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!


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.




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.


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.



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.


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!

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.


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!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Frankenstein & Zatanna!

Greetings HeroClix Fans!

We’re here with another pair of awesome previews from the upcoming DC HeroClix: Justice League – Trinity War set! After the Justice League was defeated by Enchantress they knew they needed a team to face threats of a magic nature. Enter the Justice League Dark. We have two members of that team to show you and first up is Frankenstein!


Frankenstein is a creature made of parts stitched together from multiple corpses and because he is neither dead nor alive, he is considered to be immortal. Coming in at 93 points, Frankenstein is an adept attacker. He excels as a close combat character with his possession of the Indomitable combat symbol and a single target range of four. He starts his 7 click dial with Charge, Toughness, and the special power Archangel’s Sword. This powers allows Frankenstein to use Blades/Claws/Fangs. When he does and the result is 4-6, hit characters can’t be healed this game, even if this power is lost. The way this power works, even if his damage dealt is reduced to zero, they still can’t heal. However, his damage never goes below a three on his entire dial, so choosing to deal his printed damage is an option as well.

On click 3, Frankenstein now possesses Outwit and the special movement power, Necronauts. It says when Frankenstein or a friendly character KO an opposing character with a point value of 50 or more with an attack, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn. This is great either for pressing on with attacks or for regrouping your team to reassess the situation.

On click 5 Frankenstein changes to Combat Reflexes and Close Combat Expert. At this point his attack has dropped to a 9 but his damage has gone up to a 4 so you can put some of the modification into attack and still do a lot of damage. End of dial he gains Sidestep and last click he gets Regeneration giving him the chance to get back to click 4 again. Frankenstein has the Creature Commandos, Justice League Dark, Monster, Past, Seven Soldiers,  and the  Soldier keywords so making a theme team with him is easy. Frankenstein is really a great close up and your face figure, but he needs some support and someone to take care of his attackers from range. In that role, we’re pleased to introduce the powerful mistress of magic, Zatanna!


An ananym is a word whose spelling is derived by reversing the spelling of another word. This may be an unusual way to start a preview, but it is the name of Zatanna’s trait called Ananym. It states when you place your characters at the start of the game, you may turn Zatanna to click 6. If you do, this game turn her dial counter-clockwise when she is damaged and clockwise when she is healed and she can’t heal past click 6. This trait can’t be ignored. Let’s start at with click 6!

Zatanna has a point cost of 120, which buys you the Flier combat symbol, and a six range with 2 targets. She possesses the Celebrity, Justice League Dark, Mystical, and Shadowpact keywords as well as the Justice League and Mystics team abilities. Add the Shadowpact ATA to her and she will ignore other characters Mystics damage.

On click 6, Zatanna stars with Sidestep, Telekinesis, Defend, and the special damage power pleH mehT that says to give Zatanna a free action and choose one of the following to last until your next turn: Zatanna can use Barrier and Perplex or Zatanna can use Enhancement and Probability Control. She is taking more of a support role here than an attacker role. And speaking of support, she swaps out pleH mehT with Support on clicks 5 and 4. On click 5, her 11 attack and 16 defense with Defend will almost guarantee she’ll be able to heal her teammates.

Midway in her dial on clicks 4 and 3, Zatanna is transitioning to a more aggressive attacker and her Pulse Wave and that will ensure your opponent keeps their distance from her. Toughness will help reduce any damage she takes and keep her on the map.  Her last 2 clicks, her powers are the same on both clicks, Running Shot, Energy Shield/Deflection, Outwit, and the special attack power gnignitS skcigaM that says Zatanna can use Penetrating/Psychic Blast and Precision Strike. He mobility and attacks are high as well as her damage. You get to make the choice of which end she starts her dial on and either can make sense depending on your team and your strategy. One thing is for sure; ll’uoy evol gniyalp annataZI

That’s all we have for today, join us again soon for the next preview from the DC HeroClix: Justice League – Trinity War set!




DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Blue Devil!

Greetings HeroClix fans!

Today, we’re going to keep rolling on with the previews from the upcoming DC HeroClix: Justice League: Trinity War set, this time featuring the supernatural stuntman Blue Devil!



Right off the bat, Blue Devil is packing a pair of spectacular traits, the first of which is called Demon Hunter. This trait allows for both adjacent friendly characters, and friendly characters with the Justice League Dark keyword to completely ignore the Mystics team ability. Given the Dark’s penchant for meddling with things that go bump in the night, this trait gives them a major advantage going into battle!

His second trait, Supernatural Exorcism, is one that will allow for Blue Devil to even the odds and cause some mayhem with characters with ‘stop’ clicks. This trait states that whenever Blue Devil damages a character, if a special power is revealed that would cause the dial to stop turning, after actions resolve, you would deal two unavoidable damage to that character! Those stop clicks can be a major problem in games if they unexpectedly arise, but Blue Devil evens the odds!

For movement, Blue Devil begins his seven click dial with a respectable nine, before dropping down to an eight, and eventually seven to close his dial out. On movement, he can utilize Running Shot alongside his six range with two targets at the top and bottom of his dial, while in the middle of his dial, he can get to higher ground with three clicks of Leap/Climb.

His attack features a special power called Hellfire on his first two and last two clicks, which allows Blue Devil to use both Energy Explosion and Penetrating/Psychic Blast. In the middle of his dial, he gains three clicks of Super Strength, so don’t be afraid to use this in conjunction with his Leap/Climb to get out of danger, grab a car door, and get back into the fight!

When it comes to defense, Blue Devil is no slouch. He opens up his dial with a click of Invulnerable and a 17 value, before transitioning to four clicks of Toughness. At the end of his dial, he closes things out with two clicks of Energy Shield/Deflection, which shows up precisely when it’s needed, as his defense eventually falls to a 15, making that +2 from ranged attacks a much appreciated bonus.

Finally, Blue Devil begins with two black clicks on his damage, dealing three base damage to go along with his Hellfire special power on Attack, meaning he’ll be able to do a fairly significant amount of penetrating damage thanks to Penetrating/Psychic Blast. Eventually, Blue Devil picks up three clicks of Probability Control, which again pairs in synergy with dwindling attack and defensive values.

Overall, Blue Devil is a spectacular 135 point addition to a Justice League Dark themed team, and at seven clicks of life and damage reducers, he’ll be sticking in the fight for awhile. Pair that with his Mystics team ability, and not only will he not go down without a fight, he’ll also be doing one click of damage right back to his attackers every time he takes damage. Additional keywords possessed by Blue Devil include the generic keywords Monster and Mystical, as well as the named keyword Shadowpact – he’ll pair up nicely with Etrigan the Demon!

That’s all for today, HeroClix fans! Be sure to check in next time as we delve even deeper into the world of DC HeroClix: Justice League: Trinity War! Until next time, may your dice be kind and your hits be crits!

Preview SwitchClix Team Bases

HeroClix on the Road: Trinity of Sin!

Greetings HeroClix Fans!

Welcome to another preview from the 2013 HeroClix Convention Season. Today we reveal the final HeroClix piece to be offered during the 2013 convention season which just happens to be our for-sale DC HeroClix piece, the Trinity of Sin!

Their origins shrouded in mystery, these three characters had little in common other than being known as “Earth’s greatest transgressors” and were summoned to the Rock of Eternity to face judgement.  The first to be sentenced today is Pandora!


Pandora begins play with a special movement power called Always in the Background which allows Pandora to use Stealth. As an additional benefit,  you may give Pandora a power action and place her in any square that has an opposing figure within line of fire! This aspect of Always in the Background pairs nicely with Pandora’s opening 10 attack value and Penetrating/Psychic Blast, and can easily make up for her average 6 range value as you maneuver her around the map and line her up for a killshot.

