• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

C3G Synergy Archive

Current Special Powers that Interact Differently with the Lava Resistant Special Power:
Immunities:

Comedian's Flamethrower Special Attack, Dragon Man's Fire Breath Special Attack, Fire's Fireball Special Attack, Firebrand's Dual Flamethrowers Special Attack, Firefly's Raining Fire and Flamethrower Special Attack, Judge Fire's Purge the Sinners, Heat Wave's Flamethrower Special Attack, Human Torch (Jim Hammond)'s Fireball Special Attack, Human Torch (Johnny Storm)'s Flame on and Supernova Special Attack, Liz Sherman's Firestorm Special Attack, Lockheed's Fire Snort Special Attack, Pyro's Living Flame Special Attack and Engulf, Red Hulk's Releasing the Heat, Sunfire's Raining Fire, Surtur's Intense Heat, Typhoid Mary's Pyrokinesis, Wildfire's Wildfire Blast Special Attack

Benefits:

Dhalsim's Yoga Fire Special Attack, Ken's Shroyuken Special Attack


Updated through SSE 48.

[On Deck version]
 
Last edited by a moderator:
Last edited by a moderator:
Current Special Powers that Interact Differently with the Mental Shield Special Power:
Brainiac's Telepathic Manipulation, Crazy Quilt's Reactive Mind Control, Freddy Krueger's Freddy's Coming For You, Gorgon's Precognitive Strike, Gorilla Grodd's Psychokinetic Defense, Manchester Black's Psychic Lobotomy, Professor X's Telepathic Blast Special Attack and Psychic Defense X, Psycho-Man's Control-Box, Puppet Master's Reactive Mind Control, Purple Man's Reactive Mind Control, Quentin Quire's Psychic Assault, Saturn Girl's Psychic Blast and Mental Walls, Starfox's Euphoria Distraction 15, Stepford Cuckoo's (Celeste) Combined Telepathy Special Attack, Stepford Cuckoo's (Esme) Combined Telepathy Special Attack, Stepford Cuckoo's (Mindee) Combined Telepathy Special Attack, Stepford Cuckoo's (Phoebe) Combined Telepathy Special Attack, Stepford Cuckoo's (Sophie) Combined Telepathy Special Attack, White Martian's Mass Psychic Assault


Updated through Wave 33.

[On Deck version]
 
Last edited by a moderator:
Current Special Powers that Take Temporary or Permanent Control:
Baron Mordo's Hypnotic Control, Beyonder's Mere Pawns, Brother Voodoo's Spirit Possession, Deadman's Spectral Possession 15, Doctor Doom's (Hasbro) Mind Exchange, Doctor Doom's (Sorcerer) Mystic Domination, Dracula's Vampirism, Enchantress's (I) Soul Swap, Enchantress's (II) Amora's Charms, Gorilla Grodd's Cognizant Control, Jackal's Experimental Cloning 15, Joker's (II) Joker Toxin, Karnilla's You Will Be Mine..., Mad Hatter's Tea Party, Mentallo's Telepathic Suggestion, Mister Sinister's Genetic Manipulation 14, M.O.D.O.K.'s Psionic Command, Peter Stanchek's Telepathic Command, Pied Piper's Sonic Mind Control, Poison Ivy's Pheromone Seduction, Puppet Master's String Pull and Reactive Mind Control, Purple Man's Pheromone Control and Reactive Mind Control, Siryn's Vocal Trance, Star Sapphire's Crystal Conversion 20, Starro's Starro Possession

Powers that Only Affect Androids:

Brainiac 13's Artificial Intelligence, Deathlok's Nano-Hacking

Powers that Only Affect Kryptonians:

Lex Luthor's (I) Red Kryptonite Control

Updated through Pubic Exclusive 97.

[On Deck version]
 
Last edited by a moderator:
Was reading through the Special Powers that act differently with Event Heroes, and came across Wonder Woman's Golden Lasso being mentioned. In the description of the Golden Lasso it says nothing about Unique or Event Heroes etc., so I'm curious as to what the difference is with Event Heroes, or what exactly the immunity is.
 
Was reading through the Special Powers that act differently with Event Heroes, and came across Wonder Woman's Golden Lasso being mentioned. In the description of the Golden Lasso it says nothing about Unique or Event Heroes etc., so I'm curious as to what the difference is with Event Heroes, or what exactly the immunity is.

Huh, I have no clue why that's on there. I went ahead and removed it.

Thanks for pointing that out.
 
