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C3G Synergy Archive

Current Special Powers that Interact Differently with Insane Criminals:

Weaknesses:​

Aaron Cash's Action Reflexes

Updated through SSE 52.
 
Current Special Powers that Interact Differently with Ferocious Criminals:

Weaknesses:​

Aaron Cash's Action Reflexes

Updated through SSE 52.
 
Investigator Synergies

Investigator Synergy Benefits Received:
  • Investigators may add to their defense dice with Lobster Johnson's (180) Helpful Ghost special power.
  • Investigators may bond with Multiple Man (30) figures with Jamie Madrox's (90) X-Factor Accompaniment special power.
  • Unique Investigator 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.
  • A Unique Investigator Hero may be chosen to be Hellboy's (II) (340) Partner with his Allied Against Evil special power.
  • Investigators may be activated by Batman's (Bruce Wayne) (Occult) (230) Occult Investigations special power.
Investigator Synergy Benefits Offered:
  • Lobster Johnson (180) may be placed adjacent to an Investigator you control with his Spirit Arise special power.


Updated through Wave 47.
 
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Current Special Powers that Interact Differently with Mutates:

Weaknesses:
Hand Mystics' Hand Resurrection, Jackal's Experimental Cloning 15

Mutate Synergies

Mutate Synergy Benefits Received:
  • Unique Mutate Heroes may be chosen for Jackal's (255) Experimental Cloning special power.
  • Unique Mutate Heroes may be chosen by the Hand Mystics (145) for their Hand Brainwashing special power, replacing any of their class-based synergies with these Ninja Synergies.
Mutate Synergy Benefits Offered:
  • N/A


Updated through SSE 58.

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

Weaknesses:

Hellboy's Right Hand of Doom, Hulkbuster Soldiers' Hulkbuster Armaments

Creature Synergies

Creature Synergy Benefits Received:
  • Creature Heroes may be activated by Frankenstein's (320) Creature Command.
  • Creatures may have their attack boosted by Sam's (95) Trick 'r Treat special power.
Creature Synergy Benefits Offered:
  • N/A


Updated through SSE 57.
 
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Terrorist Synergies

Terrorist Synergy Benefits Received:
  • Terrorists may be moved by Baron von Strucker's (210) Intelligence Network special power.
  • Terrorists may add one die to their attack with Madame HYDRA's (140) Lead by Example special power.
  • A chosen Unique Terrorist Hero may be activated by Red Skull's (II) (240) Servant of the Skull special power.
Terrorist Synergy Benefits Offered:
  • Terrorists may receive wounds from an opponent's attack instead of Madame HYDRA (140) via Madame HYDRA's Necessary Sacrifices special power.
  • Terrorists may add to the 20-sided die roll for Scientist Supreme's (160) High-Tech Research special power.
  • Terrorists may boost your initiative roll via Viper's (180) Subversive Tactical Defense special power.
  • Unique Terrorist Heroes may allow the Yakuza Enforcer (65) to take a turn with its Enforcer for Hire special power.
  • Unique Terrorist Heroes may allow Madripoor Mercenaries (95) to either move or attack with their Private Military Contract special power.


Updated through Wave 37.

[On Deck version]
 
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Citizen Synergies

Citizen Synergy Benefits Received:
  • Common Citizens may move and attack with Anarky's (110) Incite Riot special power.
  • Citizens may be moved with Civilians' (45) Crowd Movement special power.
  • Citizens may roll an additional die when attacking or defending against a Menace, via J. Jonah Jameson's (85) Rabble-Rousing special power.
  • Citizens may roll an additional die when attacking or defending against a Mutant, via Reverend Stryker's (70) Purge the Wicked special power.
Citizen Synergy Benefits Offered:
  • N/A


Updated through Wave 48.
 
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Protector Synergies

Protector Synergy Benefits Received:
  • Unique Protector Heroes may be activated by Captain Britain's (285) Excalibur Commander special power.
Protector Synergy Benefits Offered:
  • N/A


Updated through Wave 35.
 
