HeroClix Rules Review HeroClix Watch List

May 2014 HeroClix Watch List Update!



Greetings HeroClix fans,

Last Fall, as part of WizKids Games’ ongoing efforts to maintain a dynamic and exciting play environment, we announced the HeroClix Watch List.  The Watch list is a mechanism by which we will communicate our intent to review elements of our games that may require refinement.

At this time we are adding three figures to the HeroClix Watch List:

  • SLoSH 048 Tellus
  • SloSH 052 Highfather
  • FoTR 016 Arwen

For various reasons, these figures have been identified as elements that potentially have unintended impact on the meta-game.

Over the next several weeks, the Game Design and Rules Teams will review the above figures to determine if any changes are required.

As always, we thank you for your continued understanding and support.

The WK Team


Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Celeborn!

Greetings HeroClix Fans!

Welcome back as we spotlight another figure from the upcoming Fellowship of the Rings HeroClix set!  Today we bring you a ruler of Lothlorien and husband to Galadriel, Celeborn!


Celeborn has the ability to invite friendly figures into his homeland and offer them Sanctuary, an Epic Ability that allows Celeborn and friendly figures within 3 squares to use Stealth until your next turn.

Celeborn begins play with a couple of clicks of Leadership, giving him the potential to add an action token to your action pool as well as clear a token from an adjacent friendly figure.   For the front half of his dial, Celeborn will be able to try to avoid attacks with Super Senses.   He also has a special power called Farsight, that will allow him to manipulate dice rolls to his benefit as well as modify a combat value by plus or minus one, as he can now use both Probability Control and Perplex. 

Around the middle of his dial, Celeborn begins to shift his power set a bit as Leadership is replaced with a good run of Outwit, allowing him to deprive an opposing figure of a key power once per turn.  Another click into his dial, and he gains a run of Mind Control.

On the back end of his dial, Celeborn can attempt to heal back up into better support powers as well as live longer, as he has Regeneration, for the rest of his dial.  One click at a time, Celeborn will lose the rest of his powers, first losing Outwit, and finely, Mind Control.

As a unique figure, Celeborn can be play in theme with his fellow Elves, or with other leaders on a Ruler theme team.  No matter what force you choose to include him on, Celeborn brings a plethora of useful support powers to your force, with most occurring simultaneously.  At 100 points, his useful power set, as well as his Epic Ability, will be useful on many team builds.

Thank you for joining us for our latest Fellowship of the Ring preview.  Be sure to stop by your friendly local game or comic store on release day this Wednesday, June 19th! Until then, keep the Ring secret, and keep it safe!


Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Legolas Greenleaf!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Fellowship of the Ring HeroClix set. When last we left the Fellowship they were in Isengard and in perilous battle with Saruman. Now they must traverse the Misty Mountains and travel through Gladden Fields to seek refuge at Mirkwood, the home of their traveling companion, Legolas Greenleaf.


Legolas Greenleaf has Improved Movement and ignores elevated terrain; this shows how agile is it for Elves to get around.

Go For the Weak Points in Their Armor!” is Legolas Greenleaf’s epic action and will allow him to choose up to 1 opposing character per 200 points of the game’s build total. Until your next turn, when a chosen character is dealt damage by a close combat attack, roll a d6; on a result of 2 – 6, the damage dealt can’t be reduced to less than 1.

Legolas Greenleaf has a trait called “Whirlwind of Blades.” When Legolas Greenleaf or an adjacent friendly character KO’s an opposing character with a close combat attack, after actions resolve, Legolas Greenleaf may immediately use Charge as a free action.

This is a different version of Legolas Greenleaf from what we have seen in the past and it really showcases that he is more than just a great bowman but quite handy with the steel as well. Legolas Greenleaf could easily be paired up with a couple of Elven Warriors to take full advantage of his epic action and trait.

Legolas Greenleaf starts out with his top 3 clicks having Charge, Super Senses and Exploit Weakness. His next 3 clicks have Flurry and Combat Reflexes. The Combat Reflexes will help him during close combat attacks by modifying his defensive value by +2 and giving him the ability to ignore knock back.

