Strategy Article

DC HeroClix Justice League & Justice Society Thanksgiving Teams

Greetings, HeroClix fans!

You know, one of the things that we’re really thankful for is the fact that we get to make a small impact in the world of the costumed heroes that we all love so much. One of our favorite traditions that exists in the DC Universe is the annual Justice League & Justice Society Thanksgiving dinner. But, since our game is less about giving thanks and more about kicking butt, we decided to put together a 300-point team from each group. What says Thanksgiving more than two super teams locked in glorious combat? To the battlefield!

DC HeroClix Justice League & Justice Society Thanksgiving - Plastic Man

Our first team is from the Justice League, and features pieces from the DC HeroClix: The Joker’s Wild!, World’s Finest, and Superman/Wonder Woman sets. Our first team member is Plastic Man, a super rare figure that offers a lot of board control through his trait, called Tag! You’re It!,  for a relatively small point investment! At 70 points, Plastic Man is incredibly consistent with his stats, features a range of 4 squares, and with his trait, called Tag! You’re It!, grants Plastic Man the use of Shape Change, but he succeeds on a result of a 4-6. Additionally, when Plastic Man hits a single opposing character, after actions resolve, you’ll attach the Tag! marker to that character, removing it from anywhere else. A character with the Tag! marker that moves must roll for break away as if it was adjacent to Plastic Man and, if it is within range, can be targeted by Plastic Man with a close attack. When the character successfully breaks away, is hit with an attack, or Plastic Man fails a Shape Change roll, remove the Tag! marker. Additionally, Plastic Man has a special power, appearing on clicks 1, 3, and 5 of his damage, called Immeasurably Powerful, Absolutely Nuts. This power states that when Plastic Man is given a non-free action, choose either Sidestep, the Tiny damage symbol, the Standard damage symbol, or the Giant damage symbol. Plastic Man can use the chosen power, or has the chosen symbol, until you choose again.

DC HeroClix Justice League & Justice Society Thanksgiving - Batman

The next member of team Justice League is the 003 Batman from the World’s Finest set – we have this specific Batman on our team, for versatility and more options. This Batman, as well as three others in the World’s Finest set, possess the trait Shifting Focus – Batman. This trait states that you may give Batman a free action if he began your turn on the map. You will then replace him with another character with this trait on the same click number. So, it’s really a case of, what do you need for the situation? Do you need a Batman that can move into hindering terrain for free? Or perhaps one that needs to be a close combat attacker that has Precision Strike and Flurry. There’s also options for a Batman who can counter multiple powers at the same time via Outwit and study his opponent, as well as a Batman that moves freely around elevated terrain, can attack multiple enemies at the same time, and can use both Energy Explosion and Incapacitate. At 60 points, these versions of Batman are designed to be switched on the fly to not only fit the needs you have for your team, but to constantly and consistently frustrate your opponent.

DC HeroClix Justice League & Justice Society Thanksgiving - Lex Luthor

Our final member of the Justice League is the 048 Lex Luthor figure from the Superman/Wonder Woman set. Once one of the world’s greatest villains, this version of Lex Luthor is your team’s damage dealer. He comes in at 150 points, features a range of 7 squares, and can naturally break through all damage reducers on his first 5 clicks of life. He possesses a trait called A New Kind of Justice League, which states that adjacent friendly characters with the Justice League keyword can also use the Superman Enemy team ability on this team, giving Lex the ability to use Outwit on every turn if teammates stick near him. He also has a special power appearing on the first three clicks of his damage called Like it or Not, You Listen to Me Now, which states that Lex Luthor can use Leadership and Mastermind, and is considered a higher point value than adjacent characters with the Justice League keyword. Couple that with powerhouse abilities like Running Shot, Charge, Sidestep, Phasing/Teleport, Precision Strike, Super Strength, Impervious, Invulnerable, Toughness, Perplex, and Ranged Combat Expert, and Lex will be dishing out damage as a force to be reckoned with!

DC HeroClix Justice League & Justice Society Thanksgiving - Wildcat

On the other side of the Thanksgiving table is the Justice Society. The first member of the team is a hard-nosed boxer, Ted Grant, Wildcat! Coming from The Joker’s Wild! set, Ted is a 65-point piece, with 5 clicks of life. His trait of note for this build is called, Sorry Pal, I Mastered That Style Before You Were Born. This trait states that adjacent opposing characters can’t use Close Combat Expert. Ted also possesses Charge, Sidestep, Quake, Toughness, Combat Reflexes, Regeneration, Empower, and Close Combat Expert. Of note as well is the fact that Wildcat is Indomitable, so be sure to push him when best suited for your situation.

DC HeroClix Justice League & Justice Society Thanksgiving - Zatara

The second member of the Justice Society is the 048 figure from the World’s Finest set, Zatara! Right off the bat, Zatara has a trait called Backwards Magic that you’ll need to decide if you wish to enact. This trait states that when you place your characters at the start of the game, you may turn Zatara to click 7. If you do, this game turn his dial counter-clockwise when he is damaged, and clockwise when he is healed – it really depends on if you desire board control or direct damage up front, as you’ll either begin with Running Shot, Penetrating/Psychic Blast, and Enhancement on click 7, or with Sidestep, Telekinesis, and one of his special powers, The Original Magician. The Original Magician power states that Zatara can use Perplex and Probability Control. When he uses Perplex, he may modify the chosen value, with the exception of damage, by +2 if he targets another friendly character he shares a keyword with. He also has a second special power which appears in the middle of his dial on attack called Sacrifice Myself to Save the Universe…and Zatanna. This power allows Zatara to use Pulse Wave. When he does, he doesn’t target friendly characters he shares a keyword with, and he may choose that his damage value becomes 4 and is locked. If he chooses to do so, after actions resolve, Zatara is KO’d. It’s a last ditch effort, but it can level your opponents and even the playing field quickly!

