DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!


Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.


Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.


Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Justice League Team Base!

Greetings HeroClix Fans!

Welcome to another team base preview from the upcoming DC HeroClix: Teen Titans set!  Today we travel to the Watchtower to take a look at the Justice League team base!


First off, Justice League can be played at three point values:  565, 365 and 265 points.  Justice League has only the Justice League keyword but three team abilities:  Justice League, Superman Ally, and Batman Ally.

Justice League has two traits, the first of which is “The Founding Members.”  When all members are attached to the Justice League team base, the Justice League’s powers and abilities can’t be countered.  The second trait is called “Watchtower.”  At the beginning of the game, choose a team ability or keyword possessed by a character on the opposing team.  Opposing characters with that team ability or keyword can’t use Stealth.

The Justice League team base has a range of 8 squares and starts with Running Shot and a speed value of 12.  An attack value of 12 with Super Strength, a defense of 20 with Impervious, and a damage value of 6 damage with Outwit rounds out the rest of the starting click.  The second click stays the same but without Outwit.  On Clicks 3 and 4, the speed slot gains Phasing/Teleport and the Justice League picks up two special powers: the first is “Truth and Justice,” which prevents opposing characters within four squares from having their combat values modified if the modified value would be higher than the original.  The second special power  allows Justice League to use Defend, Super Senses, and Toughness and is called “We Depend on Each Other.”  In the damage slot Justice League has Shape Change.

At this point in the dial, Justice League is at its 365-point starting line.  Here, the dial starts with Charge and keeps “Truth and Justice.”  Defensively, it picks up Invulnerability.  On click 7, the dial switches to Hypersonic Speed and the team regains Super Strength.  Defensively, it regains “We Depend on Each Other.”  On click 8, Justice League also picks up the use of Perplex.

This is where the 265-point starting line begins.  Justice League has 2 clicks of Running Shot, Super Strength, Impervious, and Perplex. On clicks 11 and 12, Hypersonic Speed returns and the team dial regains “Truth and Justice.”  Its defense is covered by Invulnerability and it regains Shape Change with the possibility of avoiding an attack altogether.

On click 13 Phasing/Teleport returns to movement and defense turns back to “We Depend on Each Other”. Justice League also gains the use of Outwit which will come in handy to counter a power or ability used by an opposing character. On click 14 as well as the next two clicks Super Strength returns. On clicks 15, 16, and 17 Justice League regains the use of Hypersonic Speed and Invulnerability.

On clicks 18 and 19, Justice League’s last two clicks, it has the use of Phasing/ Teleport, “We Depend on Each Other,” and Perplex.

The Asset Dial on the Justice League will provide a wide range of uses depending on which League member(s) you are channeling at the time:

  • Aquaman lets Justice League ignore Shape Change and their attacks can’t be evaded.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Cyborg allows Justice League to use the Sharpshooter ability and modifies their range value by +2.
  • The Flash makes it so opposing characters using Hypersonic Speed modify their attack and damage values by -1.
  • Green Lantern allows Justice League to use Barrier and Telekinesis.
  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  •  Wonder Woman allows Justice League to use Energy Shield/Deflection.

Also found on the Asset Dial is the Team Combat symbol, which will allow you to choose any one of the team members that are attached and use their asset ability.

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Later this week we’ll take a closer look at the individual dials of all seven members of the Justice League.  Until then, Shape Change for the win!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Robin, Kid Flash, Changeling and Starfire!

Greetings Heroclix Fans!

Today we continue our preview of the New Teen Titans Team Base from the upcoming DC HeroClix: Teen Titans set.  In our first article earlier this week, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  And in our last article, we previews the three figures that come packaged with the team base, #063 Cyborg, #064 Raven and #066 Wonder Girl.    Today we bring you the remaining four members of the New Teen Titans team base, all of which come in the standard five-figure booster packs.

First up, the New Teen Titans fearless leader, Robin!


The first thing you’ll notice about Robin is that he has an Improved Movement ability called Bat-Training, which allows him to ignore hindering terrain and characters for movement purposes.  Robin also has two point value starting lines for double the fun!

Robin’s 75-point level starts with a special power, Bat Tricks, which give you a choice at the beginning of your turn:  Robin can use Incapacitate this turn, or Robin can use Smoke Cloud as a free action this turn. This allows Robin to either help lock down an enemy team or create cover for himself and his allies, which is going to be helpful with his starting Charge movement power.  Robin also has Combat Reflexes and Leadership on his first click, which changes to Willpower and Outwit on his second.

