Announcements Watch List

HeroClix Watch List- Q1 2016

Wizkids Heroclix

Dear HeroClix players,

The HeroClix Watch List is a process by which we identify figures and/or other game elements that we feel may have a negative impact on the game of HeroClix.  Being on the “Watch List” in and of itself is not an errata or change to these figures/game elements, but rather an indication that these figures/game elements are under review and scrutiny and action may be taken on the figure/game element if we feel that it would be in the best interest of a healthy HeroClix game play environment.  The actions that may be taken can range anywhere on the spectrum of no changes at all (if we determine after review that we see no negative impact on game play from the figure/game element in question) to banning the figure/game element (if we determine after review that there is no viable fix that would reduce or eliminate the negative game impact of the figure/game element in question).

As we are constantly evaluating each and every game element and its effect on the game of HeroClix, we reserve the right to add figures/game elements to the HeroClix Watch List at any time that we deem necessary.  However, we also intend on making a quarterly assessment of HeroClix game elements that are currently tournament legal (i.e. in the current Modern Age) and report if any figures/game elements need to be reviewed for the health of the game.

Below is a list of figures/game elements that are being added to the HeroClix Watch List for Q1 of 2016:

  • No additions to the Watch List for Q1 2016

Official changes to figures that have been place on the Watch List may be found on the WizKids Information Network (WIN) Rules Forum— Click here for a link to the HeroClix Watch List Rules Forum thread.  The Watch List thread on the Rules Forum will house all errata to figures/game elements that appeared on a Watch List in one location for players to easily find the official changes to these figures/game elements (if any) — any changes to these figures/game elements will also be posted in the Errata & Clarifications PDFs for the set in which that figure/game element was released.

Thank you,

– The WizKids Team

Announcements Rules Watch List

HeroClix Watch List — Q2 2015

The HeroClix Watch List is a mechanism by which we will communicate our intent to review elements of our games that may require refinement. This allows us to respond to elements that take away from the dynamic and exciting gameplay the HeroClix system has to offer.

The following figures/game elements are being added to the Watch List.

  • Felix Faust (WK #D-027)
  • Dr. Strange (WK #M-028)
  • Scarlet Witch (WK #M15-006)
  • Power Battery (Orange Lantern Corps) (WOL #R-103)
  • Power Battery (Sinestro Corps) (WOL #R-105)
Announcements HeroClix Rules Review Rules Question


Greetings HeroClix Fans,

WizKids Games is proud to  launch of a support tool for new and established HeroClix players– the HeroClix Rules Forum!  This online support site is now available as a part of the WizKids Event System (WES) and can be found here— HeroClix Rules Forum Link.

Through the HeroClix Rules Forum, players will have direct access to the HeroClix Rules Team and will be able to submit and receive responses to their HeroClix rules questions.  (Please note: the HeroClix Rules Forum is specifically designed to be a resource for answering rules questions– as such we ask that discussion be limited to rules-related questions.)

You must have a registered account in the WizKids Event System (WES) in order to use the HeroClix Rules Forum.  Don’t have a WES account? Register here. (WizKids Event System)


  • With GenCon approaching next week, we will be monitoring the incoming rules questions as we can, but there may be a delay in responses during the time of the convention.
  • The HeroClix Rules Email ( will continue to be monitored for the next few weeks and then will no longer be active—please use the HeroClix Rules Forum for all future rules questions.

As always, thank you for your continued interest and support.

-The WK Team


In conjunction with this announcement, we have some important HeroClix rules information that are effective immediately:



Countdown Clicks

A Countdown Click is represented by a single large number on a click of a character’s dial with no combat values. A character on a Countdown Click can’t be moved, placed, targeted, assigned an action, or damaged. Rules for turning the dial when on Countdown Clicks are found on the character’s card. A Countdown Click can never be healed onto unless a game effect specifies otherwise.




