Categories
2017 Convention Exclusives

DC HeroClix: Bat-Knight Con Exclusive

Greetings HeroClix Fans!

We previously gave you a quick look at some of the Convention Exclusives that will be available for you to win in February during the Winter 2017 WizKids Open.  Today, we take a closer look at the DC HeroClix Convention Exclusive Prize, the Bat-Knight!

The robotic Bat-Knight was built by an elder Bruce Wayne to keep Gotham City under control and can be added to your force for 60 points.  Bat-Knight has the Wing combat symbol, which allows it to carry teammates.  Bat-Knight is Indomitable (so don’t worry about pushing!), and is also a Giant, which lets him use the Great Size and Giant Reach abilities.  Finally, Bat-Knight has both the Kingdom Come and Batman Ally team abilities.

DC HeroClix: Bat-Knight Con Exclusive

Bat-Knight hits the battlefield with two traits, one of which has previously appeared on characters with the Kingdom Come team ability.  The first trait, We Will Make Things Right Again, prevents Bat-Knight’s combat values from being modified or countered by characters without the Kingdom Come team ability.  The second trait, Ultimate Batmobile, lets Bat-Knight use the Ram ability to run down its foes and deal them damage (and possibly take damage itself).

Moving to Bat-Knight’s five-click dial, it features solid combat values, particularly in the attack track, and starts as a viable attacker that can shoot two targets up to eight squares away.  Two opening clicks of Precision Strike makes sure any hit targets will take at least 1 damage while Sidestep adds an extra two squares of movement.  On the back half of Bat-Knight’s dial, it switches from beating down Gotham City’s criminal element to apprehending it through the use of Plasticity and Incapacitate.

Bat-Knight has the Batman Family, Gotham City, Future and Robot keywords as options for themed play.  Bat-Knight makes for a worthwhile secondary attacker that should find its way on many a team.  If you’re among the lucky players who manage to win two Bat-Knights at the Winter 2017 WizKids Open and also possess the chase Batman (#062) from the DC HeroClix: World’s Finest set, then you’ve got the core of a fun 300-point force straight from the pages of the Kingdom Come series.

Thanks for reading!  Please join us again as we give you more looks at our 2017 Convention Exclusives, and visit the WizKids Info Network to register for a WizKids Open event near you!

Categories
Clix It Up

Clix It Up – The Riddler

Greetings HeroClix Fans,

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

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

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

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

Clix It Up - The Riddler - Edward Nigma

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

Clix It Up - The Riddler - Edward Nigma - LE

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

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

Categories
Strategy Article

DC HeroClix Justice League & Justice Society Thanksgiving Teams

Greetings, HeroClix fans!

You know, one of the things that we’re really thankful for is the fact that we get to make a small impact in the world of the costumed heroes that we all love so much. One of our favorite traditions that exists in the DC Universe is the annual Justice League & Justice Society Thanksgiving dinner. But, since our game is less about giving thanks and more about kicking butt, we decided to put together a 300-point team from each group. What says Thanksgiving more than two super teams locked in glorious combat? To the battlefield!

DC HeroClix Justice League & Justice Society Thanksgiving - Plastic Man

Our first team is from the Justice League, and features pieces from the DC HeroClix: The Joker’s Wild!, World’s Finest, and Superman/Wonder Woman sets. Our first team member is Plastic Man, a super rare figure that offers a lot of board control through his trait, called Tag! You’re It!,  for a relatively small point investment! At 70 points, Plastic Man is incredibly consistent with his stats, features a range of 4 squares, and with his trait, called Tag! You’re It!, grants Plastic Man the use of Shape Change, but he succeeds on a result of a 4-6. Additionally, when Plastic Man hits a single opposing character, after actions resolve, you’ll attach the Tag! marker to that character, removing it from anywhere else. A character with the Tag! marker that moves must roll for break away as if it was adjacent to Plastic Man and, if it is within range, can be targeted by Plastic Man with a close attack. When the character successfully breaks away, is hit with an attack, or Plastic Man fails a Shape Change roll, remove the Tag! marker. Additionally, Plastic Man has a special power, appearing on clicks 1, 3, and 5 of his damage, called Immeasurably Powerful, Absolutely Nuts. This power states that when Plastic Man is given a non-free action, choose either Sidestep, the Tiny damage symbol, the Standard damage symbol, or the Giant damage symbol. Plastic Man can use the chosen power, or has the chosen symbol, until you choose again.