Robin’s 50-point level starts out with Flurry, Super Senses, and Outwit.  Later on the dial Robin gets Close Combat Expert, Combat Reflexes, and his special power Bat Tricks comes back.  You may have also noticed that Robin has two team abilities, Batman Ally and Teen Titans.  For theme-team play, Robin also has the Batman Family and Teen Titans keywords.

And when attached to the T-001 New Teen Titans (or T-005 Teen Titans), Robin’s image on the asset dial allows his team to use Outwit, and making it so only adjacent opposing characters can use Outwit against them.

Speaking of Teen Titans, what’s that blur over there?  Looks like it’s Kid Flash!


Kid Flash also has two point values, and his 90-point value starts out with a 12 movement and Hypersonic Speed.  Kid Flash also starts with Super Senses and Perplex.  Except for Perplex, all powers repeat on his second click.

Kid Flash’s 50-point value starts out with Hypersonic Speed as well, but he also has Willpower to act two turns in a row without taking pushing damage.  Kid Flash’s Hypersonic Speed quickly changes into a special speed power called Faster Than Fast, that will be on the rest of his dial.  This special power says Kid Flash can use Phasing/Teleport. When he does, after actions resolve, he may make an attack as a free action that causes knockback and gives a hit character an action token.  This allows him to knock figures into other team members for tie-up like his buddy, Changeling.  Kid Flash has Combat Reflexes on his last couple of clicks, as well as a couple of clicks of Perplex sprinkled through the 50-point portion of his dial.

Kid Flash, like his allies, has the Teen Titans tam ability to allow him to share clicks of health with friendly adjacent figures using this team ability.  Kid Flash can be played in theme with his fellow Teen Titans, thanks to his only keyword.

Next up, the teams’ resident jokester and shape shifter, Changeling!


Changeling has a trait called Morph: Beast Boy which states, “Give Changeling a move or close combat action that deals no pushing damage.  After the action resolves replace him with any character with this trait on the same click number.”  This allows the 60-point Changeling to become more versatile on your force, being able to switch to different power sets and stats as needed.

Changeling’s first click starts out with Plasticity, Toughness, and Shape Change allowing him to hold down enemies for his team mates to take care of.  His next click shows his special damage power which is called One Form to Another.  One Form to Another allows Changeling to use Charge and Close Combat Expert, and when he uses Charge he can use Improved Movement: Characters!

Changeling keeps this special power as he gains Earthbound, losing him the Flier combat ability, Super Strength, and Combat Reflexes in the next section of his dial.  All these powers combine to make him a solid close-combat threat.  Changeling ends his dial with Blades/Claws/Fangs, giving him the potential to deal lots of damage, and Willpower, allowing him to act without fear of pushing damage.

Changeling can be played in theme on teams built around the Animal, Doom Patrol, and Teen Titans keywords.  Also, as do all his allies on the Teen Titans, he has the Teen Titans team ability.  Changeling can be attached to T-001 New Teen Titans, and when his icon is showing, his team can use Shape Change.

And finally, we look to the sky and see another Teen Titan, Starfire! 


Starfire starts out with a trait called True Love which says “When Starfire is adjacent to a friendly character named Nightwing, modify Nightwing’s defense value by +1 if not already modified by this effect.”  Starfire starts out with a special defensive power called Tamaran Princess which says “Starfire can use Energy Shield/Deflection and Invulnerability”.  Starfire also starts out with Running Shot, to take the fight right to an opposing force, and Energy Explosion, pairing nicely with here printed 8 range and 2 targets.  Shape Change will allow her to attempt to avoid being targeted by an opposing figure.   On her second click, Starfire gets Ranged Combat Expert.

Mid-dial, Starfire gets Poison, to deter some opposing figures from moving adjacent to her, and Toughness will provide some damage reduction.  A couple clicks of Charge also come onto her dial in this area.  Shape Change also returns for a couple of clicks to provide an extra layer of protection.

Starfire also ends her dial with Pulse Wave and Energy Shield Deflection.  Starfire also have Indomitable making her 137 points of pure Teen Titan power.  Starfire also has the Teen Titans team ability.  She can be played on theme teams with her Cosmic, Teen Titans, and Warrior keywords.  When attached to T-001 New Teen Titans, her icon on the Asset Dial allows the use of Defend and the Flight ability.