Legolas Greenleaf has a special attack power called “Thinning the Ranks.” Once per turn, when a target opposing character takes damage from a close combat attack made by Legolas Greenleaf, you may place an action token on the target after the attack resolves. With this special power overlapping with Flurry, Legolas Greenleaf would not only have two attacks in which to deliver damage to his target but if either attack is successful in dealing damage he could then place an action token on the target.

After the use of Combat Reflexes, Legolas Greenleaf switches back to Super Senses and the use of Exploit Weakness, while stilling being able to use “Thinning the Ranks.

Legolas Greenleaf has an 8-click dial for 125 points with a lot of options. Let us not forget that Legolas Greenleaf still carries his bow and can make ranged attacks against two targets from 6 squares away as long as he has line of fire. He can also use Willpower through the combat ability Indomitable.

Legolas Greenleaf has Elf, Fellowship, Martial Artist, and Warrior as his keywords to build around, if theme building is your thing.

Thanks for reading! Please join us for more upcoming and exciting Fellowship of the Ring HeroClix previews. Until then, Shape Change for the Win!!

Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Saruman!

Greetings HeroClix Fans!

Welcome back to “Mordor Monday” as we spotlight another preview from the upcoming Fellowship of the Ring HeroClix set. Today we travel near the Gap of Rohan to Isengard and set our gaze upon one who has traded reason for madness; the wizard of “many-colors”, Saruman.


Arguably the most powerful of the Maiar, this version of Saruman demonstrates his ability to exert considerable control over others on the battlefield thanks to his special power, The Power of Isengard.  This special power allows Saruman to use Mind Control as if he possessed a range of 10 (replacing his more standard 6 range for other attacks) but that’s not all; Saruman may also ignore elevated and blocking terrain for line of fire purposes! Maneuver Saruman to an elevated position or behind a wall while running interference with your Orc Warriors and Orc Archers, or reach back to the Lord of the Rings HeroClix set and team Saruman up with some of his Uruk-Hai like Shagrat or Ugluk for more muscle!

Being able to hide -er, position Saruman behind blocking terrain or out of reach on a different elevation from his Mind Control target is not to be underestimated.  Saruman can Mind Control a key support piece and command it to maneuver closer to one of your pieces for an attack, or re-position an opposing heavy-hitter to attack another opposing piece or simply further away from your pieces.  With some good positioning and the right map, Saruman can easily dominate the battlefield with little fear of retribution!

However, if you prefer Saruman to be more openly aggressive, or if an opposing figure happens to base Saruman where’s he hiding-er, positioned, his Palantir special power allows him to use Outwit and Probability Control (similar to the version of Saruman found in Lord of the Rings HeroClix)!

If I Go, He Dies” is Saruman’s epic ability. You may choose up to 1 opposing character per 200 points of the game’s build total that’s marked with an action token and roll a d6 that can’t be rerolled; if the result of the roll is 4 – 6, deal each of the chosen characters 1 penetrating damage.

“What is an Epic Action?” you may ask? Firstly, epic actions only come into play if the build total of the event is 400 points or more. An epic action is a type of power action, but each player may only use one epic action per turn. Unlike a typical power action, an epic action does not count against your action total.

Saruman has the Indomitable combat ability which will grant him the use of Willpower which pairs nicely with both his epic ability and his The Power of Isengard special powers, allowing Saruman to go on the offensive without fear of pushing.

A healthy run of Shape Change affords some protection for Saruman early- to mid-dial while a strong run of Penetrating/Psychic Blast ensures that Saruman can cut through his opponents’ defenses with ranged attacks (be careful when challenging Saruman to a Wizard’s duel!)

At 130 points, Saruman will make up almost half of your force in a standard 300 point event, but paired with good support and attack pieces (see above), he will easily cause a headache or two for the opposing force thanks to strong, consistent combat values and power selection.  Saruman also has the familiar Forces of Sauron and Mystical keywords, and the all-new Maiar keyword for theme team construction.

