15 HeroClix Sets We Want
Top 12 Joker HeroClix
Top 5 DOFP HeroClix
Top 12 Spider-Man HeroClix
Top 10 Wildcards
15 Things You Don't Know About HeroClix
5 Fixes for Spiral
Top 5 Reasons Ben Affleck Will Suck as Batman

Top 5 X-Men
Top 10 Worst Mutant Names
Top 5 Modern Age Supermans
Top 10 Iron Man Covers
Top 5 Modern Age Hulks
Top 10 Amazing Spider-Man Covers
Top 10 Aquarium HeroClix
10 Best Movie Hero Costumes
Top 20 in 2012
Top 5 Hero vs Hero Smackdowns!
Top 5 Zombie Movies
Top 5 Gears of War Weapons
Top 5 Street Fighters
owlman166's Top 5 DC Wants
Top 5 HeroClix Accessories
Top 5 Superhero Movies
arrowTop 6 Standard HeroClix Powers
Top 5 Worst Modern Age Sculpts
Top 5 Spider-Man Clix
5 Worst Modern Age Clix
Top 5 GsX Traits
Top 5 Movie-Clix
Top 5 Marvel Tech
Fixing Superman
5 Awesome Justice League Fights
5 Awesome Spider-Man Fights
Faces of Eddie
10 Battle Packs (We Want)
Marvel DUOS You Want
DC DUOS You Want!
Top 8 Sets We Want
22 HeroClix box sets (we want)
Top 10 Signs You're Obsessed with HeroClix
Top 5 Overrated Clix

Top 6 Standard HeroClix Powers
The Le (06/07/2011)
 Page:  1  2  3  4   

Related: Top 8 Sets We Want
Related: Top 5 Reasons Ben Affleck Will Suck as Batman
Related: Top 5 Hero vs Hero Smackdowns!
Related: Top 10 Amazing Spider-Man Covers
Goto Comments

Top 6 HeroClix Standard PowersThere are 44 Standard Powers in the HeroClix World (see what we did there?), but are any of them really better than the others? Absolutely.

Today we're going to pick out the Top 6 best Standard powers out of the 44 that are out there.

Let's start with...

#6 Charge / Running Shot
HeroClix Power RedCharge: Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. A character using this power ignores knock back.

HeroClix  Power Running Shot: Give this character a power action; halve its speed value for the action. Move this character up to its speed value and it may be given a ranged combat action as a free action.

HeroClix Magog ChargeOkey, I'm cheating a little bit by listing two powers for #6, but both powers do basically the same thing.  Getting a free combat action after movement is far more useful than Hypersonic Speed (you can't even throw an object with HSS). Just think about all the fantastic combos you can use:

•Charge Combos: This power can be used with: Flurry, Blades/Claws/Fangs, Incapacitate, Quake, Steal Energy, Super Strength (using an object as part of the attack), and Exploit Weakess.

•Running Shot Combos: This power can be used with: Energy Explosion, Incapacitate, Penetrating/Psychic Blast, Pulse Wave, and Super Strength (using an object as part of the attack).

And that's why Charge and Running Shot take the #6 spot

 Page:  1  2  3  4   

Back to Top

Your Comments:
When was this list made? How is willpower on the list now that indom exists? How is toughness on this list and how on Gods Green Earth better than Impervious or even Invulnerablitly? Where is Hypersonic Speed? And there is no way Charge or Running shot are better. Yes they give you options but what happens when you miss and your character gets the smackdown? Where is stealth or outwit? I strongly disagree with this list. Schristopher made a list and I agree with that one much more. Oh yeah, and incap is good but it is def not number one.

Posted by: SumDizzle88 on 1/24/2014 3:14:10 PM
I have that war mucine he isnt realy good

Posted by: james axel on 11/29/2013 11:24:52 AM
why is everyone missing PULSEVWAVE that is the best standard attack ever

Posted by: aqua7729 on 8/23/2013 7:08:53 PM
I always trick my brother and sister into taking a character with defensive moves and I always beat them with white lantern sinestro ha ha ha.

Posted by: morgan smith on 1/1/2012 6:35:16 AM
perplex outwit super strength force blast energy shiel deflection. Theres 5 more

Posted by: bp29 on 11/24/2011 8:47:15 AM
To be honest, I'm starting to lean towards Incap. as being at least the second best power. I mean, The Le's right. Incap. can hurt ANYONE...