This wraps up our first set of previews for the upcoming DC HeroClix: Teen Titans set.  But don’t worry, there are plenty more previews to come, including more Team Bases, more Teen Titans, classic Titan villains, Young Justice, Fearsome Five, N.O.W.H.E.R.E., Ravagers and so much more! Until next time, keep your Clix off their K.O.’s!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Cyborg, Raven, and Wonder Girl!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming DC HeroClix: Teen Titans set.  In our last article, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  As promised, today we dive into the figures that come packaged with New Teen Titans Team Base, and their SwitchClix dials.  We shall start off with the mechanical man with the genius level IQ, Cyborg!


As a mentor and long-standing member of the Teen Titans, Cyborg starts out his dial with Running Shot.  Since this guy works so well with others, we see some Enhancement, and knowing Cyborg will be in the fight, he rounds out his top click with some Toughness to help reduce some damage.  On his second click, he loses his Running Shot but gains Penetrating/Psychic Blast, which is sure to bust through the toughest of opponents, along with some Perplex , which will help out with stat modification either on himself or the enemy.

On clicks 3 and 4 Cyborg has Leap/Climb, which will easily help him to reposition during the game, and Energy Shield/Deflection will help protect him from ranged attacks.

In his late dial, Cyborg has all the powers from the front of his dial again, laid out in almost the same way, but ending in a click of Regeneration  to hopefully keep Cyborg in the fight to save the world.

Cyborg has a 6 range with 2 targets and the Teen Titans team ability, which will allow him to either heal himself or help out follow Teen Titans team members.  Coming in at just 103 points, he also has the Robot and Teen Titans keywords to help with some fun theme team building.

For Team Base use, Cyborg attaches to T-001, New Teen Titans, and his image on the Asset Dial, when it appears and should you choose to use it, will make it so his team base can’t be the target of opposing figures Probability Control.

Next on our Teen Titans list is a character whom we last saw in Dc HeroClix: Icons, Raven!


Raven has the Wing speed symbol, granting her both the Carry and Flight abilities, along with the Mystics and Teen Titans team abilities.  Raven also has a Wild Dial, accessible by a power in her dial.

Raven’s first two clicks are exactly what we would expect of her, with Phasing/Teleport and high movement, giving her the option to carry a friend where they are needed most. She has a 6 range and can use Barrier for a couple of clicks.  Probability Control will allow Raven to manipulate dice rolls to her benefit, while Support) will allow her to take advantage of her allies with the Teen Titans team ability, and both powers rotate back and forth down her dial.

In her mid-dial, we see what makes Raven daddy’s little darling with a defensive special power called Daughter of Trigon. This will allow Raven to continue to use Barrier but when this click is revealed you must stop turning the dial and roll a d6; on a result of 5 or 6 turn Ravens dial to click 7.  We’ll get to click 7 in a bit.

If you don’t have to turn her dial, Raven picks up Stealth and a special attack power called I See Your Fears…, which will help Raven evade an attack by letting her use Super Senses when her attacker has one or more action tokens.  Raven finishes out her dial with Willpower overlapping with her Support and Phasing/Teleport, still backed with her 6 range, giving her a lot of options in the late game.

Now what happens if you do have to turn her dial to click 7?  You reveal Trigon’s Daughter.

Raven’s movement slot gets a special power called The Darkest Magic, which allows her to use Phasing/Teleport. Your opponent will also have to determine if attacking her is worth it, as when she deals unavoidable damage with the Mystics team ability, she now deals 2 unavoidable damage, instead of 1.

This click of Raven’s dial opens up with an 11 attack, 3 damage, and Penetrating/Psychic Blast (Find Your Weakness), which is sure to crack the strongest of foes. Her 18 defense is covered with Energy Shield/Deflection, giving her a 20 defense to hit from range.  Then, if an opposing figure does manage to roll high enough to hit, she still has Probability Control to force a reroll.  Good luck?

On click number 8, Penetrating/Psychic Blast is replaced with Pulse Wave giving Raven the ability to target and damage all figures within 3 squares of her. On clicks 9 and 10, we see her I See Your Fears… special power return along with gaining Mind Control, potentially allowing her to control an opposing figure for an action.  On defense, Raven changes to Toughness to help with reducing any damage she may end up taking.  She also gains some late dial Shape Change, which will hopefully stop an opponent from being able to target her with an attack all together.

