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DC HeroClix: The Joker's Wild!

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

Greetings HeroClix Fans!

Today we are continuing the previews for the upcoming DC HeroClix: The Joker’s Wild! set, by looking at the some of the villainous figures in the Batman and His Greatest Foes Fast Forces Pack.  Starting off with a riddle, what figure costs 50 points, has a five click dial, and a trait that grants the use of Shape Change?  You don’t have to be the world’s greatest detective to deduce that it’s The Riddler!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Riddler

In addition to his economical point cost and Riddle Me This trait, The Riddler has several other potent powers and abilities to properly vex any caped do-gooder.  He starts with a special power on damage called Riddle Me That, which gives him a chance to lower an opponent’s attack roll or damage dealt when he is attacked.  When attacked, choose a number from 1-6 and if it shows up on one of the dice, reduce the attack total by 2, if the number shows up on both dice, then also decrease the damage by 2.  On top of those traits, he also has Super Senses.  With that much potential for evasion, your opponent might just think they can avoid him completely, but The Riddler has enough clever quips and tricks to ensure he cannot be ignored. He has Leap/Climb, which will get him into whatever position you need him in to make use of his 6 range value, accompanied by Precision Strike and late dial Perplex.  Take advantage of his teammates with Arkham Asylum and Gotham City keywords and his combat value-sharing Batman Enemy team ability.  This will be useful in Gotham City, where you need political connections if you want to stay out of Blackgate Prison, and nobody is more connected than our next figure from the Fast Forces Pack, The Penguin!

DC HeroClix: The Joker's Wild!- Fast Forces Part I - The Penguin

At 25 points, The Penguin lives almost entirely from his trait, Dealmaker.  At the beginning of the game you place a Loyalty token on another friendly character’s card, modifying their range and attack values by +1.  Any character adjacent to The Penguin can be given a free action to make a close attack targeting The Penguin, and if it hits you, place the Loyalty token on a character’s card of the attacker’s choice instead of dealing damage.  Use your influence wisely; have someone give The Penguin a nudge with their elbow and move the Loyalty token to someone you have poised to attack to get the bonus.  Beware though, any character can take the free action from Dealmaker; even opposing characters, so be careful not to let the opponent steal your influence!  To that end, The Penguin has Force Blast to keep the opposition beyond arm’s length and gets a little tougher to deal with if he takes a small hit, starting with Willpower and going on to Combat Reflexes with a late finish of Close Combat Expert.  Not one for the loony bin, The Penguin has Gotham City, Gotham City Underworld, and Politician keywords along with a strong potential to benefit from the Batman Enemy team ability.  If these two classic Batman villains don’t leave your opponent cold then this next character will, Mr. Freeze! 

DC HeroClix: The Joker's Wild!- Fast Forces Part I- Mr. Freeze

For a hearty 100 points, Mr. Freeze brings some much needed ranged attack and board control options for his teammates.  With 6 range and two targets, Running Shot and Willpower, Mr. Freeze can make the most of his Freeze Ray special attack power, which deals out Frozen tokens to any hit targets in addition to doing normal damage.  If a character has a Frozen token, they must remove it instead of their action tokens when they would normally clear tokens.  Locking down an opponent with this should give you plenty of time to lay out all your best (worst?) ice puns.  He picks up some Range Combat Expert if you find a single target in particular that needs to chill out.  If things heat up and Mr. Freeze takes some damage, you can put up some ice Barriers and Sidestep to make your escape.  In addition to the Arkham Asylum and Gotham City keywords, he also has Armor and Scientist.  Don’t forget the Batman Enemy team ability which can help make that Freeze Ray special power scary, even to his last click.

That’s all for today, HeroClix fans! Stay tuned as we continue to preview the DC HeroClix: The Joker’s Wild! set. Next week we’ll discover the rest of the Batman and His Greatest Foes Fast Forces and build a team of villains that will tickle Batman’s funny bone.  Don’t forget to visit the WizKids Info Network to find HeroClix Pre-Release Events and tournaments near you.

Until next time, don’t put your dice on ice!

 

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild! – Looker

Greetings HeroClix Fans!

We’re back with a closer look into one of the figures Scott Porter pulled in yesterday’s unboxing video of our upcoming DC HeroClix: The Joker’s Wild! set.  This time, we’re looking, ahem, at a member of the Outsiders who will make you do a double-take.  Let’s take a gander at the two versions of Looker as she makes her HeroClix debut!

