Categories
DC HeroClix: World's Finest

DC Comics HeroClix: World’s Finest – Doom Patrol

Greetings HeroClix fans,

Welcome to a deeper dive into the DC Comics HeroClix: World’s Finest set! Today, we’re going to flex our team building muscles, and bring you a 300-point build featuring the Doom Patrol!

The first thing we need to cover with the Doom Patrol is that each of them have a trait called Weird Resurrection. This trait states that the first time any of these characters would be KO’d this game, instead roll 2d6 that can’t be rerolled. You then turn them to the click number equal to the result. For the members of our team with a blue starting line, you will add 4 to the result of your roll, with a maximum result of 12. While this trait isn’t a guarantee that your team will be sticking around long term, it certainly adds a tremendous amount of potential longevity to this five-character team!

DC Comics HeroClix: World's Finest - Doom Patrol Robotman

Up first, being played at his 50-point blue starting line, is Clifford Steele – aka, Robotman! On this version of the character, he has 4 clicks of life, each designed to make Robotman a close combat menace! Starting with Charge before his dial segues into Sidestep, Cliff couples each of those abilities with Quake, meaning he’s able to get into position (or attempting to reposition himself) each turn, while being able to attack numerous foes at the same time. In addition to that, he also has four full clicks of both Toughness and Close Combat Expert, representing Robotman’s ability to take a bit of damage, and dish out more than his fair share in a one-on-one scrap!

DC Comics HeroClix: World's Finest - Doom Patrol Mento

Next, we have Mento, a character who can control the board in a multitude of ways through manipulation or ranged offense. First, Mento possesses a range of 7 squares with two targets, allowing him to see nearly a third of a standard map! With that range comes a myriad of powers, such as Telekinesis, Incapacitate, Energy Shield/Deflection, and Outwit. However, his real bread and butter is his special movement power, which appears on all five clicks of his dial, called Mento-Intensifier. This power states that Mento can use both Mind Control and Phasing/Teleport. And when he uses Mind Control, you’re able to choose one of the following – increase his attack value by +2 (putting him between an 11 or 12 each click), or give hit characters an action token after actions resolve!

DC Comics HeroClix: World's Finest - Doom Patrol Negative Man

Next, we have a character who appears for the first time as a HeroClix figure– Negative Man! A 75-point piece featuring 5 clicks of life, Negative Man has a fairly straight forward standard power set – Stealth, Poison, Willpower, and Perplex – but where he truly takes shape is with his traits. Up first is his trait Negative Spirit, which states that Negative Man can be given a power action to place adjacent to him a Negative Spirit bystander, if there isn’t one already on the map. Additionally, he has the Hollow Man trait, which says that when a friendly Negative Spirit is not on the map, Negative Man deals penetrating damage. Conversely, when there is a friendly Negative Spirit on the map, Negative Man can’t be given move actions. Of course, that Negative Spirit bystander isn’t without it’s own powers, having both Poison and Super Senses, and a special power called Negatively-Charged Energy Being, which allows it to use Phasing/Teleport. And, when it is given a move action, after actions resolve, it may make a close combat attack as a free action, targeting any one opposing character occupying a square it moved through. Couple all that with the Spirit’s 60 Seconds trait, which states that Negative Spirit deals penetrating damage – but, when it isn’t within 6 squares of a friendly character named Negative Man, immediately KO it.

DC Comics HeroClix: World's Finest - Doom Patrol Elasti-girl

The next member of our team is a former Olympian and actress Elasti-Girl, represented by her 50-point, 4-click version. The first thing we need to cover with Elasti-Girl is her trait, Protoplasmic Physiology, which states that at the beginning of your turn, you may choose to have Elasti-Girl use the Tiny Size, Giant-Size, or Colossal Size combat symbols. If you do, Elasti-Girl has that chosen symbol until she chooses again. If she chooses the Tiny Size symbol, her combat values are modified by -1. Conversely, if she chooses the Colossal Size symbol, her combat values are modified by +1. Along with all of that, Elasti-Girl possesses the following standard powers – Charge, Shape Change, Super Senses, Perplex, and Close Combat Expert. She also has a special power called Malleable Form on the last two clicks of her life, which allows Elasti-Girl to use both Combat Reflexes and Regeneration.

