Clix It Up

Clix It Up – The Joker

Greetings, HeroClix fans!

Today we’re going to Clix It Up by taking a look at a different version of the Clown Prince of Crime himself, The Joker! We’re going to look at two variations of the killer clown from the DC HeroClix: The Joker’s Wild! set, as well as another version from past iterations.

Clix It Up - The Joker 033

Up first is the 033 version of The Joker. At 50 points with 4 clicks of life, this version of The Joker is perfect to squeeze into Arkham Asylum, Gotham City, or Gotham City Underworld teams. He possesses only one trait called This is How I Deal With the Bat. This trait states that once per turn, for all characters with this trait, if a character uses the Batman Enemy team ability to replace its attack value with The Joker’s, you may reroll the attack roll. Additionally, he possesses a special power on each click of his attack called C’Mon Bats…It’s The Ol’ Squirting Flower Gag. This power states that you may give The Joker a power action to make a close attack targeting a single opposing character that’s within 3 squares and line of fire. If your attack hits, deal that character 1 penetrating damage instead of normal damage. The Joker rounds out his dial with full dials of both Sidestep and Super Senses, as well as two clicks each of Perplex and Outwit.

Up next for the Clix It Up – The Joker edition is our second version, also from the The Joker’s Wild! set, the 059 Super Rare figure. He comes in at a more robust 140 points, and features 7 clicks of life, to go along with a range of 6 squares. This is a Joker that you want to build around with a heavy hitting tank, and a supporting healer to increase his longevity. He has two traits, the first of which is called It’s the Laughing That Will Kill You. This trait states that The Joker can use Poison. When he does, damage dealt to characters with a lower point value is penetrating damage. His second trait, called Mad as a Hatter, says that other characters can’t use Precision Strike when attacking The Joker!

Clix It Up - The Joker 059

To accompany those traits, The Joker has a series of incredibly beneficial standard and special powers. His first special power, appearing on alternating clicks of his damage, is called The Killing Joke! This power says that The Joker can use Ranged Combat Expert and Improved Targeting – Ignores Characters. Additionally, when The Joker hits with an attack, hit characters are each given up to 2 action tokens! His second trait is called You’ll Have to Kill Me. This appears on his final click of defense and is a STOP click. It also allows The Joker to use Mastermind. But that’s not all – as mentioned, he has a bounty of standard powers, including Stealth, Sidestep, Blades/Claws/Fangs, Precision Strike, Mastermind, Super Senses, Toughness, and Outwit.

Our final version of The Joker comes from the DC HeroClix: World’s Finest set. The 054 Super Rare version of The Joker is a 250-point monster, with 8 clicks of life, a range of 8 squares, and the Quintessence team ability. He has Improved Targeting, allowing him to make a ranged combat attack against any opposing character within range and line of fire, even if the character is in an adjacent square. He also has the trait While the Game is On, I Can Do Anything. This trait states that at the beginning of your turn, you can choose an opposing character within range and line of fire and choose to either prevent that character from using items equipped to it until your next turn, or instead choose a standard power that the opposing character can use, and have The Joker use it until your next turn instead!

Clix It Up - The Joker 054

He also possesses two special powers. The first, appearing on his first two clicks of movement, is called, If You Want Something Done Right, You Have to Murder Them Yourself, which states that The Joker can use Phasing/Teleport. Additionally, once per turn, when another friendly character within range and line of fire misses all targets of an attack and actions resolve, you may place The Joker and that friendly character in each other’s squares. His second special power appears mid-dial on his damage, and is called I’ll Kill Every Batman There Ever Was or Ever Will Be. This power says The Joker can use Outwit, and does not need line of fire when doing so. Additionally, when The Joker uses Outwit, he may also counter a power on any other opposing characters with the same name as the first target! That’s a mountain of powers and abilities, but he also has the standard powers Force Blast, Sidestep, Flurry, Penetrating/Psychic Blast, Pulse Wave, Steal Energy, Invincible, Invulnerability, Impervious, Probability Control, and Perplex.

There are our three looks into The Joker! One, a full member of a team at 50 points that plays nicely with a shared trait between cohorts, another a solid attacking specimen that works well with some support, and a final one that can truly be your tentpole and marginalize your opponent through traits and pure damage output. Which is your favorite version of The Joker?

