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Clix It Up

Clix It Up – The Riddler

Greetings HeroClix Fans,

Welcome to another installment of our Clix It Up series! Today, we’re looking at one of the most perplexing perps that Batman has had to outsmart – The Riddler!

One of Batman’s oldest foes, first appearing in the 1940’s, The Riddler is known primarily for his keen intellect – but he’s also no slouch in combat! Today, we’re going to look at three different iterations of The Riddler, all representing different aspects of his persona and abilities.

Clix It Up - The Riddler - DC HeroClix: The Joker's Wild!

The first version of The Riddler we’re looking at is the 051 Super Rare from the DC HeroClix: The Joker’s Wild! set. This version of Mr. Nigma is a 4-click, 50-point piece, and comes with a dial that has Stealth, Sidestep, Combat Reflexes, and Outwit. Where Eddie really stands out, though, are with his traits. His first trait, called This is How I Deal With the Bat, activates if a character uses the Batman Enemy team ability to replace their attack value with The Riddler’s. After the attack resolves, that character can use Outwit until your next turn, but only to target a hit character. His second trait, called I’ll Give You a Hint, Bat-Brain states that The Riddler begins the game with the Clue attached to his base. You may give The Riddler a free action, allowing you to either reattach a Clue to The Riddler, or in turn choose an opposing character within 6 squares and line of fire. To do this, detach the Clue, and place it in a clear, unoccupied square within 6 squares of that character. Once you’ve done that, choose a standard power, and the target character can’t use that power until an opposing character moves into or through the square with the Clue, or the Clue is reattached to The Riddler! It’s a great counter to some pesky Outwit that the World’s Greatest Detective tends to have on his dial!

Clix It Up - The Riddler - Edward Nigma

Up next is a version of Edward Nigma built to harass and control your opponent’s team. The 037b figure from the DC HeroClix: Superman and the Legion of Super-Heroes set is a Prime figure, and is truly antagonistic at 69 points. Over six clicks of life, you receive the standard powers Charge, Leap/Climb, Blades/Claws/Fangs, Barrier, Toughness, Probability Control, Battle Fury, and Perplex. On top of that, you get two special powers and a trait. His trait, called Photographic Memory, states that Edward Nigma ignores hindering terrain when drawing lines of fire to characters who didn’t move during their last turn. His first special power, called Hidden Clues appears on the first two clicks of his movement. This power states that Edward Nigma can use Mind Control and Shape Change. When he uses Mind Control, after actions resolve, hit characters are given up to 2 action tokens that don’t deal pushing damage. Finally, appearing on the last two clicks of his attack is the special power called I Know Your Secret, Mr. Wayne. This power prevents opposing characters within line of fire from using Shape Change, or the Alter Ego or Morph powers or abilities.

Clix It Up - The Riddler - Edward Nigma - LE

Lastly, we step back into the golden age of HeroClix with a figure from the DC HeroClix: Arkham Asylum set. A longtime staple of the metagame, the 105 LE Edward Nigma is one of the all-time greats. At 5 clicks of life, and a relatively small 60-point investment, Edward Nigma makes the most of his standard powers, which are Leap/Climb, Incapacitate, Shape Change, Outwit, and Perplex. But where he really shines is in his special power, appearing on the first three clicks of his defense. A Man Reborn allows Edward Nigma to use both Enhancement and Mastermind – which is fantastic. But it gets better, because when an action token would be given to a character adjacent to Edward Nigma, you can instead give it to Edward Nigma and roll a d6, which on the result of a 1, you deal 1 unavoidable damage to the adjacent character.

So there you have it, folks – three versions of The Riddler that offer different play styles and strategies for you to work with and enjoy. What’s your favorite version of the questioning criminal? Tune in next time, and until then, don’t be afraid to push!

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Clix It Up

Clix It Up – The Joker

Greetings, HeroClix fans!

Today we’re going to Clix It Up by taking a look at a different version of the Clown Prince of Crime himself, The Joker! We’re going to look at two variations of the killer clown from the DC HeroClix: The Joker’s Wild! set, as well as another version from past iterations.

Clix It Up - The Joker 033

Up first is the 033 version of The Joker. At 50 points with 4 clicks of life, this version of The Joker is perfect to squeeze into Arkham Asylum, Gotham City, or Gotham City Underworld teams. He possesses only one trait called This is How I Deal With the Bat. This trait states that once per turn, for all characters with this trait, if a character uses the Batman Enemy team ability to replace its attack value with The Joker’s, you may reroll the attack roll. Additionally, he possesses a special power on each click of his attack called C’Mon Bats…It’s The Ol’ Squirting Flower Gag. This power states that you may give The Joker a power action to make a close attack targeting a single opposing character that’s within 3 squares and line of fire. If your attack hits, deal that character 1 penetrating damage instead of normal damage. The Joker rounds out his dial with full dials of both Sidestep and Super Senses, as well as two clicks each of Perplex and Outwit.

Up next for the Clix It Up – The Joker edition is our second version, also from the The Joker’s Wild! set, the 059 Super Rare figure. He comes in at a more robust 140 points, and features 7 clicks of life, to go along with a range of 6 squares. This is a Joker that you want to build around with a heavy hitting tank, and a supporting healer to increase his longevity. He has two traits, the first of which is called It’s the Laughing That Will Kill You. This trait states that The Joker can use Poison. When he does, damage dealt to characters with a lower point value is penetrating damage. His second trait, called Mad as a Hatter, says that other characters can’t use Precision Strike when attacking The Joker!

Clix It Up - The Joker 059

To accompany those traits, The Joker has a series of incredibly beneficial standard and special powers. His first special power, appearing on alternating clicks of his damage, is called The Killing Joke! This power says that The Joker can use Ranged Combat Expert and Improved Targeting – Ignores Characters. Additionally, when The Joker hits with an attack, hit characters are each given up to 2 action tokens! His second trait is called You’ll Have to Kill Me. This appears on his final click of defense and is a STOP click. It also allows The Joker to use Mastermind. But that’s not all – as mentioned, he has a bounty of standard powers, including Stealth, Sidestep, Blades/Claws/Fangs, Precision Strike, Mastermind, Super Senses, Toughness, and Outwit.

