DC HeroClix: No Man's Land Preview

DC HeroClix No Man’s Land: Gotham City Power Plant!

Greetings HeroClix Fans!

As we gear up for month 3 of the  DC HeroClix: Batman No Man’s Land Organized Play event, we bring you the next territory your players will do battle for, Gotham City Power Plant.  Like previous maps, the Gotham City Power Plant will be included in Month Three Organized Play (OP) kits for use in your store’s No Man’s Land OP series, and like the 2 previous months maps, it features pre- and post-(earth)quake sides. (Click on images below to enlarge)


Gotham City Power Plant (pre-quake) is a multi level map that depicts the power plant and the swamp area near it.  One player has their starting area in the swamp area.  Bushes will provide cover as their force moves in on the power plant, and patches of water will make movement more challenging for figures that don’t have a means to move through it with ease.   As this force gets into the middle of the map, concrete singles dry land at last, and a truck parked off to the side will provide one more bit of cover before the climb up the face of the power plant itself is made on one of two ladders.

Down the left side of the Gotham City Power Plant (pre-quake) map is an alleyway, with two power line structures as areas of blocking terrain.  On the right side of the roof of the power plant (level 2 of the map) are a few smoke columns as blocking terrain.  Running down the roof, near the middle is another, higher roof (level 3 of the map).  It is accessible by a ladder on either side of it, and has a square of hindering terrain, as well as two more power line structures as blocking terrain.  To the left of this roof, is a larger open space on level 2 with some HAVC units as hindering terrain.  The second player will start along the back of the roof, on both levels 2 and 3.


Gotham City Power Plant (post-quake) retains some of the elements on one end of the map, and something rather different on the other.  The power plant itself has suffered destruction that has ripped a chunk out of the middle.  Level 3 remains unchanged, and both ladders to access it are intact, as is the area to the right with the smoke stacks.  Level 2 now has a small path around level 3 to the left, with some rubble to climb to the next level.  The starting area on this end of the map now occupies 3 levels.  A small bit of roof has rubble to climb up it, and the area of level 2 on the left of the map now has rubble to climb up to it at 2 points, as well as the ladder still at the end.    The concrete area of the map is unchanged.

The swamp area of the Gotham City Power Plant (post-quake) map has been replaced with raised platform structures offering levels 2 and 3 on this end of the map as well, and the player starting on this end of the map will start on both of them.  The right corner of this end of the map features a throne area on level 3, with columns of blocking terrain around its edge and stairs on the front and left side.  To the front and left of this is an area with more columns of hindering terrain, as well as stairs in the front and to the left down to level 1.  Along the back, level 2 continues to the left, with a raised platform of level 3 in front of it.  The area in front of the truck features a platform that has areas of level 2 and 3 on it.

Like the previous months maps, Gotham City Power Plant has a suggested scenario that is included on the instruction sheet for the Month Two OP kit.  The scenario reads:  QUAKE: At the end of each player’s turn, that player rolls 2d6.  On a result of 3 or less, replace this map with the Wayne Manor (post-quake) map.  Characters are placed in the same square they currently occupy on the new map.  Any character that now is illegally placed is dealt one (1) unavoidable damage and is moved to the next closest square(s) it can occupy by its controller.

As with previous No Man’s Land tournaments, prior to the event players will declare their allegiance to one of the six No Man’s Land gangs:  GCPDBatmanJokerTwo-FaceKiller Croc or Black Mask.  Each gang is represented by its own unique symbol.  At the completion of the event, the gang with the most accumulated event points has conquered Gotham City Power Plant for their gang and tags that location on the laminated Gotham City map with their Gang Token.

Thank you for joining us today for this special DC HeroClix: No Man’s Land map review!  Please join us next time when we take another look at a key battleground in Gotham City, in the meantime be sure to check back next week and see who is in the lead for Month 3 on our global No Man’s Land Gotham City map!


DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham Birds of Prey Team Pack!

Happy release day HeroClix Fans!

To celebrate the release of DC HeroClix: Streets of Gotham, we are pleased to show you the Birds of Prey team pack!  First up for this trio of figures is Black Canary!