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Adventurer Synergies

Adventurer Synergy Benefits Received:
  • Adventurer Heroes may be activated by Mister Fantastic's (235) Fantastic Leader 4 special power.
  • Adventurers may add 4 to their defense dice with Invisible Woman's (215) Fantastic Force Field 4 special power.
Adventurer Synergy Benefits Offered:
  • Impossible Man (430) may add 8 to his roll when he chooses an Adventurer for his Shapeshifting Prankster special power.
  • The Thing (I) (325) may choose an Adventurer Hero for his Clobberin' Time special power to add 1 to his Attack number for each Wound Marker on that Adventurer's card.


Updated through SSE 52.
 
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Current Special Powers that Interact Differently with Jungle Pieces:


Falcon's Six Billion Pairs of Eyes, Green Lantern's (Alan Scott) Wood Weakness, Nite Owl's Owl Vision, Predator's Bio-Mask Targeting

Synergies for Figures that Count as Jungle Pieces

Jungle Piece Synergy Benefits Received:
  • N/A
Jungle Piece Synergy Benefits Offered:
  • Jungle Pieces allow Blanka (140) to move with his Jungle Leap special power.
  • Jungle Pieces may allow Ka-Zar (170) to move with his Vine Swing 3 special power.
  • Jungle Pieces allow Ka-Zar (170) to add a die to his attack and prevent him from being targeted for non-adjacent attacks and special powers via his King of the Jungle special power.
  • Jungle Pieces allow Poison Ivy (I) (165) to stop an enemy figure's movement with her Entangling Vines special power.
  • Jungle Pieces allow Poison Ivy (II) (175) to heal herself with her Toxic Love special power.
  • Poison Ivy (II) (175) may add 1 to the Defense of a friendly figure without the Super Strength special power that is adjacent to a Jungle Piece, via her Mother Nature special power.
  • Jungle Pieces allow Swamp Thing (235) to move and heal himself with his The Green special power.
  • Zabu (130) adds 1 to his Attack and Defense while adjacent to a Jungle Piece via his Jungle Strength 1 special power.
  • Figures using the Plant Animation special power may roll the 20-sided die for figures within 2 spaces of a Jungle Piece. Current Figures with the Plant Animation special power.


Updated through SSE 54.

[On Deck version]
 
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Destroyer Synergies

Destroyer Synergy Benefits Received:
  • N/A
Destroyer Synergy Benefits Offered:
  • Thunderers of Qward (130) may add 1 to their attack numbers when adjacent to a Destroyer Hero, due to their Malevolent Inspiration special power.
  • Unique Destroyer Heroes may allow Black Swan (320) to take a turn with her The Black Order special power.
  • Unique Destroyer Heroes may allow Proxima Midnight (350) to take a turn with her The Black Order special power.


Updated through Wave 30.
 
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Atlantean Synergies

Atlantean Synergy Benefits Received:
  • Atlanteans may add 1 to their Attack or Defense numbers with Mera's (210) Love of Atlantis special power.
Atlantean Synergy Benefits Offered:
  • Unique Atlantean Heroes may allow Aqualad (60) to take a turn with his Titan of Atlantis special power.


Updated through SSE 52.
 
Current Special Powers that Interact Differently with Sidekicks:​
Benefits:​
Talia al Ghul's Divided Loyalty