Thanks for joining us for today’s look at the Clown Price with Clix It Up – The Joker. Until next time, Shape Change for the win!

DC HeroClix: The Joker's Wild!

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II

Greetings HeroClix Fans!

Today we are continuing the previews for the DC HeroClix: The Joker’s Wild! set, by looking at the rest of the figures in the Batman and His Greatest Foes Fast Forces Pack and showcasing an easily built 300-point team you can field straight out of the box!

Last time, in the DC HeroClix: The Joker’s Wild!- Fast Forces Part I, we looked at The Riddler, The Penguin, and Mr. Freeze, so let’s continue by introducing the Power Couple of Crime in Gotham City.  Minding my manners, it’s ladies first of course, here’s Harley Quinn!

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley Quinn

Harley Quinn is 50 points of deadlier-than-she-looks trouble.  With Arkham Asylum and Gotham City as natural keywords and the Batman Enemy team ability, she gets a load of damage potential out of the pairing of Flurry and Blades/Claws/Fangs; especially with an 11 attack value on her second click, representing her pet hyenas.  Her synergy doesn’t stop there; on defense, she has the special My Babies Keep Me Hopping letting her use Combat Reflexes and Super Senses along with mid-dial Perplex and an uptick in her base damage value from 2 to 3.  She finishes her dial with regular Super Senses and a special power on movement, Ya Didn’t Notice I Had A Hammer?,  which lets her take a free action once per game to equip her with the Harley’s Hammer special object, also included in the Fast Forces, from outside the game for free.

DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - Harley's Hammer

While she is equipped with the hammer, Harley Quinn also gets Charge in addition to Quake and Giant Reach 2 granted by the hammer itself; there is the risk, however, that the hammer will break.  She’ll be a smashing success at making her Puddin’ proud.  Speaking of her Puddin’….

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II - The Joker

There he is, looking deadly and dapper as ever in his trademark purple suit, spats, slicked green hair, walking stick and ready to make your acquaintance with a big smile and vigorous handshake.  At 75 points, The Joker is Never As Dead As You’d Expect; his trait is sure to keep you laughing and your opponents in stitches for a long time.  At the beginning of your turn, if The Joker took damage since your last turn, you roll a d6 die and heal him half the result.  If he takes a hit and is still standing, that is a guaranteed 1 click heal, and if you roll well with a 5 or 6, you get half his dial back!  Just hitting him can be tricky with a whole dial full of Super Senses.  The rest of his dial and powers jump back and forth between combinations of Stealth and Outwit, Poison and Perplex, or Incapacitate and Probablity Control.  His attack value is never particularly stellar topping out at 9, but that is what the Batman Enemy team ability is for along with his Arkham Asylum, Gotham City, and Monster keywords.   That’s a lot of villainy but the joke is on them because we also have Batman in the Fast Forces Pack who is ready to take on multiple bad guys at once.

 DC HeroClix: Batman and His Greatest Foes Fast Forces Part II- Batman

At 75 points, Batman has left his utility belt and fancy vehicles back at the cave and is bringing old school justice to Gotham with enough knuckle sandwiches for everybody.  With his trait Student Of All Martial Arts, he can use Toughness to get the most out of his 7 click dial and also increase his attack value by +1 for each adjacent opposing character, which is even more impressive considering he already starts with an 11 attack value.  He is ready for engaging several bad guys in one close combat action with his movement special Hit You With My Hands And Feet that lets him make a close attack targeting all adjacent opposing characters and deal normal damage to each one.  Batman’s defense special power Equilibrium, Balance, and All Things In Order starts him off with Combat Reflexes and Willpower.  Should the future Arkham inmates he squares off against do some damage, they have even more trouble to deal with when he picks up Close Combat Expert and Flurry; and, though he loses the special power on defense, he keeps Combat Reflexes for his whole dial.  If you can manage to keep him in the shadows with his Stealth-granting Batman team ability, he can avoid having his powers countered as well as avoid most ranged attacks.  As for keywords, he is the perfect close combat centerpiece for a Batman Family, Gotham City, Detective, or Martial Artist themed team.

Now, focusing on the villains, let’s build a 300-point team out of the DC HeroClix: Batman and His Greatest Foes Fast Forces Pack.