Thanks for reading! Please join us for more upcoming and exciting Fellowship of the Ring HeroClix previews. Until then, Shape Change for the Win!!


Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Galadriel!

Greetings HeroClix Fans! 

And welcome back as we take another look at a figure from the upcoming Fellowship of the Rings HeroClix set.   Today we visit the land of Lothlorien to meet the leader of this land’s Elves, the fair Galadriel!


Galadriel has an Epic Action ability called  Look Into My Mirror.  When given an Epic Action, you get to choose a friendly character for every 200 points of the build total, and until your next turn, the chosen figures can use Probability Control as long as they occupy hindering terrain.   Galadriel also has a trait called Fairest of All Beings, which allows her to use Super Senses, and when she does so successfully, the attacking figure gets an action token.

As a unique figure, Galadriel brings some solid assistance to your force, first with a few clicks of Defend, to share her defense values with adjacent friendly figures.  If a a friendly figure is damaged, Galadriel has the ability to heal them for a good stretch of her dial with Support.  However, Galadriel is not just an expensive support piece, as her Penetrating Psychic Blast will allow her to target figures up to 10 squares away, by passing any damage reducers they may possess.  A couple of clicks into her dial, Galadriel gives up Defend for Willpower, allowing her to attack foes, or heel friendly figures without fear of pushing damage.

Another click into her dial and Galadriel trades Penetrating Psychic Blast for a special power called Even the Smallest Person Can Change the Course of the Future.  This special power allows you to give  Galadriel a double power action, and when you do, all combat values of the lowest point cost friendly figure who is also 100 points or less are modified by +1 until your next turn.  This special power will overlap with one click of Willpower, allowing you to ignore the pushing damage from this double power action.  After this, Regeneration will allow Galadriel the opportunity to heel herself after a round of clearing.

Galadriel can be played in theme with her fellow Ringbearers, her people the Elves, other magic wielding Mystical beings, or with other leaders as a team of Rulers.  No matter the force you choose to include her on, at 110 points, Galadriel’s solid attack values and ability to support your force as well as attack her enemies will always be a welcome addition. 

Thanks for joining us for our latest Fellowship of the Ring HeroClix preview.  Join us later this week as we explore even more realms of HeroClix to come, and until then keep your Clix off their K.O.’s!


Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Frodo Baggins!

Greetings HeroClix Fans!

We travel to the Shire for today’s Fellowship of the Ring HeroClix preview and pop in unexpectedly on one of the residents of Bag End, Frodo Baggins, as he prepares for a long journey to Mount Doom!


Frodo Baggins comes into play at 55 points and has an Epic ability called Hide! Over Here!, which reads: “Give Frodo Baggins an epic action; until the beginning of your next turn, up to 2 friendly characters per 100 points of the game’s build total who occupy the same area of hindering terrain as him or are adjacent to him can use Stealth until your next turn.

During his quest to destroy the One Ring, Frodo Baggins received several gifts from the elves Celeborn and Galadriel.  One of those gifts was a Lothlorien Cloak, which is represented on the Frodo Baggins’ first three clicks as Stealth.

Frodo Baggins’ uncle, Bilbo Baggins, gave the young Hobbit a protective Mithril Shirt when the two briefly reunited in Rivendell.  Starting on his second click and staying for the remainder of his dial, Frodo Baggins gains a special power called Mithril Shirt in his defense slot.  When Frodo Baggins is hit by an attack, roll a d6.  On a result of 4 to 6, he can use Invulnerability until the end of the turn.  Frodo Baggins’ extraordinary resilience is also shown defensively via the Indomitable combat ability, which allows him to use Willpower.

Another gift Frodo Baggins received from Bilbo Baggins was the sword Sting, which is represented as a short run of Exploit WeaknessFrodo Baggins’ damage slot begins with two clicks of Probability Control, which recalls Galadriel’s prediction that the time would soon come when Hobbits would shape the fortunes of all.

