DC HeroClix: World's Finest

Design Insight – Unique Modifiers

Hello HeroClix Players,

Today we bring you another Design Insight article as well as a special preview of some upcoming figures in the DC HeroClix: World’s Finest set.

For this article, we are going to take a look at a few figures that fit in the Mystical sub-theme of the DC HeroClix: World’s Finest set and discuss a new game term— just the word “Mystical” conjures up images of Witches and Warlocks… so let’s scry with our little eyes the Witch and the Warlock generics!

DC HeroClix: World's Finest- Witch

DC HeroClix: World's Finest- Warlock

Both figures come in at 20 points— a nice low-point option to fill up or fill out a Mystical team.  The two dial designs play off of each other— the Witch being more range-combat oriented, while the Warlock is more close-combat oriented.  For their speed slot, the Witch has Sidestep on her first click going into Phasing/Teleport on her later clicks while the Warlock starts with Phasing/Teleport and goes into Sidestep.  For defense, the Witch starts with Energy Shield/Deflection to help protect her from range attacks while the Warlock starts with Combat Reflexes to help protect him from close attacks.  In their damage slot, they each have a special power— Dark Lightning for the Witch and Battle Magic for the Warlock— that grant them Enhancement and Empower respectively with an additional effect that also boosts the attack value of an adjacent friendly character with the Mystical keyword.  It is in that last part that we see something new— UNIQUE MODIFIER.  In parenthesis after the effect wording, we get a brief description of what a UNIQUE MODIFIER is— Characters can only be modified by one effect of this name.  While that sums up the definition nicely, we thought we’d expand on it just a bit further.

Previously, when we wanted to prevent a game effect from being duplicated/stacked, we would include the phrasing “if not already modified by this effect” as part of the effect, or, in extreme cases we would make the figure Unique (preventing players from playing multiples of that figure on their force—however the Witch and the Warlock are generic figures so, of course, we did not want to go that route). Essentially, what we have done is to take that “if not already modified by this effect” wording and condensed it to a game term— UNIQUE MODIFIER.  From this point forward, anytime a special modifier is labeled as a UNIQUE MODIFIER, it means that the modifier from that named effect can only be applied once to a character no matter how many copies of that character are in play.  Keep in mind that a character can be affected by multiple UNIQUE MODIFIERS as long as each UNIQUE MODIFIER is from a different named effect.

For the first few sets in which UNIQUE MODIFIERS appear on characters, the reminder text (UNIQUE MODIFIER – Characters can only be modified by one effect of this name) will appear on their character card, however after a few sets this will no longer be added to the cards.

With UNIQUE MODIFIER, we can limit specific powers/game effects without limiting team building with the figure/game element itself.  As seen with the Witch and the Warlock, we can even limit parts of a specific powers/game effect—their Enhancement and Empower are not part of the UNIQUE MODIFIER effect of the power, so they are not limited by the UNIQUE MODIFIER caveat.  This means you can have multiple Witches granting multiple damage boosts to an adjacent friendly character from their Enhancement, but that adjacent character (assuming they have the Mystical keyword) can only get one boost to their attack value from the UNIQUE MODIFIER portion of the power.

We hope you enjoyed this preview and our explanation of this new game term.  We look forward to sharing more in the future.

Until next time!



Wait… are you still here?


Well, since you made it this far, how about another preview?

Since we already saw the Warlock, how about taking a look at one of the most pre-eminent warlocks in the DC Universe— Jason Blood!

DC HeroClix: World's Finest- Jason Blood

Jason Blood shares a sculpt with the Warlock generic sporting a new paint scheme.  The human host for the Demon Etrigan, Jason Blood comes in at 100 points with six clicks. Blood possesses the Mystics team ability as well as a range of six squares with one target. For standard powers, Jason Blood brings some major functionality to a team, with Stealth, Sidestep, Penetrating/Psychic Blast, Probability Control, and Outwit, amongst others – but where he truly shines are his two special powers which really take advantage of his positioning and functionality as a team player.

