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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Sinestro & Bizarro!

Greetings HeroClix Fans!

Welcome back for another great peek at characters from the DC HeroClix: Justice League – Trinity War set, releasing in just a few short weeks! Meanwhile, at the Hall of Doom, two sinister and bizarre villains are plotting their next evil scheme. They are Sinestro and Bizarro!

Sinestro

Corrupted by his own power as the greatest member of the Green Lantern Corps for crimes against his own people, Thaal Sinestro was exiled from the Corps. Now looking to his own version of order on the universe, he uses a yellow power ring and has established his own Sinestro Corps.

Sinestro runs at two different point costs, 200 and 90 respectively. At 200 points he has 8 clicks of life, 4 of those he gets for the extra 110 point cost. At both costs he has the Flier combat ability and a 7 range with 2 targets. His Quintessence team ability allows him to push without a damage consequence and avoid his powers being countered by that pesky Outwit.

Sinestro’s 200-point dial starts with Running Shot, Invulnerability, and two different special powers. His attack special power, Death to the Guardians, states that Sinestro can use Pulse Wave. Opposing characters that can use the Quintessence team ability instead can’t use it and modify their combat values by -1. With this he takes away those characters’ ability to push without consequence and is able to use his later dial Outwit to take away their powers as well.

His damage special power, Fear the Sinestro Corps, says Sinestro can use Perplex, but only to decrease combat values. Until your next turn, a character targeted by this Perplex can’t target Sinestro unless the targeted character or Sinestro are the only characters on their force on the map. Yet another defensively offensive power that can really hurt a tentpole-style team.

On click 2 Sinestro trades Running Shot with Sidestep and he swaps his special attack power with Psychic Blast for the next 3 clicks. Click 3 he steps down to Toughness but he still can use his special damage power to control who can attack him. On click 4 he gains Outwit.

Sinestro starts his 90 point dial on click 5, where he starts off with Running Shot, Death to the Guardians, Energy Shield/Deflection, and Outwit. For less than 100 points Sinestro can wreck your opponents’ Quintessence plans and change those characters’ combat stats to be modified by -1 on the top 2 of his 4 clicks. Remember to use Outwit on them as well! His 2nd click is the same, except he gets Sidestep in place of Running Shot. His 3rd click he gets Perplex through his special power Fear the Sinestro Corps. His last click he can push the attack to win with his Ranged Combat Expert or heal back up with Regeneration. His keywords Injustice League, Legion of Doom, Ruler, and Sinestro Corps will make theme teams a snap.

Up next, we am bring you one you hate least, Bizarro!

Me am Bizarro

Bizarro is weakest dial there is! He has two point values as well, 215 or 100 points bringing 9 clicks of life or 5 clicks of life respectively. At both values he has the Superman Enemy team ability along with the keywords Brute, Injustice League, Legion of Doom, and Monster. He has the Flier combat symbol, a 6 range with a single target, and the trait Subject B-Zero. It says Bizarro can use Super Strength. Adjacent friendly characters named Lex Luthor can use Mastermind but only to transfer damage to Bizarro, regardless of point value.

Bizarro do not start his 215 dial with Running Shot, Energy Explosion, and Invincible. His 5 damage is very low and wouldn’t hurt anybody. His second click he especially can’t have Charge instead of Running Shot. Bizarro doesn’t have a 3rd or 4th click with Quake or Impervious so him can’t reduce damage but can make ranged combat attacks and be Mind Controlled with his Battle Fury.

Subject B-Zero at 100 points am softer than puppy. Him no have Charge, Quake, Invulnerability, or Battle Fury so he can’t ignore Shape Change. 2nd click he has Running Shot and Energy Explosion so him can’t make ranged combat attacks. Bizarro has Close Combat Expert on his final 3 clicks so he can pet soft puppy nice nice and get rid of cat with Flurry on last 2 clicks. His last click has Regeneration so he can do it all over again.

You’ve just read another awesome preview from the DC HeroClix: Justice League – Trinity War set, but don’t go too far, we’ll have more previews for you to peruse again soon!

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DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Batman & Catwoman!

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set!  Today, we take a look at two costumed Gothamites who are entwined in a love-hate relationship.  First up is the thief and burglar known as Catwoman!

