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DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Batman Enemies

Greetings HeroClix Fans!

For today’s team-building exercise, we bring you a quartet of Batman’s most dangerous foes from the DC HeroClix: The Joker’s Wild! set.  Since the Caped Crusader has such a large roster of villains, we’ll focus on the Knightfall storyline and head to Arkham Asylum to form a team of notable offenders.

Here’s our lineup of Batman Enemies, as part of a Gotham City Underworld keyword themed team:

105         Bane

50            Killer Croc

65            Two-Face

75            Firefly

295 total points

+4 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Bane.

DC HeroClix: The Joker's Wild - Batman Enemies - Bane

As part of a dastardly scheme to break Batman’s body and spirit, Bane freed all the occupants at Arkham Asylum, forcing the Dark Knight through a gauntlet to recapture each inmate.  Bane’s long dial features only one standard power, Charge, on each click but he also has a solid set of combat values and a pair of traits that make him a dangerous piece.  Bane also has the Batman Enemy team ability, which lets him share his attack value with a friendly character using the same team ability.

The Batman Enemy team ability is the focus of Bane’s first trait, This Is How I Deal With the Bat, which lets him boost a character’s attack value by +1 for a close attack if they use the team ability to borrow Bane’s attack number.  The second trait, Venom Pump, lets Bane increase his attack and damage values and decrease the damage dealt to him according to the number of Venom tokens he uses.  But using Venom Pump has its drawbacks, so at the start of your turn, Bane is dealt unavoidable damage equal to the number of Venom tokens he’s removed.  Bane’s long dial and sturdy combat numbers, coupled with his traits, make him a viable ideal primary attacker.  You’ll want to choose Bane’s targets carefully, as the lack of defensive powers and the damage he’s dealt from his Venom Pump trait can quickly move him through his dial.

DC HeroClix: The Joker's Wild - Batman Enemies - Killer Croc

Next up is Killer Croc, who tussled with Bane in the sewers beneath Gotham City as payback for an earlier attack.  Unlike Bane, Killer Croc’s shorter dial features several standard powers (Charge, Sidestep, Blades/Claws/Fangs, and Toughness) along with a variant of the This Is How I Deal With the Bat, which provides a +2 attack value boost for close attacks against targets in water terrain.  Killer Croc’s power layout sees his potential damage output increase the deeper he gets into his dial.  At only 50 points, Killer Croc makes an interesting tag-team partner for Bane, particularly if you’re battling on a map that has water terrain, since he has the Swimmer speed symbol.

The Arkham Asylum breakout sees Batman working alone to corral the inmates and it furthers tension between him and Robin, who questions his necessity as the Caped Crusader’s sidekick.  After Bane breaks the Dark Knight’s back, Robin remembers how he saved Batman several weeks earlier from our next Batman Enemies team member, Two-Face.

DC HeroClix: The Joker's Wild - Batman Enemies - Two-Face

Two-Face’s duality is well represented in his dial, which features click numbers in red and blue that you can switch between by means of a trait called A Change Will Do Me GoodTwo-Face has a second trait called Flip A Two-Headed Coin, which lets him use Probability Control regardless of range or line of fire, but only for attack rolls and only if one of the dice results is a 2.  Two-Face’s dial also features a single special power called Double-Barreled Shotgun, which lets him use Energy Explosion with 2 targets.  Additionally, hit characters drop their combat values by -1 until your next turn.  Two-Face is an interesting ranged attacker if you get him on his blue click numbers, thanks to the opening combination of Running Shot and Double-Barreled Shotgun and mid-dial access to Ranged Combat Expert.  On his red numbers, Two-Face plays a protective role with an opening click of Defend and a defense value of 18 and Support on his last two clicks.

Our final team member is Firefly, who spent his brief freedom from Arkham Asylum incinerating the places in Gotham City that he couldn’t visit as a child, before Batman apprehended him.  Firefly’s dial is highlighted by a special power called Napalm, which lets him use Energy Explosion.  Additionally, when he hits with a ranged attack, he can give one of the hit characters a Fire marker that deals penetrating damage at the start of that character’s turns.  Firefly is best used initially to run-and-gun groups of enemies while carrying his teammates where they’re needed.  If you’ve hit an opponent with Napalm, you may find it advantageous to keep Killer Croc nearby to intercept that character if it heads toward water terrain to remove the Fire marker.