Frodo Baggins makes a viable choice for forces that are built around any of his three keywords: Fellowship, Hobbit, and RingbearerFrodo Baggins brings attack values that only dip below 10 on his first and last clicks, and damage values that are bolstered on the majority of his dial by Probability Control and Exploit Weakness.

Thanks for reading!  Please join us for our next Fellowship of the Ring HeroClix preview when we travel to the protected realm of Lothlorien.  Until then, may the light of Eärendil illuminate your way to victory!

Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Orc Warrior & Orc Archer!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming Fellowship of the Ring HeroClix set. The Forces of Sauron were made from legions of Middle-earth’s monsters and today we look upon the armies of Orcs with an Orc Warrior and an Orc Archer.


The Orc Warrior will be the first into the fray making full use of his first two clicks of Charge. On the Orc Warriors top 3 clicks on his damage slot he has a special power called “Frenzied Attack”. This will allow the Orc Warrior to use Probability Control, but only for his own attack rolls. When he does, if the target character is hit, deal 1 penetrating damage instead of dealing damage normally.

On click 3 the Orc Warrior gains the use of Toughness, and he finishes out his dial with some Flurry.

The Orc Warrior is meant to be played in groups and for just 35 points it will be easy to field a whole squad of these guys. As far as thematic team building goes the Orc Warrior lends himself to teams like Forces of Sauron, Monster, Orc, and Warrior.


Joining in on the fight is the Orc Archer, who starts out with a special power called “Blacken the Sky”. If the Orc Archer is adjacent to a friendly character with which he shares a keyword and which has a range value of 5 or greater, then the Orc Archer gets to ignores hindering and elevated terrain for line of fire purposes. The rest of the Orc Archers top dial has Toughness and Enhancement.

On the next 3 clicks the Orc Archer over laps Running Shot with Willpower while still holding on to his special attack power for clicks 2 and 3. On Clicks 4 and 5 Orc Archer regains the use of Enhancement.

For 40 points the Orc Archer is his own best friend. Over lapping “Blacken the Sky” with Enhancement and a 7 range, just line 3 of these guys up and let loss your volley of arrows. Being able to build theme should be easy as with the Orc Warrior, the Orc Archer has Forces of Sauron, Monster, and Orc but also has Soldier for keywords.

If you and some friends are going to gather around and play a 500 point Epic Battle, I would look at playing with these two guys and building a Forces of Sauron themed team. Start off with 3 Orc Archers for 120 points, 3 Orc Warriors for 105 points, then add in LOTR #205 Captain Lurtz for some Leadership, LOTR #007 Gorbag for even more Leadership and Enhancement, LOTR #19 Sauron to bring in some Outwit and Probability Control, and you will have 19 points to round out with some Horde Tokens. Or play around and go in your own direction.

Thanks for reading! Please join us for our next exciting Fellowship of the Ring HeroClix preview. Until then, Shape Change for the Win!!

HeroClix Rules Review Rules Question

A Whole New World – Speed Powers

Speed Power Changes, PAC 2013

“What are your go-to powers? On the flip side, which powers do you not typically build a team around?”

That was how the team kicked off the 2013 PAC design meeting. “PAC” stands for the Powers and Abilities Card and this year, the goal was to get some of the powers that have been “shy and reserved” and see if they could stay true to their spirit with some changes to make them shine a little better.

Sure, almost everyone has that story of that one time they used Force Blast to knock Nightcrawler off the elevated terrain, or that time they used Incapacitate to completely lock down the opposing one-man-army, but in general there are a few powers that you tend to see on all the really successful teams (powers like Hypersonic Speed or Outwit) and powers that you very rarely ever see used (powers like Plasticity or Smoke Cloud) outside of special scenarios.  Game design took a long hard look at the types of characters that were being played to see what was and was not being used (and how it was being used), and took the PAC back to the drawing board.  Today, we will start looking at these changes with the speed powers.  Bear in mind that we’re only looking at changes, so if a power stayed the same, we’re just moving on.

