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C3G Synergy Archive

Oh, OK, that's something then. I just was making sure that classes and personalities weren't being listed here for no reason.

I think it might be useful to include a list of cards affected by a given class/species/personality, at least in the cases where these synergies are not listed on the cards themselves.

For example, Manipulative figures do not mention Jewell on their card, so the text could go:

Current Manipulative Figures:​
Count Vertigo, Mastermind, Puppet Master, Purple Man

Cards affected by Manipulative Figures: Jewell.

Updated through Wave 19.
That would make it easy for a book editor to know that Jewell's book would need updating for a new Manipulative figure (or, actually, already needs updating to include Mastermind and Purple Man ;)).

I think you're misunderstanding how we intend to use the Archive. When doing synergies in a units book, if any list would be included (2+ units), it instead links to the appropriate post in this thread. So for Jewel, all that needs done is making the correct link in her thread once, and it will always link to a complete list (assuming, of course, we're able to keep on top of updating the Archive). The main reason for this change was for big factions like the mutants, who there are a lot of and who have multiple units that boost all of them; so instead of having to go through Magneto's (II) and Xavier's and Black King's and Mastermind's and Sage's thread each time a new mutant is released, only the mutant post in this thread needs updated.

As to interactions that aren't synergies (like Jewel's), they'll be included in a similar way to synergies in a unit's thread but under the header of "Immunities, Benefits, and Weaknesses".

As an example, I believe both Beast and Apocalypse are completely updated.
 
Oh, yeah. That makes a lot more sense. :up:
 
Yep, once the links are placed, those individual Books should never need updating, just the posts they're linked to. Soooo much easier this way for the Books Keepers (who are awesome!). :)
 
Current Huge Event Heroes:​
Alien Queen (400), Anti-Monitor (1600), Biollante (1000), Dormammu (665), Galactus (1600), Galactus (II) (1000), Gigan (600), Godzilla (1000), King Ghidorah (1000), King Kong (Event Hero) (1000), Old One Eye (230), Master Mold (520), Mechagodzilla (Kiryu) (900), Phoenix Force (1200), Red Hulk (Spirit of Vengeance) (560), Rodan (700), Satanus (350), Spectre (650), Starro (1700), Surtur (1000), Trigon (680)

Current Huge Unique Heroes:​
Atlas (270), Beast Boy (T-Rex) (60), Bob (65), Carol (65), Colossal Boy (175), Dragon Man (320), Elasti-Girl (Rita Farr) (235), Giant-Man (180), Giganta (235), Golgotha (230), Goliath (180), Green Construct (Mech Warrior) (120), Green Construct (Tactical Bomber) (100), Groot (275), King Kong (400), Laufey (360), Megatron (410), Optimus Prime (410), Ringo (45), Soundwave (340), Rover (160), Stature (160), Ted (55), Wreck-Gar (305), Yellowjacket (II) (190)

Current Huge Uncommon Heroes:​
Cursed Earth T-Rex (60), Frost Giant (220), Sentinel (160)


Updated through SSE 95.

[On Deck version]
 
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Current Special Powers other than Magical Defense that Interact Differently with Magical Defense:​

Immunities:​
Captain Marvel's (Mary Batson) Zeus and Achilles, Destroyer Armor's Odin Life-Force Enchantment, Trigon's Cursed Blood Magic

Benefits:​
Ragman's Your Debt is Paid, Zatanna's Dnim Epiw 16

Weaknesses:
Black Knight's Ebony Sword, Captain Marvel's (Billy Batson) Power of Zeus, Doctor Strange's Master of the Mystic Arts, Hawkgirl's Nth Metal Mace, Hawkman's Nth Metal Mace, Hawkmen of Thanagar's Nth Metal Mace, Hellboy's Magical Protection,
Magik's Soul Sword, Valkyrie's Dragonfang

Current Magical Defense Synergies

Magical Defense Synergy Benefits Received:
  • Figures with the Magical Defense special power may cast Spells. Current Spells.
  • Figures with the Magical Defense special power may be activated by Zatara (230).
Magical Defense Synergy Benefits Offered:
  • Figures with the Magical Defense special power may add 2 to the roll for Dracula's (490) Rise from the Grave special power.
  • Figures with the Magical Defense special power may place Scare Glow (200) on the board with his Mystic Summoning special power.