DC HeroClix Justice League & Justice Society Thanksgiving - Wonder Woman

The final member of the team is the 002 common figure from the Superman/Wonder Woman set – Wonder Woman! A straight forward, 100-point piece, Diana is a close combat machine. With standard powers like Charge, Sidestep, Super Strength, Impervious, Invulnerable, Toughness, Defend, Perplex, and Close Combat Expert, she sticks around for a long time with her seven clicks of life. Her consistently high defensive values also allow you to make use of the JSA team ability with Wildcat, allowing you to bring his defense up to a higher level, making him even tougher to combat.

Both teams fall short of the 300 point mark, leaving you room for special objects, ATA’s, or resources to fill out your point totals – it’s really up to you!

That’s it for today, HeroClix fans. And yes, while we’re truly thankful for the fact that we get to make great games, ultimately we’re most thankful for you, the fans of our game. Thank you for joining us for the Justice League & Justice Society Thanksgiving dinner. We’ll see you after the holiday!

DC Comics

DC Comics HeroClix: JSA & JLA Teams

Greetings HeroClix fans, and welcome to another look at the holidays as told through the eyes of the DC Comics HeroClix Universe!

One of my favorite traditions from years gone by were the annual crossover issues between JLA and JSA that brought the two teams together for the holidays. So, in a slight nod to those bygone years, we’ve constructed a couple of modern age teams from the JSA and JLA to compete. And since it’s the holidays, we’ll call this a HeroClix Snowball fight instead of a knock-down, drag-out superhero battle.

DC Comics HeroClix: Wonder Woman

Up first is the JSA, a team formed during the height of the Golden Age of comic books, that transcended time, space, and the multiverse to persevere into the Modern Age of comics! Starting off our 300-point team is one of the namesakes from the DC Comics HeroClix: Superman/Wonder Woman set, Wonder Woman! At 7 clicks of life, the common version of Wonder Woman is a powerhouse at 100 points, possessing Charge, Sidestep, Super Strength, Impervious, Invulnerable, Defend, and Perplex. This Wonder Woman doesn’t have the Flight ability, but this can be solved by adding the Legion of Super-Heroes Flight Ring to your force and using her to try and pick it up.


Next, from the DC Comics HeroClix: Superman and the Legion of Super-Heroes set is Starman! Jack Knight is the epitome of the JSA, inheriting both the name  Starman and the Cosmic Rod from his father Ted Knight, who served on the team in its original incarnation! Jack brings a natural range of 8 squares, giving him a huge view of the map, as well as the Flight ability. With that comes a swath of standard powers, including Running Shot, Force Blast, Telekinesis (great for moving Wonder Woman onto that Legion Flight Ring at the start of the game!), Pulse Wave, Perplex, and Ranged Combat Expert, amongst others. Those powers also lead the way to two traits. First is Star Rod and Jujitsu, which grants Starman the use of both Energy Shield/Deflection and Super Senses. In addition to that, when he is targeted with a close combat attack and either evades it or the attacker misses, the attacker is given an action token after actions resolve! His second trait, Pop Culture Collector, can be used after objects have been placed, allowing you to place any two objects in each other’s squares, and also modifies Starman’s relic rolls by +1.

DC Comics HeroClix: Starman

Our final team member is a convention exclusive piece, and a Mystical member of the Society, Dr. Fate! A ranged attacker and support piece with a range of 8 squares, Doctor Fate is a powerhouse with a selection of standard powers that really lend themselves well to this team,  Phasing/Teleport, Penetrating/Psychic Blast, Probability Control, Energy Shield/Deflection, Perplex, and Support. However, more important is his Agent of Order trait, which completely negates the use of special powers by opposing characters within 6 squares of Dr. Fate – including any standard powers used via special powers! Also not to be overlooked, is the good Doctor’s JSA and Mystics team abilities – Mystics, in particular, will be great for someone to wildcard onto if they pick up the Legion Flight Ring.

DC Comics HeroClix: Dr. Fate

Don’t ignore the JSA team ability for this squad – by sharing a defense with an adjacent friendly character that has the TA, you’re able to utilize Wonder Woman or Dr. Fate’s higher defensive values in a pinch to shore up your team in a moment of weakness.

DC Comics HeroClix: Elongated Man

Of course, against the JSA in this super-powered snowball fight is the JLA! Our first team member is a super rare figure from the DC Comics HeroClix: The Flash set – the world’s stretchiest detective, the Elongated Man! A longtime member of the JLA in multiple incarnations, Ralph Dibny rivals Batman in deductive skill (but maybe not as much on the whole ‘grim-n-gritty’ aspect of it). Elongated Man is a really fun character to play, and offers some really unique combat options for your team. To start, he has Improved Movement, ignoring Elevated and Hindering terrain, as well as a natural range of 4 squares. His standard powers are what you’d expect Ralph to have – Stealth, Sidestep, Super Senses, and Perplex. But where Elongated Man really shines is with his special powers and trait. First, in his defensive slot, is the special power Closing In on a Suspect, which allows Ralph the use of Barrier, Combat Reflexes, and Willpower! Next is his special damage power, called My Nose is Twitching, which states that Elongated Man can use Outwit as if he had a range of 8 squares, and also gains Improved Targeting, ignores elevated terrain, hindering terrain and characters! Finally, Elongated Man’s trait, Gingold Soda makes him the ultimate tie-up piece, by giving him not only the use of Plasticity, but also making opposing characters within 2 squares and line of fire treat Elongated Man as adjacent for movement purposes!