Let’s start with the first power on the PAC, Flurry:


There is only one change to Flurry, but it is a very important one.  If you compare this wording above to the 2012 wording, you’ll see that we’ve removed the line that tells you Flurry will stop working if the power is lost mid-action.  While rolling a critical miss or taking Mystics damage will still probably not be a happy occasion for you, at least now you don’t have to worry about Flurry ending prematurely when your character takes that damage.  Instead your character will get to finish the action normally and make its second attack, even if they power is lost and no longer on the dial.

Similarly, if you have the combo of Flurry with Steal Energy, then if you hit with that first attack and you heal onto a click that doesn’t have Flurry, you can still make that second attack.

Next we have a small change to Leap/Climb:


Look closely and you see that Leap/Climb no longer ignores characters for movement purposes.  Instead, when your character uses Leap/Climb, it can more around and through squares occupied by characters (just like the Flight ability).  Since it no longer ignores characters for movement, you do need to roll break away when using Leap/Climb, but you do get a +2 bonus to that break away roll.

Charge has a little cosmetic change:


Blink and you might miss it: the last sentence was tweaked slightly.   The overall effect is completely unchanged; however the old version sometimes caused some confusion so the power was altered for clarity.  That’s all.  REPEAT: THE FUNCTION OF THIS POWER HAS NOT CHANGED.

The next power, Mind Control, has some very significant changes:


There are three big changes here.  First, Mind Control is no longer activated by a power action.  Instead, it is activated with a close combat action or ranged combat action.  This means you can now use Mind Control with Charge or Running Shot (or any other effect that allows your character to take a close/ranged combat action).

Second, your Mind Control character will still take damage if you use it on expensive characters, but the threshold has been raised to 150 points instead of 100.

Third, and related to the previous point, your character will only ever take 1 unavoidable damage now when controlling large-point characters.   It does not matter if your Mind Controller controls 150 points or 1500 points: it will take only 1 unavoidable damage for doing so.

All of these changes serve to make Mind Control a much more formidable power.  I always found it very useful (who doesn’t enjoy using your opponent’s own force against him?), but using Mind Control is now much more flexible and combo-friendly AND the penalties for using it are much more forgivable.

Now let’s look at what is quite possibly my favorite change on the PAC:


Plasticity still does everything it did before, but it has two VERY important additions.  First off, it now prevents characters from automatically breaking away.  A character that can ignore other characters (ImpMoveImp_Characters) for movement purposes will still not have to roll break away, but any other character is going to be forced to roll break away first… and that’s a very daunting prospect considering Plasticity still subtracts 2 from the break away die roll.

The other big change is that any character that moves adjacent to a Plasticity-using character must stop moving.  Even if the character could normally move around/through other characters (ImpMoveImp_BasedImp_Through) ; once again, the only way around this is if the character moving about completely ignores other characters (ImpMoveImp_Characters).

In a nutshell, outside of Phasing/Teleport, some Improved Movement characters, and a handful of special powers, Plasticity has become THE tie-up power.  One Plasticity character could lock down an entire team with proper positioning!

Another power that receives a huge bump in power is Force Blast:


Like Mind Control and Plasticity, Force Blast has received a pretty significant upgrade.  On the one hand, it still work exactly like it did before, allow your character to knock back an adjacent character without needing any kind of attack roll: just assign a power action and roll the d6 for instant knock back.  But now there is brand new addition to its normal effects.  Now, anytime your character successfully attacks a character, you can choose to knock back that character back without needing to roll doubles!  Note that this “extra” knock back only occurs if the character wouldn’t otherwise be knocked back… you won’t get to knock back a character twice if you happen to roll doubles.  Also, since it says “may”, this new part is entirely optional.  If you’d rather not knock back the target (maybe you want it to stick around for a follow up attack), then you don’t need to use this new part of Force Blast. Lastly, bear in mind that this knock back is not any different than rolling doubles. So if the attacked character has Charge or another game effect that causes it to ignore knock back, it isn’t going anywhere.