Current Special Powers that Interact Differently with Criminals:

AFFECTS ALL CRIMINALS:​

Brit-Cit Judge's Jury and Executioner, Daredevil's Criminal Intimidation, Judge Dredd's I Am the Law, Lieutenant Stone's Preserving the Law, Question's (Vic Sage) Master Detective, Rorschach's Criminal Intimidation, Spoiler's Crime Spoiler

AFFECTS UNIQUE CRIMINAL HEROES:​

Red Mist's Payoff

Criminal Synergies

Criminal Synergy Benefits Received:
  • Unique Criminal Heroes may have a Micro-Bomb Marker placed on their Army Cards with Amanda Waller's (195) Suicide Squad special power.
  • Criminals may receive an additional attack die from Black Mask's (100) Criminal Motivation special power.
  • Unique Criminal Heroes may receive an additional attack die from Hush's (220) Obsessive Vendetta special power when taking a turn with Hush's Master Manipulator special power.
  • Criminals may be activated by Kingpin's (220) Organized Crime special power.
  • Unique Criminal Heroes may be activated by and receive an additional attack die from Lex Corp Security's (130) Criminal Alliance special power.
  • Criminals may roll an additional die against figures leaving engagements with them via Lex Luthor's (100) Villainous Entrapment special power.
  • Unique Criminal Heroes may be activated by Red Mist's (50) Payoff special power.
  • Criminals may add 1 to their Attack numbers with Riddler's (140) Criminal Ambush special power.
  • Unique Criminal Heroes may be activated by The Hood's (180) Criminal Ambition special power.
  • Criminals may add to their Move number with Ventriloquist's (90) Heist Planner special power.
  • Criminals may add 1 to their Move number with Wizard's (140) Criminal Leadership special power.
  • Unique Criminal Heroes may add to their defense dice with Two-Face's (II) (170) Face of Mercy special power.
  • Criminals may be moved with Penguin's (II) (140) Criminal Syndicate special power.
  • Unique Criminal Heroes may be activated by Black Mask's (II) (150) Underworld Connections special power.
  • Criminals may add to their Move, Attack, and Defense numbers with Kingpin's (II) (230) Kingpin of Crime special power.
  • Unique Criminal Heroes may have their class replaced with Crime Fighter by Songbird's (180) Thunderbolt Redemption special power, replacing their Criminal Synergies with these Crime Fighter Synergies.
  • Clock King (90) may move Order Markers around on the cards of Crime Lords, Criminals, or Masterminds you control.
  • Unique Criminal Heroes may have their personality replaced with Sinister by Doctor Octopus' (II) (250) Sinister Six special power, replacing any personality-based synergies with these Sinister Synergies.
  • Criminals may have their Order Markers moved by Ace of Spades' (260) Reshuffle The Deck special power.
  • Grim Reaper (260) may activate and boost the attack of Unique Criminal Heroes with his Lethal Legion special power.
  • You may add 1 to your initiative for every Assassin, Criminal, or Thief Unique Hero you control with Beetle's (175) Sinister Syndicate special power.
  • Unique Criminal Heroes may be activated by Death Mask's (500) Criminal Mastermind Guy special power.
  • Criminals may be activated by Bane's (II) (250) Knightfall special power.
  • Criminals may add an automatic shield when defending against normal non-adjacent attacks with Zartan's (170) Holographic Disguises special power.
Criminal Synergy Benefits Offered:
  • Criminals may prevent opponents from rolling for attacks or leaving engagement attacks against Lex Luthor (100) via Lex Luthor's Criminal Deception special power.
  • Criminals may prevent Two-Face (II) (170) from being attacked, due to his Face of Mercy special power.
  • Criminals may receive wounds from an opponent's attack instead of Madame HYDRA (140) via Madame HYDRA's Necessary Sacrifices special power.
  • Unique Criminal Heroes may allow you to add to your initiative roll with Viper's (180) Subversive Tactical Defense special power.
  • Criminals may allow Hun (175) to attack an additional time, and add to his Attack number with his Purple Dragon Beatdown special power.
  • Condiment King (65) may use his Relish The Day special power when a Criminal you control is destroyed.
  • Criminals may allow the Duploids (100) to take a turn with their Criminal Swarm special power.
  • Unique Criminal 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.
  • Unique Criminal 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 48.

