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C3G Synergy Archive

Metahuman Synergies

Metahuman Synergy Benefits Received:
  • Unique Metahuman Heroes may be healed by Doctor Mid-Nite's (150) Physician special power.
  • Unique Metahuman Heroes may be healed by Caitlin Snow's (210) Team Flash Physician special power.
  • Unique Metahuman Heroes may be activated by Iris West's (70) Team Flash special power.
  • Unique Metahuman Heroes may be activated by White Canary's (210) Legends Leadership special power.
  • Unique Metahuman Heroes may be saved from destruction by Vibe's (Cisco Ramon) (140) Quick Thinking special power.
Metahuman Synergy Benefits Offered:
  • Unique Metahuman Heroes may allow Kid Flash (Wallace West) (140) to bond with them with his Metahuman Mentor special power.


Updated through Wave 38.

[On Deck version]
 
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Current Special Powers that Interact Differently with Champions:

Benefits:
Allen the Alien's Champion's Challenge

Weaknesses:

Allen the Alien's Champion's Challenge

Champion Synergies

Champion Synergy Benefits Received:
  • Unique Champion Heroes may be chosen by Mongul (340) for his Mongul’s Champion special power.
  • Unique Champion Heroes roll 1 additional attack die if they are Cecil Stedman's (180) chosen Unique Hero and are taking a turn with Cecil Stedman's Government-Funded Heroes special power.
  • Champions roll 1 additional attack die when adjacent to Allen the Alien (400) due to his Champion's Challenge special power.
  • Champions can add to your initiative if Arthur (30) is engaged due to his In Peril! special power.
  • Champions may add to their Attack when attacking a figure with Vibe (Paco Ramon) (180) on its card due to his Justice: Detroit Style special power.
  • When a Champion Hero is destroyed, Kelex (40) may save its Order Markers.
  • Supergirl (Family) (330) may save a Champion from destruction with her Krypton's Resolve special power.
  • Jimmy Olsen (50) may allow a Champion to count a blank as a skull with an "X" Order Marker reveal, with his Action Shot special power.
  • Brainiac 5 (II) (210) may choose a Champion for his Champions of the Past special power and change its class to Legionnaire.
  • Steel (Superman Family) (220) may reveal an "X" Order Marker on a Champion with his Bonds of Steel special power.
Champion Synergy Benefits Offered:
  • Unique Champion Heroes allow Martian Manhunter (Justice League) (420) to start the game with an additional Justice League Marker due to his Justice League of America special power.
  • Unique Champion Heroes allow Superman (Justice League) (440) to start the game with an additional Justice League Marker due to his JLA Trinity special power.
  • Unique Champion Heroes allow Batman (Bruce Wayne) (Justice League) (250) to start the game with an additional Justice League Marker due to his The Brave and the Bold special power.
  • Unique Champion Heroes allow Cyborg (Justice League) (230) to start the game with an additional Justice League Marker due to his Justice League Support special power.
  • Unique Champion Heroes allow Wonder Woman (Justice League) (310) to start the game with an additional Justice League Marker due to her Ambassador of Justice special power.
  • Unique Champion Heroes allow Green Arrow (Oliver Queen) (Justice League) (210) to start the game with an additional Justice League Marker due to his Arrows of Justice special power.
  • Unique Champion Heroes allow Black Canary (Justice League) (220) to start the game with an additional Justice League Marker due to her League Chairwoman special power.
  • Unique Champion Heroes allow Flash (Barry Allen) (Justice League) (270) to start the game with an additional Justice League Marker due to his Swift Justice special power.
  • Unique Champion Heroes allow Atom (Justice League) (100) to start the game with an additional Justice League Marker due to his League Communications special power.
  • Unique Champion Heroes allow The Batmobile (JL) (250) to start the game with an additional Justice League Marker due to its Mobile League Support special power.
  • Superboy (Kon-El) (Family) (240) may use his Something To Prove special power after a Champion attacks.
  • When piloted by a Champion, Superman/Batman Robot (250) ignores all but one wound with its World's Finest Defense special power.
  • Champions may allow Wonder Woman (Super Ally) (260) to move with her Ally of House El special power.

Updated through Wave 47.
 
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Warrior Synergies

Warrior Synergy Benefits Received:
  • Warrior may have their Order Markers moved by and provide an additional attack with Sif's (230) Fierce Devotion special power.
  • Warriors may add to their Attack when attacking a figure with Vibe (Paco Ramon) (180) on its card due to his Justice: Detroit Style special power.
  • Warriors may be activated by Thor's (Asgard) (470) Drop the Hammer special power.
Warrior Synergy Benefits Offered:
  • Unique Warrior Heroes allow Martian Manhunter (Justice League) (420) to start the game with an additional Justice League Marker due to his Justice League of America special power.
  • Unique Warrior Heroes allow Superman (Justice League) (440) to start the game with an additional Justice League Marker due to his JLA Trinity special power.
  • Unique Warrior Heroes allow Wonder Woman (Justice League) (310) to start the game with an additional Justice League Marker due to her Ambassador of Justice special power.
  • Unique Warrior Heroes allow Black Canary (Justice League) (220) to start the game with an additional Justice League Marker due to her League Chairwoman special power.
  • Unique Warrior Heroes allow Atom (Justice League) (100) to start the game with an additional Justice League Marker due to his League Communications special power.