DC Comics HeroClix: Guy Gardner

Next up is an LE from DC Comics HeroClix: War of the Light, played at 90 points – the self-proclaimed greatest Green Lantern of all time, Guy Gardner! Guy is…well, Guy is Guy, and he does what you’d expect Guy to do – he’s brash, he’s hotheaded, and  he never gives up on his team. He possesses the standard powers Charge, Sidestep, Precision Strike, Invulnerability, and Close Combat Expert amongst others, but really shows his versatility and value with his special powers and traits. His Get In Your Face speed special power allows Guy to use Charge and if he ends a move action adjacent to an opposing character, the move is a free action and he uses Battle Fury until the character is KO’d. He also has a special power called Will on his damage which allows him the use of Willpower, along with the ability to get out of being targeted by rolling a 4-6 on a d6 to use Outwit or Perplex. We close out Guy by looking at his traits. Up first is I’m Not Your Mule, Fuzzy Blue Elf! that lets Guy use the Carry ability on your first turn to move up to 8 characters, regardless of their combat symbols. He also possesses the Construct ability, which allows you to attach a construct to him by paying its point cost. This also gives you the option to swap out constructs by giving Guy Gardner a power action, replacing your currently attached construct with one of up to 2 points higher cost, or swapping it with one for a lower value as a free action.

DC Comics HeroClix: Dark Flash

Finally, we come to the rare prime from the DC Comics HeroClix: The Flash set, the Dark Flash! A time-displaced older verison of Wally West, the Dark Flash is a true powerhouse, possessing Hypersonic Speed, Sidestep, Toughness, Super Senses, and Shapechange as his standard powers. He also brings the Speed Force trait that allows you to add Speed Tokens to his card when moving at least 1 square and hitting 1 or more adjacent characters. The Speed Tokens, of course, increase Dark Flash’s speed value by the number of tokens on his card – but they also unlock his special powers. Up first is his attack special, A More Ruthless Flash. This power states that if Dark Flash has at least 2 Speed Tokens on his card, he deals penetrating damage. If he has at least 4 Speed Tokens, he can use Improved Movement, ignoring characters, elevated terrain, hindering terrain, and blocking terrain (destroying it as he moves through it). Finally, his special power on his damage called I’ve Learned How to Heal Myself, but I Leave the Scars, allows Dark Flash to use Regeneration as a free action if he removes a Speed Token from his card.


We added the Justice League: Silver Age Additional Team Ability to the squad, which states that once during each game, choose any team ability or opposing character. Each friendly character using this team ability modifies its attack value by +1 when attacking the chosen character or a character possessing that chosen team ability – super effective against a themed team!

There you have it, our DC Comics HeroClix JSA and JLA Teams! We hope you’ve enjoyed this look at our superpowered snowball fight featuring two of the signature teams from the DC Universe. From all of us here at WizKids, we wish you nothing but the happiest of experiences this holiday season, and hope the new year finds you well!

DC HeroClix: Superman/Wonder Woman Strategy Article

DC HeroClix: Amazon Team Building

Greetings HeroClix Fans!

Today we have a team building article featuring characters from the DC HeroClix: Superman/Wonder Woman set.  Naturally, we’ll be including Wonder Woman and a couple of her allies with the Amazon keyword to make a 300-point team.  First, we’ll look at the individual characters then offer options on how to use them together as an Amazon Team.  Up first to bat is #018 Wonder Woman.

DC HeroClix: Superman/Wonder Woman- Wonder Woman

The uncommon Wonder Woman from the Superman/Wonder Woman set comes in at 125 points and is a great close attacker who can provide some support mid-dial in the form of Perplex.  Wonder Woman has a trait called Deflecting Bullets which lets her use Energy Shield/Deflection and can potentially deal an opponent some damage if they miss a ranged attack against her.  Wonder Woman’s top clicks of Charge and Super Strength allows her to quickly get into a fight and deal extra damage with objects, while Impervious potentially lets her shrug off all damage dealt to her.

Next up is Artemis, who also has a point value of 125 but comes with a short range of 4 squares.  Artemis gains some protection from Outwit and Probability Control from her Divine Aura trait, and can potentially avoid attacks on her first two clicks by using Shape Change.  On those same clicks Artemis has a pair of special powers:  Amazonian Warfare, which lets her use Charge and Stealth, and I Love a Challenge, which boosts her attack and damage values by +1 and makes any damage dealt penetrating when she targets only the opposing force’s highest-point character.

DC HeroClix: Superman/Wonder Woman- Artemis

Finally, we round out our force with the Amazon, a 45-point close combatant who starts her dial with the combination of Charge and Super Strength, then follows up with two clicks featuring Flurry and Blades/Claws/Fangs.  Amazon gains a +1 to her attack value when she’s adjacent to a teammate with the Amazon keyword thanks to her trait, Amazons of Themyscira.

