You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
If my opponent attacks into one my characters and before resolution I filp total anarchy and then resolution occurs and both characters stun...Does this stun then create a chain for Total Anarchy allowing my opponent to play New Genesis and recover his stunned character before it is KO'd....I ask this question because I am curious as to the ruling on this..because of the ability of the Emerald Enemies Sapphire's ability to KO a character if my characters Willpower is higher than their characters cost.
On a different note If I boost Ch'p on turn 6, can I add a chain a Mogo to the acceptance of my opponents attack in an effort to raise my characters willpower by two and therefore have a chance at dodging the attack...A local judge told me that I could not add willpower after I have already boosted Ch'p and I told him that was not correct because Ch'p does not say that you get your Willpower defense boost when he comes into play boosted but rather when you are attacking or defending so I should be able to add a Mogo to the attack and raise my defense as I see fit without penalty because to me it's no different than playing a from the Shadows to keep you character from getting stunned...Can someone please help me out with these two problems...If you need a turn by turn example let me know and I will give you one...
A character would be able to be recovered chained to Total Anarchy's triggered effect, however due to the wording on Total Anarchy, Anarchy's effect does not care whether or not the character is still stunned when it resolves only that it was stunned. Since the effect still resolves, Anarchy's triggered power will still KO even a newly recovered character if they have a cost of 3 or less (so long as they were previously stunned).
(Note: Remoni will work the same way as Anarchy in this case so long as the stun met all the other requirements.)
Originally posted by Icereaper93 On a different note If I boost Ch'p on turn 6, can I add a chain a Mogo to the acceptance of my opponents attack in an effort to raise my characters willpower by two and therefore have a chance at dodging the attack...A local judge told me that I could not add willpower after I have already boosted Ch'p and I told him that was not correct because Ch'p does not say that you get your Willpower defense boost when he comes into play boosted but rather when you are attacking or defending so I should be able to add a Mogo to the attack and raise my defense as I see fit without penalty because to me it's no different than playing a from the Shadows to keep you character from getting stunned...Can someone please help me out with these two problems...If you need a turn by turn example let me know and I will give you one...
If you boosted Ch'p this turn, as long as his power is active (meaning he is in play and unstunned), then whenever one of your characters is attacking or blocking this turn, it gets +X DEF, where X is its willpower. You can augment a characters willpower at any time, and it will always reference the character's willpower at that time. If I play "Dimming of the Starheart" on Ch'p, he will only have 1 willpower, and only get +1 DEF. If you activate Mogo, it will increase Willpower by 2 and that character will get +2 more DEF when in combat.
Note that this is different from Guy Gardner, whose boost is a triggered power that affects all characters in play at the time he is played. Guy will not affect guys played after he comes into play. Ch'p's boost is a Continuous Power that stays active that turn as long as Ch'p is unstunned.
what do you mean unstunned..No boost effect that modifies a character or surrounding characters has been dependent on that particular character staying alive...When Ch'p is played with the boost his effect will resolve that turn even if he becomes stunned somehow so why does he need to stay unstunned for his boost effect to resolve...
Hawk nor Dove go away if you boost one to play the other and then one becomes stunned...The other stays there and still gets the power up because I control the other...
Read that thread to find out more why Ch'p's effect is no longer active if he is stunned, even if you boosted him this turn.
It all has to do with the wording of the boosted power "aka boost x: while/when" that affects whether or not it is active if the orginiating character is stunned.
I would go into the details here, but I'm at work and the thread's an easier way to explain it ;)
Ok so I have to keep him unstunned for his effect to be active fine, but I do get to change his Willpower by the use of Mogo and or other means and that can very well keep him alive with an extra one or two willpower.
Originally posted by Icereaper93 Ok so I have to keep him unstunned for his effect to be active fine, but I do get to change his Willpower by the use of Mogo and or other means and that can very well keep him alive with an extra one or two willpower.
Yeah, that was answered above.
As long as Ch'p is unstunned that turn, his power is active. As long as his power is active, his bonus changes along with any willpower changes. Additional willpower is additional DEF, Reduced willpower is reduced defense.
Cool thanks for the info. So far I haven't had too much of a problem keeping him alive although I know that once everyone knows how his effect truly works he will become the target of all future round Six attacks...lol....
oh yeah one more thing...I boost Ch'p they do manage to stun him but since his boost is active for the turn if I play Guardian Reborn and bring him back then does his boost become active again.