DC HeroClix: The Joker's Wild - Batman Enemies - Firefly

All the members of our force have the Batman Enemy team ability so you’ll want to find ways to stay together and share your attack values.  Our force has a balance of close and ranged attackers, with the latter group having the ability to scatter damage to multiple targets with Energy Explosion.  Admittedly, mobility may be an issue as Firefly is the only team member who can carry others.

Thanks for reading our Batman Enemies Team Building Article!  Join us again as we bring you more fun team builds and in-depth strategies from the DC HeroClix: The Joker‘s Wild! set!  Until next time, play more HeroClix and remember to visit the WizKids Info Network to find events near you!

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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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DC HeroClix: The Joker's Wild! Strategy Article

DC HeroClix: The Joker’s Wild! – Suicide Squad Team Building

Greetings HeroClix Fans!

Today’s exercise in team building and strategy takes the hashtag #squadgoals to a different level since our squad features some of the worst heroes ever from the DC HeroClix: The Joker’s Wild! set.  From Belle Reve Penitentiary, make way for the Suicide Squad and its no-nonsense, tough-as-nails director, Amanda Waller!

Today’s theme team utilizes the Suicide Squad keyword and comes in just under 300 points.  Our Squad features four characters from The Joker’s Wild! set – one of whom makes his HeroClix debut – as well as a character from the DC HeroClix: The Rogues Fast Forces Pack.

Here’s today’s lineup:

25            Amanda Waller

60            Colonel Rick Flag, Jr.

60            Bronze Tiger

75            Deadshot

75            Captain Boomerang

295 total points

+5 to Initiative Map Roll, 3 uses of Theme Team Probability Control

Let’s start with Amanda Waller.

DC HeroClix: The Joker's Wild! - Suicide Squad - Amanda Waller

Working covertly as the Suicide Squad’s director, Amanda Waller’s dial features two appropriate standard powers, Stealth and LeadershipAmanda Waller also has the Suicide Squad team ability, which lets a character using it potentially heal some damage when an adjacent teammate is KO’d.  However, the Suicide Squad team ability gets an upgrade, thanks to Amanda Waller’s There Is No Squad Without The Wall trait, which lets teammates using the team ability heal when a friendly character is KO’d anywhere on the map.  With her short dial and low combat values, Amanda Waller’s mission on this force is to stay out of trouble so that the rest of the team can benefit from There Is No Squad Without The Wall.

DC HeroClix: The Joker's Wild! - Suicide Squad - Colonel Rick Flag Jr.

Our next Suicide Squad member is the team’s field leader, Colonel Rick Flag, Jr., who makes his HeroClix debut in The Joker‘s Wild! set.  Smart positioning is key for Colonel Rick Flag, Jr. since his trait, Squad, On My Position, boosts his defense value by 1 for each adjacent teammate that shares either his Suicide Squad or Soldier keywords.  To get Colonel Rick Flag, Jr. next to his teammates, his dial starts with a click of Running Shot and ends with two clicks of SidestepPrecision Strike, Willpower and Ranged Combat Expert round out the rest of Colonel Rick Flag, Jr.’s standard powers.

Another mainstay of the Suicide Squad, Bronze Tiger is second-in-command to Colonel Rick Flag, Jr. and also served as the group’s mission leader.  Bronze Tiger makes a long-awaited return to HeroClix, having last been seen in the DC HeroClix: Justice League set.

DC HeroClix: The Joker's Wild! - Suicide Squad - Bronze Tiger

As one of the DC Universe’s most feared martial artists, Bronze Tiger is our squad’s primary close attacker.  Bronze Tiger’s speed special power, Master Martial Artist, keeps him mobile with Charge and Sidestep while Flurry lets him dish out an extra attack.  If that’s not enough, Bronze Tiger’s offensive powers also include Precision Strike and Blades/Claws/Fangs, both of which are usable with Master Martial Artist.

