Greetings, HeroClix fans!
Today we’re going to Clix It Up by taking a look at a different version of the Clown Prince of Crime himself, The Joker! We’re going to look at two variations of the killer clown from the DC HeroClix: The Joker’s Wild!set, as well as another version from past iterations.
Up first is the 033 version of The Joker. At 50 points with 4 clicks of life, this version of The Joker is perfect to squeeze into Arkham Asylum, Gotham City, or Gotham City Underworld teams. He possesses only one trait called This is How I Deal With the Bat. This trait states that once per turn, for all characters with this trait, if a character uses the Batman Enemy team ability to replace its attack value with The Joker’s, you may reroll the attack roll. Additionally, he possesses a special power on each click of his attack called C’Mon Bats…It’s The Ol’ Squirting Flower Gag. This power states that you may give The Joker a power action to make a close attack targeting a single opposing character that’s within 3 squares and line of fire. If your attack hits, deal that character 1 penetrating damage instead of normal damage. The Joker rounds out his dial with full dials of both Sidestep and Super Senses, as well as two clicks each of Perplex and Outwit.
Up next for the Clix It Up – The Joker edition is our second version, also from the The Joker’s Wild! set, the 059 Super Rare figure. He comes in at a more robust 140 points, and features 7 clicks of life, to go along with a range of 6 squares. This is a Joker that you want to build around with a heavy hitting tank, and a supporting healer to increase his longevity. He has two traits, the first of which is called It’s the Laughing That Will Kill You. This trait states that The Joker can use Poison. When he does, damage dealt to characters with a lower point value is penetrating damage. His second trait, called Mad as a Hatter, says that other characters can’t use Precision Strike when attacking The Joker!
To accompany those traits, The Joker has a series of incredibly beneficial standard and special powers. His first special power, appearing on alternating clicks of his damage, is called The Killing Joke! This power says that The Joker can use Ranged Combat Expert and Improved Targeting – Ignores Characters. Additionally, when The Joker hits with an attack, hit characters are each given up to 2 action tokens! His second trait is called You’ll Have to Kill Me. This appears on his final click of defense and is a STOP click. It also allows The Joker to use Mastermind. But that’s not all – as mentioned, he has a bounty of standard powers, including Stealth, Sidestep, Blades/Claws/Fangs, Precision Strike, Mastermind, Super Senses, Toughness, and Outwit.
Our final version of The Joker comes from the DC HeroClix: World’s Finest set. The 054 Super Rare version of The Joker is a 250-point monster, with 8 clicks of life, a range of 8 squares, and the Quintessence team ability. He has Improved Targeting, allowing him to make a ranged combat attack against any opposing character within range and line of fire, even if the character is in an adjacent square. He also has the trait While the Game is On, I Can Do Anything. This trait states that at the beginning of your turn, you can choose an opposing character within range and line of fire and choose to either prevent that character from using items equipped to it until your next turn, or instead choose a standard power that the opposing character can use, and have The Joker use it until your next turn instead!
He also possesses two special powers. The first, appearing on his first two clicks of movement, is called, If You Want Something Done Right, You Have to Murder Them Yourself, which states that The Joker can use Phasing/Teleport. Additionally, once per turn, when another friendly character within range and line of fire misses all targets of an attack and actions resolve, you may place The Joker and that friendly character in each other’s squares. His second special power appears mid-dial on his damage, and is called I’ll Kill Every Batman There Ever Was or Ever Will Be. This power says The Joker can use Outwit, and does not need line of fire when doing so. Additionally, when The Joker uses Outwit, he may also counter a power on any other opposing characters with the same name as the first target! That’s a mountain of powers and abilities, but he also has the standard powers Force Blast, Sidestep, Flurry, Penetrating/Psychic Blast, Pulse Wave, Steal Energy, Invincible, Invulnerability, Impervious, Probability Control, and Perplex.
There are our three looks into The Joker! One, a full member of a team at 50 points that plays nicely with a shared trait between cohorts, another a solid attacking specimen that works well with some support, and a final one that can truly be your tentpole and marginalize your opponent through traits and pure damage output. Which is your favorite version of The Joker?
Thanks for joining us for today’s look at the Clown Price with Clix It Up – The Joker. Until next time, Shape Change for the win!