[On Deck version]
 
Last edited by a moderator:
Last edited by a moderator:
Last edited by a moderator:
Current Special Powers that Interact Differently with Common Figures:

Immunities:
Amanda Waller's Special Assignment, Anarky's Electric Stun Baton, Atom’s Molecular Irritant, Baron Mordo's Hypnotic Arts and Hypnotic Control, Beast’s Negotiation, Beyonder’s Mere Pawns, Braniac’s Miniaturized Collection, Brother Voodoo's Spirit Possession, Catman's Big Game Tracker, Chameleon’s Impersonate, Chameleon Boy’s Impersonate, Cheshire's Poison Tipped Claws 13, Dazzler’s Dazzled, Doctor Doom's (Hasbro) Mind Exchange, Doctor Doom's (Sorcerer) Mystic Domination, Drax's Drax's Nemesis, Echo's Mimic, Enchant, Enchantress' (I) Soul Swap, Enchantress' (II) Amora's Charms, Final Ruin, Galactus's Herald of Galactus, Ghost Rider's Penance Stare 19, Gorilla Grodd's Cognizant Control 16, Hercules' Test of Might, Hulkbuster Soldiers' Tranq Gun 16, Hush’s Obsessive Vendetta, Hypnotize, Ice's Freeze Blast, Impossible Man’s Shape Shifting Prankster, Jonah Hex’s Bounty Hunter, Judge Fear's Mantrap, Ka-Zar's Big Game Tracker, Katana's Soultaker, King Shark's Feeding Frenzy, Knockout's Smitten, Kraven's Big Game Tracker, Lobo's Big Bastich Bounty Hunter, Manhunter’s Manhunting, Masahiro Arashi's Ruthless Command, Maxima's Seeking a Mate, Meggan's Power Mimicry 13, Mephisto's Deal With the Devil, Meteorite’s Manipulation, Mister Mxyzptlk’s Antagonizing Trickster, Poison Ivy’s Pheromone Seduction 17, Polaris' Magnetic Bubble Trap, Psych-Man's Control-Box, Puppet Master’s String Pull 14, Purple Man’s Pheromone Control 14, Red Mist's Payoff, Ronan's Honor Bound, Seth's The Mark of Death, Siryn's Vocal Trance, Solovar’s Negotiation, Spider-Man's (Miles Morales) Venom Blast Stun 13, Star Sapphire's (Uncommon) Violet Crystal Creation 7, Surtur's Twilight Sword, Thaddeus Ross' Priority Objective, The Mask's Reality Warp 13, Trickster's Itching Powder Special Attack, Winter Soldier's Assassin Activation, Zatanna’s Epiwdnim 17

Benefits:​
Ares' God of War, Black Lantern's (Uncommon) Blackest Night 11, Black Lantern's (William Hand) Blackest Night 9, Dracula's Vampirism, Scarlet Spider's (Ben Reilly) Impact Webbing Special Attack, Shang Tsung's Soul Steal, The Crow's Live for Vengeance, Wendigo's Cannibal Craving

Weaknesses:​
Glyph of Cosmic Shielding, Glyph of Lazarus Pit, Glyph of Super Speed, Glyph of Team Up, Impossible Man’s Ignored, Judge Death's Death Sentence Special Attack, Starro's Starro Possession, Surtur's Intense Heat