Catwoman

With a value of 99 points, Catwoman is a close combat attacker who can mess with opposing teams that rely too much on using team abilities.  Catwoman hits the battlefield with a trait called Can’t Be Trusted, which prevents adjacent opposing characters from using team abilities.  Catwoman also has the Calculator team ability, which makes her a wild card and rubs it in the faces of adjacent opposing characters wishing they could access their team abilities.  Can’t Be Trusted,

Mobility shouldn’t be too much of an issue as Catwoman comes into play with an Improved Movement ability called Curiosity and the Cat, which lets her ignore elevated and hindering terrain when she moves.  A pair of Charge clicks mid-dial gives Catwoman the ability to move then attack, while Stealth on the rest of her dial prevents most opposing characters from drawing lines of fire to her if she has hindering terrain to use.

Catwoman has a short range of three squares and one target.  Although Catwoman’s dial reflects a character that works best in melee as your secondary attacker, her limited range can come in handy at the start and ends of her dial where she has Incapacitate and Precision Strike, respectively.  Joining Steve Trevor’s Justice League of America as a silver bullet for Batman hasn’t calmed this kitty, however, so Blades/Claws/Fangs appears mid-dial (with slightly boosted attack values of 11) and makes a great pairing with the Charge in her speed slot.

Defensively, Catwoman won’t be an easy mark for adjacent opposing characters as she starts and ends her dial with Combat Reflexes.  Mid-dial she has Super Senses to potentially evade attacks altogether.  The addition of Perplex in the damage slot at the start and end of her dial gives Catwoman the option of buffing her own combat values or toying with an opponent’s numbers.

We mentioned Catwoman’s association with the Justice League of America.  If you’re considering including Catwoman on a themed team, she has that keyword – along with Batman Family, Gotham City Sirens and Gotham City Underworld.

Catwoman likely won’t be the primary attacker on your force, but odds are you may want to consider Batman for that role.  Let’s take a look at Gotham’s Dark Knight!

Batman

Batman can be played at two point costs, 150 or 85.  Batman’s 85-point starting line is on click 4.  At either starting point, Batman has an Improved Movement ability called Grappling Hook which lets him ignore elevated terrain when he moves.  He also has a trait that we previously saw on Superman  called A New Kind of Justice League.  This trait lets adjacent friendly characters of a lower point value and the Justice League keyword use the Batman Ally team ability that he also possesses.  Additionally, if Batman is paired with friendly characters named Superman or Wonder woman, they don’t need to be adjacent or a lower point value.

To represent Batman’s unrelenting pursuit of justice, he has the Indomitable combat ability – and a five-square range with two targets.  For team-building ease, Batman has the Batman Family, Gotham City, Justice League and Trinity keywords.

Moving onto Batman’s dial, he starts primarily as a ranged attacker.  Batman’s first two clicks feature the combination of Running Shot and a special power called Utility Belt, which lets him use any standard attack or damage power when he’s given a free action.  Batman can use the chosen power until your next turn.  Defensively, he can reduce some damage dealt to him thanks to Toughness.  In the damage slot of Batman’s first clicks is another special power, World’s Greatest Detective and Strategist, which lets him use two of the game’s most popular damage powers in Outwit and Perplex.  Additionally, when Batman has no action tokens, he can use another popular standard damage power in Probability Control.  Standard use of Outwit and Perplex appear on Batman’s next two clicks.

Batman switches to a close combat attacker on clicks 3 and 4 by substituting Charge for Running Shot and Combat Reflexes for ToughnessBatman retains Combat Reflexes for the rest of his dial.  Click 4 closes out Batman’s Utility Belt run and sees the return of World’s Greatest Detective and Strategist in the damage slot.  That’s followed up again by Outwit and Perplex, respectively, before World’s Greatest Detective and Strategist makes a final appearance on click 7.

Ranged attacks again become Batman’s preferred method of fighting as we reach his last three clicks.  Sidestep takes over for Charge to help Batman strategically position himself.  A pair of Energy Explosion clicks are followed by a final click of Pulse Wave to hopefully catch multiple opponents in the area of effect.

Batman should be a viable choice for most forces with attack values that never fall below 10 and a mix of powers that allow him to play the role of either ranged or close combat attacker.  Teams that share the Justice League keyword with Batman will enjoy the benefits of his A New Kind of Justice League trait.

We hope you’ve enjoyed this sneak peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we reveal more exciting characters in the days to come!