Our final version of The Joker comes from the DC HeroClix: World’s Finest set. The 054 Super Rare version of The Joker is a 250-point monster, with 8 clicks of life, a range of 8 squares, and the Quintessence team ability. He has Improved Targeting, allowing him to make a ranged combat attack against any opposing character within range and line of fire, even if the character is in an adjacent square. He also has the trait While the Game is On, I Can Do Anything. This trait states that at the beginning of your turn, you can choose an opposing character within range and line of fire and choose to either prevent that character from using items equipped to it until your next turn, or instead choose a standard power that the opposing character can use, and have The Joker use it until your next turn instead!

Clix It Up - The Joker 054

He also possesses two special powers. The first, appearing on his first two clicks of movement, is called, If You Want Something Done Right, You Have to Murder Them Yourself, which states that The Joker can use Phasing/Teleport. Additionally, once per turn, when another friendly character within range and line of fire misses all targets of an attack and actions resolve, you may place The Joker and that friendly character in each other’s squares. His second special power appears mid-dial on his damage, and is called I’ll Kill Every Batman There Ever Was or Ever Will Be. This power says The Joker can use Outwit, and does not need line of fire when doing so. Additionally, when The Joker uses Outwit, he may also counter a power on any other opposing characters with the same name as the first target! That’s a mountain of powers and abilities, but he also has the standard powers Force Blast, Sidestep, Flurry, Penetrating/Psychic Blast, Pulse Wave, Steal Energy, Invincible, Invulnerability, Impervious, Probability Control, and Perplex.

There are our three looks into The Joker! One, a full member of a team at 50 points that plays nicely with a shared trait between cohorts, another a solid attacking specimen that works well with some support, and a final one that can truly be your tentpole and marginalize your opponent through traits and pure damage output. Which is your favorite version of The Joker?

Thanks for joining us for today’s look at the Clown Price with Clix It Up – The Joker. Until next time, Shape Change for the win!

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Clix It Up Marvel HeroClix: Superior Foes of Spider-Man

Clix It Up – Doctor Octopus

Greetings once again, HeroClix fans, and welcome to our second Clix-It-Up article from the Marvel HeroClix: Superior Foes of Spider-Man set. Last time, we dove deep on Peter Parker, and this time we’re looking at one of Peter’s greatest foes – Doctor Octopus!

 Clix It Up- Marvel HeroClix: Superior Foes of Spider-Man - Doctor Octopus 055

Our first version of Doctor Octopus is the 055 Super Rare from the Superior Foes of Spider-Man set. Doc Ock is a six click piece, featuring a pair of spectacular special powers. His first special power, Mentally-Controlled Tentacles, states that when Doctor Octopus makes a close attack, he can use Giant Reach: 3 and Improved Targeting: Ignores Characters. Additionally, you can give Doctor Octopus a power action to make 4 close attacks that deal 2 damage instead of normal damage. After actions resolve, modify the defensive value of any hit characters by this power more than once this turn by -2 until your next turn. His second special power, called Sinister Mastermind, lets Doctor Octopus use both Leadership and Outwit. And, during your turn, up to two adjacent friendly characters with the Sinister Syndicate keyword may be given power actions to use Outwit!

 Clix It Up- Marvel HeroClix: Deadpool - Superior Spider-Man 060

Our next version of Otto Octavius comes from the Marvel HeroClix: Deadpool set, and is the 060 Super Rare Superior Spider-Man! This version of Otto features the Improved Movement power, Web Swinging, granting Superior Spider-Man Ignores Elevated Terrain and Ignores Hindering Terrain. He also has two traits, the first of which is A More Ruthless Spider-Man, which states that damage dealt by Superior Spider-Man can’t be reduced below 1. His second trait is called Spider-Bots, which allows you to give Superior Spider-Man a free action to roll a d6. If the result is higher than the total number of friendly Spider-Bots currently on the map and attached, you may place a Spider-Bot on the map up to that many squares away. You may also give Superior Spider-Man a power action to attach an adjacent friendly Spider-Bot if less than two are attached. Lastly are his two special powers, the first of which is called Savage Beating, granting Superior Spider-Man the ability to use both Charge and Flurry. His second special power is called Ridding Myself of the Weakling Parker, which lets you give Superior Spider-Man a free action to roll a d6. Once per game, on a result of 3-6, for the rest of the game, modify Superior Spider-Man’s attack and damage by +1, and damage dealt by him can’t be reduced below 2.

Clix It Up- Marvel HeroClix: Deadpool - Spider-Bot 099a

Clix It Up- Marvel HeroClix: Deadpool - Spider-Bot 099b

Stepping into the way back machine, we’re sliding all the way back to the Marvel HeroClix: Amazing Spider-Man set, where we find the 054 Super Rare Doctor Octopus. This version of Doctor Octopus is a support machine, built to sustain and maintain both himself and his Sinister Syndicate teammates. His trait, Sinister Mastermind, states that friendly characters who are adjacent to Doctor Octopus with the Sinister Syndicate team ability can’t have their speed or attack powers countered. He also possesses two special powers, the first of which is called Four Arms and Four Eyes, which allows Doctor Octopus the ability to use Perplex four times during your turn, but only on himself. His final special power, called Tentacles, allows Doctor Octopus the ability to use Flurry.  Couple all that with four of his six clicks of life having Outwit, and this is a great fringe version of Doc Ock to confound and harass your opponents.

Clix It Up- Marvel HeroClix: Amazing Spider-Man- Doctor Octopus 054

Finally, we come to the Doctor Octopus 001 LE from this year’s Marvel HeroClix: Sinister Syndicate Monthly OP Kit. This version is a lower cost option for your teams, possessing only two special abilities. The first, called My Own Form of Brachiation, grants Doctor Octopus Improved Movement: Ignores Elevated Terrain. His second special ability is his trait, called The Arms of the Octopus. This trait states that at the beginning of your turn, place up to two Tentacle Pair tokens on this card. For every Tentacle Pair token on this card, modify Doctor Octopus’ defense value by +1. You can also give Doctor Octopus a power action, removing 1 or 2 Tentacle Pair tokens from this card.  Until your next turn, Doctor Octopus can use the Giant Reach ability, which locks his damage value at his printed damage value, and can use Flurry once as a free action for each Tentacle Pair token you removed from this card! This is especially beneficial at the top of his dial, coupling his natural Plasticity and Outwit with Flurry to really cause trouble for your opponents!