Coming in at 84 points, Black Canary begins play with a trait, On the Run Together.  When Black Canary is adjacent to a friendly figure with which she shares a keyword, her attack and defense values are modified by +1.  Black Canary has two keywords (Birds of Prey and Martial Artist) to work with On the Run Together and to aid with theme-team building.

Moving onto Black Canary’s dial, she begins with a range of four squares and can target two characters with her ranged attacks.  Black Canary also starts with two clicks of a special power, Spinning Kick, which lets her use Charge and Flurry and makes her a fearsome close combat opponent.  Those clicks are paired with Incapacitate in her attack slot as she unleashes a focused Canary Cry.  In Black Canary’s defense slot, she begins with Combat Reflexes to give her an edge in hand-to-hand combat.

Once Black Canary is off her top two clicks, she switches from fighting up close to attacking from range.  Running Shot occupies her speed slot for the remainder of her dial as she moves then makes ranged attacks.  In Black Canary’s attack slot, she switches from Incapacitate to Energy Explosion as she lets loose a wide scream.  Energy Explosion also appears on Black Canary’s last click.  Sandwiched between the Energy Explosion clicks are two clicks of Pulse Wave as she lets loose her Canary Cry!  Defensively, Black Canary drops Combat Reflexes in favor of Toughness as she remains steadfast in dishing out some pain to opposing figures.  However, Combat Reflexes returns on her last two clicks.

In her damage slot, Black Canary begins with Enhancement to boost the damage values of friendly characters making ranged attacks.  That’s followed by Exploit Weakness as Black Canary’s martial arts knowledge allows her to pinpoint her opponents’ weak spots.  This pattern of powers repeats itself for the remainder of Black Canary’s dial.

Black Canary has the Batman Ally team ability, which lets her use Stealth.  She makes a viable choice as a second- or third-string attacker and her defense values (which never drop below 16) should keep opposing characters stymied while the other two Birds of Prey do their thing.

Speaking of Black Canary’s teammates, let’s take a look at Starling!


The first thing you’ll notice about Starling is the Improved plus on her tampo.  On her card, she has an Improved Movement combat ability called Just Run Through It! which allows her to ignore hindering terrain while moving.  Starling also has a trait, I’ll Drive Us Straight Through That Wall, which lets her use the Carry ability.  And when Starling moves, she may ignore the effects of one object or one square of blocking terrain for movement purposes.  If she does, after she finishes her move, the object or square of terrain is destroyed.

Starling comes into play with a range of five squares and can target a single character with her ranged attacks.  Her dial begins with two clicks of Running Shot.  On those same clicks but in her damage slot is Perplex.

Mid-dial, Running Shot is followed by two clicks of Charge as Starling flirts with danger and switches from ranged attacks to close-combat fighting.  Perplex is replaced by Exploit Weakness as Starling boasts that she knows a thousand ways to make her opponents bleed!

Finally, on her last two clicks Starling drops Charges and gains Plasticity as she keeps opposing figures from fleeing.  Close Combat Expert in her damage slot represents her lack of hesitation to fight dirty.

Starling has the Batman Ally team ability, just like Black Canary.  In addition, Starling has the Birds of Prey and Spy keywords to give you options when including her on a themed force.  Starling’s I’ll Drive Us Straight Through That Wall trait will help her teammates quickly get into position.  At 75 points, Starling leaves plenty of room for other attackers on a force, like the third character found in the Birds of Prey team pack, Katana!


Katana comes into play at 71 points and, like her team pack teammates, has the Batman Ally team ability.  Katana begins her dial with a short run of Leap/Climb in her speed slot as she gets where she needs to be.  In her attack slot Katana has Blades/Claws/Fangs to represent her trusty sword.  Defensively, Katana has the Indomitable combat ability, which allows her to use Willpower, and starts her dial with Super Senses as she parries opposing characters’ attacks.  Exploit Weakness occupies Katana’s initial damage slot as she thrusts a sword through the spirit of her enemies.

Once Katana is off her top click she switches from Blades/Claws/Fangs in favor of a special power called Sweeping Slash!  This special power allows Katana to use Quake.  When she does, roll a d6 and subtract 2 from the result (the power has a minimum result of 2).  Hit characters are dealt the result instead of 2.  This attack does not knock back characters.  Sweeping Slash appears on Katana’s dial for three clicks, with Blades/Claws/Fangs returning for her last two clicks.

