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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: World's Finest

DC Comics HeroClix: World’s Finest- Secret Society

Greetings HeroClix fans, and welcome to another look inside our DC Comics HeroClix: World’s Finest team-building strategy articles! Today, we are feeling a bit villainous – so there is no better way to get that out of our systems than with a Secret Society of Super-Villains team!

Our first team member is the 90-point common prime from the set, Poison Ivy! This version represents her at her most powerful, from the classic Batman: Hush storyline! To learn more about her, check out the preview article we ran on both versions of Poison Ivy here.

DC HeroClix: World’s Finest- Secret Society- The Wizard

Next up, at 50 points, we have a really fun piece in The Wizard! Possessing a trait called POOF!, The Wizard can use Shape Change – and, when he does and succeeds, you may place him within 4 squares. But that’s not all, in the square he previous occupied, you immediately place a Tiger bystander, who has Charge, Blades/Claws/Fangs, and Toughness! While not a defensive force at all, The Wizard makes up for that with his special movement power, Illusions Hide Your True Surroundings. This special power states that when The Wizard is occupying hindering terrain or adjacent to blocking terrain, he can’t be targeted by nonadjacent opposing characters! With all of that, he has the standard powers Mind Control, Probability Control, Outwit, Perplex, Enhancement, and Empower!

DC HeroClix: World’s Finest- Secret Society- Monsieur Mallah

Finally, we come to the Brain and the brawn of the team – Monsieur Mallah! An indomitable 150-point piece with a range of 6 squares and 2 targets, Monsieur Mallah begins with Improved Movement: Ignores Elevated Terrain and Improved Movement: Ignores Hindering Terrain. He also has a trait called …and the Brain, which states that Monsieur Mallah begins the game with Brain attached. When Brain is attached, Monsieur Mallah can use Penetrating/Psychic Blast and Super Senses. At the beginning of your turn, you may remove Brain and place it in an adjacent square, or attach an adjacent friendly bystander named Brain. In addition to that, he has a special power on damage called Diabolical Brain and Insidious Simian, which states that Monsieur Mallah can use Leadership and Perplex. And, when Mallah has Brain attached and succeeds with his Leadership roll, he may remove an action token from himself. Couple those with his standard powers Running Shot, Sidestep, Charge, Super Strength, Invulnerability, and Combat Reflexes, amongst others.

Of course, we haven’t looked at the bystander Brain yet, have we? While immobile, Brain  possesses a solid mix of abilities, with a range of 8 squares, and the standard powers Mind Control, Penetrating/Psychic Blast, Super Senses, and Outwit. He also has the trait A Magnificent Mind of Malevolent Purpose, which states that when Brain would be KO’d, you may instead attach him to his Monsieur Mallah, and subsequently deal Mallah 1 unavoidable damage.

That’s all we have for our Secret Society of Super-Villains team build! Are there changes you would make? Who would you slot in to take the spot of one of our choices? Sound off on social media and let us know! Until next time, don’t stop ‘Clixing

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest- Kingdom Come Team Ability

DC HeroClix: World's Finest Pre-Release

Hello HeroClix players,

The DC Comics HeroClix: World’s Finest set officially releases Wednesday, February 10th— though some select stores are hosting pre-release events that started this week (to find a store near you hosting a DC Comics HeroClix: World’s Finest Pre-Release go to the WizKids Event System at www.wizkidseventsystem.com and search for the DC HeroClix: World’s Finest Pre-Release in the Program drop down menu).

With the release of this set, we are introducing a change to the effect of the Kingdom Come team ability.  This change to the team ability will be effective for all new figures with the Kingdom Come team ability as well as all previously released figures with the Kingdom Come team ability.  For reference, here is the previous wording of the Kingdom Come team ability:

Kingdom Come:  Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Kingdom Come team ability, it must roll a d6. On a result of 1-2, the opposing character cannot move to any square adjacent to the character using this team ability that turn. Characters using this team ability ignore them on opposing characters.

The new wording & game effect for the Kingdom Come team ability is now:

Kingdom Come: When this character would be hit by a ranged combat attack, if the attacker doesn’t have Kingdom Come team ability, you may roll a d6. On a result of a 5 – 6, this character evades the attack. Uncopyable.

