DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – The Atom & The Flash

Greetings, HeroClix fans! Welcome to another exciting preview from the upcoming DC HeroClix: The Joker’s Wild! set! Today, we blast into the Golden Age of comics– all the way back to All-Star Comics #3 published in 1940– to look at a fast-moving and hard-hitting pair of founding members of the heroic sub-theme in this set… the Justice Society of America or JSA for short.

DC HeroClix: The Joker's Wild- The Atom JSA

Speaking of short, our first hero Al Pratt (aka The Atom) may be small in stature, but makes up for it with his incredible strength and fighting skills!   The proverbial 98-pound weakling studying at Calvin College, Al Pratt was trained by none other than boxing champ Joe Morgan.  The Atom may only be 25 points, but he is no light-weight!  Sidestep gets him into the fight, Combat Reflexes helps him to avoid incoming punches… before Al lays them out with his Close Combat Expert which can give him up to a whopping 5 damage on his top click!

The Atom also features a shared trait that will be seen on all the founding JSA members in the set called A Simpler Time.  With this trait, when another friendly character with the JSA team ability uses it to share the defense value from The Atom, they will also receive a bonus of +1 to their defense if they are being targeted by a close attack.

DC HeroClix: The Joker's Wild- The Flash JSA

Next up, we look at the speedster of the team— The Flash!  Born in Keystone City, Jay Garrick was a Scientist who worked with hard water. During one such experiment, Jay was struck by lightning, granting him the speed of Mercury, allowing him to become The Flash! At 35 points, The Flash possesses two standard powers— Hypersonic Speed and Super Senses— with impressive speed and defense values to keep him out of danger and solid attack values to be able to stick those hit-and-run attacks.

The Flash’s A Simpler Time trait allows his JSA teammates to use Super Senses for an attack if they share his defense value, however they only succeed on a result of a 6.

With the low point values of the Golden Age line-up of the Justice Society of America, players will be able to field an impressive 9-figure JSA team!  Keep an eye out for more awesome previews from DC HeroClix: The Joker’s Wild! including more denizens of Gotham City, more JSA members and figures from our other heroic sub-themes—The Outsiders!

Visit the WizKids Info Network to find Pre-Release and Release Day events coming to stores near you! Until then, keep calm and Clix on!

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Ragdoll and the Shade!



Greetings HeroClix Fans!

In the upcoming DC HeroClix: Flash set, some do believe it’s time to rise up and take over the world. As we give a visit to Opal City and two members of the Injustice Society.


Rag Doll will prove to be a hinderance and annoying foe to all those Speedsters running around. His trait called Contortionist and Opportunist will make one think twice about a hit and run strategy. When a character moves into a square adjacent to Rag Doll and then a square that is not adjacent to him that character is dealt 1 unavoidable damage after actions resolve.

Rag Doll is 60 points and only 5 clicks but has Plasticity on all of them, good luck getting away. On Rag Doll’s odd number clicks he can use Combat Reflexes and Shape Change, while on the even numbered clicks Rag Doll can use Perplex. Right smack in the middle of the dial Rag Doll can use Incapacitate.

Rag Doll is a Wildcard and will surprise opponents with his 2 range. Rag Doll has the Injustice Society, Keystone City and Opal City keywords.


Our next villain to rise from the shadows is the Shade. The Shade will be able to walk through hindering terrain and even target those trying to hide as he has the Improved symbol and can use ignores hindering terrain on movement and line of fire.

Shade’s Power of the Darklands trait will allow him to use Smoke Cloud and Stealth. When Shade has 2 action tokens, he can use Smoke Cloud as a free action.

Shade has 2 point values you can play him at. For 129 points Shade starts with Shape Change and 2 clicks of Phasing/Teleport and Super Senses. Shade has a special attack power called Shadow Demons which will work with his Smoke Cloud. Before removing Shade’s hindering terrain markers from the map, deal 1 damage to each opposing character within range occupying one of those markers. If that character is also adjacent to 2 or more of Shade’s hindering terrain markers, the damage dealt is penetrating.

Shade has a special damage power called Hero? Villain? What’s the Difference? Shade can use Perplex. When Shade does, he may immediately choose a friendly character of 50 points or more and modify that character’s combat values by -1 until your next turn, and then use Perplex a second time.