Clix it Up Marvel HeroClix: Sinister Syndicate Monthly OP Kit - Doctor Octopus

That’s it for this edition of Clix-It-Up, HeroClix fans! We hope you’ve liked this look into Otto Octavius and Doctor Octopus, and we hope it keyed in some ideas on teams to build utilizing Doc Ock. Thanks for joining us, and until next time – Shape Change for the win!

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Clix It Up Marvel HeroClix: Superior Foes of Spider-Man

Clix It Up – Spider-Man

Greetings HeroClix fans, and welcome to another entry into our Clix It Up series, this time focusing on the titular character from the Marvel HeroClix: Superior Foes of Spider-Man set. That’s right, we’re digging deep on different takes on Peter Parker himself, Spider-Man!

Clix It Up - Marvel HeroClix: Superior Foes of Spider-Man - Spider-Man 049

Up first, we’ve got the 049 rare version of Spider-Man from the Superior Foes of Spider-Man set, who brings two very powerful traits, as well as two tremendous special powers to the game. His first trait, Trusty Spider-Sense allows Spider-Man to use Super Senses, and he can also evade attacks made by characters using Precision Strike. Additionally, when he’s hit by a ranged attack, you increase the result of this roll by 1! His second trait is called Spider’s Web, which states when Spider-Man hits, after actions resolve, you may attach his Web marker to a hit target, removing it from anywhere else. The character with the Web marker can’t move without breaking away,  can’t automatically break away, and other characters don’t have to break away from that character. Finally, when that character successfully breaks away, remove the Web marker. His first special power that we wanted to look at appears on his movement, Unmatched Mobility, and gives this version of Spider-Man the ability to use Hypersonic Speed, but only to make close combat attacks. Finally, on attack is the special power Last Ditch Effort, which allows him to use Precision Strike – and, in addition to that, you can give him a free action to make a close attack!

Our next version of the Wall-Crawler puts out eyes squarely on one of the most popular iterations of Spider-Man, the 2015 008 LE from the Marvel HeroClix: Symbiote Monthly OP Kit. When he wore the black costume, Spider-Man was a more aggressive, more powerful version of himself – but with some distinct weaknesses, which we’ll get into.

Clix It Up - Marvel HeroClix: Symbiote OP - Spider-Man 008

First, he has a stack of Improved Movement, including Ignoring Elevated Terrain, Ignoring Hindering Terrain, and Ignoring Characters – meaning this Spidey has the most mobility from top to bottom on his dial than any other that we’ll look at today. His first trait, Sonic Sensitivity, plays into the weakness we spoke about earlier – with this trait, Spider-Man can use Toughness. However, when he’s hit by an attack using Energy Explosion or Penetrating/Psychic Blast, after actions resolve, you’ll place an action token on him if he has less than two action tokens. His second trait is called Webbing, which states that when Spider-Man hits with a ranged combat attack and actions resolve, roll a d6. On a result of a 4-6, the hit characters can’t move, be placed, or make ranged combat attacks until your next turn. Finally, to show the power of the Symbiote, we have two special powers – the first is called Aggressive Arachnid, which grants Spider-Man the ability to use both Charge and Flurry. His second special power on defense is called Symbiote-Enhanced Spider-Sense, allowing him to use Super Senses. Additionally, you can modify Spider-Man’s defense value by +1 against ranged combat attacks.

Clix It Up - Marvel HeroClix: Amazing Spider-Man - Iron Spider 056

Next up is a distinctly different version of Spider-Man, the Iron Spider! The 056 Chase from the Marvel HeroClix: Amazing Spider-Man set, Iron Spider is a powerhouse – and he gives you a built in set of options! His trait, Morph: Spider Armor, allows him to be given a move or close combat action. After those actions resolve, you may replace him with any other character with this trait, the Morph: Identity Crisis trait, or the Morph: Changing Frequencies trait on the same click number. Iron Spider has two special powers – the first, called Gliding to the Rescue, states that Iron Spider can use the Flight ability and Running Shot. His second special power is called Three “Waldos,which allows Iron Spider to use Flurry or Perplex once per turn, and he can only use Perplex to target himself. Now, at first glance, Iron Spider might seem lesser than the two previous looks of Spider-Man, but where he lacks in traits, he more than makes up for in combat values. With over 70% of his dial being able to naturally break through defenses without the use of any other powers, three targets for ranged attacks, double digit attack values across the board, and his Indomitable nature, this Spider-Man is more than capable of holding his own against any other version!

Clix It Up - Marvel HeroClix: Superior Foes of Spider-Man - Superior Spider-Man 060

Our final version of Spider-Man is a more… Superior version – the Superior Spider-Man! The 060 Super Rare from the Superior Foes of Spider-Man comes loaded with three traits to show how superior he is to other versions. First up is the trait Superior Spider Arms, which states Superior Spider-Man can use Flurry. When he does, he can use Probability Control, and when he hits, the hit character’s defense value is modified by -1 until your next turn. Up next is the trait Call In Help From The Spider-Verse!, which claims that once per turn, for all characters with this trait, when Superior Spider-Man hits an opposing character and after actions resolve you may roll a d6 that can’t be rerolled. On a result of 3-6, place another friendly character with the Spider-Man Family keyword adjacent to this character. His third trait, Spider’s Web, is identical to the same named trait from our earlier Spider-Man entry – it states that when Superior Spider-Man hits, after actions resolve you may attach his Web marker to a hit target, removing it from anywhere else. The character with the Web marker can’t move without breaking away, can’t automatically break away, and other characters don’t have to break away from that character. When that character successfully breaks away, remove the Web marker. Finally, Superior Spider-Man has one special power, called It’s My Life, I’ll Fight to Keep It, which allows him to use Super Senses, Toughness, and Willpower.