Updated through Wave 39.

[On Deck version]
 
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Current Special Powers that Interact Differently with Insane Figures:​


Immunities:​

Beast's Negotiation, Glyph of Fear Gas, Glyph of Smilex, Joker's (II) Joker Toxin, Judge Fear's Face of Fear, Solovar's Negotiation

Benefits:

Glyph of Smilex, Yellow Lantern's (Thaal Sinestro) Force of Fear Special Attack

Insane Synergies

Insane Synergy Benefits Received:
  • Unique Insane Heroes may be activated by the Joker Goons' (120) All Part of the Plan special power.
  • An Insane figure may have its special powers negated and stats altered by Hugo Strange's (155) Mutagenic Experiment.
  • An Insane figure may be moved or activated by Hugo Strange's (155) Insane Provocation.
  • Insane figures may be turned into Criminals by Black Mask's (II) (150) Arkham Unleashed special power.
  • non-Human Insane Unique Heroes may be activated by Carnage's (II) (350) Conductor of the Crazy Train special power.
  • An Insane Unique Hero may be chosen to be Judge Fish's (25) Companion.
Insane Synergy Benefits Offered:
  • An Insane figure may allow Harley Quinn (I) (130) to take a turn with her Insane Devotion special power.
  • non-Human Insane Unique Heroes may offer Shriek (150) an attack boost with her Carnage Family special power.


Updated through Wave 48.
 
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Current Special Powers that Interact Differently with Telepaths:​
Immunities:​
Armor's Psionic Armor, Mastermind's Psychic Camouflage, M.O.D.O.K.'s Psionic Command, Saturn Girl's Mental Walls, Solovar's Telepathic Solidarity

Benefits​
Jewel's Psychological Vulnerability, White Martian's Mass Psychic Assault

Weaknesses​
Reverend Stryker's Telepathic Block 9, Saturn Girl's Psychic Blast

Telepath Synergies

Telepath Synergy Benefits Received:
  • Unique Telepath Heroes may be activated by Cyclops' (190) Telepathic Rapport special power.
  • Telepaths may be moved farther by Martian Manhunter's (300) Telepathic Directive special power.
  • Order Markers on Telepath cards may be rearranged by Sage's (190) Telepathic Tactician special power.
  • Unique Telepath Heroes may be activated by Captain Britain's (285) Excalibur Commander special power.
  • Unique Telepath Heroes may be chosen for Phoenix Force's (1200) Psionic Avatar special power.
  • Order Markers on Telepath cards may be moved by Jean Grey's (AoA) (240) Mutant Telepathic Empathy special power.
  • Telepaths 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.
Telepath Synergy Benefits Offered:
  • Telepaths may add one attack die to Professor X's (220) Telepathic Blast Special Attack.
  • A Telepath may add an additional die to the Gorilla City Warriors' (125) normal attack due to their Telepathic Troop special power.
  • Telepaths may be chosen for Emma Frost's (170) Psychic Proxy Special Attack.
  • Telepaths may add one attack die to a figure with Combined Telepathy Special Attack. Current figures with the Combined Telepathy Special Attack.
  • Telepaths may add 1 to Jean Grey's (180) rolls for her Telekinesis 12 and Psionic Grip 12 special powers.
  • Telepaths may add to the range and attack numbers of Jean Grey's (AoA) (240) Psychic Pain Special Attack.
  • A Telepath must be chosen to be Psychic Projection's (100) Tether.
  • A Telepath must be chosen to be Shadow King's (300) Tether.
  • If you control a Telepath, Cyclops (AoA) (170) can subtract 3 from a player's initiative roll.

Updated through Wave 35.