Figures in the set that have the Kingdom Come team ability have the new wording printed on their card as seen below on the Chase #061 Superman

DC Comics HeroClix: World’s Finest - Superman 061 Kingdom Come

With this change, the team ability now allows a character using this team ability to possibly evade being hit by a ranged combat attack by rolling a 5 or 6 on a d6 roll if the attacker doesn’t possess the Kingdom Come team ability.  While this is similar to the standard defense power Super Senses, it is not granting the character Super Senses— this means that a character with Kingdom Come team ability that can also use Super Senses now has two chances to evade a ranged combat attack.  However, this is an evasion effect so game effects that trigger off of evasion effects (such as Precision Strike) will still work against this team ability.  The team ability is also Uncopyable— this means that it can’t be copied by a Wild Card.

This change is effective immediately and the official ruling for the most recent printing can be found on the WizKids Rules Forum here: http://www.wizkidseventsystem.com/bb/viewtopic.php?f=29&t=4742#p11844.

Please note that this change only applies to the Kingdom Come team ability.  There is no change at this time to the Hypertime team ability, so that team ability works the same as it always has.

We hope you like the new Kingdom Come team ability and hope you enjoy using its new effect on all your newer and older figures.

Until next time!

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest Pre-Release Tournament Structure/Information

DC HeroClix: World's Finest Pre-Release

Greetings HeroClix Players!  Happy Pre-Release Day!

As our DC Comics HeroClix: World’s Finest Pre-Releases are starting up, we would like to remind participating stores and players the tournament structure and prizing (which can be viewed under the “Tournament Structure” and “Prizing” drop-down areas of the DC Comics HeroClix: World’s Finest Pre-Release website:http://wizkids.com/heroclix/worldsfinestprerelease)

TOURNAMENT STRUCTURE

Force Construction: Single-Booster DRAFT

Drafting Instructions: Players open their boosters and draft a team of 5 figures from the boosters— for the purpose of drafting, seat all players in groups of 4. Each player choose one figure out of their first booster and each booster passed to them until all players have drafted a team of 5 figures.  Players play all 5 figures as their team.

PRIZING

Players keep the 5 figures from the DC HeroClix: World’s Finest set that they drafted for their team and have a chance to win one a prize from a selection of Limited Edition (LE) figures.

We would like to note that  players participating in the Pre-Release event must finish the event in order to be eligible for receiving prizing for the event.  Figures being played in the event are part of the prize pool— as such, players who drop from an event prior to completion of the event would receive no prizing.  Specifically, these players do not keep the figures that they pulled from their packs/drafted in the event— stores may then use those figures as additional prize support.

NOTE: Void where prohibited. Local regulations and laws apply.

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DC HeroClix: World's Finest Errata

DC HeroClix: World’s Finest #003 Batman

Greetings HeroClix Players—it has come to our attention that the character card for the DC HeroClix: World’s Finest #003 Batman figure has an error—the power wording for this figure’s Speed Special Power is repeated for its trait.

The correct power wording for the #003 Batman’s trait is as follows:

Shifting Focus-Batman Give Batman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.

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

We will be issuing packs of corrected cards in an upcoming DC Comics Monthly Organized Play Kit at no additional cost to stores receiving the kit.  Stores will be instructed to distribute these cards at no cost to players/collectors who purchased DC HeroClix: World’s Finest booster packs at their store.

 

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Clix It Up DC HeroClix: World's Finest

Clix It Up- Superman

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

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

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

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

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

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

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

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

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

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

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

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

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

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Clix It Up DC HeroClix: World's Finest

Clix It Up – Batman

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest – DeSaad

Greetings HeroClix Fans!

Today’s preview article of the DC HeroClix: World’s Finest set features a character from Scott Porter’s latest unboxing video. It takes us to the searing fire pits of Apokolips, where we meet Darkseid’s head torturer and a character who hasn’t been seen since the very first DC HeroClix set, Hypertime.  Tread carefully around the treacherous DeSaad!

DC HeroClix: World’s Finest - DeSaad

DeSaad has the standard movement, attack, defense and damage symbols, and can shoot two targets up to seven squares away.  DeSaad can be added to your force for 75 points, which leaves you with plenty of room to add attackers and support characters.  DeSaad has a quartet of keywords (Apokolips, Deity, New Gods, and Scientist) available for you if you choose to include him on a themed team.  DeSaad also has a trait, Serve the Strongest Leader, which takes effect at the beginning of the game.  Serve the Strongest Leader makes the highest-point friendly character on the map not named DeSaad the Master.  When DeSaad’s Master damages one or more opposing characters and actions resolve, you may remove an action token from DeSaad.