Shade’s 100 point starting line is on click 3 and has Sidestep, Telekinesis, Super Senses and Shape Change. On click 4 Shade can now use Barrier and regains the use of Hero? Villain? What’s the Difference? Shade will finish out his dial with 2 clicks of Regeneration and Probability Control.

Shade has a 6 range and the Mystics team ability. His keywords are Injustice Society, Mystical, and Opal City.

Both above villains have the Injustice Society keyword and if they were part of a themed team you could add the Monster Society of Evil Additional Team Ability (ATA) for just 5 points per character. This ATA would allow for at the end of your turn, you may roll a d6 for each friendly character using this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character that hasn’t already been dealt damage by this team ability this turn.

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

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Magenta!




Greetings HeroClix Fans!

Welcome to another quick preview from the exciting upcoming DC HeroClix: The Flash set! Today we bring you an all new character to HeroClix from the Flash’s Rogue’s Gallery, Magenta!


Our second preview is that magnificent mistress of magnetism, Magenta! At 115 points with 6 clicks of life, does she have the moxie to merit her monetization? She has the Wing combat symbol and a 7 range with 2 targets. She has the trait Attract or Repel that states to give Magenta a free action and choose a character with the Standard or Tiny damage symbol within 3 squares and line of fire. Place that character into a square adjacent to the one they currently occupy. She could even move herself. This trait will work really well with her Improved Targeting: ignores characters as well.

Magenta starts her dial with Sidestep, Shape Change, and 2 special powers as well. The first, her attack power Riding the Magnetic Fields states Magenta can use Telekinesis. Give Magenta a move action and, after actions resolve, she can use Telekinesis as a free action. So she could place herself one adjacent square, Sidestep 2 squares, move 9 squares then attack with an object with Telekinesis up to 8 squares for a total of 20 squares.

Her second special defense power Magnetic Barriers allows Magenta to use Barrier and Toughness. When she uses Barrier and actions resolve, you may choose one opposing character with the standard attack and damage symbols within 2 squares of a blocking terrain marker that she has placed and place that character adjacent to the marker. When a character adjacent to one of these markers attempts to move, it must attempt to break away as if the marker was a character friendly to Magenta and can’t be ignored for movement purposes.

On Magenta’s second click, she gains Force Blast and Ranged Combat Expert which once again her Improved Targeting can really help with the latter. Her fourth click she loses her defense special power and has Energy Shield/Deflection for the rest of her dial and when she regains Shape Change for her last 2 clicks, your opponent may look elsewhere to attack instead. Magenta possesses the Injustice League team ability and the keywords Injustice League, Rogues, and Teen Titans.

That wraps up this week’s article, but make sure you’re here next week for another preview from the DC HeroClix: Flash set!

DC HeroClix: The Flash Preview

DC HeroClix The Flash: Deathstroke!





Welcome HeroClix Fans!

Thanks for joining us we continue to explore the upcoming DC HeroClix: The Flash set! Today we check out a villain and sometimes anti-hero who became a pirate in search of his daughter in the Flashpoint universe, Deathstroke!


Deathstroke begins the game with a couple of good options to fight your opponent. He can use his 2 targets and 6 range to target a couple of figures with Energy Explosion, possibly catching a few other figures in the area of effect.  Or, he can use Charge to take the fight right to an opposing figure. Once in place, on his next turn,   His Indomitable combat ability will allow him to act again without fear of pushing, to use his Sharpshooter combat ability to make a range combat attack against the figure he is adjacent to. Adding to the usefulness of his opening two clicks is a special power called Steal More than Your Gold. This special power allows you to choose a standard power that an opposing figure can us at the beginning of your turn.   Deathstroke can now use that power and the opposing figure can’t. His first three clicks will alternate between Toughness and Super Senses.

Mid-dial, Deathstroke has a new special power called Take Their Vessel!, which allows him to use both Stealth and Leap/Climb, as well as Mind Control on an opposing figure that can use the Carry ability that he has just hit with an attack.   He now has a couple of clicks of Precision Strike to insure damage can’t be reduced below one, as well as ignoring Super Senses and Mastermind, before switching back to Energy Explosion. A couple of clicks of Regeneration will give Deathstroke a good shot of healing back to the top of his dial.