At a mere 96 points Raven’s dial looks like a lot of fun. With Mystical and Teen Titans as her keywords she should be easy to play on a theme team that would benefit from her unique dial.

Raven can also attach to T-001 New Teen Titans, and her image on the Asset Dial allows New Teen Titans to use Regeneration, when their team base is not adjacent to an opposing character.

Finally in today’s trio of Teen Titan goodness, we have Donna Troy (aka Wonder Girl)!


First, let’s take a look at Wonder Girl’s trait, which is called Trying to Lead By Example. This will allow her to use Leadership, but only when she has 1 or more action tokens.  With Ms. Troy coming in at 135 points it should be easy to find a gaggle of other Teen Titans or Amazons, her two keywords, who would benefit from her Leadership. Wonder Girl has the Wing speed symbol and the Indomitable combat ability, allowing her to use Willpower, helping her get more use out of her Leadership trait.  And like the other Teen Titans previewed today, Wonder Girl has the Teen Titans team ability, allowing her to share health with friendly, adjacent figures.

Wonder Girl starts out with 2 clicks of Charge with a 10 square movement allowing her to bring the pain. Her top click has an 11 attack and Quake letting her target multiple adjacent opponents with 2 damage and knock back.  Magic Bracelets is the defensive special power on her Wonder Girl’s first 3 clicks, letting her to use Invulnerability and Energy Shield/Deflection. This will give her the ability to reduce damage while at the same time making it harder for her to be hit with ranged combat attacks.

Wonder Girl will switch from Quake to Super Strength on clicks 2 through 4, overlapping with some Flurry on clicks 3 and 4.  Wonder Girl loses the special defense power after click 3 and gains some good ole straight-up Invulnerability, which will continue to help her reduce damage.

In her late dial, Wonder Girl regains Quake and picks up some Plasticity.  Not only will this help her to break away, if need be, but more importantly, will keep adjacent opponents right next to her so she can pound them with her Close Combat Expert.  Wonder Girl always has the ability to reduce damage dealt finishing out her dial with 2 clicks of Toughness.

Wonder Girl also can be removed from her SwitchClix base and added to T-001 New Teen Titans, and her icon on the Asset Dial allows the team to use Super Strength, as well as the Flight ability.

That is all for today, but be sure to come back Friday as we continue to look figures from the upcoming DC HeroClix: Teen Titans, specifically the last four figures that round out the New Teen Titans Team Base.  Until then, Shape Change for the Win!!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: The New Teen Titans Team Base!

Greetings HeroClix Fans!

Today we kick off previews for the next set, DC HeroClix: Teen Titans!  What better way to start than by showing off the two new innovations to HeroClix, the SwitchClix base and the new Team Dial mechanic.  Today, we’ll get familiar with how these dials work and the stats and combat abilities of a Team Dial, and in the next couple of articles, we will look at the bulk of the dials for the characters.  With this in mind, let’s start off than with a titular Team Dial, straight off the cover of the classic Marv Wolfman and George Perez run of the same name, New Teen Titans!

NTT Team Base

First, Team Dials are on a 2×4 base in most cases, or on a 2×2 dial for smaller teams.  New Teen Titans is on a 2×4 base.  Team Bases will generally come with 1 or 2 figures, and in either case, the rest of the figures for a team will be packed in the regular 5 figure boosters.  It’s important to note that the 2×4 Team Dials in this set will be playable right out of the package, and that the New Teen Titans Team Base comes with three figures!

The Team Dials have a new Team combat icon as well as an Asset Dial.  On the 2×4 base, the Asset Dial will be on one side of the Team Base and the normal dial with powers and combat stats will be on the other.  For a 2×2 Team Base, the Asset Dial will be a separate standard size click dial.

Looking at the back of the New Teen Titans character card, we see that Team Dials are defined as the following: “Characters with the new Team combat icon symbol are Teams.  A Team has locations on it where figures from corresponding SwitchClix bases can be placed.  Each such character is called a team member.” 

Let’s begin by taking a look at #T001 New Teen Titans Team Base and use the three SwitchClix figures that come with it (#063 Cyborg , #064 Raven, and #065 Wonder Girl.) as examples for this exercise.