Thor: The Dark World #013 Loki

Original Wording:

IMPRISONED BY GREED…: As long as Loki is on a countdown click, he can’t be moved, placed, targeted, assigned an action, or damaged, and at the beginning of your turn, you may turn his dial once to the right. If Loki is on a countdown click and no friendly characters are on the map, click Loki to click #4.

New Wording:

IMPRISONED BY GREED…: As long as Loki is on a countdown click, he can’t be moved, placed, targeted, assigned an action, or damaged, and at the beginning of your turn, you may turn his dial once to the right. If Loki is on a countdown click and no other friendly characters are on the map on non-countdown clicks, click Loki to click #4.



War of Light Sniper Rifle Constructs (All colors)

Original Wording:

This character’s range value becomes 10.

New Wording:

This character’s range value becomes 10 (before any other replacement values).




War of Light Entities (#060-068)

ENTITY POSSESSION: When (name of entity) would be KO’d or, if you pay 25 points when building your force, place Entity on another friendly character’s card if that character is 25 points or more, has the “fist” or “sharpshooter” symbol, the “shield” or “indomitable” symbol, and the “tiny” or “burst” symbol. That character has Entity’s keywords and can use the Possessed ability with this character as the Possessor. When that character is KO’d, Entity is removed from the game.

POSSESSED: Click the Possessor’s dial to the same click number as this character and change it during the game in the same way that this character’s dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor’s dial and 1 combat value on one Possessor’s dial higher than this character’s printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately.

  • When the Possessor is turned to a KO click or the Possessed is KO’d, the opposing player scores points for the Entity.


Deadpool #043 Black Talon

POWER OF THE LIVING LOA: When Black Talon uses Mind Control, you may place a KO’d opposing character in an adjacent square on its starting click, and that character becomes the target. After actions resolve, that character is removed from the game.

  • Black Talon’s Trait “Power of the Living Loa” can’t target characters that are on the map or on character cards.
  • When Black Talon’s “Power of the Living Loa” removes a character from the game, it returns to it’s owner’s sideline. It may not be targeted again by Black Talon through the use of this trait.
  • No points will be scored for a character removed from the game through the “Power of the Living Loa”.


2013 Convention Exclusive Bat-Mite

YOU’RE MY HERO: Once per game, give Bat-Mite a free action and choose another friendly character. That character is Bat-Mite’s Idol.

  • The friendly character chosen by the “You’re My Hero” trait must be on the map.



Announcements HeroClix Rules Review

HeroClix Rules Email Change Announcement

Dear HeroClixers,

We have recently made a change to the process for submitting rules inquiries for HeroClix:

For all HeroClix rules inquiries, please email

This is a change from the previously used Gmail address.  Inquiries sent to the email address above will be responded to directly via email.  Please note that this is the only official method for rules inquiries.  WizKids Games will periodically post rules-related documents, articles and other information on our HeroClix Rules Questions webpage ( which can be found by clicking the “Rules Question” tab on

DC HeroClix: Superman and the Legion of Super-Heroes Fellowship of the Ring Heroclix HeroClix Rules Review HeroClix Watch List

Update: HeroClix Watch List

Greetings HeroClix Fans,

Over the past two weeks we have been diligently reviewing the figures on the Watch List. After extensive internal debate and play testing the following changes were decided on.

Tellus (Link Telepathically Trait)

Old Wording: LINK TELEPATHICALLY: Friendly characters within 4 squares can draw lines of fire and count range and squares from the square of any one friendly character within 4 squares of Tellus.

New Wording- LINK TELEPATHICALLY: Friendly characters with the Legion of Superheroes keyword and within 4 squares can draw lines of fire and count range from the square of any one friendly character within 4 squares of Tellus.

The Change: We removed the counting squares part of the power and limited the power to Legion of Superheroes keyworded characters.

Highfather (The Pact Trait)

Old Wording: THE PACT: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack or they are the only 2 characters on the map. This ability can’t be ignored.

