DC HeroClix: World's Finest

DC HeroClix: World’s Finest Fast Forces Pack Part 1

Greetings HeroClix Fans!

We hope you had an opportunity to head over to your local shop and participate in our DC Comics HeroClix: World’s Finest Pre-Release events to get a sneak peek at some of the characters available in the set.  To keep the excitement flowing, we are pleased to show you some of the characters contained in the DC Comics HeroClix: World’s Finest Fast Forces Pack!  First up is the Man of Steel himself, Superman!

DC Comics HeroClix: World’s Finest Fast Forces Pack Superman

Superman has the Wing speed symbol, which lets him use the Flight and Carry abilities, along with the standard attack, defense and damage combat symbols.  He also can shoot a single target from up to seven squares away.  Superman has the Superman Ally team ability, which lets him treat hindering terrain as clear terrain for movement and line of fire purposes.  As for point values, Superman has the flexibility to be played at either 150 or 100 points, with his 100-point starting line coming in at click 4.

If you’re interested in playing Superman as part of a themed team, he has four keywords to help you choose the rest of your force:  Batman Family, Gotham City, Kryptonian and MetropolisSuperman also has a trait, World’s Finest Heroes, which lets him use Probability Control if he’s adjacent to a friendly character named Batman.  However, Superman can only use Probability Control to reroll an opposing character’s attack roll.

Taking a closer look at Superman’s dial, we see that his powers are laid out for him to run in, hit hard, and take as well as he gives.  Superman starts with Charge, an attack value of 11, a damage value of 4, and a defense value of 18 with a special defense power World’s Toughest which grants him use Invincible and Willpower.  He switches from Charge to Hypersonic Speed on his next two clicks, while still retaining the 11 attack values and World’s Toughest.  On click 4, Superman regains Charge and also adds Close Combat Expert to his arsenal.  Hypersonic Speed returns on his next two clicks but World’s Toughest is replaced by Toughness for the remainder of his dial.  Finally, Sidestep appears on Superman’s last two clicks in place of Hypersonic Speed.

Superman definitely has what it takes to be your force’s primary attacker, thanks to his steady set of combat values and layout of powers.  But there’s always brains behind the brawn, and who better to follow Superman than Lex Luthor?

DC Comics HeroClix: World’s Finest Fast Forces Pack Lex Luthor

In the DC Comics HeroClix: World’s Finest Fast Forces Pack, Lex Luthor comes in at 50 points and has the standard combat symbols for speed, attack, defense and damage with a 4 range and single target.  He shares the Metropolis keyword with Superman as well as the Celebrity, Politician and Ruler keywords.  Lex Luthor also has the Police team ability to help bring down the defense values of opposing characters for friendly teammates that are making ranged attacks.

Stealth appears on each of Lex Luthor’s four clicks.  Outwit appears on his last click.  The rest of Lex Luthor’s dial is highlighted by a pair of special powers.  The first is President Luthor, For Now, which lets Lex Luthor use Mastermind as if he was 150 points.  It’s a great special power that helps Lex Luthor stay in the game longer by letting him transfer damage to Superman at either of the Man of Steel’s point values.  The second special power is I’ve Got Files on Everyone, which lets Lex Luthor use Leadership as if he was 150 points.  It also lets him use Outwit.  When Lex Luthor uses Leadership, friendly characters within eight squares can use Sidestep and modify their attack values by +1 this turn.  If you’re playing Lex Luthor with Superman, a successful roll for Leadership could potentially remove an action token from Superman, and then let him use Sidestep right before attacking via Charge or Hypersonic Speed.  Oh, and don’t forget Superman would gain a +1 to his attack value that turn!

Lex Luthor is definitely meant to pull the strings behind the scene by buffing up your main attacker through I’ve Got Files on Everyone or protecting himself with President Luthor, For Now.  But Lex Luthor isn’t the only support character in this Fast Forces Pack, as teenager Hiro Okamura (aka Toymaster) offers his help to the World’s Finest heroes!

DC Comics HeroClix: World’s Finest Fast Forces Pack Toymaster

Like Lex Luthor, Toymaster comes in at 50 points and has all the standard combat symbols and 4 range with single target.  Toymaster doesn’t have a printed team ability on his dial but his trait, Hero Worship, makes him a wild card who can only copy team abilities from friendly characters of 100 points or more.  Toymaster’s four-click dial starts with two clicks of Sidestep to get him into position to use TelekinesisEnergy Shield/Deflection appears on each of his four clicks to give him some protection against ranged attacks.  In Toymaster’s damage slot he alternates between a special power called Working Out the Variables and PerplexWorking Out the Variables lets Toymaster use Probability Control, but only to reroll a friendly character’s attack roll.  Stealth appears on Toymaster’s last two clicks.

Toymaster, like Lex Luthor, is meant to be used in support of your attackers.  Toymaster’s Hero Worship trait lets him copy team abilities to fit his current situation while his opening two clicks of Telekinesis let him move characters and objects where they’re needed.  Finally, Working Out the Variables and Perplex make Toymaster a nuisance for opposing characters.

