We talked a lot a few posts back about the changes as we learned of them. Now we’re looking at all the powers and abilities to see what’s better and what’s worse in HeroClix 3.0.

UPDATE: The full Comprehensive Rules finally got released. And yes, a few more changes were revealed.

It’s a lot, so let’s get into it.

SPEED POWERS

atatatata

FLURRY: BUFFED. Benefits from new general rule allowing multiple targets in melee.

F.U.N. or nah? We said a few posts ago that getting to split the damage of both attacks to, for example, clear out a swarm of pogs, could be great F.U.N. OK with this change.

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peterparker1

LEAP/CLIMB: NERFED. Lost little-used ability to attack different elevation and has no more +2 breakaway bonus. But it also gets a slight BUFF by effectively ignoring Plasticity (normal breakaway roll, Improved Movement: Movethrough) and comboing with other movement powers such as Sidestep, if applicable.

F.U.N. or nah? This is overall positive in our book … when combined with other Speed and movement powers. But on its own, L/C continues to be one of the more useless PAC powers in existence, probably leading to its benching. Our F.U.N. Fix for it: Make it also do the old Vault feat, something like this: “After this character makes a close attack, place it in any square adjacent to the target.”

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kitty pryde

PHASING/TELEPORT: No inherent change, but BUFFED as one of a number of powers resistant to Plasticity. Just having Phasing means easier breakaway from Plasticity, even if you’re not activating it.

F.U.N. or nah? Phasing was already perfect.

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Hypersonic FACEPLANT.

EARTHBOUND/NEUTRALIZED: Mildly BUFFED by loss of pushing damage…but not really a boost at all because it’s supposed to be a drawback.

F.U.N. or nah? Ehhh, we would have left this power as the one remaining method of doing “pushing damage” … something like “deal this character 1 unavoidable damage when it gets a 2nd action token.”

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AquamanCharge

CHARGE: BUFFED by a few new power combos and multi-targets in melee. NERFED by loss of knockback immunity.

F.U.N. or nah?  I’m perfectly happy with Charge figs being able to be knocked back, especially with the loss of knockback damage. And it is super duper F.U.N. to get more options for the power as well.

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profX

MIND CONTROL: BUFFED by minimum range increase from 4 to 6. Also, a BUNCH of new powers are available for the controlled character: Quake, Incap, Exploit Weakness, Blades/Claws/Fangs, Penetrating/Psychic Blast, RCE, CCE, Leap/Climb

F.U.N. or nah? I’ve been a fan of the 2017 Mind Control from the start, and this only makes it better.

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Flash+Tarpit

PLASTICITY: NERFED. No longer stops Improved Movement: Movethrough at all, whereas before it could stop all but bigger characters. Also doesn’t stack anymore or prevent auto-breakaway.

F.U.N. or nah? Honestly, Plasticity was a little too powerful until now. It was fine when the likes of Hypersonic Speed needed a hard counter besides Outwit, but it did too much to everything else and could really muck up the works with all the weird calculations when you had multiple Plasticity against, say, Leap/Climb.

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Force_push1

FORCE BLASTBUFFED by new minimum range of 6 instead of adjacency. But NERFED by loss of knockback damage.

F.U.N. or nah? I never thought I’d say this, but I’m looking forward to using Force Blast! It’s still highly situational — possibly more than ever with knockback damage going away (we still think falling damage should have been a thing) — but with far fewer figs immune to knockback now, this power is a great defensive skill. Shove that melee fig three squares back! Knock the enemy shooter out of its range!

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sidestep

SIDESTEP: No change, but combos with the new Leap/Climb and the hindering change for a mild BUFF.

F.U.N. or nah? Will be nice, as a judge, to no longer have to field player questions about how Sidestep out of hindering terrain works.

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RRRAAAATTTSSSSS!!!

HYPERSONIC SPEEDBUFFED by a host of new power combos (Quake, Incap, Exploit Weakness, Blades/Claws/Fangs, Penetrating/Psychic Blast are all options plus passive powers RCE/CCE) but NERFED with loss of +2 Breakaway bonus (though it can still break from Plasticity on a normal 4-6 roll).

