, Deity, Soldier and Warrior.  At 199 points, Ares will have room to include support figures in a low point game.

Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.  Until then, keep your Clix off their K.O.’s!

Chaos War Preview

Chaos War – Kree-Empowered Avenger Ms. Marvel!

Greetings HeroClix fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we visit the Avengers to check in with a former Air Force major who has spent time amongst the Starjammers, had powers granted by the Kree, and was Tony Starks handpicked leader of the Avengers, Ms. Marvel!

Ms. Marvel begins play leading the Avengers into battle with Leadership to potentially add an action to your action pool.  The always useful combination of Charge and Super Strength allows Ms. Marvel to take the action to your opponent.  Invulnerability will protect Ms. Marvel from the inevitable counter attack for her first couple of clicks.   Next up, Charge is replaced by Flurry for a couple of clicks as Ms. Marvel pummels her foes.  Toughness will make sure Ms. Marvel still has damage reduction capability.

Mid-dial, Ms. Marvel loses powers in her movement slot, but she gains a special power of in her attack slot called Radiant Burst, allowing Ms. Marvel to use Energy Explosion as if she had a range of 7 and two targets.  Toughness gives way for a return click of Invulnerability.  At the end of her dial, Ms. Marvel sees the return of Charge for a couple of clicks.  Steal Energy will allow Ms. Marvel to heal a click with every successful close combat attack for the rest of her dial, and Toughness will again protect her from harm.

At 110 points, Ms. Marvel has the Avengers team ability.  Ms. Marvel possesses the Avengers, Soldier and S.H.I.E.L.D. keywords to give her plenty of theme team building options, but her consistent attack and damage values will make her a benefit to whatever force you include her on.

Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.

Chaos War Preview

Chaos War – Kree-Empowered Avenger Genis-Vell!

Greetings HeroClix Fans!

For today’s preview from the Marvel HeroClix: Chaos War set, we check in with a Kree soldier who has enjoyed multiple code names, Genis-Vell!

Genis-Vell begins play taking the fight to your opponent with Running Shot, which combined with his 8 range and 2 targets with a printed 4 damage, has the potential to mess up their plans.  Or, if an appropriate opportunity presents itself, Pulse Wave can cause some serious damage.  Impervious will protect Genis-Vell from the inevitable counter attack.   On his second click, Genis-Vell stays pretty much the same, but with some stat changes, his defense goes up and his damage goes down, and he sees a special power in his damage slot called A Touch of Insanity.   This power allows Genis-Vell to use Perplex.  When he does, instead of the normal effect, choose +2 or -2 and roll a d6 that can’t be rerolled.  Based on the result, modify the following value on the target character by the chosen amount.  On a result of 1, Speed.  On a result of 2, Attack.  On a result of 3, Defense.  On a result of 4, Damage.  On a result of 5, Range.  On a result of 6, all combat values.

Mid-dial, Genis-Vell switches tactics as he gains Hypersonic Speed for a couple of clicks.  Steel Energy has the potential to add a click of life back to his dial.   Genis-Vell cycles powers in his defense slot first with a click of Toughness, to reduce damage, then one of Super Senses, to try and avoid an attack.  A Touch of Insanity is still here for a click, before giving way to Outwit.  On the last click in this section of dial, Genis-Vell can use Phasing/Teleport to put some distance between himself and any pursuers to try and use Regeneration, potentially getting him back to the top of his dial.   Probability Control can help with this, or make sure an attack with Pulse Wave hits anyone within his range.

At the end of his dial, Genis-Vell possesses Phasing/Teleport to get him to where he can best take shots at someone and use his Outwit, while Toughness will offer some protection.  Next up, Genis-Vell has Running Shot to move and attack, and Super Senses to try and avoid return fire.  A touch of Insanity makes its last appearance as well on this click.  On his last click, Genis-Vell again has Hypersonic Speed and Pulse Wave as attack options, and Portability Control to help dice rolls come out in his favor.  This end section of his dial is also the Alter Ego point for Rick Jones from the Marvel HeroClix: Incredible Hulk set. 