DC HeroClix: Superman/Wonder Woman- Amazon

This themed trio brings our Amazon Team to 295 points and gains a +3 when rolling to determine map choice.  If you do win map choice, keep in mind that this team relies on Artemis when it comes to ranged attacks and both she and Wonder Woman have the Wing speed symbol so they can carry Amazon if needed.  You’ll want to keep Amazon near one of her teammates so she can gain the attack bonus from the Amazons of Themyscira trait.  If map choice includes hindering terrain, take advantage of Artemis’ use of Stealth and her short range to shoot opponents who wander too close.

With only three figures on this force, there’s a good chance your opponent will outnumber you so don’t forget Wonder Woman’s The Odds are Against Me trait, which generates Outnumbered Tokens that can be redeemed two at a time to make a close or ranged attack.  Outnumbered Tokens can also be spent to give Wonder Woman Willpower for a turn, thanks to her other trait, Standing Tall.

Thanks for reading!  Good luck dominating the tabletop with the strategies from this Amazon Team. Join us again as we highlight more strategies and team builds from the DC HeroClix: Superman/Wonder Woman set!

Clix It Up DC HeroClix: Superman/Wonder Woman

Clix It Up- Wonder Woman

Hello HeroClix fans,

Welcome back to another deep dive into the world of DC Comics HeroClix: Superman/Wonder Woman ! That’s right – it’s time for another Clix It Up! Today, we’re taking a look at the mighty Princess of Themyscira herself, Wonder Woman!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 002

Much like her cohort in the naming of this set, Superman, we’re starting with the Golden Age representation of Diana! Appearing first in All-Star Comics #8, before headlining her own series in Sensation Comics, Wonder Woman eventually joined the Justice Society of America, the precursor to the Justice League! In ‘Clix form, the #002 version of Diana comes in at 100 points, and possesses the JSA Team Ability. With that, you get a series of standard powers that you’d expect to see with Wonder Woman, including Charge, Super Strength, Impervious, and Close Combat Expert. She also has two powers that work well to assist her team in Perplex and Defend.

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 033

Moving forward to modern times, we have the #033 version of Wonder Woman, this time representing the New 52 version of the character who became the God of War! Much like the #002 version of the character, there are standard powers that one would expect with Diana, like Charge, Super Strength, Impervious, and Close Combat Expert. However, there are some unique, or not often seen powers and abilities on her dial, including the Mystics Team Ability, Blades/Claws/Fangs, and Support. Where this Indomitable demigoddess really shines, however, are with her special powers and traits. Similar to the Super Rare Superman from this set, Diana possesses The Odds are Against Me, which states that if at the end of your turn Wonder Woman was given a non-free action, and an opposing force has more characters on the map than your force, you may place an Outnumbered token on her card. When you have 2 tokens on your card, you may remove them, and give Wonder Woman a free action to make a close or ranged combat attack! She also has a trait called Divine Aura, which states that Wonder Woman can’t be targeted by Outwit or Probability Control from opposing characters, unless the character targeting her is of a higher point value, or has the Deity keyword. Moving onto her special powers, Gift of Hermes appears on her first three clicks of life on movement, and allows her to use Charge, Flurry, and Sidestep. Finally, appearing on her final four clicks of attack is the special power New Goddess of War, which states that at the end of your opponent’s turn, deal 1 penetrating damage to each character on that player’s force within 2 squares of Wonder Woman that didn’t make an attack this turn – a nice callback to one of the most popular heavy hitters from the DC 75th Anniversary HeroClix set, Ares!

DC Comics HeroClix: Superman/Wonder Woman - Wonder Woman 066

Finally, our study on Wonder Woman takes us to one of the chases from this set, featuring a long requested story arc to be made into figures – Superman: Red Son. The #066 version of Diana can be played at either 165 or 125 points, and is built for destruction and board control. First, like most versions of the character, she comes loaded with the expected standard powers, but really comes into her own when her special powers and trait are taken into consideration. Up first is Communism is Social Justice which states that a friendly character with a lower point value than Wonder Woman is targeted with an attack, modify the attacker’s attack and damage values by -1. Her board control comes into play with her special movement power, Lasso of Domination. This grants her both Plasticity and Sidestep, as well as stating that at the beginning of your turn, Wonder Woman may use Mind Control as a free action targeting an adjacent opposing character. Finally, her special defensive power Catatonic State in Superman’s Care appears on her final click of life, and states that she is able to use Regeneration. In addition to that, once per game, when the click is revealed due to damage from an opponent’s attack, stop turning the dial. On top of that, when she’s finally KO’d, you’ll remove all action tokens from all friendly characters. We’re also pleased to announce that all characters from the Red Son storyline in this set possess the Red Son keyword, meaning that you can mix and match characters from opposing factions into one cohesive force!

That’s it for today, ‘Clix fans! Which version of Wonder Woman that we’ve shown today is your favorite? Is there a particular version of the character from older sets that’s your go-to Diana? Let us know on your favorite social network, and we’ll talk to you soon as we Clix It Up!



DC HeroClix: Superman/Wonder Woman

DC HeroClix: Superman/Wonder Woman on Group Hug!

HeroClix Fans!

Last Friday, on Geek & Sundry’s Group Hug, Scott Porter previewed some of the first few figures from the upcoming DC HeroClix: Superman/Wonder Woman set. We got to see Red Tornado, Huntress, Power Girl, Ulysses, Wonder Woman and a few different versions of Superman including the first Colossal, Batman/Superman Robot. In case you missed the episode, we’re excited to share the preview images with the dials of these new ‘Clix below! Be sure to tune in to Group Hug every Friday, 7-10 PM EDT, at for more HeroClix action!