DC HeroClix: The Joker's Wild! - Looker

Looker has a simple set of combat values starting off with a solid 11 attack value and 8 range.  Looker’s power set features Energy Shield/Deflection, Mind Control, and a special power called Telepathic CoordinationTelepathic Coordination allows Looker to use Mind Control, and when she does, the hit character boosts its attack value by +1 for the rest of the turn. The character receives this bonus even it has been targeted by the Outsiders team ability.

Looker’s base damage output isn’t great so she definitely won’t be your force’s primary attacker.  Her primary contribution to your force will be through her use of Telepathic Coordination to take control of opposing figures. For defense, Looker can use the Outsiders team ability to make sure opposing characters can’t increase their combat values and Energy Shield/Deflection to potentially protect her from opposing big hitters.

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

If a stronger version of Looker is preferred, consider adding her Prime version on your force.  The Prime represents Looker after her transformation into a vampire and comes in at 100 points.  Like the non-Prime counterpart, Looker has the Wing speed symbol and the standard attack, defense, and damage symbols.  She also has the Outsiders team ability.  Unlike the non-Prime, Looker does not have a printed range value as she’s built primarily for close attacks.

Looker has a trait, The Blood-drinking is the Worst Part, which sets her starting line at click #5 and, like other vampires in HeroClix, lets her use Steal Energy to heal above that line.  Looker’s dial features a colorful array of standard powers that include Charge, Telekinesis, Mind Control, Toughness, Regeneration, Exploit Weakness, and Outwit.  If you manage to heal Looker above her starting line, she also has a special power, Turn Into Mist, that lets her use Combat Reflexes and Impervious.

Prime Looker has a fairly steady set of speed, attack, and damage values, while her defense ends with a slight upswing.  Looker’s two clicks of Telekinesis make her a viable support piece initially, but you’ll of course need to heal above her starting line in order for her to be a brutal primary attacker.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! In the mean time, be sure to visit the WizKids Info Network to find Pre-Release Events near you.

Oh, and have a happy Halloween!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Geo-Force

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: The Joker’s Wild! preview is not only a founding member of the Outsiders super team, but he’s also royalty.  Please welcome Prince Brion Markov of Markovia, aka Geo-Force!

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

Geo-Force has a point value of 160 and has the Justice League, Outsiders, Politician and Ruler keywords as options if you choose to include him on a themed team.  As his name implies, Geo-Force’s powers stem from the Earth so his HeroClix dial reflects this power set.  Geo-Force starts off with a trait called Lord of the Land, which lets him use Barrier as a free action. Geo-Force can only place 1 Barrier Marker each time he uses this power, but they aren’t removed at the start of his next turn like normal Barrier Markers. After actions resolve, if there are more than 4 Markers created by this effect on the map, one of them must be removed.  On a map with plenty of blocking terrain and walls, Lord of the Land can be useful to control where an opposing force goes.  The trait is also helpful in creating barriers to block opposing lines of fire to your characters.

The majority of Geo-Force’s dial consists of appropriate standard powers such as Quake, Impervious, Super Strength, Regeneration and LeadershipGeo-Force does have one special power located mid-dial, called Lava Jet BurstsLava Jet Bursts lets Geo-Force use Charge, Force Blast and an Improved Movement ability that lets him ignore and destroy blocking terrain as he moves through it.  Geo-Force’s combat values have some variation to them but they generally start high and slowly taper down.

Geo-Force has the standard attack, defense, and damage symbols, along with the Wing speed symbol to use the Flight and Carry abilities.  He starts out as a ranged attacker that can shoot two targets up to seven squares away, and then switches roles to that of a close attacker.  Lastly, Geo-Force has the uncopyable Outsiders team ability to prevent a friendly or opposing character’s combat values from being modified.

Thanks for reading!  Join us again as we reveal more exciting characters and highlight strategies and team builds from the DC HeroClix: The Joker’s Wild! set! Don’t forget to visit the WizKids Info Network to find Pre-Release events near you!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Mr. Freeze

Greetings HeroClix fans, and welcome to another exciting look at the upcoming DC HeroClix: The Joker’s Wild! set! Today, we’re looking at one of the most adverse members of the Batman Rogues Gallery – Mr. Freeze!