Starting with her second click, Katana drops Super Senses and gains Combat Reflexes to represent her relentless training.  Super Senses, however, returns on her final click.  Outwit also appears on Katana’s second click and represents her conversations in Japanese with her husband’s soul, which she believes resides in her sword.

With the Birds of Prey, Martial Artist, and Outsiders keywords, Katana is not to be trifled with and makes a viable attacker for her point cost.  Katana’s defensive values up front make her difficult to hit while her Sweeping Slash special power can hurt multiple opponents.

Thanks for reading! Please join us next time as we reveal more secrets from upcoming HeroClix releases! Until then, keep your clicks off their KOs!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets Of Gotham: Robin!

Greetings HeroClix Fans!

As a special 12:12 12/12/12 bonus preview, we are happy to present figure #012 from the upcoming DC HeroClix: Streets of Gotham release, Robin!


The first thing we notice about Robin is the Improved Movement combat ability, allowing him to ignore both elevated and hindering terrain for movement purposes, allowing Batman’s young partner to maneuver effortless around the battlefield and get into the best position to lend a helping hand.  Speaking of helping, Robin’s Trait, Someday He Might Be Better than Me. allows the Boy Wonder to use (un-Outwittable) Perplex for his entire dial!

As if both of those elements weren’t enough, the Batman Ally team ability means that with proper placement, Robin will be very difficult to target by opposing figures, making the Boy Wonder all the more a valuable asset for your force!

Robin’s dial opens with Charge, which pairs nicely with his Improved Movement abilities.  Smoke Cloud allows Robin to lay down additional cover for his allies (especially if they also have the Batman Ally team ability) or to stymie his foes by hindering their line or fire or movement.

Mid-dial Robin changes tactics and becomes more close-combat focused as he picks up Flurry, while his previously empty (if such a thing could be said of a figure with a full dial of Perplex) defense clicks are replaced with Combat Reflexes for the remainder of his dial.  Finally, Robin ends his dial with two clicks of Outwit, which pairs incredibly with his Perplex (especially in Golden Age format games and the Brilliant Tactician feat!).

At 100 points, Robin may seem a little pricey for inclusion on your HeroClix force, but his efficient combat values, Batman Ally team ability, Improved Movement and Trait make him a great addition to any force, particularly Batman Family, Batman Inc, Detective, and Teen theme teams (thanks to his keywords).

We hope you’ve all enjoyed this latest look at DC HeroClix: Streets of Gotham and bonus preview.  Have a wonderful 12/12/12 everyone, and keep your Clix off their K.O.’s!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Renee Montoya and the Question!

Greetings HeroClix Fans!

The mean streets of Gotham City beckon again for this week’s DC HeroClix: Streets of Gotham preview as we visit with a former detective from the Gotham City Police Department:  Renee Montoya and her secret identity, The Question!  First up, let’s take a look at #015a Renee Montoya’s dial! 

Renee Montoya hits the battle map with a trait, appropriately titled Partners, which represents her time spent with Detective Harvey Bullock.  With Partners, when a friendly character named Harvey Bullock is adjacent to Renee Montoya, they both modify their attack values by +1 if not already modified by this effect.

Coming in at 40 points, Renee Montoya begins her dial with Defend as she lends her defensive value to adjacent friendly characters.  In her damage slot, Renee Montoya starts with a special power that represents her work to bring down the organized crime families in Gotham City.  With Divide the Enforcers from the Bosses, opposing characters within six squares can’t be given an action to use Leadership or the Carry ability.  Divide the Enforcers from the Bosses appears on each click of Renee Montoya’s dial.

As a member of the Gotham City Police Department, Renee Montoya has the Police team ability.  Once Renee Montoya is off her top click, she gains Plasticity in her speed slot to keep adjacent opposing characters from fleeing.  Defensively, Renee Montoya switches from Defend to Willpower as she anticipates a showdown with Two-Face.

On the last two clicks of Renee Montoya’s attack slot is a special power, Alter Ego: The Question, which allows her to switch to her costumed identity!  Let’s take a closer look at The Question!

The Question comes into play at 55 points and begins her dial on click number six.  The Question also has a 40-point starting line on click eight that is only used when she is brought into play via #015a Renee Montoya’s Alter Ego: The Question special power.