Sidekick Synergies

Sidekick Synergy Benefits Received:
  • Sidekicks can be moved by Alfred Pennyworth's (60) Remote Field Extraction special power.
  • Alfred Pennyworth (60) adds 2 to his roll when using his Field Medic special power to heal a Unique Sidekick Hero.
  • Unique Sidekick Heroes may be activated by Nightwing's (200) Titans Go! special power.
  • Raven (190) may use her Team Empath special power to remove Wound Markers from the card of a Unique Sidekick Hero.
  • When Superboy (Kon-El) (240) uses his Titan Protector special power to take a wound instead of a Sidekick, you may place that Sidekick adjacent to Superboy.
  • Sidekicks may be kept within clear sight of each other and Titans you control by Miss Martian's (200) Titan Telepath special power.
  • Miss Martian (200) may use her Titan Telepath special power to prevent an opponent from taking control of Sidekicks.
  • Sidekicks may be moved by Aqualad's (Kaldur'ahm) (170) Young Justice special power.
  • Sidekicks may be equipped with Equipment Glyphs by Lucius Fox's (50) "Misplaced" Inventory special power.
  • Deathstroke (Titans for Hire) (275) may turn Sidekicks you control into Mercenaries with his Titan Manipulation power, giving them these Mercenary Synergies.
  • Wonder Girl (Cassandra Sandsmark) (Young Justice) (200) may boost the attack of Sidekicks and allow them to roll for wounds against moving enemies with her Young Justice Attack Plan and Hit Anything That's Moving! special powers.
  • Empress (90) may boost the 20-sided die rolls of Sidekicks with her Vodoun Foresight special power.
  • Unique Sidekick Heroes may grant a bonus when Artemis (Artemis Crock) (120) rolls the 20-sided die for her Net Arrow special power.
  • Sidekicks may have their 20-sided dice boosted and reroll attack dice with Alfred Pennyworth's (II) (100) Batcave Resources special power.
  • Sidekicks may be moved by Batman's (Bruce Wayne) (Bat-Family) (270) Bat-Family Movement special power, and may reduce the Defense of opponents with his I Am The Night special power.
Sidekick Synergy Benefits Offered:
  • Unique Sidekick Heroes may allow Aqualad (60) to take a turn with his Titan of Atlantis special power.
  • Sidekicks may allow Batgirl (Barbara Gordon) (130) to add to her Range and Attack numbers with her Vigilante Rivalry special power.
  • Unique Sidekick Heroes may allow Raven (190) to add to her Move number with her Team Empath special power.
  • Unique Sidekick Heroes may allow an unengaged figure with the Speed Shot special power to attack with their normal attack. Current figures with the Speed Shot special power.
  • Unique Sidekick Heroes may allow Spoiler (50) to take a turn with her Sidekick Shadow special power.
  • Starfire (210) may choose a Unique Sidekick Hero for her Protective Fury special power.
  • Secret (120) may choose a Unique Human Sidekick you control to be her Obsession with her Obsessive Jealousy special power.
  • Unique Sidekick Heroes may allow Robin (Tim Drake) (Young Justice) (150) to take a turn with his Teen Leader special power.
  • Superboy (Kon-El) (Young Justice) (210) adds to his attack for each revealed Order Marker on a Titan or Sidekick card with his Super Show-Off special power.
  • Unique Sidekick Heroes may allow Li'l Lobo (180) to take a turn instead of them, with his The Top Teen special power.


Updated through Wave 47.

[On Deck version]
 