DC HeroClix: The Joker's Wild! - Suicide Squad - Deadshot

With Bronze Tiger as our squad’s go-to close attacker, Deadshot comes in as the team’s top ranged threat.  Deadshot has an optional trait called Contract Killer that costs 5 points.  Contract Killer lets you include Deadshot on a themed force if it also includes a character whose point value is greater than 80.  If there isn’t such a character, Deadshot’s combat values are modified by -1.  For our squad, Contract Killer won’t be needed since none of his teammates have a point value greater than 75.

Both Amanda Waller and Colonel Rick Flag, Jr. can shoot one target up to five squares away, while Deadshot’s range is nine squares.  Ranged Combat Expert and Running Shot are Deadshot’s main offensive powers, with an opening click of Stealth available as he prepares to set up his shot and two ending clicks of Sidestep to run-and-gun or maneuver out of opposing lines of fire.  Deadshot’s mobility makes him a viable teammate for Colonel Rick Flag, Jr., who’ll want to stay close to benefit defensively from his Squad, On My Position trait.

DC HeroClix: The Rogues Fast Forces Pack - Suicide Squad - Deadshot

Our squad’s last member, Captain Boomerang, comes from the DC HeroClix: The Rogues Fast Forces pack and is our second ranged option.  Captain Boomerang boasts the ability to shoot three targets up to seven squares away and his power set features the potent opening combination of Running Shot and Energy ExplosionRanged Combat Expert, Precision Strike and some Perplex sprinkled into the mix make Captain Boomerang a dangerous foe.

All the members of our squad have the Suicide Squad team ability, so it’s imperative that you keep Amanda Waller alive to take advantage of her There Is No Squad Without The Wall trait.  Our squad has a good mix of ranged and close attackers but admittedly support powers aren’t as plentiful.  Then again, when you’re playing the Suicide Squad, the only one who isn’t expendable is The Wall, right?

Thanks for reading!  Visit your friendly local game store this Wednesday to get the new DC HeroClix: The Joker’s Wild! set. Join us again as we highlight more strategies and team builds to help you improve your HeroClix gaming!

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DC HeroClix: The Joker's Wild!

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II

Greetings HeroClix Fans!

Today we are continuing the previews for the DC HeroClix: The Joker’s Wild! set, by looking at the rest of the figures in the Batman and His Greatest Foes Fast Forces Pack and showcasing an easily built 300-point team you can field straight out of the box!

Last time, in the DC HeroClix: The Joker’s Wild!- Fast Forces Part I, we looked at The Riddler, The Penguin, and Mr. Freeze, so let’s continue by introducing the Power Couple of Crime in Gotham City.  Minding my manners, it’s ladies first of course, here’s Harley Quinn!

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley Quinn

Harley Quinn is 50 points of deadlier-than-she-looks trouble.  With Arkham Asylum and Gotham City as natural keywords and the Batman Enemy team ability, she gets a load of damage potential out of the pairing of Flurry and Blades/Claws/Fangs; especially with an 11 attack value on her second click, representing her pet hyenas.  Her synergy doesn’t stop there; on defense, she has the special My Babies Keep Me Hopping letting her use Combat Reflexes and Super Senses along with mid-dial Perplex and an uptick in her base damage value from 2 to 3.  She finishes her dial with regular Super Senses and a special power on movement, Ya Didn’t Notice I Had A Hammer?,  which lets her take a free action once per game to equip her with the Harley’s Hammer special object, also included in the Fast Forces, from outside the game for free.

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley's Hammer

While she is equipped with the hammer, Harley Quinn also gets Charge in addition to Quake and Giant Reach 2 granted by the hammer itself; there is the risk, however, that the hammer will break.  She’ll be a smashing success at making her Puddin’ proud.  Speaking of her Puddin’….

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - The Joker

There he is, looking deadly and dapper as ever in his trademark purple suit, spats, slicked green hair, walking stick and ready to make your acquaintance with a big smile and vigorous handshake.  At 75 points, The Joker is Never As Dead As You’d Expect; his trait is sure to keep you laughing and your opponents in stitches for a long time.  At the beginning of your turn, if The Joker took damage since your last turn, you roll a d6 die and heal him half the result.  If he takes a hit and is still standing, that is a guaranteed 1 click heal, and if you roll well with a 5 or 6, you get half his dial back!  Just hitting him can be tricky with a whole dial full of Super Senses.  The rest of his dial and powers jump back and forth between combinations of Stealth and Outwit, Poison and Perplex, or Incapacitate and Probablity Control.  His attack value is never particularly stellar topping out at 9, but that is what the Batman Enemy team ability is for along with his Arkham Asylum, Gotham City, and Monster keywords.   That’s a lot of villainy but the joke is on them because we also have Batman in the Fast Forces Pack who is ready to take on multiple bad guys at once.

