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DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!

015-Aquaman

Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.

 025-Cyborg

Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.

 033-Green-Lantern

Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

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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.

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Justice League Preview

Amazon Princess of the Justice League: Wonder Woman!

Greetings, HeroClix fans!

 

For today’s DC HeroClix: Justice League preview we shine the spotlight on a warrior who commands an equal amount of respect from the superhero community as her colleagues Superman and Batman.  From the island nation of Themyscira, please welcome the daughter of Hippolyta and Zeus, Wonder Woman!

DC HeroClix: Justice League features more than 20 ALL-NEW, unique sculpts and dials for characters in the New 52 DC Universe.  As one of the New 52 Universe’s strongest characters, Wonder Woman packs quite a punch with the combo of Charge and Super Strength on her first click.  Those powers are backed defensively by Impervious.

Wonder Woman’s next two clicks feature the same mix of powers:  Charge remains in her movement slot to help her defend the helpless, while her Amazon strength is represented via Close Combat Expert in her damage slot.  Defensively, Wonder Woman switches from Impervious to Invulnerability.  She also has the Indomitable combat ability.

As we reach the heart of Wonder Woman’s dial, Charge makes way for three clicks of Flurry to show that Diana has two bracelets to go along with her two fists. A special power, Lasso of Truth, appears on these same three clicks and represents Wonder Woman’s ubiquitous weapon!  When Wonder Woman is given a power action to use Lasso of Truth, she can make a ranged combat attack as if she had a range value of 4. The attack deals no damage but a character that is hit is given an action token and all its speed and damage powers are countered until your next turn.

Defensively, Wonder Woman puts her hand-to-hand Amazon training to use as she drops Invulnerability in favor of Combat Reflexes for two clicks.  Wonder Woman gains Toughness on her last three clicks.

Charge and Super Strength return on Wonder Woman’s last two clicks. In case there are no objects for Diana to use with her Super Strength, she also regains Close Combat Expert to help her dish out extra damage.

Wonder Woman comes in at 136 points and has the Justice League team ability.  She makes a viable main attacker on many forces and her keywords (Amazon, Deity, Justice League, and Warrior) offer plenty of options for team building.

Thanks for reading!  Please join us next time for our next DC HeroClix: Justice League preview when we visit with a monarch who spends as much time on land as he does in water!  Until then, keep your Clix off their KOs!