The Master comes into play with one of DeSaad’s special powers, Cowering ServatorCowering Servator lets DeSaad use Toughness.  Additionally, when DeSaad is targeted by an attack and his Master is within seven squares, you may choose to replace DeSaad’s defense value with the printed defense value of his Master.  DeSaad’s other special power is called Innovative Sadist and allows him to use Outwit.  When he does, after actions resolve he can use Perplex targeting the same opposing character.

As we look at the rest of DeSaad’s dial, we see that he starts and ends his speed slot with Phasing/Teleport to easily get him in or out of a fight.  Sandwiched between those clicks of Phasing/Teleport is a short run of Stealth, so choose a map with hindering terrain to help keep lines of fire from being drawn to DeSaad.  Defensively, DeSaad has Cowering Servator on all but his last click, which features Regeneration to potentially heal you to better clicks.  In DeSaad’s attack slot, he starts with two clicks of Energy Explosion, a standard power which makes good use of his ability to target multiple opponents.  Those two clicks are followed by three clicks of Penetrating/Psychic Blast to help you get past damage-reducing powers.  Finally, DeSaad’s damage slot starts with two clicks of Innovative Sadist, followed by three clicks of standard Outwit.

Again, DeSaad shouldn’t be your force’s primary attacker but he can dish out a few clicks of damage when needed, thanks to Energy Explosion and Penetrating/Psychic Blast in his attack slot.  DeSaad’s main role on your force should be to disrupt opposing characters’ plans through the use of Innovative Sadist and Outwit.  If DeSaad does find himself the target of attacks, make sure to stay within 7 squares of his Master on order to borrow his printed defense value through Cowering Servator. DeSaad plays very well paired with some of his other denizens of Apokolips that were seen in the DC HeroClix: Superman/Wonder Woman set such as the Brimstone colossal, Steppenwolf and Brutaal.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: World’s Finest set! Keep a look out on the WizKids Facebook for more unboxing videos with Scott Porter.

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest – Poison Ivy

Greetings HeroClix Fans!

Today we are continuing the Booster Brick previews for the upcoming Heroclix set, DC HeroClix: World’s Finest!  The focus of this set is of course on the two stars of the comic series of the same title; Batman and Superman.  In addition to different versions of each hero, representing them throughout their lengthy comic book histories, we would be remiss to ignore how their arch enemies have changed with them over the years.  Today, we feature a villain that was pulled in Scott Porter latest unboxing video, Poison Ivy!

DC HeroClix: World’s Finest - Poison Ivy

At 65 points the common Poison Ivy makes for a very affordable thorn in your opponent’s sides.  This Ivy is all about close combat tie ups.  She opens with a click of Stealth but then can be pushed into position to tie up opponents with Plasticity.  Her Improved Movement, Down The Garden Path, ignoring hindering terrain will help her get where she needs to be.  To further her tie up utility you can use her trait Constricting Vines that gives her a special Smoke Cloud at 6 range that forces opposing characters to roll break away from the smoke markers and take an action token or penetrating damage if they fail.   Making the most of her lock-down features she has Poison on 4 out of her 5 clicks, along with a smattering of Toughness, Combat Reflexes, Perplex, and Exploit Weakness.  For teamwork options, she naturally has the Batman Enemy Team Ability letting her share a friendly character’s attack value so she can still have good odds of making a hit even late dial where her numbers dip low.  She also has excellent Theme Team options with Arkham Asylum, Scientist, and Secret Society of Super Villains keywords.   This figure represents Poison Ivy early in her criminal career as she terrorized Gotham City to further her twisted sense of ecological justice, but does not represent her at the height of her powers.  For that, we go to the Prime.

DC HeroClix: World’s Finest - Poison Ivy Prime

The Prime version of Poison Ivy has gotten more in touch with the green, both in her chlorophyll skin pigment and in the green ring around her dial base.  This represents Ivy when she took up residence in Metropolis and held Superman within her plant spore influenced thrall during the Hush storyline.  This Ivy adds some keywords, in addition to Arkham Asylum, Scientist, and Secret Society of Super Villains, she has Gotham City Sirens, Injustice Gang, and Metropolis keywords.