Posted by: Owlman166 on 7/30/2011 12:08:08 PM
dammit! ran out of character space

anyway carrying on where it left off...
Yes it suffers from some of the same issues as incap (situational) but the lack of attack rolls means it can more readily be relied upon without any need to support it. (prob/perplex as you might need with incap)

2=Pulsewave, it can be used in close combat now and pretty much ignores everything.this and HSS are oddly the only instantly agressive powers i'd place on the top tier.

1= Perplex, the most multi use power there is, ive committed some seriously ludicrus acts using it, from reducing tent poles to pussycats to reducing my own range with pulse wavers in order to inflict maximum carnage on singular threats

Posted by: Ste on 7/6/2011 3:31:00 AM
gotta agree with Sirchristopher on the perplex front, i like fielding sinestro corps teams in larger games and have reduced more than a few tent poles into limp biscuits in my time. it should easily be in the top 3 powers.
not to say its only useful in bigger games either,the amount a single +/- point can make on an important attack roll can be even greater a effect on probability the probability control itself!

Incap yes its awesome but number 1?!? its too dependant on other factors (feats, range, lightning bolts etc) and slowing down a monster of a tentpole with power cosmic isnt going to win you many victory points, its just delaying the inevitable thrashing its going to give you.

and no pulse wave!!!! even though it can now be used against adjacent foes??? really...

my top 6

6=HSS, athough attack and flee seem to be the main theme for its praise, my reason for including it on my list is as a support assassin. most reasonable support pieces arnt great at defending themselves and HSS has a nasty habit of bypassing bruisers and cutting away the relivent support before the bruiser has even based one of your guys.

5= telekinisis. should almost be a given if your gonna be fielding a tent pole or need crucial timing for a perticular stratagy, and its near impossible to counter when used right. consider this character A has TK(anyone with TK), character B(prob supes) has HSS with a move of 12 and a range of 10... thats an attack range of 25! who says i cant get at your support pieces in the 1st turn of the game?

4= Probability Control, rerolls are both a devine blessing in ones hour of need or a damned curse when your on a roll depending on your point of view when the time comes.

3= outwit, it simple has to be on the list, gods and mortals alike have fallen to the might of this one for generations, it is even more effective than incap as it requires no roll to stop that psychic blast or pulsewave you know is coming next turn. yes it suffers from s

Posted by: ste on 7/6/2011 3:20:40 AM
Best use of Energy Explosion
Place Armor Piercing on the character. It like giving free outwit for resistant defenses and you don't even have to see the character, just see the person next to him. I hit means someone taking damage. if the character has more then one lighting bolt it can mean alot of damage

Posted by: Sirchristopher on 7/1/2011 7:20:28 PM
Top 5 heroclix Powers

5 Impervious - You beat up anyone that does more then 2 of damage and outwitters, then no worries except for a crit hits, but then you still get the role or crit miss on your part. The Super Senses + Invulnerability combo can be nice, just usually expensive point wise.

4 Perplex - Adding +1 to damage (Destiny hitting for damage is actually amusing) or subtracting 1 from and opponents damage is sometimes better than Outwit. So you have someone with exploit weakness. If I take their damage down to 0 you can exploit all you want, it tickles

3 Stealth - Shooting at others and not getting shot back at. Cool

2 Outwit - (AKA the game killer)Taking away someone's move and attack ability or a defensive power is a game killer. Invision a group of Superman Enemy GRUNTS (Intergang Agents) next to each other taking down a Superman by sending a Sacraficial Piece(a POG) base him thus taking out Superman's Range and then outwitting his resistant defences and then after they all shoot at him doing damage if the hit and then outwit his move and attack ability making it that he has to use an attack on a low point POG or breakaway and do no damage. I saw a player suceed with this strategy. Yes, You can put Fortitude on him but do you really use that every game? Long live Liam Harper Agent of Intergang

1 Hypersonic Speed - It's all about the movement, attack and movement. It is one thing to fight an enemy, but another to fight an enemy that hits and then runs away. If the HSS character can't be seen they can't be outwitted. Thank you POG shields

Posted by: Sirchristopher on 7/1/2011 6:42:15 PM
@ Eli

Yeah, I like Force Blast too, but it's not on the top ten, IMHO. Outwit will always be numero uno in my book, but Incap is easily in the top 5.