After Harvey Bullock was promoted to lieutenant and the death of her next partner, Crispus Allen, Renee Montoya left the police force and eventually became The Question.


The Question begins play with a trait, Asking Questions, which showcases her status a detective who operates outside of the law.  With Asking Questions, The Question does not possess the Police team ability.  At the beginning of your turn, The Question can use Smoke Cloud as a free action, but can only place one hindering terrain marker.

A click of Stealth starts The Question’s dial as she covertly operates from the shadows.  Defensively, The Question starts with a click of Combat Reflexes and has Probability Control in her damage slot as she takes investigative action.  Stealth makes way for Leap/Climb on The Question’s second and third clicks as she travels to Kandaq and back to follow up on some leads regarding Intergang.  On those same clicks, The Question drops Combat Reflexes in favor of Willpower as she honors her mentor, Charlie Szasz.  Close Combat Expert replaces Probability Control and represents The Question’s combat training under Richard Dragon.

The Question’s fourth and fifth clicks are identical to her first two.  However, on her last click she gains Flurry as she goes down fighting.  The Question also picks up Outwit in her damage slot.

Another thing worth noting is that Renee Montoya and The Question are all the same figure, but some of the figures will possess the Renee head sculpt:

while others will possess The Question head sculpt:

Either way, both figures play exactly the same (with double-sided cards and dual-dials).  Both Renee Montoya and The Question can make ranged attacks up to five squares away.  They also have the Detective, Gotham City, and Police keywords to aid in theme-team building.

Thanks for reading!  Please join us next time as we reveal more secrets from upcoming HeroClix releases!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Huntress!

Greetings HeroClix Fans!

Today’s DC HeroClix: Streets of Gotham preview brings us to the oft-black sheep of the “Batman Family” of Gotham City vigilantes.  Making her long-awaited return to HeroClix, we bring you Helena Bertinelli, aka the Huntress! 

As seen in the pages of DC Comics’ Birds of Prey, Huntress has no qualms about employing more violent crime fighting methods on the criminals who cross her path.  To demonstrate Huntress’ training and tactics, she starts with two clicks of Running Shot as she keeps her crossbow at the ready.  Huntress’ tough stance on crime manifests itself as three clicks of Flurry as opposing characters nurse shattered jaws and broken noses.

In her damage slot, Huntress starts with a special power that reduces the movement of her targets.  With Kneecapping Isn’t Killing, Huntress can use Close Combat Expert.  When Huntress hits a target with a ranged combat attack, modify the target’s speed value by -2 until the beginning of your next turn.  Kneecapping Isn’t Killing appears on Huntress’ first two clicks, and then reappears on click 4.  Perplex appears in the damage slot on her other clicks.

Defensively, Huntress has Willpower on all but her first click.

Huntress comes in at 59 points and possesses a range value of five squares.  She has the Batman Ally team ability, which allows her to use Stealth, and she makes a viable addition to Batman Family and Birds of Prey theme teams.

Thanks for reading!  Please join us for our next DC HeroClix: Streets of Gotham preview as we visit a former member of the Gotham City Police Department with an unbeatable poker face!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Ice!

Greetings, HeroClix fans!

For today’s DC HeroClix: Streets of Gotham preview, we return to the pages of Justice League International to bring you Fire’s closest pal and Guy Gardner’s favorite gal, Ice!


Speaking of the brash Green Lantern, Ice hits the battle map with a trait, Unlikely Couple, which plays on her on-again, off-again romance with Guy Gardner.  With Unlikely Couple, when a friendly character named Guy Gardner is adjacent to Ice they both modify their attack values by +1 if not already modified by this trait.

Coming in at 64 points, Ice begins her dial with three clicks of Running Shot as she storms into battle.  That’s followed by two clicks of Plasticity as Ice’s opponents discover that she’s too cold to hold.

Ice has three clicks of Incapacitate to start off her attack slot as she immobilizes opponents in her icy grip.  With Ice’s range of six and two targets, Incapacitate can be really handy in tying up opposing characters and is usable with the free ranged combat action granted by Running Shot.

In her defense slot, Ice starts with three clicks of Barrier as she creates a frozen fortress to keep opposing characters at a distance.  On her last two clicks, Ice switches to Defend as protect her allies and herself with an ice shield.