Common Synergies

Common Synergy Benefits Received:
  • N/A
Common Synergy Benefits Offered:
  • Common figures can be destroyed with Red Mist's (50) Cowardly Tactics special power to prevent damage to Red Mist.
Common Synergy Ineligibilities:
  • Common figures do not allow figures with special powers that place Justice League Markers at the start of the game to gain Justice League Markers. Current Figures with Special Powers that Place Justice League Markers.
  • Common figures may not be chosen for special powers that place Avenger Markers at the start of the game. Current Figures with Special Powers that Place Avenger Markers.
  • Common figures do not allow Ares (570) to place War Markers on his card when they are destroyed, with his God of War special power.
  • Common figures cannot be chosen for Baron Zemo’s (170) Masters of Evil special power.
  • Common figures cannot have their 20-sided die rolls modified by Batman’s (III) (250) The Brave and the Bold special power.
  • Common figures cannot be activated with Brit's (240) Field Leader special power.
  • Common figures cannot be chosen for Cecil Stedman’s (180) Government-Funded Heroes special power.
  • Common figures cannot add to Donatello's (150) 20-sided die rolls with his Tech Wizard special power.
  • Common figures cannot be activated with Enchantress' (I) (370) Enchantment special power.
  • Common figures cannot be chosen for Enchantress' (II) (330) Beauty and the Brawn special power.
  • Common figures cannot be activated with Havok's (210) Strategic Intervention special power, or allow Havok to activate a figure.
  • Common figures cannot be activated with Hush's (220) Master Manipulator special power.
  • Common figures cannot be activated with Iron Patriot's (290) Master Motivator special power.
  • Common figures cannot be chosen for Kang's (II) (400) Timestream Reinforcements special power.
  • Common figures cannot allow Kid Flash (110) to move with his Slipstreaming special power.
  • Common figures cannot be activated with Martian Manhunter's (II) (420) Telepathic League Link special power.
  • Common figures cannot be chosen for Maxima's (345) Seeking a Mate special power.
  • Common figures cannot be chosen for Meggan's (205) Empathic Metamorph or Power Mimicry 13 special powers.
  • Common figures cannot have their statistics modified with Mister Sinister's (340) Genetic Manipulation 14 special power.
  • Common figures cannot be chosen for N'Astirh’s (320) Demonic Conqueror special power.
  • Common figures cannot have a Magnetic Bubble Marker placed on their cards with Polaris' (200) Magnetic Bubble special power.
  • Common figures cannot be activated with Professor X's (220) Mutant Mind Link special power.
  • Common figures cannot add to Raphael's (170) 20-sided die rolls with his The Wrath of Raph special power.
  • Common figures cannot be activated with Red Mist's (50) Payoff special power.
  • Common figures cannot be activated with Red Skull’s (C3G) (220) Master Motivator special power.
  • Common figures cannot be activated with Red Skull's (Hasbro) (190) Master Manipulator special power.
  • Common figures cannot be activated with Robot's (210) Guarding the Globe! special power.
  • Common figures cannot be destroyed by Scourge of the Underworld's (170) Secrets Maintained special power to let Scourge take another turn.
  • Common figures cannot be chosen for Silk Spectre’s (100) Emotional Grounding special power.
  • Common figures cannot trigger Spectre’s (650) Spirit of Vengeance special power when they are destroyed.
  • Common figures cannot be boosted by Star-Lord's (250) Ragtag Tactics special power.
  • Starman (Jack Knight) (170) cannot recover Order Markers from the cards of destroyed Common figures.
  • Common figures cannot be chosen for Uncle Sam’s (240) I Want You! special power.
  • Common figures cannot trigger Valkyrie’s (350) Deathglow Perception special power when they would be destroyed.
  • Common figures cannot trigger Vision's (Jonas) (190) Fail-Safe Planning special power when they are destroyed.
  • Common figures cannot be chosen for Yellowjacket’s (II) (190) Unhealthy Obsession special power.
  • Common figures cannot have Soul Markers placed on their cards with Shang Tsung's (280) Soul Steal special power.
  • Common figures cannot be activated with Axe Cop's (250) Team-Up Tryouts special power.
  • Common figures cannot have 20-sided dice re-rolled with John Constantine's (125) Riding the Synchronicity Highway special power.


Updated through Public Exclusive 96.

[On Deck version]
 
Last edited by a moderator:
I suppose there is going to be a lot of updates to class lists when the 12 days are finished. Might be best waiting till all the releases are done.
 
I suppose there is going to be a lot of updates to class lists when the 12 days are finished. Might be best waiting till all the releases are done.

Actually, I've been staying on top of the releases each day here, I've got all the way through the Lawmen today updated (since most of the days so far have had units with similar synergies, it's been easy to do them one day at a time).

There will be a lot of books to update though...
 
Current Special Powers that Interact Differently with Huge Figures:

Immunities:
Abomination's (C3G) Super Throw 8, Amazo's Amazing Lasso, Awesome Android's Gale Force Exhale, Beast Boy's (Bear) Maul, Beast Boy’s (Cheetah) Engagement Strike 13, Blink's Blink!, Blob’s Stuck, Catwoman's (I) Whip Lash Special Attack, Chameleon's Impersonate, Chameleon Boy's Impersonate, Clayface’s Smother, Colossal Boy's Giant Defense, Doctor Octopus’s Cyber Claw, Flash's (Jay) Disorienting Whirlwind, Frost Giant's Freezing Touch 14, Giant-Man's Giant Swat and Giant Defense, Gorilla Man's Curse of the Gorilla Man, Graviton's Reverse Gravity, Hawkeye's (Kate Bishop) Pinning Shot, Hercules's Herculean Tackle, Hydro-Man's Tidal Wave Special Attack, Iron Man’s (Mark I) Magnetic Turbo Insulator, Iron Man’s (Mark II) Magnetic Turbo Insulator II, Jean Grey’s Telekinesis 12, Joker's (III) Joy Buzzer 13, Judge Fear's Mantrap, Killer Croc’s Death Roll and Croc Headlock, Kirigi’s Kyoketsu Shogi, Knockout's Apokoliptian Grappling, Kraven's Bolas 12, Living Mummy's Prehensile Bandages 9, Lobo’s Hook, Line, and Massacre, Lurker's Viral Infection, Magneto's (I) Magnetic Throw, Man-Bat's Claw Carry, Man Bat Assassins' Claw Grab, Master Splinter's Breaking Balance, Mister Fantastic’s Rubber Wrap, Mother Russia's Headlock 11, Mysterio's Smoke and Mirrors, Mystique's (I) Incognito and Engagement Strike 13, Mystique's (II) Impersonate, Orange Construct's Orange Construct Creation, Phantom Girl's Phase Drag, Poison Ivy's (I) Entangling Vines, Polaris' Reactive Toss 14, Puck's Bouncing Puck, Red Tornado's Air Elemental Flying, Roamer's Viral Infection, Scorpion's (Hanzo Hasashi) "Get Over Here!", Sersi's Telekinetic Toss 11, Skrull Infiltrator’s Secret Invasion, Spawn’s K7-Leetha Chain Grab, Spider Girl’s Bio-Magnetic Field 12 and Field Pulse, Spider Man's (C3G) Web Slinger, Stilt-Man's High Stepping, Storm's Gale Force Winds, Super-Ape's (Mikhlo) Super Throw 12, Super-Ape's (Peotor) Magnetic Toss 9, Super-Skrull's (Kl'rt) Rock Wall Bounce Back 3, Titanium Man's Tractor Beam, Toad’s Tongue Lash 12, Tomoe Gozan's Engagement Strike 15, Trapster’s Paste Pot 13, Ursa Major's Super Throw 14, Venom's (C3G) Slashing Tendrils, Vulture's Vulture Grab, Walker's Viral Infection, Whirlwind's Tornado Force Winds, Wonder Girl's Amazon Lasso, Wonder Woman's (I) Golden Lasso, Wrecker's Crowbar Demolition, Yellowjacket's (II) Giant Defense, Zangief's Grappling and Spinning Piledriver

Benefits:
Aquaman's (II) Retractable Harpoon Special Attack, Changeling's Attack Metamorphosis, Iron Man's (Mark III) Repulsor Ray Special Attack, Iron Man's (Mark IV) Repulsor Beam Special Attack, Madame HYDRA's Venomous Strikes Special Attack, Maxima's Psychokinesis 13, Red Tornado's Tornado Force Special Attack, Shocker's Shockwave Special Attack, Starman's (Ted Knight) Gravity Rod

Weaknesses:
Atom's (Al Pratt) Fearless Advantage, Executioner's Giant Killer, Hellboy's Right Hand of Doom

Huge Synergies

Huge Synergy Benefits Received:
  • N/A
Huge Synergy Benefits Offered:
  • Huge figures allow Gigan to roll an additional unblockable attack die with his Buzzsaw-Bellied Bully special power.
Huge Synergy Ineligibilities:
  • Huge figures cannot be carried with Angel's (Warren Worthington III) (90) Swift Carry special power or trigger his movement with his Guardian Angel special power.
  • Huge figures cannot be carried with Beast Boy's (Pterodactyl) (40) Carry special power.
  • Huge figures cannot be teleported with Blink's (145) Blink! special power.
  • Huge figures cannot be thrown with Colossus' (260) Fastball Special special power.
  • Huge figures cannot be carried with Green Lantern's (John Stewart) (340) Green Basket Carry special power.
  • Huge figures cannot be carried with Groot's (275) Branch Carry special power.
  • Huge figures cannot be carried with Hawkeye's (II) (160) Skycycle Carry special power.
  • Huge figures cannot be teleported with Indigo-1's (340) Tribal Teleportation special power.
  • Huge figures cannot be chosen for Meggan's (205) Empathic Metamorph special power.
  • Huge figures cannot be carried with Old Lace's (140) Swift Carry special power.
  • Huge figures cannot be carried with Robot's (210) Carry special power.
  • Huge figures cannot be carried with Rover's (160) Carry special power.
  • Huge figures cannot be carried with Stargirl's (150) Cosmic Rod Passenger special power.


Updated through Public Exclusive 96.

[On Deck version]
 
Last edited by a moderator:
Last edited by a moderator:
Back
Top