25  The Penguin
50  The Riddler
50  Harley Quinn –Harley’s Hammer kept on sideline
75  The Joker
100 Mr. Freeze

Total of 300 points, Gotham City themed team, +5 initiative roll, 3 uses of Themed Team Probability Control

The Penguin gets to sit back and put his Loyalty token to work, increasing the range and attack value of a friendly character. It’s not a bad idea to keep The Riddler adjacent to help The Penguin’s attack value with the Batman Enemy team ability and to use free actions to move your Loyalty token to where you need it most.  The Penguin himself isn’t likely to be doing much, but with Willpower up front he is an excellent choice for using your Themed Team Probability Controls.  Keep Mr. Freeze shooting at mid-range and locking up the opposing team with Frozen tokens, while letting The Joker and Harley Quinn get close enough to do what they do best.  If you need something more to keep an opposing ranged attacker occupied, send in The Riddler as he has a strong likelihood of dodging their attacks.  If you come up against a Batman, like the one in this pack, use your Perplexes on your attack values, as getting a hit to stick is going to be more important in the long run than doing more damage.

That’s all for today, HeroClix fans! Stay tuned as we continue to review more figures and team-building strategies from DC HeroClix: The Joker’s Wild!.  Don’t forget to visit the WizKids Info Network to find HeroClix Release Day Events and tournaments near you.  Visit your FLGS next week to pick up the Batman and His Greatest Foes Fast Forces Pack and The Joker and Harley Quinn Dice & Token Packs!
Until next time, just keep them in your line of fire.

DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – Harley Quinn & The Joker

Greetings HeroClix Fans!

Today we are kicking off previews of the upcoming DC Comics HeroClix: The Joker’s Wild! set by catching up with a dastardly duo that has taken the term “love-hate relationship” to new lows.  On the loose once again from Arkham Asylum, make way for former psychiatrist Dr. Harleen Quinzel (aka Harley Quinn) and her psychopathic puddin’, The Joker!

DC HeroClix: The Joker's Wild! - Harley Quinn

Harley Quinn can be added to your force by paying 35 points. With that low cost, comes a short-yet-effective dial.  As one of Batman’s foes, Harley Quinn has the Batman Enemy team ability which allows her to replace her attack value with that of a friendly character using the same team ability.  She also has a trait called This Is How I Deal With The Bat, which boosts a teammate’s attack value by +1 for a close attack when that teammate uses the Batman Enemy team ability to replace its attack value with Harley’s.

At 35 points and with bit of a short dial, Harley Quinn will likely act as a nuisance on your force.  Early on, Harley Quinn should share her 10 attack value with teammates that also have the Batman Enemy team ability.  If trouble comes her way, she has Shape Change and Super Senses to help her avoid and evade attacks, respectively.  Speaking of attacks, Harley Quinn has a special power in her attack slot called Kiss, Kiss, Bang, Stab which lets her use Incapacitate and Poison.  To make good use of her ability to use Incapacitate, Harley can shoot two targets up to five squares away.  The rest of her dial is suited appropriately, with Sidestep, Stealth, and Close Combat Expert rounding out her standard powers.

DC HeroClix: The Joker's Wild! - The Joker

On his own or paired with Harley Quinn, The Joker is capable of causing chaos wherever he is on a HeroClix map.  The Joker has a point value of 50 and brings his own variation of the This Is How I Deal With The Bat trait found on numerous characters in the set.  Instead of giving a +1 to the attack value of a teammate using the Batman Enemy team ability, The Joker’s version of This Is How I Deal With The Bat lets that teammate reroll the attack roll.  The Joker’s attack values never dip below 10, making him an ideal candidate for teammates with the Batman Enemy team ability that need some help.

The Joker’s dial is a click longer than Harley Quinn’s and his lack of a printed range means he’s best used for close attacks.  However, The Joker has a special power in his attack slot that lets him get around his lack of range.  His special power, C’mon Bats… It’s The Old Squirting Flower Gag, lets The Joker make a close attack against a single opponent within three squares and the line of fire.  If the attack hits, that character is dealt one penetrating damage instead of normal damage.  The Joker has Sidestep and Super Senses on each of his clicks, allowing him to duck and dodge attacks as necessary.  Perplex and Outwit fill out the rest of The Joker’s standard powers.