Pandora also begins play with another special power called Open Pandora’s Box.  This special power allows Pandora to use Probability Control not once, but twice per turn with the caveat that she does not target the same character with both uses.  Open Pandora’s Box also penalizes your opponents’ character’s when they use Probability Control by forcing them to place an action token!

Mid-dial Pandora briefly alternates between Penetrating/Psychic Blast and Energy Explosion, while Running Shot and Phasing/Teleport allows Pandora to maneuver around the battlefield.

Defensively, Pandora relies on Super Senses initially and ends her dial with Energy Shield/Deflection.  Her defense values are solid throughout her dial (especially against ranged attacks) but two powerless defense clicks early on mean you want to keep Pandora away from the melee whenever you can.  Of course, if your opponent does happen to catch up to the elusive Pandora, her Sharpshooter ability allows her to take best advantage of her ranged powers (since she can ignore opposing characters for line of fire purposes).

For 100 points Pandora is a solid investment; the Mystic team ability and the Mystical and Trinity of Sin keywords make for some great thematic team building, especially when you look at her fellow Trinity members like the Phantom Stranger!


The second sinner to be brought to the Rock of Eternity today is the man known as Phantom Stranger. The first thing we notice about this Stranger is that he possesses two traits: “Mystical Cloak” allows the Stranger to use Phasing/Teleport and Shape Change while “Thirty Pieces of Silver” allows the Phantom Stranger a free action to modify any of his combat values by +1 until your next turn, but only if you modify another friendly character’s same combat value by -1 until your next turn.

The Phantom Stranger begins play with Mind Control and his Destined to Betray special power, and both pair nicely with his natural 8 range.  Similar to Pandora’s Open Pandora’s Box special power above, Destined to Betray allows the Phantom Stranger to use Outwit twice per turn, provided he does not target the same character twice and opposing characters using Outwit must receive an action token!

The Phantom Stranger’s Outwit also works well with his Poison which we find on his first few clix, while Mastermind and Super Senses helps protect him from damage and attacks.  Mid-dial The Phantom Stranger begins to alternate his Destined to Betray special power with Exploit Weakness, allowing him to bypass his opponents’ defenses in close-combat.

Mid- to late-dial the Phantom Stranger enjoys an uptick in his defense values while Regeneration gives him the potential to return to his top clix, and Smoke Cloud allows the Stranger to further obfuscate his opponents’ paths.

The Phantom Stranger also possesses both the Mystics and Quintessence team abilities and like Pandora and the Question, the Stranger has the Mystical and Trinity of Sin keywords.

Speaking of the Question, here he is!


The final member our Trinity of Sin is the Question. He possesses the Improved Movement ability which will allow him to ignore elevated and hindering terrain during movement. His trait is called “Past Lives” and at the beginning of your turn you may choose a standard power from the Question’s character card; he can use that power until your next turn. However when you do, choose a power Question possesses and it is lost until your next turn. This trait simple makes him the Swiss Army knife of characters, just consider the possibilities!

The Question, like Pandora, has a constantly changing dial.  The Question is able to use Charge, Plasticity, Stealth, and Flurry all at various points in his dial. With his attack he will be able to use Smoke Cloud, Incapacitate, and Quake. The Question’s defense has the use of Combat Reflexes, Super Senses, and Toughness.  The Question will also have the use of Shape Change and Close Combat Expert.

The cool thing about the Question is his trait, you want to use Charge and Flurry go ahead just get rid of Smoke Cloud for the turn. You feel an attack is imminent from range gain Shape Change and discard Combat Reflexes for the turn. You can even stack powers, say you’re next to someone with Poison, swap out Charge for Toughness and you still gain the use of your Combat Reflexes.

Now the Question’s only non-standard power is called “They Hold the Answers” which will look very familiar by now; The Question can use Perplex twice per turn, but he can’t target the same character with it more than once per turn. When opposing characters use Perplex, they must be given a power action instead of a free action.