DC18 WF 051 The Chief

Finally, we come to the leader of the team, The Chief. At 50 points, The Chief is all about versatility for his teammates. He possesses only two standard powers – Stealth and Support – but more than makes up for that with three special powers. First, on movement, is Assemble the Outcasts and Freaks, which states The Chief can be given a free action to choose a friendly character within a range of 6 squares and line of fire – that character can use Sidestep this turn. Next, on defense, is Secret Mastermind of their Creation, which states that The Chief can use Mastermind, and when he does, adjacent friendly characters are considered to be a lower point value. Finally, we come to his special damage power, called Protect You From Yourselves. This power states that The Chief can use both Outwit and Perplex. When he does, you may choose a friendly character within 6 squares that shares a keyword, and The Chief can count range and lines of fire from that friendly character’s square. At the end of your turn, if The Chief didn’t use Outwit, you may choose a character within 6 squares that shares a keyword with him, and that character’s powers and abilities cannot be countered until your next turn!

So here you have our take on the legendary Doom Patrol! At 300 points, you have a ton of options, running at lower point values, or instead opting for longer dials and heavier damage. Of course, at 400 and 500 point builds, you can run a mixture of full and partial dials, or even include the other Doom Patrol team member in this set— Crazy Jane. There are a myriad of options and builds you can create for the Doom Patrol, each utilizing different strategies and abilities. How would you build your version of the team?

Until next time, keep on ‘Clixing!

Categories
DC HeroClix: World's Finest

DC Comics HeroClix: World’s Finest Fast Forces Pack Part 2

Greetings HeroClix Fans!

Welcome back to the second part of our look at the DC Comics HeroClix: World’s Finest Fast Forces Pack!  We previously showed you a trio of characters that have ties to Metropolis in the DC HeroClix: World’s Finest Fast Forces Pack Part 1 article.  Today’s preview focuses on Gotham City, where we start by catching up with the Dark Knight himself, Batman!

DC Comics HeroClix: World’s Finest Fast Forces Pack Batman

Batman has the standard attack, defense and damage combat symbols and can shoot a single target from up to five squares away.  Naturally, Batman has the Batman Ally team ability, which lets him use Stealth.  If you’re planning to include Batman on your force, he can be played at either 100 or 50 points, with his 50-point starting line coming in at click 4.  Additionally, if you want to include Batman on a themed team, he has the Batman Family, Gotham City, Martial Artist, and Metropolis keywords available as options.

Batman has a pair of traits, the first of which is World’s Finest Heroes.  World’s Finest Heroes lets Batman use Probability Control if he’s adjacent to a friendly character named Superman.  However, he can only use Probability Control to reroll an opposing character’s attack roll.  The second trait is Need an Equipment Drop at My Location, which lets you include the #S100 Weapon Drop on your force without paying its cost and adds some extra tools to Batman’s arsenal as needed.  We’ll go into more detail later on the Weapon Drop, which is included in the DC Comics HeroClix: World’s Finest Fast Forces pack, but for now let’s continue looking at Batman’s dial.

On Batman’s first four clicks he starts with a pair of special powers that work well with one another.  The first special power, Peak of Human Conditioning, lets Batman use Running Shot when he has no action tokens and Charge when he has one action token.  When Batman has two action tokens, he can use Sidestep.  Since Batman has the standard defense symbol, he would normally be open to taking pushing damage if he is marked with more than one action token but his second special power, World’s Toughest, lets him ignore that damage by granting him Willpower and Toughness to absorb some damage dealt to him.  The rest of Batman’s power set includes Incapacitate, Leap/Climb, Super Senses, and Outwit.

DC Comics HeroClix: World’s Finest Fast Forces Pack Weapon Drop

We mentioned the Weapon Drop special object as part of Batman’s Need an Equipment Drop at My Location trait, so let’s take a quick look at how it works.  The Weapon Drop costs 8 points to add your force and can be equipped to friendly characters.  To set up the Weapon Drop, at the beginning of the game roll a d6 that can’t be rerolled and turn the Weapon Drop’s dial to the appropriate click number.  If the Weapon Drop is equipped to a character, you can give that character a free action to choose one of the standard powers shown on the Weapon Drop’s dial.  At the end of your turn, roll a d6 that can’t be rerolled and turn the Weapon Drop’s dial again to the appropriate click number.  There you have it!