DC HeroClix Justice League & Justice Society Thanksgiving - Batman

The next member of team Justice League is the 003 Batman from the World’s Finest set – we have this specific Batman on our team, for versatility and more options. This Batman, as well as three others in the World’s Finest set, possess the trait Shifting Focus – Batman. This trait states that you may give Batman a free action if he began your turn on the map. You will then replace him with another character with this trait on the same click number. So, it’s really a case of, what do you need for the situation? Do you need a Batman that can move into hindering terrain for free? Or perhaps one that needs to be a close combat attacker that has Precision Strike and Flurry. There’s also options for a Batman who can counter multiple powers at the same time via Outwit and study his opponent, as well as a Batman that moves freely around elevated terrain, can attack multiple enemies at the same time, and can use both Energy Explosion and Incapacitate. At 60 points, these versions of Batman are designed to be switched on the fly to not only fit the needs you have for your team, but to constantly and consistently frustrate your opponent.

DC HeroClix Justice League & Justice Society Thanksgiving - Lex Luthor

Our final member of the Justice League is the 048 Lex Luthor figure from the Superman/Wonder Woman set. Once one of the world’s greatest villains, this version of Lex Luthor is your team’s damage dealer. He comes in at 150 points, features a range of 7 squares, and can naturally break through all damage reducers on his first 5 clicks of life. He possesses a trait called A New Kind of Justice League, which states that adjacent friendly characters with the Justice League keyword can also use the Superman Enemy team ability on this team, giving Lex the ability to use Outwit on every turn if teammates stick near him. He also has a special power appearing on the first three clicks of his damage called Like it or Not, You Listen to Me Now, which states that Lex Luthor can use Leadership and Mastermind, and is considered a higher point value than adjacent characters with the Justice League keyword. Couple that with powerhouse abilities like Running Shot, Charge, Sidestep, Phasing/Teleport, Precision Strike, Super Strength, Impervious, Invulnerable, Toughness, Perplex, and Ranged Combat Expert, and Lex will be dishing out damage as a force to be reckoned with!

DC HeroClix Justice League & Justice Society Thanksgiving - Wildcat

On the other side of the Thanksgiving table is the Justice Society. The first member of the team is a hard-nosed boxer, Ted Grant, Wildcat! Coming from The Joker’s Wild! set, Ted is a 65-point piece, with 5 clicks of life. His trait of note for this build is called, Sorry Pal, I Mastered That Style Before You Were Born. This trait states that adjacent opposing characters can’t use Close Combat Expert. Ted also possesses Charge, Sidestep, Quake, Toughness, Combat Reflexes, Regeneration, Empower, and Close Combat Expert. Of note as well is the fact that Wildcat is Indomitable, so be sure to push him when best suited for your situation.

DC HeroClix Justice League & Justice Society Thanksgiving - Zatara

The second member of the Justice Society is the 048 figure from the World’s Finest set, Zatara! Right off the bat, Zatara has a trait called Backwards Magic that you’ll need to decide if you wish to enact. This trait states that when you place your characters at the start of the game, you may turn Zatara to click 7. If you do, this game turn his dial counter-clockwise when he is damaged, and clockwise when he is healed – it really depends on if you desire board control or direct damage up front, as you’ll either begin with Running Shot, Penetrating/Psychic Blast, and Enhancement on click 7, or with Sidestep, Telekinesis, and one of his special powers, The Original Magician. The Original Magician power states that Zatara can use Perplex and Probability Control. When he uses Perplex, he may modify the chosen value, with the exception of damage, by +2 if he targets another friendly character he shares a keyword with. He also has a second special power which appears in the middle of his dial on attack called Sacrifice Myself to Save the Universe…and Zatanna. This power allows Zatara to use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with, and he may choose that his damage value becomes 4 and is locked. If he chooses to do so, after actions resolve, Zatara is KO’d. It’s a last ditch effort, but it can level your opponents and even the playing field quickly!