New Wording: THE PACT: At the beginning of the game you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent’s force (300 points or less) can’t target opposing characters with an attack until one of them has taken damage from an attack, they are the only 2 characters on the map, or your opponent only has one character on the map. This ability can’t be ignored.

The Change: Pact ends when opponent’s force has less than 2 characters.

Arwen (I Call on the LoudWater Epic)

Old Wording: I CALL ON THE LOUDWATER!: Give Arwen an epic action; she can use Smoke Cloud as a free action regardless of range and line of fire, but the first token must be placed in any square on the edge of the map and she may place 1 additional hindering terrain marker per 100 points of the build total; after action resolve, deal 1 penetrating damage to each opposing character occupying a square into which a marker was just placed.

New Wording : I CALL ON THE LOUDWATER!: Once per game give Arwen an epic action; she can use Smoke Cloud as a free action regardless of range and line of fire, but the first token must be placed in any square on the edge of the map and she may place 1 additional hindering terrain marker per 100 points of the build total; after action resolve, deal 1 penetrating damage to each opposing character occupying a square into which a marker was just placed.

The Change: Made the power once per game.


The WK Team

HeroClix Rules Review HeroClix Watch List

May 2014 HeroClix Watch List Update!



Greetings HeroClix fans,

Last Fall, as part of WizKids Games’ ongoing efforts to maintain a dynamic and exciting play environment, we announced the HeroClix Watch List.  The Watch list is a mechanism by which we will communicate our intent to review elements of our games that may require refinement.

At this time we are adding three figures to the HeroClix Watch List:

  • SLoSH 048 Tellus
  • SloSH 052 Highfather
  • FoTR 016 Arwen

For various reasons, these figures have been identified as elements that potentially have unintended impact on the meta-game.

Over the next several weeks, the Game Design and Rules Teams will review the above figures to determine if any changes are required.

As always, we thank you for your continued understanding and support.

The WK Team


Heroclix HeroClix Rules Review Rules Question

Heroclix Player’s Guide: Superman and the Legion of Superheroes update!

Greetings HeroClix fans!

Welcome back! In case you didn’t know, DC HeroClix: Superman and the Legion of Superheroes released recently. In support of this release the Rules Team has constructed an update to the Player’s Guide (PG). This update provides all the powers and abilities as they appear on the character cards in the boosters. The Rules Team will now return to our cave to craft answers to all the questions you have concerning Amethyst , Tellus, and the rest of the Legion. In the following weeks this PG update will be followed by an update to Section 3, Character Clarifications. Until then win if you can, lose if you must, just ‘Clix.

HeroClix RA

HeroClix Players Guide Section 04 – Characters – Reference – 2014-03

Announcements Captain America: The Winter Soldier Heroclix Upcoming Product

WizKids is pleased to announce: The 2014 Rule Book and PAC

Greetings Heroclix Fans!

Included with the Captain America: The Winter Soldier Starter Set is the new and updated 2014 Heroclix core rulebook and PAC.  There are some exciting new things introduced in there, and some changes that I think fans are going to love!  We will go over some of the major changes today and hopefully answer any questions that some of you may have.

Upon opening your starter, you may have noticed that it included a bunch of new object tokens.  But what’s this?  Why do I have an object with a white colored ring around it?  Is this a misprint?  No, my friends.  Allow me to introduce you to the Ultra Light Object.  What’s an Ultra Light object?  Good question.  Let’s look at their entry on page 16 of the 2014 rulebook.


An Ultra Light object is a light object with a white ring instead of a yellow one. Ultra Light objects follow all the rules of light objects with the following changes:

• Any character can pick up or hold this object, even if they can’t use Super Strength.

• This object is not used when making a close combat attack.

• A square containing this object is not hindering terrain.

• When used to make a ranged combat attack, this object can be thrown 8 squares and deals 1 damage.


