POWERS
Charge
Earthbound/Neutralized
Flurry
Force Blast
Hypersonic Speed
Leap/Climb
Mind Control
Phasing/Teleport
Plasticity
Running Shot
Sidestep
Stealth
Blades/Claws/Fangs
Energy Explosion
Incapacitate
Penetrating/Psychic Blast
Poison
Precision Strike
Pulse Wave
Quake
Smoke Cloud
Steal Energy
Super Strength
Telekinesis
Barrier
Combat Reflexes
Defend
Energy Shield/Deflection
Impervious
Invincible
Invulnerability
Mastermind
Regeneration
Super Senses
Toughness
Willpower
Battle Fury
Close Combat Expert
Empower
Enhancement
Exploit Weakness
Leadership
Outwit
Perplex
Probability Control
Ranged Combat Expert
Shape Change
Support

TEAM ABILITIES
Batman Ally
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Calculator
Crime Syndicate
Green Lantern Corps
Hypertime
Injustice League
Justice League
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Kingdom Come
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2000 AD
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Ultimate X-Men
Ultimates
X-Men

OTHER
Carry
Colossal (symbol)
Colossal Stamina
Duo (symbol)
Duo Attack
Fist (symbol)
Flier (symbol)
Flier (transporter symbol)
Flight
Giant (symbol)
Giant Reach
Giant Stride (retired)
Great Size
Indomitable (symbol)
Merge
Move and Attack
Multiattack
Sharpshooter (ability)
Sharpshooter (symbol)
Split
Swim
Swimmer (symbol)
Swimmer (transporter symbol)
Tiny (symbol)
Tiny Size
Transporter (symbol)
(Objects General)
Continual (retired)
Destroying Objects
Holding An Object
Immobile Objects
Objects As Terrain
Objects In Close Attacks
Objects In Ranged Attacks
Objects In Your Force
Picking Up An Object
Relics
Special Objects
Using Objects as Weapons
Additional Team Abilities
0 Damage
Area Of Effect
Damage Depletion Modifier
Evade
Healing
Knock Back
Knock Back Damage
Knocked Back Off Elevated Terrain
Locking
No Damage
Penetrating Damage
Themed Teams
Unavoidable Damage
Use and Possess
Victory Points
Wild Cards
Close Combat Actions
Double Power Actions
Epic Actions
Free Actions
Power Actions
Ranged Combat Actions
Rule of Action Tokens
Rule of Minimums
Rule of Occupancy
Rule of Replace then Modify
Rule of Three

ATA
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Justice League International
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The Society
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Dark Avengers
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Guardians of the Galaxy
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Horsemen of Apocalypse
Morlocks
New Mutants
Nextwave
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Reavers
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Serpent Society
Squadron Supreme
Thunderbolts
U-Foes
X-Force


Flurry

(Last Updated: 03-06-2014 )

HeroClix Power RedGive this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. The first attack does not activate the Damage Depletion Modifier.

See Damage Depletion Modifier

2013 Wording: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action.

2012 Wording:  Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can’t make the second attack. 


Official FAQ

•(Players Guide, 2014) Any powers that are not in use when the first attack is made with Flurry can’t be used for the second attack. Any powers in use for the first attack are in use on the second attack unless the power has been lost.

•(HeroClix Website 04-30-2013) There is only one change to Flurry, but it is a very important one.  If you compare this wording above to the 2012 wording, you’ll see that we’ve removed the line that tells you Flurry will stop working if the power is lost mid-action.  While rolling a critical miss or taking Mystics damage will still probably not be a happy occasion for you, at least now you don’t have to worry about Flurry ending prematurely when your character takes that damage.  Instead your character will get to finish the action normally and make its second attack, even if they power is lost and no longer on the dial.

Similarly, if you have the combo of Flurry with Steal Energy, then if you hit with that first attack and you heal onto a click that doesn’t have Flurry, you can still make that second attack.