DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Red Tornado!

Greetings HeroClix Fans!

A wind advisory is in effect for today’s DC HeroClix: Teen Titans preview!  We are pleased to bring you a hero who mentored the members of Young Justice.  Here’s Red Tornado!


Red Tornado comes into play at 143 points and has a range of 7 squares and one target for his ranged attacks.  Having served as an active and auxiliary member of the Justice League, Red Tornado also has the JLA team ability.

He begins his dial with a click of Phasing/Teleport and a speed value of 10, allowing him to quickly close in on opposing characters.  Red Tornado’s attack slot starts with a special power called Destructive Cyclones, which allows him to use Telekinesis.  When he does, lines of fire between Red Tornado, A, and B are only blocked by walls and indoor blocking terrain.  Red Tornado’s indestructible body is represented via Impervious and a defense value of 18.

As we move off Red Tornado’s top click, Destructive Cyclones remains and Force Blast takes over for Phasing/Teleport as he uses strong winds to knock back opposing characters.  Defensively, Impervious drops to Invulnerability.  In his damage slot, Red Tornado pummels his foes with blasting winds (Ranged Combat Expert).  This array of powers appears on clicks 2 and 3.

The middle two clicks of Red Tornado’s dial sees another change in the android’s power set.  Running Shot replaces Force Blast, giving him the ability to attack after moving up to half of his speed value.  Running Shot is paired nicely with Pulse Wave in his attack slot as Red Tornado unleashes all his power.  Super Senses occupies Red Tornado’s defense slot as his opponents try to land attack on him while he sits comfortably in the eye of the storm.

On Red Tornado’s last two clicks we see the return of Phasing/Teleport and Destructive CyclonesRegeneration appears in his defense slot, allowing Red Tornado to heal some damage.  In his damage slot, Red Tornado foregoes the ranged attacks and instead uses his fists (Close Combat Expert) to get the message across that he’s not to be trifled with!

You may think that Red Tornado’s a standing target on all but his Running Shot clicks but he also enters the battlefield with a trait called Unchecked Winds which makes him difficult to target from range.  Unchecked Winds reads, “When Red Tornado has no action tokens, opposing characters more than 6 squares away can’t draw line of fire to him.

Red Tornado has an appealing set of combat values:  His never falls below a 16, and on those clicks he has Super Senses.  His attack values start at 11 and stay fairly consist, never dipping below a 10 until his last three clicks.  His base damage values remain at 3 until his last two clicks, in which he also has Close Combat Expert!

For theme play, Red Tornado has the Justice League, Robot and Young Justice keywords.  At 143 points, Red Tornado takes up a significant portion on your force but his power set and combat values (and the Unchecked Winds trait) make him appealing.

Thanks for reading!  Please join us for our next DC HeroClix: Teen Titans preview when we check-in with a Titan with a keen detective mind.  Until then, may your lines of fire never be blocked!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: The Ray!

Greetings HeroClix Fans!

One week closer to Release Day as we continue our previews from the upcoming DC HeroClix: Teen Titans set.  Today we take a look at a hero of light, The Ray!


The Ray’s starting movement is 12 and he possesses Hypersonic Speed.  This allows him to automatically break away from opposing characters and then use his full movement to either make a close or ranged combat attack.  The Ray has a range of 5 squares so this will allow him to make a ranged attack from three squares away during the free action portion of his Hypersonic Speed attack.

The Ray’s power structure on his top 3 clicks stays the same, with Hypersonic Speed on movement, Super Senses on his defense, and a special power in his damage slot.  This special power, Light Manipulation, allows The Ray and adjacent friendly characters that share a keyword with him to use Stealth, but only when he has just one action token.  The Ray has Freedom Fighters, Justice League, Justice League International, and Young Justice as his keywords.

Imagine the fun of being able to pair up The Ray with Guy Gardner from the DC HeroClix: Streets of Gotham set on a Justice League International theme team and then hiding Guy Gardner in hindering terrain using Stealth; this will be great for team building and strategy.

On The Ray’s next two clicks he loses his special power but gains Phasing/Teleport for movement, which still makes it very hard to lock this guy down in adjacency.  The Ray will be able to use Pulse Wave during his attacks targeting all characters within three-squares.  On defense, The Ray uses Energy Shield/Deflection, modifying his defense value by +2 against ranged attacks.

On The Ray’s final click he keeps Phasing/Teleport but trades in Energy Shield/Deflection for Regeneration, where on a roll of 6 he would get to heal back to his second click.  The Ray finishes out his dial with the ability to use Shape Change, in which an opponent may not even be able to target The Ray with an attack.

The Ray comes in at just 74 points.  With his keywords and the JLA team ability he should be easy to build into a team or a piece to be looked at during some fun sealed play.

Thanks for reading but be sure to come back next time as we continue to look at figures from the upcoming DC HeroClix: Teen Titans set.  Until then, Shape Change for the win!

DC HeroClix: Teen Titans Preview Prime Figures

DC HeroClix Teen Titans: Lil’ Lobo and Slobo!

Greetings HeroClix Fans!

The subject of today’s DC HeroClix: Teen Titans preview is quite the handful as an adult.  Now imagine if the intergalactic bounty hunter Lobo was in high school!  We’re pleased to present Li’l Lobo and his Prime counterpart, Slo-bo!  First up, let’s look at rapacious Li’l Lobo!