To round out the rest of the Question’s 100 point dial, you have Indomitable, the Mystic team ability, and the keywords Mystical and Trinity of Sin.

Now what happens when all 3 members come together? You get the Trinity of Sin Team Dial.


Like all Team Dials the Trinity of Sin gets to use Improved Movement for elevated terrain and characters, but they also get additional bonus of ignoring hindering terrain as well.  Trinity of Sin is allowed to “break” the Team Base rules and have as few as 2 characters on the base via their trait called “Destined to Walk Alone”!

As with it’s individual characters, the Trinity of Sin team dial possesses the Mystics team ability.  On top of that, the Trinity’s second trait “Damned Together” deals 2 unavoidable damage instead of 1 when they use the Mystics team ability and all team members are attached .  (And if that weren’t enough, the Trinity of Sin also has the Quintessence team ability which will allow them to use Willpower and their powers cannot be countered.)

Finally, the “Onslaught of Energy” trait grants the Sharpshooter symbol as a combat ability for the Trinity of Sin.

As with other team bases, the Trinity of Sin will have 3 different starting lines, the Veteran costs 385 points and is 16 clicks long. Starting with Running Shot and Penetrating/Psychic Blast for the first two and then switching to Mind Control and Incapacitate. Defensively, the Trinity of Sin enjoys some high defense values and Super Senses and then switches to Toughness. We also see a sprinkling of Exploit Weakness, which brings us to the Experienced dial:

The Trinity of Sin’s Experienced dial starts on click 5 and costs 285 points. They have Mind Control, Incapacitate, Toughness with a 19 defense and Exploit Weakness, and a few clix later we see Running Shot and Penetrating/Psychic Blast return while the Trinity of Sin enjoys some protection from ranged attacks thanks to Energy Shield/Deflection.

The Trinity of Sin’s Rookie dial starts on click 8 for a cost of 185 points; they still having Running Shot, Penetrating/Psychic Blast, and Energy Shield/Deflection but then switches to Plasticity and Energy Explosion. With an 8 range, three targets, and the Sharpshooter ability, whenever the Trinity of Sin uses Energy Explosion the effects should be devastating! Dealing 3+ damage to the intended target(s) and then also having an area of effect for 3 damage as well.

On click 11, the Trinity of Sin regains Super Senses on defense. On click 12 they now have the use of Charge, Quake, and Exploit Weakness. On click 14, the Trinity of Sin can use Phasing/Teleport for Movement and gains Regeneration for Defense. Regeneration, Probability Control and Willpower are always a good combination.  Finally, theTrinity of Sin ends with 2 clicks of Exploit Weakness.

Wow! What a dial packed full of options for the value! The team possesses Mystical and Trinity of Sin which are the same keywords as their Solo Adventure counterparts.

The  Trinity of Sin Asset Dial is a reflection of what each member brings as an individual to the team:

  • Pandora will allow Trinity of Sin to use Phasing/Teleport and Probability Control.
  • Phantom Stranger will allow Trinity of Sin to use Outwit and Poison.
  • Question will allow Trinity of Sin to use Combat Reflexes and Perplex.

Greatest Transgressors of Mankind is the special power on the Asset Dial, and it allows the Trinity of Sin to choose a standard power that you did not choose during your last turn; until your next turn, opposing characters that are given an action to use that power are dealt 1 unavoidable damage after that action resolves.  Talk about versatility! Greatest Transgressors of Mankind can give your strategy exactly what it needs, when you need it!

Available at select 2013 conventions for $24.99, you can swing by the WizKids area at Origins Game Fair for your first opportunity to get your own Trinity of Sin team base. The Trinity of Sin will also be available at the NECA booth at San Diego Comic Con, and then again at the WizKids booth at  Gen Con Indy.  Until then, Shape Change for the Win!!

Justice League Preview

Winged Warrior of the Justice League – Hawkman!

Greetings HeroClix Fans!