That’s it for Clix-It-Up this go around – a look at  four versions of Peter Parker, one of the most iconic characters in comics.

What’s that? Superior Spider-Man isn’t just Peter Parker, but also Otto Octavius? Huh…imagine that. Stay tuned for our next Clix-It-Up and visit your friendly local game store to get the Marvel HeroClix: Superior foes of Spider-Man set today!

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Clix It Up Marvel HeroClix

Clix It Up – Magneto

Greetings, HeroClix fans! Welcome to another edition of Clix It Up, where we take an in-depth look at variations on classic characters throughout the history of the game. Today, we’re looking at a Mutant who has gone from the preeminent villain in the world of the Uncanny X-Men to one of the X-Men’s staunchest allies – we’re exploring the Master of Magnetism himself, Magneto!

 Clix It Up - Marvel HeroClix: Uncanny X-Men Magneto 029

Our first look at Magneto is one of the newest iterations of the character, from the recent Marvel HeroClix: Uncanny X-Men set. The Uncommon version of Magneto from that set is a bargain at 50 points, featuring a range of six squares, as well as the Brotherhood of Mutants team ability. While only having 5 clicks of life, this version of the character packs a lot of punch for his cost. The design of this figure is reflective of when Magneto was severely depowered, and nowhere is that shown more than in his trait – I Can Still Fly, but it Takes a Lot Out of Me. This trait states that, once per game, Magneto can use Running Shot as a free action, and has the Wing movement symbol for that action. He also has two special powers, the first of which is called Tracking Those Who Would Harm Mutants, featured on his middle three clicks of his dial, granting Magneto both Sidestep and Stealth. His second special power is called Magnetic Shielding, which allows Erik the use of Energy Shield/Deflection and Willpower. Also included on his dial are the standard powers Sidestep, Telekinesis, Pulse Wave, and Energy Shield/Deflection.

Clix It Up - Marvel HeroClix: Uncanny X-Men Magneto 040

Out next version of Magneto is also from Marvel HeroClix: Uncanny X-Men, and features Erik in his striking white costume from when he was recently a member of the X-Men. Coming in at 90 points, this version of Magneto features a range of 8 squares, as well as the X-Men team ability. He features one trait, called Magnetic Shield for My Allies, which allows you to give Magneto a power action to attach the Magnetic Shield ClixFX Base (marker) to another friendly character, removing it from anywhere else. That character can now use Energy Shield/Deflection as long as it is attached. However, when that character takes damage from a range attack, or Magneto is KO’d, the Magnetic Shield marker is removed. He also has a special power on the first three clicks of his defense called Magnetic Field, which allows Magneto to use both Energy Shield/Deflection and Toughness. He also possesses the standard powers Running Shot, Force Blast, Telekinesis, Precision Strike, Willpower, Enhancement, and Ranged Combat Expert. While not as low cost as our first entry, at 90 points you’d be hard pressed to find a better option to not only be able to move your X-Men around the map via Telekinesis, but still have the offensive punch with a printed 4 damage at the top of his dial to keep your opponent on their toes.

Clix It Up - Marvel HeroClix: Uncanny X-Men Magneto 062

Up next is one of the most requested and sought after versions of Magneto, hailing from the Age of Apocalypse, and one of the chase figures from the Marvel HeroClix: Uncanny X-Men set. At 150 points with a range of 8 squares, this version of the character is an Indomitable monster – attack values never dipping below 10, damage never dipping below 3 – with a myriad of powers and abilities to back up the cost. First is one of his two traits, This Entire World Is Dead Dreams and Scrap. This trait states that if there are no Scrap Metal markers attached to Magneto, you may give him a power action to destroy up to two walls or squares of printed Blocking terrain within 8 squares, and attach that many Scrap Metal markers to him, up to a maximum of 2. This trait also states that you can give Magneto a free action, and remove all Scrap Metal markers to make that many object attacks, as if he were holding a heavy object! His second trait is incredibly beneficial – called Creator of the X-Men in this Reality, this trait states that when building your force, you may choose a character of 150 points or less, granting them the X-Men keyword this game. Couple that versatility with his standard powers – Sidestep, Running Shot, Telekinesis, Penetrating/Psychic Blast, Pulse Wave, Invincible, Impervious, Energy Shield/Deflection, Leadership, Outwit, and Perplex – and you have a Magneto that opens up the spectrum of team building with literally every character, 150 points and under, being able to be part of an X-Men themed team – while not endless, the options are nearly limitless.

Clix It Up - Marvel HeroClix: Giant Size X-Men Magneto

Finally, from the Marvel HeroClix: Giant-Size X-Men set, we come to what is equally one of the most stunning sculpts we’ve ever seen in the game of HeroClix, and one of the most powerful versions of Magneto that has ever been produced. At 189 points, he’s a heavy investment for your team, but the range of 10 squares with 2 targets helps make up for that, as does his absolutely astounding power set. Up first is his trait Magnetic Field, which allows Magneto to use Energy Shield/Deflection. Additionally, when he uses the Carry ability, he can carry up to 4 characters. Finally, if Magneto occupies a square that contains a debris marker, his combat values are modified by +1; at top dial, that puts him at a base 9/12/19/5! Aside from that trait, he has two special powers, both of which appear on his first six clicks of life. The first, on his attack, is called Magnetic Mastery. This ability states that Magneto can be given a power action to use Telekinesis twice as a free action. Additionally, if Magneto uses Telekinesis to attack with an object, damage dealt is increased by 2. Finally, on his defense is the special power Magnetic Shield, allowing Magneto to use Toughness. More importantly however, is that opposing characters halve their range value when Magneto is one of the targets of their attack. He also has the standard powers Running Shot, Pulse Wave, Leadership, Ranged Combat Expert, and Perplex. This is the definitive version of the character, a powerhouse of epic proportions that controls the game in nearly every way just by being on the map.