At 200 points, Genis-Vell brings some solid stats and powers to your force, all without the fear of being outwitted due to his Power Cosmic team ability.  Genis-Vell also possesses the Cosmic, Eternal, Kree, and Thunderbolts keywords, giving him some great theme team options, as well as being a value to a wildcard abuse team if you pay the 7 points to attach the Thunderbolts ATA to him.  Avenge his father’s (Captain Marvel) honor when Chaos War releases everywhere this July!

Thanks for reading and be sure to check back next week when we continue to explore the Marvel HeroClix: Chaos War set.


Chaos War Preview

Master of Evil and Avengers Foe – Black Knight!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview takes us to a deceased member of the Masters of Evil. Denied the hereditary right to wield his family’s fabled Ebony Blade, Nathan Garrett used technology to become the original (and villainous!) Black Knight!

Black Knight begins play maneuvering onto the battlefield with Running Shot and the Flight ability (thanks to his genetically-modified flying horse).  Two opening clicks of  Penetrating/Psychic Blast enable the Black Knight to strike at his opponents’ weak spots with penetrating damage, and then on his second click Black Knight shows off his intellect as a former professor in the form of Outwit. 

Mid-dial, Black Knight demonstrates the more common use for a lance as he and his winged horse use Charge to engage his foes in close combat.  Blades/Claws/Fangs makes Black Knight all the deadlier in melee, while Outwit makes a second appearance on his dial enabling him to penetrate his enemies’ defenses, or counter a more a vital power or ability.  However, mid- to late-dial the Black Knight has been knocked from his steed, represented by Earthbound for the rest of his dial.

At the end of his dial, Black Knight maintains both Earthbound and Toughness, and gains a couple of clicks of Energy Explosion. Black Knight’s armor is represented by nearly a full dial of Toughness, but onn his last click, Black Knight trades damage reduction for force of will as he has Willpower. 

Black Knight possesses the Armor, Masters of Evil, and Scientist keywords, providing him with some solid theme team building options.  Black Knight also has the Masters of Evil team ability, providing him the ability to act every turn as long as you wish to push him.  For 95 points, Black Knight will be a solid investment on whatever force you wish to include him on.

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue with a Kree-empowered Avenger!

Chaos War Preview

“Mite-y” Avengers Part 1- Ant-Man and Wasp!

Greetings HeroClix Fans!

Today we have the first of three bonus previews from the Marvel HeroClix: Chaos War! Get set as we explore some new and updated abilities in the game.  To showcase these changes, let’s take a look at a duo well-known to Avengers fans, #053 Ant-Man and Wasp!

There’s a lot going on with Ant-Man and Wasp.  First, they’ve got a new combat ability on their dial, Tiny Size.  This ability is on the damage slot, as are all combat abilities that affect a character’s size.  Tiny Size modifies this character’s defense by +1 against ranged combat attacks.  If a figure is tiny, they should be harder to shoot.  A friendly character that is both adjacent and larger can use the Carry ability to carry 1 Tiny Size character, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally.  So, anyone that is not Tiny Size can carry a figure that is; the Carry ability is not required.  And, unlike the Carry ability, there is no -2 modifier to movement.  Also, if a figure already has the Carry ability, they can carry a Tiny Size figure and a normal-sized figure as well, with the normal sized character causing the -2 modifier to movement to kick in.  This ability can’t be countered.  Tiny Size can’t be outwitted, easy enough.

Now, let’s take a look at Ant-Man and Wasp.  First off, they possess a trait called Buzzing Right In Your Ear.  When an adjacent opposing character attacks Ant-Man and Wasp and misses, deal the attacking character 1 unavoidable damage after actions resolve.  When a non-adjacent opposing character attacks Ant-Man and Wasp and misses, deal each opposing character adjacent to Ant-Man and Wasp 1 unavoidable damage after actions resolve.  With their high printed defense, Super Senses on the first half of their dial, and the Tiny Size ability, Ant-Man and Wasp are sure to get a lot of use from this trait!