DC HeroClix Justice League & Justice Society Thanksgiving - Wonder Woman

The final member of the team is the 002 common figure from the Superman/Wonder Woman set – Wonder Woman! A straight forward, 100-point piece, Diana is a close combat machine. With standard powers like Charge, Sidestep, Super Strength, Impervious, Invulnerable, Toughness, Defend, Perplex, and Close Combat Expert, she sticks around for a long time with her seven clicks of life. Her consistently high defensive values also allow you to make use of the JSA team ability with Wildcat, allowing you to bring his defense up to a higher level, making him even tougher to combat.

Both teams fall short of the 300 point mark, leaving you room for special objects, ATA’s, or resources to fill out your point totals – it’s really up to you!

That’s it for today, HeroClix fans. And yes, while we’re truly thankful for the fact that we get to make great games, ultimately we’re most thankful for you, the fans of our game. Thank you for joining us for the Justice League & Justice Society Thanksgiving dinner. We’ll see you after the holiday!

Categories
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!

Categories
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.

Categories
DC HeroClix: The Joker's Wild!

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

Greetings HeroClix Fans!

Today we are continuing the previews for the upcoming DC HeroClix: The Joker’s Wild! set, by looking at the some of the villainous figures in the Batman and His Greatest Foes Fast Forces Pack.  Starting off with a riddle, what figure costs 50 points, has a five click dial, and a trait that grants the use of Shape Change?  You don’t have to be the world’s greatest detective to deduce that it’s The Riddler!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Riddler

In addition to his economical point cost and Riddle Me This trait, The Riddler has several other potent powers and abilities to properly vex any caped do-gooder.  He starts with a special power on damage called Riddle Me That, which gives him a chance to lower an opponent’s attack roll or damage dealt when he is attacked.  When attacked, choose a number from 1-6 and if it shows up on one of the dice, reduce the attack total by 2, if the number shows up on both dice, then also decrease the damage by 2.  On top of those traits, he also has Super Senses.  With that much potential for evasion, your opponent might just think they can avoid him completely, but The Riddler has enough clever quips and tricks to ensure he cannot be ignored. He has Leap/Climb, which will get him into whatever position you need him in to make use of his 6 range value, accompanied by Precision Strike and late dial Perplex.  Take advantage of his teammates with Arkham Asylum and Gotham City keywords and his combat value-sharing Batman Enemy team ability.  This will be useful in Gotham City, where you need political connections if you want to stay out of Blackgate Prison, and nobody is more connected than our next figure from the Fast Forces Pack, The Penguin!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Penguin

At 25 points, The Penguin lives almost entirely from his trait, Dealmaker.  At the beginning of the game you place a Loyalty token on another friendly character’s card, modifying their range and attack values by +1.  Any character adjacent to The Penguin can be given a free action to make a close attack targeting The Penguin, and if it hits you, place the Loyalty token on a character’s card of the attacker’s choice instead of dealing damage.  Use your influence wisely; have someone give The Penguin a nudge with their elbow and move the Loyalty token to someone you have poised to attack to get the bonus.  Beware though, any character can take the free action from Dealmaker; even opposing characters, so be careful not to let the opponent steal your influence!  To that end, The Penguin has Force Blast to keep the opposition beyond arm’s length and gets a little tougher to deal with if he takes a small hit, starting with Willpower and going on to Combat Reflexes with a late finish of Close Combat Expert.  Not one for the loony bin, The Penguin has Gotham City, Gotham City Underworld, and Politician keywords along with a strong potential to benefit from the Batman Enemy team ability.  If these two classic Batman villains don’t leave your opponent cold then this next character will, Mr. Freeze! 