Good luck outwitting him, cause I always use him w/Fortitude. And I always support him. LOL...

Posted by: Owlman166 on 7/1/2011 7:51:10 AM
HAHAHAHAHA, this is definitely taking the Number 1 spot on Top 10 WORST LISTS EVER CREATED.

No Psychic Blast or Exploit Weakness, No Mastermind, No Super Senses, No Impervious, NO PERPLEX, NO OUTWIT, NO HYPERSONIC SPEED, NO PULSE WAVE!? Do you play Heroclix? Obviously not very well if you prefer powers like Energy Explosion, Willpower, B/C/F, and Incapacitate.

How about we hurry through these Thor Fast Forces previews so I can stop coming to this site.

Posted by: Petro on 6/29/2011 3:24:34 PM
Wow. Incap at #1? That's a big FAIL. Simply stopping an opponent isn't nearly as useful as dealing damage. When it takes the same successful attack roll to work, any number of attack powers are better than Incap at actually scoring victory points.

It might deserve a top ten spot (and it's certainly among the top five in cost), but Incapacitate is definitely NOT the best standard power in HeroClix.

Energy Explosion also doesn't belong. Like Incap, it's exponentially better with multiple targets, but that simple fact makes it fail as a top power.

Top powers should automatically make the figure better and should never feel like a waste regardless of the character's other abilities. Incap and EE are only half as good on single-target pieces, are very rarely useable on high-damage pieces and need feats to really be good.

Outwit, OTOH, never feels like a waste. Even Fortitude and Power Q figs can't stop it completely.

I can't even say "to each his own" here. You're just WRONG. :p

Posted by: Rurouni KJS on 6/15/2011 11:11:54 AM
I would have liked to see a list of ALL the powers, descending from #44.

And @owlman166, I loove Force Blast. My friend actually beat me with it one game, he kept on knocking my Kryptonite Man into the wall with Malice, who can use it as a free action.

Posted by: Eli on 6/14/2011 9:01:37 AM
You do know that you can make a ranged attack while Hypersonicing? No need to throw anything, just shoot.

While we all have our personal preferences (mine is Shape Change), the omission of Outwit and Impervious from this list are really glaring.

Outwit has changed more game outcomes than any single power in the game, making your Superman become a mere mortal with a free action shows the genius of Lex Luthor and reminds us of the frailty of legends and is perfectly reflected in the game.

Impervious represents exactly what it should be, the Man of Steel without Lex Luthor around (or the Dark Knight Batman with those green gloves). While the power to dish out damage is great, the greater power is to be able to laugh it off.

Energy Explosion is far too situational to be so highly rated and Incapacitate is one of the most expensive powers (as we are lead to believe) in the game from a point assignment perspective. Remember, for every CJ Green Arrow there is a JL Creeper (0 Range, 9AV, Incap).

Posted by: Dr. Faustin on 6/10/2011 2:02:26 PM
i believe pulse wave or outwit should be on this list both are game changers and pulse wave in particular is the great equilizer. opponent has shape change, super senses, and skrull thats 3 times you would have dice rolled that could keep you from dealing out damage not with pulse wave , have a feat card or trait thats keeping you from attacking not with pulse wave on youre side

Posted by: deathstroke77 on 6/10/2011 1:13:23 PM
First off , let me just say that their are way better powers out there than these 6 , way better . I barely even use energy explosion ever , Wolverine is the only character I play that uses Blades /claws / fangs .Hypersonic Speed I use more than any , I would rather attack and run away , so I'm not in range 4 you to counter attack . So , here are my top 6 powers :
6 ) Range combat / close combat , same as your charge & running shot
5 ) Impervious
4 ) Hypersonic speed
3 ) probability control
2 ) Penetrating / Psychic blast
1 ) Outwit

So , to each their own , and good luck on all your die rolls . Remember keep those clix off their KO dials .

Posted by: Robert Tannehill on 6/10/2011 4:30:36 AM
hmmm interesting choices

I would have to go with:

4)probability control
2)Hypersonic speed

but to each thier own.