First, his special defensive Sorcerous Wards power grants him Super Senses and also grants adjacent friendly characters that share a keyword with him the ability to use Super Senses, but they only succeed on a roll of a 6. In addition to that is his special defensive power, Unravel Your Simple Magicks, granting Blood the use of both Outwit and Probability Control. This alone would be beneficial, but again, Jason Blood shows his usefulness in a team setting by preventing adjacent friendly characters from being targeted by opposing characters’ Probability Control!

Of course, Jason Blood’s other half is represented on his dial as well with a trait that features his signature rhyme – Gone! Gone! the Form of Man; Rise the Demon Etrigan! allows you to give Jason Blood a free action if he began your turn on the map, replacing him with the DC Comics HeroClix: World’s Finest #045 Etrigan figure on the same click number.

Thanks again!

Until next time!

Well, we’ve come this far… might as well show you Etrigan

DC HeroClix: World's Finest- Etrigan

Etrigan, as well, is a 100 point, six-click piece, which makes up for his loss of Jason Blood’s more finesse powers by being a brute force attacker for your squad. With his standard powers, Etrigan possesses Running Shot, Stealth, Blades/Claws/Fangs, Toughness, Combat Reflexes, and Perplex – a solid mix of powers that fit together well – when in possession of Blades/Claws/Fangs, for example, Etrigan picks up Combat Reflexes, giving him a 19 and 18 defense on his closing three clicks for up-close evisceration. But, as nice as those standard powers are, where he really steps to the forefront are with his special powers, much like his human host.

First, on the last three clicks of his movement, Etrigan has a special power called Adept at Rhyming and Misdirection, which gives him the usage of both Plasticity and Sidestep. Additionally, while adjacent to an opposing character, he can’t be attacked by non-adjacent opposing characters – meaning, on those final three clicks, Etrigan can make use of Plasticity, Sidestep, Blades/Claws/Fangs, and Combat Reflexes, all while non-adjacent opposing characters can’t attack him. Next, on his first three clicks of his attack, Etrigan has the special power Never Beyond the Reach of My Searing Flame. This allows Etrigan the use of Energy Explosion, but also states that when he makes an attack and hits, after actions resolve, he can use Smoke Cloud as a free action. The only caveat to that is that he must place at least 1 hindering terrain marker adjacent to a hit character.

Of course, much like Jason Blood, there is a rhyme allowing Etrigan to return to the form of his human host. Gone, Gone O Etrigan! Rise Again the Form of Man! allows Etrigan to be given a free action if he began your turn on the map, replacing him with the DC Comics HeroClix: World’s Finest #029 Jason Blood.

OK, that’s all for today’s Design Insight.

Really… no more.

Don’t forget to visit the WizKids Event System to find DC HeroClix: World’s Finest Pre-Release Events near you.


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

Marvel HeroClix Wolverine & the X-Men: Mirage, Sunspot, Magik, and Warlock!

Greetings HeroClix Fans!

We continue our week-long look at the New Mutants team dial with a peek at four of the team members found in the Marvel HeroClix: Wolverine and the X-Men five-figure boosters.  First up is co-leader of the New Mutants who is also one of the Valkyrior.  Last seen in the Marvel HeroClix: Fantastic Forces set, please welcome Danielle Moonstar (aka Mirage)!


As her code name suggests, Mirage can create illusions of whatever her opponents fear most.  This ability is represented by a special power on the front half of Mirage’s dial called Fearful Illusions.  This power helps protect Mirage from attacks by allowing her to use Shape Change.  Additionally, if the result of the d6 roll is 3 or 4, her defense value is modified by +1 for that attack.  Mirage’s defense slot starts with Willpower, then moves into a short run of Toughness.

On the back half of her dial, Mirage’s winged horse Brightwind is represented by a special power of the same name.  Brightwind allows Mirage to use Charge and gives her the Wing speed symbol.  Mirage’s Brightwind clicks are paired with Blades/Claws/Fangs in her attack slot and the two powers combine to allow Mirage to use Charge and potentially deal up to 6 clicks of damage.  Probability Control on those same three clicks will help make that Charge+Blades/Claws/Fangs combination stick if she misses her attack rolls.