As a truly classic Marvel character, Magneto has decades of history behind him, and we feel we’ve represented some of the best versions of the character with these four figures. And while we couldn’t cover every version of Magneto – just check out the figures from the Marvel HeroClix sets: Days of Future Past, Marvel 10th Anniversary, Wolverine and the X-Men, and Avengers Vs X-Men for more options. These new figures, as well as a classic from the past are incredible options to either center your team around or have on your team in a support capacity. Thank you, as always, for joining us for this edition of Clix It Up, and we’ll see you next time! Until then, don’t be afraid to push!

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Clix It Up Marvel HeroClix: The Uncanny X-Men

Clix It Up – Juggernaut!

Greetings, HeroClix fans! Today, we’re going to be taking a more in-depth look at one of the quintessential villains (and sometimes ally!) in Marvel HeroClix: Uncanny X-Men. He’s the unstoppable force, the man powered by the Crimson Gem of Cyttorak – we’re talking about the Juggernaut! We’re going to look at 4 iterations of the character stretching from the brand new, all the way back to one of the most well-loved characters from the Marvel HeroClix: Giant-Size X-Men set.

Clix It Up- Marvel HeroClix: Uncanny X-Men - Juggernaut

Up first is one of the newest takes on the character from Marvel HeroClix: Uncanny X-Men, the uncommon piece from that set. Dial wise, this is a very straightforward design – 7 clicks of life, and the only powers he has are a full dial of Sidestep, three clicks of Impervious, and 4 clicks of Invulnerability. Where he begins to get more finesse based is with his two traits. First is Outta Da Way!, which allows you to give Juggernaut a power action to move in any direction in a path using Improved Movement: Ignores Hindering Terrain, Ignores and Destroys Blocking Terrain, and Ignores Characters. After the actions resolve, you then make a close attack targeting all characters that he moved through. They are dealt 3 damage instead of normal damage, and are placed in a square adjacent to their current square that the Juggernaut didn’t move through. His second trait involves a removable object, and is called The Helmet Protects Me. This trait states that Juggernaut begins the game with his Helmet attached – and, as long as it’s attached, Juggernaut is able to use Willpower, and can’t be the target of Mind Control, Outwit, or Penetrating/Psychic Blast by an opposing character. Knocking the Helmet off takes some effort as well – because when Juggernaut is hit by a close attack, the attack deals no damage. After the hit takes place, both Juggernaut and the attacking character roll a d6, adding their printed damage values to their respective rolls – if Juggernaut’s roll is lower, then the Helmet is removed.

Clix It Up- Marvel HeroClix: Uncanny X-Men - Juggernaut 039

Our second Juggernaut is the rare from the Marvel HeroClix: Uncanny X-Men set, another new version of the character. This version of Cain is firmly based upon his time with the X-Men and Excalibur, and reflects his more heroic side. His dial is more nuanced than the villainous uncommon version, and as such features a wider array of powers – Sidestep, Super Strength, Invincible, Impervious, Invulnerability, and Empower. He also has a special power on his first 4 clicks of movement called Keep Your Head Down, Kid, which states that Juggernaut can use Charge and the Carry ability, along with Improved Movement: Ignores Hindering Terrain and Ignores and Destroys Blocking Terrain. Much like his villainous version, he also brings a Helmet based trait called Helm of Cyttorak. This trait states that Juggernaut begins the game with his Helmet attached – and, as long as it’s attached, Juggernaut can use Willpower, and can’t be targeted by an opposing character’s Mind Control, Outwit, or Penetrating/Psychic Blast. Where it differentiates itself from the Uncommon version is in the removal mechanic – in this case, the Helmet is removed when Juggernaut takes 2 or more damage. At that time, the opponent places the Helmet up to 6 squares away. But, when Juggernaut moves through a square containing the Helmet, you reattach it to him.

Clix It Up: Marvel HeroClix: Invincible Iron Man - Juggernaut

Third on the list is the Juggernaut figure from the Marvel HeroClix: Invincible Iron Man set, featuring no special powers, aside from his Unstoppable ability, granting him Improved Movement: Ignores Hindering Terrain, Ignores and Destroys Blocking Terrain, and Ignores Characters. While he’s the least expensive of our Juggernaut choices listed today, that’s by no means a commentary on his usefulness. His dial is loaded with powers, including Sidestep, Charge, Flurry, Super Strength, Toughness, Invulnerability, and Impervious. He’s also a great example of a dial that starts out strong, with values of 9/10/17/3 at his top dial, and closes even stronger with 10/12/18/4, after a slight dip mid-dial. He might be low-frills, but he’s nothing to ignore on the battlefield.

Clix It Up: Marvel HeroClix: Giant-Size X-Men - Juggernaut

And finally, we close with our most vintage Juggernaut piece on display today, but also the most expensive – and from a personal perspective, the first Super Rare your author ever pulled. From Marvel HeroClix: Giant-Size X-Men, this version of the Juggernaut comes in with a phenomenal 9 clicks of life, is Indomitable, and still brings all kinds of pain to a map. To start, he has two traits, the first of which is called Mystical Helmet. This trait states that Juggernaut begins the game with a Helmet token on his card. While that token is on the card, his defense is modified by +1, and he can’t be targeted by Incapacitate, Mind Control, or Penetrating/Psychic Blast – however, if he takes 3 or more damage from a single attack, the token is removed. Next is his trait The Irresistible Force, which states that Juggernaut ignores hindering terrain for movement purposes, and automatically breaks away. From a powers perspective, this is our most diverse version of the Juggernaut, bringing Charge, Super Strength, Quake, Impervious, Invulnerability, Toughness, Exploit Weakness, and Close Combat Expert as standard powers. He also possesses one special power which appears on his first five clicks of movement called Nothing Can Stop the Juggernaut. This power states that Juggernaut can use Charge, and doesn’t halve his speed value when using it. Additionally, when he moves due to his own action along a straight horizontal or vertical path, he ignores all terrain except elevated terrain for that action. After those actions resolve, destroy each wall and square of blocking terrain crossed by his path of movement.

Four different takes on Cain Marko, the Juggernaut, four similar but unique designs, each with their own strengths and weaknesses. We hope you’ve enjoyed this Clix It Up article for Marvel HeroClix: Uncanny X-Men, and we look forward to bringing you more exciting Clix It Up pieces in the future! Until then, remember – nothing can stop the Juggernaut!

