DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Hourman & Sandman

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: The Joker‘s Wild! set, we check in with a pair of heroes from the Golden Age of comics.  As two of the Justice Society of America’s original members, Hourman and Sandman are here to fight crime and uphold the values of a bygone era.  First up, let’s take a look at Rex Tyler (aka Hourman)!

DC HeroClix: The Joker's Wild!- Hourman

With a sculpt that recalls his early appearances with the Justice Society in All-Star Comics, Hourman can be added to your force for 25 points.  Hourman has the standard speed, attack and damage symbols and the Indomitable defense symbol, which lets him use Willpower to shrug off pushing damage.  Hourman also has the Justice Society team ability, which lets him share his unmodified defense value with an adjacent teammate that has the same team ability.  Speaking of the Justice Society team ability, it’s the focus of Hourman’s trait, A Simpler Time, which lets a character use Probability Control when that character uses the team ability to use Hourman’s defense value.  However, Probability Control from A Simpler Time can only be used if the attack roll has a 6.

Hourman’s no-frills dial includes Super Strength on all but his last click, which features Regeneration to potentially heal him back to more useful parts of his dial.  To supplement his Super Strength, Hourman has a special power called Top Of The Hour which can supply him with a standard light object to hold if he’s given a move action while adjacent to blocking terrain.  Hourman is built primarily for close attacks and his range value of 0 reflects that – but newer players should remember that you can throw objects to cause damage regardless of your range value!

DC HeroClix: The Joker's Wild!- Sandman

Armed with his gas mask, Sleep Gun and keen detective skills, Wesley Dodds (aka Sandman) has a point value of 30 and both the Justice Society team ability and the A Simpler Time trait.  Like Hourman, Sandman’s dial is fairly straightforward:  Stealth appears on all but his last click and Willpower shows up on his first two clicks.  Sandman also has a special power called Sleep Gun which lets him counter an opposing character’s power when he hits that character with an attack.  The chosen power remains countered until the opposing character clears action tokens.

Unlike Hourman, Sandman can shoot one target up to five squares away.  His speed and damage values are consistent, while his attack and defense numbers change just a bit as you get deeper into his dial.

Both Hourman and Sandman have the Justice Society and Past keywords if you’re looking to include either or both on themed teams.  Hourman also has the Scientist keyword while Sandman has All-Star Squadron as an additional option.  At only 55 points, both Hourman and Sandman leave plenty of room on a force for other attackers and support characters. With the low point values of the Golden Age line-up of the Justice Society of America, players will be able to field an impressive 9-figure JSA team!

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set!

2013 Convention Exclusive Preview

HeroClix on the Road 2013: Gentleman Ghost

Greetings HeroClix Fans!

For our second HeroClix prize preview of the 2013 convention season, we decided to get into the spirit of things; Gentleman Ghost again makes his appearance in HeroClix and brings along with him one of the new pink powers found on the 2013 HeroClix Powers and Abilities Card in Precision Shot.


James Craddock was a highwayman and robber in England who was lynched but his spirit rose again as the Gentleman Ghost.  Thanks to his new form, Gentleman Ghost could raise Vengeful Ghosts (Trait) to strike back against those who would hurt him.  Thanks to this Trait, Gentleman Ghost is able to bring Vengeful Ghost bystander tokens onto the battlefield to tie up your opponents or to attack them with Exploit Weakness.  The Vengeful Ghost bystander can also maneuver freely thanks to Phase/Teleport (when was the last time you saw a ghost stopped by a wall?) while Super Senses represents its more incorporeal nature.

Like any good (or should we say evil?) shade, Gentleman Ghost’s Invisible, Intangible (Special Power) to hide in the shadows using Stealth and then move using Phasing/Teleport to get anywhere you need to go.  And if someone is foolish enough to let Gentleman Ghost get close, he can use his Chilling Touch (Precision Strike) to attack those who might normally evade his attack or mastermind the damage on to others.

If that’s not enough, thanks to I’ve Seen the Beyond (Outwit), Gentleman Ghost can counter powers that would cause him trouble.  Over time, this Ghost has Learned a Few Tricks (Perplex) to help him adjust his combat values to the fight but if all else fails; he can shoot it out with his Flintlock Pistols (Ranged Combat Expert).

Finally, since his spirit can never truly rest, Gentleman Ghost is Indomitable and will come back to haunt those who attack him with his Mystics team ability.

Gen Con Indy is the first convention that this figure will be available at as a prize.  Tune in later this week as we see that romance is in the air during this convention season.

For questions on any of the conventions, please email: