Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Captain Britain, Meggan, and Nightcrawler!

Greetings HeroClix Fans!

One week closer to release and we continue to X-plore the upcoming Marvel HeroClix: Wolverine and the X-Men set.  Today we conclude our travel abroad as we look at some heroes from across the pond.  Captain Britain, Meggan and Nightcrawler are all part of the Excalibur Team Dial, but let’s see how they fare when they stand on their own, shall we?


We start with the proclaimed leader of Excalibur, the stoic Captain Britain.  He has a trait called Britannia, My Home, which modifies his combat values by +1 when he is fewer squares from his own starting area then any opposing character’s starting area.

Captain Britain is a flier who has an eight-click dial for 110 points.  The first half of his dial has Charge, Super Strength, and Toughness.  Captain Britain also has a special power called Merlyn’s Chosen Leader, which allows him to use Leadership.  When Captain Britain does and removes an action token from a friendly character that shares a keyword with him, that character can use Willpower this turn.  Captain Britain’s keywords are Avengers, Excalibur, Hellfire Club, Mystical, and Scientist.

As we turn to the second half of Captain Britain’s dial, he gains Hypersonic Speed, Invulnerability, and Close Combat Expert.  On click 7, Hypersonic Speed turns into Phasing/Teleport and on click 8 Captain Britain gains the use of Regeneration.

If Captain Britain is showing on the Excalibur Asset Dial, when the team would be given an action token, instead no action tokens are given.  When this team character takes damage, after actions resolve, roll a d6 and turn the asset dial that many times to the left.


Next, we look at Captain Britain’s beloved, the shape-shifting Excalibur alumna Meggan!  Meggan is a flier who can use the Mystics team ability and a trait called Empathic Metamorph.  This allows Meggan to use Shape Change.  When she does and succeeds, choose one of the following to last until the end of your next turn: Meggan can use Impervious and Super Senses; Meggan can use Battle Fury and Blades/Claws/Fangs; Meggan can use Penetrating/Psychic Blast as if she had a range value of 5.

Meggan has a six-click dial for 90 points. Meggan starts with two clicks of Flurry, followed by two clicks of Sidestep and then ending with two clicks of Stealth.  For defense, Meggan starts with a click of Toughness and then in her late dial picks up some Combat Reflexes and Perplex.

If Meggan is showing on the Excalibur Asset Dial, the team character can use Shape Change.

Next on the Excalibur roster is a swashbuckling mutant who, like Shadowcat, joined the team after recovering from severe injuries he suffered at the hands of the Mauraders.  Make way for the acrobatic adventurer known as Nightcrawler!  Nightcrawler has an Improved Movement ability called A Flash of Brimstone which allows him to ignore hindering and elevated terrain during movement.


The first of Nightcrawler’s two traits is called Heroic Rescue.  This allows Nightcrawler to use the Carry ability and carry up to two characters if they each share a keyword with him.  The second trait is called Teleporting Is Not As Easy As It Looks.  Once per turn, Nightcrawler may ignore a wall or square of blocking terrain for movement purposes.  If he does, after actions resolve, deal Nightcrawler unavoidable damage equal to the number of characters he carried this turn.

Nightcrawler has a few different ways in which to help him move around the battlefield, starting with Hypersonic Speed.  He also can use Sidestep and Charge at various points in his dial.  Nightcrawler’s mid-dial has the use of Blades/Claws/Fangs which on click 3 overlaps with the use of Exploit Weakness for a deadly combination.

Nightcrawler has a defensive special power called Not Where You Think I Am, which allows him to use Energy Shield/Deflection and Super Senses.  Nightcrawler’s late dial defense is covered by Combat Reflexes, which also helps him ignore knock back.

Nightcrawler is 93 points and has the keywords Excalibur and X-Men and would be a valued member on any team.  When Nightcrawler is showing on the Excalibur Asset Dial, the team character can use Combat Reflexes.

Thanks for reading and although that is all the Marvel HeroClix: Wolverine and the X-Men we have for today, be sure to come back neXt time as we look at a villain instrumental in the creation of the Reavers, as well as Psylocke’s eyes.  Until then, Shape Change for the Win!!

Marvel HeroClix: Wolverine and the X-Men Preview SwitchClix Team Bases

Marvel HeroClix Wolverine & the X-Men: Cannonball, Wolfsbane, and Magma!

Greetings HeroClix Fans!

Welcome back as we continue to explore the upcoming Marvel HeroClix: Wolverine and the X-Men set, specifically the last three figures from the New Mutants team base, all of which are packaged with it, allowing the team base to be playable right out of the box.   Today we have the first recruit to the team as well as two founding members.  First off, we go to Kentucky to meet the first member of the Guthrie family to venture out to Xavier’s School for Gifted Youngsters and who would eventually go on to be a co-leader of the team, Cannonball!


Cannonball not only has am Improved Movement: Blocking/Burst ability, allowing him to ignore blocking terrain for movement, as well as destroying it on the way through, he also bestows this ability on the New Mutants team base when attached to it via their asset dial.

Cannonball has a full dial of move and attack, thanks to Charge.  The flight ability, as well as his Improved Movement ability will allow him to get to almost any target within half his movement.  Cannonball also has two special powers provided by different aspects of his mutant generated blast field.  The first, called Ignition, represents his early inability to fly in anything but a nearly straight line, and the devastation he caused when doing so.  When Cannonball moves at least 3 squares in a direct line due to his own action, he can use Impervious, as well as modify his damage by+1 until your next turn.

Cannonball’s second special power represents how he could protect his team mates with his blast shield, and is called Blast Shield Extension.  This allows Cannonball to use Toughness, and, he and adjacent friendly characters can use Energy Shield Deflection, if he has less than 2 action tokens.   On the back half of his dial, Cannonball switches to standard Energy Shield Deflection to make him harder to hit with range combat attacks.  Also, Exploit Weakness will allow him to ignore damage reducers.

Cannonball can be played on theme teams with his fellow New Mutants, the team they eventually became, X-Force, or his most recent team, the Avengers.  Coming in at 92 points, Cannonball makes a solid secondary attacker, while providing some additional protection to adjacent team mates with his special power.

Next up, we go to Scotland, where we find the member of the team, who, with no siblings of her own, adopted Cannonball as her big brother, Wolfsbane!


As a mutant shape shifter, Rahne Sinclair starts out as a normal girl, with Shape Change to protect her.   A click into her dial is where the wolf inside her comes out to play.   Once off her activation click, Wolfsbane has a full dial of move and attack, thanks in part to a special power on her next two clicks, as well as her last, called I’ll Hunt Ye Down!  This special power allows her to use Charge and Flurry.  When this special power is not on her dial, standard Charge will be.  Combining very well with both Charge and Flurry, is full dial of Blades/Claws/Fangs, allowing you to attempt to do more than her printed 2 and 3 damage values.

Providing Wolfsbane a full dial of protection from, Mind Control and Incapacitate, as well as ignoring Shape Change, again, once past her activation click, is a full dial of Battle Fury.   Defensively, Wolfsbane can attempt to ignore attacks with Super Senses, and failing that, have some damage reduction due to Toughness, both thanks to a special power called Lupine Form.   A last click effort to save herself by changing forms is represented by a closing click of Regeneration.

When used on the New Mutants team base, Wolfsbane gives the ability to use Blades/Claws/Fangs when she is available the asset dial.   Clocking in at 63 points, with solid attack values and powers, Wolfsbane should have an easy time fitting on a theme team using any of her keywords, representing the extensive list of teams she has been a part of in her career, including Animal, Excalibur, New Mutants, X-Factor, and X-Force, or any other force build you choose to include her as part of.

Lastly, we go to the Amazon, to the hidden city of Nova Roma, to find the first mutant added to the team, able to control the earth itself, Magma!


Magma begins play with a good run of being able to move two squares as a free action with Sidestep.  Once adjacent to opposing figures, her special power, Energized Form, allows her to bring a good bunch of hurt.   At the beginning of your turn, Magma can use Poison as a free action to deal one click of penetrating damage to each figure, then use Quake to deal them two clicks of penetrating damage, before knocking them back.  (Using Sidestep at this point can set up the free action Poison for next turn.)  Magma also has some decent damage reduction with Toughness.  Additionally, a special power called Absorb the Flame, allows Magma and adjacent friendly characters to ignore 1 click of penetrating damage each turn.

Around the middle of her dial, Magma begins to change up her power set as she powers down.  First Toughness and Absorb the Flame both are replaced with a higher defensive value and Energy Shield Deflection.  Another click in, Energized Form is replaced with standard Poison.  Also at this time, Magma gains Plasticity to lock opposing figures in place, or allow her a better chance to get away.   Getting away allows her to get to someone to heal her or give her some space to use Regeneration, which is on her two closing clicks.

When used on the New Mutants team base, Magma brings Poison via the asset dial.  Possessing a 3 range, Magma can surprise an unsuspecting foe from time to time.  Clocking in at 77 points, Magma can be played in theme with her fellow New Mutants. 

That’s all we have for now.  Thanks for joining us, and be sure to check back next week as we bring more previews from the upcoming Marvel HeroClix: Wolverine and the X-Men set!

Announcements Marvel HeroClix: Wolverine and the X-Men

WizKids is pleased to Announce Marvel HeroClix: Wolverine and the X-Men!


Greetings HeroClix Fans!

Prepare yourselves for a truly x-cellent (see what we did there?) summer as Wolverine and the X-Men are coming your way! X-pand your HeroClix collection with the latest Marvel set to focus on the first-family of Mutants, their allies, and their adversaries!

First up, we have the Marvel HeroClix: Wolverine and the X-Men main set five-figure boosters and super boosters:

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Marvel HeroClix: Wolverine and the X-Men offer a whole new level of play and collectability with the introduction of  Team Bases to Marvel HeroClix! Utilizing SwitchClix technology, specific HeroClix figures can be exchanged from single base play, to their corresponding Team Base, and back again! Unlock a whole new arena of strategy with Team Bases!

With 91 figures to collect, popular sub-themes include X-Men new and old, Brotherhood of Mutants, the Shi’ar Imperial Guard, and more!  In this set, there are:

  • 15 Common Figures (plus one Prime figure!)
  • 15 Uncommon Figures (plus one Prime figure!)
  • 14 Rare Figures (plus one Prime figure!)
  • 12 Super-Rare Figures (plus one Prime figure!)
  • 5 Thematic Chase Figures
  • 7 Team Bases with MORE figures included!

The main release of Marvel HeroClix: Wolverine and the X-Men will utilize a 9 Ct. Booster brick model, with eight standard five-figure boosters, and one super booster per brick.

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Next up, let’s take a closer look at the Marvel HeroClix: Wolverine and the X-Men 24 Ct. Gravity Feed!


Countdown to the full release of Marvel HeroClix: Wolverine and the X-Men with this 24-ct. Gravity Feed product.  Featuring 10 figures with all-new dial designs and an impulse friendly price point, the Wolverine and the X-Men Gravity Feed single-figure foil packs are an excellent product for new and established players.

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Marvel HeroClix: Wolverine and the X-Men will also have a standard Organized Play kit available upon the release of the main set as well.  This Organized Play kit will contain:

  • 6 Limited Edition figures. Three copies each of two different figures.
  • 10 3D special objects. 10 copies of one 3D Object.
  • 10 2-sided Maps (24” x 36”).
  • 1 Organized Play Instruction Sheet outlining suggested event formats.

As always, this Organized Play kit is marked not for re-sale and will be available while supplies last.

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All of the Marvel HeroClix: Wolverine and the X-Men sales solicitations are available for download and can be found on our Retailers Assets Page.

This summer will chock-full of X-Men goodness.  Be sure to let your friendly local game and comic stores know that you want Wolverine and the X-Men! And stay tuned for more exciting announcements soon.  Thank you all for your continued interest and support!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Superman, Batman, and Wonder Woman!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial with a look at Superman, Batman and Wonder Woman as they beam down from the Watchtower onto their individual SwitchClix dials.  These three figures, which are included with the Justice League team dial, can be found in DC HeroClix: Teen Titans super boosters.


We start off our trinity of goodness with the Man of Steel.  Superman has two point costs. When he begins play on his 240-points starting line you get to use his trait, Not From Around Here.  With this trait, Superman’s powers can’t be countered when he has no action tokens.  On Superman’s top click he has Running Shot, Super Strength, and an 18 defense with Impervious.  He also has a special power in his damage slot called Under a Yellow Sun, which modifies an opposing character’s damage value by -1 when that character targets Superman with a ranged attack.

Next, Superman gains two clicks of Charge and keeps Super Strength and Impervious.  On his second click, Superman has Ranged Combat Expert.  On his fourth click, Superman gains Hypersonic Speed, allowing him to move, make an attack and then finish out his movement if he has any left over, in true speeding-bullet style.

Click four is where Superman’s 120-point line starts, and here he has Hypersonic Speed, Invulnerability and Under a Yellow Sun.  On click six, Superman gets up close and personal with Charge and Super Strength.  On the next click, Superman regains Running Shot and, utilizing his range of eight squares with two targets, this gets him a 12-square swing in which to attack from range.  Superman’s last two clicks are a combination of Charge, Close Combat Expert and Toughness.

Superman’s has the wing speed combat symbol on his dial, which allows him to use the Carry and Flight abilities.  He also has the Indomitable combat ability, which grants him the use of Willpower so that he may ignore pushing damage.

Superman has the Justice League and Superman Ally team abilities; the latter gives Superman the ability to treat hindering terrain as clear terrain for movement and line of fire purposes.  If theme building is your game, Superman has Justice League, Kryptonian, Metropolis, Reporter, and Trinity keywords.

Up next in our trinity is the guardian of Gotham City, Batman!


Like Superman above, Batman has two starting point values (130 and 100 points).  Batman has a trait called That Won’t Work, You Know where opposing characters within 6 squares can’t ignore pushing damage.  So much for all those resources granting the ability to use Willpower!  Batman can use two team abilities Justice League and Batman Ally, the latter of which grants Batman the use of Stealth.  On Batman’s combat dial he gains the use of Willpower through the Indomitable ability.

Starting on his 130-point line, Batman has two clicks of Leap/Climb and two clicks of a defensive special power called Dark Knight, which allows Batman the use of Combat Reflexes and Toughness.  With a range of six squares and two targets, Batman has the use of Incapacitate, which he can also use in close combat.  A special damage power called Striking Fear lets Batman use Outwit and Shape Change.  He can also use Perplex but only to modify other characters’ combat values.  On his second click, Batman picks up Smoke Cloud and Outwit.

We start Batman’s 100-point dial with three clicks of Leap/Climb for movement.  On click three, Batman has the use of Incapacitate, Toughness and Striking Fear.  On click four, Batman drops Incapacitate and picks up Perplex.  On his next click, he gains the use of Smoke Cloud, Outwit, and his special defense power, Dark Knight.

On click six, Batman gains the use of Flurry, keeps Smoke Cloud, and regains the use of both Toughness and Perplex.  On his final click he keeps Flurry and regains Dark Knight.  On his damage slot, Batman picks up Close Combat Expert, proving that Batman won’t go down without a fight!

When searching for teams to build with Batman, take a look at his keywords like Batman Family, Gotham City, Justice League, and Trinity.


The final member of the trinity is Wonder Woman.  Like her teammates, Wonder Woman also has two point values on her dial.  This warrior queen also has a trait called Warrior Race, which allows Wonder Woman the use of Willpower but only when she is making an attack.

Wonder Woman’s 150-point starting line has a special power in her speed slot for her first three clicks called Charge of the Righteous.  This allows Wonder Woman to use Charge.  Roll a d6 after the use of this power action is resolved.  On a result of a 5 or 6, remove an action token from a friendly character with a lower point cost within four squares of Wonder Woman.  Wonder Woman also has Super Strength and Invulnerability.  On her second click, Wonder Woman picks up Exploit Weakness.

On Wonder Woman’s 100-point starting line she has Charge, Invulnerability, Exploit Weakness and a special attack power called Unbreakable Lasso.  This allows Wonder Woman the use of Incapacitate as if she had a range value of 4 squares with a single target.  When Wonder Woman uses Incapacitate and hits, she can use Perplex but only to modify a combat value of the hit character by -2.

On click 5 Wonder Woman picks up Flurry and her defense changes to Toughness.  On click 6 she gains Charge of the Righteous, which we last saw in the 150-point area of her dial.  Wonder Woman picks up Super Strength and in defense she gains Combat Reflexes, allowing her to modify her defense by +2 when targeted with a close combat attack.

On click 7 Wonder Woman loses Charge of the Righteous and on her final click she regains Flurry and “Unbreakable Lasso”.

Wonder Woman does have the wing speed combat symbol, granting her the Flight and Carry abilities.  Wonder Woman, like her brothers-in-arms, all have the Justice League team ability and they also share the keywords Justice League and Trinity.  Wonder Woman’s other keywords are Amazon and Warrior.

All three figures also possess an Asset Dial ability:

  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Wonder Woman allows Justice League to use Energy Shield/Deflection.

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 SwitchClix Team Bases

DC HeroClix Teen Titans: Robin, Kid Flash, Changeling and Starfire!

Greetings Heroclix Fans!

Today we continue our preview of the New Teen Titans Team Base from the upcoming DC HeroClix: Teen Titans set.  In our first article earlier this week, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  And in our last article, we previews the three figures that come packaged with the team base, #063 Cyborg, #064 Raven and #066 Wonder Girl.    Today we bring you the remaining four members of the New Teen Titans team base, all of which come in the standard five-figure booster packs.

First up, the New Teen Titans fearless leader, Robin!


The first thing you’ll notice about Robin is that he has an Improved Movement ability called Bat-Training, which allows him to ignore hindering terrain and characters for movement purposes.  Robin also has two point value starting lines for double the fun!

Robin’s 75-point level starts with a special power, Bat Tricks, which give you a choice at the beginning of your turn:  Robin can use Incapacitate this turn, or Robin can use Smoke Cloud as a free action this turn. This allows Robin to either help lock down an enemy team or create cover for himself and his allies, which is going to be helpful with his starting Charge movement power.  Robin also has Combat Reflexes and Leadership on his first click, which changes to Willpower and Outwit on his second.

Robin’s 50-point level starts out with Flurry, Super Senses, and Outwit.  Later on the dial Robin gets Close Combat Expert, Combat Reflexes, and his special power Bat Tricks comes back.  You may have also noticed that Robin has two team abilities, Batman Ally and Teen Titans.  For theme-team play, Robin also has the Batman Family and Teen Titans keywords.

And when attached to the T-001 New Teen Titans (or T-005 Teen Titans), Robin’s image on the asset dial allows his team to use Outwit, and making it so only adjacent opposing characters can use Outwit against them.

Speaking of Teen Titans, what’s that blur over there?  Looks like it’s Kid Flash!


Kid Flash also has two point values, and his 90-point value starts out with a 12 movement and Hypersonic Speed.  Kid Flash also starts with Super Senses and Perplex.  Except for Perplex, all powers repeat on his second click.

Kid Flash’s 50-point value starts out with Hypersonic Speed as well, but he also has Willpower to act two turns in a row without taking pushing damage.  Kid Flash’s Hypersonic Speed quickly changes into a special speed power called Faster Than Fast, that will be on the rest of his dial.  This special power says Kid Flash can use Phasing/Teleport. When he does, after actions resolve, he may make an attack as a free action that causes knockback and gives a hit character an action token.  This allows him to knock figures into other team members for tie-up like his buddy, Changeling.  Kid Flash has Combat Reflexes on his last couple of clicks, as well as a couple of clicks of Perplex sprinkled through the 50-point portion of his dial.

Kid Flash, like his allies, has the Teen Titans tam ability to allow him to share clicks of health with friendly adjacent figures using this team ability.  Kid Flash can be played in theme with his fellow Teen Titans, thanks to his only keyword.

Next up, the teams’ resident jokester and shape shifter, Changeling!


Changeling has a trait called Morph: Beast Boy which states, “Give Changeling a move or close combat action that deals no pushing damage.  After the action resolves replace him with any character with this trait on the same click number.”  This allows the 60-point Changeling to become more versatile on your force, being able to switch to different power sets and stats as needed.

Changeling’s first click starts out with Plasticity, Toughness, and Shape Change allowing him to hold down enemies for his team mates to take care of.  His next click shows his special damage power which is called One Form to Another.  One Form to Another allows Changeling to use Charge and Close Combat Expert, and when he uses Charge he can use Improved Movement: Characters!

Changeling keeps this special power as he gains Earthbound, losing him the Flier combat ability, Super Strength, and Combat Reflexes in the next section of his dial.  All these powers combine to make him a solid close-combat threat.  Changeling ends his dial with Blades/Claws/Fangs, giving him the potential to deal lots of damage, and Willpower, allowing him to act without fear of pushing damage.

Changeling can be played in theme on teams built around the Animal, Doom Patrol, and Teen Titans keywords.  Also, as do all his allies on the Teen Titans, he has the Teen Titans team ability.  Changeling can be attached to T-001 New Teen Titans, and when his icon is showing, his team can use Shape Change.

And finally, we look to the sky and see another Teen Titan, Starfire! 


Starfire starts out with a trait called True Love which says “When Starfire is adjacent to a friendly character named Nightwing, modify Nightwing’s defense value by +1 if not already modified by this effect.”  Starfire starts out with a special defensive power called Tamaran Princess which says “Starfire can use Energy Shield/Deflection and Invulnerability”.  Starfire also starts out with Running Shot, to take the fight right to an opposing force, and Energy Explosion, pairing nicely with here printed 8 range and 2 targets.  Shape Change will allow her to attempt to avoid being targeted by an opposing figure.   On her second click, Starfire gets Ranged Combat Expert.

Mid-dial, Starfire gets Poison, to deter some opposing figures from moving adjacent to her, and Toughness will provide some damage reduction.  A couple clicks of Charge also come onto her dial in this area.  Shape Change also returns for a couple of clicks to provide an extra layer of protection.

Starfire also ends her dial with Pulse Wave and Energy Shield Deflection.  Starfire also have Indomitable making her 137 points of pure Teen Titan power.  Starfire also has the Teen Titans team ability.  She can be played on theme teams with her Cosmic, Teen Titans, and Warrior keywords.  When attached to T-001 New Teen Titans, her icon on the Asset Dial allows the use of Defend and the Flight ability.

This wraps up our first set of previews for the upcoming DC HeroClix: Teen Titans set.  But don’t worry, there are plenty more previews to come, including more Team Bases, more Teen Titans, classic Titan villains, Young Justice, Fearsome Five, N.O.W.H.E.R.E., Ravagers and so much more! Until next time, keep your Clix off their K.O.’s!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Cyborg, Raven, and Wonder Girl!

Greetings HeroClix Fans!

Today we continue our previews of the upcoming DC HeroClix: Teen Titans set.  In our last article, we took a look at the New Teen Titans Team Base, the new rules it brings to the game, and the asset dial.  We also took a brief look at another innovation to the game, SwitchClix, and saw how all of the figures work with the team dial.  As promised, today we dive into the figures that come packaged with New Teen Titans Team Base, and their SwitchClix dials.  We shall start off with the mechanical man with the genius level IQ, Cyborg!


As a mentor and long-standing member of the Teen Titans, Cyborg starts out his dial with Running Shot.  Since this guy works so well with others, we see some Enhancement, and knowing Cyborg will be in the fight, he rounds out his top click with some Toughness to help reduce some damage.  On his second click, he loses his Running Shot but gains Penetrating/Psychic Blast, which is sure to bust through the toughest of opponents, along with some Perplex , which will help out with stat modification either on himself or the enemy.

On clicks 3 and 4 Cyborg has Leap/Climb, which will easily help him to reposition during the game, and Energy Shield/Deflection will help protect him from ranged attacks.

In his late dial, Cyborg has all the powers from the front of his dial again, laid out in almost the same way, but ending in a click of Regeneration  to hopefully keep Cyborg in the fight to save the world.

Cyborg has a 6 range with 2 targets and the Teen Titans team ability, which will allow him to either heal himself or help out follow Teen Titans team members.  Coming in at just 103 points, he also has the Robot and Teen Titans keywords to help with some fun theme team building.

For Team Base use, Cyborg attaches to T-001, New Teen Titans, and his image on the Asset Dial, when it appears and should you choose to use it, will make it so his team base can’t be the target of opposing figures Probability Control.

Next on our Teen Titans list is a character whom we last saw in Dc HeroClix: Icons, Raven!


Raven has the Wing speed symbol, granting her both the Carry and Flight abilities, along with the Mystics and Teen Titans team abilities.  Raven also has a Wild Dial, accessible by a power in her dial.

Raven’s first two clicks are exactly what we would expect of her, with Phasing/Teleport and high movement, giving her the option to carry a friend where they are needed most. She has a 6 range and can use Barrier for a couple of clicks.  Probability Control will allow Raven to manipulate dice rolls to her benefit, while Support) will allow her to take advantage of her allies with the Teen Titans team ability, and both powers rotate back and forth down her dial.

In her mid-dial, we see what makes Raven daddy’s little darling with a defensive special power called Daughter of Trigon. This will allow Raven to continue to use Barrier but when this click is revealed you must stop turning the dial and roll a d6; on a result of 5 or 6 turn Ravens dial to click 7.  We’ll get to click 7 in a bit.

If you don’t have to turn her dial, Raven picks up Stealth and a special attack power called I See Your Fears…, which will help Raven evade an attack by letting her use Super Senses when her attacker has one or more action tokens.  Raven finishes out her dial with Willpower overlapping with her Support and Phasing/Teleport, still backed with her 6 range, giving her a lot of options in the late game.

Now what happens if you do have to turn her dial to click 7?  You reveal Trigon’s Daughter.

Raven’s movement slot gets a special power called The Darkest Magic, which allows her to use Phasing/Teleport. Your opponent will also have to determine if attacking her is worth it, as when she deals unavoidable damage with the Mystics team ability, she now deals 2 unavoidable damage, instead of 1.

This click of Raven’s dial opens up with an 11 attack, 3 damage, and Penetrating/Psychic Blast (Find Your Weakness), which is sure to crack the strongest of foes. Her 18 defense is covered with Energy Shield/Deflection, giving her a 20 defense to hit from range.  Then, if an opposing figure does manage to roll high enough to hit, she still has Probability Control to force a reroll.  Good luck?

On click number 8, Penetrating/Psychic Blast is replaced with Pulse Wave giving Raven the ability to target and damage all figures within 3 squares of her. On clicks 9 and 10, we see her I See Your Fears… special power return along with gaining Mind Control, potentially allowing her to control an opposing figure for an action.  On defense, Raven changes to Toughness to help with reducing any damage she may end up taking.  She also gains some late dial Shape Change, which will hopefully stop an opponent from being able to target her with an attack all together.

At a mere 96 points Raven’s dial looks like a lot of fun. With Mystical and Teen Titans as her keywords she should be easy to play on a theme team that would benefit from her unique dial.

Raven can also attach to T-001 New Teen Titans, and her image on the Asset Dial allows New Teen Titans to use Regeneration, when their team base is not adjacent to an opposing character.

Finally in today’s trio of Teen Titan goodness, we have Donna Troy (aka Wonder Girl)!


First, let’s take a look at Wonder Girl’s trait, which is called Trying to Lead By Example. This will allow her to use Leadership, but only when she has 1 or more action tokens.  With Ms. Troy coming in at 135 points it should be easy to find a gaggle of other Teen Titans or Amazons, her two keywords, who would benefit from her Leadership. Wonder Girl has the Wing speed symbol and the Indomitable combat ability, allowing her to use Willpower, helping her get more use out of her Leadership trait.  And like the other Teen Titans previewed today, Wonder Girl has the Teen Titans team ability, allowing her to share health with friendly, adjacent figures.

Wonder Girl starts out with 2 clicks of Charge with a 10 square movement allowing her to bring the pain. Her top click has an 11 attack and Quake letting her target multiple adjacent opponents with 2 damage and knock back.  Magic Bracelets is the defensive special power on her Wonder Girl’s first 3 clicks, letting her to use Invulnerability and Energy Shield/Deflection. This will give her the ability to reduce damage while at the same time making it harder for her to be hit with ranged combat attacks.

Wonder Girl will switch from Quake to Super Strength on clicks 2 through 4, overlapping with some Flurry on clicks 3 and 4.  Wonder Girl loses the special defense power after click 3 and gains some good ole straight-up Invulnerability, which will continue to help her reduce damage.

In her late dial, Wonder Girl regains Quake and picks up some Plasticity.  Not only will this help her to break away, if need be, but more importantly, will keep adjacent opponents right next to her so she can pound them with her Close Combat Expert.  Wonder Girl always has the ability to reduce damage dealt finishing out her dial with 2 clicks of Toughness.

Wonder Girl also can be removed from her SwitchClix base and added to T-001 New Teen Titans, and her icon on the Asset Dial allows the team to use Super Strength, as well as the Flight ability.

That is all for today, but be sure to come back Friday as we continue to look figures from the upcoming DC HeroClix: Teen Titans, specifically the last four figures that round out the New Teen Titans Team Base.  Until then, Shape Change for the Win!!