Both Harley Quinn and The Joker have the Arkham Asylum and Gotham City Underworld keywords for themed team play.  Harley Quinn also has the Gotham City Sirens keyword as an additional option.  For less than 100 points, Harley Quinn and The Joker leave plenty of room on a force for other attackers and support characters.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC Comics HeroClix: The Joker’s Wild! set!

Visit the WizKids Info Network to find DC Comics HeroClix: The Joker’s Wild! Pre-Release events starting November 2nd.

DC HeroClix: Batman - Arkham Origins Preview

DC HeroClix Batman Arkham Origins: Joker Thug and The Joker!

Greeting Heroclix fans!

We bring you another preview today from the DC HeroClix: Batman – Arkham Origins set with two characters with sure to make you smile, The Joker Thug and The Joker! Let start with the happy henchman!


The Joker Thug starts at a comical 40 points. For this you get 5 clicks of life, a 5 range single target, and the Batman Enemy team ability.  As his attack value for his first 3 clicks is an 8, hooking up with another that can use his team ability is no laughing matter.

The Joker Thug starts his dial with Stealth, Willpower, and the minion power Joker Says I’m Expendable that states when a friendly character named The Joker is within 8 squares, The Joker Thug can use Poison. When he does, The Joker Thug is dealt 1 unavoidable damage. This could represent inferior gas masks The Joker gives his thugs for his different laughing gases.

On his second click, The Joker Thug gains Blades/Claws/Fangs and drops Willpower both for every other click. On his 3rd click The Joker Thug trades Stealth for Plasticity for the rest of his dial. This can help keep opposing characters close to you for when you use the minion power Joker Says I’m Expendable.

Up next is the comedian that kills with laughter, The Joker!


The Joker for 140 points has a 6 range with a single target. He has Improved Movement ignores other characters for movement purposes and the trait Origins of a Madman that states The Joker can use Poison. If he has KO’d an opposing character this game, when he uses Poison, damage dealt is penetrating damage. He has the Calculator team ability as well.

His top click starts with Stealth, Combat Reflexes, Shape Change, and the special attack power Joker Gas. Joker Gas grants the use of Smoke Cloud. When he uses Poison, The Joker may treat all opposing figures which ended the previous turn adjacent to one of his hindering terrain markers as adjacent. On his 2nd click, The Joker trades Shape Change for Outwit, so if you haven’t managed to KO an opposing character yet, this can help Poison get through their defenses.

On his 3rd click he changes to Sidestep, Psychic Blast, and Toughness while retaining Outwit. He gets a nice stat boost as well with an 11 attack and 18 defense. This is a great time for headlining at the local comedy club with a few of the henchmen with The Joker wild carded to the Batman Enemy Team Ability. We’re sure you’ll make them die with laughter! Also, with the Sidestep, Psychic Blast, and  Outwit combination, you can potentially move, attack and then counter a power before or after the attack. Say goodbye to someone’s pesky Invincible and see who gets the last laugh!

On click 5 through the end of his dial, The Joker changes to Blades/Claws/Fangs. That’s because sometimes he likes to tell his jokes in a more intimate setting. He also gains the special power I’ll Test Your Code that allows you to give The Joker a free action and choose an opposing character within range and line of fire. Until your next turn, if that character makes an attack, it may only target The Joker.

For his last 2 clicks, The Joker possesses Mastermind. This is the time to make sure your henchmen are close by so that they can be the punchline of The Joker’s Mastermind, and they can use their special Poison power Joker Says I’m Expendable. 

For 300 points you can make a theme team with the keyword Gotham City Underworld with The Joker and 4 of The Joker Thugs. The thugs can provide a valuable theme prob and most likely use Willpower when they push to do so. Push The Joker into his higher attack values to share his wild-carded attack value with The Joker Thugs, because if you don’t, the jokes on you.

That’s the end of this preview, but turn that frown upside-down because there will be another preview soon!

DC HeroClix: Batman Classic TV Preview

DC HeroClix Batman Classic TV: The Joker!

Greetings HeroClix Fans!