Mirage comes into play at 75 and has an array of keywords that make it easy to add her to various teams.  She has a range of 7 squares, which makes her a threat when she uses Incapacitate at the start of her dial or the two clicks of Mind Control that are scattered in her speed slot.  Mirage’s Rogue’s Asset Dial ability allows New Mutants to use StealthNew Mutants can also use Smoke Cloud as a free action.

Next up, let’s take a look at the muscle of the New Mutants, Sunspot!


Last seen in the Marvel HeroClix: Supernova set, Sunspot begins play with two clicks of the popular combination of Charge and Super Strength.  On those same two clicks Sunspot has Toughness to soak up some damage dealt to him.  Once Sunspot is past those first two clicks, he retains Super Strength but switches to Sidestep in order to reposition himself.  Defensively, Sunspot switches from Toughness to Combat Reflexes, making it tougher to land close combat attacks on him.

As we move to the back end of Sunspot’s dial, we see that he gains a special power in his damage slot that represents his secondary mutation.  This special power, also called Secondary Mutation, gives Sunspot the Wing speed symbol and a range of 6 squares.  Sunspot’s newly acquired range works well with a pair of powers that show up in his speed and attack slots:  Running Shot and Pulse Wave.

The often-impulsive Sunspot has a point value of 76 points and his Asset Dial ability allows New Mutants to use Energy Explosion.  His array of keywords (Fallen Angels, Hellfire Club, New Mutants, X-Corps, X-Force and X-Men) make him a viable choice for many teams.

We now come a New Mutant who is also the ruler of Limbo and the younger sister of Colossus, Illyana Rasputin (aka Magik)!


Magik has a point value of 102 points and a range of six squares.  She begins play with a trait called Teleportation Discs which lets her use Phasing/Teleport and the Carry ability.  Magik may carry up to two characters if both have the New Mutants keyword, regardless of their combat symbols.

Teleportation Discs works with a special power in Magik’s speed slot called Travel Through Limbo.  To use Travel Through Limbo, give Magik a free action and double her speed value.  At the end of the turn, deal 1 unavoidable damage to Magik or one of the characters she carried this turn.  Sunspot makes a great candidate to take the 1 unavoidable damage, as his second click is nearly identical to his first.  The only change is he drops from speed value of 9 to 8.

On her Travel Through Limbo clicks, Magik also has Pulse Wave, Energy Shield/Deflection and Probability Control.  Mid-dial, Magik’s darker side begins to show as she drops Pulse Wave and gains a special power called SoulswordSoulsword allows Magik the use of Blades/Claws/Fangs and Exploit Weakness.  When she makes a close combat attack, she ignores the Mystics team ability.

Probability Control remains for Magik’s two Soulsword clicks but she replaces Energy Shield/Deflection with Invulnerability as her eldritch armor protects her.  Magik also gains Charge, which works with Blades/Claws/Fangs and Exploit Weakness from her Soulsword special power.

Magik’s Darkchilde persona has fully taken over on her last two clicks, which are highlighted by Blades/Claws/Fangs and Battle Fury.  When Magik’s face appears on the New Mutants Asset Dial, the team character can use Probability Control.

Unlike Mirage and Sunspot, Magik has a printed team ability on her dial:  MysticsMagik also has a quartet of keywords (Exiles, Mystical, New Mutants and Ruler) to aid in theme team building.

Finally, we come to the most unusual member of the New Mutants, the Technarch known as Warlock!