NTT Team Card - Back


Force Construction

“When you add a team to your force, you must pay the cost of the team.  For each team member that begins the game attached to the team, increase the point value of the team by 5 points.  A team must have a minimum of 3 characters (15 points) attached at any given time unless a game effect says otherwise.  Each team member attached to the team must have an asset ability listed on its character card whose icon matches the icon of the asset ability listed on the team’s character card.  Team members begin the game attached to the team while their SwitchClix bases may be included in your sideline.  Teams and team members can’t be assigned resources, can’t roll to pick up a relic, can’t become a pilot of a vehicle unless a game effect specifies otherwise.” 

The New Teen Titans Team Dial costs 465, 365 or 265 points to play.  Let’s go with the experienced level, which uses the 365-point Team Base.  Cyborg, Raven and Wonder Girl cost 103, 96, and 135 points, respectively.  But since they will be added to the Team Base and since you can’t have fewer than 3 members, they each cost 5 points.  This brings our total to 380 points.  We’ll also add Robin, Kid Flash, Changeling, and Starfire to bring the total to an even 400 points and include all team members; however, for this article we’ll only focus on the three team members that come with the Team Base.

If you choose to play Cyborg separate when you construct your force, with all other figures attached to the New Teen Titans, the Team Dial will now cost 395 points, and you must pay Cyborg’s 103 points, allowing you to have a force at 498 points.  The downside to this is Cyborg cannot be attached to the New Teen Titans, and the New Teen Titans would not be able to use the Cyborg ability on the Asset Dial.  More on that in a bit.

Also of note is that there are a few characters in the set that are named on more than one Team Dial, but have a specific figure for each Team Dial.  Take Cyborg, for example.  There are two different versions of Cyborg in the set, each from a different point in his career, and unique to a specific Team Dial.  Robin, however, will work on two different Team Dials.

All figures that you wish to include as part of a team start the game attached to the Team Dial.  But don’t worry; we’ll get to letting a figure do its own thing in a bit.  Also, your Team Dial and the figures that split off can’t be assigned resources, pick up relics or pilot vehicles.  A Team Dial gets its own special abilities that do make this worthwhile:

“The Team combat icon symbol also grants the following abilities.  None of these abilities can be countered.  If this character uses Earthbound/Neutralized, it can still use these abilities:

1 – Working Together

“Give this character a power action and it may be given one action as a free action for every 100 points or fraction thereof of its point value.  These free actions may be used for any action, but you may only give the character up to 1 move action, up to 1 power action, up to 1 close combat action, and up to 1 range combat action.  Any number of these free actions may be used to make either a close or ranged combat attack.”

Since we are using the New Teen Titans Team Base at 400 points, we can give it a power action to make 4 free actions as listed above.  As an example, Doctor Light is adjacent and has done 2 damage to New Teen Titans, so they are on click #7.  New Teen Titans can make a close combat attack against Doctor Light, be given a power action to use Running Shot, make a ranged combat action with its 7 range and Penetrating/ Psychic Blast, and then may take a move action to get to where it will be in the best position for next turn.

2 – Practiced Maneuvers

“This character can use Improved Momvement: Elevated and Characters.  This character may occupy squares of different elevation.”

Team Bases have the Improved Movement ability and ignore elevated terrain and characters. This means they never need to roll breakaway and once they are moving they don’t need to stop when they become adjacent to an opposing character.  Team Bases are also the first figures in the game that can be on more than one elevation at a time.

3 – Solo Adventure

“Give this character a power action, remove any team member from the team and insert it into its SwitchClix base.  The character is placed adjacent to the team on its SwitchClix base turned to the first click number color that matches the team’s current click color.  If removing the team member from the team would mean that the total point value of removed team members exceeds the point value of the team, then the team member can’t be removed.  When a removed character has multiple starting lines, its point value and starting line are considered to be the first starting line other than an orange starting line preceding the click it is on when placed on the map.”

A power action can be given to New Teen Titans to have a team member leave the dial.  This can be as a normal power action, or the power action you are allowed to take as one of your four free actions from the Working Together ability. Cyborg, Raven and Wonder Girl can all be removed from the Team Dial, one power action at a time, since they add up to 334 points and are below the 400 points the New Teen Titans dial costs as we are using it. Beyond that, no other figure can be removed or the point total off the Team Dial will exceed the point total on the Team Dial.

4 – A Team Reunited

“Give this character a power action when it is adjacent to a character that was a team member earlier in the game.  Remove the character from its SwitchClix base, place it on the team and remove the SwitchClix base from the map.”

This one is easy enough; a power action can be given to the Team Dial to reattach a figure.

