DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Batman & Catwoman!

Greetings HeroClix Fans!

We’re back with another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set!  Today, we take a look at two costumed Gothamites who are entwined in a love-hate relationship.  First up is the thief and burglar known as Catwoman!


With a value of 99 points, Catwoman is a close combat attacker who can mess with opposing teams that rely too much on using team abilities.  Catwoman hits the battlefield with a trait called Can’t Be Trusted, which prevents adjacent opposing characters from using team abilities.  Catwoman also has the Calculator team ability, which makes her a wild card and rubs it in the faces of adjacent opposing characters wishing they could access their team abilities.  Can’t Be Trusted,

Mobility shouldn’t be too much of an issue as Catwoman comes into play with an Improved Movement ability called Curiosity and the Cat, which lets her ignore elevated and hindering terrain when she moves.  A pair of Charge clicks mid-dial gives Catwoman the ability to move then attack, while Stealth on the rest of her dial prevents most opposing characters from drawing lines of fire to her if she has hindering terrain to use.

Catwoman has a short range of three squares and one target.  Although Catwoman’s dial reflects a character that works best in melee as your secondary attacker, her limited range can come in handy at the start and ends of her dial where she has Incapacitate and Precision Strike, respectively.  Joining Steve Trevor’s Justice League of America as a silver bullet for Batman hasn’t calmed this kitty, however, so Blades/Claws/Fangs appears mid-dial (with slightly boosted attack values of 11) and makes a great pairing with the Charge in her speed slot.

Defensively, Catwoman won’t be an easy mark for adjacent opposing characters as she starts and ends her dial with Combat Reflexes.  Mid-dial she has Super Senses to potentially evade attacks altogether.  The addition of Perplex in the damage slot at the start and end of her dial gives Catwoman the option of buffing her own combat values or toying with an opponent’s numbers.

We mentioned Catwoman’s association with the Justice League of America.  If you’re considering including Catwoman on a themed team, she has that keyword – along with Batman Family, Gotham City Sirens and Gotham City Underworld.

Catwoman likely won’t be the primary attacker on your force, but odds are you may want to consider Batman for that role.  Let’s take a look at Gotham’s Dark Knight!


Batman can be played at two point costs, 150 or 85.  Batman’s 85-point starting line is on click 4.  At either starting point, Batman has an Improved Movement ability called Grappling Hook which lets him ignore elevated terrain when he moves.  He also has a trait that we previously saw on Superman  called A New Kind of Justice League.  This trait lets adjacent friendly characters of a lower point value and the Justice League keyword use the Batman Ally team ability that he also possesses.  Additionally, if Batman is paired with friendly characters named Superman or Wonder woman, they don’t need to be adjacent or a lower point value.

To represent Batman’s unrelenting pursuit of justice, he has the Indomitable combat ability – and a five-square range with two targets.  For team-building ease, Batman has the Batman Family, Gotham City, Justice League and Trinity keywords.

Moving onto Batman’s dial, he starts primarily as a ranged attacker.  Batman’s first two clicks feature the combination of Running Shot and a special power called Utility Belt, which lets him use any standard attack or damage power when he’s given a free action.  Batman can use the chosen power until your next turn.  Defensively, he can reduce some damage dealt to him thanks to Toughness.  In the damage slot of Batman’s first clicks is another special power, World’s Greatest Detective and Strategist, which lets him use two of the game’s most popular damage powers in Outwit and Perplex.  Additionally, when Batman has no action tokens, he can use another popular standard damage power in Probability Control.  Standard use of Outwit and Perplex appear on Batman’s next two clicks.

Batman switches to a close combat attacker on clicks 3 and 4 by substituting Charge for Running Shot and Combat Reflexes for ToughnessBatman retains Combat Reflexes for the rest of his dial.  Click 4 closes out Batman’s Utility Belt run and sees the return of World’s Greatest Detective and Strategist in the damage slot.  That’s followed up again by Outwit and Perplex, respectively, before World’s Greatest Detective and Strategist makes a final appearance on click 7.

Ranged attacks again become Batman’s preferred method of fighting as we reach his last three clicks.  Sidestep takes over for Charge to help Batman strategically position himself.  A pair of Energy Explosion clicks are followed by a final click of Pulse Wave to hopefully catch multiple opponents in the area of effect.

Batman should be a viable choice for most forces with attack values that never fall below 10 and a mix of powers that allow him to play the role of either ranged or close combat attacker.  Teams that share the Justice League keyword with Batman will enjoy the benefits of his A New Kind of Justice League trait.

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

DC HeroClix: Justice League - Trinity War Preview Prime Figures

DC HeroClix: Justice League Trinity War: John Constantine & Nick Necro!

Greetings HeroClix Fans!

