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


Outwit

(Last Updated: 03-06-2014 )

HeroClix  Power Give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within range (minimum range 6) and line of fire to the target.

2012 Wording: During your turn, give this character a free action to counter a power or a combat ability possessed by a single target opposing character until the beginning of your next turn. Any game effects with a duration specified by the countered power or combat ability are removed. A character using this power must be within 10 squares and line of fire to the target.

•Also see Use and Possess


Official FAQ

•(Players Guide, 2014): When a Special Power is used to counter all powers on a character, it causes new powers to appear on the dial to also be countered, as the character’s dial changes.

•(Players Guide, 2014): If a countered power no longer shows on the dial, but then returns to the dial before the beginning of the Outwitting player’s next turn, the power is still countered.


•One use of Outwit will counter all aspects of a character’s Improved Movement or Improved Targeting; the combat ability is Improved Movement (or Improved Targeting), not the little colored squares and symbols that follow afterwards.  You do not need to/can’t counter each little colored square and squiggle in an Improved Movement/Targeting description. (11-01-2012) Read more: http://heroclix.com/uncategorized/improving-on-perfection/#ixzz2AzVBeiAC


HeroClix World Notes

•Outwit can not be used to counter Traits. However, if the trait let's the character "possess" a power, then that "power" can be countered. (also see Use and Possess)

•Outwit can be used to counter the following combat abilities: Carry, Duo Attack, Flight, Giant Stride, Indomitable, Sharpshooter, and Swim.