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


Themed Teams

(Last Updated: 06-25-2015 )

THEMED TEAMS
Themed teams are forces of HeroClix characters in which all characters share at least one common keyword among the keywords listed on their character cards. Keywords are not case sensitive. Bystander tokens can be included in your force although they do not have keywords, but they are not considered “characters” for the purpose of bonuses or counting characters for qualifications described below. A keyword can either be generic or named. Generic keywords appear on the character card in italics (or appear on the list on page 28). Any keyword that is not a generic keyword is a named keyword. In order for a force to be considered a themed team, your force must include at least 2 characters and they must have the shared keyword before the beginning of the game. Once a force is considered a themed team, it remains a themed team until the end of the game, even if the characters on your force no longer meet the criteria of a themed team.
 
THEMED TEAM BENEFITS
 
Initiative Bonus: When rolling to establish who will be the first player, the player using a themed team gets a  +1 bonus to the roll for each character possessing the  shared keyword on that player’s force.
 
Additional Team Abilities:  Additional Team Ability (ATA) cards can be added to your force when it is a themed team. Each ATA card indicates the cost per character that must be added to your force in order to use it in the game; all characters that meet the prerequisites must be assigned the ATA and your force’s build total is affected accordingly. ATA cards provide either different or additional team abilities to the qualifying characters on your force. These team abilities are possessed by the qualifying characters and can be used by wild cards (unless the ATA specifies otherwise). A force may only include one ATA card.
 
Themed Team Probability Control (TTPC):  When your force is a named themed team, it can use TTPC. TTPC allows any character on a named themed team to use Probability Control. This use of Probability Control does not count towards any other game effects that reference the use of Probability Control (such as meeting prerequisites for feats). The number of times you may use TTPC during a game is equal to the number of characters on your force at the beginning of the game, up to 1 per 100 points of the game’s build total. In addition, characters using TTPC:
 •  Must possess the keyword that establishes the  theme of the force.
 •  Must not have already been given a non-free action this turn.
 •  Must not be able to use Probability Control through another game effect.
 •  Must not have used Probability Control in this way earlier in the turn.
 •  Must immediately be given an action token (this  does not affect your Action Total for the turn).


HeroClix World Notes

•If you are using the Probability Control portion, giving a character an action token this way can cause push damage.