Screen Shot 2015-09-28 at 11.43.00 AM

Erika’s Team: Red Tornado, Huntress & Power Girl

DC HeroClix: Superman/Wonder Woman- Red Tornado

DC HeroClix: Superman/Wonder Woman- Huntress

DC HeroClix: Superman/Wonder Woman- Power Girl

Scott’s Team: Superman, Wonder Woman, Batman/Superman Robot

DC HeroClix: Superman/Wonder Woman- Superman

DC HeroClix: Superman/Wonder Woman- Wonder Woman

DC17 Batman:Superman Robot

Other Previewed Figures:  Ulysses, Superman II, Superman Blue

DC HeroClix: Superman/Wonder Woman- Ulysses

DC HeroClix: Superman/Wonder Woman- Superman II

DC HeroClix: Superman/Wonder Woman- Superman Blue

Keep a look out for more articles on the upcoming release over the next few weeks and be sure to visit the WizKids Event System to find Superman/Wonder Woman Pre-Release Events, October 21st-25th, near you!

DC HeroClix: Justice League - Trinity War Preview

DC HeroClix: Justice League Trinity War: Superwoman & Wonder Woman!

Greetings HeroClix Fans!

Welcome back for another amazing preview from the DC HeroClix: Justice League – Trinity War set!  Today we have two strong Amazon women who won’t back down from a fight.  The Crime Syndicate’s Superwoman from Earth 3 and Wonder Woman!  First up is Superwoman


The Lois Lane of Earth 3 is a member of the Crime Syndicate and is that world’s version of Wonder Woman.  Superwoman has two point costs, an experienced version at 142 points and a rookie version which comes in at 100 points.  Superwoman’s combat abilities include the Flier symbol and the Indomitable symbol so she can taxi in a teammate and then push to attack on her next turn without fear of taking pushing damage.

Superwoman’s trait, You’ll Betray Each Other, says opposing characters within six squares that are adjacent to each other and share a keyword with each other modify their defense values by -1 unless already modified by this effect.  This helps against those theme teams with Empower or Enhancement because they are going to be adjacent already, and can be a big help with opponents with Defend as well.  Superwoman’s keywords are Amazon and Crime Syndicate, and her Crime Syndicate team ability will allow her the use of Probability Control.

Superwoman has an extra two clicks at her 142 point version over her 100 point version, but it starts with a bang.  Her top click starts with Charge, Super Strength, Impervious, and Exploit Weakness.  With a natural 4 damage, and an Ultra Heavy object, she can deal 7 penetrating damage out of the gate!  On her second click she has Sidestep instead of Charge and Invulnerable instead of Impervious. S he can use Sidestep for a free movement to potentially position herself for another attack, or even use her trait to modify defense values of opposing characters with her trait so other members of your team can benefit.

At 100 points, Superwoman is still a ferocious Amazon that can hold her own.  Her lack of range could be tricky against opposing characters with a long range, but this Superwoman won’t have an issue carrying a lackey to shield her from attacks.  She opens with Charge and Super Strength the same as her higher point value, but defensively opens with Invulnerability and has Empower as well.  Her attack is an 11, but it goes down to a 9 for almost the rest of her dial.  But remember her trait can potentially lower defenses as well!  Her second click she trades Charge for Sidestep as well, but after that she no longer has any movement then attack type powers.  Superwoman has Toughness and Flurry for her last three clicks but has a choice as well since she has Close Combat Expert, which will allow her to bump up attack and/or damage when she attacks.



Princess Diana left her home on the island nation of Themyscira as an ambassador for her homeland in the Patriarch’s world with the mission of bringing peace to the outside world.

Wonder Woman has two different dial costs like her counterpart above, 200 and 100 points.  At both costs and like above, Wonder Woman has the Flier symbol and the Indomitable symbol.  Her keywords are Amazon, Deity, Justice League and Trinity so a theme team build will be difficult only because of the large amount of figures to choose from will make it hard to choose a team.

Wonder Woman has two traits, the first is A New Kind of Justice League that allows adjacent friendly characters with a lower point value and the Justice League keyword to use Support.  Friendly characters named Batman or Superman don’t have to be adjacent or a lower point value.  Her second trait, Lasso of Truth, states adjacent opposing characters that have been hit by Wonder Woman since the beginning of your last turn can’t use Outwit, Perplex or Probability Control.

At 200 points, Wonder Woman is a competent and capable character who will bring the “truth” to your opponent. Her dial is eight clicks deep at that cost and three of those clicks are what cost the extra 100 points.  The top of her dial starts with Charge, Invincible, and two special powers.  Her attack special power, Strongest Woman in the World, allows Wonder Woman to use Super Strength.  If Wonder Woman isn’t holding an object and is adjacent to a square of blocking terrain, you may give her a free action to destroy that square of blocking terrain.  If you do, place a standard heavy object into that square.  With this trait, you can potentially churn out a heavy object each turn for her and the rest of the team.

Her special damage power, Deflected Bullets, states when Wonder Woman is targeted by a ranged combat attack that misses, after actions resolve give the attacker an action token.  If you can’t, deal the attacker 1 unavoidable damage.  Wonder Woman’s stats on her top click are impressive with a 12 attack, an 18 defense and 4 damage that can easily go up depending on the object she is carrying.  Power-wise on the top three clicks, the only change is that click two has Impervious rather than Invincible.