Warlock comes in at 164 points and a range of 4 squares.  He begins play with a pair of traits, Self or Self Friends? and Dune BuggySelf or Self Friends? allows Warlock to use Perplex.  If he uses it to target a friendly character with the New Mutants keyword, modify any combat value except damage by +2.  With Dune Buggy, once per game Warlock can be given a free action and for the remainder of the game he becomes an Autopiloted vehicle (he gains the Steering Wheel defense symbol) that can carry up to 4 friendly characters.  Warlock’s speed value is also modified by +3 and he can use the Ram ability, which reads:

Ram  Give this character a move action; it may only move along a direct path and it can’t change its orientation.  After actions resolve, make a close combat attack as a free action that targets all opposing characters that were moved through.  Each hit character is dealt this character’s damage value and deal this character 1 unavoidable damage for each 100 points of characters dealt damage during the movement.

Warlock’s dial begins with a long run of a special power in his attack slot called Any Shape For Any Occasion, which allows him to choose a standard attack power at the beginning of your turn and use that power.  On the same clicks as Any Shape For Any Occasion, Warlock has Shape ChangeWarlock ends his dial with Enhancement in his damage slot.

In Warlock’s defense slot, he cycles through various standard powers, starting with Toughness and ending with Regeneration.

Like his teammates above, Warlock has an array of keywords that make him a viable choice for several teams.  When removed from his SwitchClix base and placed on the New Mutants team dial, Warlock’s Asset Dial ability allows New Mutants to use Perplex.

Thanks for reading!  Please join us later this week when we look at the members of the New Mutants team dial who are found in the Marvel HeroClix: Wolverine and the X-Men super boosters.  Until then, may your Impervious rolls be ever in your favor!

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

Marvel HeroClix Wolverine & the X-Men: the New Mutants Team Base!

Greetings Heroclix Fans!

Today we continue our preview of Marvel Heroclix: Wolverine and the X-Men with another team dial from this latest X-citing X-pansion.  We are pleased to present the junior class from the Xavier School for Gifted Children, the New Mutants!


The New Mutants team base can be played at three point values, 65, 115, or 165. This means with every team member attached it would cost 100, 150, and 200 points respectively allowing a lot of different team building options based around the team dial. New Mutants team dIal also has an improved movement power called We’re the Next X-Men which allows them to ignore hindering terrain for movement purposes.

T004-New-Mutants Character Card

The New Mutants also have two traits to take advantage of. The first one is called Embarrass the Hellions which says When New Mutants KO an opposing character with an attack, give each other opposing character an action token. This allows you to effectively lock down an opposing team, either dealing pushing damage to the opposing figures and stopping them from taking an action next turn or making them choose to push or just clear the next turn. The New Mutants also have Indomitable, allowing them to push to KO opposing figures for two turns of stacking tokens onto opposing figures if setup correctly. The second trait the New Mutants have is called Self-Sacrifice For My Friends which states that When a character that began the game attached to New Mutants would be KO’d, you may remove a character from this team base and remove it from the game. Turn the damaged character to its last non-KO click and heal if of 2 damage instead. This trait allows you to take a character that you don’t need anymore or is almost dead anyway and use them to save one that you do need.

T004-New-Mutants Dial

The New Mutants dial starts out with Running Shot and Psychic Blast at all starting lines. They each also have the same powers on their second and third clicks after each starting line, getting Sidestep, Incapacitate, Combat Reflexes, and Shape Change on the second clicks, and third clicks having Charge, Quake, Combat Reflexes, and Shape Change. It is a nice little pattern, allowing you to easily remember what powers are going to be coming up next for you to use.

T004-New-Mutants Asset Dial

The New Mutants asset dial also adds a lot the team as well. If Cannonball is attached to the team dial and his icon is showing, New Mutants can use Improved Movement ignores blocking terrain and destroys it when they move through it, while Magik lets the New Mutants use Probability Control and Magma gives the team Poison. When Mirage is attached and her icon is showing New Mutants can use Stealth. They can also use Smoke Cloud as a free action. Sunspot allows the New Mutants to use Energy Explosion, Warlock allows the use Perplex, and Wolfsbane allows New Mutants the use of Blades/Claws/Fangs.

Thanks for joining us today, please keep checking in later this week as we continue to preview the team members from New Mutants. Until then, avoid that Poison!