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Heroclix Guide: Abilities and Beginner Info

DC and Marvel Heroclix

DC and Marvel Heroclix

What Are Heroclix?

Heroclix is quite possibly the most addicting board game in the world. This game is not only more fun than every single video game, sport, and activity combined, but it's also extremely addicting. Heroclix is a strategy game that essentially requires you to move your pieces around in order to kill the enemy. However, that's not even scraping the surface of how magical this game is. It takes skill, luck, intelligence, strategy, and patience. When all of these elements are combined, you're left with the most addicting game ever created.

Heroclix is one of the most fun board games I have ever played, and I highly encourage you to learn more about this game.

Let's get started!

I suggest watching the video below and using my site to fill in and remind you of anything that the video did not cover.

A Heroclix Map, showcasing what each square means

A Heroclix Map, showcasing what each square means

What You Need in Order to Begin Your Heroclix Journey

Every game of Heroclix requires several things. I have listed below everything you need in order to begin your Heroclix journey. The basic starting items are as follows:

  1. A Map—There are many kinds of maps that are can be bought for very low prices. Pick a map that best suits the kind of player you want to be (Stealth, Speed, Strength, etc.)

    (A Heroclix map is pictured above. Note the squares; each square represents one space. Each colored box around the square represents something different. Red represents areas you can't move to. Green means stealth. Yellow means it is a normal square, and purple is where your pieces start. Any other color is 'special' and listed on the map.)

    Oftentimes, people will take the maps and make them 3D. You can add buildings, walls, water, and a lot more to enhance your gameplay.
  2. Dice (x2)—Dice are rolled whenever your pieces attack the opposing pieces. (We will discuss this in the next section)
  3. Your Heroclix—I would recommend buying about 20 to 50 for starters (you can 50 or more for just $10.00 USD on eBay)
  4. Tokens—Use poker chips, paper cut into a circle, or anything else you can fit under your Heroclix. I will explain later what they are used for.

What Websites Do Visit When I Start Playing?

  1. The Heroclix Reddit page, full of useful and up to date information.
  2. The official Heroclix homepage.
  3. The official Heroclix players guides.
A Heroclix Dial, KO means they are out of the game. The green line is where the dial starts.

A Heroclix Dial, KO means they are out of the game. The green line is where the dial starts.

Terms to Know

  • Click—Each time your character takes damage, you take one click. Each piece has a bottom that moves in a circle, making a 'clicking' sound when it moves. Hence the name 'Heroclix'. Each click will change your abilities and stats. Most characters will get weaker, but some (like The Hulk) get stronger.
  • Power/CloseCombat/Ranged Action—This is what happens whenever you make a move; whether you are attacking with range, close combat, or using a power action, it's all pretty much the same. You put a token below your character whenever he does one of these things, and he then can't move next turn unless he pushes. For the tokens, I usually use poker chips or any round disk I can find (you can even make them out of paper).
  • Pushing—You cannot move after using one of the above tokens unless you 'push' the character. When you push, you can go twice in a row, but your character will take a click from over-exhausting himself. After that, you would place a second chip below the character, and you can't move the next turn, no matter what.
  • Points—Each character has a specific amount of points. The stronger ones have more points, as you would expect. Every game is based on a set amount of points. For example, if I played you, we would agree to a 300-point game. That means you look through your Heroclix until you find a combination of them that is equal to or less than 300 points. You will get one move per 100 points you decide. So, in this case, we would have three moves.
  • Penetrating Damage—This is damage you do to a character than cannot be reduced by any abilities.
  • Knockback—If you roll doubles and hit the enemy, he gets knocked back squares equal to the amount of damage you do. So say you roll two 5s and do two clicks of damage. The enemy will fly back two squares, and if he hits certain things, he loses points. But as I said, this is a simple guide, so once you master the basics, you can look up what causes him to lose more clicks.
  • Combat Ability—These are what the whole next four sections are about, every character has abilities, and they make the game extremely fun.
  • Line of Sight—When you make an attack, you have to be able to make a perfectly straight line to the enemy without hitting any blocking terrain or other characters. If you can't do this, you can't attack even if they are within your range.

Have more questions? Check out this amazing site that tells you even more!

How do you read a heroclix dial?

How do you read a heroclix dial?

How Do You Read the Dial?

There is actually a lot more to the dial than just their combat stats. The above photo delves deeper into what you can expect when you get really into Heroclix. Let's talk about the more advanced parts of your clicks.