Thanks for reading!  Join us next time as we take a look at Gotham City’s contributions to the DC Comics HeroClix: World’s Finest Fast Forces Pack! Until then, be sure to visit the WizKids Event System to find DC Comics HeroClix: World’s Finest Pre-Release and Release Day events near you!

Clix It Up DC HeroClix: World's Finest

Clix It Up- Superman

Greetings HeroClix fans!   Continuing on with our title character previews from the upcoming DC HeroClix: World’s Finest set we have another special Clix It Up article highlighting 4 Superman figures featuring the Shifting Focus trait just like his crime fighting partner, Batman.   Like the Batman pieces, there are two common Superman figures, one uncommon Superman figure, and one rare Superman figure in the set with the Shifting Focus-Superman trait.  Each Superman is 90 points and represents a different aspect of Superman’s powers and fighting style.  Conveniently for team building they have the same 4 keywords; Justice League, Kryptonian, Metropolis, and Reporter.

The Shifting Focus-Superman trait reads:  “Give Superman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.”

90 points is a pretty low point cost for a Superman so let’s see what options you get with all 4 figures.

DC HeroClix: World’s Finest - Clix It Up Superman 001

First up is the first figure in the set, #001 Superman.  This is your defensive and team supporting Superman.  He starts off with Sidestep and a solid 19 defense value with a special power called Defending the Helpless which grants him Invincible and gives a +1 defense boost to adjacent friendly characters.  Deeper into his 7 click dial he trades in the special power for Invulnerability and gains Empower to coach some extra damage out of his teammates.  This is the sturdy Superman; he either ignores or reduces damage on every click.  This is the Superman to shift to when his friends need a defense bump— or perhaps after making an attack with another Superman you shift to this Superman to be able to avoid or absorb the retaliatory attack (even Sidestep-ping away to avoid a close attack).

DC HeroClix: World’s Finest - Clix It Up Superman 002

In the next common slot is #002 Superman.  This version represents his super speed with high speed values and Hypersonic Speed on his opening clicks.  Rounding out his first click, he has 11 attack, 3 damage, and a 17 defense with Super Senses to dodge incoming attacks.  He keeps Hypersonic Speed for four clicks transitioning into a combination of Charge and Combat Reflexes. Flying hypersonic pieces are always useful and at 90 points this Superman is no exception, this is the Superman that will allow you to get into position quickly, make hit-and-run attacks or even beat a hasty retreat.

DC HeroClix: World’s Finest - Clix It Up Superman 017a

Next up we have the uncommon #017a Superman.  Here we have the super strong, building lifting, truck throwing Superman.  He has a full dial of Super Strength and move and attack options with Charge transitioning into Sidestep.  He also has Improved Movement that grants him the ability to not only to ignore blocking terrain when moving but also to and destroys it when he moves through it.  His trait Using My Strength increases his damage dealt by 1 when he attacks with an object and allows him to destroy blocking terrain to have a chance to gain an object— so he can potentially (with good die placement and die rolls) always have an object in hand for his attacks.  This Superman does not have the ability to fly (he is too busy picking up objects), but he does have the Superman Ally team ability which will allow him to move through hindering terrain— so he won’t be hindered by all the debris he will be making as he is tearing down walls and blocking terrain.  With his starting click of 9 movement with Charge, 11 attack, 18 with Toughness, and 3 base damage made higher by carrying an object and his trait, this Superman will be hitting hard and hopefully often.  Late dial he switches to Sidestep, Willpower, and Close Combat Expert so he can still lay on heavy damage even if he can’t grab an object.

DC HeroClix: World’s Finest - Clix It Up Superman 033

Lastly, in the rare slot we have #033 Superman.  This Superman brings the heat with a whopping 8 square range value, hindering terrain ignoring Superman team ability, Running Shot, and Burn which gives him Penetrating/Psychic Blast that increases the damage dealt by 1 if the target has 2 action tokens.  With the Running Shot, he has an impressive 12 square reach, 14 if you started the turn with #001 Superman and Sidestepped up before Shifting Focus to this one.  His attack value starts at 10 and actually peaks mid-dial with an 11 before finishing at 9.   Late dial he is more suited to picking off softer targets with Sidestep, Toughness, and Range Combat Expert with 2 damage.

If you note, these figures were carefully selected to represent the set and type of powers displayed on the combat dial and character card of each piece so that even at a glance you can pick which Superman you want to be Shifting Focus to during your turns.  By the numbers, for 90 points Superman has access to the Flight and Carry combat abilities, Improved Movement that ignores and destroys blocking terrain, a team ability that ignores hindering terrain for line of fire and movement, 16 different standard PAC powers, and two abilities that can increase damage dealt; you have a dedicated brick wall, a hypersonic speedster, a damage powerhouse tank, and an armor piercing sniper.   Teamed up with any of the 4 Shifting Focus Batman figures from our last Clix It Up article, they have an unparalleled access to almost any powers you need on any given turn; the Powers and Abilities Card will be their menu.   For 150 points these two can join forces and leave plenty of room to fill out a solid Justice League themed team.  Just as with the Batman pieces, the spread of rarities; two commons, an uncommon, and a rare, it is very possible to have a few Shifting Focus options pulled in a sealed booster tournament event, like the DC HeroClix: World’s Finest Pre-Release Events that kicked off today, January 27th.  Check the WizKids Event System to find and register for a World’s Finest Pre-Release tournament near you!

Thanks for joining us today to Clix It Up. Until next time, just push ‘em all!

DC HeroClix: World's Finest

DC HeroClix: World’s Finest

Happy New Year HeroClix Fans!  As we start off 2016, we are excited about the upcoming release of the DC HeroClix: World’s Finest set this February with a special pre-release taking place at select stores later this month– check out the WizKids Event System ( to find a store near you!

To kick off previews of this set, what would be more appropriate than showcasing the headliners of the set— Batman and Superman— together known as the World’s Finest heroes!

DC HeroClix: World's Finest

World’s Finest (WF#060; Rarity: Super-Rare) features a beautiful sculpt of Batman and Superman together— teamed up to fight side-by-side— and can be played at 75, 200 or 300 points— with 3, 7 or 10 clicks of life respectively.  Looking at their combat & team abilities, we can see that they feature the Wing speed symbol, Duo attack symbol, Indomitable, a 7 range and both the Batman Ally and Superman Ally team abilities.  At all three point costs, this figure has the trait World’s Finest Team that grants them immunity to their powers/abilities being countered or their combat values decreased.  When playing them at either their 200 or 300 point starting lines, they have the trait Good Distraction, Bruce which allows them to make a second attack in a turn if they miss with an attack (so long as they haven’t used the Duo ability in that turn)— because Batman didn’t really miss… it was just a feint to set up Superman.  When played at 300 points, World’s Finest has an additional trait Bruce Will Win At Any Cost that allows them use of the Colossal Stamina ability, but they must take 2 damage instead of 1—a big sacrifice but one that could potentially turn the tide of a game.

Looking at their dial, when played at 300 points, World’s Finest starts off with a combination of Hypersonic Speed, Super Strength and Invincible with an impressive 5 natural damage.  When played at 200 points, World’s Finest starts with a combination of Running Shot and Impervious and picks up both Outwit and Hypersonic Speed later in the dial.  When played at 75 points, World’s Finest starts with a combination of Charge, Super Strength, Close Combat Expert and a Defense Special Power Bruce Tells Me When to Dodge and When to Take the Hit which grants them Combat Reflexes and Toughness.

Stay tuned HeroClix fans as we roll out more previews from the DC HeroClix: Word’s Finest set in the next few weeks before release day!

DC HeroClix: Superman/Wonder Woman Strategy Article

DC HeroClix: Metropolis Team Building

Greetings HeroClix Fans,

It’s time again for another exercise in HeroClix strategy article!  Today, we’ll put together a 300-point force utilizing characters from the DC HeroClix: Superman/Wonder Woman set with the Metropolis keyword and have ties to the city’s famous newspaper, The Daily Planet.  First up is a costumed hero whose deeds have earned him a mention in The Daily Planet a time or two.  Please welcome to our Metropolis Team, Guardian!

DC HeroClix: Metropolis Team - Guardian

Guardian is a close combat character who comes in at 55 points and has the Police team ability to lower an opponent’s defense value by -1.  Guardian starts his dial with Charge and a special power called Shield Bash, which lets him use Quake.  Characters that are hit by this use of Quake are then given an action token.  Late dial, Guardian keeps opposing characters next to him by using Plasticity while Close Combat Expert packs a little extra into his punches.

Guardian also has a trait, Newsboy Guardian, which lets him use Willpower if a friendly character named Newsboy Legion is on the map.  Indeed, the next character on our force is Newsboy Legion, who comes in at a frugal 15 points.  In addition to granting Guardian with Willpower, Newsboy Legion has Smoke Cloud on all three clicks, which can potentially lower an opposing character’s attack value by -1 if they occupy one of the power’s terrain markers.  Additionally, Newsboy Legion has a special power called The World Needs to Know: Your Distractions, which drops a chosen opposing character’s speed and range values by -1 until your next turn.

DC HeroClix: Metropolis Team - Newsboy Legion

Guardian and Newsboy Legion aren’t the only characters on our force that can mess with an opposing character’s combat values.  Our next team member is Investigative Reporter, who comes in at 20 points and has a power set that includes Sidestep, Stealth, Incapacitate and WillpowerInvestigative Reporter also has a special power called The World Needs to Know: Your Failures, which lowers a chosen opposing character’s defense value by -1 until your next turn.  For just 35 points, Investigative Reporter and Newsboy Legion, can drop an opponent’s speed, range, defense and attack values by -1.

DC HeroClix: Metropolis Team - Investigative Reporter

Screwing with an opposing character’s combat values isn’t just the only trick up our force’s sleeves.  The next addition in our Metropolis Team is Clark Kent, ace reporter for The Daily PlanetClark Kent comes in at 55 points and hits the battlefield with a trait called The World Needs to Know: Your Plans, which prevents a nearby opposing character from being given power actions for a turn.  It’s a trait that should come in handy if your opponent relies upon powers like Charge, Hypersonic Speed, Running Shot, Ranged Combat Expert or Close Combat Expert which are triggered by power actions.  Clark Kent also has Probability Control and Outwit on his first two clicks, respectively, to help tilt things in your favor.

DC HeroClix: Metropolis Team - Clark Kent

Superman’s pal, Jimmy Olsen, also has a spot on our force and comes with some versatility.  Jimmy Olsen can be played at either 60 or 25 points.  We’ll be using Jimmy Olsen’ 60-point dial, which lets him start out a support piece for his first three clicks by using Perplex to modify combat values and a special power called The World Needs to Know: Your Evasions, which stops opposing characters from using Shape Change or Super Senses for a turn.  Once Jimmy Olsen reaches his fourth click, he switches from support character to attacker by picking up powers like Charge and Super Strength and gaining an appropriate increase in his combat values.

DC HeroClix: Metropolis Team - Jimmy Olsen

Lana Lang also makes the cut on our force for her trait, The World Needs to Know: All the Shocking Details… Full Coverage at 8, which prevents a nearby opposing character from having its combat values increased or replaced by a higher number.  Lana Lang can be played at either 50 or 20 points.  For our force, we’ll use her higher point value.  Like Jimmy Olsen, Lana Lang becomes a stronger attacker once she reaches her fourth click with a power set that includes Charge, Flurry, Blades/Claws/Fangs, Poison and a special power called Insect Queen Wings! which lets her use Super Senses, Toughness and the Wing speed symbol.

DC HeroClix: Metropolis Team - Lana Lang

Finally, we come to The Daily Planet’s star investigative reporter, Lois Lane, whose I Learn Secrets, That’s the Job trait blocks a nearby opposing character from using team abilities.  Coming in at 45 points, Lois Lane also has two popular powers found in the damage slot, Outwit and Perplex, to give her teammates an edge over opponents.  Additionally, opposing characters won’t be able to shoot Lois Lane thanks to her special power, Hunting Down a Lead, which prevents them from drawing lines of fire to her unless they are within two squares of her or she’s adjacent to a friendly character.

DC HeroClix: Metropolis Team - Lois Lane

This brings our Metropolis Team to an even 300 points but through a bit of substitution you can add some offensive punch by dropping Guardian and Newsboy Legion, playing Jimmy Olsen and Lana Lang at their lower point values, and adding the 100-point #001 Superman to the mix.  Doing so brings our force’s point total to 295 but also lets us use fun powers and traits like Jimmy Olsen’s Superman Signal Watch, which lets you place a friendly character named Superman adjacent to Jimmy Olsen if an opponent gets too close.  There’s also Lois Lane’s special power, He’s Here When I Need Him, which lets adjacent friendly characters named Superman use DefendHe’s Here When I Need Him is a “stop click” special power that lets you place a friendly character named Superman adjacent to Lois Lane.

Thanks for reading!  Join us again as we highlight more HeroClix team building strategies and visit your FLGS to find HeroClix events near you!  Until then, Earthbound/Neutralized for the win!

Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Superman

Greetings, HeroClix fans, and welcome to another entry into the Clix It Up series! The purpose of Clix It Up is too look at the different version of same character throughout HeroClix history. Today, we’re taking a look at different options for the Man of Steel himself, Superman! And, with the release of DC HeroClix: Superman/Wonder Woman, we’re able to explore three distinct versions of Clark Kent from the same set!

DC HeroClix: Superman/Wonder Woman- Superman 001

Up first, and coming in at a steal (see what we did there?) for 100 points is the #001 version of the Superman of the Golden Age. Debuting all the way back in Action Comics #1, the original incarnation of Superman is vastly different from the current iteration of the character. Originally, Clark wasn’t able to fly, and instead was able to ‘Leap Tall Buildings In A Single Bound’, here represented by Leap/Climb. In addition to that, this particular version of Clark is adept at defending and aiding your force, whether via a team that makes use of the JSA Team Ability, or via his Defend standard power. This was also before the days of Heat Vision, so this Clark is ready to mix it up in close combat, via Charge, Exploit Weakness, and Close Combat Expert.

DC HeroClix: Superman/Wonder Woman- Superman 049

Stepping forward now 65 or so years, we come to the powerhouse version of the character most of us are familiar with. The #049 version of Superman features most of the powers all of us are familiar with – he’s Indomitable, and can use Super Strength, Hypersonic Speed, Flurry, and Invulnerability amongst others. However, what really sets this Superman apart, though comes from the non-standard powers he possesses. Up first is his trait, The Odds Are Against Me. This trait really takes advantage of the fact that, at 175 points and 9 clicks of life, the likelihood of Clark being outnumbered in a game is relatively high. This trait states that when, at the end of your turn, if Superman was given a non-free action this turn, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on his card. When you have 2 tokens on your card, you may remove them, and give Superman a free action to make a close or ranged combat attack! In addition to that, on his first five clicks of life in his Strength track, Clark possesses Strongest Hero of All. With this power, Superman can use Super Strength and can potentially punch opponents through buildings if he rolls high enough!  When he hits a character with a close combat attack and the attack roll is 10 or higher, that character is knocked back equal to that attack roll, destroying all blocking terrain along that path and dealing that character extra damage equal to the number of terrain destroyed— that surely shows that Superman is the Strongest of All Heroes!

DC HeroClix: Superman/Wonder Woman- Superman 100

Our final version of Superman comes from the New 52, and brings us full circle back to another first appearance in Action Comics #1. As the featured figure in the Release Day OP Kit, the #100 Superman is a very different take on the character in terms of his representations in HeroClix. At 150 points, he’s an investment into a force, but his Indomitable nature and natural range of 7 squares makes him a formidable addition to your force. This version of Clark brings some interesting aspects to the character – sure, the expected Charge, Running Shot, Super Strength, and Impervious are represented, but he also brings our first instances of Penetrating/Psychic Blast, Incapacitate, and Shape Change. This is one of the rare instances of Superman increasing in power as his dial ticks down. Additionally, Clark has a trait and two non-standard powers that really make him fun to play. Up first is his trait, Hide as Clark, which states that once per game, when he has two action tokens, you may give him a free action, and turn him to click #11 – which is a hidden click on his dial. On this click is where his two special powers come into play. Up first on defense is a power that can’t be ignored or countered, I Can’t Stay Hidden, I Have to Help. This power states that when Superman would take damage other than pushing damage, you will instead turn this dial clockwise a number of clicks equal to 2 plus the damage taken. Superman isn’t KO’d when he reaches a KO click, unless he stops turning the dial on that click. Finally, on damage, he has a special power called The World Needs to Know: How to Slow Down. This power states that at the beginning of your turn, you may choose an opposing character within 4 squares and line of fire, with the result being that character is unable to be given free actions.

Which Superman is your favorite version of the character from what you’ve seen from the Superman/Wonder Woman set thus far? Be sure to let us know via your social network of choice, and we’ll talk to you next time on ‘Clix It Up where we look into some unique takes on the Princess of Themyscira!

DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman on Group Hug!

HeroClix Fans!

Last Friday, on Geek & Sundry’s Group Hug, Scott Porter previewed some of the first few figures from the upcoming DC HeroClix: Superman/Wonder Woman set. We got to see Red Tornado, Huntress, Power Girl, Ulysses, Wonder Woman and a few different versions of Superman including the first Colossal, Batman/Superman Robot. In case you missed the episode, we’re excited to share the preview images with the dials of these new ‘Clix below! Be sure to tune in to Group Hug every Friday, 7-10 PM EDT, at for more HeroClix action!

Screen Shot 2015-09-28 at 11.43.00 AM

Erika’s Team: Red Tornado, Huntress & Power Girl

DC HeroClix: Superman/Wonder Woman- Red Tornado

DC HeroClix: Superman/Wonder Woman- Huntress

DC HeroClix: Superman/Wonder Woman- Power Girl

Scott’s Team: Superman, Wonder Woman, Batman/Superman Robot

DC HeroClix: Superman/Wonder Woman- Superman

DC HeroClix: Superman/Wonder Woman- Wonder Woman

DC17 Batman:Superman Robot

Other Previewed Figures:  Ulysses, Superman II, Superman Blue

DC HeroClix: Superman/Wonder Woman- Ulysses

DC HeroClix: Superman/Wonder Woman- Superman II

DC HeroClix: Superman/Wonder Woman- Superman Blue

Keep a look out for more articles on the upcoming release over the next few weeks and be sure to visit the WizKids Event System to find Superman/Wonder Woman Pre-Release Events, October 21st-25th, near you!

DC HeroClix: Justice League - Trinity War Preview Prime Figures

DC HeroClix: Justice League Trinity War: Dr Light!

Greetings HeroClix Fans!

Our latest preview from the upcoming DC HeroClix: Justice League – Trinity War is an A.R.G.U.S. scientist and (reluctant) member of the government sanctioned Justice League of America.  We  are of course referring to Arthur Light, better known as Doctor Light!


Doctor Light’s metahuman powers are all centered around his ability to control light.  Offensively, this is represented by some opening clicks of Penetrating/Psychic Blast, which allows Doctor Light to bypass damage-reducing powers on any successfully hit targets.  Mid-dial, Doctor Light switches tactics as he becomes more involved in the fray (he is a scientist first and foremost after all) as he replaces Penetrating/Psychic Blast for the more explosive Pulse Wave, allowing Doctor Light to attack multiple foes simultaneously.

Doctor Light’s offensive capabilities are further enhanced thanks to a couple of clicks of Running Shot which parallel the occurrence of Pulse Wave on Doctor Light’s combat dial. This potent combination enables Doctor Light to maneuver into the best position available (thanks to Running Shot) and unleash his Pulse Wave against opposing figures within range.