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II- Batman

At 75 points, Batman has left his utility belt and fancy vehicles back at the cave and is bringing old school justice to Gotham with enough knuckle sandwiches for everybody.  With his trait Student Of All Martial Arts, he can use Toughness to get the most out of his 7 click dial and also increase his attack value by +1 for each adjacent opposing character, which is even more impressive considering he already starts with an 11 attack value.  He is ready for engaging several bad guys in one close combat action with his movement special Hit You With My Hands And Feet that lets him make a close attack targeting all adjacent opposing characters and deal normal damage to each one.  Batman’s defense special power Equilibrium, Balance, and All Things In Order starts him off with Combat Reflexes and Willpower.  Should the future Arkham inmates he squares off against do some damage, they have even more trouble to deal with when he picks up Close Combat Expert and Flurry; and, though he loses the special power on defense, he keeps Combat Reflexes for his whole dial.  If you can manage to keep him in the shadows with his Stealth-granting Batman team ability, he can avoid having his powers countered as well as avoid most ranged attacks.  As for keywords, he is the perfect close combat centerpiece for a Batman Family, Gotham City, Detective, or Martial Artist themed team.

Now, focusing on the villains, let’s build a 300-point team out of the DC HeroClix: Batman and His Greatest Foes Fast Forces Pack.

25  The Penguin
50  The Riddler
50  Harley Quinn –Harley’s Hammer kept on sideline
75  The Joker
100 Mr. Freeze

Total of 300 points, Gotham City themed team, +5 initiative roll, 3 uses of Themed Team Probability Control

The Penguin gets to sit back and put his Loyalty token to work, increasing the range and attack value of a friendly character. It’s not a bad idea to keep The Riddler adjacent to help The Penguin’s attack value with the Batman Enemy team ability and to use free actions to move your Loyalty token to where you need it most.  The Penguin himself isn’t likely to be doing much, but with Willpower up front he is an excellent choice for using your Themed Team Probability Controls.  Keep Mr. Freeze shooting at mid-range and locking up the opposing team with Frozen tokens, while letting The Joker and Harley Quinn get close enough to do what they do best.  If you need something more to keep an opposing ranged attacker occupied, send in The Riddler as he has a strong likelihood of dodging their attacks.  If you come up against a Batman, like the one in this pack, use your Perplexes on your attack values, as getting a hit to stick is going to be more important in the long run than doing more damage.

That’s all for today, HeroClix fans! Stay tuned as we continue to review more figures and team-building strategies from DC HeroClix: The Joker’s Wild!.  Don’t forget to visit the WizKids Info Network to find HeroClix Release Day Events and tournaments near you.  Visit your FLGS next week to pick up the Batman and His Greatest Foes Fast Forces Pack and The Joker and Harley Quinn Dice & Token Packs!
Until next time, just keep them in your line of fire.

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- The Penguin

Greetings, HeroClix fans! Today we’re taking a look at one of Batman’s signature villains from the DC HeroClix: The Joker’s Wild! set that you can get today from Pre-Release Events near you. This time, our journey through Arkham Asylum brings us to a villain who has been a thorn in the side of the Bat for almost 80 years – Oswald Cobblepot, The Penguin!

 DC HeroClix: The Joker's Wild!- The Penguin

The Penguin is a 40-point piece with 4 clicks of life, and while that might initially give you pause, a deeper look at his dial and abilities elevate his impressiveness. He begins with the trait This Is How I Deal With the Bat, which states that once per turn for all characters with this trait, if a character uses the Batman Enemy team ability to replace their attack value with The Penguin’s, after actions resolve, you may give a Robo-Penguin a move action as a free action.

But what is a Robo-Penguin, you ask? Well, that plays into his second trait, called My Own Deadly Rookery. This trait states that you can give The Penguin a power action to place an adjacent Robo-Penguin bystander of your choice as described on his card. You can also give The Penguin a power action to give each Robo-Penguin a move action as a free action.

