DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Warblade!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set. Today we are going to get tested by Warblade!


Warblade possesses a trait called Shifting Body which lets him use Plasticity and Shape Change. When he uses Shape Change, he only succeeds on a result of 6. This makes him a big problem for adjacent opposing characters.  Warblade also has an Improved Movement ability to help him get next to his opponents called You Won’t Get Away which allows Warblade to ignore elevated terrain, hindering terrain, and other characters when he moves.

Warblade’s dial starts out with a speed of 10 with Charge and an attack of 11 with Blades/Claws/Fangs.  This mix of powers allows him to Charge up to five squares to slice-and-dice his enemies. Warblade also starts out with defense of 17 and Invulnerability. In his damage slot, Warblade has a special power called Grinning Mask which allows him to use Perplex. Warblade can either use it normally or use it to modify an opposing character’s defense by -2.

After his first click, Warblade gains Flurry and Toughness but keeps Blades/Claws/Fangs, allowing him slice up an opponent twice. Mid-dial, Warblade regains Charge but Blades/Claws/Fangs changes into Poison allowing him to possibly do an extra click of damage.

Warblade then gets Leap/Climb, Exploit Weakness, and a special power in his damage slot. This power is called Always Around, which lets him use Combat Reflexes and Regeneration. On his last click Warblade gets Stealth as well, to help him hide from ranged combat fighters as he heals. Warblade also has Indomitable so he can use all these awesome powers two turns in a row.

Warblade comes in at 151 points of terror and has the Calculator team ability. You will find Warblade a formidable ally on any Assassin, N.O.W.H.E.R.E., or Soldier teams.

Thanks for reading! Please join us next time for more exciting DC HeroClix: Teen Titans previews.  Until next time, keep on Charging!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Fairchild!

Greetings HeroClix Fans!

And welcome as we continue with previews from the upcoming DC HeroClix: Teen Titans set.  Today, we bring another figure from N.O.W.H.E.R.E., a teenage researcher working to take down the organization from the inside, and eventual leader of the Ravagers, Fairchild!


One of the first things you’ll notice about Fairchild is a printed 0 range, and some Mind Control and Incapacitate on her first two clicks.  Whereas Mind Control has a built in minimum range of 4, this does little to make Incapacitate useful for anything other than close combat attacks.  But, Fairchild has a trait to help with this called Strategist, which allows her to use either power with a range value of 6.  To continue with her opening two clicks, Fairchild has Barrier, to throw up a protective wall to defend herself and any friendly figures behind her.  Probability Control, representing her double agent status, will allow her to force an opponent to re-roll their dice on their turn, and make one re-roll on hers.

Mid-dial, Fairchild has the potential to get more offensive as her powers manifest themselves.  She has a special power for the rest of her dial representing her science skills, and her new found powers, called Scientist or Fighter.  This special power allows Fairchild to choose at the beginning of your turn to rely on her science skills with Perplex, or, her new fighting abilities with Quake and Close Combat Expert.  Defensively, Fairchild gains the ability to reduce damage in stages, with a click of Toughness, two of Invulnerability, and finely, with Impervious, giving her a chance to ignore damage altogether.   One more click of Probability Control on her Toughness click can help force an opponent to miss her with their attack roll.

The Indomitable combat ability will allow Fairchild to act without fear of pushing damage.  Fairchild can be played on theme teams built with the N.O.W.H.E.R.E., Ravagers, and Scientist keywords.  At 85 points, Fairchild will be an excellent utility piece on whatever force you choose to include her on.

That’s all we have for today.  Be sure to check back on Wednesday as we continue our previews from the upcoming DC HeroClix: Teen Titans set!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Leash!

Greetings Heroclix Fans!

For today’s DC Heroclix: Teen Titans preview, we find ourselves teleported to the Crucible by one of Harvest’s minions, Leash!


Leash has a trait called Piece of Me which states at the beginning of the game, choose an opposing character. That character modifies its defense value by -2 when Leash targets it with the Capture ability. This is helpful with Leash’s special speed power Capture, which he has on all but his last click. Capture allows Leash to use the Capture ability; when he does he may target a single opposing character with a ranged combat attack instead of a close combat attack, but with a -2 to his attack value. This allows him to be able to capture an opposing figure up to four squares away from him and if it is the character chosen with Piece of Me then the roll needed is about the same as if it were a close combat capture.

Leash also has a special attack power called Psionic Coils. Psionic Coils allows Leash to use both Telekinesis and Poison. This allows Leash to either help get his friends out into the fray of things or bring in opposing characters to him so he can take advantage of his Poison, which might be for quite some time with his beginning dial Super Senses.

At the end of his dial, Leash has Exploit Weakness which allows him to ignore opposing characters damage reducers when he attacks. Leash also ends his dial with Phasing/Teleport, which allows him to move to where he wants to go within his 8 movement.  Leash also has the Calculator Team Ability, allowing him to copy friendly characters’ team abilities.

Leash is also only 96 points, making him a formidable ally for any teams with the Monster or N.O.W.H.E.R.E. key words.

Thanks for joining us today and please continue to check for our next preview from the upcoming DC HeroClix: Teen Titans set. Until next time, keep those figures off their KO clicks!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Harvest!

Greetings HeroClix Fans!

Welcome to another preview from the upcoming DC HeroClix: Teen Titans set.  Today we begin our look into the shadows of the N.O.W.H.E.R.E. organization, and who better to be first revealed than its leader, Harvest!


