Heroclix Powers and Abilities Changes
Effective June 1st, 2013
(As a brief aside: I'm only highlighting powers which are changing. If it's not listed here, it's not different. I also included meta-game changes that will become important concepts with these changes.)
Leap Climb: Characters do not breakaway automatically. Add +2 to breakaway roll.
Mind Control: Pushback at 150 points, only 1 pushback click regardless of points over 150.
Plasticity: Opposing characters cannot automatically breakaway, subtrack -2 from their breakaway roll and must end their movement when they become adjacent to a character who can use plasticity. (This has effectively made plasticity users immune to close combat hypersonic speed attacks due to hypersonic speed attacks having to occur as part of the character's movement; once movement must end, so much the hypersonic speed action.)
Force Blast: May add knockback to any attack. (Not to editorialize, but this makes a formerly useless power now an intensely potent one.)
(NEW) Sidestep: Give this character a free action, it can move with a locked speed of 2. (This power is the new hypersonic. It's ludicrously amazing.)
Hypersonic: Does not breakaway automatically. Adds 2 to breakaway roll.
Energy Explosion: When this character is given a ranged combat action and deals damage, an area of effect may include all untargeted characters adjacent to one or more hit targets. Hit targets are damaged normally, other hit characters are dealt one damage for every lightning bolt printed on the attacker's dial. (Per typical WizKids, the wording in the PAC is mildly unclear. As it reads, damage is dealt normally per printed damage, and the "splash" damage onto adjacent opposing figures is dealt as whatever the amount of lightning bolts is.)
Super Strength: Characters may either pick up or place an object it is holding. (This is a huge, but minor change. Characters can now set objects down as well.)
Incapacitate: If a character hit with incap has two tokens, deal the target one penetrating damage. (This has turned incap from maybe the best power in the game to absolutely the best power in the game. Pushing or overextending is far more dangerous now, especially for tent poles.)
Smoke Cloud: Place six hindering markers, all within range, minimum range 4. Characters that occupy these markers modify their attack by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.
(NEW) Precision Strike: When this character makes an attack, it can't be evaded, and the damage dealt cannot be reduced below 1 or transferred.
Telekinesis: A and B must be within 8 squares of eachother. Must be a single base and either be standard damage combat symbol or tiny combat symbol. A character placed by TK cannot use TK this turn.
Combat Reflexes: This character ignores knockback damage. (At long last they've cleaned up the small part of the power that no one cared about.)
(NEW) Invincible: Half of damage dealt to this character is ignored. (I'm lukewarm about this. It sits on a weird intersection because, per Heroclix rules, damage of 1 would be rounded off to 1, so a character with invincible wouldn't even ignore the same damage toughness would. On the other hand, it drastically reduces monster hits. I imagine many a special power will combine this with impervious.)
(Below contains 3 changes that will more or less redefine huge swaths of the support metagame. Probability control, perplex and outwit now have a minimum range of 6, but are otherwise keyed to a character's range. This has obviously huge repercussions.)
Ranged Combat Expert: You may modify attack value by +2, damage by +2 or both by +1.
Probability Control: Within character's range, minimum 6.
Close Combat Expert: You may modify attack value by +2, damage by +2 or both by +1.
(NEW) Empower: Acts the same as enhancement (+1 to damage), but for close combat attacks.
Perplex: Within character's range, minimum 6.
Outwit: Within character's range, minimum 6.