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outwit: Once during your turn, give this character a free action to counter a power or a combat ability (other than a team ability) possessed by a single target opposing character until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to te target.
manual of powers and abilities, fantastic four:
outwit: Once during your turn, give this character a free action to counter a power or a combat ability (other than a team ability) possessed by a single target opposing character until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to te target. if the character loses outwit or is defeated, the countered power or ability returns immediately.
my question is this part of effect in Fantastic Four " if the character loses outwit or is defeated, the countered power or ability returns immediately." is part of the outwit or what?? because is not in BlacKest Night.
The Blackest Night rulebook is the most recent one. However, the line that was taken out from the FF rulebook is still true, I believe they just moved it to a different place in the rulebook. If Outwit is lost (countered, dial turned so the character no longer has it) the ability that was countered by Outwit returns immediately.
Originally posted by JBShip628: Cosmic Spider-Man's LoF is NEVER blocked. See that Batman 4 tables down. Yeah, Cosmic Spidey can shoot at him.
The easiest way to explain outwit is to think of it as turning off one power/ability an opposing character possesses (not uses!) for one turn. Powers are the little colored squares on the character's dial, like bronze movement for hypersonic speed or purple damage for close combat expert. Combat abilities are (and here I may be wrong) the little symbols like the flight wing or the sharpshooter crosshair. So if you were to outwit an opposing character's impervious, that character would no longer be able to shrug off damage, as long as impervious is showing on the dial.
Also note that an ability stays countered even after clicking, so long as it shows up on the dial; so, say, if you outwit Superman Prime's Invincible ability, then clock him for five, where Invincible pops up again, then Invincible still stays countered until your next turn.
For the most up to date wording on any effect, it's always best to check the Player's Guide. You can find the most recent Player's Guide at the bottom of this article. That said, the wording hasn't changed since the Blackest Night PAC.
Quote : Originally Posted by Blaiser
The Blackest Night rulebook is the most recent one. However, the line that was taken out from the FF rulebook is still true, I believe they just moved it to a different place in the rulebook. If Outwit is lost (countered, dial turned so the character no longer has it) the ability that was countered by Outwit returns immediately.
Correct. The portion that was removed from the original Fantastic Four PAC is now found on page 15 of the 2010 Core Rulebook.
Quote : Originally Posted by dngergrrl
You can also outwit flight/sharpshooter/indomitable/Giant/duo/transporter too
Just as a note of clarification, you can Outwit combat abilities (unless they indicate otherwise), but you cannot Outwit whether a character is a giant or a transporter. Those are designations based on the character's combat symbols so even if you Outwit the Move and Attack ability, the character is still a transporter.
Quote : Originally Posted by miracleman83
Combat abilities are (and here I may be wrong) the little symbols like the flight wing or the sharpshooter crosshair.
Those are combat symbols. You cannot counter combat symbols. Combat abilities are the abilities granted by those symbols. For example, the attack symbol grants the Sharpshooter ability. You can counter the Sharpshooter ability, but you cannot counter the attack symbol.