At 64 points, Ice is a viable choice to back up your main attackers and can even hold her own with the Unlikely Couple trait.  Thematically, Ice can be played on teams utilizing the Deity, Global Guardians, Justice League, and Justice League International keywords.  Ice also has the Justice League team ability, so her move actions don’t count toward your pool of available actions for the turn.

Thanks for reading!  Please join us next time as we reveal more secrets from the DC HeroClix: Streets of Gotham set!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Fire!

Greetings HeroClix Fans!

Today’s DC HeroClix: Streets of Gotham preview brings us a former member of the Global Guardians and Justice League International.  From the beaches of Rio de Janeiro, please welcome the Brazilian bombshell Fire!

Fire comes into play at 75 points and has the Justice League team ability.  She has a range of six and can target two characters with her ranged attacks.  Fire makes a great ranged attacker, particularly on teams that utilize the Checkmate, Global Guardians, Justice League, Justice League International, and Spy keywords.

To represent her sisterly bond with JLI teammate Ice, Fire also hits the battle map with a trait called Fast Friends.  With Fast Friends, when Fire carries a character named Ice that has no action tokens, Ice may be given a non-free action the same turn.

Getting Fire into combat shouldn’t be difficult since she starts her dial with a pair of Running Shot clicks in her speed slot as she moves then makes a ranged attack.  Those clicks are backed by a trio of Energy Explosion clicks in Fire’s attack slot to represent her flame bursts.  Fire also has the Sharpshooter combat ability, which allows her to ignore opposing characters when drawing line of fire and make ranged combat attacks against adjacent opposing characters.

On Fire’s Energy Explosion clicks she also has Energy Shield/Deflection in her defense slot.  Fire’s top two clicks also feature a special power in the damage slot.  With Firey Form, when Fire takes damage from a close combat attack, the attacker is dealt 1 unavoidable damage in return.

Mid-dial, Fire loses Firey Form but gains Ranged Combat Expert for the remainder of her dial as she cranks up to full power.  And on Fire’s last two clicks she drops Energy Explosion in her attack slot and gains Poison as those who get too close start to really feel the heat!

Thanks for reading, please join us next time as we reveal more secrets from upcoming HeroClix products! Until then, be sure to keep your Clix off their K.O.’s!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Calendar Man!

Greetings HeroClix Fans!

For today’s DC HeroClix: Streets of Gotham preview we visit a villain whose criminal activity is influenced by the calendar and the days of the week!  Please welcome Calendar Man, doing the things a calendar can!

As one of Batman’s  more ridiculous villains, Calendar Man is a unique, as designated by the silver background on his character card and the silver ring on the base of his dial.  Meanwhile, the Batman Enemy team ability allows Calendar Man to grab higher combat values from other allies using the same team ability.

Calendar Man starts with a full dial of Mastermind as he transfers damage dealt to him onto an adjacent friendly character and makes every day count during his current crime spree.

In his speed slot, Calendar Man has a full dial of a special power, Odd Days… and Even, which allows him to use StealthOdd Days… and Even has additional effects that trigger based on whether the game is played on an even- or odd-numbered day of the month:

  • When the game begins on a day with an even-numbered day of the month, give Calendar Man a power action and halve the speed value and range value of a target opposing character until the beginning of your next turn.
  • When the game begins on a day with an odd-numbered day of the month, give Calendar Man a power action and up to three friendly characters adjacent to him can use Phasing/Teleport until the beginning of your next turn.

Calendar Man has a range of 4 and one target for his ranged attacks.  On the first three clicks of Calendar Man’s attack slot is another special power, Weekend Warriors, which allows him to use Energy ExplosionWeekend Warriors has other effects that activate depending on the day of the week:

  • When the game begins on a Monday through Thursday, Calendar Man can use Outwit.  When Calendar Man counters an ability, he counters that ability on all opposing characters.
  • When the game begins on a Friday through Sunday, modify the attack values of friendly characters adjacent to Calendar Man by +1.

