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DC HeroClix: Justice League - Trinity War

DC HeroClix: Justice League Trinity War: Justice League Dark Strategy Article!

Greetings HeroClix fans!

In an effort to bring you the best coverage we can for the DC HeroClix Justice League: Trinity War set, we’ve endeavored to bring you some team-building articles focused on themes from the set.  Today’s piece will bring you a 300-, 400-, and 500-point team featuring one of our favorite keywords, the Justice League Dark!

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One of the things you’ll notice right off the bat with the Justice League Dark is that many of the characters featuring that keyword have great synchronicity from their traits or special powers, typically keying off of the caveat of “When adjacent to a friendly character with the Justice League Dark keyword.”  While the positioning can be challenging, the Dark league can be incredibly effective when used well.

For our 300-point team, we chose to combine solid range with strong powers, close combat, and major-league versatility and support.  First on the team is the previously seen Blue Devil at 135 points.  His dial and abilities speak for themselves, and his trait – Demon Hunter – allows for friendly adjacent, or friendly characters with the Justice League Dark keyword to ignore the Mystics team ability.  Next on the team is Zatanna, who offers a bevy of powers like Outwit, Pulse Wave, and Support.  Her trait, Ananym, grants versatility to the team by allowing Zatanna to begin on either click 1 or click 6, with her dial either proceeding normally down the dial, or moving in reverse toward the front.

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Zatanna

Also on this team, and coming in at a slight 44 points, is Black Orchid.  Possessing a very straightforward dial for close combat, Black Orchid brings some tie-up and punch to an otherwise all-range squad.  Don’t forget her opening two clicks with Charge and Super Strength which, when paired with her Shape Change power, will mean that even at only 44 points Black Orchid will be a major tie up piece that will hopefully allow for you to position Blue Devil and Zatanna to blast your opponent with ranged attacks or, in a pinch, use Zatanna’s Telekinesis to get Black Orchid out of danger.

Black orchid

Our next team comes in at 392 points, and features Black Orchid returning to fill a secondary tie-up role.  Joining her as the primary close combat fighter is Frankenstein, whose indomitable undead body will allow for the monster to push in consecutive turns.  He also has a special power in the middle of his dial called Necronauts, which states that when Frankenstein or a friendly character KO an opposing character of over 50 points, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn.

Frankenstein

Also on the team as a bothersome floater who fills many roles, Deadman brings some fun design to the equation with two sets of countdown clicks, making him incredibly difficult to permanently eliminate.  His trait, Whose Body Am I In? grants Deadman both Phasing/Teleport and Shape Change, but also makes it that when an adjacent friendly character with the Justice League Dark keyword makes an attack, opposing characters can’t use Shape Change.  Joining them on the team are Tim Hunter, whose trait prevents opposing characters from using Probability Control against adjacent friendly characters with the Justice League Dark keyword, and John Constantine, whose trait We Operate From The Shadows, Alright? grants him and adjacent friendly characters with the Justice League Dark keyword the ability to use Stealth.

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Constantine

madame xanadu

Finally, we have a 489-point team which returns both John Constantine and Tim Hunter to the front lines in the war on evil.  Joining them is Madame Xanadu, the definition of a support piece.  Her standard powers of Telekinesis, Probability Control, Outwit, and Stealth make her an ideal back-line player, but don’t be shy about using Penetrating/Psychic Blast if the opposition gets in too close.  She also has the trait It’s In the Cards, which states that when an opposing character targets either Madame Xanadu or a friendly adjacent character with the Justice League Dark keyword with an attack, you’ll be able to choose a number between 1 and 6.  After the actions resolve, you’ll be able to heal one damage to that character for each die in the final attack roll showing the chosen number.

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Also along on the 500-point level squad is the powerhouse I, Vampire, played at his 170-point starting line.  A brutal mixture of power, destruction, and support in areas, I, Vampire is likely to be the focus of your opponents’ aggression.  Which is precisely where Black Orchid comes into play, this time represented in her dial from the DC HeroClix Justice League: Trinity War gravity feed primer!  This version of the character comes in at 90 points, and features a lot of the same abilities as her main set version (albeit on a longer dial), with one notable exception:  her trait, Shape Shifters & Con Artists.  This trait states that when she’s part of a Justice League Dark themed team, the first time each game a friendly character not named Black Orchid would be dealt damage by an attack, you may instead choose to deal that damage to Black Orchid.  If you choose to do this, you would then place Black Orchid and the friendly character in each other’s squares.

So, there you have it – our picks for Justice League Dark theme teams at 300-, 400-, and 500-point levels.  The 400- and 500-point teams allow for you to play around with Relics and lower-cost Resources to help fine tune your teams to your play style.  Be sure to mix and match teams until you find something that works for you, and make sure you’re looking towards a team that plays naturally and can support itself strongly in most situations!

Until next time, keep rolling sixes and shape change for the win!

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DC HeroClix: Justice League - Trinity War Preview Prime Figures

DC HeroClix: Justice League Trinity War: John Constantine & Nick Necro!

Greetings HeroClix Fans!

We are getting close to the release date for the DC HeroClix: Justice League – Trinity War set coming early next month but that won’t slow us down in our previews for you! Today we have two magicians that used to train together now they fight each other John Constantine and Nick Necro.  Up first is the Hellblazer himself, John Constantine.