For today’s DC HeroClix: Justice League preview we turn our gaze to the skies and visit a hero with a complicated past and a pair of Nth-metal wings.  Please welcome Carter Hall, the savage Hawkman!

Hawkman comes in at 95 points and begins play with a special power in his movement slot, Dive Bomb.  This special power allows Hawkman to use Charge.  In addition, when Hawkman uses Charge his attack and damage values are modified by +1 if he makes an attack that targets a character at a lower elevation than the square in which he began his movement!  This power appears on Hawkman’s first three clicks.

Defensively, Hawkman has the Indomitable combat ability and begins his dial with a click of Energy Shield/Deflection to make him difficult to hit with ranged attacks.  Once Hawkman is off his top click, he drops Energy Shield/Deflection in favor of Combat Reflexes to make him difficult to hit with melee attacks.  In his damage slot, Hawkman picks up Close Combat Expert for his next four clicks as the combat prowess he’s gained through his past lives is on display.

As we reach the midpoint of Hawkman’s dial, we see that Dive Bomb is replaced by regular use of Charge for two clicks. Toughness replaces Combat Reflexes for three clicks and represents the Nth metal armor that protects Hawkman. Following the two Charge clicks are two clicks of Flurry that allow Hawkman to really let his punches fly. Energy Shield/Deflection returns on his second-to-last click, which helps set Hawkman up when Dive Bomb returns on his last click.

Hawkman has the Justice League team ability and three keywords (Justice League, Past, and Warrior) that make building a team around him easy, and his steady combat values ensure that he’ll be a valuable addition to many forces!

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview as we take a look at a pair of heroes who are full of energy!  Until then, keep your Clix off their KOs!

Justice League Preview

Justice League Adversary: Deathstroke!

Greetings HeroClix Fans!

Today we continue to explore the DC HeroClix: Justice League set as we check in with one of the villains in the set, Slade Wilson, Deathstroke!


Deathstroke begins play hiding the shadows to gain an advantage with Stealth.  From his position of relative safety, Deathstroke can deprive an opposing figure of a critical power.  Possessing the Indomitable combat ability, Deathstroke can act without fear of pushing damage, and his 7 range will allow him to make range4 attacks with little fear of retaliation from range.  If an opposing figure chooses to base him, an entire dial of Toughness will reduce damage.  Deathstroke also has a pretty cool special power allowing him to use Blades/Claws/Fangs.  Additionally, this special power, called Precisely-Timed Strike, allows Deathstroke to roll a d6 and deal the result in damage to an opposing figure that moved into a square adjacent to Deathstroke after their action is resolved.

Once off his first click, Deathstroke gets more aggressive with his ability to make range attacks with a couple clicks of Running Shot, giving him some move and attack ability.   Also, a few clicks of Penetrating/Psychic Blast will allow him to ignore damage reducers.

In the middle of his dial, Deathstroke loses Running Shot and sees the last of his Penetrating/Psychic Blast clicks.  Outwit returns for a click at this point in his dial.  From this point forward, Deathstroke katana wielding close combat machine.  First, Precisely-Timed Strike returns for a click, this time paired with Exploit Weakness.  Next, Deathstroke gets a standard click of Blades/Claws/Fangs, with Flurry to give him an extra attack.

At the end of his dial, Deathstroke again has the combination of Precisely-Timed Strike and Exploit Weakness.  His last click sees the return of regular Blades/Claws/Fangs, again with Flurry, and this time with Exploit Weakness added to his dial.

Deathstroke will have some solid theme team options to choose from with the Injustice League, Martial Artist, Soldier, and Society keywords.  With an aggressive power set and solid stats, at 120 points,  Deathstroke will be an excellent choice on whatever force you include him on.

Justice League Preview

ecitsuJ eugaeL kraD: Zatanna!

sgniteerG xilCoreH snaF!

