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
Batman Enemy
Calculator
Crime Syndicate
Green Lantern Corps
Hypertime
Injustice League
Justice League
Justice Society
Kingdom Come
Legion of Super-Heroes
Mystics
Outsiders
Police
Quintessence
Suicide Squad
Superman Ally
Superman Enemy
Titans
Underworld
Watchmen
2000 AD
Arachnos
Bureau of Paranormal Research and Defense
CrossGen
Crusade
Danger Girl
Founders
Freedom Phalanx
Guardians of the Globe
Kabuki
Top Cow
Vox Populi
Avengers
Avengers Initiative
Brotherhood of Mutants
Defenders
Fantastic Four
Hydra
Masters of Evil
Minions of Doom
Morlocks
Mystics
Police
Power Cosmic
S.H.I.E.L.D.
Serpent Society
Sinister Syndicate
Skrulls
Spider-man Ally
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
All-Star Squadron
Amazon
Atlantis
Checkmate
Green Lantern Honor Guard
Justice League International
League Of Assassins
Legionnaires
Monster Society of Evil
Secret Six
Shadowpact
The Society
White Lantern Corps
Alpha Flight
Dark Avengers
Fantastic Force
Guardians of the Galaxy
Hellions
Horsemen of Apocalypse
Morlocks
New Mutants
Nextwave
Outlaws
Reavers
Runaways
Serpent Society
Squadron Supreme
Thunderbolts
U-Foes
X-Force


Merge

(Last Updated: 03-06-2014 )

When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its star ting line as this character. The combined point value of the qualifying char acters must be equal to or greater than the point value of the Duo character (unless that Duo character previously used the Split ability to be replaced by these same characters). The Duo character can’t use the Split ability this turn. This ability can’t be countered.


Official FAQ

•(Players Guide, 2014):  Game effects assigned to the individual characters pass to the Duo.

•(Players Guide, 2014):  The Duo can use those effects provided that the Duo qualifies for the effect.

•(Players Guide, 2014):  Regardless of the label (eg, "Names and Titles"), the name at the top of the biographical information on a character card is considered to be the real name for this ability.