DC HeroClix: The Joker's Wild!- Fast Forces Part I- Mr. Freeze

For a hearty 100 points, Mr. Freeze brings some much needed ranged attack and board control options for his teammates.  With 6 range and two targets, Running Shot and Willpower, Mr. Freeze can make the most of his Freeze Ray special attack power, which deals out Frozen tokens to any hit targets in addition to doing normal damage.  If a character has a Frozen token, they must remove it instead of their action tokens when they would normally clear tokens.  Locking down an opponent with this should give you plenty of time to lay out all your best (worst?) ice puns.  He picks up some Range Combat Expert if you find a single target in particular that needs to chill out.  If things heat up and Mr. Freeze takes some damage, you can put up some ice Barriers and Sidestep to make your escape.  In addition to the Arkham Asylum and Gotham City keywords, he also has Armor and Scientist.  Don’t forget the Batman Enemy team ability which can help make that Freeze Ray special power scary, even to his last click.

That’s all for today, HeroClix fans! Stay tuned as we continue to preview the DC HeroClix: The Joker’s Wild! set. Next week we’ll discover the rest of the Batman and His Greatest Foes Fast Forces and build a team of villains that will tickle Batman’s funny bone.  Don’t forget to visit the WizKids Info Network to find HeroClix Pre-Release Events and tournaments near you.

Until next time, don’t put your dice on ice!

 

Categories
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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Announcements DC Comics

DC HeroClix: World’s Finest Pre-Release Prizes!

Greetings HeroClix Players!

The DC HeroClix: World’s Finest Pre-Release events start next week!

Events run from Wednesday, January 27 through Sunday, February 7, 2016— login to the WizKids Event System, type in your zip code and select “DC HeroClix: World’s Finest Pre-Release” under the PROGRAM drop-down list to search for a store near you hosting this event.

Not only will player be able to get their hands on figures from the DC HeroClix: World’s Finest set up to two weeks before the release date, but as a special thank you for stores and players who attend the pre-release event, WizKids is offering two Promo LE figures as additional prize support:

DC Comics HeroClix: Red Rain Batman

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DC Comics HeroClix: Gotham By Gaslight Batman

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The DC Comics HeroClix: Red Rain Batman Promo LE has previously had a limited release at select special events and promotions—while the DC Comics HeroClix: Gotham By Gaslight Batman Promo LE is a previously un-released figure!

Sign up now to play in a DC HeroClix: World’s Finest Pre-Release event near you— and look for the DC  HeroClix World’s Finest set on store shelves Wednesday, February 10!

Happy Clixin’!

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DC HeroClix: Superman/Wonder Woman Strategy Article

DC HeroClix: Metropolis Team Building

Greetings HeroClix Fans,

It’s time again for another exercise in HeroClix strategy article!  Today, we’ll put together a 300-point force utilizing characters from the DC HeroClix: Superman/Wonder Woman set with the Metropolis keyword and have ties to the city’s famous newspaper, The Daily Planet.  First up is a costumed hero whose deeds have earned him a mention in The Daily Planet a time or two.  Please welcome to our Metropolis Team, Guardian!

DC HeroClix: Metropolis Team - Guardian

Guardian is a close combat character who comes in at 55 points and has the Police team ability to lower an opponent’s defense value by -1.  Guardian starts his dial with Charge and a special power called Shield Bash, which lets him use Quake.  Characters that are hit by this use of Quake are then given an action token.  Late dial, Guardian keeps opposing characters next to him by using Plasticity while Close Combat Expert packs a little extra into his punches.

Guardian also has a trait, Newsboy Guardian, which lets him use Willpower if a friendly character named Newsboy Legion is on the map.  Indeed, the next character on our force is Newsboy Legion, who comes in at a frugal 15 points.  In addition to granting Guardian with Willpower, Newsboy Legion has Smoke Cloud on all three clicks, which can potentially lower an opposing character’s attack value by -1 if they occupy one of the power’s terrain markers.  Additionally, Newsboy Legion has a special power called The World Needs to Know: Your Distractions, which drops a chosen opposing character’s speed and range values by -1 until your next turn.