5 – Team Coordination

When counting characters for a themed team do not count the team as a character, instead each team member counts as a character.  At the beginning of the game when a team is part of a themed team, choose: Themed Team Probability can be used normally or it can’t be used and the team can use Probability Control.”

When using the New Teen Titans Team Dial with all 7 members attached, you get +7 to your map roll on a Teen Titans theme team (the only keyword this Team Dial has).  At the beginning of the game you have to choose to give a Team Dial Probability Control, or use the normal rules of Theme team PC.

NTT Team Base


NTT Team Card - Front

NT Combat Dial

And now, let’s have a look at the New Teen Titans dial.  First off, New Teen Titans have a trait called Titans, Together Forever, which makes it so they can’t be targeted by Mind Control or Penetrating/Psychic Blast if all team members are attached.  This makes the Invulnerability on the first couple of clicks, as well as all damage reducers on the dial, that much better.

New Teen Titans begin play able to use Charge to take the fight right to an opposing figure and do their printed 4 damage, or choose to use their bigger base size to move into adjacency with more characters and use Quake.  On their second click, New Teen Titans get a couple of clicks of their first special power, Not Sidekicks Anymore, which allows you to choose at the beginning of the turn to use Outwit, Perplex or Probability Control for this turn.  Around this point in the dial, Invulnerability is replaced with Super Senses as New Teen Titans attempt to avoid attacks.  On the last click of this section of dial, Plasticity will allow New Teen Titans to keep adjacent opposing figures locked in place so they may pummel them with Close Combat Expert. 

At this point in New Teen Titans’ dial is their Experienced 365-point starting line.  This section continues powers already present on the dial, as Plasticity, Super Senses and Close Combat Expert are all still on the dial.  The second click sees a small stretch of Toughness to reduce a bit of damage.  The next click sees New Teen Titans switch tactics to a more ranged combat power set as Running Shot allows some move and attack, and Penetrating/ Psychic Blast with a 7 range will make sure damage sticks.  The Not Sidekicks Anymore special power also returns to the dial at this point.

This power set will continue to start the 265-point Rookie starting line of New Teen Titans, along with a new defensive special power called Training Every Weekend at Titans Tower, which allows the use of both Toughness and Combat Reflexes.  This special power works well as New Teen Titans goes back to a close-combat orientated dial with the return of both Charge and Quake.  The Not Sidekicks Anymore special power sees its last click for a bit in this stretch of dial as well.  The next stretch of dial changes close combat tactics as Plasticity will make break away harder for opposing figures as they can pummel away harder with Close Combat Expert.  Invulnerability returns after a long time off the dial.

At the end of their dial, New Teen Titans again focuses their attack with primarily range-based powers as both Running Shot and Penetrating/Psychic Blast will cover the rest of the dial.  A couple clicks of the Training Every Weekend at Titans Tower special power will protect them, before a closing click of regular Toughness shows up.  Also on their last click is one more click of the Not Sidekicks Anymore special power.

The Indomitable combat ability will allow New Teen Titans to act two turns in a row without fear of pushing damage.  For theme team play, New Teen Titans only have the option of using the Teen Titans keyword to build around, but in a set named for them, there will be plenty of figures available to use.

Now let’s take a closer look at something both distinguishes Team Bases and makes them an exciting play experience, Asset Dials!

NTT Asset Dial

The Asset Dial

“A team base has a second dial called an Asset Dial.  This may be a second dial on the team’s figure base or an accompanying dial.  The Asset Dial begins the game on the green starting line.  The opening will show: (a) asset icons matching to the team members that make up the team, (b) the Team combat symbol or (c) special powers.”

The standard combat dial on a Team Dial does a fairly good job of representing what a team like the New Teen Titans can do, but it is hard to get the individual abilities of characters captured and still have the dial be effective, so we came up with the Asset Dial.  This extra dial lets the individual characters on a Team Dial have a chance to stand out, while still making the Team function.  The Asset Dial will give access to up to 2 icons at a time, whether they are team members, the team itself, or special powers.  Referring back to the character card, we see this:

“When asset icons appear, the team can use the asset abilities referenced by each of those icons so long as the corresponding team member is attached to the team.  When the Team combat icon appears, you may choose any member attached to the team and use the asset granted by that character’s icon.”