We are getting close to the release date for the DC HeroClix: Justice League – Trinity War set coming early next month but that won’t slow us down in our previews for you! Today we have two magicians that used to train together now they fight each other John Constantine and Nick Necro.  Up first is the Hellblazer himself, John Constantine.


John Constantine is 90 points of snarky, rude, chain smoking, user of the magic arts. He has 5 clicks of life with a range of 4 and a single target. His keywords are Justice League Dark, and Mystical and he possesses the Mystics team ability.  He has one trait; We Operate From the Shadows, Alright? It says John Constantine can use Stealth. Adjacent friendly characters with the Justice League Dark keyword can use Stealth. You can definitely hide a few teammates with this trait.

The top of his dial starts with Telekinesis, Energy Shield/Deflection, and 2 special powers. His damage power is called I Make My Own Luck. It allows John Constantine to use Probability Control, but can use it twice each turn. Even if your opponent’s character ignores Stealth, you have a +2 defense from range, and if he does hit, you can potentially make them re-roll twice!

John Constantine’s movement special power Ultimate Con Man states once per turn, choose Outwit or Perplex and John Constantine can use that power until your next turn. When he uses the chosen power to target an opposing character, that character can’t use the chosen power until your next turn. This power can’t be countered. This can even work on a character whose powers can’t be countered. If you Outwit a combat ability, they couldn’t use Outwit. Their Outwit is not countered they just can’t use it. The same would happen with Perplex, use it to modify an opposing character that can use Perplex; they can’t use it until your next turn even if they get it from a trait.

John Constantine’s dial jumps around just like he does magically. John’s 2nd click loses Telekinesis and his I Make My Own Luck power and gets Exploit Weakness. He is a bit of a scrapper and this reflects that.  His 3 click he gains Phasing/Teleport and Psychic Blast because sometimes he has to work a spell to retreat or blast a demon. His damage never gets above a 2, but he isn’t meant to be a main attacker. He is a support piece there to make sure your primary attackers hit and hit hard.

Nick Necro

Nick Necro used to be friends with John Constantine but had a falling out years ago and it doesn’t look like they’ll kiss and make up anytime soon.

Nick Necro is a Prime and has a cost of 111 points. For that you get 5 clicks of life, an 8 range with a single target, and possesses Improved Targeting: ignores hindering terrain and characters for line of fire. He has the keyword Mystical and has the Mystics team ability.

His trait, I Thought We Were Friends, allows Nick Necro to use Stealth. At the beginning of the game, you may choose an opposing character and that character cannot target Nick Necro unless Nick Necro or that character is the only character on its force on the map. You can really play the thorn in the side of the opposing character you choose with this trait, but remember, some powers like Poison and Pulse Wave don’t target so have some caution.

Nick Necro’s top 3 clicks are nearly identical stat wise and are identical power wise. Phasing/Teleport, Penetrating/Psychic Blast, Mastermind, and the special damage power Taught You Everything I Know. It states Nick Necro can use Outwit. Give Nick Necro a power action and target a character within range and line of fire. That character can’t use combat or team abilities and its combat values can’t be greater that its printed values until your next turn. In a game with relics and resources that grant modifiers to combat values or powers that grant the same, this could be a popular way to counter those activities!

On click 4, his power set changes completely. His powers change to Sidestep, Precision Strike, Perplex, and the special defense power Mystical Artifacts Are Drawn to Me. It say’s when this click is revealed due to damage taken from an opposing character’s attack, if the attacking character has a relic or resource assigned to them, stop turning the dial. That opponent chooses one: deal the attacker 3 unavoidable damage; or heal Nick Necro of 1 damage and remove from the game up to one relic or resource attachment assigned to the attacker.  On his last click he has Regeneration that has the potential to allow him to heal back to his top click.

Thanks for joining us for another preview from the DC HeroClix: Justice League – Trinity War set.  Be sure to check back for our next preview, you won’t want to miss it!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Frankenstein & Zatanna!

Greetings HeroClix Fans!

We’re here with another pair of awesome previews from the upcoming DC HeroClix: Justice League – Trinity War set! After the Justice League was defeated by Enchantress they knew they needed a team to face threats of a magic nature. Enter the Justice League Dark. We have two members of that team to show you and first up is Frankenstein!


Frankenstein is a creature made of parts stitched together from multiple corpses and because he is neither dead nor alive, he is considered to be immortal. Coming in at 93 points, Frankenstein is an adept attacker. He excels as a close combat character with his possession of the Indomitable combat symbol and a single target range of four. He starts his 7 click dial with Charge, Toughness, and the special power Archangel’s Sword. This powers allows Frankenstein to use Blades/Claws/Fangs. When he does and the result is 4-6, hit characters can’t be healed this game, even if this power is lost. The way this power works, even if his damage dealt is reduced to zero, they still can’t heal. However, his damage never goes below a three on his entire dial, so choosing to deal his printed damage is an option as well.