Updated through Wave 45.
 
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Amazon Synergies

Amazon Synergy Benefits Received:
  • Steve Trevor (150) may bond with Amazons due to his Amazon Ally special power.
  • Amazons may be activated by Hippolyta's (400) Amazon War Tactics special power.
Amazon Synergy Benefits Offered:
  • When an Amazon is destroyed, you may add 2 dice to Wonder Girl's (Donna Troy) (140) attack via her Amazonian Empathy special power.
  • If an Amazon inflicts one or more wounds, you may move up to 3 Themyscirian Warriors (100) with their Amazon Battle Cry special power.
  • The Invisible Jet (250) adds 2 to its Move if piloted by an Amazon with its Amazonian Aircraft special power, and may drop off Amazons with its Combat Landing special power.

Updated through Wave 47.
 
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Thief Synergies

Thief Synergy Benefits Received:
  • A Unique Thief Hero may be moved by Crime Alley Crooks' (65) Mugging special power.
  • A Thief's Move number may be increased by Ventriloquist's (90) Heist Planner special power.
  • A Unique Thief Hero may have a Micro-Bomb marker placed on their card with Amanda Waller's (195) Suicide Squad special power.
  • Thieves may be moved with Penguin's (II) (140) Criminal Syndicate special power.
  • Thieves may add to their Move, Attack, and Defense numbers with Kingpin's (II) (230) Kingpin of Crime special power.
  • Unique Thief Heroes may have their personality changed to Sinister by Doctor Octopus (Sinister Six) which allow them to benefit from his Move and Attack boost as well as turn bonding.
  • You may add 1 to your initiative for every Assassin, Criminal, or Thief you control with Beetle's (175) Sinister Syndicate special power.
Thief Synergy Benefits Offered:
  • A Unique Thief Hero may activate the Crime Alley Crooks (65) with their Four-Man Job special power.
  • Unique Thief Heroes may allow Joker (Injustice League) (245) to start the game with an additional Injustice Marker due to his Joker's Fall Guys special power.

Updated through Wave 44.

[On Deck version]
 
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Ronin, shouldn't we be posting point costs with these?
 
Ronin, shouldn't we be posting point costs with these?

I've been adding point costs to the "Current ____ Figures" posts, but not to the synergy benefits and Immunities/Benefits/Weaknesses posts. I thought we were just going for the former.
 
Why not both? When I'm building an army and I'm looking at Thief synergy, I want to see the point costs of all the units right there.
 
Hell Lord Synergies

Hell Lord Synergy Benefits Received:
  • Hell Lords may be moved by Vassago's (95) Hell Lord Steed 10 special power.
  • Hell Lords may bond with the Nameless Wolves (80) with their Hell Lord Loyalty special power.
  • A Hell Lord may be chosen as Evil Ernie's (380) Beloved and have an additional Order Marker 1 placed on its card with his Arcane Bond special power.
Hell Lord Synergy Benefits Offered:
  • Hell Lords may allow Baron Mordo (265) to add to his Attack number with his Dark Arts Empowerment special power.
  • Hell Lords may protect Vassago (95) with his Hell Lord Protection special power.


Updated through Wave 40.
 
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Current Special Powers that Interact Differently with Asgardians:

Immunities:
Destroyer Armor's Odin's Life-Force Enchantment, Iron Man's (Thorbuster) Mystic Gem Core

Weaknesses:
Hela's Queen of Hel, Iron Man's (Thorbuster) Type X Repulsor Punch Special Attack

Asgardian Synergies

Asgardian Synergy Benefits Received:
  • Asgardians may be moved by an Asgardian Warrior's (190) Asgardian Battle Formation special power.
  • Asgardians add 2 to their Attack number after Balder (420) is destroyed, because of Balder's Ragnarok special power.
  • Asgardians may be moved with Heimdall's (390) Guardian of the Bifrost special power.
  • Unique Asgardian Heroes may add 1 to their Life numbers with Odin's (620) Odin Force special power.
  • Unique Asgardian Heroes may add 1 to their Life numbers with Odin's (620) Odin Force special power.
  • Asgardian Heroes may take a turn with Odin's (620) Asgardian All-Father special power.
  • Asgardians may be activated by Thor's (Asgard) (470) Drop the Hammer special power.
Asgardian Synergy Benefits Offered:
  • Unique Asgardian Heroes may allow an Asgardian Warrior (190) to add 1 to their Attack and Defense numbers with their Ranks of Asgard special power.
  • Unique Asgardian Heroes may allow Beta Ray Bill (420) to attack with his Back to Back special power.