  • Speed (The green square in this case)—Speed is how many spaces you can move per turn. If your character has 10 speed, he can move spaces. Notice how the speed has an orange box around it; that is one of the abilities. Each color on each square represents something different.
  • Attack (The red square in this case)—Attack is used when you try to damage the enemy. When you attack, you compare the difference in your attack to their defense and then roll both dice. You add the dice roll to your attack, and if the combined result is higher than their defense, you hurt them. For example, if you have 5 attack, and the enemy has 10 defense, you would need to roll at least a five to hit them.
  • Defense (The orange square in this case)—Defense is used to protect you against attack; if they roll dice and the combined dice added to their attack is higher than your defense, you lose a click. Look for characters with 17 to 18 defense because it will be very hard for them to hit you.
  • Damage (white square in this case)—Damage is how many clicks you do if your attack hits them. For example, if you have 3 damage, that means you will do 3 clicks when you hit.
  • Range (The Lightning Bolt)—This is how far your attack can shoot. If you have 10 range, you can shoot 10 blocks. Many characters have 0 range and have to be right next to the opponent to attack.
  • Team Ability—Some pieces have a team ability. That means they get a special bonus. It could be anything from doing more damage to just moving more efficiently.
  • Character Name—As tricky as this one sounds, it is just the name of your character.
  • Improved Movement—This symbol can change depending on who you are using. Some pieces can fly, some can jump walls, and some can walk through characters. It depends on what this symbol looks like. In order to know, you can print off a cheat sheet that tells you all of the information you will need.

Offical Rules

I highly suggest you visit the official rules page. This will provide you with a nice PDF that you can print and carry with you. It tells you all of the abilities, rules of the map, and more. It is essential when starting the game because there is such a steep learning curve.

Are You Into Collecting?

If you like collecting, this is an even better game. You can get so many Heroclix, and they are all so detailed it's almost unbelievable. I'm not a collector myself, yet I find myself buying more and more as time goes on.

The next segment of this site will delve into the details of the hero's abilities.

A huge collection of Heroclix; they come in all shapes and sizes

A huge collection of Heroclix; they come in all shapes and sizes

Abilities: Speed

There are some great sites if you're looking for a downloadable guide that you can print. I highly recommend using this link because my description below is very basic and leaves out some more advanced tips. This game is best learned in steps, so start with what I have and learn more as you go on. Every color below represents the color it will appear on your piece.

  • Flurry: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can't make the second attack.
  • Leap/Climb: Allows you to jump over buildings and hindering terrain, therefore letting you move more efficiently. This also lets you break away (read on to learn more)
  • Phasing/Teleport: Allows you to teleport through characters and hindering terrain. It is similar to leap and climb.
  • Earthbound/Neutralized: This doesn't allow you to use any abilities. It is a terrible thing to have.
  • Charge: Allows you to move up to have of your speed value and attack the same turn
  • Mind Control: Allows you to control an enemy within your range (minimum range value of 4). You control the piece to take over for your turn, and for every 100 points of damage you do, the character you are controlling takes 1 click of damage.
  • Plasticity: When breaking away, your character adds 2. to his role. When the enemy is breaking away, he subtracts 2.
  • Force Blast: All adjacent opposing characters are knocked back squares equal to the result rolled on a die.
  • Hypersonic Speed: This is one of the best abilities in the game. It allows you to move up to your speed value, attack, and move back. If you have 10 spaces, you can move 5, attack, and then move 5 more to hide.
  • Stealth: Allows you to hide in the green lines, and when you are, nobody can target you. This is one of my favorite strategies because people with range can't see you unless they are right next to you, making range useless.
  • Running Shot: Another amazing ability that lets you move up to half of your speed and then take a ranged shot. It is extremely useful because you can shoot across the whole distance of some maps with this.
  • Special Power: If there is a white box around the square, that means there is a special power that isn't on the rules. You will have to look that up yourself to see what it does.
You can see here how big some Heroclix are.

You can see here how big some Heroclix are.

Abilities: Attack

  • Blades/Claws/Fangs: When a character with this ability attacks, he has the option to roll a die before dealing damage (this is after he has rolled and calculated whether or not he can do damage), and whatever he rolls becomes his damage for the turn. If he has a 1 on his damage and rolls a 5 with the dice, then he does 5 clicks of damage.
  • Energy Explosion: This one basically does damage to all adjacent characters that you hit. If you hit Thor with this ability and there are two enemy pieces right next to it, you hit both of them as well. (They are dealt damage equal to the number of times it was hit by the attack. So generally, it is one)
  • Pulse Wave: First, halve your range value. Second, draw a line to everyone around you that is still within your range, and roll the dice for your attack. Then you can attack everyone around you that is within your range, and you compare that roll plus your attack to their defense. Simple.
  • Quake: Make your damage value 2, and then attack all characters around you via close combat. This is the same as the above 'pulse wave' except instead of range, it's close combat.
  • Super Strength: You can pick up objects to throw. There are 'light' and 'heavy' objects, which each add to your attack when you use them. You can throw the objects, so this gives you some range if you don't have any. It's nice because it adds on to your damage; you can do massive hits with this.
  • Incapacitate: This lets you make an attack that doesn't do any damage. It's useful, though, because if you do hit them, you give them an action token instead. You can use this If you are fighting a very powerful enemy that has abilities that reduce your damage, this will always hurt him. Or, at least, prevent him from moving.
  • Penetrating/Psychic Blast: Damage from this attack (it must be ranged) is penetrating damage. This means it will go through any defense specialties the enemy has. Do not overlook this one.
  • Smoke Cloud: Place up to four hindering terrain markers on the map, one of them has to be in your line of fire, and they stay until your next turn starts. These are good for making makeshift shields so you can escape or make walls around your characters for protection.
  • Poison: This is incredibly useful and one of my favorite abilities. When your character is standing adjacent to an enemy, you deal one click of damage at the end of every turn. If you can get him back into enemy lines, you have a time bomb.
  • Steal Energy: Every time a character like this attacks and deals close combat damage to an enemy, you heal one click. Amazing, right? You can get a piece like Dracula, one of my favorites, and he is almost invincible with this.
  • Telekinesis: This does take an action to move (If you remember, that means you put a token under it), and to make it simple, it can move another piece on either team up to eight spaces. It is a little more confusing than that, but if you want a more detailed explanation check the above link. Again, this is a very simplified version for new players.
  • Special Power: This is an ability not listed on the chart, and you will have to look it up.
The silver border means this is a rare Heroclix.