Constantine

John Constantine is 90 points of snarky, rude, chain smoking, user of the magic arts. He has 5 clicks of life with a range of 4 and a single target. His keywords are Justice League Dark, and Mystical and he possesses the Mystics team ability.  He has one trait; We Operate From the Shadows, Alright? It says John Constantine can use Stealth. Adjacent friendly characters with the Justice League Dark keyword can use Stealth. You can definitely hide a few teammates with this trait.

The top of his dial starts with Telekinesis, Energy Shield/Deflection, and 2 special powers. His damage power is called I Make My Own Luck. It allows John Constantine to use Probability Control, but can use it twice each turn. Even if your opponent’s character ignores Stealth, you have a +2 defense from range, and if he does hit, you can potentially make them re-roll twice!

John Constantine’s movement special power Ultimate Con Man states once per turn, choose Outwit or Perplex and John Constantine can use that power until your next turn. When he uses the chosen power to target an opposing character, that character can’t use the chosen power until your next turn. This power can’t be countered. This can even work on a character whose powers can’t be countered. If you Outwit a combat ability, they couldn’t use Outwit. Their Outwit is not countered they just can’t use it. The same would happen with Perplex, use it to modify an opposing character that can use Perplex; they can’t use it until your next turn even if they get it from a trait.

John Constantine’s dial jumps around just like he does magically. John’s 2nd click loses Telekinesis and his I Make My Own Luck power and gets Exploit Weakness. He is a bit of a scrapper and this reflects that.  His 3 click he gains Phasing/Teleport and Psychic Blast because sometimes he has to work a spell to retreat or blast a demon. His damage never gets above a 2, but he isn’t meant to be a main attacker. He is a support piece there to make sure your primary attackers hit and hit hard.

Nick Necro

Nick Necro used to be friends with John Constantine but had a falling out years ago and it doesn’t look like they’ll kiss and make up anytime soon.

Nick Necro is a Prime and has a cost of 111 points. For that you get 5 clicks of life, an 8 range with a single target, and possesses Improved Targeting: ignores hindering terrain and characters for line of fire. He has the keyword Mystical and has the Mystics team ability.

His trait, I Thought We Were Friends, allows Nick Necro to use Stealth. At the beginning of the game, you may choose an opposing character and that character cannot target Nick Necro unless Nick Necro or that character is the only character on its force on the map. You can really play the thorn in the side of the opposing character you choose with this trait, but remember, some powers like Poison and Pulse Wave don’t target so have some caution.

Nick Necro’s top 3 clicks are nearly identical stat wise and are identical power wise. Phasing/Teleport, Penetrating/Psychic Blast, Mastermind, and the special damage power Taught You Everything I Know. It states Nick Necro can use Outwit. Give Nick Necro a power action and target a character within range and line of fire. That character can’t use combat or team abilities and its combat values can’t be greater that its printed values until your next turn. In a game with relics and resources that grant modifiers to combat values or powers that grant the same, this could be a popular way to counter those activities!

On click 4, his power set changes completely. His powers change to Sidestep, Precision Strike, Perplex, and the special defense power Mystical Artifacts Are Drawn to Me. It say’s when this click is revealed due to damage taken from an opposing character’s attack, if the attacking character has a relic or resource assigned to them, stop turning the dial. That opponent chooses one: deal the attacker 3 unavoidable damage; or heal Nick Necro of 1 damage and remove from the game up to one relic or resource attachment assigned to the attacker.  On his last click he has Regeneration that has the potential to allow him to heal back to his top click.

Thanks for joining us for another preview from the DC HeroClix: Justice League – Trinity War set.  Be sure to check back for our next preview, you won’t want to miss it!

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Heroclix Justice League Preview

Justice League Dark HeroClix: John Constantine!

Greetings HeroClix Fans!

For today’s DC HeroClix: Justice League preview, we turn the spotlight to a foul-tempered, chain-smoking sorcerer who makes his long-awaited debut to the game.  Please welcome a member of Justice League Dark, John Constantine!

John Constantine hits the battle map with a trait, Riding the Synchronicity Highway, which makes him a Wild Card and pokes fun at his resemblance to a certain lead singer of The Police.  In addition, he also possesses the Mystics team ability to make his opponents think twice about harming him since they’ll take one unavoidable damage in retaliation if they do so.

Although John Constantine rarely uses magical spells in combat, he does start his dial with a special power in his attack slot, Mystical Wards, which prevents other characters from using Probability ControlJohn Constantine, however, isn’t one to play by the rules.  While denying others from using Probability Control, he can use the power since it appears in the damage slots of his first and third clicks.  How’s that for a slice of fried gold?

In the damage slots of his second and fourth clicks, John Constantine gains another special power which represents the cynical Brit’s tendency to rely on his wits, his extensive knowledge of the occult, and the strengths and weaknesses of others.  This special power, Sheer Cunning, allows John Constantine to use Outwit and Perplex.

Willpower appears in the defensive slots of John Constantine’s first two clicks as he throws caution to the wind in his pursuit of a life of sorcery and danger.  John Constantine’s blood is tainted as a result of a blood transfusion from a demon and an intimate encounter with a succubus. His blood has shown itself to have healing and protective properties, which are represented on his last click as Regeneration.

At 59 points, John Constantine leaves plenty of room on a force for attackers and other support players.  His keywords (Justice League and Mystical) also allow for some ease in team building.

We hope you enjoyed today’s preview!  Please join us again as we continue exploring more exciting HeroClix releases!  Until then, keep your Clix off their KO’s!