DC HeroClix: The Joker's Wild!- Mr. Freeze

At 90 points with six clicks of life, Mr. Freeze at first appears to be a simple, ranged attacker who can hit one target from a range of 5 squares, however, the further you look into his design, the more you will notice his versatility. He has a trait called Try Not to Shatter My Frozen Friends, Boys which says that when Mr. Freeze hits with a ranged attack, give each hit character an action token. Additionally, after actions resolve, attach the Ice Wall ClixFX Marker to one of the hit characters, unless it’s already attached to another character. The Ice Wall Marker itself is a 3D element which maintains that as long as the marker is attached, that character can’t be moved or placed, and it modifies its defensive value by -2. The marker is removed at the end of that character’s turn, and that character is then either dealt 1 penetrating damage, or any adjacent character can be given a power action to remove the Ice Wall.

Mr. Freeze also possesses two special powers, the first is called Back to Refrigeration, and appears on his final two defensive clicks. This special power states that Mr. Freeze can use Toughness. Additionally, at the beginning of your turn, you may heal Mr. Freeze a number of clicks equal to 3 minus the number of adjacent opposing characters. His second special power is called Frozen Aura and appears on his final four clicks of damage. This power states that adjacent opposing characters must modify their attack and damage values by -1. He also has the standard powers Sidestep, Penetrating/Psychic Blast, Energy Explosion, Invulnerability, and Toughness.

Mr. Freeze can be played in themed teams for Arkham Asylum, Gotham City Underworld, Armor, and Scientist. His relative low point cost means that in 300-point games he’s taking up less than 1/3 of your build total. He can fill the role of either a heavy damage dealer or secondary attacker, and his base 3 damage implies that, no matter what, with any damage absorption, he’ll be doing at least 1 damage to your opponent.

That’s it for today, HeroClix fans! Join us next time as we explore more pieces from the DC HeroClix: The Joker’s Wild! Be sure to visit the WizKids Info Network to find Pre-Release events near you. Until then, may your blades rolls be sixes!

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DC HeroClix: The Joker's Wild!

DC HeroClix: The Joker’s Wild!- Hourman & Sandman

Greetings HeroClix Fans!

For today’s preview from the upcoming DC HeroClix: The Joker‘s Wild! set, we check in with a pair of heroes from the Golden Age of comics.  As two of the Justice Society of America’s original members, Hourman and Sandman are here to fight crime and uphold the values of a bygone era.  First up, let’s take a look at Rex Tyler (aka Hourman)!

DC HeroClix: The Joker's Wild!- Hourman

With a sculpt that recalls his early appearances with the Justice Society in All-Star Comics, Hourman can be added to your force for 25 points.  Hourman has the standard speed, attack and damage symbols and the Indomitable defense symbol, which lets him use Willpower to shrug off pushing damage.  Hourman also has the Justice Society team ability, which lets him share his unmodified defense value with an adjacent teammate that has the same team ability.  Speaking of the Justice Society team ability, it’s the focus of Hourman’s trait, A Simpler Time, which lets a character use Probability Control when that character uses the team ability to use Hourman’s defense value.  However, Probability Control from A Simpler Time can only be used if the attack roll has a 6.

Hourman’s no-frills dial includes Super Strength on all but his last click, which features Regeneration to potentially heal him back to more useful parts of his dial.  To supplement his Super Strength, Hourman has a special power called Top Of The Hour which can supply him with a standard light object to hold if he’s given a move action while adjacent to blocking terrain.  Hourman is built primarily for close attacks and his range value of 0 reflects that – but newer players should remember that you can throw objects to cause damage regardless of your range value!

DC HeroClix: The Joker's Wild!- Sandman

Armed with his gas mask, Sleep Gun and keen detective skills, Wesley Dodds (aka Sandman) has a point value of 30 and both the Justice Society team ability and the A Simpler Time trait.  Like Hourman, Sandman’s dial is fairly straightforward:  Stealth appears on all but his last click and Willpower shows up on his first two clicks.  Sandman also has a special power called Sleep Gun which lets him counter an opposing character’s power when he hits that character with an attack.  The chosen power remains countered until the opposing character clears action tokens.

Unlike Hourman, Sandman can shoot one target up to five squares away.  His speed and damage values are consistent, while his attack and defense numbers change just a bit as you get deeper into his dial.

Both Hourman and Sandman have the Justice Society and Past keywords if you’re looking to include either or both on themed teams.  Hourman also has the Scientist keyword while Sandman has All-Star Squadron as an additional option.  At only 55 points, both Hourman and Sandman leave plenty of room on a force for other attackers and support characters. 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!

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