F.U.N. or nah? Once the king of offense powers, Hypersonic’s crown has tarnished over the years. But here comes the polish with these new combos. With that tradeoff, I’m OK with HSS losing its enhanced breakaway skills, making tie-up figs its main hard counter — a far cry from the old days of HeroClix where a HSS fig could take a lead and just run away for a whole game. Gonna be F.U.N.

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"DAMN! Spotted me."

STEALTH: NERFED by hindering change because boot speed enemies no longer get slowed by the green terrain and adjacent foes can still draw line of fire. UPDATE: Also harder to use without heavy objects.

F.U.N. or nah? Once upon a time, Stealth was practically impenetrable defense. Now it’s MUCH more in scale with its cheap price — but at what cost? I’m OK with it because I have bad reflections of how it used to be.

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Ambrose Chase Running Shot

RUNNING SHOT: Mildly BUFFED by a few new combos and expansions of powers.

F.U.N. or nah? This is a good change for what has always been one of the best powers.

 

ATTACK POWERS

Wolverine_Jackman

BLADES/CLAWS/FANGSBUFFED by being triggered by any close attack, so it combos with Close Combat Expert, Hypersonic Speed, and other single-target attacks, even FREE ones.

F.U.N. or nah? It was always a nice balance for BCF to be tied to a CLOSE action, but probably an unnecessary one. We’re here for it.

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EE

ENERGY EXPLOSIONBUFFED by new combos with Penetrating/Psychic Blast and Precision Strike.

F.U.N. or nah? This one makes us nervous. The 2017 change to Energy Explosion struck the perfect balance between the power’s modest cost and its effectiveness. Making it penetrating damage seems a bit much. We’ll be watching.

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ZOMG

PULSE WAVE: Heavily NERFED to only dealing 1 damage ever. But we think it needs clarification. Here’s why:

Outgoing 2017 version:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters, at least one of which must be opposing, within range and line of fire using their printed defense values. If more than one character is targeted, each hit character is dealt 1 damage instead of normal damage.

Upcoming 2021 version:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters within range and line of fire, including at least 1 opposing character, using printed defense values for each targeted character. If 1+ characters were targeted, each hit character is dealt 1 damage instead.

“Instead” … of WHAT? What is that word even DOING there if there’s no other condition where the power would do anything else “instead”? Just make it this:

PULSE WAVE — RANGE: Halve range, [Improved Targeting: Characters, Adjacent]. Other characters within range can’t use powers or abilities (for this action). Make a range attack targeting all other characters within range and line of fire, including at least 1 opposing character, using printed defense values for each targeted character. Each hit character is dealt 1 damage instead of normal damage.
Or maybe even strike “instead of normal damage.” Either way, it’s way cleaner and doesn’t look like a mistake.
F.U.N. or nah? Heroclixin’s split on this one.
Taylor is fully in favor of the change. Sceritz doesn’t like it right now but mainly only because Pulse Wave is the only solution to beating some ridiculous pieces — later, game design will catch up and bring dials better in line with the new version of the power. Lenny thinks it’s barely indistinguishable from multi-Precision Strike now, and Chadd mentioned the Golden Age feat Nova Blast as key to his displeasure.
For me, honestly, the idea of full-damage PW never quite made sense. So on a purely comic-accuracy level, this massive toning down of the power works for me. But it sure makes the power worse, doesn’t it? Still, getting hit with this — or trying to avoid it — has been one of the basic game’s most negative play experiences for a long time. My F.U.N. Fix: Make it do 2 damage always. It would keep the power scary but also prevent it from being a total waste against a single target.

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AtomSmasher

QUAKEBUFFED by new combos with Exploit Weakness, Hypersonic Speed (and while being Mind Controlled) due to it no longer being a CLOSE action and its ability to knock back more foes (thanks to Charge and Combat Reflexes changes) and the passive KNOCKBACK keyphrase effectively allowing single-target Quake (sort of). NERFED by loss of knockback damage. (ISSUE: As written, knockback works with range attacks.)

F.U.N. or nah? As with Energy Explosion, the multi-penetrating damage is troubling. But not nearly as much. Here for it.