At 100 points, Wonder Woman starts her dial similarly:  Charge, Strongest Woman in the World, Impervious, and Deflected Bullets.  Some of Wonder Woman’s combat values on her top click are lower but with her damage value of 4, and holding an object, she can hurt a character just as much as her 200-point version.  Wonder Woman keeps Strongest Woman in the World for her next two clicks, but her dial is different otherwise.  On her next two clicks Impervious falls away to Invulnerable and for the rest of Wonder Woman’s dial she has Sidestep and Close Combat Expert and these last two work really well together, especially when she is able to use Super Strength along with it.  The last two clicks she possesses Regeneration and if luck is with your dice, she can heal back up to her top click, and if luck is not with your dice, her trait A New Kind of Justice League will allow another character to heal her up with Support!

Thanks for reading this latest DC HeroClix: Justice League – Trinity War preview, and keep your Clix off their KO’s!

DC HeroClix: Superman and the Legion of Super-Heroes Preview

DC HeroClix Superman and Legion of Super-Heroes: The Cheetah!

Greetings HeroClix Fans!

And welcome back as we continue to offer previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!  Today we go back to one of Wonder Woman’s earliest and most persistent foes, no matter who bears the mantle of Cheetah! 


This early version of Cheetah is Priscilla Rich, an aristocratic debutante who suffered from multiple personality disorder.  This Cheetah possesses an Improved Movement ability called Never Corner a Cat, granting her the ability to ignore Hindering Terrain for movement.  She also has a trait called Hatred For My Prey, that allows her to choose an opposing character once per game.  As long as that character is on the map, Cheetah modifies her combat values except range by +1.  Additionally, if that character is named Wonder Woman, Cheetah can use Exploit Weakness.

Cheetah begins play rushing into battle with Charge, letting her move and attack.  For her attack, she can use her 2 damage, modified by her trait, or try to increase the damage further with a full dial of Blades/Claws/Fangs.  Super Senses gives Cheetah a chance to avoid attacks.  On the back half of her dial, she switches things up with Leap/Climb to reposition herself with ease to where she will be of more use to your force.  Combat Reflexes will make her harder to hit in close combat.

Cheetah can be played in theme on generic Past theme teams, or on named theme teams built around the Legion of Doom and Villainy Inc keywords.  At 50 points, Cheetah will be a solid secondary attacker with some decent mobility.

Next up, we take a look at the Prime version of Cheetah.  The woman known as the Cheetah in modern time is Barbara Ann Minerva, a covetous archaeologist and mortal vessel for the Goddess of the Hunt!


This version of Cheetah also has an Improved Movement ability, this time called Catlike Reflexes, which allows her to ignore other characters and hindering terrain for movement purposes.  As with her Golden Age counterpart, she also possesses a trait.  In this instance, it’s called We’ve Danced This Dance Before and grants her the use of Combat Reflexes and, if she has no action tokens, Exploit Weakness.

Cheetah begins play with a special power granting her a move and attack ability called Pounce My Prey.  This power lets Cheetah use Leap/Climb to get to where she will be useful with ease.  Once she has resolved this move action, she can be given a close combat action as a free action.  She can use her opening 3 damage, or opt to use the Blades/Claws/Fangs she has on the front half of her dial.  Defensively on the front of her dial, Cheetah can attempt to evade being targeted with Shape Change.  If she is successfully attacked, Toughness will let her reduce damage a bit.

After her first two clicks, Cheetah gives up her special power for standard move and attack with Charge, appearing on the rest of her dial on all but the last click.  On the back of her dial, Cheetah switches tactics a bit as she will have Poison for the rest of her dial.  To help make sure damage reducers won’t be an issue for her Poison to work, she has a special power called Pressing My Advantage that allows her to use Outwit to target opposing figures with two action tokens.  Also at this point, Super Senses will allow Cheetah to attempt to avoid attacks.

Cheetah can be played in theme on generic Animal or Scientist teams, or on named theme teams with her Society and Injustice Society keywords.  She brings the Calculator team ability to copy friendly teammate’s team abilities.  For 90 points, she will be a great close combat attacker to allow your range attackers to do their job.

That’s all we have for now.  Be sure to check back soon as we bring you more previews from the upcoming DC HeroClix: Superman and the Legion of Super Heroes set!

2013 Convention Exclusive Preview

HeroClix on the Road 2013: Superman and Wonder Woman

Greetings HeroClix Fans!

For our third HeroClix prize preview of the 2013 convention season, we decided to bring a little romance to the convention season in the form of Superman and Wonder Woman.  This duo brings also features the new power, Invincible, which can be found on the 2013 HeroClix Powers and Abilities Card.

D-009-Superman_WWWhat could possibly be better than having Superman or Wonder Woman on your team? Why, having them together on the same dial as a duo figure of course!  Superman and Wonder Woman bring the Strength of Two Heroes (Trait) to the table where they can use Super Strength to pick up 2 separate objects to use in different attacks that they make with the duo combat ability.  The trait also allows them to use Charge in place of one of the attacks if they need to get in close to the opponent.

If Superman and Wonder Woman are too far away to charge, they can always use the Nowhere to Hide (Running Shot) to shoot the opponent with their Power from a Distance (Penetrating/Psychic Blast) to crack through an opponent’s defense.  If that’s not enough, the Man of Steel & Princess of Themyscira  special power allows them to use Improved Movement Blocking (Burst) & Characters to charge through walls to attack their opponent.  Plus, they have limited protection from Outwit (because, really, how could you Outwit both Superman and Wonder Woman easily?)