Finally, on Calendar Man’s first two clicks of his damage slot is a special power, Celebrating Holidays with a Bang, which allows Calendar Man to use Probability Control.  Like the other two special powers, Celebrating Holidays with a Bang, had additional effects.  In the case of this power, it changes according to the seasons of the year.  With Celebrating Holidays with a Bang, give Calendar Man a power action and roll a d6:

  • When the battle begins during the winter or spring, on a result of 5-6 give an action token to an opposing character within 10 squares and adjacent to or holding an object.
  • When the battle begins during the summer or fall, on a result of 5-6, deal 1 penetrating damage to an opposing character within 10 squares and adjacent to or holding an object.

At 52 points, Calendar Man can be used on an Arkham Asylum theme team or any team where you feel the calendar has aligned in your favor!  Calendar Man’s low point value also leaves plenty of room for other characters with the Batman Enemy team ability.

Thanks for reading!  Please join us next time as we reveal more secrets from the DC HeroClix: Streets of Gotham set!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham – Assassins Team Pack

Greetings HeroClix Fans! 

Today we begin our previews of the upcoming DC HeroClix: Streets of Gotham set by looking into one of the highlights of the set, team packs.  The team pack we show off today will highlight a group of assassins, one-a previously unclixed character, the second-a fan requested character not seen since DC HeroClix: Cosmic Justice, and the third-a fan favorite villain.

The first character in the team pack is the father of Cassandra Cain, the Black Bat, and is considered one of the world’s premier assassins, David Cain.   

David Cain begins play with a trait called Deadly Mentor, that says “As you reveal your force, choose a friendly character with a lower point value; David Cain can use Enhancement, Leadership, and Perplex, but he can only affect the chosen character. David Cain can use Shape Change when he is adjacent to the chosen character.” With his power set, and this trait, he will pair especially well with one of a number of figures with Sharpshooter combat ability that cost less than David Cain.  And speaking of the Sharpshooter combat ability, David Cain has it as well as the Indomitable combat ability, and Improved Movement: Hindering Terrain.

David Cain has a full dial of Stealth to keep lines of fire blocked to him, while still enjoying his full movement with his Shadowy Assassin titled Improved Movement ability.  As most opponents will have to base him to attack him, David Cain has Combat Reflexes to make him harder to hit.  Offensively, David Cain is going to make sure damage sticks weather from range or up close, with Exploit Weakness and Penetrating/Psychic Blast, backed with an 8 range and again, the Sharpshooter combat ability.

Mid-dial, David Cain starts planning his escape with Smoke Cloud, and loses printed defensive powers.  On his last couple of clicks, Outwit will allow him to deprive your opponent of a key power.

The Batman Enemy team ability will allow David Cain to share his solid attack values with other allies using this team ability.  At 76 points, David Cain will find a spot on many theme teams with the Assassin, League of Assassins, Martial Artist, and Soldier keywords.

A solid tie up piece or secondary attacker, made better by his trait, David Cain will shine with a lower point tie up piece of his own, for example the mother of Cassandra Cain, and early mentor of Tim Drake, Lady Shiva!


Lady Shiva begins play using her only click of Charge to take the fight straight to your opponent.  This plays very nicely with a couple of clicks of Blades/Claws/Fangs and her printed 11 and 12 attack values.  (Were you playing her adjacent to David Cain to make those attack values 12 and 13?)  Combat Reflexes, a printed 18 defense and careful placement will make Lady Shiva very challenging for your opponent to hit her back. 

Her second click sees a special power called The Leopard Blow – A Warrior’s Death.  This special power allows Lady Shiva to use Flurry, and when she does and rolls doubles, she deals penetrating damage.  This special power, along with Blades/Claws/Fangs and a 12 attack, gives Lady Shiva the ability to inflict serious damage!  At this point, Super Senses gives her the ability to avoid attacks.  Leap/Climb will allow Lady Shiva to reposition to where she will do the most good with ease.  At the end of her dial, Steal Energy can allow Lady Shiva to heal back to the middle of her dial.

Lady Shiva has plenty of theme team options with the Assassin, Birds of Prey, League of Assassins, and Martial Artist keywords.  With an aggressive power set, attack values that never see single digits, and at 67 points, earning her a Unique ring,  Lady Shiva can easily fit onto any team you choose to include her.

The last character in this theme pack is a villain who manipulated Cassandra Cain into taking over the League of Assassins and conspired with David Cain to cripple the meta-hero community, a master assassin in his own right, Deathstroke!