Defensively, Doctor Light gains a bonus against ranged combat attacks targeting him thanks to Energy Shield/Deflection.  Mid- to late dial, Doctor Light’s new energy-based existence is represented by his ability to potentially recover from attacks courtesy of two clicks of Regeneration.

As we mentioned earlier, Doctor Light is a scientist and his keen understanding of metahuman energy-based abilities allows him to help his allies strike where they can do the most good.  This is represented by three clicks of Enhancement which will add one to the damage dealt by any friendly character’s ranged combat attack who happens to be adjacent to Doctor Light.  Late-dial, Doctor Light’s energy-based existence is represented by two clicks of Shape Change, potentially adding to his defensive capabilities (after all, if his opponent’s cannot target him, they cannot damage him!)

Doctor Light is not a powerhouse by any means, but he is a team player and will make a great back-up or tertiary attacker for any A.R.G.U.S., Justice League of America, or Scientist themed teams.  At 56 points, Doctor Light will be an easy addition to most team builds and strategies.


After being seemingly killed in battle by Superman during the Trinity War, Doctor Light was soon after found to still be alive, albeit changed dramatically into a fully energy-based metahuman! The Prime version of the character brings a host of offensive capabilities to the table.

The Prime Doctor Light begins play more aggressively than his flesh and blood counterpart; his combat dial opens with Running Shot and Penetrating/Psychic Blast!

Running Shot is enhanced by the Prime Doctor Light’s trait, Bouncing Around the World at Light Speed.  This trait allows Doctor Light’s player to roll a six-sided die at the beginning of their turn and replace Doctor Light’s speed value with the die result plus his printed speed value! Further adding to Doctor Light’s mobility is his Enhanced Mobility: Blocking Terrain combat ability; when Doctor Light decides to attack someone with Running Shot, his opponent’s will be hard-pressed to find a safe spot to hide!

Mid- to late-dial, Doctor Light exchanges Running Shot for Phasing/Teleport which further enhances his mobility by allowing him to bypass virtually every obstacle in his path.  Doctor Light also picks up a couple of clicks of Ranged Combat Expert as well as Pulse Wave; two fantastic and potent ranged combat options depending on whatever the situation at the moment calls for.

Initially, Doctor Light receives some potential protection from being targeted and attacked thanks to the combination of Shape Change and Super Senses.  Mid-dial, Doctor Light gains the use of Invincibility which halves half of the damage dealt to him from attacks! Late-dial, Doctor Light’s defense-based special power, Reforming Myself, grants Doctor Light Energy Shield/Deflection and, if Doctor Light is given a move action during your turn, he can also use Regeneration to get him back to earlier clicks in his combat dial.

The Prime Doctor Light is a potent addition to any lineup – his array of offensive capabilities and consistent combat values makes him an easy choice for inclusion on any A.R.G.U.S., Justice League of America, or Scientist themed teams (just like his common counterpart in fact).  The Prime Doctor Light is more expensive at 108 points, but still leaves enough room in a standard 300-point team build to include a host of options regardless of one’s HeroClix strategy.

We hope you’ve enjoyed this sneak-peek at the upcoming DC HeroClix: Justice League – Trinity War set.  Stay tuned as we share more exciting characters in the days and weeks to come!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Superman & Ultraman!



Greetings HeroClix Fans!

Today, we’re excited to introduce our series of previews for the DC HeroClix: Justice League Trinity War! Of course, there’s no finer way to introduce the set than by featuring a pair of powerhouses starting with the face of the DC Universe, the Man of Steel, Superman!


Superman possesses a trait called “A New Kind of Justice League,” which will make already effective Justice League teams even more dangerous. Granting any adjacent friendly characters with a lower point value and the Justice League keyword the Superman Ally team ability will allow for strategic positioning options and opens up characters like Booster Gold, Green Lantern, Cyborg, and Guy Gardner to freely take ranged combat shots at opposing characters without having to worry about Stealth getting in the way. Better yet, if you pair Superman with Batman or Wonder Woman, those characters don’t have to be adjacent or have a lower point value to take advantage of this spectacular trait.

The Special Powers that Superman has run the gamut of his abilities. In the middle of his dial on his attack, he has a Special Power called “Freeze Breath” which grants Superman Incapacitate. On top of that, if he uses it as a close combat action, he’s able to target all adjacent opposing characters! Additionally, when using it as a ranged combat action, if his target is hit, all untargeted characters adjacent to the target are hit. That’s some serious board control! To go along with that on his attack he has the standard power Super Strength at the top and near the close of his dial.

Defensively, Superman starts off with a 19 defense and a click of Invincible, before transitioning into his Defense Special Power called “True Invulnerability Comes From Within,” which grants Clark the use of Impervious. As a bonus, if Superman was damaged by an opposing character’s attack since your last turn, Superman is healed of one damage. Later on down the dial, Superman has Invulnerability, and then closes out his dial with super senses. Not to be overlooked is the fact that he is Indomitable, so don’t be afraid to push the Kryptonian hero!