Last, but not least, Hypersonic Speed has been tweaked, too:


Like Leap/Climb, Hypersonic Speed now requires a break away roll.  And, like Leap/Climb, you get a +2 bonus to the break away.  This means that your speedsters will now have to think long and hard about using Hypersonic Speed if it is adjacent to an opposing character; no longer can they zip around the map with little fear of impediment.  Sure, a +2 bonus means that break away failure will be rare, but when it does happen, the action ends immediately and the character can’t even attack (much less run away).  And with the changes to Plasticity, even if your speedster isn’t adjacent to an opposing character when it is given the power action to use Hypersonic Speed, it may still have to stop mid-action if you aren’t careful!

Coming up next time!

We will take a detailed look at the changes to the standard attack powers on the 2013 PAC.  We’ve already shown you that Energy Explosion has been changed in a previous article… I wonder what other powers have been given a face lift?

I hope you found this primer on the new 2013 speed powers useful.  If you have any more questions about these alterations or anything else in the rules, send an e-mail to or hit the Rules Deputies up on the forums!


Fellowship of the Ring Preview

Fellowship of the Ring HeroClix: Elven Warrior & Elven Archer!

Greetings HeroClix Fans!

For today’s Fellowship of the Ring HeroClix preview we take a look at some of the troops that formed the Last Alliance of Elves and Men under the leadership of Gil-Galad and King Elendil.  These Elven Warriors and Elven Archers work well together in a 300-point team build that shouldn’t break the bank or players’ wallets!


The Elven Warrior is of common rarity in the Fellowship of the Ring HeroClix set and weighs in at 45 points.  Elven Warrior begins play with two clicks of a special power called Against the Armies of Mordor, which allows him to use Charge and Flurry. On his last three clicks, Elven Warrior switches to regular use of Flurry.

Defensively, Elven Warrior starts with two clicks of Defend, allowing him to share his defense value with adjacent friendly characters.  Elven Warrior switches from Defend to Willpower on his last three clicks. In his damage slot Elven Warrior starts with Battle Fury, which allows him to ignore Shape Change and prevents him from being targeted by Incapacitate or Mind Control  (Battle Fury also prevents Elven Warrior from being carried or making ranged attacks, but with a range value of 0 that’s just dandy!)


The Elven Archer weighs in at 40 points and is an Uncommon figure.  The Elven Archer begins play with a trait called Marksmen, which allows him to ignore friendly characters named Elven Archer for line of fire purposes.

With a range of 8 squares and one target for his ranged attacks, Elven Archer begins his dial with a pair of Toughness clicks.  Toughness then makes way for Energy Shield/Deflection.  Finally, Elven Archer ends his dial with two clicks of Willpower.

In his damage slot, Elven Archer starts with three clicks of a special power called Leithio i Philinn!, which allows him to use Enhancement.  When he does, however, he may modify range values instead of damage values by +1, potentially allowing Elven Archer to make ranged attacks from a maximum of 11 squares away.

The last three clicks of Elven Archer’s damage slot feature Ranged Combat Expert, which currently modifies the character’s damage by +2 when it makes ranged attacks against a single character.  However, Ranged Combat Expert receives a change this June on the 2013 Powers and Abilities Card .  Before making the attack, you may modify the attack value by +2, or the damage value by +2, or both combat values by +1!

A budget-minded 300-point force can consist solely of four Elven Warriors and three Elven Archers used in alternating waves of attackers.  While the Elven Archers provide cover fire, using Leithio i Philinn! to boost either damage or range by +1, the Elven Warrior can attack using Charge and Flurry from Against the Armies of Mordor.

You may also want to consider keeping the Elven Warriors adjacent to your Elven Archers if the former are still on their Defend clicks and the latter find themselves on their middle Energy Shield/Deflection clicks.  This combination of Defend and Energy Shield/Deflection gives the Elven Archers an effective defensive value of 19 against ranged attacks!