Woof! THAT’S not as easy as it looks! The subject of today’s DC HeroClix: Justice League preview has followed in her father’s footsteps as an on-stage illusionist and a practitioner of real magic off stage!  From the pages of Justice League Dark, please welcome Zatanna!


A quick glance at Zatanna’s character card reveals that all her powers are written backwards, a nod to her preferred method of spell casting!  Zatanna clocks in at 90 points and leaves plenty of room on a force for other members of Justice League Dark, many of whom are featured in the DC HeroClix: Justice League set!  This set features 20 ALL-NEW unique sculpts and dials based on characters from DC’s New 52 Universe.

Recruited by Madame Xanadu  into the ranks of Justice League Dark to battle a crazed Enchantress, Zatanna begins her dial with Phasing/Teleport (Tropelet) in her movement slot.  Offensively, she packs a punch with Penetrating/Psychic Blast (Citsym Gnits) in the attack slot of her first and third clicks.  Zatanna’s stage persona is represented by three clicks of Super Senses (Kcirt fo Eht Thgil) in her defense slot.  Perplex (Rewopme) is assigned to the first and third clicks of her damage slot.

Once Zatanna is off her top click, she drops Phasing/Teleport in favor of a special power, Raelc Dnim, which allows her to target a friendly character within four squares and line of fire.  Until your next turn, the target character can’t be affected by Outwit or PerplexZatanna can use Raelc Dnim if she’s given a power action; however, she can also use the power as a free action if she has no action tokens!

On her second and fourth clicks, Zatanna changes her attack power to Energy Explosion (Nommus Erif), which comes in handy with her range of six and two targets.  Sandwiched between her Perplex clicks is Probability Control (Igam).  Defensively, Zatanna switches strategies on her fourth click by replacing Super Senses with Energy Shield/Deflection (Tcetorp Em!) to make it difficult to hit her with ranged attacks.  A new power, Exploit Weakness (Egats Noisulli), appears in her damage slot.

Phasing/Teleport returns on Zatanna’s last two clicks, along with a choice:  Regeneration (Laeh Em) appears in her defense slots and allows Zatanna to heal herself.  Support (Laeh Uoy) occupies her damage slots and allows her to heal others.

Zatanna has two team abilities, Mystics and Justice League, along with the Mystical and Justice league keywords.

Thanks for reading!  Please join us for our next DC HeroClix: Justice League preview when we check in with the New 52 Universe’s most dangerous mercenary!  Until then, keep your Clix off their KOs!

Justice League Preview

Prognosticator of Justice League Dark: Madame Xanadu!

Greetings, HeroClix fans!

We continue our series of previews for the DC HeroClix: Justice League set by visiting with a fortune teller who has ties to the demon Etrigan (and his human host Jason Blood) in the New 52 Universe’s dark ages and in current times with John Constantine (Link to Constantine preview) of Justice League Dark.  Please welcome the mysterious Madame Xanadu!

Madame Xanadu comes in at 62 points and has the Mystics team ability, which dishes out a retaliatory click of unavoidable damage to her attacker if she takes damage from an attack. Her named and generic keywords (Justice League and Mystical) offer some team-building options.

Madame Xanadu begins her dial with a special power in her attack slot, Fortune Telling, which appears on her first three clicks and represents her ability to see future events.  When Madame Xanadu is given a power action to use Fortune Telling, she chooses an adjacent character.  If that character misses with an attack you may remove one action token from it after actions resolve.

In Madame Xanadu’s defense slot, she begins with two clicks of Perplex to represent her support of the New 52 DC Universe’s magical community.  She then switches to Probability Control on her last three clicks to give her allies second chances on their die rolls or force her opponents to reroll the dice and hopefully fail in their needs.

Defensively, Madame Xanadu begins without any powers on her first two clicks.  She then gains Regeneration for the remainder of her dial, which continues the whispers that Madame Xanadu may be immortal.

Remember HeroClix fans: DC HeroClix: Justice League features more than 20 ALL-NEW sculpts and dials for characters from the New 52 DC Universe.