This duo is also hard to hurt as they have the power of Kryptonians… (Impervious) …and Amazons (Invincible) to reduce the damage to them with Invincible allowing them to ignore half of the damage dealt to them.  Even at the end of their dial, Superman and Wonder Woman are Faster than a Speeding Bullet & Bulletproof Bracelets (Special Power) as they can use Energy Shield/Deflection, Super Senses, and Toughness to protect them from harm.

Teamwork is also a hallmark of Superman and Wonder Woman in the Wrapped Up & Knocked Out (Special Power) as they can use Incapacitate and still deal their printed damage value to the successfully hit targets.  Use this power at range and you can incapacitate 2 targets while still dealing your printed damage value.  Finally, opponents have nowhere to hide as this duo figure has the Superman Ally team ability and also represents teamwork with the Justice League team ability.

Gen Con Indy is the first convention that this figure will be available at as a prize. Tune in later this week as we still have a long way to go, and all we do is get older waiting for convention season to start.

For questions on any of the conventions, please email:


DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Aquaman, Cyborg, Green Lantern, and the Flash!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial from DC HeroClix: Teen Titans by looking at some of their more profound members. We start off with one of the most underestimated team members, Aquaman!


Aquaman starts out his 110 point dial with a speed of seven, the dolphin transporter speed symbol, and his special speed power called Atlantean Might.  Atlantean Might states if Aquaman occupies water terrain at the beginning of your turn, he has a range value of 7 and his attack value is not modified by the Move and Attack ability. Aquaman also has Super Strength, allowing him to possibly boost up his 4 damage to a 6 if he picks up a heavy object.

Aquaman then gets his special defense power called Relentless, Underestimated which allows him to use Toughness and if he has two action tokens at the beginning of your turn, he heals 1 damage.  This makes Aquaman able to push off his first click and then heal back up to it, and it appears in the power slot on every other click, except for his last one. Aquaman also has Blades/Claws Fangs on that second click, making him still able to possibly dish out 6 clicks of damage.

Aquaman’s third click starts out his 80-point dial, which starts out looking similar to his 110-point starting dial. Down his dial Aquaman also gets Leap/Climb, Exploit Weakness, Flurry, Combat Reflexes, and Aquaman ends his dial with a click of Regeneration.

If put on the Justice League team dial, when Aquaman shows up on the dial he allows them to ignore Shape Change and their attacks can’t be evaded.


Cyborg starts out with his trait Connected to Every Computer which says: Give Cyborg a free action and choose an object within range. Cyborg can draw line of fire and count range and squares from that object until your next turn.  This allows Cyborg to choose an object within his 7 range and attack from it or use it take advantage of other powers he has, like Probability Control or Outwit. Or just to blast someone with his Psychic Blast or Pulse Wave powers.

Cyborg also has Leap Climb, allowing him to move if he needs to get closer to an object. Cyborg gets Running Shot as well so he can move half his speed and then make an attack if there are no objects in his range. Cyborg has a special defensive power as well called High Tech Armor which allows him to use both Energy Shield/Deflection and Invulnerability.

When Cyborg’s symbol shows up on the Justice League team dial he gives the team character the Sharpshooter ability and increases their range by 2.


Green Lantern starts his dial with 12 movement Running Shot and his special attack power Anything I Can ImagineAnything I Can Imagine says Green Lantern can use Barrier. At the beginning of your turn, choose a standard attack or damage power that requires a power, close, or ranged combat action to activate. Green Lantern can use that power this turn.  Green Lantern also has his defensive power called Energy Bubble, which lets him use Toughness and Energy Shield/Deflection.

Green Lantern also gets Phasing/Teleport and Perplex down the end of his dial. Green Lantern is also Indomitable giving him the use of Willpower as well as has the Green Lantern Corps team ability so he can carry multiple friendly characters. Green Lantern can also be played at either 160 points or 110 points.

When Green Lantern’s symbol shows on the Justice League team dial the character can use Barrier and Telekinesis.

050-TheFlashThe Flash has an Improved Movement ability called Up Walls, Around Crooks, which allows him to ignore elevated terrain and other characters for movement purposes. The Flash’s dial also starts out with a 14 movement Hypersonic as well as Super SensesThe Flash also soon gets his special speed power called Vibrating Offense which gives him Charge, Flurry, and Phasing/Teleport. When he uses Charge he can use Improved Movement: hindering terrain.

The Flash also has a special damage power called Just A Blur which allows him to use Combat Reflexes and Shape ChangeThe Flash also gets Enhancement and Outwit later on down his dial. He also gets the use of two team abilities, Justice League and Police. The Flash can also be played at two point values, 135 and 100 points.

When The Flash’s symbol shows up on the Justice League team dial opposing characters using Hypersonic Speed modify their attack and damage values by -1.

Thanks for reading! Please join us for our next DC HeroClix: Teen Titans preview, in the meantime keep those dice rolling!

DC HeroClix: Teen Titans Preview SwitchClix Team Bases

DC HeroClix Teen Titans: Superman, Batman, and Wonder Woman!

Greetings HeroClix Fans!

Today we continue our preview of the Justice League team dial with a look at Superman, Batman and Wonder Woman as they beam down from the Watchtower onto their individual SwitchClix dials.  These three figures, which are included with the Justice League team dial, can be found in DC HeroClix: Teen Titans super boosters.