On click 3, Frankenstein now possesses Outwit and the special movement power, Necronauts. It says when Frankenstein or a friendly character KO an opposing character with a point value of 50 or more with an attack, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn. This is great either for pressing on with attacks or for regrouping your team to reassess the situation.

On click 5 Frankenstein changes to Combat Reflexes and Close Combat Expert. At this point his attack has dropped to a 9 but his damage has gone up to a 4 so you can put some of the modification into attack and still do a lot of damage. End of dial he gains Sidestep and last click he gets Regeneration giving him the chance to get back to click 4 again. Frankenstein has the Creature Commandos, Justice League Dark, Monster, Past, Seven Soldiers,  and the  Soldier keywords so making a theme team with him is easy. Frankenstein is really a great close up and your face figure, but he needs some support and someone to take care of his attackers from range. In that role, we’re pleased to introduce the powerful mistress of magic, Zatanna!


An ananym is a word whose spelling is derived by reversing the spelling of another word. This may be an unusual way to start a preview, but it is the name of Zatanna’s trait called Ananym. It states when you place your characters at the start of the game, you may turn Zatanna to click 6. If you do, this game turn her dial counter-clockwise when she is damaged and clockwise when she is healed and she can’t heal past click 6. This trait can’t be ignored. Let’s start at with click 6!

Zatanna has a point cost of 120, which buys you the Flier combat symbol, and a six range with 2 targets. She possesses the Celebrity, Justice League Dark, Mystical, and Shadowpact keywords as well as the Justice League and Mystics team abilities. Add the Shadowpact ATA to her and she will ignore other characters Mystics damage.

On click 6, Zatanna stars with Sidestep, Telekinesis, Defend, and the special damage power pleH mehT that says to give Zatanna a free action and choose one of the following to last until your next turn: Zatanna can use Barrier and Perplex or Zatanna can use Enhancement and Probability Control. She is taking more of a support role here than an attacker role. And speaking of support, she swaps out pleH mehT with Support on clicks 5 and 4. On click 5, her 11 attack and 16 defense with Defend will almost guarantee she’ll be able to heal her teammates.

Midway in her dial on clicks 4 and 3, Zatanna is transitioning to a more aggressive attacker and her Pulse Wave and that will ensure your opponent keeps their distance from her. Toughness will help reduce any damage she takes and keep her on the map.  Her last 2 clicks, her powers are the same on both clicks, Running Shot, Energy Shield/Deflection, Outwit, and the special attack power gnignitS skcigaM that says Zatanna can use Penetrating/Psychic Blast and Precision Strike. He mobility and attacks are high as well as her damage. You get to make the choice of which end she starts her dial on and either can make sense depending on your team and your strategy. One thing is for sure; ll’uoy evol gniyalp annataZI

That’s all we have for today, join us again soon for the next preview from the DC HeroClix: Justice League – Trinity War set!




DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Green Lantern & Power Ring!

Greetings HeroClix Fans!

Welcome to another exciting preview from the upcoming DC HeroClix: Justice League – Trinity War set coming to a game store near you February 2015! Today we have two different Power Ring bearers from two different universes. Up first, Green Lantern!

DC16 previews2

Simon Baz was chosen by Hal Jordan’s and Thaal Sinestro’s fused rings and became an officer in the Green Lantern Corps. For less than 100 points, (96 to be exact), this rookie Green Lantern has the will to be worth even more. With the Flier symbol, a single target 7 range, the Justice League team ability, and the Green Lantern team ability which allows him to carry up to 8 characters out on the battlefield. Add his keywords Green Lantern Corps and Justice League of America and you’ll easily find a place for Simon on your team.

Green Lantern will be an excellent follow-up attacker and support piece as well. The beginning of his dial we see a good mixture of powers that signify what a corpsman can be. Use him to ferry your team out onto the map with his 11 movement, or use Telekinesis to put attackers out immediately to start attacking and push him next turn to Charge or move him to utilize Enhancement for your other characters ranged attacks. Be careful with his placement though, he can be seen as an enticing target for your opponent since he has no damage reducers anywhere on his dial.

On click 4, Green Lantern refines his strategy to ranged attack piece. He now has Running Shot, Ranged Combat Expert and two special powers. The first, Willpower Through My Gun, is a special attack power that allows Green Lantern to use Improved Targeting: Ignores hindering terrain, Ignores opposing characters, and may make a ranged combat attack targeting adjacent opposing characters. This will work really well with his Ranged Combat Expert, and against an opposing characters Combat Reflexes as well.