Updated through Wave 45.

[On Deck version]
 
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Conqueror Synergies

Conqueror Synergy Benefits Received:
  • Unique Conqueror Heroes may be chosen for the Arthrian Invaders' (180) Annihilation Wave special power.
  • Order Markers may be moved from the card of a Conqueror with the Super Strength special power to another card you control with Soundwave's (340) Relay Orders special power
Conqueror Synergy Benefits Offered:
  • N/A


Updated through Wave 29.
 
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Outlaw Synergies

Outlaw Synergy Benefits Received:
  • Unique Outlaw Heroes may have a Micro-Bomb Marker placed on their Army Cards with Amanda Waller's (195) Suicide Squad special power.
  • Outlaw Heroes may be activated by Catman's (170) Outlaw Motivator special power.
  • Outlaws may be moved by Scandal Savage's (200) Outlaw Field Commander special power.
  • Outlaws may be activated by Silver Sable's (200) Wild Pack special power.
Outlaw Synergy Benefits Offered:
  • N/A


Updated through Wave 45.
 
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Plant Animation Synergies

Plant Animation Synergy Benefits Received:
  • A figure using the Plant Animation special power may count one of the Animated Vines (55) as a jungle piece due to the Animated Vines' Jungle Plants special power.
Plant Animation Synergy Benefits Offered:
  • Figures with the Plant Animation special power may allow the Animated Vines (55) to move with the Chlorokinetic Movement special power.
  • Figures with the Plant Animation special power may allow the Animated Vines (55) to be placed back on the battlefield with their Plant Regrowth special power.


Updated through SSE 52.
 
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Assassin Synergies

Assassin Synergy Benefits Received:
  • Unique Assassin Heroes and Unique Assassin Squads may be activated by the Hand Ninja's (85) Ninja Assassin Bonding special power.
  • Assassin Heroes and Assassin Squads may be activated by the Kingpin's (I) (220) Organized Crime special power.
  • Assassins may add to their Move, Attack, and Defense numbers with Kingpin's (II) (230) Kingpin of Crime special power.
  • Lady Shiva (175) allows Assassins you control to move through other figures and ignore leaving engagement attacks, with her Assassin Training special power.
  • Assassin Heroes and Assassin Squads may be activated by Masahiro Arashi's (170) Yakuza Oyabun special power.
  • Assassin Heroes may add 1 to their Attack numbers with Masahiro Arashi's (170) Ruthless Command special power.
  • Assassins may be moved or wounded with Ra's al Ghul's (I) (200) The Demon's Head special power.
  • Assassins may be activated by Ra's al Ghul's (II) (260) League of Assassins special power.
  • You may add 1 to your initiative for every Assassin, Criminal, or Thief you control with Beetle's (175) Sinister Syndicate special power.
  • Assassins may be activated by Death Mask's (500) Criminal Mastermind Guy special power.
  • Assassins may be chosen for Stick's (160) Harsh Sensei special power, allowing them to reroll combat dice.
Assassin Synergy Benefits Offered:
  • Assassins may add 1 to Talia al Ghul's (110) Attack number with her Divided Loyalty special power.
  • Unique Assassin Heroes may be chosen for Viper's (180) Underworld Contract special power, and bond with her via that power.


Updated through Wave 45.

[On Deck version]
 
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Current Special Powers that Interact Differently with Lawmen:

Weaknesses:

Kingpin's (II) Criminal Frame-Up

Lawman Synergies

Lawman Synergy Benefits Received:
  • Lawmen may be moved adjacent to Commissioner Gordon (90) with Gordon's Call for Backup special power.
  • Unique Lawman Heroes may add an automatic skull to their normal attacks with Jonah Hex's (130) Fancy Shooting special power.
  • Common and Uncommon Lawmen may be moved by Lieutenant Stone's (140) Coordinated Efforts special power.
  • Common Lawmen may attack with a S.W.A.T. Assaulter's (25) Synchronized Assault special power.
  • A figure defending against an attack from a Lawman may have its defense reduced by a S.W.A.T. Explosive Expert's (35) Stun Grenade special attack.
  • Unique Lawman Heroes may be turned into Criminals by Kingpin's (II) (230) Criminal Frame-Up special power, granting them these Criminal Synergies.
  • Lawmen may have their defense boosted by Batman's ('66) (140) Friend of the Law special power.
  • Lawmen may take a turn or be moved with Judge Hershey's (200) Chief Judge special power.
Lawman Synergy Benefits Offered:
  • While you control a Unique Lawman Hero, all Bad Cops (55) you control have a class of Lawman instead of Criminal.


Updated through Public Exclusive 107.
 
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