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Clix It Up DC HeroClix: World's Finest

Clix It Up- Superman

Greetings HeroClix fans!   Continuing on with our title character previews from the upcoming DC HeroClix: World’s Finest set we have another special Clix It Up article highlighting 4 Superman figures featuring the Shifting Focus trait just like his crime fighting partner, Batman.   Like the Batman pieces, there are two common Superman figures, one uncommon Superman figure, and one rare Superman figure in the set with the Shifting Focus-Superman trait.  Each Superman is 90 points and represents a different aspect of Superman’s powers and fighting style.  Conveniently for team building they have the same 4 keywords; Justice League, Kryptonian, Metropolis, and Reporter.

The Shifting Focus-Superman trait reads:  “Give Superman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.”

90 points is a pretty low point cost for a Superman so let’s see what options you get with all 4 figures.

DC HeroClix: World’s Finest - Clix It Up Superman 001

First up is the first figure in the set, #001 Superman.  This is your defensive and team supporting Superman.  He starts off with Sidestep and a solid 19 defense value with a special power called Defending the Helpless which grants him Invincible and gives a +1 defense boost to adjacent friendly characters.  Deeper into his 7 click dial he trades in the special power for Invulnerability and gains Empower to coach some extra damage out of his teammates.  This is the sturdy Superman; he either ignores or reduces damage on every click.  This is the Superman to shift to when his friends need a defense bump— or perhaps after making an attack with another Superman you shift to this Superman to be able to avoid or absorb the retaliatory attack (even Sidestep-ping away to avoid a close attack).

DC HeroClix: World’s Finest - Clix It Up Superman 002

In the next common slot is #002 Superman.  This version represents his super speed with high speed values and Hypersonic Speed on his opening clicks.  Rounding out his first click, he has 11 attack, 3 damage, and a 17 defense with Super Senses to dodge incoming attacks.  He keeps Hypersonic Speed for four clicks transitioning into a combination of Charge and Combat Reflexes. Flying hypersonic pieces are always useful and at 90 points this Superman is no exception, this is the Superman that will allow you to get into position quickly, make hit-and-run attacks or even beat a hasty retreat.

DC HeroClix: World’s Finest - Clix It Up Superman 017a

Next up we have the uncommon #017a Superman.  Here we have the super strong, building lifting, truck throwing Superman.  He has a full dial of Super Strength and move and attack options with Charge transitioning into Sidestep.  He also has Improved Movement that grants him the ability to not only to ignore blocking terrain when moving but also to and destroys it when he moves through it.  His trait Using My Strength increases his damage dealt by 1 when he attacks with an object and allows him to destroy blocking terrain to have a chance to gain an object— so he can potentially (with good die placement and die rolls) always have an object in hand for his attacks.  This Superman does not have the ability to fly (he is too busy picking up objects), but he does have the Superman Ally team ability which will allow him to move through hindering terrain— so he won’t be hindered by all the debris he will be making as he is tearing down walls and blocking terrain.  With his starting click of 9 movement with Charge, 11 attack, 18 with Toughness, and 3 base damage made higher by carrying an object and his trait, this Superman will be hitting hard and hopefully often.  Late dial he switches to Sidestep, Willpower, and Close Combat Expert so he can still lay on heavy damage even if he can’t grab an object.

DC HeroClix: World’s Finest - Clix It Up Superman 033

Lastly, in the rare slot we have #033 Superman.  This Superman brings the heat with a whopping 8 square range value, hindering terrain ignoring Superman team ability, Running Shot, and Burn which gives him Penetrating/Psychic Blast that increases the damage dealt by 1 if the target has 2 action tokens.  With the Running Shot, he has an impressive 12 square reach, 14 if you started the turn with #001 Superman and Sidestepped up before Shifting Focus to this one.  His attack value starts at 10 and actually peaks mid-dial with an 11 before finishing at 9.   Late dial he is more suited to picking off softer targets with Sidestep, Toughness, and Range Combat Expert with 2 damage.

If you note, these figures were carefully selected to represent the set and type of powers displayed on the combat dial and character card of each piece so that even at a glance you can pick which Superman you want to be Shifting Focus to during your turns.  By the numbers, for 90 points Superman has access to the Flight and Carry combat abilities, Improved Movement that ignores and destroys blocking terrain, a team ability that ignores hindering terrain for line of fire and movement, 16 different standard PAC powers, and two abilities that can increase damage dealt; you have a dedicated brick wall, a hypersonic speedster, a damage powerhouse tank, and an armor piercing sniper.   Teamed up with any of the 4 Shifting Focus Batman figures from our last Clix It Up article, they have an unparalleled access to almost any powers you need on any given turn; the Powers and Abilities Card will be their menu.   For 150 points these two can join forces and leave plenty of room to fill out a solid Justice League themed team.  Just as with the Batman pieces, the spread of rarities; two commons, an uncommon, and a rare, it is very possible to have a few Shifting Focus options pulled in a sealed booster tournament event, like the DC HeroClix: World’s Finest Pre-Release Events that kicked off today, January 27th.  Check the WizKids Event System to find and register for a World’s Finest Pre-Release tournament near you!

Thanks for joining us today to Clix It Up. Until next time, just push ‘em all!

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Clix It Up DC HeroClix: World's Finest

Clix It Up – Batman

Greetings HeroClix fans!  Today we have a very special and exciting Clix It Up Article that previews not just one Batman, but four Batman figures from the upcoming DC Comics HeroClix: World’s Finest set pre-releasing tomorrow (January 27th)!  The intent of Clix It Up is to look at a number of versions of the same character and compare/contrast their different strengths/weaknesses to help you decide which version is the best for your team-building options and game-play strategy— but why play just one Batman when you can play all four Batman figures from the DC ComicsHeroClix: World’s Finest set using his new Shifting Focus trait?!