Green Lantern’s second special power is a defense power. Protecting My New Friends allows Green Lantern to use Barrier and Combat Reflexes. When he uses Barrier, he may place one additional blocking terrain marker adjacent to each friendly character within range and with the Justice League of America keyword. These additional markers don’t need to be adjacent to other markers. The utility in the special power cannot be overly emphasized. Use Barrier to create a protective shield that will allow you to use Pulse Wave targeting a single character. You can have 4 Barrier tokens plus however many have the keyword. You could box an opposing character in to allow your other characters to clear for a turn and then go for the attack! Or just make a fortress to rest your teammates to allow them to rally on their next turn.

Next up, a Green Lantern that’s not here to protect you…

DC16 previews

Power Ring is the nefarious counterpart of Hal Jordan of Earth-OneHal Jordan of Earth-3 was merely an aircraft cleaner when Abin Sur crash landed into Earth-3’s Coast City. Because he was weak-willed, he was chosen by the ring of Volthoom, and was easily tricked by into taking the ring. Wielding it now causes him to feel immense physical and psychological pain.

Power Ring has a point value of 70 you get a dial that is 6 clicks deep.. For this cost he gets the Flier and Sharpshooter combat symbols and a single target range of 6. He possesses the Crime Syndicate team ability and the keywords Cosmic, Crime Syndicate, and Herald. His trait The Ring Is Killing Me is a great representation of how Power Ring is hurt by his ring. It says when Power Ring is given a non-free action other than a move action, after actions resolve roll a d6. On a result of 1 or 2, deal him 1 unavoidable damage.

His top click starts with Telekinesis and Energy Shield/Deflection and two special powers, We’re Going Somewhere? and Power of Volthoom’s Ring. Let’s look at We’re Going Somewhere? first, it says Power Ring can use Phasing/Teleport. When Power Ring uses the Carry ability, he may carry up to 3 friendly characters that share a keyword with him regardless of their speed symbols. So this power allows him to get his team in place on the map without them having to make an action to do so, and this is great. However, he also can be in place for when his teammates attack, then carry them back behind defensive terrain!

Power of Volthoom’s Ring allows Power Ring to use Perplex. Opposing characters within 6 squares can’t use Perplex to target characters with a point value higher than their own. Having perplex to boost up combat values is always an appreciated power, but preventing your opponents characters from using it how they want, can only make it better.

On his second click Power Ring changes his entire power set. He now has Running Shot, Willpower, Enhancement, and the great equalizer, Pulse Wave. Characters that have a power that requires adjacency (Enhancement, Empower, Defend, etc.) typically don’t do well mixing it with Pulse Wave because your friendly characters would get caught in the blast. Power Ring has a 9 movement and 6 range so you should be able to use his Running Shot to get your team out of the Pulse Wave radius easily before or after friendly characters utilize his Enhancement.  His dial on clicks 3 and 4 are identical as far as powers go, but his combat values start to decline some due to the pain of using the ring. His last 2 clicks he just has Phasing/Teleport, Willpower, and his special power, Power of Volthoom’s Ring, so while not dishing out much damage as an attacker, he is still a good character for Perplex and ferrying teammates around to help finish the battle.

That’s another preview from the upcoming DC HeroClix: Justice League – Trinity War set. Make sure you catch the next preview, ouY t’now tnaw ot ssim ti!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Blue Devil!

Greetings HeroClix fans!

Today, we’re going to keep rolling on with the previews from the upcoming DC HeroClix: Justice League: Trinity War set, this time featuring the supernatural stuntman Blue Devil!



Right off the bat, Blue Devil is packing a pair of spectacular traits, the first of which is called Demon Hunter. This trait allows for both adjacent friendly characters, and friendly characters with the Justice League Dark keyword to completely ignore the Mystics team ability. Given the Dark’s penchant for meddling with things that go bump in the night, this trait gives them a major advantage going into battle!

His second trait, Supernatural Exorcism, is one that will allow for Blue Devil to even the odds and cause some mayhem with characters with ‘stop’ clicks. This trait states that whenever Blue Devil damages a character, if a special power is revealed that would cause the dial to stop turning, after actions resolve, you would deal two unavoidable damage to that character! Those stop clicks can be a major problem in games if they unexpectedly arise, but Blue Devil evens the odds!

For movement, Blue Devil begins his seven click dial with a respectable nine, before dropping down to an eight, and eventually seven to close his dial out. On movement, he can utilize Running Shot alongside his six range with two targets at the top and bottom of his dial, while in the middle of his dial, he can get to higher ground with three clicks of Leap/Climb.

His attack features a special power called Hellfire on his first two and last two clicks, which allows Blue Devil to use both Energy Explosion and Penetrating/Psychic Blast. In the middle of his dial, he gains three clicks of Super Strength, so don’t be afraid to use this in conjunction with his Leap/Climb to get out of danger, grab a car door, and get back into the fight!