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Mystery Man Synergies

Mystery Man Synergy Benefits Received:
  • Mystery Men can add 1 to their Defense numbers with Flash's (Jay Garrick) (220) Inspiring Speedster special power.
  • Mystery Men can add 1 to their attack and defense dice with Liberty Belle's (190) Society Fortitude special power.
  • Mystery Man Heroes may be moved by Mister Terrific's (150) Golden Age Tactician special power and re-roll their defense dice with his Champion of All Things Fair special power.
  • Mister Terrific (150) may allow you to re-roll the 20-sided die when you roll it for a Mystery Man Hero, with his Incredible Intellect special power.
  • Unique Mystery Man Heroes may be activated by and add 1 to their Attack number with Hawkman's (220) Golden Age Heroism special power.
  • Atom (170) can stop Order Markers from being removed or moved off of Unique Mystery Man Heroes with his Society Resolve special power.
  • Doctor Fate (Kent V. Nelson) (270) may save a Mystery Man or Protégé from being destroyed once per game with his The Hand of Fate special power.
  • Johnny Thunder (20) offers protection to Mystery Men and Protégés from figures engaged with Thunderbolt (330) via Johnny Thunder's Thunderbolt Protection special power.
  • Cyclone (170) may grant nearby Mystery Men and Protégés the Flying special power via her Defying Gravity special power.
  • Johnny Quick (Johnny Chambers) (170) may boost the Attack number of nearby Mystery Men and Protégés with his All-Star Squadron Inspiration special power.
  • S.T.R.I.P.E. (180) may replace previously revealed or removed Order Markers of friendly Mystery Men or Protégés with his Stars And S.T.R.I.P.E. special power.
Mystery Man Synergy Benefits Offered:
  • Mystery Man Heroes can add 1 to Liberty Belle's (190) attack and defense dice with her Society Fortitude special power.
  • Mystery Men may allow Mister Terrific (150) to use his Golden Age Tactician special power.
  • Mystery Men may allow Power Girl (400) to use her JSA All-Stars and Society Field Tactician special powers.
  • Unique Mystery Man Heroes may allow Stargirl (150) to move with her Cosmic Rod Passenger special power.


Updated through SSE 92.
 
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Outcast Synergies

Outcast Synergy Benefits Received:
  • Unique Outcast Heroes may be moved by Avalanche's (145) Outcast Ambush special power.
  • Unique Outcast Heroes may be activated by Mystique's (II) (200) Outcast Assault special power.
  • An Outcast may be turned into a Criminal by Black Tom Cassidy's (160) Partners in Crime special power.
Outcast Synergy Benefits Offered:
  • N/A


Updated through Wave 43.
 
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Mutant Outcast Synergies

Mutant Outcast Synergy Benefits Received:
  • Mutant Outcasts may add 3 to their 20-sided die rolls with Destiny's (55) Probability Precognition special power.
Mutant Outcast Synergy Benefits Offered:
  • N/A


Updated through SSE 52.
 
Current Special Powers that Interact Differently with Masterminds:

Benefits:

Chun-Li's Thirst for Justice

Weaknesses:

Chun-Li's Thirst for Justice

Mastermind Synergies

Mastermind Synergy Benefits Received:
  • Penguin (II) (140) may prevent an attack on a Human Mastermind with his Political Investment special power.
  • Clock King (90) may move Order Markers around on the cards of Crime Lords, Criminals, or Masterminds you control.
Mastermind Synergy Benefits Offered:
  • Masterminds may allow up to three Bodyguards (15) to move with their Security Detail special power.
  • Masterminds may allow the Hired Guns (130) to attack with their Trigger Happy special power.
  • Masterminds may allow Talia al Ghul's (110) to add 1 to her Attack number with her Divided Loyalty special power.
  • Masterminds may add to your initiative roll with Penguin's (II) (140) Crime Lord Collusion special power.
  • Unique Mastermind Heroes may allow Madripoor Mercenaries (95) to either move or attack with their Private Military Contract special power.


Updated through SSE 53.
 
Last edited by a moderator:
Current Special Powers that Interact Differently with Ruthless Masterminds:
Benefits:

Glyph of Cosmic Cube

Ruthless Mastermind Synergies

Ruthless Mastermind Synergy Benefits Received:
  • Ruthless Masterminds may be activated by HYDRA Agents' (80) Ruthless Mastermind Bonding special power.
Ruthless Mastermind Synergy Benefits Offered:
  • N/A


Updated through SSE 52.
 