The DC Comics HeroClix: World’s Finest set includes four Batman figures who all share the Shifting Focus-Batman trait— two Common (#003 & #004 Batman), one Uncommon (#018 Batman), and one Rare (#034 Batman).  Each Batman is 60 points with the Batman Family, Detective, Gotham City, Justice League keywords.

The Shifting Focus-Batman trait read:  “Give Batman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.”  This means for 60 points you have four different options on how to play your Batman as long as you have the other three on your sideline.

With higher-point Batman figures available in DC HeroClix: World’s Finest and other recent DC Comics HeroClix sets, the intent of the design of the Shifting Focus-Batman figures was to design a team-building-friendly Batman that still offers all of the powers & abilities that one associates with Batman.  With having each Batman figure specialize in certain aspects of Batman’s capabilities, this dial design provides all of the functionality we would want from a Batman figure at a much more economical point cost.  While these Batman figures collectively can do all of the things you would want out of a Batman, it does require a bit more planning and finesse to make sure you have the right Batman on the map for the right situation.

So what specialized uses could these Batman pieces have? Let’s check out the dials below:

DC HeroClix: World's Finest- Batman 003 Clix It Up

Batman #003 is the stealthy Batman.  He has the Batman Ally team ability (granting him Stealth) and the Improved Movement ability to ignore hindering terrain.  This Batman also has a speed power for his whole dial called Hiding Behind You, that lets him take a free action if he is in hindering terrain or if no opposing figure is able to draw line of fire to him and place him in a square of hindering within 6 squares and line of fire— a great way to move around the map unseen.  This Batman has 0 range, so he is meant to sneak around and get in close to make use of his Exploit Weakness.  His Willpower will keep him moving until he can find a good position.  Later in his dial, Combat Reflexes will help protect him once he is in close combat and his Smoke Cloud will allow him to place hindering terrain so he can use his Hiding Behind You trait to disappear back into the shadows.

DC HeroClix: World's Finest- Batman 004 Clix It Up

Batman #004 is the Batman that shows his physical prowess and mastery of all the martial arts.  This Batman ditches the Batman Ally team ability as he brings the battle up close and personal with a potent combination of Charge, a 12 attack, Combat Reflexes with a 17 defense and 3 base damage.  One click in, he gains Precision Strike and Close Combat Expert.  He finishes up with three clicks of Flurry, Precision Strike, and Toughness and an attack value that doesn’t drop below 10.  Early or late dial, this is the Batman who will knuckle his way through the opposing team.

DC HeroClix: World's Finest- Batman 018 Clix It Up

Next up we have Batman #018—the Batman figure that shows he is truly the world’s greatest detective.  The Batman Ally team ability appears again on this dial as Batman is secretly collecting clues, observing his opponent and preparing for the right time to strike.  Between his Study Your Enemies Well trait and his special damage power, this Batman can do some very unique things with Outwit and make an opening for himself and his allies.  With Study Your Enemies Well, you place a ‘Study’ token on his card when an opposing character hits with an attack within Batman’s line of fire.  Then, with I’ve Discovered What I Need To Know, he can use Outwit with a range of 8 and if you decide to remove a Study token from his card you can either counter a second power on the target OR that use of Outwit lasts until the next turn even if you lose the power.  This means that you could target someone with Outwit, spend a Study token, then use Shifting Focus to replace this Batman with another on your sideline as a free action and make an attack with the power you Outwitted still cancelled.  This Batman rounds out his dial with some Sidestep to get the best position for his Outwit special, Smoke Cloud, and Willpower transitioning to Plasticity, Super Senses, and regular Outwit.

DC HeroClix: World's Finest- Batman 034 Clix It Up

Finally, we have the range-combat oriented Batman with the rare Batman #034.  This Batman is equipped for a shoot-out with Running Shot, a 6 range with two targets, an Improved Movement ability that allows him to ignore elevated terrain and Energy Shield/Deflection to help defend against range attacks. He also starts with a special attack power Two Types of Batarangs that allows him use of both Energy Explosion and Incapacitate— giving this Batman the option to hit a cluster of foes at once or tie up larger threats with action tokens.  He finishes out his dial with Sidestep and Ranged Combat Expert.

So there you have it, four Batman figures that can operate as one!

Between the four options, Batman has access to 19 different standard PAC powers, ignoring hindering or elevated terrain, and two special powers granting special placement and outwitting advantages.

Also, with the spread of rarities; two commons, an uncommon, and a rare, it is very possible to have a few Shifting Focus options pulled in a sealed booster tournament event, like the upcoming DC HeroClix: World’s Finest Pre-Release Events.  Check the Wizkids Event System to find and register for a DC Comics HeroClix:World’s Finest Pre-Release tournament near you!

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Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Wonder Woman

Hello HeroClix fans,

Welcome back to another deep dive into the world of DC Comics HeroClix: Superman/Wonder Woman ! That’s right – it’s time for another Clix It Up! Today, we’re taking a look at the mighty Princess of Themyscira herself, Wonder Woman!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 002

Much like her cohort in the naming of this set, Superman, we’re starting with the Golden Age representation of Diana! Appearing first in All-Star Comics #8, before headlining her own series in Sensation Comics, Wonder Woman eventually joined the Justice Society of America, the precursor to the Justice League! In ‘Clix form, the #002 version of Diana comes in at 100 points, and possesses the JSA Team Ability. With that, you get a series of standard powers that you’d expect to see with Wonder Woman, including Charge, Super Strength, Impervious, and Close Combat Expert. She also has two powers that work well to assist her team in Perplex and Defend.