When it comes to defense, Blue Devil is no slouch. He opens up his dial with a click of Invulnerable and a 17 value, before transitioning to four clicks of Toughness. At the end of his dial, he closes things out with two clicks of Energy Shield/Deflection, which shows up precisely when it’s needed, as his defense eventually falls to a 15, making that +2 from ranged attacks a much appreciated bonus.

Finally, Blue Devil begins with two black clicks on his damage, dealing three base damage to go along with his Hellfire special power on Attack, meaning he’ll be able to do a fairly significant amount of penetrating damage thanks to Penetrating/Psychic Blast. Eventually, Blue Devil picks up three clicks of Probability Control, which again pairs in synergy with dwindling attack and defensive values.

Overall, Blue Devil is a spectacular 135 point addition to a Justice League Dark themed team, and at seven clicks of life and damage reducers, he’ll be sticking in the fight for awhile. Pair that with his Mystics team ability, and not only will he not go down without a fight, he’ll also be doing one click of damage right back to his attackers every time he takes damage. Additional keywords possessed by Blue Devil include the generic keywords Monster and Mystical, as well as the named keyword Shadowpact – he’ll pair up nicely with Etrigan the Demon!

That’s all for today, HeroClix fans! Be sure to check in next time as we delve even deeper into the world of DC HeroClix: Justice League: Trinity War! Until next time, may your dice be kind and your hits be crits!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Shazam! and Freddy Freeman!

Greetings HeroClix fans!

The previews roll on for the upcoming DC HeroClix: Justice League -Trinity War set, this time with Earth’s Mightiest Mortal, Shazam!


Having his powers bestowed upon him by The Wizard Shazam, Billy Batson displays his worth with his trait, Pure of Heart, which allows Shazam! to use Defend. Having 8 clicks of life, Shazam! will be able to utilize his higher defensive values that follow after his activation click, showing him transform from the boy Billy Batson to the mystical mortal, Shazam!

As he’s just a normal teenager on his first click, naturally he begins his movement with Earthbound/Neutralized, before moving onto Charge, which he possesses on his second, fifth, and eighth clicks. He also has a special power called Shazam! on his third, fourth, sixth, and seventh clicks which grant Shazam! the ability to use Flurry, Sidestep, and the Quintessence team ability. Remember, with Quintessence, Shazam! can choose to ignore pushing damage, and his powers cannot be countered!

Zeroing in now on his attack, Shazam! begins his dial with a special power called A Gift from the Wizard for My Friends. This power allows Shazam! to be given a free action, letting him to choose any adjacent friendly characters and dealing him 1 unavoidable damage. In exchange for that damage, however, you’re able to modify the combat values of the chosen characters by +1 until your next turn – even if the power is lost! Shazam! also carries Quake, symbolizing the lightning called down when he says the magic word, as well as Super Strength! The Big Red Cheese is here to fight!

An incredibly consistent specimen on the defensive side of things, Shazam! begins with a click of Combat Reflexes, representing his quick feet and reaction times as Billy Batson. However, after turning into Shazam!, his defensive abilities ramp up, giving him two clicks each of Impervious, Invincible, Invulnerable, and finally one final click of Regeneration, allowing him to stay in the fight for as long as possible! His damage powers run the spectrum of godly abilities as well, beginning with Outwit on his first, sixth, and seventh clicks, Probability Control on his second, third, and eighth clicks, and Perplex on his fourth and fifth.

Magical in nature, Shazam! possesses the Mystics team ability, allowing him to deal 1 unavoidable damage to any opponent that deals him damage. While he’s a cost investment at 183 points, the overall strong levels of his abilities and combat values will pay out, especially on Mystical themed teams. Also of note is the return of the long dormant Fawcett City keyword – break out those Mary Marvel and Captain Marvel, Jr pieces for a fun 489 point Golden Age team!

Of course, if you want to have fun with a Modern Age team, you could always pair Shazam! with the Trinity War prime figure – Freddy Freeman!


While he doesn’t come loaded with a powerful trait like Shazam!, he’s more than capable in a fight. Possessing the Speed of Mercury, it should come as no surprise that Freddy Freeman comes loaded with move and attack powers on each click. His dial has four clicks of Hypersonic Speed, while also possessing Charge on clicks 2 and 3. Alongside those powers come strong opening values for his movement, beginning at an 11, sliding down in value before eventually closing at an 8.

On attack, he opens with three clicks of Super Strength, and given his 112 point value, he’s able to pick up Ultra Heavy objects, increasing his damage value by +3 during close combat attacks. Following that, and on his final 3 clicks of his 6 click dial, he has a power called Call the Lightning, a power which grants Freddy Freeman the ability to use Pulse Wave as if he had a range of 9. Even better, should he do so, after actions resolve, Freddy Freeman is healed of 1 damage for each hit opposing character. Even with that healing bonus, this is a great power for Freddy Freeman, as it allows him to be a little sneaky with his positioning, given his printed range of 0.

