Hasbro HeroClix Power Rangers Iconix Set: Seven Figures, Zord Gameplay and Rita Repulsa
- Project
- Toys & Action Figures
- Drawn by
- Scott Rubin
- Issued
- Sheet
- A-1
The seven-figure Iconix set pairs detailed Mighty Morphin sculpts with transforming Ranger dials, a Dragonzord bystander and a formidable Rita Repulsa.

Seven figures give the Hasbro HeroClix Power Rangers Iconix set its appeal, but the standout is how closely the game pieces echo the characters they portray. The original Mighty Morphin team arrives with its signature weapons and distinct combat roles, while the Green Ranger, Rita Repulsa and a transforming Zord mechanic add room for varied builds. For collectors, the display presentation is a strong part of the package; for players, the character-specific powers give the set more to offer than a shelf of familiar costumes.


A display set built around the original team
The deluxe Iconix box makes the figures visible before it’s even opened. Artwork of the original five Mighty Morphin Power Rangers and the Green Ranger dominates the front, with the franchise logo below and a smaller HeroClix Iconix mark above. Character renders appear on the sides, while the back gives short biographies and an outline of what’s included. Opening the front panel reveals the figures alongside another illustration of the Rangers with their weapons.

The lineup consists of the Red, Blue, Yellow, Black and Pink Rangers, plus the Green Ranger and Rita Repulsa. That makes this a substantial Iconix release: the five core Rangers can form a team together, while Tommy and Rita offer different play styles and combinations. The figures can also join characters from elsewhere in a HeroClix collection, so the set supports both a focused Power Rangers roster and cross-universe team building.

Distinct poses and weapons
The five original Rangers are sculpted in motion, each wielding the weapon that also informs a special attack power in the game. Red holds his sword in a martial arts stance; Blue grips his lance while sidestepping; Yellow lunges with twin daggers; Black raises his axe during a leap; and Pink fires her bow in midair. The poses give each figure a clear silhouette, and the sculpted details carry through to the costumes and weapons.

The strong color blocking helps the group read as a unified team without making the sculpts feel interchangeable. Each costume is led by its Ranger’s signature color, with white accents, silver and black helmets, black Power Morphers on the belts and red Blade Blasters in their holsters. These are lively display pieces, and the clear weapon choices make the characters easy to distinguish on the tabletop as well.

Tommy’s Green Ranger has a different kind of presence. His white and gold accents, golden chest shield and armbands set him apart from the original five. Rather than taking an attack pose, he plays the Dragon Flute, the instrument used to summon the Dragonzord. Rita’s sculpt goes in the opposite direction: she stands on rocky terrain with an elaborate staff, brown robes detailed in gold, and the distinctive cones in her hair and on her outfit. Her laughing expression suits the character’s theatrical villainy.


Rangers who change into Zords
Each core Ranger costs 60 points and has a six-click dial, with a separate three-click dial for the Zord form. Their shared “Go! Go! Power Rangers!” trait lets them transform when they’re about to be KO’d, moving to click #9 and becoming larger, stronger figures with Giant size, improved stats and a special power suited to the character. It gives the team a dramatic second act in play, rather than treating the Zord forms as a separate set of figures.

The Rangers’ powers support their recognizable roles. Red and Black favor close-range pressure, Blue and Yellow bring mobility, and Pink attacks from range. Each has two movement powers, a special attack power on the starting click followed by a standard attack power, two defense powers and three or four clicks of standard damage. Their ranges run from 3 to 5, with two targets for Yellow and Pink.
Their team support abilities add another layer. Red’s Leadership boosts Ranger attacks by +1, while Pink grants allies Super Senses. The special attacks also have clear character ties: Blue combines Giant Reach with Quake; Black uses Blades/Claws/Fangs at close or range; and Yellow has Precision Strike, with a bonus attack if she misses. Those differences give the five their own jobs, even when they’re played as a single team.

The Green Ranger can be fielded at either 100 or 60 points, and his setup reflects Tommy’s shifting allegiance. During the “establish theme teams” step, players choose whether Rita still controls him or he has been freed and joined the Power Rangers. The controlled version gains Blades/Claws/Fangs and Mystics. The freed version trades the Monster keyword for Power Rangers and becomes immune to Mind Control and Outwit.
Either way, Green Ranger is built for melee, with no range and two targets. His dial includes Charge, Flurry, Invincible, Invulnerable, Willpower, Shape Change and Exploit Weakness. One special power gives him Precision Strike and Knockback, and lets him generate a Dragonzord bystander once per game. The 2×2 Dragonzord has range 6, two targets and Energy Explosion that deals 3 damage instead of 2. It can also avoid being KO’d if Green Ranger takes one unavoidable damage.

Rita brings an army of her own
Rita Repulsa costs 300 points, or 235 three clicks into her dial. She has Cosmic Energy and Mystics team abilities, range 7 with three targets, and Improved Targeting that ignores Elevated and Hindering Terrain. Her long 11-click dial moves from Phasing/Teleport, Energy Explosion and Perplex into a mid-dial mix of Sidestep, Quake, Impervious, Outwit and Ranged Combat Expert. Running Shot and Pulse Wave close out the dial, while a special defense power combines Invincible, Mastermind and Super Senses.
Her traits make Rita an army builder. One lets her bring a Monster keyword character worth 60 points or less from the sideline for free. The first time that character would be KO’d, it returns with Colossal size and boosted stats. Her other trait joins Probability Control and enhanced Leadership with the ability to generate Putty Patroller bystanders, giving her faceless minions to support the team. Tommy at 60 points can fit the Monster role, creating a particularly direct connection between the figures in the box.

What’s in the box and how it plays
The set includes bystander tokens for the 2×2 Dragonzord and six Putty Patrollers. Its character cards deserve attention too: each uses a design keyed to the character’s color, and Tommy gets a double-sized card to make room for the Dragonzord rules. The cards complement the figures’ display appeal while keeping the character and bystander information close at hand.
Team building is flexible. The five core Rangers total 300 points together, while Tommy at 60 points can replace one of them. At 100 points, Tommy can join three Rangers with 20 points left over. Rita can take up most of a force by herself, or leave room for allies at her 235-point line. The figures can also join broader HeroClix teams: Pink can support a Marksman roster, Blue can fit with Scientists, and any of them can contribute to a Martial Artist team.
The reviewer, Scott Rubin, writes that he came to the set without Power Rangers nostalgia, yet found the figures both attractive and enjoyable to play. That response captures the set’s strongest quality: its appeal doesn’t depend entirely on recognizing the poses. The sculpting is expressive, the powers distinguish the characters, and the transformation mechanic gives the Rangers a memorable table presence. The Hasbro HeroClix Power Rangers Iconix set has an MSRP of $59.99 and is available through local game and comic shops and the WizKids webstore. Review samples were supplied by WizKids Games.

Review and photos by Scott Rubin.
Review samples courtesy of WizKids Games.







































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