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SSsetdown

SUPER STRENGTHNERFED by loss of both knockback damage and heavy object damage. Mildly BUFFED by being the only figs able to attack with heavy objects and the changes to Charge and Combat Reflexes. UPDATE: Heavy objects no longer hinder line of fire, so even the ability to reposition them to aid against enemy shooters is lost.  I originally missed text on the PAC that indicates heavies still hinder LOF. My thanks to reader James who reminded me that this info was still incorrect in this post!

F.U.N. or nah? It’s definitely a shift toward the power being more a utility power than an attacking one. And with the change to heavies, this power indeed has gone from being one of the best to becoming what high-level player PJ Bolin calls the worst standard power in HeroClix. I hate this change.

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webintheface

INCAPACITATE: Heavily NERFED by loss of damage ability. Mildly BUFFED by new combo with HSS, Mind Control (on the controlled fig).

F.U.N. or nah? Heroclixin’ is split on this. Taylor thinks the power is more accurate than ever now, while I have long thought Incap was more like InCRAP. But the new combos might actually make it more generally useful rather than just that situational way to get around Mystics.

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GokuLaser

PENETRATING/PSYCHIC BLASTBUFFED by new combos with EE, HSS and MC.

F.U.N. or nah? It’s always been good. Only gets better.

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SMOKE CLOUDNERFED by hindering change. BUFFED with minimum range boost.

F.U.N. or nah? Long a pretty situational power unless it was a FREE version, it’s worse than ever now that it can’t hinder figures’ movement. I hoped it might retain some of its control factor with an increase to the attack penalty for enemies, but no.

That said, the range boost will make it more useful for other things. UPDATE: And with the change to heavy objects, it’s become the only way to get hindering terrain not dependent on the map choice. Not really a buff, but it’s become a little bit more important now.

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Cyclops

PRECISION STRIKE: BEEFED by loss of single target restriction.

F.U.N. or nah? It doesn’t really make sense that one ought to be able to precisely strike multiple targets (unless you’re Cyclops like in the image), especially since this combines with decidedly IMprecise attacks like Quake or Energy Explosion. But at least it still doesn’t completely nullify Super Senses or Mastermind like it did when introduced in 2013, so we’ll take this compromise version.

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POISON: No change.

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STEAL ENERGY: No change.

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Luke TK

TELEKINESISNERFED. Lost both attack options, now only for moving objects and allies.

F.U.N. or nah? Even though it was almost never worth using for object attacks, I STILL want it to be Darth Vader TK. Loss of heavy-object-hindering-LOF makes it even less useful.

 

DEFENSE POWERS

WWdodgeSuperSenses

SUPER SENSES: NERFED by Precision Strike being usable with multiple targets again.

F.U.N. or nah? This isn’t the backbreaker to the power that 2013 P.Strike was. And with certain effects expanding Senses’ potential effectiveness (looking at you, Wonder Woman TA and equipment), this is maybe a needed counter.

 

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DarkKnightToughness

TOUGHNESS: NERFED by Precision Strike and Penetrating/Psychic Blast’s multi-targeting potential.

F.U.N. or nah? This armor power is more situational than ever now. But still better to have than to not have.

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DEFEND: No change.

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falling on butt

COMBAT REFLEXES: NERFED by loss of knockback immunity.

F.U.N. or nah? With the loss of knockback damage, this was no longer needed, so I’m glad it’s gone.

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ENERGY SHIELD/DEFLECTION: No change.

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invisible-woman

BARRIERBUFFED by loss of pushing, boost to minimum range and new ability to generate on water, hindering terrain.

F.U.N. or nah? Man, Heroclixin’ lobbied for the Barrier-on-all-terrain change years ago before we decided it maybe needed the counter of, say, Smoke Cloud to prevent it. But it’s been a long time coming.

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MASTERMIND: No change.

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Mister-Terrific-DC-Comics-JSA-Michael-Holt

WILLPOWERBUFFED by potential to never stop costed actions.

F.U.N. or nah? I haven’t been excited to see purple in the defense slot … ever. But now I am.

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Invincible

INVINCIBLE: NERFED by loss of 3 damage cap.

F.U.N. or nah? With the loss of Perplexed damage, this might not be a killer, as it’ll be a lot harder to rack up much more than 5 damage anyway. F.U.N.

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...As I quipped in my loss: "Phoenix always dies."

IMPERVIOUS: NERFED by the new multi-targeting potential of Exploit Weakness and Precision Strike as well as Penetrating/Psychic Blast’s new availability to all range attacks.

F.U.N. or nah? I suppose since there are fewer massive solo damage attacks likely to happen, smaller ping damage needs to have some effect. So … both, maybe?

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Hulk Regen

REGENERATIONBUFFED by loss of pushing damage.

F.U.N. or nah? Man, we always hated the fact that Regen ever had the potential to self-kill. The 2017 rules made that at least an impossibility. Now, with the absence of pushing, Regen is better than ever — you ALWAYS heal from it (unless you’re on a STOP click).

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The Thing wounded

INVULNERABILITY: NERFED by the new multi-targeting potential of Exploit Weakness and Precision Strike as well as Penetrating/Psychic Blast’s new availability to all range attacks.

F.U.N. or nah? See Impervious

 

DAMAGE POWERS

CyclopsOrigin

RANGED COMBAT EXPERTBUFFED by becoming a passive effect against characters and terrain/objects rather than a dedicated POWER action.

F.U.N. or nah? We’ve long liked the flexible stat boosts, but we did not like that it didn’t combo with, well, anything. Now it gives powers such as Running Shot or Penetrating/Psychic Blast or Hypersonic Speed a boost, works with multi-targets, and basically becomes so much easier to use, making it Friendly to new players AND Useful to all, and it’s Nerdcore to boot.

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Feral

BATTLE FURYBUFFED by new immunity to anything similar to Incap.

F.U.N. or nah? Actually pretty unchanged.

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SUPPORT: No change.

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BlackPantherExploit

EXPLOIT WEAKNESS: BUFFED by new combos with HSS and Quake and more.

F.U.N. or nah? I used to appreciate the choice of Flurry -OR- EW, but I will not miss having to answer the question of whether the two are compatible. They are; you can use both.

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IronManEnhancement

ENHANCEMENT: BUFFED by change to Perplex and combos with Range Destroy actions.

F.U.N. or nah? I grew tired of reminding players that the power didn’t work on shooting walls and stuff. Never made sense why not. Glad for this change.

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PROBABILITY CONTROL: No change.

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SHAPE CHANGE: No change.

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bengrimmff2_big

CLOSE COMBAT EXPERT: BUFFED, becoming a passive effect against characters and terrain/objects rather than a dedicated POWER action.

F.U.N. or nah? We’ve long liked the flexible CCE stat boosts, but we did not like that it didn’t combo with, well, anything. Now it gives powers such as Charge or Object Attack or Hypersonic Speed a boost, works with multi-targets, and basically becomes so much easier to use, making it Friendly to new players AND Useful to all, and it’s Nerdcore to boot.

 

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KenshinSanoPUNCH

EMPOWERBUFFED by change to Perplex and combos with Close Destroy actions.

F.U.N. or nah? I grew tired of reminding players that the power didn’t work on punching walls and stuff. Never made sense why not. Many hands make light work (of demolishing walls).

 

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joker-straitjacket

PERPLEX: NERFED. Lost effect on damage.

F.U.N. or nah? I talked about this before, but to restate: When I started playing HeroClix nearly 16 years ago, the very name and nature of this power bugged me. How in the world does one confuse an ally to hit harder? Isn’t “perplexing” something you’d do to an enemy?

Now Perplex (which should be called Cunning, probably) gets nerfed so that the risk/reward factor of damage boost goes up. And Heroclixin’ likes appropriate risk/reward ratios.

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Ironheart-HUD

OUTWITBUFFED by change in Stealth to be targetable by adjacent characters.

F.U.N. or nah? This is the No. 1 dumb rule I am glad I won’t have to explain to new players anymore. Though I could rationalize the reason, it was always a reach as to why Stealth was so doggone impenetrable.

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CapAmerica

LEADERSHIP: No change.

F.U.N. or nah? Perhaps more essential than ever, with Empower and Enhancement pieces needing to get into position to boost damage unlike Perplexers who could park in a good LOF spot to affect the battlefield.

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And some other PAC stuff:

INHERENT ABILITIES

GL Carry

CARRY: BUFFED. No penalty, carry vehicles and fliers

F.U.N. or nah? I always liked the fact that Running Shooters or Chargers had to decide whether to carry or to go their full halved speed. But this game is so littered with other tough decisions that I now welcome one less.

Carrying fliers, though? NOT A FAN. The only time a flier gets carried is either by a vehicle or a Green Lantern or if they’re unconscious. I’m sure I’m in the minority in hating this new-old rule return.

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Superman Angry

DESTROY ACTIONS: BUFFED with Empower, Enhancement, and the Combat Experts.

F.U.N. or nah? Yes, please. While I could always justify the reasons for other powers not being compatible with Destroy Actions, this is better.

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BetsyVSabretooth

OBJECT ACTIONS: NERFED by loss of heavy damage.

F.U.N. or nah? Not crazy about this. Super Strength has long had problems being the great power it should be, and this only deepens those problems.

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He's smilin' for a reason.

GREAT SIZE:  BUFFED with 66% chance of acting when double tokened.

F.U.N. or nah? Uhhhh … wow. This stands some chance of being, on balance, better than Colossal Stamina ever was. I particularly like how it gives giants, long one of my favorite game mechanics, a new edge to make up for the fact that they’re so often targets.

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BB_F003_NotSoSpecial

INDOMITABLE: Completely gone with the no more pushing change. Heavily BUFFS every previous non-Indom figure. Slightly NERFS every formerly Indom figure.

F.U.N. or nah? Initially we were skeptical. But the cost of a few figures losing their special-ness compared to the vast majority becoming viable for perhaps the first time ever excites us. And it’s not like the Indom figs got any worse, actually. Only high-point tentpoles will feel this negatively.

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IMPROVED MOVEMENT: HINDERING: Gone with change to hindering.

F.U.N. or nah? The more I think about this, the more I absolutely LOVE IT.

No longer having to go the long way around a patch of hindering, or breaking a wall only to have to dead stop in the debris, being able to hide in Stealth and Charge full speed from the spot … It’s got me feeling like Rock Lee after he got to take the weights off.

rock-lee-gifs

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black-widow-1-2

IMPROVED MOVEMENT: MOVE THROUGHBUFFED after Plasticity nerf.

F.U.N. or nah? We’re neutral on this change. Not much is different.

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aquamansubdiego2

SWIMBUFFED with no vulnerability to range beyond 4 squares when in water. Slightly NERFED by water terrain no longer affecting movement.

F.U.N. or nah? Given that dolphin symbol characters usually don’t have range, this is definitely a boon to them.

 

TEAM ABILITIES

One got revamped. Others, affected by the new ruleset.

BUFFED

AVENGERS / JUSTICE LEAGUE /  UNITED FEDERATION OF PLANETS: No speed penalty for passengers means taxis have a net +1 speed on MOVE actions.

GREEN LANTERN / UNDERWORLD: Can now also carry fliers; No speed penalty for any number of passengers.

COSMIC ENERGY / POWER COSMIC / QUINTESSENCE / Q CONTINUUM: All get Willpower’s ability to remove own token.

OUTSIDERS: With the Combat Experts working more broadly, this TA’s effect gains more relevance.

S.H.I.E.L.D.: With the easy Perplex-to-damage move gone, this TA’s POWER effect gains more relevance.

MASTERS OF EVIL: Works like close combat version of Hydra/PD; a boon to this melee-heavy team

 

NERFED

MASTERS OF EVIL: Lost Colossal Stamina. Range fighters don’t benefit and are likely hurt due to adjacency requirement.

ULTIMATES / AVENGERS INITIATIVE / SUPERMAN ALLY: The movement through hindering part is gone.

BATMAN ALLY / ROMULAN STAR EMPIRE / KABUKI: Stealth is non-functional against adjacent foes, assuming LOF is not otherwise blocked.

 

NEW

WONDER WOMAN: Like Skrulls but for Super Senses instead of Shape Change.

 

THEMED TEAMS

BUFF

  • No difference between generic and named teams anymore. Both get all theme team bonuses.
  • Theme prob no longer gives tokens and you don’t need the keyword anymore, just be on the team (a la bystanders or figs such as Prez).
  • No minimum number of characters.

NERF

  • Theme prob is max of 3, not 5.
  • Initiative bonus is effectively limited to rule of three. So if your opponent has 7 themed characters and you only have 2,  his roll is maxxed out at +3 (I think. I am still a little confused how this works when it’s theme vs. theme).

79712D3E-1AB0-4172-8A2B-1785275951F9

Unfortunately, none of this gives my “BIG BRIGHT YELLOW BOOTS” themed team any of the bonuses.

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Finally: A number of Additional Team Abilities are affected, too. But that’s way too much to include in this article. Just figure them out for yourselves.

Or maybe I’ll do a future article on it. ATAs are for F.U.N. Golden Age games, after all … and we’re all about F.U.N.

 

 

 

sad Batman

WizKids surprised us a bit with its early announcement of rotation (which doesn’t happen until July 1)

Silver Age and 2021 Rotation

What’s going?

 

5-Figure Booster Sets

  • DC HeroClix: Batman The Animated Series … is canceled
  • Marvel HeroClix: Secret Wars: Battleworld … calls a cease-fire and cease EXISTENCE
  • Marvel HeroClix: Earth X … gets X’ed out

Fast Forces Packs and Starter Sets

  • Marvel HeroClix: Secret Wars: Battleworld Fast Forces: Bye-bye, Runaways
  • DC HeroClix: Batman The Animated Series Starter Set
  • Marvel HeroClix: Earth X Starter Set

It’s more the maps we’ll mourn from these latter two than anything.

Micro Sets

  • Marvel HeroClix: Captain Marvel Movie: 2019 fave Captain Marvel 021 will be missed, even though she’s been power-leaped by the SR from Captain America and the Avengers.

2018 Convention Exclusives and Limited Edition Game Elements

  • WK DP18-001 Starro (and his WKDP18-002 through 005 minions)
  • WK DP18-006 Batman (a.k.a. Commissioner Gordon Batman)
  • WK DP18-007 Power Woman
  • WK DP18-008 Orion
  • WK DP18-009 Joker
  • WK DP18-010 Hawkgirl (one of the subjects of our Bombshells F.U.N. Focus)
  • WK DP18-101 Captain Cold
  • WK DP18-102 Heatwave
  • WK DP18-103 Impulse
  • WK MP18-002a Thanos-Copter
  • WK MP18-002b Cube-Powered Thanos-Copter
  • WK MP18-003 Thanos
  • WK MP18-004 Gwenpool
  • WK MP18-005 Lockjaw
  • WK MP18-006 Shadowcat
  • WK M18-007 Daredevil (a 2018 fave)
  • WK M18-101 Bishop
  • WK M18-102 Black King
  • WK M18-103 Forge
  • WK M18-104 Death’s Head
  • WK M18-105 Mandarin
  • WK M18-106 War Machine
  • WK M18-G001 Tri-Sentinel
  • WK S18-001 Captain Kirk & Uhura

There are also a few WKM17 holdovers that will certainly be added to this list: Lila Cheney, Longshot, Dazzler. A few others I can’t think of. But they’re not gone forever because WK also announced a whole new official format in addition to Golden and Modern:

SILVER AGE.

This format allows all new-style card sets (from Superior Foes of Spider-Man onward). It also wisely starts with both a ban list and watch list of problem figures:

Ban List

WK MP-18 001 Blackbird: We’re not sure why this immediately banned. Perhaps there’s a weird interaction with the Krakoan Revival trait we’re not seeing, or WizKids just doesn’t want resources in the game anymore. In any case: Plane is decommissioned and grounded.

FF JW 004 The Penguin: This fig’s ability to make itself target of friendly attacks has the potential to lead to infinite loops and easy wins with certain Mission Points win conditions, among other things. So yes, Penguin is jailed.

 

Watch List

JW 053b Jakeem Thunder: I would say he’s not going to be a problem after his errata adding Shape Change to the powers he can only choose one from. But the 2021 rules expand his versatility even further. So this young Black man is getting profiled for good reason.

TMNT3 Mini Shredder: Aside from the fact that free damage should never be a thing in this game, the elimination of speed penalty for Carry means this little guy could become problematic in a hurry. Keep him under the microscope!

WI 040 Goblin King: See Jakeem Thunder, but add Power Cosmic Willpower. Could get even uglier than he is.

TMT 058 Uni-Mind: 2021 rules make him even grosser and top of mind for this watch list.

JW 060 The Joker: With all the new power interactions and his resistance to KOs, this Joker is no laughing matter.

FF HQGG 006 Corrupt GPCD Cop: This addition is a curious one, but clearly WK is concerned about any and all of the “don’t die” figures and mechanics. Internal Affairs will be WATCHING you, girl.

SW:BW 061 Black Panther: See Goblin King, except he’s not ugly. Also death-resistant. This king could lose his immunity.

EAX 017b Vulture: He’s needed to be addressed forever anyway. He better fly low or get his wings clipped!

EAX 054 Daredevil: Another death-resistant figure. His license could get suspended.

XTAS 011b Magneto, XTAS 023b Sabretooth, XTAS 043b Mister Sinister: These three figs are here for the same reason: Don’t Die.

HOX 030 Moira X: Another Don’t Die figure, she’s also loaded with powers.

XTAS G014 Proteus: His Barrier-like ability could get out of hand.

XTAS G018 Wendigo: So many free attacks he can do, and the 2021 rules boost him even more.

XTAS G020 Dark Phoenix: Already a top meta figure, the 2021 rules boost her even more.

AI G001 Giant-Girl: Perhaps less of a problem now that she can’t be spammed to boost initiative, but still warrants a look.

AI G017 Giganto & Namor: New Swim ability eliminates most of the big guy’s weakness to long range. One to keep an eye on.

AI G025 Groot: Walking Woods were problematic before. Maybe worse now that they can get two tokens without dying.

FF AI G001 Giant-Girl: Free retaliation. ‘Nuff said!

TMT G001 Surtur:  Good God, just ban him already.

TMT G004 Carnage: See Groot, but shave 10 points.

WK MP-18 G001 Tri-Sentinel: Any retaliation that can dole out free damage belongs here. And so he is.

All ID Cards: Just ban them already. No off-the-map stuff, please.

All this is a good move. Even a ban isn’t the end; Golden Age will continue to exist for local venues. The best and most hopeful thing is that maybe some rulings and questions about retired stuff can finally be answered, especially if this format will be a WizKids-supported deal for future WKOs and more.

Sounds like F.U.N.!

WizKids has really dragged revealing the upcoming changes to HeroClix rules (necessitating splitting this article into a series of Parts 1-4 and Parts 5-6), but finally we’ve gotten a look at the entire Powers And Abilities card and can comment on how gameplay will look going forward.

 

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HeroClix has gone through some mega shifts over its now 18-year lifespan. It started with everything you needed for play being on the dial — simple, once you learned the rules. And although some off-the-map wrinkles such as feat cards and battlefield condition were added, this was the extent of the game. Call it HeroClix 1.0.
But then came character cards, in year 6, and HeroClix 2.0 in all but name ensued. From here, layer upon layer of new complexity began to add to the game — sometimes to its detriment but always remaining F.U.N. if you could find (usually by downplaying the metagame). And the rules made a significant shift roughly every four years, but most of the core gameplay was unchanged.
Well, now we’re in HeroClix 3.0, with a number of “sacred cow” rules like hindered movement, Stealth while adjacent and pushing going by the wayside.
Let’s get into it.

SPEED

  • Flurry is unchanged.
  • Leap/Climb is no longer a MOVE action so it combos with stuff like Sidestep and Charge. It also lost the little-used “attack-different-elevations” ability and wording for +2 breakaway.
  • Phasing/Teleport is unchanged.
  • Earthbound/Neutralized restricts use of Improved Movement/Targeting abilities.
  • Charge allows use of CLOSE as FREE instead of “at no cost.” Also loses immunity to knockback,
  • Mind Control‘s RANGE option gains a minimum reach of 6 from the previous 4.
  • Plasticity no longer forces everything without Improved Movement: Characters to stop but everything without Hypersonic, Leap/Climb, Plasticity or Phasing has to roll a 6 to break away. Plasticity only fails break away on 1.
  • Force Blast gains a minimum range of 6 for the POWER option and a standard 3-square knockback.
  • Sidestep remains a FREE 2-square move.
  • Hypersonic Speed, like Leap/Climb, loses wording for +2 breakaway, so it’s a normal breakaway roll in most cases.
  • Stealth gets wording that at last allows an adjacent foe to draw line of fire to Stealthers in hindering.
  • Running Shot allows use of RANGE as FREE instead of “at no cost.”

 ATTACK

  • Blades/Claws/Fangs, is now activated by any close attack against a single target, not just a CLOSE.
  • Energy Explosion has minor shift in wording but effectively no change.
  • Pulse Wave appears to no longer do full damage on single target. (This could be a mistake.)
  • Quake is no longer a CLOSE, just a close attack that may target multiples. Otherwise is functionally the same. It gets the KNOCKBACK keyphrase as a passive ability.
  • Super Strength remains the same.
  • Incapacitate is no longer a CLOSE or RANGE. Whenever it makes an attack, you can token the target(s) instead of normal damage. Also no longer deals damage to double-tokened targets.
  • Penetrating/Psychic Blast is no longer a RANGE but still deals penetrating damage at range.
  • Smoke Cloud gets the minimum 6 range boost that Mind Control did.
  • Precision Strike no longer is restricted to a single target.
  • Poison is unchanged.
  • Steal Energy has minor shift in wording but effectively no change.
  • Telekinesis only affects objects and friendly characters now. No attack options.

DEFENSE

  • Super Senses is unchanged.
  • Toughness is unchanged.
  • Defend is unchanged.
  • Combat Reflexes loses its knockback immunity.
  • Energy Shield/Deflection is unchanged.
  • Barrier gains the minimum range boost to 6 and is no longer limited to clear terrain only.
  • Mastermind is unchanged.
  • Willpower is functionally now a self-Leadership roll, working at the beginning of turn phase.
  • Invincible no longer caps taken damage at 3.
  • Impervious is unchanged.
  • Regeneration is unchanged.
  • Invulnerability is unchanged.

DAMAGE

  • Ranged Combat Expert, no longer a POWER action, loses its modification options and now is a static +1 to attack and damage to any normal damage range attack (including destroy actions).
  • Battle Fury has minor shift in wording that prevents it from being given action tokens by ANY enemy effect, not just Incapacitate.
  • Support is unchanged.
  • Exploit Weakness is no longer a CLOSE but still deals penetrating damage in melee.
  • Enhancement now allows the +1 against terrain/objects
  • Probability Control is unchanged.
  • Shape Change is unchanged.
  • Close Combat Expert no longer a POWER action, loses its modifcation options and now is a static +1 to attack and damage to any normal damage close attack (including destroy actions).
  • Empower now allows the +1 against terrain/objects.
  • Perplex no longer affects damage.
  • Outwit is unchanged.
  • Leadership is unchanged.

ABILITIES

  • Carry no longer penalizes speed.
  • Heavy Objects appear to no longer do extra damage.
  • All the Improved abilities are properly named in their description.
  • Improved Movement: Hindering is gone.
  • Improved Movement: Characters has minor shift in wording but effectively no change.
  • Great Size now also grants 3-6 Willpower.
  • Passenger no longer prevents same-size fliers from being carried.
  • SAFEGUARD replaces the PROTECTED keyphrase, while “Protected: X” still stands for Outwit and Pulse Wave, respectively.
  • Swim can’t be targeted from beyond 4 squares when in water.

OTHER CHANGES

  • Crit miss self-damage is immediate, instead of after resolutions.
  • Knockback places UP TO 3 squares away, so … you might have options to do less. Also no more “direct path” language.
  • Destroyed Barrier no longer leaves debris!
 ….that’s a lot! They seem to be encouraging more melee and team formation (and counters to same) at the expense of big solo strike ability (see the heavy object change, and that Pulse Wave one … whoa.) A future post will further analyze what’s gotten beefed up and nerfed — and how F.U.N. is it all.
 In the meantime, here’s the new 2021 rulebook and Powers & Abilities Card.