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


Weaknesses:

Glyph of Neutralizer, Hand Mystics' Hand Resurrection, Leech's Mutant Negation, Master Mold's Mutant-Seeking Missiles Special Attack, Mister Sinister's Genetic Manipulation 14, Reverend Stryker's Purge the Wicked, Sentinel's Mutant Detection and Mutant Alert


Mutant Synergies

Mutant Synergy Benefits Received:
  • Mutants may be moved by Cyclops's (190) Mutant Field Commander special power.
  • Mutants may be enhanced by Black King's (220) Hellfire Club Influence special power.
  • Mutants may add 1 to their 20-sided die rolls with Destiny's (55) Probability Precognition special power.
  • Mutant Heroes may be enhanced by Sage's (190) Mutant Power Boost special power.
  • Order Markers on Mutant cards may be rearranged by Sage's (190) Telepathic Tactician special power.
  • Mutant Unique Heroes may be turned into Outcasts by Magneto's (375) Mutant Recruitment special power, granting them Outcast Synergies and Mutant Outcast Synergies.
  • Mutant Unique Heroes may be activated by Mastermind's (95) Mutant Mastermind special power.
  • Mutant Unique Heroes may be turned into a Horseman and activated by Apocalypse's (620) Horsemen of the Apocalypse special power.
  • Mutant Unique Heroes may be activated by Professor X's (220) Mutant Mind Link special power.
  • Mutant Unique Heroes may be activated by Cyclops' (II) (240) Leader of the X-Men special power.
  • Mutant Unique 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.
  • Mutants you control are always considered in clear sight of each other, and Order Markers on Mutant cards may be moved by Jean Grey's (AoA) (240) Mutant Telepathic Empathy special power.
  • Mutants may add to their Attack, Defense, and 20-sided die rolls by Magneto's (AoA) (355) X-Men Stand Together special power.
Mutant Synergy Benefits Offered:
  • Mutants may offer an initiative bonus using Sentinel's (160) Mutant Detection special power.
  • Mutants may be protected by Rover's (160) Destroy! special power.
  • Mutant Unique Heroes may enable figures with the Mutant Sidekick special power to take a turn after them.
  • Mutant Unique Heroes may enable Yukio (120) to take a turn after them due to Yukio’s Mutant Team-Up special power.
  • Mutant Unique Heroes may be chosen for Rover's (160) Sentinel Compainion special power.
  • Mutant Unique Heroes may enable Quentin Quire (130) to potentially take a turn with his Delinquent Mutant Sidekick special power.
  • A Mutant Unique Hero may allow Mister Sinister (340) to add to his 20-sided die rolls when he chooses one for his Genetic Manipulation 14 special power.
  • You may reveal an "X" Order Marker on a Mutant Army Card to double the initiative boost gained from Cyclops' (II) (240) Tactical Initiative X special power.
  • Colossus (AoA) (315) may attack additional times if a nearby friendly Mutant is wounded.


Updated through Wave 35.

[On Deck version]
 
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Current Destroyer Event Heroes:

Anti-Monitor (1600), Biollante (1000), Broly (800), Evil Ernie (380), Godzilla (1000), Mechagodzilla (Kiryu) (Side B) (900), Parallax (Hal Jordan) (950), Rodan (700), Superboy-Prime (610), Surtur (1000), Ultron (680), Void (500)

Current Destroyer Unique Heroes:

Black Swan (320), Cyborg Superman (380), Doomsday (390), Gamora (II) (300), Proxima Midnight (350), Shadow Demon (130), Yellow Lantern (Hank Henshaw) (430)

Potential Destroyer Unique Heroes:

A Unique Hero that was a King or Visionary who had its class changed by Black Swan (320)

Current Destroyer Common Squads:

Thunderers of Qward (130)


Updated through Wave 48.

[On Deck version]
 
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Current Special Powers that Interact Differently with the Ice Resistance Special Power:
Immunities:

Captain Cold's Cold Gun Special Attack, Ice's Freeze Blast, Icicle's Slick Ice Spray and Ice Darts Special Attack, Mister Freeze's Freeze Ray Gun Special Attack, Mister Freeze's (II) Chilled Reactions, Sub-Zero's Ice Blast 7

Benefits:

Ice Rock's Glacial Healing, Ice Hill's Glacial Healing, Ice Glacier's Glacial Healing, Ice Mountain's Glacial Mountain Healing, Sub-Zero's Ice Clone Counter


Updated through Wave 31.

[On Deck version]
 
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