Building a keyworded team with the Elven Warrior and Elven Archer is a snap as they both have the Elf, Last Alliance and Soldier keywords.  In addition, the Elven Warrior also has the Warrior keyword.

Thanks for reading!  Please join us for our next Fellowship of the Ring HeroClix preview. Until then, keep your clix off their KOs and remember that there are older and fouler things than Orcs in the deep places of the world!

Fellowship of the Ring Preview

Fellowship of the Ring: Ringwraith and Witch-king of Angmar!

Greetings HeroClix Fans!

We are pleased to begin our series of previews for the Fellowship of the Ring HeroClix set by looking at former Kings of Men who became some of Sauron’s most powerful thralls; the Ringwraith and Witch-king of Angmar! First, let’s take a look at Ringwraith!


Coming into play at 125 points, Ringwraith hits the battlefield with a trait called Poisoned DartsPoisoned Darts lets Ringwraith use PoisonRingwraith may make a ranged combat attack as a free action targeting all characters that damaged a friendly character with the Nazgul keyword last turn.  When Ringwraith does, his damage value becomes 2 and is locked.

Ringwraith begins his dial with Phasing/Teleport and Quake in the speed and attack slots, respectively.  Quake also appears on Ringwraith’s next two clicks.  Ringwraith can also make ranged attacks up to 4 squares away.  In the damage slot, Ringwraith starts with three clicks of Exploit Weakness as its Morgul blade easily pierces the thickest armor.  Defensively, Ringwraith opens with four clicks of Invulnerability.

On Ringwraith’s next two clicks the only change to its power set is in the speed slot, where Phasing/Teleport is replaced by Stealth. Stealth appears in the speed slot for the remainder of Ringwraith’s dial.  On the back half of Ringwraith’s dial, Quake is replaced by Blades/Claws/Fangs.

At 125 points, Ringwraith makes a great addition to forces that are built around the Forces of Sauron, Mystical, Nazgul, Ringbearer, Ruler, and Warrior keywords.

This brings us to the Witch-king of Angmar, who comes in at 200 points and hits the battlefield with both a trait and an epic ability.


The trait, Black Breath, allows Witch-king of Angmar to use Poison and potentially deal penetrating damage back to an opponent if he’s dealt damage from an attack and the damage has been reduced.  The epic ability is called Shatter the Gates and allows Witch-king of Angmar to do one of the following when he’s given an epic action:  1) remove all blocking terrain markers, 2) remove all hindering terrain markers, 3) remove all light object tokens or 4) remove all heavy object tokens.

Witch-king of Angmar has a range of eight squares and two targets and has Phasing/Teleport on each of his nine clicks.  In his attack slot, Witch-king of Angmar starts with Telekinesis as he uses ancient sorceries to move objects and characters around the map.  On his next two clicks, he switches to Penetrating/Psychic BlastWitch-king of Angmar continues his ranged assault with three clicks of Energy Explosion.  On those same three clicks Witch-king of Angmar gains Exploit Weakness for those who are foolish enough to get into close combat with the Lord of the Nazgul!  Finally, on his last three clicks Witch-king of Angmar can deal up to six clicks of damage via Blades/Claws/Fangs!

Defensively, Witch-king of Angmar has the Indomitable combat ability.  He starts out with a bare value of 18, then picks up Invulnerability on his next two clicks.  That’s followed by four clicks of Toughness as he continues to absorb damage dealt to him.  On his last two clicks, he can potentially reduce damage dealt to him to 0 via Impervious!

At 200 points, Witch-king of Angmar makes up a good portion of your force when used in lower-point events.  However, he makes a great leader for the Ringwraith and even shares all the same keywords:  Forces of Sauron, Mystical, Nazgul, Ringbearer, Ruler, and Warrior.

Thanks for reading!  Join us again when we reveal more secrets from Middle-earth in the Fellowship of the Ring HeroClix set due out in stores this June!  Until then, may your Regeneration rolls be as delightful as a second breakfast!