Ultra Light Objects are light objects that can be picked up by anyone, you don’t use them when making a close combat attack,  a square with one it is not hindering terrain and finally,  you can throw it 8 squares and it deals only 1 damage when using one in a ranged combat attack.  Now wait a minute!  Don’t light objects normally allow you to throw them 8 squares?  Well…not anymore.  Those rules have changed as well.  The distance for throwing light objects was reduced from 8 squares to 6, and the distance for throwing heavy objects was reduced from 6 squares to 4.

Another exciting change to objects is in regard to Relics.  The “Once per game” restriction to attempt to assign one is no longer present.  A character can now attempt to assign a Relic as many times as it likes until it finally succeeds.  Want to assign that bright and shiny Cosmic Cube to your Red Skull?  Now you don’t have to worry about getting only one chance to do it!  You can keep giving that mean old Red Skull power actions to make a Relic roll every turn until he finally gets that Cosmic Cube.


We’ll now discuss the biggest and most exciting changes to the rules.    The change to ATA’s and the Themed Team rules!

One big change is that ATA’s are no longer a separate entry in the rulebook.  They are now part of the Tactics section and are a special bonus that you can only use when your force is a Themed Team.  We’ll discuss it more when going over the changes to the Themed Team rules below.   Speaking of which, there are also some interesting changes to the Themed Team rules.  Most of the rules as you know them are still the same, so let’s just list the important changes right here and go over them.

  •  A Themed Team is now any team that has at least 2 figures on it and where all of the figures share a keyword.  No more figuring out the build total and number of characters depending on using a named or generic keyword.  Are there at least 2 characters on your team?  Do they all share a keyword?  If the answer is yes to both questions, then you’ve got yourself a Themed Team.  Now you can finally play your full point Galactus and Ziran in a 3500 point game as a Cosmic keyword Themed Team.
  • Themed Team Probability Control (TTPC) can now only be used on NAMED keyword Themed Teams.  If your Themed Team only shares a generic keyword, then you do not get the TTPC bonus.  You now also get 1 TTPC use per character on your force, but only up to 1 per each 100 points of the build total.  300 point team with 2 characters?  That’s 2 TTPC uses.  500 point team with 8 characters?  That’s 5 TTPC uses.
  • ATA’s are now only allowed to be used on Themed Teams.  If your team is not themed, then it would now be illegal to include an ATA on your force.  All normal build rules for ATA’s still apply.  One very important thing to note is that the ATA you use does not have to share a keyword with the Themed Team you built.  Let’s say you build an X-Men keyword Themed Team and include Beast and Wolverine (who also have the Avengers keyword).  You could assign them the Secret Avengers ATA (which requires the Avengers keyword), even though your Themed Team was X-Men.


I think that covers most of the major changes in the 2014 rulebook.  I hope you’re all as excited about the new objects and rules changes as we are.  All of the discussed information and more is in the 2014 Heroclix core rulebook and Heroclix 2014 PAC.  If you guys ever have any questions about any of the changes, or any rules questions in general, please feel free to contact us at  Keep those dice rolling and those clicks clicking, and I hope you have a purrrfect day!



Heroclix HeroClix Rules Review Rules Question

HeroClix Player’s Guide – A Major Revision

Greetings HeroClix Fans!

Today marks the arrival of a brand new Player’s Guide!  This PG covers A LOT of information and went through several revisions as its authors repeatedly added errata and character clarifications to an already immense completed document. This Player’s Guide is much the same, yet very different than Player’s Guides of the past. The Player’s Guide has gotten a facelift since you last read it and has added Heroclix Watch List elements.