Defensively, Freddy Freeman has incredibly consistent values, with his Indomitable dial bouncing between an 18 and 17 depending on what click he’s on, and he carries damage reducers on each click. Opening with Impervious, Freddy Freeman then transitions into 2 clicks of Invulnerable, before finishing out with 3 clicks of Toughness. His remarkable consistency carries over to his Damage as well, where Freddy Freeman begins with a 4 value, before moving between a 3 and a 2 for the remainder of his dial. Also, don’t overlook his two clicks of Exploit Weakness, which couple nicely with the aforementioned Super Strength – 6 penetrating damage in close combat with an Ultra Heavy object is nothing to sneeze at!

While he’s not the main Marvel Family attraction, Freddy Freeman is actually a bit more versatile than Shazam! with regards to being a part of a theme team. Fitting in on Fawcett City, Mystical, Outsiders, Teen Titans, and Young Justice teams, Freddy Freeman can utilize keywords released in the majority of the DC modern age sets, taking strong advantage of the DC HeroClix: Teen Titans set, adding some much needed punch to otherwise more finesse teams.

That’s all for today’s previews HeroClix fans, but be sure to check back soon for more great previews from the DC HeroClix: Justice League – Trinity War set. Until then, may all your hits be crits!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: I, Vampire & Tim Hunter!

Greeting HeroClix Fans!

The DC HeroClix: Justice League Trinity War previews continue with two denizens of the supernatural corner of the New 52 universe.  First up is the sometimes leader of all vampires, Andrew Bennett, occasionally known as I, Vampire.


I, Vampire can be added to your force at either 75 or 170 points but both values cause Andrew to start at click one.  His trait Rise of the Vampires and Beyond states that if you’ve fielded I, Vampire at 75 points he is KO’ed when he crosses the red KO line after his sixth click, otherwise he has access to all 9 clicks of his dial.  He possesses the Justice League Dark and Monster keywords allowing him to side with some of the more powerful mystical heroes in the DC universe or with creatures a bit more in line with his darker side.

His dial starts off with a very deadly combo of close combat powers.  Two clicks of Charge combine perfectly with the potentially devastating Blades/Claws/Fangs and Exploit Weakness on his attack and damage tracks. This will allow you to risk Bennett’s printed two damage for the chance of eliminating or, at the very least, crippling nearly any opponent.

And while I, Vampire has no range, his Flight combat ability will allow him to utilize the Hypersonic Speed he gains on his next two clicks well in an attempt to use the Steal Energy that he has for the rest of his dial save one very important click. But if you can use that signature power of vampires effectively, healing back up to his second click (and the penetrating damage it offers) is quite possible and perhaps even likely since the Indomitable symbol on the dial will allow for frequent feedings.

Clicks five and six, the last two you’ll get for 75 points, give way to a bit of a less aggressive version of I, Vampire. Phasing/Teleport provides even more reliable movement while Outwit gives the vampire the means to disrupt your opponent’s plans.

Now I, Vampire isn’t all offense as his early dial brings Toughness representing the resilience of the undead, which gives way to Combat Reflexes and Super Senses making those hits miss just a little bit more easily.  And now that we have seen what 75 points will bring to your force, the next three clicks are what happens when Andrew is allowed to absorb the power of Cain, the first vampire!

Perhaps most importantly is the special power that replaces Steal Energy on I, Vampire‘s attack track for one click only called Empowered By Cain’s Demise that will ensure that you get to experience the true power of a vampire unleashed.  This special power stops the dial from being turned any further when the power is revealed.

A pair of special powers gives I, Vampire‘s final three clicks some bite (we couldn’t help it). The first, appearing on the movement track, is Ultimate Vampire which grants I, Vampire Hypersonic Speed, the Mystics team ability, and prevents his powers from being countered. And on his damage track, Resurrection Energies grants Probability Control and a lets you give Bennett a power action to heal each adjacent friendly character of one damage.

Impervious and the return of Steal Energy conspire to keep I, Vampire on that deadly 7th click where his very high combat values will cause problems galore for your opponent.

And now that we’ve looked at an ageless demon, let’s turn to one of the younger members of the mystical community, Tim Hunter!


As a young man fated to wield great magical power but still not yet trained in the mystic arts, Tim Hunter is a 58 point addition to your force that benefits greatly from team synergy with both his Justice League Dark and Mystical keyworded allies. For example, the Expelled Unnatural Magic trait, which protects Tim himself and adjacent allies with the Justice League Dark keyword from being targeted by your opponent’s use of Probability Control.