The silver border means this is a rare Heroclix.

Abilities: Defense

  • Super Senses: When the opponent hits you with his attack, you have the chance to roll a die. If you roll a five or a six, he doesn't use any damage. Here's a little story for you, my buddy rolled one of those two numbers six times in a row, and I couldn't hit him. Guess what? There is a 0.055% chance of that happening, and he has done it twice. Don't underestimate the power of luck, people.
  • Toughness: Damage done to you when you have this on is reduced by one. So if they only do one click, they do zero instead. How cool!
  • Defend: If you are next to an adjacent piece of your own and have this ability, you can replace its defense with this character's defense.
  • Combat Reflexes: When you have this ability, you get two points added to your defense value. If you had 17 and someone attacks with range, it becomes 19 against that character. You can also choose to be knocked back and ignore any damage it causes. This is really cool for breaking away. Do you see the strategy required? Or are you even reading anymore?
  • Energy Shield/Deflection: This is the same as above, except it modifies your defense +2 against close combat.
  • Barrier: This allows you to place up to four blocking terrains within your range until your next turn. I don't particularly like this ability, but I'm sure it is useful.
  • Mastermind: If you are next to a friendly character, you can transfer any damage you take to that character if he has fewer points than the piece using this ability.
  • Willpower: You can move without pushing. This means you can move the character every single turn, and this is possibly one of my favorite abilities. It's really annoying to play against, and I just love it.
  • Impervious: A rather overpowered ability that reduces all damage you take by two. And you can roll a die; if you get a 5 or a 6, it does no damage at all. This is a combination of Invulnerability and Super Senses.
  • Regeneration: Roll a die, and subtract two from the result. Then add that amount of clicks back to your character. Who doesn't love healing?!
  • Invulnerability: As I said above, it reduces all damage taken by two.
  • Special Power: This is an ability not listed on the chart, and you will have to look it up.
Each piece is hand painted and the details are amazing.

Each piece is hand painted and the details are amazing.

Ablities: Damage

  • Ranged Combat Expert: Modify your damage by +2 when you are attacking via range. It's pretty useful; who doesn't want an extra two clicks of damage?
  • Battle Furry: This prevents the character from being carried or mind-controlled. It also ignored shape change, prevents you from making range attacks, and ignores incapacitate. It's a lot, but if you can remember it all, it's amazing. If you can't, just print off the official rules!
  • Support: This means you attack your own teammates, but it isn't an attack. It actually heals them. You roll a die when you attack, and if it succeeds, you roll again. On the final roll, you subtract two and heal the character that many clicks. For example, if you rolled a 5, you would heal your piece 3 clicks. I don't own any of these, but I wish I did.
  • Exploit Weakness: This does penetrating damage, but only for close combat. Remember, penetrating damage ignores all defense abilities. So it would shoot through the annoying impervious or invulnerability.
  • Enhancement: When an adjacent friendly character attacks, you can add one to his damage value.
  • Probability Control: This is my absolute favorite ability in the game because it is so ridiculously good and annoying. Once per turn, you can make either you or the opponent reroll the dice and ignore the original roll. If you don't get a good roll, or the enemy does, make them roll again. I think this is one of the best abilities in the game, and I use this almost every time I need a win.
  • Shape Change: When this character is being attacked, roll a die. Like always, if you get a 5 or a 6, they can't attack you and have to attack somebody else within their range. If there isn't anybody for him to attack, then he just doesn't attack.
  • Close Combat Expert: This adds +2 to your close combat attacks. It is also very good. I guess most abilities are.
  • Perplex: This allows you to +1 or -1 of any combat value of you or your opponent. You can increase your range by one or subtract their defense. Really, the possibilities are endless. This is all within 10 squares and your line of sight, of course.
  • Outwit: This lets you remove any combat ability of the enemy within 10 squares. You can remove their toughness or perplex. Do you remember what those do? You want one of these on your team at all times; it's very good.
  • Leadership: When your turn first starts, roll a die. If you get a 5 or a 6, you can remove a token from any adjacent character if its total point value is lower. It's a decent ability, and I quite like it if I'm having a rather lucky day.
  • Special Power: This is an ability not listed on the chart, and you will have to look it up.

© 2013 Zach Spangler

What do you think about Heroclix?—Will you try them?

LearnTelekinesis on May 24, 2014:

What an awesome idea for a game, that's quite a collection

UToledoPharmD2018 on March 27, 2013:

This guide is awesome... I wish I thought of these ideas first!