You have three different options for your Robo-Penguin minions, each serving a different role on the team. To start, each possess the trait Waddle, Waddle, which states that Robo-Penguin’s move actions don’t count against your action total. From there, you can choose move combinations of Sidestep, Pulse Wave, and Toughness, or Running Shot, Penetrating/Psychic Blast, and Energy Shield/Deflection, or finally Charge, Combat Reflexes, and Exploit Weakness.

Getting back to the main attraction, The Penguin has a special power that appears on each click of his damage called My Best Weapon to Date!. This power states that The Penguin begins the game with the Robo-Penguin attached. When placing a Robo-Penguin bystander on the map, you may remove a Robo-Penguin from The Penguin’s base, and use it to represent that bystander. This bystander modifies its combat values by +1, and when it is KO’d, you reattach the Robo-Penguin to The Penguin’s base. The Penguin follows that special power up with the standard powers of Stealth, Defend, and Willpower.

At a low point cost, The Penguin is a natural fit for many teams, and can be played on Gotham City or Gotham City Underworld themed teams. Be sure to make use of his 18 and 17 defense on his top 2 clicks with his Defend power, as that will help the different Robo-Penguins maintain a longer life span and make them harder to hit.

That’s it for today, ‘Clix fans! We hope you’ve enjoyed this look at one of the most sinister members of the Gotham Underworld. Visit the WizKids Info Network to register for DC HeroClix: The Joker’s Wild! Pre-Release Events today. Until next time, shape change for the win!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – Looker

Greetings HeroClix Fans!

We’re back with a closer look into one of the figures Scott Porter pulled in yesterday’s unboxing video of our upcoming DC HeroClix: The Joker’s Wild! set.  This time, we’re looking, ahem, at a member of the Outsiders who will make you do a double-take.  Let’s take a gander at the two versions of Looker as she makes her HeroClix debut!

DC HeroClix: The Joker's Wild! - Looker

Looker has a simple set of combat values starting off with a solid 11 attack value and 8 range.  Looker’s power set features Energy Shield/Deflection, Mind Control, and a special power called Telepathic CoordinationTelepathic Coordination allows Looker to use Mind Control, and when she does, the hit character boosts its attack value by +1 for the rest of the turn. The character receives this bonus even it has been targeted by the Outsiders team ability.

Looker’s base damage output isn’t great so she definitely won’t be your force’s primary attacker.  Her primary contribution to your force will be through her use of Telepathic Coordination to take control of opposing figures. For defense, Looker can use the Outsiders team ability to make sure opposing characters can’t increase their combat values and Energy Shield/Deflection to potentially protect her from opposing big hitters.

DC HeroClix: The Joker's Wild! - Looker Prime

If a stronger version of Looker is preferred, consider adding her Prime version on your force.  The Prime represents Looker after her transformation into a vampire and comes in at 100 points.  Like the non-Prime counterpart, Looker has the Wing speed symbol and the standard attack, defense, and damage symbols.  She also has the Outsiders team ability.  Unlike the non-Prime, Looker does not have a printed range value as she’s built primarily for close attacks.

Looker has a trait, The Blood-drinking is the Worst Part, which sets her starting line at click #5 and, like other vampires in HeroClix, lets her use Steal Energy to heal above that line.  Looker’s dial features a colorful array of standard powers that include Charge, Telekinesis, Mind Control, Toughness, Regeneration, Exploit Weakness, and Outwit.  If you manage to heal Looker above her starting line, she also has a special power, Turn Into Mist, that lets her use Combat Reflexes and Impervious.

Prime Looker has a fairly steady set of speed, attack, and damage values, while her defense ends with a slight upswing.  Looker’s two clicks of Telekinesis make her a viable support piece initially, but you’ll of course need to heal above her starting line in order for her to be a brutal primary attacker.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! In the mean time, be sure to visit the WizKids Info Network to find Pre-Release Events near you.

Oh, and have a happy Halloween!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Geo-Force

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: The Joker’s Wild! preview is not only a founding member of the Outsiders super team, but he’s also royalty.  Please welcome Prince Brion Markov of Markovia, aka Geo-Force!