That’s all we have for today!  Please join us for our next DC HeroClix: Justice League preview when we visit with another teammate of Madame XanaduLitnu neht, peek rouy xilC ffo rieht sOK!

Justice League Preview

Justice League Dark – Enchantress!

Greetings HeroClix Fans!

For today’s DC HeroClix: Justice League preview, we bring you a character who has struggled to stay on one side in the fight between the forces of good and evil.  From the pages of Justice League Dark, please welcome Enchantress!


As one of the most powerful mystical beings in the New 52 universe, Enchantress possesses the Mystics team ability and can be played at either 250 or 50 points.  If Enchantress is played at 250 points, she possesses the following keywords: Justice League, Shadowpact, Suicide Squad, and MysticalEnchantress also gains a trait, Defeating the Justice League, which boosts her attack and damage values by +1 when she attacks a character with the Justice League keyword!  When used at her 50-point level, Enchantress does not gain the use of the trait and also only possesses the Mystical keyword.

When played at her 250-point level, Enchantress begins with two clicks of Charge in her movement slot as she frantically searches for June Moon.  In Enchantress’ attack slot, she starts with a special power which represents the magical might she displayed when the Justice League tried to subdue her.  This special power, Storm of Witches’ Teeth, appears on her first three clicks and allows Enchantress to use Poison and Quake.  When she uses either power, all squares within a range of two and line of fire are considered adjacent.  In addition, damage dealt may not be reduced below one!

Defensively, Enchantress starts with two clicks of Impervious, which represents her insanity boosting her threshold for pain and damage.  Shape Change takes up the first three clicks of Enchantress’ damage slot as her simulacrums of June Moon confound her opponents!

Enchantress switches her game plan once she reaches her third click.  Hypersonic Speed replaces Charge for two clicks as her hunt intensifies.  Storm of Witches’ Teeth and Shape Change remain but Enchantress gains a new special power in her defensive slot: A Force Not to Be Trifled With!  This special power appears for three clicks and allows Enchantress to use Invulnerability and Willpower.  On her fourth click, Enchantress drops Storm of Witches’ Teeth and gains two clicks of Penetrating/Psychic Blast.  She also ditches Shape Change in favor of Probability Control to show that she’s a sorceress of the highest order!  Probability Control remains on Enchantress’ dial for all but her last two clicks.

Enchantress’ quest starts to waver once she hits her fifth click.  Running Shot replaces Hypersonic Speed for two clicks and complements her range of eight and two targets.  On her sixth click, Enchantress gains two clicks of Regeneration to allow her to continue her search for the elusive Ms. Moon.

Starting with her seventh click, Enchantress appears to have calmed down.  Enchantress drops her move-and-attack tactics as Phasing/Teleport becomes her preferred method of movement and appears on three of her last five clicks.  Telekinesis appears on Enchantress’ eighth and tenth clicks as she calls upon a burst of wind to move characters around or attack with objects.  Defensively, Enchantress’ ability to sense mystic energy emerges in the form of Super Senses on her eighth and ninth clicks.

Starting with her ninth click, Enchantress utilizes a scry shield (Stealth) to prevent characters from discerning her whereabouts.  She also relies offensively again on her mystical bolt (Penetrating/Psychic Blast) on two of her last three clicks.  Finally, on Enchantress’ last two clicks she drops Super Senses and gains Energy Shield/Deflection, which represents personal enchantments which she has cast to protect herself!

At her 250-point level, Enchantress can comprise most of a force and has a set of stats that make it appealing to use her as the focal point of a team.  When played at 50 points, Enchantress leaves plenty of room for other team members.

Thanks for reading!  We hope you’ll join us again when we uncover more secrets from the DC HeroClix: Justice League set, which features more than 20 ALL-NEW, unique sculpts and dials for the characters of the New 52 DC Universe!  Until next time, keep your Clix off their KOs!