Near the end of his dial, Flurry will allow Deathstroke to make two close combat attacks for one power action, and Precision Strike returns to make sure his target(s) will take a bit of damage. A couple more clicks of Super Senses will again let him try to avoid attacks. A closing click of Regeneration may get Deathstroke back to his earlier Regeneration clicks. And an entire dial of the Swimmer combat ability means he can ignore water terrain for movement purposes.

Deathstroke is a solid close combat figure at 112 points who can be a decent range attacker.   His special “Outwit” like power can provide him with a number of popular support powers to aid your team, or some good powers that will be helpful to him making attacks. He can be played in theme using his Flashpoint, Pirate, or Warrior keywords.   He also has the Underworld team ability, allowing him to use the Carry ability to carry a figure using the Underworld team ability, or two if they have a lower point cost.

That’s all for now, be sure to check back soon for more previews from the upcoming DC HeroClix: The Flash set! Next time, we look at a couple of villains new to HeroClix! Until then, keep your Clix off their K.O.’s!

DC HeroClix 10th Anniversary Preview

DC HeroClix 10th Anniversary: The Flash & The Flash!

Greetings HeroClix Fans!

Today we continue our previews for DC HeroClix: 10th Anniversary by looking at two Scarlet Speedsters from Central City.  First, we harken back to the golden age of comics to check in with Jay Garrick, The Flash!


The Flash #018 pays homage to one of the first figures in the game to have Hypersonic Speed, The Flash #128 from DC HeroClix: Hypertime.  Coming at 6 clicks long, The Flash shows that he is the original Speedster with Hypersonic Speed on every click, with movement stats from 16 to 12, out pacing most figures that can use it in modern age.

The Flash has decent stats for 86 points, and his first two clicks of 18 printed defense will allow him to utilize his JSA team ability to great effect, while still being an effective harassment piece.  The Celebrity, Central City, Justice Society, Past and Politician keywords will allow him plenty of generic and named theme team options.

Like all pairs of figures in DC HeroClix: 10th Anniversary, The Flash #018 has the Battlefield Promotion mechanic, allowing him to replaced with a different figure in this set.  Battlefield Promotion: Pass the Torch When The Flash hits one or more opposing characters, after actions resolve, place a Promotion Token on his character card. You may then roll a d6 that can’t be rerolled and add 1 for each Promotion Token on his character card; on a result of 8 or higher, replace this character with DC HeroClix: 10th Anniversary #010 The Flash on the same click number.

Wally West is the The Flash #010.  He has an Improved Movement ability called Vibrate Through, allowing him to ignore Hindering terrain for movement purposes.  This will come in very handy with a near full dial of Hypersonic Speed.  Super Senses and an opening 18 defense will make The Flash challenging to retaliate against.  The Flash can use the Perplex on his first click wherever it will be most useful to himself or his allies.  On his second click, only two things change: The Flash gets faster, and he trades Perplex for his first special power, Mach 3 Punch, that makes it so damage he does can’t be reduced below 1.

Mid-dial, The Flash switches things up a bit as he trades special powers, this one called So Fast You Didn’t See the Hits.  This special power allows The Flash to use Charge and Flurry, with the added benefit of being able to use Exploit Weakness when he uses Charge!  On click 5, The Flash has a speed value of 15, allowing him to Charge an amazing 8 squares!  As this special power will most likely have the The Flash in close combat, the appearance of Combat Reflexes on the first two clicks of it will be very helpful.

As his speed begins to wind down, The Flash has Willpower on his last two clicks.  His last click sees the return of Hypersonic Speed and Perplex. 

The Flash has the Central City, Justice League, Police, and Teen Titans keywords, giving him a good selection of theme team options.  The JLA team ability will allow him to be given move actions without taking from your action pool.  At 105 points, The Flash brings solid stats, and with his Perplex and special powers, the potential to crack damage reducers on every click.

That’s all for now.  Be sure to come back soon as we continue to show off new figures from upcoming HeroClix sets!