Deathstroke has an Improved Movement: Hindering Terrain ability, which works very well with his special power, that we will get to in a bit, as well the Sharpshooter combat ability, and the Indomitable combat ability.  The Calculator team ability will allow him to use the team abilities of other friendly characters, for example, David Cain from this team pack. 

Deathstroke begins play utilizing a special power called Attack From Cover, that allows him to use Stealth, and as long as he occupies hindering terrain, both Charge and Running Shot.  The ability to ignore hindering terrain per his Improved Movement ability called Know Your Terrain, is a huge asset to this special power working well.   A printed 6 range with 3 targets is a great combo to use with Energy Explosion.  A string of Perplex will allow Deathstroke to provide a stat boost (or decrease) where it will be most useful to himself or his allies.  An opening run of Toughness will allow Deathstroke to reduce a bit of damage.

Mid-dial, Deathstroke begins to see his power set shift as Blades/Claws/Fangs appears for a couple of clicks.  On his next click, all dial opening powers are replaced as Deathstroke becomes a bit of a close combat machine.  Pairing well with his B/C/Fs is Flurry, giving him the potential to deal a good chunk of damage.  A run of Combat Reflexes will make him more challenging to hit in close combat.  Outwit shows off Deathstroke’s ability to out think most opponents he comes up against.  The end of his dial sees Deathstroke able to deal penetrating damage in a couple of forms as Penetrating/Psychic Blast is on his last few clicks, and Exploit Weakness is on the closing click.  Leap/Climb at this point will allow Deathstroke to reposition to best utilize his attack powers, or beat a hasty retreat to use his end dial Regeneration. 

Deathstroke will be a great center piece on any theme team based around the Assassin, Martial Artist, Society, and Soldier keywords, or any team you want to take advantage of his wild card team ability.  At 147 points, there is room to add support figures to your force. 

Coming in at 290 points, this team pack is playable right out of the package, and will be a very efficient team with great combat values and power sets that compliment and work well with each other.  And, it can be used as either an Assassin or Martial Artist theme team.

That’s all for today.  Check back soon as we continue to preview figures from the upcoming DC HeroClix: Streets of Gotham and DC HeroClix: Batman sets!

DC HeroClix: Streets of Gotham Preview

DC HeroClix Streets of Gotham: Mr. Zsasz!

Greetings HeroClix Fans!

Happy Halloween!  We continue our series of previews for the upcoming DC HeroClix: Streets of Gotham with reminder that some of the scariest things found in the dark don’t have fur, fangs or wings.  Beware of the prolific serial killer, Mr. Zsasz, who has escaped again from Arkham Asylum!

Mr. Zsasz comes into play at 45 points and has a trait, Counting Coup, which represents his bizarre practice of carving a tally mark into his skin for each of his victims.  With Counting Coup, each time Mr. Zsasz damages an opposing character, place a tally token on his character card.  When Mr. Zsasz makes an attack, you may remove one tally token from his card to modify his damage value by +1 or remove two tally tokens to have the damage dealt from the attack be penetrating.

The gaunt, tall Mr. Zsasz begins his dial with two clicks of Stealth as he patiently waits and smiles in the shadows for his victims.  On those same two clicks, Mr. Zsasz brandishes knives to slash, stab, and slice (Blades/Claws/Fangs) his victims.  Stealth is followed by a pair of Flurry clicks as Mr. Zsasz’ unpredictable fury makes him a dangerous foe to approach.

Defensively, Mr. Zsasz has the Indomitable combat ability to show that he’s relentless in his pursuit of more victims to add to his tally.  His agile, wiry physique is represented via Combat Reflexes on his second and third clicks.  On Mr. Zsasz’ last three clicks he has Exploit Weakness to help him kill the “zombies” (a term which he uses to refer to his victims) and free them from their meaningless lives.

Mr. Zsasz possesses the Arkham Asylum keyword and Batman Enemy team ability, which allows him to replace his attack value with the unmodified attack value of an adjacent friendly character using the same team ability.  Mr. Zsasz makes a viable secondary close combat attacker and should find his way onto many teams.

Thanks for reading!  Please join us on Friday as we visit with another Arkham Asylum resident with a hankerin’ for homicidal horseplay.  Until then, keep your nightlight on and keep your clix off their KOs!