Superman has a damage Special Power on his top dial of both his 250 and 115 point starting lines called “Inspiring Hero.” This grants Superman the ability to use Leadership. With that comes a great added effect – if he does use Leadership and succeeds, the attack and defense values of all friendly characters is modified by +1 until your next turn. He closes out his attack with two clicks of Ranged Combat Expert, which play together nicely with both the Superman Ally team ability, and his seven range.

Superman’s dial begins strongly for his movement powers, starting with a 12 with Hypersonic Speed, before moving through Running Shot, Charge, and finally closing out with Sidestep. Superman  never lacks for mobility, and this dial has it in spades – every click leaves options for Superman to get into the mix or out of trouble, and his damage levels will leave your opponent second guessing their positioning against a team featuring the last son of Krypton.

As mentioned earlier, Superman has two point costs for his dial, opening with 250 points for 10 clicks, or 115 points for 5 clicks. He also features the keywords Justice League, Kryptonian, Metropolis, and Trinity, which will allow Kal-El to fit in on many themed teams as the featured attacker. He also qualifies for several significant Additional Team Abilities (ATAs), including Justice League: Silver Age, Justice League Dark, and Kryptonian. With all those strong ATAs, don’t overlook Justice League: New 52, which will make use of his “Inspiring Hero” special power.

And now we have one of the members of the twisted alternate version of the Justice League on Earth 3 known as the Crime Syndicate!


Ultraman possesses a long dormant team ability representing his corrupt alliance of evil.  To recap, you can find a description of the Crime Syndicate team ability (as well as all other DC HeroClix team abilities) here.

That use of Probability Control (even at the potential expense of his allies) as well as the Improved symbol granting him the ability to ignore hindering terrain for line of fire means that opposing characters will have a hard time avoiding the deadly attacks of Ultraman.

Being a mirror opposite of Superman, Ultraman is weaker when exposed to the sun.  This is represented on his dial by the trait Hiding From the Sun, which prevents his powers from being countered when Ultraman occupies hindering terrain.  And seeing as the Wing symbol allows him to move in and out of hindering terrain at will, Ultraman should have no problem staying in the shade.

When selecting to start Ultraman on his larger point value of 225, he starts off with 2 clicks of Hypersonic Speed, Super Strength, and Invincible.  But don’t let this focus on up close brawling powers cause you to miss his 8 range and the Ranged Combat Expert present on his second as well as his fourth click which doubles as the starting line of his 125 point value.

It’s still damage reducers all the way down Ultraman’s dial even once the first two clicks of Invincible wear off with Impervious, Invulnerability, and Toughness for two clicks each.  And to burn through your opponents damage reducers, the ever-popular combination of Running Shot and Penetrating/Psychic Blast make an appearance on clicks 3 and 5, letting Ultraman dish out the penetrating damage.  But even when those powers aren’t around on clicks 4 and 6, Charge accompanies the return of Super Strength to keep the big hits coming.

As he is known to fly off the handle quite a bit more easily than Superman, Ultraman ends his dial off with a couple clicks of Battle Fury and brings back Hypersonic Speed.  This rage, coupled with the Indomitable symbol granting him Willpower throughout his dial, means Ultraman will not stop until all of his opponents are no longer capable of interfering with his plans.

Ultraman has the Crime Syndicate and Ruler keywords representing his megalomaniacal tendencies and can either be a tentpole figure at his full 225 point value or a bit more of a (moderately reluctant) team player when fielded at 125 points.

Now that you’ve seen the good and the evil versions of the Man of Steel, please join us next time when we continue the sneak peek at the DC Heroclix: Justice League Trinity War set with a look at the mystical side of the New 52 universe.

DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Daxamite and Mon-El!

Greetings HeroClix Fans!

To celebrate the release of  DC HeroClix: Superman and the Legion of Super-Heroes  set, we are pleased to present a pair of powerful previews!  Today, we bring you a member of an alien race related to Kryptonians, and there greatest champion.  First up, Daxamite!


Daxamite is the common figure in the set with a Prime figure associated with it. Daxamite #005a can be played in theme with other figures with the generic Cosmic keyword, or with other figures with the Servant of the Great Darkness keyword. Daxamite has the option to be played as a 122 point figure, or for only 100 points.

Daxamite has a trait called Under Darkseid’s Control, which says that if a friendly character named Darkseid is on the map, Daxamite modifies his attack by +1 and defense by -1.  He also has an improved targeting ability called X-Ray Vision allowing him to ignore hindering terrain for line of fire proposes.

On his 122 point starting line, Daxamite takes the battle to his opponent with his 6 range and Running Shot.  Energy Explosion will let him do damage to characters adjacent to his target.  And keeping him safe for nearly half his dial is Invulnerability.  A click into his dial and he will trade Running Shot for Hypersonic Speed. 