At 90 points, she maintains a few tricks from her earlier version with Improved Movement: Up The Folly Steps, ignoring hindering terrain and, this time, a full dial of Stealth, four clicks of Poison again, and the Batman Enemy team ability. She drops the Smoke Cloud trait in favor of 6 Range with 2 targets and a special Mind Control trait, No Man Can Resist Me, Not Even Superman that lets her ignore the usual feedback damage when using Mind Control, places Enthralled tokens on the cards of any character successfully controlled, and gives her a +2 attack bonus if she only targets one character within 3 squares.  Pay attention to those Enthralled tokens, she has two ways to take advantage of them.

First with her defense special, You Won’t Let Anything Happen To Me, Poison Ivy is able to convince her Thralls to protect her.  This power grants her Super Senses and, in addition, when she is targeted with an attack you can elect to remove an Enthralled token from an opposing character and let her use that character’s defense power. Secondly, with her damage special, Let Me Remind You What Will Make Me Happy, not only can Ivy use Shape Change, but she also prevents anyone with an Enthralled token from attacking her at all (unless all opposing characters have been Enthralled).  With all the Stealth, Super Senses, Shape Change, defense borrowing, and target denying, she is going to be one tough weed to pull!  If all of that fails however, she does finish her dial with some Outwit and two clicks of Regeneration to save her from wilting under pressure.

That’s all for today, HeroClix fans! We’re really excited for you to see this set which features great figures; both in terms of new dials for old favorites, and some long awaited debuts. So stay tuned as we continue to preview World’s Finest!  Don’t forget to check out the WizKids Facebook page for more unboxing videos with Scott Porter and visit the WizKids Event System to find DC HeroClix: World’s Finest Pre-Release Events near you.

Until next time, just push ‘em all!

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DC HeroClix: World's Finest

DC HeroClix: World’s Finest – Booster Gold & Blue Beetle

Greetings HeroClix fans,

Welcome to another laugh-a-minute preview from the upcoming DC HeroClix: World’s Finest set! If you’ve been following us on the WizKids Facebook, then you know that Scott Porter’s been busy unboxing some new boosters. Today, we’re going to take a closer look at two figures from the DC HeroClix: World’s Finest, one of which was pulled in Scott’s latest video.  Here we have two of the bestest friends the DC Universe has ever seen – they go together like Peanut Butter and Chocolate, we’re talking Booster Gold and Blue Beetle!

 DC HeroClix: World’s Finest - Booster Gold

Up first is the man who loves the limelight, the Celebrity super-hero, Booster Gold! A one-time football player from the future, Booster stole technology and escaped to the past, allowing him to become the center of attention he always wanted to be! At 70-points with a range of 6 squares, Booster Gold is all about putting himself in position to look as good as possible – but he’s also a team player, being able to fit in on Celebrity, Future, Justice League International, Metropolis, and Super Buddies teams. His standard powers include Running Shot, Sidestep, Energy Explosion, Super Strength, Energy Shield/Deflection, Toughness, and Empower. He also has a special power called Stand Back and Watch a Real Hero, Beetle!, which grants Booster the ability to use Probability Control. But that’s not all – it has an extra “boost” that allows him to use it an additional time if one of those uses targets himself or a friendly character named Blue Beetle!

 DC HeroClix: World’s Finest - Blue Beetle

Speaking of the head of Kord Industries, here we’re taking a look at the glue that held the Justice League International together, Blue Beetle! A 60-point piece with a range of 6 squares, Blue Beetle is designed to be a support piece for your Birds of Prey, Justice League International, Scientist, or Super Buddies teams, featuring the standard powers Charge, Force Blast, Incapacitate, Combat Reflexes, Toughness, and Enhancement. He also has a special power called I’ll Let You Know When I See One, Booster!, which grants Blue Beetle the ability to use Perplex. Much like his buddy Booster, however, where this power shines is in the added effect– he can use Perplex an additional time if one of the uses targets himself or a friendly character named Booster Gold!

Together, the Blue & Gold come to 130 points, leaving you with 170 points to play with to fill out your team – a significant amount, considering some of the modern age options you have that would qualify for your squad, including the Martian Manhunter, Guy Gardner, Mister Miracle, and Captain Atom, amongst others. While they’re certainly not front-line attackers, the Blue & Gold combo are impactful additions to a team that features a tentpole to lead your assault.

That’s all for today’s DC HeroClix: World’s Finest previews! Don’t forget to check back on the WizKids Facebook for more unboxing videos with Scott Porter leading up to the DC HeroClix: World’s Finest Pre-Release. Visit the WizKids Event System to find both Pre-Release and Release Day Events at FLGS near you. Until next time, Super Buddies for life!