The first thing you will notice about the Player’s Guide is that it looks different than it did last time around. Working together, the Rules Team (RT) and Game Development (GDV) thought up a new, intuitive format for the PG. Now, the PG is spit into 8 sections; General, Powers and Abilities, Character Errata and Clarifications, Character Reference, Team Abilities, Maps, Objects/Resources/Hordes, and finally Feats & Battlefield Conditions. No more paging through sections of extraneous information, players and judges can turn to the exact section that contains the answers they seek. Need the updated wording for a character? Head to Section 3. Wondering what the Runaways ATA does? Section 4 has the answer.

The game of HeroClix experienced a first in its 12 year history recently; game elements arose that fundamentally changed how games of Heroclix are prepared for, played, and won. These elements lead to the creation of the Heroclix Watch List, (HWL). As the details of the HWL surfaced many opinions on how to present the information to the player base were explored.  Should we add an entry to Section 1, General Information, to direct players to the HWL elements? Each game element affected by the Heroclix Watch List would be presented in its appropriate section.

The Rules Team is proud to present this document as it represents months of work, thousands of emails and the exchange of uncountable ideas and opinions. Until next time, win if you can, lose if you must, always Clix.


Section 1 – General Rules

Section 2 – Powers and Abilities

Section 3 – Characters – Errata and Clarifications

Section 4 – Characters – Reference Guide

Section 5 – Team Abilities

Section 6 – Maps

Section 7 – Objects, Resources, and Hordes

Section 8 – Feats and Battlefield Conditions


Heroclix Rules Question

School of Hard Knocks – Even More Knock Back!

Greetings HeroClix Fans!

Previously, we’ve explored the basics of knock back .  However, there are many game effects that can influence the way knock back functions.  There are ways to prevent knock back, ways to cause knock back in different ways, and even some ways to pick and choose when you are knocked back.  In the previous article was the HeroClix KB 101 course, consider this the graduate level seminar…

Common Corner Cases – Map effects   

For purposes of this discussion, map effects will cover anything on the map (terrain, character configurations, map edges) that might interfere with normal knock back.  We’re not focusing on the character’s dial (powers and such) at the moment.

Let’s begin with other characters and how they impact knock back.  Recall from our last knock back article that Cyclops and Wolverine were throwing down with the Brotherhood?  Well, that battle is about to get a bit more complicated:

kb - pic 8

Last time, Juggernaut knocked back Wolverine and Cyclops knocked back Pyro.  We’ll say the same things happen this time, only now some other characters are in the way, and see what happens.

First, let’s look at Wolverine’s knock back path.  Juggy knocks him back, but Sabretooth is in the way… does that mean Wolverine is dealt knock back damage?  Is hitting a character the same as hitting a wall?  Well, the rule book (page 11) tells us:

If the knock back path would cross a square occupied by another character, put the knocked back character in the last unoccupied square adjacent to the square occupied by the other character. Stopping in this way does not deal damage to either character.

So, no, Wolverine would not be dealt any damage for being knocked back into Sabretooth.  Yes, the path of knock back is blocked, but being stopped by a character is not the same thing as being stopped by terrain.

But what if Sabretooth was re-positioned slightly?  Consider this arrangement:

kb - pic 9

If Juggernaut knocks back Wolverine now, there is no character directly along the knock back path to prevent Wolverine from flying through the air.  Even though it looks like he might have a hard time squeezing around Sabretooth and Blob (let’s face it, everyone has a hard time squeezing around Blob), the path is along that direct diagonal line and nothing will impede Wolverine on that line until he hits the elevated terrain.

Now how about Pyro?  Before, Cyke knocked him off the elevated terrain, but this time around Mystique is sitting in the square Pyro would have been knocked into.  Does he fall on top of her?  Does he go into another, lower square?  Page 11 once again has the answer:

If the first square of a lower elevation along the knock back path is not able to be occupied, the knock back path ends in the last square of the higher elevation and that character is not dealt knock back damage.


It seems that Pyro lucks out; not only does he not take any damage at all for knock back, he doesn’t even move.  He stays right there and can take a shot at Cyke in retaliation next turn.  Note that this would work not only in this particular case, where Mystique prevents Pyro from occupying that lower square, but if ANYTHING prevented Pyro from occupying that square.  A chunk of blocking terrain would work just as well in this case.