Tim Hunter‘s first three of his four clicks are not terribly impressive stats wise but, some very versatile special powers along with the presence of Phasing/Teleport can make him a valued addition to your force. The first special power, Mentored by the Trenchcoat Brigade, allows you to give Tim a free action and copy all of the powers of an adjacent Mystical ally until the beginning of your next turn. And in keeping with the adjacency theme, the Everyone’s Annoyingly Concerned For My Welfare defensive special ability allows Tim Hunter to replace his defense value with the unmodified value of those same Mystical friends.

But if Tim’s mentors and protectors can manage to get him to his fourth click, his training pays off and his combat values skyrocket.  Along with impressive brute force, Tim Hunter gains Running Shot, Impervious, and Perplex along with a special power called Destined to be the World’s Greatest Magician.  This all inclusive power gives Tim Energy Shield/Deflection, Probability Control, Pulse Wave, Super Senses, and Willpower which is a lot more power than you typically see on a 58 point figure.

The key with both Tim Hunter and I, Vampire will be utilizing their early strengths appropriately and then getting them to their powerful end dials and keeping them around long enough to get your points worth.

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 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.

Preview SwitchClix Team Bases

HeroClix on the Road: Trinity of Sin!

Greetings HeroClix Fans!

Welcome to another preview from the 2013 HeroClix Convention Season. Today we reveal the final HeroClix piece to be offered during the 2013 convention season which just happens to be our for-sale DC HeroClix piece, the Trinity of Sin!

Their origins shrouded in mystery, these three characters had little in common other than being known as “Earth’s greatest transgressors” and were summoned to the Rock of Eternity to face judgement.  The first to be sentenced today is Pandora!


Pandora begins play with a special movement power called Always in the Background which allows Pandora to use Stealth. As an additional benefit,  you may give Pandora a power action and place her in any square that has an opposing figure within line of fire! This aspect of Always in the Background pairs nicely with Pandora’s opening 10 attack value and Penetrating/Psychic Blast, and can easily make up for her average 6 range value as you maneuver her around the map and line her up for a killshot.

Pandora also begins play with another special power called Open Pandora’s Box.  This special power allows Pandora to use Probability Control not once, but twice per turn with the caveat that she does not target the same character with both uses.  Open Pandora’s Box also penalizes your opponents’ character’s when they use Probability Control by forcing them to place an action token!

Mid-dial Pandora briefly alternates between Penetrating/Psychic Blast and Energy Explosion, while Running Shot and Phasing/Teleport allows Pandora to maneuver around the battlefield.

Defensively, Pandora relies on Super Senses initially and ends her dial with Energy Shield/Deflection.  Her defense values are solid throughout her dial (especially against ranged attacks) but two powerless defense clicks early on mean you want to keep Pandora away from the melee whenever you can.  Of course, if your opponent does happen to catch up to the elusive Pandora, her Sharpshooter ability allows her to take best advantage of her ranged powers (since she can ignore opposing characters for line of fire purposes).

For 100 points Pandora is a solid investment; the Mystic team ability and the Mystical and Trinity of Sin keywords make for some great thematic team building, especially when you look at her fellow Trinity members like the Phantom Stranger!


The second sinner to be brought to the Rock of Eternity today is the man known as Phantom Stranger. The first thing we notice about this Stranger is that he possesses two traits: “Mystical Cloak” allows the Stranger to use Phasing/Teleport and Shape Change while “Thirty Pieces of Silver” allows the Phantom Stranger a free action to modify any of his combat values by +1 until your next turn, but only if you modify another friendly character’s same combat value by -1 until your next turn.

The Phantom Stranger begins play with Mind Control and his Destined to Betray special power, and both pair nicely with his natural 8 range.  Similar to Pandora’s Open Pandora’s Box special power above, Destined to Betray allows the Phantom Stranger to use Outwit twice per turn, provided he does not target the same character twice and opposing characters using Outwit must receive an action token!

The Phantom Stranger’s Outwit also works well with his Poison which we find on his first few clix, while Mastermind and Super Senses helps protect him from damage and attacks.  Mid-dial The Phantom Stranger begins to alternate his Destined to Betray special power with Exploit Weakness, allowing him to bypass his opponents’ defenses in close-combat.

Mid- to late-dial the Phantom Stranger enjoys an uptick in his defense values while Regeneration gives him the potential to return to his top clix, and Smoke Cloud allows the Stranger to further obfuscate his opponents’ paths.

The Phantom Stranger also possesses both the Mystics and Quintessence team abilities and like Pandora and the Question, the Stranger has the Mystical and Trinity of Sin keywords.

Speaking of the Question, here he is!


The final member our Trinity of Sin is the Question. He possesses the Improved Movement ability which will allow him to ignore elevated and hindering terrain during movement. His trait is called “Past Lives” and at the beginning of your turn you may choose a standard power from the Question’s character card; he can use that power until your next turn. However when you do, choose a power Question possesses and it is lost until your next turn. This trait simple makes him the Swiss Army knife of characters, just consider the possibilities!