DC HeroClix: The Joker's Wild!- Geo-Force

Geo-Force has a point value of 160 and has the Justice League, Outsiders, Politician and Ruler keywords as options if you choose to include him on a themed team.  As his name implies, Geo-Force’s powers stem from the Earth so his HeroClix dial reflects this power set.  Geo-Force starts off with a trait called Lord of the Land, which lets him use Barrier as a free action. Geo-Force can only place 1 Barrier Marker each time he uses this power, but they aren’t removed at the start of his next turn like normal Barrier Markers. After actions resolve, if there are more than 4 Markers created by this effect on the map, one of them must be removed.  On a map with plenty of blocking terrain and walls, Lord of the Land can be useful to control where an opposing force goes.  The trait is also helpful in creating barriers to block opposing lines of fire to your characters.

The majority of Geo-Force’s dial consists of appropriate standard powers such as Quake, Impervious, Super Strength, Regeneration and LeadershipGeo-Force does have one special power located mid-dial, called Lava Jet BurstsLava Jet Bursts lets Geo-Force use Charge, Force Blast and an Improved Movement ability that lets him ignore and destroy blocking terrain as he moves through it.  Geo-Force’s combat values have some variation to them but they generally start high and slowly taper down.

Geo-Force has the standard attack, defense, and damage symbols, along with the Wing speed symbol to use the Flight and Carry abilities.  He starts out as a ranged attacker that can shoot two targets up to seven squares away, and then switches roles to that of a close attacker.  Lastly, Geo-Force has the uncopyable Outsiders team ability to prevent a friendly or opposing character’s combat values from being modified.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! Don’t forget to visit the WizKids Info Network to find Pre-Release events near you!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Mr. Freeze

Greetings HeroClix fans, and welcome to another exciting look at the upcoming DC HeroClix: The Joker’s Wild! set! Today, we’re looking at one of the most adverse members of the Batman Rogues Gallery – Mr. Freeze!

DC HeroClix: The Joker's Wild!- Mr. Freeze

At 90 points with six clicks of life, Mr. Freeze at first appears to be a simple, ranged attacker who can hit one target from a range of 5 squares, however, the further you look into his design, the more you will notice his versatility. He has a trait called Try Not to Shatter My Frozen Friends, Boys which says that when Mr. Freeze hits with a ranged attack, give each hit character an action token. Additionally, after actions resolve, attach the Ice Wall ClixFX Marker to one of the hit characters, unless it’s already attached to another character. The Ice Wall Marker itself is a 3D element which maintains that as long as the marker is attached, that character can’t be moved or placed, and it modifies its defensive value by -2. The marker is removed at the end of that character’s turn, and that character is then either dealt 1 penetrating damage, or any adjacent character can be given a power action to remove the Ice Wall.

Mr. Freeze also possesses two special powers, the first is called Back to Refrigeration, and appears on his final two defensive clicks. This special power states that Mr. Freeze can use Toughness. Additionally, at the beginning of your turn, you may heal Mr. Freeze a number of clicks equal to 3 minus the number of adjacent opposing characters. His second special power is called Frozen Aura and appears on his final four clicks of damage. This power states that adjacent opposing characters must modify their attack and damage values by -1. He also has the standard powers Sidestep, Penetrating/Psychic Blast, Energy Explosion, Invulnerability, and Toughness.

Mr. Freeze can be played in themed teams for Arkham Asylum, Gotham City Underworld, Armor, and Scientist. His relative low point cost means that in 300-point games he’s taking up less than 1/3 of your build total. He can fill the role of either a heavy damage dealer or secondary attacker, and his base 3 damage implies that, no matter what, with any damage absorption, he’ll be doing at least 1 damage to your opponent.

That’s it for today, HeroClix fans! Join us next time as we explore more pieces from the DC HeroClix: The Joker’s Wild! Be sure to visit the WizKids Info Network to find Pre-Release events near you. Until then, may your blades rolls be sixes!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Hourman & Sandman

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: The Joker‘s Wild! set, we check in with a pair of heroes from the Golden Age of comics.  As two of the Justice Society of America’s original members, Hourman and Sandman are here to fight crime and uphold the values of a bygone era.  First up, let’s take a look at Rex Tyler (aka Hourman)!