                        Now that Pyro has taken his lumps, let’s segue from the character interactions on knock back into some odd map effects.  First, let’s say Pyro does retaliate against Cyclops and Pyro rolls double 6s!  Take that, Slim!  The only place Cyclops has to go, though, is off the map… and we can’t do that.  From page 11 again:

A character’s knock back path can’t continue beyond a square that blocks movement, elevated terrain of a higher elevation or the edge of the map. If it would do so, the character’s knock back path ends in the square before its path would cross into any of these areas, and the character is dealt 1 damage, as shown in Figure 10.


As far as knock back is concerned, there is no real difference between the edge of the map and a wall or square of blocking terrain: the path is blocked, so damage is dealt.  Be careful generalizing too much with this, though… the edge of the map is NOT actually blocking terrain or a wall.  Any other game effect which actually cares about blocking terrain would not have anything to do with the map edge.


So far, these kinds of map effects are not specific to any one map; they can be applied whenever and wherever they arise.  Some maps, however, have orange special terrain and that special terrain may have additional, knock back related rules.  For example, the Deep Space terrain on the map from the set Super Nova has the following special text:


A successful attack that does not otherwise knock back a character occupying space terrain knocks back that character a number of squares equal to damage dealt -2, to a minimum of 0. When targeting a character occupying space terrain with Force Blast, roll two six-sided dice instead of one. All knock back ends immediately when a character enters the first square that is not space terrain. Characters occupying space terrain are not dealt knock back damage if their knock back paths are ended by the edge of the map.


Not only is it possible for any attack that causes damage to generate knock back, doubles or no, but pay particular attention to the bit that says, “All knock back ends immediately when a character enters the first square that is not space terrain.”  Specifically, the “All knock back” part.  So any knock back, whether caused by rolling doubles, by using Quake or Force Blast or another power, or by these special map rules, will end immediately if the character is taken outside of the special terrain.  “Does that mean the character is dealt knock back damage?” you ask.  Not unless that square would normally block movement anyway (like if there was a square of blocking terrain there); terrain that blocks movement is what typically causes knock back damage, not the simple ending of the movement.  Additionally, note that if the character is knocked back into the edge of the map, there is no damage in this special terrain.  In other words, this map tends to have characters shooting around like pinballs, but very little knock back damage tends to occur here.


Here’s another example, from the SHIELD Helicarrier map:


Orange squares 10,000 feet below squares. Characters can’t move into or occupy these squares. If a character’s knock back path is stopped by one of these squares, deal that character 1 additional unavoidable damage.

In this case, not only does the character take knock back damage for being stopped by the orange squares (a character can’t move through them, so knock back is stopped), but the knocked back character would be zapped with some additional, unavoidable damage even if it would otherwise ignore or reduce knock back damage.


We don’t really have the time and space to go over every single possible exception based on special map rules, but hopefully these few examples have given you enough of an understanding that you can figure out what happens if something else comes along.  And if not, you can always ask us if you have more questions!


Common Corner Cases – Powers and Abilities

Moving on, we are now focused on the characters themselves instead of the maps.  There are four common powers that provide exceptions to the knock back rules, two combat abilities that might be important, and a whole gaggle of special powers and traits.  An important point to keep in mind during this discussion is some of these effects prevent knock back from occurring.  You would check for these kinds of effects BEFORE any damage from a knock back causing attack is applied.

Let’s look at those common powers first.


Pretty simple: Charge causes the character to ignore knock back.  If a Charge-having character is hit with doubles, attacked with Quake, or would otherwise be knocked back, it just doesn’t happen.  Charge ignores that knock back.  Keep an eye out for this… I’ve seen players forget this many, MANY times, focusing instead on how Charge lets a character move up and attack.  Also note that this is no way optional; you can’t choose to “turn off” Charge if you want to be knocked back by an attack.


Also pretty simple: assign your power action, pick an adjacent character, and then roll the d6.  Boom.  Instant knock back.  Players tend to poo-poo Force Blast because it doesn’t cause huge damage or let you zip around the map attacking at will… but they also tend to forget that there is absolutely no attack roll necessary (doubles or otherwise), that powers like Shape Change or Super Senses offer no protection, and you are guaranteed at least 1 square of knock back (maybe a lot more).   WS Nightcrawler being a pain in your neck?  Bounce him off the edge some elevated terrain!  Old KC Green Lantern too hard to hit?  Slam him into the wall once or twice and he becomes much easier to manage!   Force Blast isn’t as ubiquitously useful as Hypersonic Speed or Outwit, but it can be awesome in the right circumstances.

QuakeA little more complicated than Charge or Force Blast, but still pretty easy once you break it down.  Basically, your character attacks all adjacent opposing characters with one single attack and its damage value is locked at 2 for the duration of this attack.  After the attack is over and damage has been dished out, any character that took damage from this attack is knocked back accordingly.  So, barring critical hits, you can knock back characters either 1 or 2 squares with this power (depending on how much damage the characters actually took).  No doubles are necessary… all you have to do is hit and damage your target(s) and they will be knocked back. This power is particularly awesome when used against groups of characters with little/no damage reduction (most any Minion fits that description).  Note, that there are no special rules in place if you do happen to roll doubles when you attack with this power; you don’t get extra knock back for rolling doubles or anything like that.

This power actually has two parts related to knock back.  The first part allows you to choose to knock back the character in situations in would not normally be knocked back.  Is Wolverine taking too much of a beating from Juggernaut?  If Wolvie can use Combat Reflexes when Juggernaut successfully attacks him, you can choose to knock back Wolverine even if Juggy didn’t roll doubles and make an escape.  Please note that this only allows you to choose to take knock back in cases when you normally wouldn’t… it does NOT let you choose to ignore knock back in cases when your character would be knocked back normally.   Also note that this part of the power lets your character be knocked back even if it normally CAN’T be knocked back.  For example, Charge normally ignores knock back, but a character that can also use Combat Reflexes may choose to be knocked back even those Charge tries to say “no way”.

The second part kicks in AFTER a character has been knocked back.  Once knock back is actually happening (either because you choose to use the first part or because of some other, knock back-causing effect), if the character would then be dealt knock back damage for hitting a wall or something similar this power ignores that damage.  It doesn’t reduce the damage dealt, like Toughness would, but flat out ignores it.  This can be an important distinction if certain other game effects are in play (the Armor Wars Battlefield Condition, for example, increase damage dealt if it is reduced… this does not reduce damage dealt, so Armor Wars would have no effect).

Since Combat Reflexes has two different effects on knock back that activate at two different times, it is completely possible that your character may not actually get to use both parts during the same attack.  Let’s continue the example above, with Wolverine choosing to take knock back from Juggernaut… we’ll Juggernaut hits him for 3 damage, Wolverine takes 3 and clicks onto a click with Regeneration.  Then he is knocked back 3 squares and, unfortunately for him, hits a wall and is dealt 1 knock back damage.  Since he now has Regeneration and not Combat Reflexes, he can’t ignore this knock back damage and it may very well KO him.  The opposite is also true: say Wolverine was on a click with Toughness and Juggernaut rolled doubles when he hit Wolverine.  Wolverine takes some damage, lands on Combat Reflexes, and is then knocked back because of the doubles.  During the knock back, he falls off of some elevated terrain, but the newly revealed Combat Reflexes would let him ignore the 2 damage normally dealt for being knocked back off of elevated terrain.

Now for the combat abilities mentioned before:


As you might have already noticed, that ability doesn’t say anything at all about knock back.  Instead, what we really care about for this discussion comes from the discussion of knock back in the rules book (page 11):


Characters using the Flight ability (see the Powers and Abilities Card) which are knocked back off of elevated terrain are not dealt knock back damage, though they still end their knock back path in the first empty square of a lower elevation.


So when a character that can use Flight is knocked back off of elevated terrain, it would not be dealt any damage.  Flight has no other effect on knock back (they are still repositioned normally, still dealt damage if stopped by a wall, etc), but since falling causes a big fat 2 damage dealt, this ability can really save your character’s bacon and is well worth remembering.



Right there at the beginning of the ability, simply put, these characters can’t be knocked back.  So, short of Combat Reflexes granting a choice on the matter, your Giants and Colossals won’t have to worry about knock back.


Moving on to special powers and traits, I want to point out that there are many, many, many related to knock back in some way, shape, or form.  It is well beyond the scope of this article to cover every last one.  Much like the special map rules, though, I’ll select a couple and hopefully you’ll be able to use these examples as a guide for other effects.


Repulsor Rays: After Iron Man hits a character with a ranged combat attack and actions resolve, you may knock back that character an amount equal to the difference between Iron Man’s range value and the number of squares to that character.


Using this power requires a bit of math, but is otherwise pretty straight forward.  If Iron Man hits a character with a ranged combat attack, and that character isn’t at the absolute edge of Iron Man’s range, he will knock it back.


There are a couple interesting wrinkles, though.  First, Iron Man doesn’t even need to damage the character, just that hit it.  So Impervious could reduce the damage from the attack to 0, but Iron Man could still knock that character back a couple squares if it was close enough.  Also worthy of note is that this power causes knock back AFTER the action resolves.  Normal knock back occurs DURING the action.  In this case, it is actually possible to generate knock back twice: Iron Man rolls doubles and hits, knocking back his target.  Then, after the action resolves, check how far away the target is and, if close enough, knock it back again.  Potentially a very deadly combo if the character is actually trapped in a corner and has nowhere to go… Iron Man can just keep bouncing it off the walls.


The Living Bomb Burst: All damage dealt by Blastaar causes knock back.


This one is deceptively simple.  When it says “all damage dealt by Blastaar”, it really does mean ALL damage.  For example, let’s say Blastaar is wielding the Infinity Gauntlet and now has the ability to use Poison… well, when Blastaar uses Poison and damages any adjacent opposing characters, those characters will also be knocked back by that damage.


Swat: All damage dealt by Red King causes knock back. When the knock back path of a character knocked back in this way is stopped by another character, deal both characters 2 knock back damage.


Normally, being knocked back into a character causes no knock back damage.  This particular power not only causes knock back damage to the character that was knocked back, but also to the character that stopped the knock back.  Two points of interest here are A) we are still talking about knock back damage, so it can be reduced/ignored by anything that would normally reduce or ignore knock back damage and B) ANY character ending the knock back will cause this damage (and be damaged), so watch how you position your own friendly characters or you may end up damaging them accidentally!


Common Corner Cases – Miscellaneous


Finally, because it didn’t really fit in anywhere else, keep in mind that multi-based characters can’t be knocked back.  Many multi-base characters are already Giants or Colossals (so Great Size also prevents knock back), but for those that aren’t, the rule book tells us on page 15 that knock back is a no-no:


Multi-base characters can’t be carried or knocked back. They can’t be placed by the Telekinesis power.


Got it?


So that wraps up our second discussion of knock back.  Hopefully, between the more basic, general knock back article presented earlier and now this look at some of the exceptions to the general knock back rules, we’ve covered all the bases.    If you have any further knock back questions, don’t hesitate to ask.  Who knows, maybe your question might be the genesis of a third article!


Thanks once again for reading along today.  I hope you have found this information useful.  If you have any more questions about this article, send an e-mail to or hit the Rules Deputies up on the forums!


Jeff “normalview” Orasky