Now we’ve come to one of Batman’s closest associates, Nightwing!

DC Comics HeroClix: World’s Finest Fast Forces Pack Nightwing

Nightwing has the standard attack, defense and damage combat symbols and can shoot a single target from up to five squares away.  Instead of the Batman Ally team ability, Nightwing has the Outsiders team ability, which lets him choose a character (including himself) within 10 squares and line of fire;  until the beginning of your next turn, the chosen character’s combat values can’t be modified.  Should you choose to include Nightwing on your force, he can be played at either 50 or 25 points, with his 25-point starting line coming in at click 4.  Additionally, if you want to include Nightwing on a themed team, he has the following trio of keywords:  Batman Family, Martial Artist, and Outsiders.

At first glance, Nightwing’s dial may look simple.  He has a single trait, Charismatic Loner, which makes him a wild card.  Nightwing’s dial also features a special power, Midnight Roofrunner, that helps him stay mobile and offers him some protection against ranged attacks.  Midnight Roofrunner lets Nightwing use Leap/Climb, Sidestep, and StealthNightwing’s other two standard powers, Combat Reflexes and Willpower, are found in his defense slot.  Nightwing’s combat values stay somewhat consistent throughout his dial, making him a threat on each of his clicks.

This version of Nightwing isn’t a world beater but he should fit in nicely on just about any force as a harasser or tie-up piece.

Our third and final character is an eco-terrorist who has frequently clashed with Batman and Nightwing and once mind controlled Superman with her potent pheromones doing her bidding.  Here’s Poison Ivy!

DC Comics HeroClix: World’s Finest Fast Forces Pack Poison Ivy

Poison Ivy has the standard attack, defense and damage combat symbols and can shoot a single target from up to four squares away.  Like Batman and Nightwing, Poison Ivy has two point values in which she can be played:  75 and 25 points.  Her 25-point starting line comes in at click 5.  For keywords, Poison Ivy has Arkham Asylum and Scientist.

Poison Ivy has a single trait, I Do Love Crashing the Party, which lets her use Mind Control.  Additionally, when she’s adjacent to a friendly character with a printed team symbol, her defense gains a +1 boost.  Poison Ivy’s power set consists only of standard powers that dare you to try to get close to her.  She has a full dial of Stealth to make it difficult to draw lines of fire to her.  Her first three clicks feature Poison, followed by three clicks of Smoke Cloud to create helpful hindering terrain.  Defensively, she sports Barrier on all but clicks 4 and 6, which feature Energy Shield/DeflectionPoison Ivy’s damage slot starts with Exploit Weakness for two clicks, and Shape Change for the remainder of her dial.

Although her damage values are consistent, Poison Ivy’s best use on your force is through Mind Control.  And be sure to keep plenty of hindering terrain nearby to thwart opposing characters from drawing lines of fire to her.  If an opponent does try to approach, you can use Barrier to protect yourself or let them come and hit them with Poison.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC Comics HeroClix: World’s Finest set! Be sure to visit the WizKids Event System to find Friendly Local Game Stores near you and Release Day OP events, kicking off next week.

Categories
DC HeroClix: World's Finest

DC HeroClix: World’s Finest Fast Forces Pack Part 1

Greetings HeroClix Fans!

We hope you had an opportunity to head over to your local shop and participate in our DC Comics HeroClix: World’s Finest Pre-Release events to get a sneak peek at some of the characters available in the set.  To keep the excitement flowing, we are pleased to show you some of the characters contained in the DC Comics HeroClix: World’s Finest Fast Forces Pack!  First up is the Man of Steel himself, Superman!

DC Comics HeroClix: World’s Finest Fast Forces Pack Superman

Superman has the Wing speed symbol, which lets him use the Flight and Carry abilities, along with the standard attack, defense and damage combat symbols.  He also can shoot a single target from up to seven squares away.  Superman has the Superman Ally team ability, which lets him treat hindering terrain as clear terrain for movement and line of fire purposes.  As for point values, Superman has the flexibility to be played at either 150 or 100 points, with his 100-point starting line coming in at click 4.