The Question, like Pandora, has a constantly changing dial.  The Question is able to use Charge, Plasticity, Stealth, and Flurry all at various points in his dial. With his attack he will be able to use Smoke Cloud, Incapacitate, and Quake. The Question’s defense has the use of Combat Reflexes, Super Senses, and Toughness.  The Question will also have the use of Shape Change and Close Combat Expert.

The cool thing about the Question is his trait, you want to use Charge and Flurry go ahead just get rid of Smoke Cloud for the turn. You feel an attack is imminent from range gain Shape Change and discard Combat Reflexes for the turn. You can even stack powers, say you’re next to someone with Poison, swap out Charge for Toughness and you still gain the use of your Combat Reflexes.

Now the Question’s only non-standard power is called “They Hold the Answers” which will look very familiar by now; The Question can use Perplex twice per turn, but he can’t target the same character with it more than once per turn. When opposing characters use Perplex, they must be given a power action instead of a free action.

To round out the rest of the Question’s 100 point dial, you have Indomitable, the Mystic team ability, and the keywords Mystical and Trinity of Sin.

Now what happens when all 3 members come together? You get the Trinity of Sin Team Dial.


Like all Team Dials the Trinity of Sin gets to use Improved Movement for elevated terrain and characters, but they also get additional bonus of ignoring hindering terrain as well.  Trinity of Sin is allowed to “break” the Team Base rules and have as few as 2 characters on the base via their trait called “Destined to Walk Alone”!

As with it’s individual characters, the Trinity of Sin team dial possesses the Mystics team ability.  On top of that, the Trinity’s second trait “Damned Together” deals 2 unavoidable damage instead of 1 when they use the Mystics team ability and all team members are attached .  (And if that weren’t enough, the Trinity of Sin also has the Quintessence team ability which will allow them to use Willpower and their powers cannot be countered.)

Finally, the “Onslaught of Energy” trait grants the Sharpshooter symbol as a combat ability for the Trinity of Sin.

As with other team bases, the Trinity of Sin will have 3 different starting lines, the Veteran costs 385 points and is 16 clicks long. Starting with Running Shot and Penetrating/Psychic Blast for the first two and then switching to Mind Control and Incapacitate. Defensively, the Trinity of Sin enjoys some high defense values and Super Senses and then switches to Toughness. We also see a sprinkling of Exploit Weakness, which brings us to the Experienced dial:

The Trinity of Sin’s Experienced dial starts on click 5 and costs 285 points. They have Mind Control, Incapacitate, Toughness with a 19 defense and Exploit Weakness, and a few clix later we see Running Shot and Penetrating/Psychic Blast return while the Trinity of Sin enjoys some protection from ranged attacks thanks to Energy Shield/Deflection.

The Trinity of Sin’s Rookie dial starts on click 8 for a cost of 185 points; they still having Running Shot, Penetrating/Psychic Blast, and Energy Shield/Deflection but then switches to Plasticity and Energy Explosion. With an 8 range, three targets, and the Sharpshooter ability, whenever the Trinity of Sin uses Energy Explosion the effects should be devastating! Dealing 3+ damage to the intended target(s) and then also having an area of effect for 3 damage as well.

On click 11, the Trinity of Sin regains Super Senses on defense. On click 12 they now have the use of Charge, Quake, and Exploit Weakness. On click 14, the Trinity of Sin can use Phasing/Teleport for Movement and gains Regeneration for Defense. Regeneration, Probability Control and Willpower are always a good combination.  Finally, theTrinity of Sin ends with 2 clicks of Exploit Weakness.

Wow! What a dial packed full of options for the value! The team possesses Mystical and Trinity of Sin which are the same keywords as their Solo Adventure counterparts.

The  Trinity of Sin Asset Dial is a reflection of what each member brings as an individual to the team:

  • Pandora will allow Trinity of Sin to use Phasing/Teleport and Probability Control.
  • Phantom Stranger will allow Trinity of Sin to use Outwit and Poison.
  • Question will allow Trinity of Sin to use Combat Reflexes and Perplex.

Greatest Transgressors of Mankind is the special power on the Asset Dial, and it allows the Trinity of Sin to choose a standard power that you did not choose during your last turn; until your next turn, opposing characters that are given an action to use that power are dealt 1 unavoidable damage after that action resolves.  Talk about versatility! Greatest Transgressors of Mankind can give your strategy exactly what it needs, when you need it!

Available at select 2013 conventions for $24.99, you can swing by the WizKids area at Origins Game Fair for your first opportunity to get your own Trinity of Sin team base. The Trinity of Sin will also be available at the NECA booth at San Diego Comic Con, and then again at the WizKids booth at  Gen Con Indy.  Until then, Shape Change for the Win!!