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 033

Moving forward to modern times, we have the #033 version of Wonder Woman, this time representing the New 52 version of the character who became the God of War! Much like the #002 version of the character, there are standard powers that one would expect with Diana, like Charge, Super Strength, Impervious, and Close Combat Expert. However, there are some unique, or not often seen powers and abilities on her dial, including the Mystics Team Ability, Blades/Claws/Fangs, and Support. Where this Indomitable demigoddess really shines, however, are with her special powers and traits. Similar to the Super Rare Superman from this set, Diana possesses The Odds are Against Me, which states that if at the end of your turn Wonder Woman was given a non-free action, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on her card. When you have 2 tokens on your card, you may remove them, and give Wonder Woman a free action to make a close or ranged combat attack! She also has a trait called Divine Aura, which states that Wonder Woman can’t be targeted by Outwit or Probability Control from opposing characters, unless the character targeting her is of a higher point value, or has the Deity keyword. Moving onto her special powers, Gift of Hermes appears on her first three clicks of life on movement, and allows her to use Charge, Flurry, and Sidestep. Finally, appearing on her final four clicks of attack is the special power New Goddess of War, which states that at the end of your opponent’s turn, deal 1 penetrating damage to each character on that player’s force within 2 squares of Wonder Woman that didn’t make an attack this turn – a nice callback to one of the most popular heavy hitters from the DC 75th Anniversary HeroClix set, Ares!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 066

Finally, our study on Wonder Woman takes us to one of the chases from this set, featuring a long requested story arc to be made into figures – Superman: Red Son. The #066 version of Diana can be played at either 165 or 125 points, and is built for destruction and board control. First, like most versions of the character, she comes loaded with the expected standard powers, but really comes into her own when her special powers and trait are taken into consideration. Up first is Communism is Social Justice which states that a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1. Her board control comes into play with her special movement power, Lasso of Domination. This grants her both Plasticity and Sidestep, as well as stating that at the beginning of your turn, Wonder Woman may use Mind Control as a free action targeting an adjacent opposing character. Finally, her special defensive power Catatonic State in Superman’s Care appears on her final click of life, and states that she is able to use Regeneration. In addition to that, once per game, when the click is revealed due to damage from an opponent’s attack, stop turning the dial. On top of that, when she’s finally KO’d, you’ll remove all action tokens from all friendly characters. We’re also pleased to announce that all characters from the Red Son storyline in this set possess the Red Son keyword, meaning that you can mix and match characters from opposing factions into one cohesive force!

That’s it for today, ‘Clix fans! Which version of Wonder Woman that we’ve shown today is your favorite? Is there a particular version of the character from older sets that’s your go-to Diana? Let us know on your favorite social network, and we’ll talk to you soon as we Clix It Up!

 

 

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Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Superman

Greetings, HeroClix fans, and welcome to another entry into the Clix It Up series! The purpose of Clix It Up is too look at the different version of same character throughout HeroClix history. Today, we’re taking a look at different options for the Man of Steel himself, Superman! And, with the release of DC HeroClix: Superman/Wonder Woman, we’re able to explore three distinct versions of Clark Kent from the same set!

DC HeroClix: Superman/Wonder Woman- Superman 001

Up first, and coming in at a steal (see what we did there?) for 100 points is the #001 version of the Superman of the Golden Age. Debuting all the way back in Action Comics #1, the original incarnation of Superman is vastly different from the current iteration of the character. Originally, Clark wasn’t able to fly, and instead was able to ‘Leap Tall Buildings In A Single Bound’, here represented by Leap/Climb. In addition to that, this particular version of Clark is adept at defending and aiding your force, whether via a team that makes use of the JSA Team Ability, or via his Defend standard power. This was also before the days of Heat Vision, so this Clark is ready to mix it up in close combat, via Charge, Exploit Weakness, and Close Combat Expert.

DC HeroClix: Superman/Wonder Woman- Superman 049

Stepping forward now 65 or so years, we come to the powerhouse version of the character most of us are familiar with. The #049 version of Superman features most of the powers all of us are familiar with – he’s Indomitable, and can use Super Strength, Hypersonic Speed, Flurry, and Invulnerability amongst others. However, what really sets this Superman apart, though comes from the non-standard powers he possesses. Up first is his trait, The Odds Are Against Me. This trait really takes advantage of the fact that, at 175 points and 9 clicks of life, the likelihood of Clark being outnumbered in a game is relatively high. This trait states that when, at the end of your turn, if Superman was given a non-free action this turn, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on his card. When you have 2 tokens on your card, you may remove them, and give Superman a free action to make a close or ranged combat attack! In addition to that, on his first five clicks of life in his Strength track, Clark possesses Strongest Hero of All. With this power, Superman can use Super Strength and can potentially punch opponents through buildings if he rolls high enough!  When he hits a character with a close combat attack and the attack roll is 10 or higher, that character is knocked back equal to that attack roll, destroying all blocking terrain along that path and dealing that character extra damage equal to the number of terrain destroyed— that surely shows that Superman is the Strongest of All Heroes!

DC HeroClix: Superman/Wonder Woman- Superman 100

Our final version of Superman comes from the New 52, and brings us full circle back to another first appearance in Action Comics #1. As the featured figure in the Release Day OP Kit, the #100 Superman is a very different take on the character in terms of his representations in HeroClix. At 150 points, he’s an investment into a force, but his Indomitable nature and natural range of 7 squares makes him a formidable addition to your force. This version of Clark brings some interesting aspects to the character – sure, the expected Charge, Running Shot, Super Strength, and Impervious are represented, but he also brings our first instances of Penetrating/Psychic Blast, Incapacitate, and Shape Change. This is one of the rare instances of Superman increasing in power as his dial ticks down. Additionally, Clark has a trait and two non-standard powers that really make him fun to play. Up first is his trait, Hide as Clark, which states that once per game, when he has two action tokens, you may give him a free action, and turn him to click #11 – which is a hidden click on his dial. On this click is where his two special powers come into play. Up first on defense is a power that can’t be ignored or countered, I Can’t Stay Hidden, I Have to Help. This power states that when Superman would take damage other than pushing damage, you will instead turn this dial clockwise a number of clicks equal to 2 plus the damage taken. Superman isn’t KO’d when he reaches a KO click, unless he stops turning the dial on that click. Finally, on damage, he has a special power called The World Needs to Know: How to Slow Down. This power states that at the beginning of your turn, you may choose an opposing character within 4 squares and line of fire, with the result being that character is unable to be given free actions.

Which Superman is your favorite version of the character from what you’ve seen from the Superman/Wonder Woman set thus far? Be sure to let us know via your social network of choice, and we’ll talk to you next time on ‘Clix It Up where we look into some unique takes on the Princess of Themyscira!