If you’re interested in playing Superman as part of a themed team, he has four keywords to help you choose the rest of your force:  Batman Family, Gotham City, Kryptonian and MetropolisSuperman also has a trait, World’s Finest Heroes, which lets him use Probability Control if he’s adjacent to a friendly character named Batman.  However, Superman can only use Probability Control to reroll an opposing character’s attack roll.

Taking a closer look at Superman’s dial, we see that his powers are laid out for him to run in, hit hard, and take as well as he gives.  Superman starts with Charge, an attack value of 11, a damage value of 4, and a defense value of 18 with a special defense power World’s Toughest which grants him use Invincible and Willpower.  He switches from Charge to Hypersonic Speed on his next two clicks, while still retaining the 11 attack values and World’s Toughest.  On click 4, Superman regains Charge and also adds Close Combat Expert to his arsenal.  Hypersonic Speed returns on his next two clicks but World’s Toughest is replaced by Toughness for the remainder of his dial.  Finally, Sidestep appears on Superman’s last two clicks in place of Hypersonic Speed.

Superman definitely has what it takes to be your force’s primary attacker, thanks to his steady set of combat values and layout of powers.  But there’s always brains behind the brawn, and who better to follow Superman than Lex Luthor?

DC Comics HeroClix: World’s Finest Fast Forces Pack Lex Luthor

In the DC Comics HeroClix: World’s Finest Fast Forces Pack, Lex Luthor comes in at 50 points and has the standard combat symbols for speed, attack, defense and damage with a 4 range and single target.  He shares the Metropolis keyword with Superman as well as the Celebrity, Politician and Ruler keywords.  Lex Luthor also has the Police team ability to help bring down the defense values of opposing characters for friendly teammates that are making ranged attacks.

Stealth appears on each of Lex Luthor’s four clicks.  Outwit appears on his last click.  The rest of Lex Luthor’s dial is highlighted by a pair of special powers.  The first is President Luthor, For Now, which lets Lex Luthor use Mastermind as if he was 150 points.  It’s a great special power that helps Lex Luthor stay in the game longer by letting him transfer damage to Superman at either of the Man of Steel’s point values.  The second special power is I’ve Got Files on Everyone, which lets Lex Luthor use Leadership as if he was 150 points.  It also lets him use Outwit.  When Lex Luthor uses Leadership, friendly characters within eight squares can use Sidestep and modify their attack values by +1 this turn.  If you’re playing Lex Luthor with Superman, a successful roll for Leadership could potentially remove an action token from Superman, and then let him use Sidestep right before attacking via Charge or Hypersonic Speed.  Oh, and don’t forget Superman would gain a +1 to his attack value that turn!

Lex Luthor is definitely meant to pull the strings behind the scene by buffing up your main attacker through I’ve Got Files on Everyone or protecting himself with President Luthor, For Now.  But Lex Luthor isn’t the only support character in this Fast Forces Pack, as teenager Hiro Okamura (aka Toymaster) offers his help to the World’s Finest heroes!

DC Comics HeroClix: World’s Finest Fast Forces Pack Toymaster

Like Lex Luthor, Toymaster comes in at 50 points and has all the standard combat symbols and 4 range with single target.  Toymaster doesn’t have a printed team ability on his dial but his trait, Hero Worship, makes him a wild card who can only copy team abilities from friendly characters of 100 points or more.  Toymaster’s four-click dial starts with two clicks of Sidestep to get him into position to use TelekinesisEnergy Shield/Deflection appears on each of his four clicks to give him some protection against ranged attacks.  In Toymaster’s damage slot he alternates between a special power called Working Out the Variables and PerplexWorking Out the Variables lets Toymaster use Probability Control, but only to reroll a friendly character’s attack roll.  Stealth appears on Toymaster’s last two clicks.

Toymaster, like Lex Luthor, is meant to be used in support of your attackers.  Toymaster’s Hero Worship trait lets him copy team abilities to fit his current situation while his opening two clicks of Telekinesis let him move characters and objects where they’re needed.  Finally, Working Out the Variables and Perplex make Toymaster a nuisance for opposing characters.

Thanks for reading!  Join us next time as we take a look at Gotham City’s contributions to the DC Comics HeroClix: World’s Finest Fast Forces Pack! Until then, be sure to visit the WizKids Event System to find DC Comics HeroClix: World’s Finest Pre-Release and Release Day events near you!