Posted by: slade wilson on 6/9/2011 9:07:59 PM

I outwit you mastermind, Prof X has to take the damage,

OUTWIT for the win

Posted by: K on 6/8/2011 12:12:31 PM

2. Perplex

For a free action, add +1 to any stat (Including range) once per turn. This could be substituted for numero uno, because of its potential. Perplex can give you that little extra umphf you need to hit/damage your opponent. This should be a staple on every team. Hands down.

#1...Force Blast! (Just kidding!)

#1 is Outwit

By far, my favorite power in all of Heroclixdom, and the only other power that every good player needs on a Heroclix team. That Impervious giving you some problems? Outwit it. How about that Special power(s) your opponent keeps using to hamper your strategy? Cancel it. KC Green Lantern about to use Willpower to zap you for 6 clicks? O-U-T-W-I-T. The possibilities are nearly endless. The only problems are if your opponent is stealthed, has the Power Cosmic TA/Quintessence, or has Fortitude. Other than that, your pretty much good to go.

Honorable mentions: Poison, Mind Control, Pulse Wave, Willpower, Barrier, and Force Blast. (Yes, Force Blast. Believe it or not, this power can really come in handy every now and then. It just doesn't belong on high point powerhouse's like Superman.)

Posted by: Owlman166 on 6/8/2011 11:33:39 AM
OK, Here, IMHO, is a list of the top ten most useful powers in Heroclix:

10. Psychic Blast/Exploit Weakness

They're both really the same thing, just one's close and one is ranged. The ability to ignore Impervious and Invulnerability Is very useful.

9. Running Shot/Charge

Do I really have to explain why these are so good?

8. Incapacitate (With multiple targets)

This power can really come in handy, if you think about it. Take (U) Professor X from Fantastic Forces; He has a 12 range with 3 targets, plus an 11 attack with Incapacitate! Just think of the potential...

7. Impervious

This power has saved me numerous times; Super Senses + Invulnerability= pain in the butt. Unless, of course, your opponent has Outwit.
In which case, you should have Fortitude. Moving on...

6. Mastermind

This is my second favorite power. Let's say big, bad Superman smacks my Unique Professor X with a heavy object for 7 clicks of damage.
bzzz...wrong! I simply mastermind the damage off to a 5 point bystander. Cool, huh?

5. Stealth

Translation: I can shoot you, but you can't shoot me. Or, worse yet, I can Outwit your powers/abilities turn after turn. In my oppinion, there is nothing more annoying than a stealthed outwitter. Nuff' said.

4. Hypersonic Speed

Move, attack, and move again. That's basically it. Talk about annoying! Hypersonic Speed + Super Strengh is one of the most dealy combo's in the game, Second only, in my oppinion, to Flurry/BCF. (Potential: Critical Hit + 6 damage plus knock back = 8 damage; Even worse if your opponent is up against a wall! You can attack AGAIN!) My personal favorite combo, by the way, is Stealth, Poison, (or Smoke Cloud), Mastermind, and Outwit. WITH Fortitude.

3. Probability Control

Simply put, I can re-roll a dice roll on my turn, and one dice roll on my opponents turn. An invaluable asset to almost any team. My rolls generally suck about 3/4 of the time, so this abilit is especially handy to m

Posted by: Owlman166 on 6/8/2011 11:31:53 AM
I definitely agree that Incap should be in the top 5 or 6, just not #1. I think Outwit is the best power, by far. (Perplex, Prob. Conrtol, HSS, Stealth, and Incap. are the runner ups. Mind Control is pretty awesome too, though.)

Posted by: Owlman166 on 6/8/2011 11:28:26 AM
It can't stop him when he is shooting through blocking terrain and hides, nightcrawler is the best way to stop comso spidey

Posted by: Jeris on 6/8/2011 11:03:39 AM
@Northey: I'm pretty clear as to why each power was listed, taking great pains to justify each choice. The only thing that surprises me is how many comments explicitly hate Incapacitate.

Seriously, if you want to stop Cosmic Spidey, Incapacitate is easily one of your best options.

Posted by: The Le on 6/8/2011 9:49:42 AM
Did anyone give credence that MAYBE the powers listed are scattered about to elicit debate?

Posted by: John Northey on 6/8/2011 9:41:01 AM
Sure Outwit doesnt work against traits, but how many figs have "toughness, Invun, or Imper" as a trait?

Outwit gives mid to low level figs a chance to do real damage against figs with defensive modifers.