Mercenary Synergies

Mercenary Synergy Benefits Received:
  • Mercenaries may be moved by Cable's (275) Mercenary Field Commander special power.
  • Mercenaries may be turned into Enforcers with Chief Judge Cal's (125) The Day The Law Died! special power, giving them these Enforcer Synergies.
  • Mercenaries may be moved by the Orion Arm Ravagers' (105) No Quarter special power.
  • Unique Mercenary Heroes may allow Deathstroke (II) (285) to reveal an "X" Order Marker with his Tactical Sabotage special power and benefit from the defense reduction of figures adjacent to Deathstroke.
  • Mercenary Heroes may be activated by Deathstroke's (Titans for Hire) (275) Machiavellian Mentor special power.
  • Unique Mercenary Heroes may be activated by Silver Sable's (200) Wild Pack special power.
Mercenary Synergy Benefits Offered:
  • Unique Mercenary Heroes may be chosen for Viper's (180) Underworld Contract special power, and bond with her via that power.
  • Unique Mercenary Heroes may allow the Yakuza Enforcer (65) to take a turn with its Enforcer for Hire special power.
  • Unique Mercenary Heroes may allow Madripoor Mercenaries (95) to either move or attack with their Private Military Contract special power.
  • Unique Mercenary Heroes may allow Lex Luthor (Injustice League) (185) to start the game with an additional Injustice Marker due to his Legion of Doom special power.


Updated through Wave 45.

[On Deck version]
 
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Titan Synergies

Titan Synergy Benefits Received:
  • Unique Titan Heroes may be activated by Nightwing's (200) Titans Go! special power.
  • Raven (190) may use her Team Empath special power to remove Wound Markers from the card of a Unique Titan Hero.
  • When Superboy (Kon-El) (240) uses his Titan Protector special power to take a wound instead of a Titan, you may place that Titan adjacent to Superboy.
  • Titans may be kept within clear sight of each other and Sidekicks you control by Miss Martian's (200) Titan Telepath special power.
  • Miss Martian (200) may use her Titan Telepath special power to prevent an opponent from taking control of Titans.
  • Titans may be moved with Arsenal's (190) Team Cover Fire special power.
  • Titans may be moved by Aqualad's (Kaldur'ahm) (170) Young Justice special power.
  • Deathstroke (Titans for Hire) (275) may turn Titans you control into Mercenaries with his Titan Manipulation power, giving them these Mercenary Synergies.
  • Wonder Girl (Cassandra Sandsmark) (Young Justice) (200) may boost the attack of Titans and allow them to roll for wounds against moving enemies with her Young Justice Attack Plan and Hit Anything That's Moving! special powers.
  • Empress (90) may boost the 20-sided die rolls of Titans with her Vodoun Foresight special power.
  • Unique Titan Heroes may grant a bonus when Artemis (Artemis Crock) (120) rolls the 20-sided die for her Net Arrow special power.
Titan Synergy Benefits Offered:
  • Unique Titan Heroes may allow Raven (190) to add to her Move number with her Team Empath special power.
  • Starfire (210) may choose a Unique Titan Hero for her Protective Fury special power.
  • Unique Titan Heroes may allow Arsenal (190) to attack with his Team Cover Fire special power.
  • Unique Titan Heroes may allow Robin (Tim Drake) (Young Justice) (150) to take a turn with his Teen Leader special power.
  • Superboy (Kon-El) (Young Justice) (210) adds to his attack for each revealed Order Marker on a Titan or Sidekick card with his Super Show-Off special power.
  • Unique Titan Heroes may allow Li'l Lobo (180) to take a turn instead of them, with his The Top Teen special power.


Updated through Wave 41.

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

Benefits:
Chun-Li's Thirst for Justice

Weaknesses:
Chun-Li's Thirst for Justice, Lieutenant Stone's Preserving the Law, Question's (Vic Sage) Master Detective, Spoiler's Crime Spoiler