We’re one week closer to the bat-citing release of the upcoming DC HeroClix: Batman Classic TV set!  Today’s preview features Batman’s arch-nemesis of crime, The Joker. Showing up in his classic purple suit and green hair, The Joker has plenty of tricks up his sleeves so let’s see what he’s up to!


The Joker, like the rest of Gotham’s dastardly villains, can use the Elaborate Deathtrap ability.  This allows The Joker to make a close combat attack that deals no damage.  Once per game, immediately place a hit character on this character’s card.  A character on this card can use the Escape Deathtrap ability.

The Escape Deathtrap ability allows a character at the beginning of your turn to roll 2d6. The Joker rolls a d6 and adds his Zodiac Meteorite Bonus (maximum bonus 8).  If The Joker is friendly, not on the map, or if your result is higher, place this character in your starting area or adjacent to a friendly character.  Otherwise, deal this character damage equal to the difference (maximum 5) and when dealt damage, this character can use its defense powers.

Zodiac Meteorite is what allows The Joker to use the Elaborate Deathtrap ability and the Bonus is equal to the number of the current month or the defense value of the character using Escape Deathtrap minus 12, whichever is higher.

The Joker starts off being able to use Perplex and Combat Reflexes as well as his two special powers.  The Joker’s first special power is called Joy Buzzer: ZAP!!!.  When The Joker resolves a move action, place a ZAP!!! token on this card.  Before The Joker makes a close combat attack, you may remove one ZAP!!! token to modify his damage value by +1 and have the attack deal penetrating damage.  The Joker’s other special power is called Plunder By Remote Control.  You may give The Joker a free action and choose an unheld object within 8 squares.  For this turn, that object becomes a friendly bystander token as described on the back of this card.  When KO’d or at the end of your turn, it becomes an object again and is placed in the square it last occupied.

Remote Controlled Object Token

The Joker at times replaces Combat Reflexes with Willpower and switches from Perplex to Probability ControlThe Joker ends his dial with Outwit.  On click 5 The Joker loses both special powers and gains Sidestep and Poison.

The Joker is 75 points of fun and has the United Underworld keyword, making it easy to pair him up with other of Gotham’s villains like Shame or Catwoman.

Thanks for reading!  Be sure to check back for more from the upcoming DC HeroClix: Batman Classic TV set.  Tune in next time – same Bat-day, same Bat-website

DC HeroClix: Batman Preview

DC HeroClix Batman: The Joker!

Greetings HeroClix Fans!

 In today’s preview from the upcoming DC HeroClix: Batman set, we take a look at the Caped Crusader’s arch-nemesis, the Clown Prince of Crime himself, The Joker!


The Joker has a trait called You Are All Fodder which allows The Joker to use Mastermind.   The Joker has a dial that looks nearly as crazy as he is, with powers and combat values changing on every click, with all contributing to him being a very solid close combat piece, especially if you are able to utilize his trait. 

The Joker begins the game hiding using his Stealth.  From the shadows, The Joker can force a reroll with Probability Control or make sure damage is taken by an adjacent opponent in close combat due to Exploit Weakness, both provided by a special power called This is Where Your Soul Dies.  Poison can deter opposing figures from basing The Joker while Willpower will allow him to act without fear of pushing damage.   On his second click, The Joker gains Flurry, appearing on all his even numbered clicks, with Stealth on the odd clicks.  Super Senses will allow him the opportunity to avoid attacks for his next two clicks, and will swap out with Willpower after two more clicks. 

Mid-dial, The Joker sees a new special power show up called H.A.H.A.D.E.A.T.H.H.A.H.A., which grants The Joker the use of Steal Energy with the added benefit of healing 2 clicks if his attack roll was doubles.   This power will change out later in the dial with Poison before showing up end-dial again.   Outwit shows up at this point as well, and will swap back and forth with his This is Where Your Soul Dies special power. 

The Joker can be added to a theme thanks to his Arkham Asylum or Monster keywords.   Utilizing enough Mastermind fodder with his trait may allow The Joker to surprise an unsuspecting foe with his 3 range.  The Batman Enemy team ability will allow him to share attack values with friendly adjacent figures using it as well.  At 127 points, The Joker can be a deadly figure on the correct team build.

That is all for today.  Be sure to come back soon as we look at more figures from upcoming HeroClix sets!