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C3G Synergy Archive

Current Special Powers that Interact Differently with the Super Strength Special Power:​
Immunities:​
Apocalypse's Survival of the Fittest, Bad Cops' Shakedown, Baron von Strucker's Death Spore Release, Beast Boy's (Bear) Maul, Black Mask's (II) Torturous Interrogation, Elektra's Assassin's Mark, Enchantress's Enchantment, Grizzly Shark's Land Shark, Judge Fear's Mantrap, Mother Russia's Headlock 11, Tombstone's Intimidating Presence

Benefits:​
Abomination's (C3G) Super Throw 8, Beast Boy's (T-Rex) Dino-Bite, Black Adam's Power of Aton Lightning Strike, Blackfire's Dual Starbolt Special Attack, Dalek Drones' Exterminate! 11, Frost Giant's (C3G) Frost Bite, Jason Voorhees' Relentless Assault 9, Knockout's Apokoliptian Grappling, Manchester Black's Telekinetic Crush 13, Piledriver’s Pounding Fists, Satanus’ Chomping Frenzy 12, Super-Ape’s (Mikhlo) Super Throw 12, Ursa Major's Super Throw 14, Zangief's Spinning Piledriver

Synergies for Figures with the Super Strength Special Power:

Super Strength Synergy Benefits Received:
  • N/A
Super Strength Synergy Benefits Offered:
  • Unique Heroes with the Super Strength special power and a Range of 1 can be chosen for Enchantress' (II) (330) Beauty and the Brawn special power, allowing her to redirect wounds to their card.
  • Unique Heroes with the Super Strength special power may be chosen as Maxima's (345) Mate, allowing her to move and count blanks as skulls when attacking.
Super Strength Synergy Ineligibilties:
  • Figures with the Super Strength special power cannot be chosen for Enchantress' (I) (370) Enchantment special power.
  • Figures with the Super Strength special power may not add to their Move or Defense numbers with Poison Ivy's (II) (175) Mother Nature special power.


Updated through Public Exclusive 96.

[On Deck version]

Can we also add here the other things SS does?

ignores some falling damage
ignores auto-shields on DOs
can Knockback
can Throw
less Lava damage
survives better in space
 
Sounds like you just want a list of things Super Strength can do? That's not usually what we use the Synergy Archive for.
 
Yes, as far as I can tell the Synergies are about how powers interact with other figures/powers on other figures, not about how they interact with overall game rules.
 
Maybe the new FAQs Team could set up a Special Powers archive if there isn't one somewhere already. It'd be a good way to track reuses that aren't directly synergy related, and general game interactions.
Powers that reference the Flying special power.
Super Strength interactions.
Powers that affect Movement
etc
 
Re: On Deck Synergy Archive

Saiyan Synergies

Saiyan Benefits Received:
  • Instead of taking a turn with a Saiyan, you may take a turn with Vegeta (base) (220) due to his Prince Of All Saiyans special power.
  • A Saiyan may turn into a Great Ape (300) upon destruction with its Oozaru Transformation.
Saiyan Benefits Offered:
  • N/A


Updated though Wave 53.

[On Deck version]
 
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Re: On Deck Synergy Archive

Huge Vehicle Synergies

Huge Vehicle Benefits Received:
Huge Vehicle Benefits Offered:
  • Driving a huge vehicle allows Shiro Amada (120) to use his Unconventional Warfare special power.
  • After moving a huge vehicle Char Aznable (155) is driving, he can use his The Red Comet special power.
  • If he is driving a huge Unique vehicle, Mikazuki Augus (140) may attack after taking a turn with his Devil of Tekkaden special power.
  • If he is driving a huge Unique vehicle and you win initiative, Zeon Pilot (50) may use his Mobile Suit Overconfidence special power.


Updated though Wave 50.
 
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Re: On Deck Synergy Archive

Ace Mecha Pilot Synergies

Ace Mecha Pilot Benefits Received:
  • N/A
Ace Mecha Pilot Benefits Offered:
  • Being driven by an Ace Mecha Pilot allows Char's Zaku II (185) to subtract 5 from enemy initiative rolls with its Ace Custom Intimidation special power.


Updated though Wave 50
 
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Re: On Deck Synergy Archive

Misguided Synergies

Misguided Benefits Received:
  • Figures with the Misguided Personality may have their class changed to Outlaw by Silver Sable's (200) The Outlaws special power, giving them these Outlaw Synergies.
Misguided Benefits Offered:
  • N/A


Updated though Wave 45.
 
Current Special Powers that Interact Differently with Common Squads:

Immunities:


Benefits:​
Glyph of Reinforcements

Weaknesses:​
5th Precinct Beat Cops' Clean Up The Streets


Common Squad Synergies

Common Squad Synergy Benefits Received:
  • N/A
Common Squad Synergy Benefits Offered:
  • N/A
Common Squad Synergy Ineligibilities:
  • N/A


Updated through Wave 45.
 
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Sentinel Synergies

Sentinel Synergy Benefits Received:
  • Android Sentinels may be activated by Onslaught's Corrupted Mind Link special power.
  • Android Sentinels are extra effective against figures with Database Markers on their cards placed by Sentinel's (Mark V) Sentinel Learning Program special power.
  • Sentinels can be created by Master Mold’s Sentinel Production special power.
  • Sentinels can be activated by Master Mold’s Sentinel Directive special power.
  • Sentinels may be moved by Bolivar Trask's Guardian of Humanity special power and bond with another Sentinel via his Sentinel Initiative special power.
  • Sentinels may be moved by Sentinel's Mutant Alert special power.
  • Sentinels may take a turn instead of a Sentinel with the Sentinel Networking special power.


Updated through Wave 45.
 
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