Mage Knight: Resurrection Preview

Mage Knight HeroClix Resurrection: Bonebreaker Shaman and Solonavi Domineer!

Greetings HeroClix fans!

Today’s Mage Knight HeroClix: Resurrection continues its previews with two more characters sure to break your opponent’s resolve, coming soon to a store near you!

Let’s begin our preview with Bonebreaker Shaman!


Bonebreaker Shaman possesses the trait Hear Their Bones Grind. It states “When an opposing character takes damage from Bonebreaker Shaman’s attack and the result of the attack roll is doubles, the target can’t move until your next turn.” It says if the result is doubles, not that the target is hit so this happens even if you roll a critical miss!

Bonebreaker Shaman has an 8 range with a single target. He begins his dial with Phasing/Teleport, Telekinesis, Barrier, and the special power Mend the Tribe which states that Bonebreaker Shaman can use Perplex and Support. At 80 points, this figure packs a lot of support powers for his team. He also has the stats to be a good secondary attacker. Lets take a look.

On his second click, Bonebreaker Shaman trades Telekinesis for Psychic/Penetrating Blast. This will pair well with his 8 range. On click 3, he replaces Barrier for Willpower for the rest of his dial, so don’t be afraid to push!

With click 4 we see a change from his special power to Enhancement, and as a support character, you may have kept him close to his teammates already, well, you might want to change strategies because click 5 changes from Psychic/Penetrating Blast to Pulse Wave.

If you have managed to KO an opposing character with Bonebreaker Shaman, his team ability Dominion Pact may help keep him and his teammates in the battle a little longer. It states when and opposing character within 4 squares is KO’d, characters using this team ability are healed 1 damage.

Next up on our tour is the Solonavi Domineer, lets see if his stats fit his name!


Solonavi Domineer possesses the Flight Symbol, Indomitable, and has an 8 range with a single target. At 165 points, Solonavi Domineer will be the most expensive piece on a 300 point team, is he worth it?

He begins his first click of eight with Phasing Teleport, Invulnerability, Outwit and the special power, We Are All Pawns of the Pact. This special power grants that Solonavi Domineer can use Mind Control and, when he does, the hit target modifies either its attack or damage value by +1 until actions resolve. Solonavi Domineer can use Mind Control as a free action and, when he does, instead modify his attack value by -1.

On his second click, he drops Invulnerability and gains Super Senses until click 4 when he swaps Outwit for Probability Control, which can help with the -1 to attack for his special power that grants free action Mind Control.

Solonavi Domineer on click 5 is ready for more battle when he changes his attack power to Penetrating/Psychic Blast and regains Invulnerability. On click 6 he loses Phasing/Teleport, but perhaps the Flight Symbol can still get him and perhaps the Bonebreaker Shaman around? For his last 2 clicks Solonavi Domineer replaces his defense with Super Senses.

Solonavi Domineer has good attack numbers, and at times, high damage output. On his top clicks, he can move across the map and use Mind Control as a free action. He can definitely  domineer the battle with the right support, and with his Team Ability Dominion Pact, he’ll be hard to remove from the game!

Thanks for reading todays preview and stay tuned for our next Mage Knight Resurrection preview!

Mage Knight: Resurrection Preview

Mage Knight Resurrection HeroClix: Technoshocker and Lord Varatrix!

Greetings HeroClix Fans!

And welcome as we continue to explore the upcoming HeroClix: Mage Knight Resurrection set!  Today we check out a couple of figures with Council of Mists team ability.  This team ability allows the figure to use Probability Control during your turn, and with the provision that if one of the die does not result in a 1 or a 6, then the re-roll is ignored.  First up, foot soldiers for the Council of Mists, Technoshocker!


Technoshocker has an improved targeting ability called Mechanized Stability, allowing it to ignore hindering terrain for line of fire purposes.   A full dial of Leap/ Climb will provide mobility to get where ever Technoshocker can be the most use for your force.  The Sharpshooter ability will allow Technoshocker to make range combat attacks against adjacent opposing figures, as well as ignore other opposing figures for line of fire.  Energy Explosion will allow him to do damage to any adjacent opposing figure to your target.  Penetrating/ Psychic Blast will let Technoshocker ignore damage reducers to do the maximum amount of damage.

Defensively, Willpower will allow Technoshocker to act two turns in a row with no fear of pushing damage.  Mid-dial, a spike in defense values accompanies a couple of clicks of Defend, before switching back to Willpower for the rest of his dial.  On clicks 2 through 5, Technoshocker gets a special power called Shocker Overcharge.  This special power allows Technoshocker to be given a double power action to roll a d6 and replace his damage value with half the result, which is now locked.  He may then be given a range combat action as a free action.

Technoshocker can be played on theme teams using the Atlantean, Delphana, Golemkore, and Mystical keywords.   Clocking in at 85 points, Technoshocker will bring a solid range attacker with a limited Probability Control with his team ability to whatever force you choose to include him on.


Next, we take a look at another figure in the set that can use the Council of Mists team ability, Lord Varatrix!

To begin, Lord Varatrix has an epic action called Echoes of the Past, which allows him to use Perplex targeting one character for every 150 points of the games build total, ignoring range and line of fire.  After he uses this Perplex, he can make a range or close combat attack as a free action.  Lord Varatrix also has a trait called We Never Stopped Walking the Land, which states that when he is marked with 2 action tokens, he can be given a move action as a free action.

Having a printed 9 range with two targets and a printed 4 damage will allow Lord Varatrix the potential to dish out a lot of damage without putting himself in harm’s way.   Add in Energy Explosion for the front half of his dial, and he can do even more.   Also covering the front half of his dial is a run of Shape Change, allowing him the opportunity to avoid the attack before it happens.  Should he fail his Shape Change roll, Lord Varatrix can attempt to avoid the damage with Impervious, or failing that, reduce damage.  After a couple clicks, he switches to again try to avoid the attack by rolling for Super Senses. 

Mid- dial, Lord Varatrix begins to switch to a more close combat ready figure as a run of Flurry will allow him to pummel a single opposing figure, or attack two that are adjacent to him.   A click into his Flurry, Lord Varatrix can attempt to do more damage with a string of Blades/Claws/Fangs.  Also on this click, he picks up a special power that he will have for the rest of his dial called Stolen Power.  This special power allows Lord Varatrix to use Outwit, and when he does, he can roll a d6.  On a result of 5 or 6 he can use the countered power or combat ability until your next turn.   Three closing clicks of Regeneration will let him attempt to heal back up into Shape Change clicks, and possibly to a click with Impervious.

The Indomitable combat ability will let him ignore pushing damage for a round, as well as give him a lot of opportunity to use his We Never Stopped Walking the Land trait.  Lord Varatrix can be played in theme using his Oracles of Rokos, Ruler, and Solonavi keywords.   At 175 points, the Unique ringed Lord Varatrix will be a solid center piece on whatever force you choose to include him on.

That’s all we have for today.  Be sure to check back as we continue to preview figures from the upcoming HeroClix: Mage Knight Resurrection set!