Ant-Man and Wasp begin play using Charge to get into battle.  They make sure damage will stick with the use of Exploit Weakness.  Once in place, Super Senses helps them avoid attacks for the front half of their dial.  When placed correctly, Ant-Man and Wasp will also be able to take advantage of Poison, another representation of their insect swarms.  On their second click, Ant-Man and Wasp swap Charge for Plasticity, making opponents have a harder time getting away, or themselves an easier time!

Mid-dial, Ant-Man and Wasp switch things up as they gain Stealth to keep themselves hidden.  On these two clicks, Outwit is in their damage slot, making Ant-Man and Wasp a good support figure.  Super Senses is traded for Toughness in this section of the dial.

End-dial, Ant-Man and Wasp have Plasticity and Poison back on their dial.  Toughness keeps them safe from some damage for the rest of their dial.  Ant-Man and Wasp also see Exploit Weakness return to make sure damage goes through.  On their final click, Ant-Man and Wasp also have Charge return as they make one last-ditch run at your opponent!

Ant-Man and Wasp possess the Avengers and Scientist keywords, as well as a 5 range.  At 168 points, Ant-Man and Wasp will be a solid investment on most forces.  Ant-Man and Wasp also possess the Duo combat ability, which now has a new ability added to it.

As before, the Duo combat ability grants a figure the Duo Attack ability, which allows it to make a second attack with a -1 modifier to damage.  It now also allows the possessor of the Duo combat ability to use Split.  Let’s take a look at Split. 

Split   Give this character a power action if it has no action tokens.  Simple enough.  Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card.  Pick one or more names off the list; for example, “Ant-Man” or “Wasp.”  The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value  In this case the point value is 168 points, and any figure named “Ant-Man” and “Wasp” that total 168 points or less would qualify. (unless those characters previously used the Merge ability to be replaced by this character).  You can Merge 2 characters that cost more than the Duo figure you are Merging into, see below.  It doesn’t come into play with Ant-Man and Wasp, but it will with other figures. Replacement character(s) are assigned an action token and can’t be given an action this turn.  Pretty simple, since they took a power action to split.  Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line.  For example, if the Duo is on click number 5 then the figures that are Split from it must come in on click number 5, or five clicks from the starting line if it does not have a numbered dial.  Also, if a figure has multiple starting lines, you can choose to use any one that fits and count clicks from that line.  If you choose to use an older Duo figure, like #060 Cap and Bucky from the Avengers set, just count your clicks.  This ability can’t be countered.  Again, simple enough.  Something that may not be obvious is that you can use the Split ability to split a duo figure into only one figure, points permitting, but that lone figure won’t be able to use the Merge ability.  Also, points permitting, you can Split into more than two figures.

For reference:

Qualifying Name      orQualifying Real Name
Ant-ManHank Pym
WaspJanet Van Dyne


The standard attack symbol also has a new addition to it, called the Merge ability.

Merge  When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character.  Not too complicated.  If any combination of the characters listed above are adjacent, and none have action tokens, they may combine to form a Duo figure.  Pick the figure you are giving a free action to and this Duo begins play on the same number of clicks from the starting line.  Note that you can give any figure the free action to pick the click the Duo is on.  The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character.  So it has to be either an even swap or you have to give up some points to make the Duo. (Unless that Duo character previously used the Split ability to be replaced by these same characters). If Ant-Man and Wasp had Split earlier, they can Merge.  The Duo character can’t use the Split ability this turn.  This is so you can’t Merge to heal a figure, and then Split right away. This ability can’t be countered.  Again, easy enough.

All three of these new abilities, Tiny size, Split and Merge will be on this year’s new Powers and Abilities Card.  In the 2012 Core Rulebook, replacement characters are a defined portion of your force.  They are revealed at the beginning of the game and possibly will be limited to a specific number per force.  There will be a Duo-Guide released around the same time as Chaos War that will provide the character/real names for all pre-existing Duos, to make these figures in your collection easier to use.

That is all for today.  Be sure to come back on Wednesday as we continue to explore the Marvel HeroClix: Chaos War set when we take a look at three figures from the chart above that Ant-Man and Wasp can Split into! Until then, keep your clix off their K.O.’s!

Chaos War Heroclix Preview

Master of Evil and Avengers Foe – Egghead!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview spotlights a criminal mastermind who is making his first appearance ever  in HeroClix, and he has plagued heroes such as Ant-Man and the Wasp since the early days of their careers.  We are, of course, talking about Egghead!


Egghead begins play with a special power called Foe of the Tall and the Small which allows Egghead to deal penetrating damage to characters that don’t possess the standard attack damage symbol.  Egghead also has a personal force-field (of his own design of course!) engaged to protect him from ranged attacks represented by a full dial of Energy Shield/Deflection. 

Early-dial Outwit allows Egghead to display his genius on the battlefield by countering key powers or abilities on opposing figures.

Toward the end of his dial, Egghead switches tactics as his schemes begin to unravel.  Both Outwit and his special power are lost, to be replaced with a click of Pulse Wave as Egghead engages a plan of blackmail involving a laser satellite.  On his last click, Incapacitate allows Egghead to attempt to lock opposing figures in place with action tokens.

At 50 points, Egghead provides an inexpensive Outwitter to Intelligencia and Masters of Evil theme teams, as well as Emissaries of Evil, Scientist, and Spy keyword theme teams.  A 4 range is not huge, but will allow Egghead to utilize his powers well.  The Masters of Evil team ability allows Egghead to act multiple turns in a row, as well as providing a useful team ability for any wildcards you may be using.

Thanks for reading!  Don’t forget to come back next week when our Marvel HeroClix: Chaos War set previews continue with an Avengers mainstay who has held multiple costumed identities over his career!  Until then, keep your clix off their K.O.’s!

Chaos War Heroclix Preview

The Sharpshooting Avenger – Hawkeye!

Greetings HeroClix Fans!

Today’s Marvel HeroClix: Chaos War preview showcases one of the most popular mainstays of the Avengers, the mighty archer Hawkeye!

Hawkeye begins play moving into position with the cover of Stealth to prepare him to strike, and when he is ready, spring into action with Running Shot!  Both powers are granted to him by the use of his movement special power My Criminal PastWillpower on his first couple of clicks will allow Hawkeye to get into combat all the quicker.  Hawkeye also has an opening click of Leadership to showcase his years of leading various Avengers teams as well as the Thunderbolts.  On his second click, Hawkeye trades Leadership for his marksmanship as he picks up Range Combat Expert.

Mid-dial, Hawkeye sees the last click of his speed special power as he trades My Criminal Past for mobility with Leap/Climb, and Willpower gives way to Energy Shield Deflection, making him harder to hit from range.  Range Combat Expert remains through this stretch of dial, and he picks up his attack special power, Knockout Gas Arrow.  This power allows Hawkeye to use Energy Explosion. When he does, after actions resolve give one action token to each character hit by the attack.  This power pairs very well with Hawkeye’s 9 range with three targets.  Hawkeye stays fairly consistent with his power set at the end of his dial as he maintains his attack special power, Leap/Climb, and Range Combat Expert.  Willpower returns for his last two clicks.

Hawkeye possesses the Sharpshooter combat ability to make his range combat abilities dangerous even up close.   Showcasing his ability to fit in with multiple teams, he has the Spider-Man Ally team ability.   He has many great named theme team options with the Avengers, Great Lakes Avengers, S.H.I.E.L.D., and Thunderbolts keywords.  For 98 points, Hawkeye has aggressive attack numbers, with an opening 12 attack, and only one click of single digit attack.  With his potential damage output, Hawkeye is sure to be a valuable member of whatever force you include him on!

Thanks for reading!  Don’t forget to come back next Friday when our Marvel HeroClix: Chaos War set previews continue when we check in with a villain who was not worthy to wield his family’s hereditary weapon!