Posted by: K on 6/8/2011 9:00:41 AM
@ Cinanul. Actually, you can count the possibilities of Perplex. 10.

But I would have to go with the Big Three. Outwit, Perplex, Probabliity Control.

There was a time where I wouldn't make a team without all three.

Posted by: Dairoka on 6/8/2011 7:09:18 AM
What about perplex? The possibilities of perplex are countless. Up your range, AV, Def, DV. Lower your opponents stats. No use to have EE or BFC if you can't hit the opponent.

Posted by: Cinanul on 6/7/2011 9:10:15 PM
Actually I have to agree with the others. Toughness is usually nearly worthless compared to Invulnerability and Impervious. Outwit should have been in there and I think Hypersonic Speed beats Charge hands down. Incapacitate is great but to use it at its best you need to combine with the FEAT CARD: Stunning Blow then you can add a marker and still do damage. Overall I liked the list but I didn't agree with most it. Nice effort though.

Posted by: aaron on 6/7/2011 8:46:49 PM
But if this list was most fun powers, super strength would be number 1. Why is it so much fun to bludgeon someone with a mailbox? Or a soda machine? Or a radar dish? Or a...

Posted by: licensedhero on 6/7/2011 6:40:48 PM
You make a really good point about the point cost of impervious- but invulnerability is always worth the points. Lovve the list- don't agree with it, but cool article. And yeah, outwit really needs to be on here, especially if this list is "all time" instead of current. I agree that running shot is just as good as hypersonic speed IF the character has a decent range. Hypersonic always beats charge. I woulda had stealth on here too. Great list

Posted by: licensedhero on 6/7/2011 6:32:24 PM
Oh and I explosion??? Really??? Ooo I can so a damage IF someone stands next to someone else which will be unlikely if they see ur piece has it and can hurt theirs piece, now if energy explosion was still good like how it used to be before these newer rules u could deal 2 by targeting one. Idk y try even took it away anyways, u target a person and an explosions happens on the sqaure but somehow the person in the middle of the explosions in unhurt

Posted by: Jeris on 6/7/2011 6:21:37 PM
I would much rather have super sense over toughness at least I get a chance to avoid all damage instead of -1 and where is outwit??? It stops indom and willpower too along with any other ability ur person has I mean 37 points for question and it has willpower with outwit and stealth or even a detective chimp might come in handy

Posted by: Jeris on 6/7/2011 6:11:26 PM
You say Toughness is better than Invuln or Imperv because Impulv drives the cost of a figure up yet you say Incap is the best power when Incap drives up the cost of a figure more than Imperv does. Arguably Incap is one of the worst powers out there considering its usefullness to cost ratio.

Charge/Running Shot is far more better than Hypersonic?


Posted by: Jason Potapoff on 6/7/2011 5:59:58 PM
Incap, EE, Willpower, and Blades?!?!?! I'm sorry, the point of this article is to point out which powers are NOW top tier.

PB should be easly be number one since its so common on modern figs and heavy armor being currently plentiful.

ESD/CCR should also be high on the list, since modern figs now get mid-high base defense on top of these bonuses (Amazons anyone?).

If anything Incap should be the lowest on the list since:
1. It was never that great to begin with unless you had high range and 2-3 targets.
2. Willpower and Indom are fairly common.
3. BF now makes figs immune to it as well.

I would also put Flurry high on the list. With some figs able to duel wield objects, pair it with charge, or those who can combo it with blades; Flury has had a great comback. Not to mention designers aren't afraid to add it to figs with mid-high damage. Remeber when we used to only see flurry on 1-2 damage figs. Look at all the figs in modern age with 3+ damage now.

Posted by: Mr.X_20XX on 6/7/2011 2:11:50 PM
I love exploit weakness. Give me CHarge super strength and exploit all day long. Gotta love SR Wonder woman from dc75. Also throw in everyones favorite combo of blades/claws/fangs with exploit. I love it!

Posted by: Longshott on 6/7/2011 2:07:58 PM
@K: No Outwit. Current HeroClix design tends to favor TRAITS, which cannot be outwitted, and we're seeing more and more Power Cosmic / Quintessence (also immune to outwit). Outwit can't stop Thanos or Cosmic Spidey, but Incapacitate and B/C/F can.

Posted by: The Le on 6/7/2011 1:40:58 PM

Posted by: K on 6/7/2011 1:34:38 PM