Welcome to the Clixed Off preview for the DC Comics Wonder Woman 80th Anniversary Heroclix set slated to release April 21 with Pre-Releases starting April 7th. We would like to thank Wizkids for these previews. Check out the Wizkids Online Store to pre-order this product or contact your friendly local game store. Without further ado, let’s get to the previews!
Artemis has always held a special place in my heart as she was one of my favorite figures back in the Superman/Wonder Woman set of 2015. This time around, Artemis returns as a Captain utilizing the new Captain/Sidekick mechanic and granting Friendly Sidekicks Probability Control when they are targeted with a close attack. Remember this mechanic works cross-set, so combo-ing her Captain ability with Sidekicks sporting Stealth like Leech, Mik, and D.M.A Agent provides additional utility when your opponent gets close. Artemis, herself, wants to get close with the typical Charge/Blade/Exploit combo, but this time around she has two targets to utilize the new multi-target capabilities of close combat. While she lacks printed defensive powers until click 5, the new Wonder Woman team ability offers her some form of a rollout as she can use Super Sense, but only succeeds on a 6. When she gains Super Senses printed on her dial, that rollout jumps up to a 4-6.
Maxwell Lord returns to Heroclix with a plethora of keywords and at 45 points it should be easy to make his way onto your team. Eight range with triple targets lets him make the most of his full dial of Mind Control along with his starting 12 attack value and Improved Targeting – Hindering.
Defensively, Maxwell starts with three clicks of Mastermind and late dials switches to Super Senses. He also brings Outwit, Probability Control and the Police Team Ability to help support the team.
Finally, let us take a look at his trait, All Part Of My Greater Plan. To start, it grants him a full dial of Stealth to let him operate from the shadows. The second part lets your team gain Mission Points to chart another path to victory. If a friendly character uses Mind Control, including Maxwell Lord, and an opposing character takes damage, you gain one Mission Point. If an opposing character is KOed, you gain two. Maxwell will be a great addition to any Mission Point based builds.
Wonder Girl packs a serious punch for only 75 points. Assuming erratas are made to her Titans Reborn trait, and the Lasso of Truth is clarified in regards to using Incapacitate with a Range of 4 for FREE, Wonder Girl can absolutely fill that close combat roll needed for your team. Utilizing the new Close Combat Expert rules, Wonder Girl can charge for a 12 attack/4 damage Quake, and then utilize the Lasso to Incapacitate multiple figures negating their damage powers for a turn.
On the defensive side, she has two rollouts with the normal Impervious rollout and the Wonder Woman team ability rollout (Super Sense on a 6). If she needs to get more supportive, Wonder Girl could utilize the Titans Reborn Trait to take a Move Action up to use the Teen Titans Team Ability for FREE and then utilize the Lasso of Truth.
Wonder Girl offers multiple options for a mere 75 points and absolutely will see play on some Amazon or Teen Titans casual teams!
Last, but not least, we have our chase! The Flash. Keeping with the lantern subtheme of this set this is the version of Barry from the Blackest Night story line where he joined the Blue Lantern Corp. This is a great version of the character and is better than he may first appear. Being a member of the Blue Lanterns, Flash sports a decent amount of support powers, having Probability Control, Enhancement, and the ability to clear terrain markers with his construct, but he is deceptively offensive as well.
With his special speed power he is able to attack where you need him most and swinging with 10 for 3 twice which is already pretty good, but my guess is that a lot of opponents will discount the fire hydrant construct. It is a free action to make it and it has autonomous so it is essentially a free attack after the Flash moves. This gives him an effective swing of 19 squares on his own!
To top all that off the strongest element of this Flash might be his defense. Sitting at a 19 with Super Senses and Probability Control, most people won’t even want to try and hit him! This is a very cool representation of the character and will be an excellent go to on a casual night.
As for as competitively I do believe there is a real place for him as well on a “drop off” team. He brings access to Probability Control which is very much needed and he can also clear barrier squares as a free action which is a huge boon to an alpha strike team. On top of all that the hydrant can then attack utilizing Autonomous and the six range to offer a ranged alpha strike option. All in all this is a great Flash with a very unique take on the character and I am excited to get to play him!
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