DC HeroClix: The Joker's Wild!- Hourman

With a sculpt that recalls his early appearances with the Justice Society in All-Star Comics, Hourman can be added to your force for 25 points.  Hourman has the standard speed, attack and damage symbols and the Indomitable defense symbol, which lets him use Willpower to shrug off pushing damage.  Hourman also has the Justice Society team ability, which lets him share his unmodified defense value with an adjacent teammate that has the same team ability.  Speaking of the Justice Society team ability, it’s the focus of Hourman’s trait, A Simpler Time, which lets a character use Probability Control when that character uses the team ability to use Hourman’s defense value.  However, Probability Control from A Simpler Time can only be used if the attack roll has a 6.

Hourman’s no-frills dial includes Super Strength on all but his last click, which features Regeneration to potentially heal him back to more useful parts of his dial.  To supplement his Super Strength, Hourman has a special power called Top Of The Hour which can supply him with a standard light object to hold if he’s given a move action while adjacent to blocking terrain.  Hourman is built primarily for close attacks and his range value of 0 reflects that – but newer players should remember that you can throw objects to cause damage regardless of your range value!

DC HeroClix: The Joker's Wild!- Sandman

Armed with his gas mask, Sleep Gun and keen detective skills, Wesley Dodds (aka Sandman) has a point value of 30 and both the Justice Society team ability and the A Simpler Time trait.  Like Hourman, Sandman’s dial is fairly straightforward:  Stealth appears on all but his last click and Willpower shows up on his first two clicks.  Sandman also has a special power called Sleep Gun which lets him counter an opposing character’s power when he hits that character with an attack.  The chosen power remains countered until the opposing character clears action tokens.

Unlike Hourman, Sandman can shoot one target up to five squares away.  His speed and damage values are consistent, while his attack and defense numbers change just a bit as you get deeper into his dial.

Both Hourman and Sandman have the Justice Society and Past keywords if you’re looking to include either or both on themed teams.  Hourman also has the Scientist keyword while Sandman has All-Star Squadron as an additional option.  At only 55 points, both Hourman and Sandman leave plenty of room on a force for other attackers and support characters. With the low point values of the Golden Age line-up of the Justice Society of America, players will be able to field an impressive 9-figure JSA team!

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Court of Owls

Greetings, HeroClix fans! Welcome to a look into the seedy underbelly of the DC Universe as we take a look at two pieces the upcoming DC HeroClix: The Joker’s Wild! set! Today, we’re exploring the villainous group known as the Court of Owls, with the Court of Owls Initiates and Talon!

DC HeroClix: The Joker's Wild!- Court of Owls Initiate

Our first figures are the 10-point Court of Owls Initiates, 3 click pieces that serve as damage soaks for pieces with Mastermind or other damage transferal traits or powers. Their trait, Raise the Dead, states that when damage is transferred to the Court of Owls Initiate, it’s reduced by 1. They also possess the standard powers Stealth and Exploit Weakness. Both the 005a and 005b versions of the character have identical stats and power layouts, and are equally effective at helping fill out a Court of Owls or Gotham City team, or to provide swarm capabilities for your squad.

DC HeroClix: The Joker's Wild!- Court of Owls Initiate

Our next piece is Talon, a 120-point figure who has a range of 5 squares with 2 targets. He possesses a trait called Assassin of the Court, which allows him the use of both Sidestep and Stealth. He can also use Mastermind, but only to transfer damage to characters with the Court of Owls keyword. He also possesses a special power on the final two clicks of defense on his six-click dial called Undead and Undying, which allows Talon to use both Combat Reflexes and Regeneration. When Talon does use Regeneration, instead of subtracting 2 from the roll, you will instead subtract the number of action tokens assigned to him!

DC HeroClix: The Joker's Wild!- Court of Owls - Talon

Talon also possesses a number of strong standard powers, such as Running Shot, Charge, Precision Strike, Blades/Claws/Fangs, Toughness, Combat Reflexes, Shape Change, Exploit Weakness, and Outwit. Coupled with his Improved Movement – Ignores Hindering Terrain and Ignores Elevated Terrain, Talon is a mobility specialist, and can move and attack with little hindrance.

That’s it for today, HeroClix fans! Be sure to check in next time as we keep exploring the insanity that is DC HeroClix: The Joker’s Wild! Until next time, don’t be afraid to push!