Crime Lord Synergies

Crime Lord Synergy Benefits Received:
  • Crime Lord Heroes may be activated by The Hood's (180) Criminal Ambition special power.
  • Crime Lords may add 1 to their Attack numbers when activated by Hush's (220) Master Manipulator special power, due to Hush's Obsessive Vendetta special power.
  • Crime Lords may be chosen for the Intergang Agents’ (120) In It For the Money special power.
  • Crime Lords may be activated by Kingpin's (220) Organized Crime special power.
  • Crime Lords may be activated by a figure with the Crime Lord Bonding special power. Current figures with the Crime Lord Bonding special power.
  • Crime Lords may be activated by Two-Face's (II) (170) Let the Coin Decide special power.
  • Crime Lords may add to their defense dice with Two-Face's (II) (170) Face of Mercy special power.
  • Penguin (II) (140) may prevent an attack on a Human Crime Lord with his Political Investment special power.
  • Unique Crime Lords may be activated by Black Mask's (II) (150) Underworld Connections special power.
  • Clock King (90) may move Order Markers around on the cards of Crime Lords, Criminals, or Masterminds you control.
  • Killer Moth (65) may choose a Crime Lord for his Moth Signal special power and move adjacent to the chosen figure at the start of each round you win initiative.
  • Crime Lords may be activated by Bane's (II) (250) Knightfall special power.
Crime Lord Synergy Benefits Offered:
  • Crime Lords may allow up to three Bodyguards (15) to move with their Security Detail special power.
  • Crime Lords may allow the Hired Guns (130) to attack with their Trigger Happy special power.
  • Crime Lords may prevent Two-Face (II) (170) from being attacked, due to his Face of Mercy special power.
  • Crime Lords may add to your initiative roll with Penguin's (II) (140) Crime Lord Collusion special power.


Updated through Wave 47.

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

Weaknesses:

Kingpin's (II) Criminal Frame-Up

Crime Fighter Synergies

Crime Fighter Synergy Benefits Received:
  • Unique Crime Fighter Heroes may be activated by Luke Cage's (190) I've Got Your Back special power.
  • Unique Crime Fighters may add 1 die to their normal attacks with Kick-Ass' (40) Kickass Inspiration special power.
  • Unique Crime Fighter Heroes may be turned into Criminals by Kingpin's (II) (230) Criminal Frame-Up special power, granting them these Criminal Synergies.
  • Crime Fighters may add to their Defense numbers with Songbird's (180) Sonic Construct Defense special power, if Songbird used her Thunderbolt Redemption special power at the start of the game.
  • Unique Crime Fighter Heroes may be activated by Night Thrasher's (170) New Warriors special power.
Crime Fighter Synergy Benefits Offered:
  • Unique Crime Fighter Heroes may allow Songbird (180) to take a turn with her Thunderbolt Loyalty special power, if Songbird used her Thunderbolt Redemption special power at the start of the game.
  • Crime Fighters may allow Punisher (Defenders) (180) to take a turn with his Relentless Punishment special power.
  • Crime Fighters may allow Robin ('66) (60) to take a turn with his "Holy Smokes, Batman!" special power.


Updated through Wave 47.

[On Deck version]
 
Last edited by a moderator:
Fighter Synergies

Fighter Synergy Benefits Received:
  • Unique Fighter Heroes may be activated by Luke Cage's (190) I've Got Your Back special power.
  • Fighter Heroes may be activated by Casey Jones' (130) In Over His Head special power.
  • Unique Fighter Heroes may be chosen for Wildcat's (240) Fight Coach special power, allowing them to re-roll blanks when attacking adjacent figures.
  • Fighters may be chosen for Stick's (160) Harsh Sensei special power, allowing them to reroll combat dice.
Fighter Synergy Benefits Offered:
  • Jewel (150) may add 1 die to her attack and defense when she is adjacent to a Unique Fighter Hero you control, with her Fighter Loyalty special power.
  • Fighters may allow Squirrel Girl (160) to gain the class of Fighter in addition to her own, due to her Not Your Typical Superhero special power.
  • Fighters may allow Dee Jay (140) to gain the class of Fighter in addition to his own, due to his Fighter Influence special power.
  • Fighters may allow Punisher (Defenders) (180) to take a turn with his Relentless Punishment special power.


Updated through Wave 45.

[On Deck version]
 
Last edited by a moderator:
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