Li’l Lobo comes into play at 102 points and has a range of two squares.  He begins his speed slot with two clicks of Charge.  Defensively, he starts with two clicks of Toughness to soak up some damage.  Li’l Lobo also has the Indomitable combat ability, allowing him to use Willpower and, as a result, ignore pushing damage.  In his damage slot, Li’l Lobo starts with Exploit Weakness to show that’s he’s just as mean as the original Main Man.  Starting on his second click, Li’l Lobo picks up Blades/Claws/Fangs, which overlap with a second click of Exploit Weakness.

As we reach Li’l Lobo’s middle clicks, Flurry replaces Charge so he can keep hitting his opponents.  Blades/Claws/Fangs and Toughness stick around but he now gains Battle Fury for two clicks.  Toughness is then replaced by a short run of Invulnerability as shrugs off even more damage.  Leap/Climb occupies the last two clicks of Li’l Lobo’s speed slot as his wiry build allows him to be mobile.  In his damage slot he drops Battle Fury and gains Close Combat Expert to land some heavy hits.

Li’l Lobo can take as well as he can give, thanks to a trait called Unfraggin’ Stoppable!, which represents the Last Son of Czarnia’s powerful healing ability.  Unfraggin’ Stoppable! reads, “At the beginning of your turn, you may heal Li’l Lobo 1 damage if he is adjacent to an opposing character.”

At 102 points and with an aggressive power set, Li’l Lobo leaves plenty of room for supporting figures or other hard hitters.  He has only one keyword for theme-team building (Young Justice) but would make a viable choice for many forces.

Like Li’l Lobo, the smaller and weaker clone Slo-bo has only the Young Justice keyword for theme-team building but comes with a point cost of 65 points.  Let’s take a better look at Slo-bo!


Slo-bo hits the battlefield with an Improved Movement ability called Not Really a Fighter, which allows him to ignore characters whenever he moves.  Slo-bo begins his dial with two clicks of a special power called Hiding and Stowing, which allows him to use Stealth and Leap/Climb.  That’s followed by two clicks of Stealth as Slo-bo chooses to hide instead of fight.  What happens when he can’t hide?  Leap/Climb occupies Slo-bo’s last two clicks as he chooses to run away instead of fight.  When it comes to fighting, Slo-bo has no powers in his attack slot except for two mid-dial clicks of Quake.

Defensively, Slo-bo has the Indomitable combat ability and starts with two clicks of Toughness as he shows he’s still a Czarnian.  In his damage slot he has Perplex to represent his role on Young Justice as the team’s engineer.  He then switches to Combat Reflexes to show off his fancy footwork and drops Perplex in favor of Enhancement.

Perplex returns on Slo-bo’s last click, which also brings a special power in the defense slot called Sacrifice.  This special power reads, “When this click is revealed, stop turning the dial.  If another character with the Young Justice keyword would be KO’d, instead you may KO Slo-bo and turn that character’s dial to their last click.”

Slo-bo makes a solid addition to any team with his opening combination of Stealth (via his Hiding and Stowing, special power) and PerplexEnhancement makes him a team player as well by allowing him to boost the damage of adjacent friendly characters’ ranged attacks.

Thanks for reading!  Please join us next week when we take a look at a team of villains formed by Slade Wilson.  Until then, may your lines of fire always be clear!

DC HeroClix: Teen Titans Preview

DC HeroClix Teen Titans: Arrowette!

Greetings Heroclix Fans!

Today we will continue our previews of the upcoming DC Heroclix: Teen Titans set with the ever wonderful Arrowette!


Arrowette starts her dial off with Stealth, a 10 attack, 17 defense with Energy Shield/Deflection, and a special attack power called Piercing Shot. Piercing Shot says: “During the beginning of your turn, Arrowette can use Outwit but can only counter defense powers. If she does, she may only target that opposing character this turn.” Arrowette also possesses the ever-useful Sharpshooter combat ability, allowing her to make ranged attacks against opponents who decide to base her, otherwise Arrowette enjoys two targets at 7 range (or 8 range with Incapacitate if you’re playing a Golden Age game and using the Starstruck Admirer Feat)!

Mid-dial Arrowette switches tactics as she gains both Willpower and Ranged Combat Expert with a 2 base damage. This enables Arrowette to potentially make ranged combat attacks for 4 damage two turns in a row without fear of taking pushing damage.  Also mid-dial, we see that  Arrowette briefly gains Flurry for a single click, which will allow her to close combat attack twice a turn.

Late-dial, Arrowette possesses Combat Reflexes which will help out her 15 Defense when attacked up close. She also gains Close Combat Expert to represent her fiery temper, which will make her more of a threat up close as well. Finally, Arrowette also gets some Leap/Climb so you can maneuver her where she can best take advantage of these powers.

At only 68 points, Arrowette is a fantastic secondary or tertiary attack piece.  Her combination of ranged abilities as well as Stealth and mobility make her ideal to make ranged combat attacks against opponents tied down by her teammates, and her combat values remain consistent for her entire dial making her ideally suited for inclusion on Celebrity, Martial Artist, or Young Justice theme teams.

Thanks for joining us today and please keep checking back as we show you more of the DC HeroClix: Teen Titans set. Until next time, keep those dice rolling.