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#F002 Endurance
Cost: 5
Pre-Requisites: Standard Attack, Standard Damage
Choose a character
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
If the a character has 1 action token and chooses to take another action and use the endurance card, they place 1 token on the card and take the action. Let's say they roll a 3.
The next turn they have 2 action tokens. Do they have to clear or can they be given another action?
Is rolling a 1 or 2 the only way to remove tokens from the Endurance card?
How does this card work with Master's of Evil figures? Can they continually push without taking damage as long as they don't roll a 1 or a 2?
#F002 Endurance
Cost: 5
Pre-Requisites: Standard Attack, Standard Damage
Choose a character
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
If the a character has 1 action token and chooses to take another action and use the endurance card, they place 1 token on the card and take the action. Let's say they roll a 3.
The next turn they have 2 action tokens. Do they have to clear or can they be given another action?
Is rolling a 1 or 2 the only way to remove tokens from the Endurance card?
How does this card work with Master's of Evil figures? Can they continually push without taking damage as long as they don't roll a 1 or a 2?
Thanks in advance for the clarification.
I'm 99.9% sure this only works for pushing damage, as in taking a second token from an action [edit: OR Incapacitate!]. Meaning that once you have that second token and take another action through the MoE team ability, the card has no effect on that damage [i.e.: take damage, no token for Endurance, roll for Endurance to see if it goes off] because MoE damage is 'unavoidable'.
Long story short:
-Only takes tokens for pushing damage.
-MoE damage is NOT pushing damage.
-Roll to see if damage is applied for tokens is taken every action, even if it's an MoE action.
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Haven't used this with the MoE TA yet, but I have been using it extensively with just normal characters. I don't think it would work in conjunction with the MoE as explain by Arokosaki above.
Still, I'll eventually throw endurance on Kang and see what happens.
#F002 Endurance
Cost: 5
Pre-Requisites: Standard Attack, Standard Damage
Choose a character
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
If the a character has 1 action token and chooses to take another action and use the endurance card, they place 1 token on the card and take the action. Let's say they roll a 3.
The next turn they have 2 action tokens. Do they have to clear or can they be given another action?
They have to clear as normal, but can be given free actions as normal too.
Note that because of the wording on Endurance you'd have to roll even when taking free actions.
Quote : Originally Posted by Mac42081
Is rolling a 1 or 2 the only way to remove tokens from the Endurance card?
Yes, rolling is the only way to remove Endurance tokens. Which means eventually the push damage may catch up with you. One clever way to avoid the pushing damage would be to Thwart your own Endurance card though.
Quote : Originally Posted by Mac42081
How does this card work with Master's of Evil figures? Can they continually push without taking damage as long as they don't roll a 1 or a 2?
No. Because of the wording on the MoE TA your don't take "pushing damage" for the extended move you take "unavoidable damage". Therefore Endurance would only help them for taking the second token push like all other figs.
Im thinking about putting Endurance on Doomsday if i get them in any of the Starro events. Can i take actions every turn coz the tokens go to the card:
Doomsday moves and takes a token. Next turn Doomsday would take push but i decide to use Endurance, so the token goes onto the card and then i roll and get 3.
So next turn i can take actions?
Im thinking about putting Endurance on Doomsday if i get them in any of the Starro events. Can i take actions every turn coz the tokens go to the card:
Doomsday moves and takes a token. Next turn Doomsday would take push but i decide to use Endurance, so the token goes onto the card and then i roll and get 3.
So next turn i can take actions?
You still take the action token for taking the second action (like with willpower) However, the difference between willpower and Endurance is that with Endurance, the pushing damage you would take goes to the Endurance card instead as a token. So the damage might come back to bite later.
By the way, I have 1 extra Doomsday and Endurance if you don't pull them in our Starro event
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#F002 Endurance
Cost: 5
Pre-Requisites: Standard Attack, Standard Damage
Choose a character
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card.
My understanding of Endurance is that it works like so:
Turn 1: Take an action.
Turn 2: Push to take a second action. You don't take pushing damage. Put a token on the card. You don't take Endurance damage because there were no tokens when the character was given an action.
Turn 3: Clear (unless the character is a MoE).
Turn 4: The character can take an action, but now you have to roll for Endurance damage as there are any tokens on the card.
The chances of rolling 1-2 (and taking Endurance damage) are high enough that if you use Endurance early in the game, you have to expect the pushing damage you've avoided to come back to you sooner or later (with an additional 1-2 points). This could be okay if you can taxi your character back to a healer or even just a safer place, or if you think you'll be damaged onto better clicks.
In the endgame, though, I think that Endurance could be awesome. Think about it - if you won't get another action with that particular character, then you can use Endurance and never have to take the damage. This could be key to keeping your character on a good defensive click. And if it's your last action and you need to KO an opponent's figure without being pushed to death yourself, Endurance will save you. Sure, this might not come up a lot, but you're only paying 5 points. I think it's worth it.
From the September FAQ:
Quote
Endurance
Q: Can the pushing damage from feats be prevented by using this feat?
A: Yes. Any pushing damage can be prevented with Endurance.
This could be very handy if you use it in tandem with a feat that deals pushing damage that cannot be countered by powers or team abilities. It only defers the damage until later, so it's probably best to save it for the last couple of turns or at a time when it's easy to get back to healing.
Often when I play Nova Blast I save it for the endgame - at my last tournament I used it as LE Annihilus' final action in the first and third round (in the second round I didn't use it at all). Endurance would have made it even less likely that my opponent could recover from my attack to KO Annihilus (in the little time remaining).
Haven't used this with the MoE TA yet, but I have been using it extensively with just normal characters. I don't think it would work in conjunction with the MoE as explain by Arokosaki above.
Still, I'll eventually throw endurance on Kang and see what happens.
I played a "future" team with R Kang and Ultra Boy + Endurance.
I used Endurance to avoid Ultra Boy's first push, and then used MOE to continue acting and taking clicks (and risking Endurance activation, since as we know MoE is not push damage)...it was actually worth it for me, despite Endurance going off, since getting the most from those early clicks really meant a lot for that figure....and by the time Endurance was triggered, it put Ultra Boy on some sweet clicks...he eventually had to "clear" but was then ready to start the cycle again.
Yes, rolling is the only way to remove Endurance tokens. Which means eventually the push damage may catch up with you. One clever way to avoid the pushing damage would be to Thwart your own Endurance card though.
I think that is strictly true...but IIRC you can "thwart" your own endurance. (I haven't checked lastest FAQ)
I think that is strictly true...but IIRC you can "thwart" your own endurance. (I haven't checked lastest FAQ)
You can Thwart your own Endurance card - but to clarify, the tokens don't go away. So as long as it stays thwarted, its fine. If you opt to use an action to get your Endurance back, all those tokens you originally had on it are still there.
Visible Dials and Pushing Damage need to be optional. This is the way.
My understanding of Endurance is that it works like so:
Turn 1: Take an action.
Turn 2: Push to take a second action. You don't take pushing damage. Put a token on the card. You don't take Endurance damage because there were no tokens when the character was given an action.
Turn 3: Clear (unless the character is a MoE).
Turn 4: The character can take an action, but now you have to roll for Endurance damage as there are any tokens on the card.
I just wanted to say THANK YOU for explaining this feat in a way that I could understand. ever since it came out I've been trying to figure out exactly how it works but I would always get an explanation that left me with more questions than answers. It is much appreciated.
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