DC HeroClix: Metropolis Team - Newsboy Legion

Guardian and Newsboy Legion aren’t the only characters on our force that can mess with an opposing character’s combat values.  Our next team member is Investigative Reporter, who comes in at 20 points and has a power set that includes Sidestep, Stealth, Incapacitate and WillpowerInvestigative Reporter also has a special power called The World Needs to Know: Your Failures, which lowers a chosen opposing character’s defense value by -1 until your next turn.  For just 35 points, Investigative Reporter and Newsboy Legion, can drop an opponent’s speed, range, defense and attack values by -1.

DC HeroClix: Metropolis Team - Investigative Reporter

Screwing with an opposing character’s combat values isn’t just the only trick up our force’s sleeves.  The next addition in our Metropolis Team is Clark Kent, ace reporter for The Daily PlanetClark Kent comes in at 55 points and hits the battlefield with a trait called The World Needs to Know: Your Plans, which prevents a nearby opposing character from being given power actions for a turn.  It’s a trait that should come in handy if your opponent relies upon powers like Charge, Hypersonic Speed, Running Shot, Ranged Combat Expert or Close Combat Expert which are triggered by power actions.  Clark Kent also has Probability Control and Outwit on his first two clicks, respectively, to help tilt things in your favor.

DC HeroClix: Metropolis Team - Clark Kent

Superman’s pal, Jimmy Olsen, also has a spot on our force and comes with some versatility.  Jimmy Olsen can be played at either 60 or 25 points.  We’ll be using Jimmy Olsen’ 60-point dial, which lets him start out a support piece for his first three clicks by using Perplex to modify combat values and a special power called The World Needs to Know: Your Evasions, which stops opposing characters from using Shape Change or Super Senses for a turn.  Once Jimmy Olsen reaches his fourth click, he switches from support character to attacker by picking up powers like Charge and Super Strength and gaining an appropriate increase in his combat values.

DC HeroClix: Metropolis Team - Jimmy Olsen

Lana Lang also makes the cut on our force for her trait, The World Needs to Know: All the Shocking Details… Full Coverage at 8, which prevents a nearby opposing character from having its combat values increased or replaced by a higher number.  Lana Lang can be played at either 50 or 20 points.  For our force, we’ll use her higher point value.  Like Jimmy Olsen, Lana Lang becomes a stronger attacker once she reaches her fourth click with a power set that includes Charge, Flurry, Blades/Claws/Fangs, Poison and a special power called Insect Queen Wings! which lets her use Super Senses, Toughness and the Wing speed symbol.

DC HeroClix: Metropolis Team - Lana Lang

Finally, we come to The Daily Planet’s star investigative reporter, Lois Lane, whose I Learn Secrets, That’s the Job trait blocks a nearby opposing character from using team abilities.  Coming in at 45 points, Lois Lane also has two popular powers found in the damage slot, Outwit and Perplex, to give her teammates an edge over opponents.  Additionally, opposing characters won’t be able to shoot Lois Lane thanks to her special power, Hunting Down a Lead, which prevents them from drawing lines of fire to her unless they are within two squares of her or she’s adjacent to a friendly character.

DC HeroClix: Metropolis Team - Lois Lane

This brings our Metropolis Team to an even 300 points but through a bit of substitution you can add some offensive punch by dropping Guardian and Newsboy Legion, playing Jimmy Olsen and Lana Lang at their lower point values, and adding the 100-point #001 Superman to the mix.  Doing so brings our force’s point total to 295 but also lets us use fun powers and traits like Jimmy Olsen’s Superman Signal Watch, which lets you place a friendly character named Superman adjacent to Jimmy Olsen if an opponent gets too close.  There’s also Lois Lane’s special power, He’s Here When I Need Him, which lets adjacent friendly characters named Superman use DefendHe’s Here When I Need Him is a “stop click” special power that lets you place a friendly character named Superman adjacent to Lois Lane.

Thanks for reading!  Join us again as we highlight more HeroClix team building strategies and visit your FLGS to find HeroClix events near you!  Until then, Earthbound/Neutralized for the win!