We start off our trinity of goodness with the Man of Steel.  Superman has two point costs. When he begins play on his 240-points starting line you get to use his trait, Not From Around Here.  With this trait, Superman’s powers can’t be countered when he has no action tokens.  On Superman’s top click he has Running Shot, Super Strength, and an 18 defense with Impervious.  He also has a special power in his damage slot called Under a Yellow Sun, which modifies an opposing character’s damage value by -1 when that character targets Superman with a ranged attack.

Next, Superman gains two clicks of Charge and keeps Super Strength and Impervious.  On his second click, Superman has Ranged Combat Expert.  On his fourth click, Superman gains Hypersonic Speed, allowing him to move, make an attack and then finish out his movement if he has any left over, in true speeding-bullet style.

Click four is where Superman’s 120-point line starts, and here he has Hypersonic Speed, Invulnerability and Under a Yellow Sun.  On click six, Superman gets up close and personal with Charge and Super Strength.  On the next click, Superman regains Running Shot and, utilizing his range of eight squares with two targets, this gets him a 12-square swing in which to attack from range.  Superman’s last two clicks are a combination of Charge, Close Combat Expert and Toughness.

Superman’s has the wing speed combat symbol on his dial, which allows him to use the Carry and Flight abilities.  He also has the Indomitable combat ability, which grants him the use of Willpower so that he may ignore pushing damage.

Superman has the Justice League and Superman Ally team abilities; the latter gives Superman the ability to treat hindering terrain as clear terrain for movement and line of fire purposes.  If theme building is your game, Superman has Justice League, Kryptonian, Metropolis, Reporter, and Trinity keywords.

Up next in our trinity is the guardian of Gotham City, Batman!


Like Superman above, Batman has two starting point values (130 and 100 points).  Batman has a trait called That Won’t Work, You Know where opposing characters within 6 squares can’t ignore pushing damage.  So much for all those resources granting the ability to use Willpower!  Batman can use two team abilities Justice League and Batman Ally, the latter of which grants Batman the use of Stealth.  On Batman’s combat dial he gains the use of Willpower through the Indomitable ability.

Starting on his 130-point line, Batman has two clicks of Leap/Climb and two clicks of a defensive special power called Dark Knight, which allows Batman the use of Combat Reflexes and Toughness.  With a range of six squares and two targets, Batman has the use of Incapacitate, which he can also use in close combat.  A special damage power called Striking Fear lets Batman use Outwit and Shape Change.  He can also use Perplex but only to modify other characters’ combat values.  On his second click, Batman picks up Smoke Cloud and Outwit.

We start Batman’s 100-point dial with three clicks of Leap/Climb for movement.  On click three, Batman has the use of Incapacitate, Toughness and Striking Fear.  On click four, Batman drops Incapacitate and picks up Perplex.  On his next click, he gains the use of Smoke Cloud, Outwit, and his special defense power, Dark Knight.

On click six, Batman gains the use of Flurry, keeps Smoke Cloud, and regains the use of both Toughness and Perplex.  On his final click he keeps Flurry and regains Dark Knight.  On his damage slot, Batman picks up Close Combat Expert, proving that Batman won’t go down without a fight!

When searching for teams to build with Batman, take a look at his keywords like Batman Family, Gotham City, Justice League, and Trinity.


The final member of the trinity is Wonder Woman.  Like her teammates, Wonder Woman also has two point values on her dial.  This warrior queen also has a trait called Warrior Race, which allows Wonder Woman the use of Willpower but only when she is making an attack.

Wonder Woman’s 150-point starting line has a special power in her speed slot for her first three clicks called Charge of the Righteous.  This allows Wonder Woman to use Charge.  Roll a d6 after the use of this power action is resolved.  On a result of a 5 or 6, remove an action token from a friendly character with a lower point cost within four squares of Wonder Woman.  Wonder Woman also has Super Strength and Invulnerability.  On her second click, Wonder Woman picks up Exploit Weakness.

On Wonder Woman’s 100-point starting line she has Charge, Invulnerability, Exploit Weakness and a special attack power called Unbreakable Lasso.  This allows Wonder Woman the use of Incapacitate as if she had a range value of 4 squares with a single target.  When Wonder Woman uses Incapacitate and hits, she can use Perplex but only to modify a combat value of the hit character by -2.

On click 5 Wonder Woman picks up Flurry and her defense changes to Toughness.  On click 6 she gains Charge of the Righteous, which we last saw in the 150-point area of her dial.  Wonder Woman picks up Super Strength and in defense she gains Combat Reflexes, allowing her to modify her defense by +2 when targeted with a close combat attack.

On click 7 Wonder Woman loses Charge of the Righteous and on her final click she regains Flurry and “Unbreakable Lasso”.

Wonder Woman does have the wing speed combat symbol, granting her the Flight and Carry abilities.  Wonder Woman, like her brothers-in-arms, all have the Justice League team ability and they also share the keywords Justice League and Trinity.  Wonder Woman’s other keywords are Amazon and Warrior.

All three figures also possess an Asset Dial ability:

  • Superman makes it so damage dealt to Justice League is reduced by 1 in addition to any other effects.
  • Batman doesn’t allow opposing characters within 5 squares of Justice League to use Perplex.
  • Wonder Woman allows Justice League to use Energy Shield/Deflection.

Thanks for reading! Please join us for more upcoming and exciting DC HeroClix: Teen Titans previews.  Until then, Shape Change for the Win!