First, we’ll look at Harvest’s two traits.  The first trait is called N.O.W.H.E.R.E.’s Controller.  This makes Harvest a wild card but he may only use the team abilities of friendly characters with the N.O.W.H.E.R.E. keyword.  Harvest may also begin the game with the Harvest’s Staff (#S102) special object assigned to him by paying its point cost.  This object does not count toward your object total and is scored and removed from the game when Harvest is KO’d.

Harvest’s weapon (appropriately called the “Harvest Staff“) is included in the DC HeroClix: Teen Titans Organized Play kit.  Under normal circumstances, it’s a relic that can only be picked up on a d6 result of 6; however if you pay the 15-point value Harvest may start with it already assigned.  The Harvest Staff allows Harvest to use Incapacitate and Outwit.  When you use Outwit and actions resolve, if Harvest targets the same opposing character with Incapacitate, modify Harvest’s attack value by +1.  If you give Harvest a power action you may choose a power; that power is countered on all characters within 5 squares.  If you give Harvest a double power action and choose a character within 10 squares and line of fire; deal that character 1 unavoidable damage and all of its powers and abilities are countered until your next turn.


Now let’s look at Harvest’s second trait called Offense or Defense.  At the beginning of your turn, when Harvest does not have 2 action tokens, he may modify his attack or defense value by +2 until your next turn.

In the next portion of the article we’ll look at Harvest’s dial and see that he has some impressive stats, which he should for 263 points, but on top of all that to be able to modify his attack or defense is just plan beast.

As we start on Harvest’s top click we see he can use Running Shot with a 10 movement and a 9 range with triple targets.  Harvest will have a 10-square swing in which he can use Pulse Wave via his special power called Take You All Down, wherein he can use Pulse Wave normally or be given a double power action and all hit targets are also given an action token.  Another option would be if you have the Harvest Staff object attached; Harvest could use Incapacitate with a swing of 15 squares utilizing his three targets.

Harvest has an 18 defense with Impervious on his top click, which could easily be modified to a 20 using his Offense or Defense trait.  Harvest damage slot has a special power called Null Field, allowing him to use Outwit.  When he does and counters a power on an opposing character within 5 squares, that power is countered on all opposing characters that share a keyword with the target character.

On Harvest’s second click he gains Phasing/Teleport for movement and Penetrating/Psychic Blast in his attack.  On click three the only change we see is that Harvest’s special damage power is replaced with Probability Control.  However, if you attached the Harvest’s Staff object he would still be able to use Outwit.

Now on click 4 Harvest’s Impervious is replaced with Invulnerability, still allowing him to reduce damage dealt by 2.  On click 5 both his attack and damage special powers return.  On click 6 Harvest loses Phasing/Teleport and gain Blades/Claws/Fangs into his attach slot.

On Click 7 Phasing/Teleport returns and Harvest gains a special defensive power called Never Stay Down.  This allows Harvest to use Regeneration and Toughness.  Having Indomitable gives him the use of Willpower and will surely come in handy during some Regeneration rolls.  On click 8 we see Harvest regains his Pulse Wave attack special power and Probability Control.  On Harvest’s final click he loses Phasing/Teleport to regain Running Shot and keeps his attack and defense special powers.  Nowhere on Harvest’s dial does his damage value fall below a 3.

With a trio of keywords (Future, N.O.W.H.E.R.E., and Ruler), Harvest is outfitted and ready for battle.  Good Luck!

Thanks for reading!  Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Until then, Shape Change for the Win!!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Terra!

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: Teen Titans preview is part of a group of meta-humans who are on the run from the organization known as N.O.W.H.E.R.E.  We are pleased to bring you the smart-alecky terraformer, Terra!


Terra comes into play at 86 points and has a range of 4 squares.  Her powers allow her to move and shape the earth around her so she hits the battlefield with a trait called Wall of Stone.  This trait reads, “Give Terra a free action and place 2 blocking terrain markers within range; these markers remain on the map until destroyed or until Terra uses this power again.  When Terra is adjacent to one of these blocking terrain markers, she can use Toughness.

Terra begins her dial with Telekinesis in the first two clicks of her attack slot as she moves other characters or objects around the map.  Defensively, she erects a wall of earth (Defend) to protect her and any adjacent friendly characters.  Enhancement shows up on Terra’s first three clicks as she boosts the damage values of adjacent teammates.

Once Terra is off her top click, she gains Phasing/Teleport on her next two clicks as she travels by moving the earth beneath her.  Defend disappears on Terra’s second click but returns on her third.  (Don’t forget that she can use Toughness if she’s adjacent to a blocking terrain marker placed by her Wall of Stone trait!)

On Terra’s last two clicks, she drops Phasing/Teleport in favor of Force BlastTelekinesis returns on click four, then makes way for Pulse Wave on Terra’s last click as she takes out her enemies with a shower of exploding rocks!  In her defense slot, Terra drops Defend and puts up a stone shield (Energy Shield/Deflection) to protect herself from ranged attacks.

For theme-team building, Terra has only one keyword: Ravagers.  She makes a great addition as a support piece, thanks to her opening clicks of Telekinesis and EnhancementDefend also makes her a great teammate as shares her high defenses with adjacent friendly characters.  At only 86 points, Terra leaves plenty of room for other characters on your force.

Thanks for reading!  Please join us for our next DC HeroClix: Teen Titans preview as we visit with a former sidekick who is a surprise addition to one of this set’s Team Dials!  Until then, may your Probability Control rolls be always in your favor!