Click 3 is the 100 point starting line for Daxamite.  He will again start with Running Shot for a click before switching to Hypersonic Speed.  On these clicks he will be able to ignore damage reducers for range combat attacks as he now has Penetrating/Psychic Blast.  Also giving more power to his range combat attacks is the ability to modify his attack and damage by +1 each, or either one by +2 with Range Combat Expert.  And this section of dial sees Daxamite’s last click of Invulnerability before switching to Toughness for most of the rest of his dial.

The last bit of his dial sees Daxamite take things more up close and personal as he now has Charge to take the fight right to an opposing figure.  Helping him dish out more damage is the ability to grab an object on the way with Super Strength.  And once adjacent to an opposing figure, Daxamite can be given a power action to modify his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  On his last click, Daxamite can attempt to go out swinging with Close Combat Expert or try to heal with his only click of Regeneration.

Next up, we have a look at a leader of the Legion of Super Heroes and future Green Lantern, Mon-El!


Mon-El  #005b is the Prime version of Daximite.   Mon-El has a trait called Man of Valor, allowing him to share his defense value with adjacent friendly figures with Defend, as well as modify their defense by an additional +1.  Mon-El has the wildcard Legion of Super Heroes team ability, as well as the Superman Ally team ability, allowing him to draw lines of fire ignoring hindering terrain, making for not having the improved targeting ability of Daximite.   He can be played in theme using the Future, Past, and Legion of Super Heroes keywords.

Mon-El begins play with a good chunk of clicks of move and attack with Hypersonic Speed.  Aiding him in his attacks is a long 10 range, cut in half when hypersonic speeding, as well as Super Strength, allowing him to grab an object with which to pummel a foe, adding to his already solid printed 4 damage.  At 175 points, Mon-El’s Leadership will be able to pull a token off almost any figure he is teamed up with on a successful roll, as well as adding another token to your action pool.  Keeping him safe from harm, Impervious let him reduce damage if not avoid it altogether.

A few clicks into his dial, Mon-El begins to switch things up a bit.  As he sees his last click each of Super Strength and Hypersonic Speed, Range Combat Expert will let him modify his attack and damage by +1 each, or either one by +2 with for his range combat attacks.  A good stretch of Invincible will allow him to ignore half of the damage dealt to him.  After Super Strength leaves the dial, Quake will lock his damage value at 2 and hit all adjacent opposing figures.

At the end of his dial, Mon-El goes down swinging as he has the ability to make two close combat attacks with Flurry.  Or, he can choose to increase his attack and damage by +1 each, or either one by +2 with Close Combat Expert.  And protecting him from a good bit of damage is Invulnerability. 

That’s all we have for now.  Be sure to check back as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super-Heroes  set!

DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and the Legion of Super-Heroes: Helspont!

Greetings HeroClix Fans!

In the upcoming DC HeroClix: Superman and the Legion of Super Heroes set we shall all bow before the true High Lord of the Daemonites. Helspont and the Daemonites crash landed on Earth thousands of years ago. Hiding in plan site by possessing the other lesser earthling beings; it is now time to move against humanity and Helspont’s sworn enemy the WildC.A.T.s.


Helspont has a trait that proves he is High Lord of all Daemonites. This will allow him to use Leadership and when he does, treat all characters named Daemonite within 5 squares as if they were adjacent. With the SLOSH #04 Daemonites at just 50 points each teaming Helspont with multiples of them should make it easy to take advantage of his trait.

Helsponts other trait called Immortal Power allows him to use Shape Change. When Helspont makes a successful Shape Change roll, immediately heal him of 1 damage.

Helspont can start the game on 2 different starting lines; the first brings him into the game at 200 points. Helspont opens with Phasing/Teleport, Telekinesis, Impervious, and a special power called Smarter Than Lord Emp. This will allow Helspont to use Outwit and Perplex. When he uses either power and targets a character with the WildC.A.T.s keyword, he can use that power a second time this turn.

Helsponts other special power is revealed on click 2 and is called I Infiltrated You Long Ago. You may give Helspont a double power action and select an opposing character of a lower point value. Place Helspont and the chosen character in each other’s squares, and after actions resolve, Helspont may be given a close or ranged combat attack as a free action. Helspont also gains some Penetrating/Psychic Blast on this click as well. On click 3 Helspont regains Phasing/Teleport and can now also use Invulnerability and Exploit Weakness.

Click 4 is also Helsponts 125 point starting line and resembles click 1 with a slightly lower attack value. Even at this point value Helspont can still use I Infiltrated You Long Age on click 6. Helspont ends his dial with Phasing/Teleport and the ability to use Pulse Wave or Exploit Weakness.

Helspont should prove to be a beast on the battle field between his traits with an ability to heal or just cutting through defensive reducers with Penetrating/Psychic Blast or Exploit Weakness. This guy has is one powerful bag of tricks.

In all Helspont has a 9 click dial with a 7 square range and the Indomitable combat ability allowing him to use Willpower to ignore pushing damage. This will come in handy when Helspont uses his double power action special power. Helspont has the Daemonite, Past, Ruler, and The Cabal keywords.

Thanks for reading and be sure to continue to check back as we look at more figures from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set. Until then, Shape Change for the Win!!