For example, if Starfire, Changeling and Robin are all attached to the Team Dial, on click #1 of the Asset Dial, Robin and Starfire are showing, so the New Teen Titans can use the Flight ability, Defend, and Outwit, and only adjacent figures can use Outwit against them.  On click #3, Wonder Girl and the Special Power icon are showing, so New Teen Titans can use Super Strength and the Flight ability, and their special power, We Go Where We’re Needed, that says to give New Teen Titans a power action and place them adjacent to the highest point opposing character, then make a close combat attack as a free action.  On click #15, Changeling and the Team combat icon combat ability are showing, so New Teen Titans can use Shape Change, as well as any team member ability.

“Asset abilities can be countered as if they were a combat ability.  At the end of your turn, you may roll a d6 and turn the asset dial that many times to the left.  If the Team combat icon icon is showing at the end of your turn, this roll is required.”

It is important to remember that an opposing figure can use Outwit to counter these abilities.  If you like the click you are on, you can choose to remain there, so you continue to have access to those abilities.  Or, at the end of your turn, you may roll a d6 to get abilities that will be more useful.  If the Team combat icon ability is showing at the end of your turn you must make this d6 roll.

NTT Asset Dial

As good as the New Teen Titans dial is, the Asset dial can enhance it and make it better as more of the required Teen Titans are attached to the team base.  As the icons for the necessary character come up, (or the Team combat ability to access any attached character ability) the power or ability stated for them can be used.  So what does each team member bring to the New Teen Titans? 

The Changeling icon allows New Teen Titans to use Shape Change.  The Cyborg icon says that New Teen Titans can’t be the target of opposing characters’ Probability Control.  The Kid Flash icon allows New Teen Titans to use Hypersonic Speed and when they do, modify their speed value by +2.  The Raven icon says that when New Teen Titans are not adjacent to an opposing character, they can use Regeneration.  The Robin icon allows New Teen Titans to use Outwit and only adjacent characters can target them with Outwit.  The Starfire icon lets New Teen Titans use Defend and the Flight ability.  The Wonder Girl icon lets New Teen Titans use Super Strength and the Flight ability.

The Team Ability icon (marked with an “I”), called We Go Where We’re Needed says to give New Teen Titans a power action and place them adjacent to the highest point opposing character, then make a close combat attack as a free action.

This is a lot to absorb today as we introduce the new Team mechanic and how it interacts with the new SwitchClix pieces.  And it has shown a hand full of Teen Titan figures on the Team Dial.  In the next two articles, we will show off the dials for all seven of these figures.  So be sure to check back as we preview more figures from the upcoming DC HeroClix: Teen Titans set!


Justice League Preview

Justice League: Cyborg!

Greetings, HeroClix fans!

For today’s DC HeroClix: Justice League preview, we spotlight a newer hero to the ranks of the New 52’s Justice League!  Please welcome Victor Stone, aka Cyborg!


Cyborg hits the battle map with a trait, Electronic Eye, which allows him to ignore other characters’ Stealth.  He has the Justice League, Robot, and Teen Titans keywords, along with the Justice League team ability.

A former high school football star, Cyborg starts his dial with a click of Running Shot to go along with his range of six.  In his attack slot he start by breaking out a Sound Amplifier (Pulse Wave), which can be used in tandem with Running Shot! Defensively, Cyborg opens with two clicks of Invulnerability to represent his steel-plated body.  He also has the Indomitable combat ability so he can use Willpower and ignore pushing damage!

Once Cyborg is off his top click, he puts the Sound Amplifier (Pulse Wave) away in favor of two clicks of his Ultrasonic Emitter (Poison). Mid-dial, Toughness replaces Invulnerability in Cyborg’s defensive slot. On click three, Exploit Weakness shows up in Cyborg’s damage slot and represents his enhanced intelligence finding flaws in his opponents’ game plans.  Pulse Wave returns on clicks four and five.

Leap/Climb appears at the end of Cyborg’s dial in his movement slot, which allows him some options with respect to the other powers that appear on his dial.  Defensively, Cyborg drops Toughness and his Self-Repair Systems appear in the form of RegenerationExploit Weakness makes a return as well.

At only 100 points, Cyborg leaves plenty of room on a force for other attackers and/or support characters.

That’s all we have for today!  Please join us again when we uncover more secrets from the DC HeroClix: Justice League set, which features more than 20 ALL-NEW, unique sculpts and dials for the characters of the New 52 DC Universe!  Until then, keep your Clix off their KOs!